Commit graph

4105 commits

Author SHA1 Message Date
Bastiaan Olij
9efff344b8 Dummy mesh support was added to the dummy renderer but incomplete. This completes it 2022-08-30 16:28:39 +10:00
Aaron Franke
10a56981dc
Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
Ricardo Buring
219a582a15 Fix collision solving between world boundary and shapes in motion (2D) 2022-08-29 17:34:06 +02:00
sakrel
728fb6ea95
Fix updating OccluderPolygon shapes 2022-08-29 03:51:53 +02:00
Ricardo Buring
da37540d97 Fix collision solving between world boundary and motion shape 2022-08-27 19:51:14 +02:00
Josh Jones
3dd59013f4 Added node for Navigation links 2022-08-26 22:05:15 -07:00
Rémi Verschelde
4808d01b2b
Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26 23:11:25 +02:00
Rémi Verschelde
f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Rémi Verschelde
4f60fd0480
Merge pull request #64777 from bruvzg/extend_to_title
[macOS] Extend editor contents to the window title bar for better space usage.
2022-08-26 23:03:31 +02:00
Micky
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
bruvzg
bc4ba6cb78
[macOS] Extend editor contents to the window titlebar for better space usage. 2022-08-26 15:12:43 +03:00
fabriceci
f8cc88fab3 Restore RigidBody2/3D, SoftBody names in physics 2022-08-26 12:26:25 +02:00
Rémi Verschelde
7013c68619
Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0 2022-08-26 11:59:07 +02:00
Micky
723bf85145 Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
Hugo Locurcio
45bc1a3790
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
This improves texture sharpness when TAA and/or FXAA are enabled,
without requiring manual user intervention.
2022-08-25 19:38:18 +02:00
Rémi Verschelde
5d78ab4388
Merge pull request #64749 from tefusion/fix_skeleton_editor_mesh_free_errors
Fix typo in RendererSceneCull which caused mesh_free errors
2022-08-25 18:54:25 +02:00
Rémi Verschelde
af88438c71
Merge pull request #64354 from Mickeon/rename-navigation-distance 2022-08-25 18:35:23 +02:00
Rémi Verschelde
33bf609d79
Merge pull request #64820 from Chaosus/shader_fix_varyings 2022-08-25 18:02:38 +02:00
Yuri Rubinsky
d4a10e7e04 Allow using integer varyings with flat interpolation modifier 2022-08-25 13:21:02 +03:00
Rémi Verschelde
fa80064779
Merge pull request #64607 from RandomShaper/safe_audio_threading 2022-08-25 10:12:25 +02:00
fabriceci
3f9db7b398 Adds a method to return the angular velocity of a platform 2022-08-24 18:03:12 +02:00
Rémi Verschelde
4698dc67b5
Merge pull request #64082 from KoBeWi/array3k 2022-08-24 16:05:59 +02:00
Rémi Verschelde
96194628df
Merge pull request #64346 from firefly2442/patch-1 2022-08-24 14:36:07 +02:00
kobewi
f7f4873ed0 Replace Array return types with TypedArray 3 2022-08-24 12:53:36 +02:00
Rémi Verschelde
91e5f48ea7
Merge pull request #64009 from KoBeWi/arrayy_lmao
Replace Array return types with TypedArray (part 2)
2022-08-24 08:18:56 +02:00
kobewi
1abdffe7a0 Replace Array return types with TypedArray 2 2022-08-23 23:21:32 +02:00
Rémi Verschelde
be5c1e2737
Merge pull request #64719 from akien-mga/property-slasher 2022-08-23 18:16:59 +02:00
Rémi Verschelde
8317ff74d6
Merge pull request #63091 from MinusKube/editor-window-render-bug 2022-08-23 12:59:34 +02:00
Rémi Verschelde
7764151bc1 Rename properties unnecessarily using slash (/) in their names
This is a legacy of Godot 2 days before the inspector had support for groups.
"Properties" with a slash in their name can't be accessed from script unless
using `set()`/`get()` so they were not actual properties as far as script
languages are concerned.

