Commit graph

1097 commits

Author SHA1 Message Date
Rémi Verschelde
49b0aa93e3
Merge pull request #63424 from Chaosus/shader_preprocessor_inc_fix 2022-07-25 14:56:06 +02:00
Yuri Rubinsky
be3fb7a216 Fix errors when using built-ins in shaderinc 2022-07-25 12:33:04 +03:00
Rémi Verschelde
90019676b0 Code quality: Fix header guards consistency
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
Rémi Verschelde
3084a48ace
Merge pull request #63219 from reduz/implement-vector4-projection 2022-07-25 11:13:27 +02:00
reduz
455c06ecd4 Implement Vector4, Vector4i, Projection
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
Yuri Rubinsky
6d992abb54 Fix some errors after shader preprocessor PR 2022-07-23 09:38:59 +03:00
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
* 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
Yuri Roubinsky
7b94603baa Adding shader preprocessor support
Co-authored-by: TheOrangeDay <6472143+TheOrangeDay@users.noreply.github.com>
2022-07-22 22:51:57 +02:00
luz paz
38aaaa3cf9 Fix various typos not caught by codespell
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
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
added usage defines for opengl3 renderer
2022-07-18 00:45:42 +02:00
Bastiaan Olij
d139131aab Adding Variable Rate Shading support to Godot
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
sakrel
16a8967757 Fix DirectionalLight2D and PointLight2D shadows not rendering correctly 2022-07-15 23:55:15 +02:00
Rémi Verschelde
7e49c8c30e
Merge pull request #62947 from BastiaanOlij/fix_mesh_instance_free 2022-07-14 00:05:25 +02:00
Hugo Locurcio
21ea1c3835
Rename soft shadow quality project settings for easier searching
`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
Bastiaan Olij
6930ad2777 Fix typo, call mesh_instance_free not mesh_free 2022-07-12 22:30:08 +10:00
Hugo Locurcio
0f18bd244e
Fix dead link in TAA resolve shader comment
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
Xentripetal
f514b82fd3 Account for relative z-indexes when y-sorting 2022-07-08 09:18:00 -05:00
Rémi Verschelde
99df193bea
Merge pull request #62277 from RandomShaper/depth_buffer_no_sampling
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
lawnjelly
1f69666209 Remove Octree
Octree is no longer used in 4.x.
2022-07-06 14:10:05 +01:00
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
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
Rémi Verschelde
2d28bb8364
Merge pull request #62482 from JFonS/fix_crash_canvas_mode 2022-06-28 15:31:51 +02:00
Rémi Verschelde
d53f1fb388
Merge pull request #60935 from Calinou/geometryinstance3d-gi-mode-default-static
Use the Static global illumination mode in GeometryInstance3D by default
2022-06-28 14:40:53 +02:00
JFonS
8102db90bc Fix crash in Environment "Canvas" background mode. 2022-06-28 13:25:18 +02:00
Rémi Verschelde
16d9918b51
Merge pull request #62467 from RandomShaper/descriptor_rw_matters
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
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
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
- 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
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
d8ef904ffc
Merge pull request #35758 from zmanuel/eliminate-draw-pending
Remove redundant thread sync counter draw_pending
2022-06-22 18:20:41 +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
This makes it work consistently for motion vectors in all functions, including user-defined ones.
2022-06-22 12:24:37 +02:00