Part of #17558.
2022-08-23 11:57:43 +02:00
bruvzg
bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
kobewi
8be27dc59e Replace Array return types with TypedArray 2022-08-22 22:42:36 +02:00
tefusion
a2c422a6da Fix typo in RendererSceneCull
Frees skeleton 3d gizmo now correctly
2022-08-22 22:09:56 +02:00
Rémi Verschelde
1f61d47766
Merge pull request #64339 from YuriSizov/core-multilevel-validate-property 2022-08-22 21:39:48 +02:00
Rémi Verschelde
7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Yuri Sizov
1a24c9e14b Make _validate_property a multilevel method 2022-08-22 18:35:11 +03:00
Rémi Verschelde
5193332d10
Merge pull request #64343 from TokageItLab/priority-ph 2022-08-22 17:31:23 +02:00
Omar El Sheikh
61522d8491 Add Blendshape Support
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
Hugo Locurcio
0c5f254956
Merge pull request #64110 from Geometror/fix-light-shadow-off 2022-08-20 17:06:03 +02:00
Yuri Rubinsky
499fd0a4e7 Add defined keyword support to shader preprocessor 2022-08-20 11:26:59 +03:00
Max Hilbrunner
5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
Allow creating meshes without vertex positions
2022-08-20 05:32:28 +02:00
Hendrik Brucker
18585c69b3 Fix OmniLight/SpotLight shadow opacity calculation 2022-08-20 01:05:44 +02:00
clayjohn
bbbcdd725a Remove requirement to have vertex positions when creating a mesh. Meshes can now be constructed from an index buffer alone 2022-08-19 14:50:12 -06:00
Yuri Rubinsky
8779f51a5e
Merge pull request #63960 from bitsawer/fix-macro-expansion 2022-08-19 23:37:47 +03:00
Max Hilbrunner
019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Max Hilbrunner
117c530e1d
Merge pull request #64342 from clayjohn/DOF-scale
Properly scale depth in bokeh_dof effect
2022-08-19 21:16:32 +02:00
Pedro J. Estébanez
9d546bf05a Make audio thread control flags safe 2022-08-19 13:28:10 +02:00
Yuri Rubinsky
35cfaafda8
Merge pull request #64459 from Chaosus/shader_elif 2022-08-19 07:01:22 +03:00
Max Hilbrunner
420a8c888e
Merge pull request #63950 from bruvzg/menu_bar3
Implement MenuBar control to wrap Popup menus or native menu, use native menu for editor.
2022-08-19 01:24:24 +02:00
bruvzg
8c56a7416b
Implement MenuBar control to wrap PopupMenus or native menu, use native menu for editor. 2022-08-18 22:25:44 +03:00
Aaron Franke
f91934872d
Use a const ref for the bone AABB in rendering code 2022-08-18 12:20:11 -05:00
Max Hilbrunner
462bb3bf32
Merge pull request #64534 from YuriSizov/docs-navigation-takes-a-nap
Fix a typo in navigation server documentation
2022-08-18 16:59:18 +02:00
Clay John
982ff7d925
Merge pull request #64416 from aaronfranke/aabb
Don't try to merge unused bone AABBs in the rendering server
2022-08-17 23:56:05 -06:00
Silc Renew
b31115cdc1 Add collision weight to PhysicsBody for penetrations must be avoided
Co-authored-by: Juan Linietsky <reduzio@gmail.com>
2022-08-18 08:10:31 +09:00
Yuri Sizov
bedaa2b535 Fix a typo in navigation server documentation 2022-08-17 17:05:46 +03:00
Yuri Rubinsky
13ab70ed2a Add elif directive to shader preprocessor 2022-08-15 22:06:49 +03:00
Aaron Franke
e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server 2022-08-14 23:30:48 -05:00
Yuri Rubinsky
22df2c527b Implement coloring for disabled branches in the shader editor 2022-08-14 13:57:26 +03:00
Omar El Sheikh
78881b3cc3 Octahedral Normal/Tangent Compression
Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
Patrick
2b93f44739 small typo in TextServer, changes bitwise to logical which can be faster in some cases via "short circuiting" 2022-08-13 07:44:41 -06:00
Micky
b62d06fbed Rename Navigation's neighbor_dist to neightbor_distance
NavigationAgent2D/3D.`neighbor_dist` -> `neighbor_distance` (also affects setters and getters)

NavigationServer2D/3D.`agent_set_neighbor_dist()` -> `agent_set_neighbor_distance()`

Also changes their parameters' names.

Doesn't affect "Agent.neighborDist_" in Agent.h
2022-08-13 12:40:55 +02:00
Hendrik Brucker
e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
clayjohn
7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
Yuri Rubinsky
f2a6168414
Merge pull request #64310 from Chaosus/shader_texture_funcs 2022-08-12 21:28:22 +03:00
Yuri Rubinsky
e21aad968d Add textureQueryLod/Levels functions to the shader language 2022-08-12 20:44:57 +03:00
Yuri Rubinsky
7822fbc9e2 Add textureProjGrad function to the shader language 2022-08-12 12:01:37 +03:00
Hugo Locurcio
ff9118d103
Merge pull request #64225 from Calinou/3d-scaling-bilinear-use-negative-mipmap-bias 2022-08-11 21:41:37 +02:00
clayjohn
7c848ee591 Detect if VRS supported before creating default VRS texture 2022-08-10 13:27:19 -06:00
Hugo Locurcio
b06890c2b7
Use negative mipmap LOD bias for sub-native bilinear 3D scale
This provides a benefit similar to FSR 1.0 (greater texture sharpness
at the cost of some graininess at sub-native resolution scales), but
without the added performance cost of FSR 1.0.
2022-08-10 17:16:02 +02:00
Silc Renew
7331295523 add get_depth() to KinematicCollision3D as same of 2D 2022-08-10 10:33:58 +09:00
MinusKube
be09a87ff9 Fix viewport sorting being wrong on parent/child relation 2022-08-10 01:23:23 +02:00
Rémi Verschelde
29422b60f1
Merge pull request #64146 from smix8/fix_editor_disabled_navigationserver_4.x 2022-08-10 00:03:39 +02:00
clayjohn
028ef2edc8 Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.

In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00
smix8
d254f0fa5f Add NavigationServer2D debug functions
Adds debug functions to NavigationServer2D to mirror NavigationServer3D functions for 2D users.
2022-08-09 12:21:45 +02:00
smix8
8bfea7dcb4 Fix Editor Navigation debug edge connection visuals
Fixes missing Navigation debug edge connection visuals in Editor due to disabled NavigationServer.
2022-08-09 11:59:31 +02:00
Bastiaan Olij
f50f0844e9 Fix resource leaks in VoxelGI 2022-08-09 15:18:03 +10:00
bruvzg
e7464e7a30
Fix macOS and iOS defines in the rendering code. 2022-08-08 17:51:31 +03:00
Rémi Verschelde
afeb7572e3
Merge pull request #64078 from Nosliwnayr/master 2022-08-08 15:38:41 +02:00
Rémi Verschelde
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Ryan Heath
9d4e5a466e Add area monitor callback error checking 2022-08-07 13:47:03 -07:00
Rémi Verschelde
f754dd20be
Merge pull request #62454 from Geometror/reflect-refract-vec2-vec4
Allow for vec2/vec4 to be used in reflect and refract
2022-08-07 19:16:05 +02:00
Hendrik Brucker
b8d5f4bdd5 Allow vec2 and vec4 for reflect and refract 2022-08-07 18:03:16 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
bitsawer
691e067ef5 Fix shader preprocessor macro expansion 2022-08-05 17:41:24 +03:00
Juan Linietsky
f999f52f0a Add a Framebuffer cache
Adds a FramebufferCache singletion that operates the same way as UniformSetCache.

Allows creating framebuffers on the fly (and keep them cached if re-requested) such as:

```C++
RID fb = FramebufferCache::get_singleton()->get_cache(texture1,texture2);
```
2022-08-05 13:37:29 +02:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Rémi Verschelde
52bfae1741
Merge pull request #63918 from akien-mga/no-s3tc-for-mobile 2022-08-04 21:40:45 +02:00
Rémi Verschelde
8a9700c8a7 Force disable S3TC support on Android/iOS since we don't handle it
Fixes #63909 for now.
This could be improved in the future if we want to properly support S3TC on mobile.
2022-08-04 18:27:56 +02:00
Brian Semrau
103c0fa6e6 Add support for multiple virtual keyboard types 2022-08-04 10:41:33 -04:00
Rémi Verschelde
fdceece7f8
Merge pull request #63899 from bruvzg/hb_510
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification.
2022-08-04 09:12:05 +02:00
bruvzg
2980c0d60c
HarfBuzz: Update to version 5.1.0, use new FLAG_SAFE_TO_INSERT_TATWEEL flag to improve justification. 2022-08-04 09:10:16 +03:00
Rémi Verschelde
036258b1e9
Merge pull request #61918 from KoBeWi/static_body
Add static methods to create RayQueryParameters
2022-08-04 07:37:32 +02:00
Hugo Locurcio
d2271eb300
Improve error message when the requested V-Sync mode cannot be used 2022-08-04 00:15:09 +02:00
Rémi Verschelde
2c0c76c415
Merge pull request #61851 from Calinou/particles-default-global-coordinates 2022-08-03 11:38:23 +02:00
Rémi Verschelde
b27f06550c
Merge pull request #51531 from Calinou/decal-projector-add-nearest-mipmap-aniso 2022-08-03 11:37:28 +02:00
Rémi Verschelde
15fdf7bc86
Merge pull request #58611 from Calinou/ssr-fix-blend-margin
Fade screen-space reflection towards inner margin
2022-08-03 07:54:59 +02:00
Yuri Rubinsky
988041b74c
Merge pull request #63847 from Zylann/shader_switch_uint 2022-08-03 08:05:19 +03:00
Hugo Locurcio
d041ca6c02
Add Nearest Mipmap Anisotropic filter option to decals and projectors
This is consistent with the BaseMaterial3D filtering options.
It can be used for high-quality pixel art textures that remain sharp
when viewed at oblique angles, but prevents them from becoming grainy
thanks to mipmaps.
2022-08-03 03:49:15 +02:00
Hugo Locurcio
d38671827b
Fade screen-space reflection towards inner margin
- Fade reflection towards inner margin and clip it at screen edges
  instead of external margin.
- Round edges of the fade margin if both are being cut off to prevent
  sharp corners.

Co-authored-by: puchik <puchik@users.noreply.github.com>
2022-08-03 01:55:42 +02:00
Marc Gilleron
779a5cd34a Allow shading language to use switch statement with uints 2022-08-02 23:08:41 +01:00
Hugo Locurcio
84076513b1
Use global coordinates for particles by default
Particles won't move or rotate anymore with the node (or its parents)
by default. This new default behavior is generally more suited
to most use cases. Local coordinates can still be enabled on a per-node basis.

This affects both 2D and 3D particles, and both CPU and GPU-based particles.
2022-08-02 23:25:02 +02:00
Rémi Verschelde
f450f242b9
Merge pull request #62639 from Calinou/line-antialiasing-decrease-feather-width 2022-08-02 21:00:01 +02:00
Patrick Exner
fe5901310e Add spatial built-ins (camera-pos, object-pos, camera-eye etc.) 2022-08-02 17:30:41 +02:00
clayjohn
2640e9ee22 Disable multiview shader versions when xr is disabled 2022-08-02 09:55:53 -04:00
bruvzg
4373a0bb86
[TextServer] Add ICU Unicode security and spoofing detection. 2022-08-02 15:37:49 +03:00
Rémi Verschelde
b7346e5025
Merge pull request #53956 from bruvzg/icu_uax_31 2022-08-02 08:54:19 +02:00
bruvzg
5aa48b6ae5
[TextServer] Implement ICU/UAX 31 based is_valid_identifier function. 2022-08-02 08:30:20 +03:00
Rémi Verschelde
8cce479c01
Merge pull request #51672 from Calinou/shader-add-hint-transparent-texture
Add `hint_transparent` to use a transparent black placeholder texture
2022-08-02 07:15:59 +02:00
Rémi Verschelde
bda2274969
Merge pull request #63627 from and-rad/vector-field-attractor-fix
Fix vector field particle attractor texture sampling
2022-08-02 07:13:04 +02:00
Rémi Verschelde
2cdef4d532
Merge pull request #63589 from RandomShaper/sdfgi_debug_pc
Keep SdfgiDebug shader's push constant size <= 128
2022-08-02 07:11:58 +02:00
Rémi Verschelde
8de2cc04a7
Merge pull request #63793 from RandomShaper/fix_unbound_resource
Fix uniform set creation error due to null RID
2022-08-02 07:10:20 +02:00
Hugo Locurcio
813f6a5d57
Add hint_transparent to use a transparent black placeholder texture
This can be used in shaders to avoid the need to supply a transparent
placeholder texture manually.
2022-08-01 23:38:06 +02:00
Rémi Verschelde
67c5741c03
Merge pull request #63767 from kubecz3k/fix/headless-collision 2022-08-01 22:04:09 +02:00
Pedro J. Estébanez
2df767d31e Fix uniform set creation error due to null RID 2022-08-01 21:59:13 +02:00
Yuri Rubinsky
9ec6de1767
Merge pull request #63766 from Chaosus/fix_shader_instance_uniform 2022-08-01 15:04:54 +03:00
Yuri Rubinsky
81c44718ca Fix passing values to the instance uniforms in the shader 2022-08-01 13:45:29 +03:00
Jakub Grzesik
3c55637459 fix for headless collision shape generation
this commit implements just enough of dummy mesh_storage so collision shapes are still generated in the headless mode
implementation was inspired by rasterizer_dummy.h from Godot3
2022-08-01 12:38:07 +02:00
Rémi Verschelde
121d6fdace
Merge pull request #63754 from BastiaanOlij/storage_struct_private
Changed storage structs to private
2022-08-01 09:37:36 +02:00
Rémi Verschelde
de53e91b85
Merge pull request #55276 from Calinou/volumetric-fog-tweak-default-gi-inject
Tweak default fog settings for better appearance
2022-08-01 07:55:53 +02:00
Rémi Verschelde
677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
Bastiaan Olij
81c6f73109 Changed storage structs to private 2022-08-01 11:59:14 +10:00
Hugo Locurcio
e35e79b802
Tweak default fog settings for better appearance
- Increase the default non-volumetric fog density to 0.01 to make
  adjustments more visible.
- Use a less saturated non-volumetric fog color by default
  (a mix of the sky and horizon colors of the new default
  ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
  in more realistic appearance of volumetric fog, at a very low
  performance cost.
2022-08-01 02:04:20 +02:00
clayjohn
0c65ed38a6 Treat specular less than 0.02 as occlusion
This is a very common hack used in almost all PBR renderers to allow removing specular contribution in dielectric materials
2022-07-31 15:45:21 -07:00
Hugo Locurcio
a0795b4347
Tweak VoxelGI defaults for better quality
Overall brightness is similar to the previous settings, but lighting
now fades off more naturally and reflections feature indirect lighting.
Performance is identical.

- Enable Use Two Bounces by default.
- Decrease Propagation to 0.5 to compensate for the second bounce.
2022-07-31 18:05:24 +02:00
smix8
30c6fff214 Fix Navigation Debug always enabled
Fixes that Navigation Debug is always enabled in debug builds even while "Visible Navigation" is turned off.
2022-07-31 05:44:39 +02:00
Hugo Locurcio
0e26fee3b7
Make Decal's modulate property affect emission color as well
This can be used to recolor special effects such as fake area fog
without having to create separate textures for each color.

- Improve the Decal class documentation.
2022-07-30 21:41:48 +02:00
LinuxUserGD
6e6569aa78 fix 'Comparison result is always the same' warnings 2022-07-29 19:45:22 +02:00
Rémi Verschelde
7199314eb3
Merge pull request #63595 from reduz/remove-signal-connect-binds
Remove Signal connect binds
2022-07-29 18:10:39 +02:00
Rémi Verschelde
5352cf8e2f
Merge pull request #46557 from asmaloney/remove-impossible-condition
Remove impossible condition in RenderingServer::mesh_surface_make_offsets_from_format
2022-07-29 16:56:48 +02:00
Andreas Raddau
dfc6035ce1 Fix vector field particle attractor texture sampling 2022-07-29 16:52:54 +02:00
Juan Linietsky
d4433ae6d3 Remove Signal connect binds
Remove the optional argument p_binds from `Object::connect` since it was deprecated by Callable.bind().
Changed all uses of it to Callable.bind()
2022-07-29 16:26:13 +02:00
Pedro J. Estébanez
278950f731 Keep SdfgiDebug shader's push constant size <= 128 2022-07-29 13:25:11 +02:00
Rémi Verschelde
8b454f8b41
Merge pull request #62601 from smix8/navigation_3d_debug_4.x 2022-07-29 12:29:32 +02:00
smix8
c394ea518e Add more detailed Navigation Debug Visualization
- Adds more customization options to ProjectSettings.
- Displays navregion edge connections and navigation polygon edges in editor and at runtime.
- Majority of debug code moved from SceneTree to NavigationServer.
- Removes the irritating debug MeshInstance child node from NavigationRegion3D and replaces it with direct RenderingServer API.
2022-07-29 09:58:41 +02:00
Rémi Verschelde
2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
Restructure environment in render implementation
2022-07-29 08:05:40 +02:00
Bastiaan Olij
f579125eeb Restructure environment in render implementation 2022-07-29 12:24:32 +10:00
Rémi Verschelde
8e0f328a80
Merge pull request #59840 from Calinou/renderingserver-global-uniform-rename 2022-07-28 20:34:17 +02:00
Rémi Verschelde
1c820f19b1
Merge pull request #60957 from DeeJayLSP/sample_pcm 2022-07-28 19:51:08 +02:00
DeeJayLSP
4889659227 Rename AudioStreamSample to a more discoverable name 2022-07-28 13:53:36 -03:00
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Hugo Locurcio
e24029edc3
Allow changing mipmap LOD bias when FSR 1.0 scaling is not used
Mipmap LOD bias can be useful to improve the appearance of distant
textures without increasing anisotropic filtering (or in situations
where anisotropic filtering is not effective).

`fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly.
The property hint now allows for greater precision as well.
2022-07-28 17:51:13 +02:00
Rémi Verschelde
82811367cb
Merge pull request #63571 from RandomShaper/conservative_validate_vrs 2022-07-28 15:34:47 +02:00
Pedro J. Estébanez
5f71b55380 Improve handling of the format of the VRS image
- Validate format conservatively. (This is to have VRS images created regardless whether VRS attachments are supported, which avoids errors in places where the code assumes such images were created on low-spec GPUs.)
- Create a non-layered default VRS image, which is what Vulkan (and D3D12, by the way) expect.
2022-07-28 12:24:03 +02:00
Rémi Verschelde
199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local 2022-07-28 10:03:07 +02:00
Bastiaan Olij
1dd671014b Add startup flag to override XR mode settings 2022-07-28 11:50:34 +10:00
Hugo Locurcio
aaeb60eafc
Add a Movie Quit On Finish property to AnimationPlayer
This quits the project when an animation is done playing in the
given AnimationPlayer, but only in Movie Maker mode.
When this happens, a message is printed with the absolute path of the
AnimationPlayer node that caused the engine to quit.

This can be used to create videos that stop at a specified time
without having to write any script.

A report is now also printed to the console when the video is done
recording (as long as the engine was exited properly).
This report is unfortunately not always visible in the editor's
Output panel, as it's printed too late.

A method was also added to get the path to the output file from the
scripting API.
2022-07-27 18:50:28 +02:00
Rémi Verschelde
bb94e16bd8
Merge pull request #63406 from Zylann/init_viewport_fields 2022-07-27 12:29:05 +02:00
Rémi Verschelde
a7335b00e6
Merge pull request #62362 from clayjohn/VULKAN-halo 2022-07-27 11:17:34 +02:00
Rémi Verschelde
cade90a807
Merge pull request #58296 from Calinou/decal-distance-fade-tweak-defaults 2022-07-27 09:44:47 +02:00
Rémi Verschelde
d5ec1a9650
Merge pull request #63477 from Chaosus/shader_fix_fog 2022-07-27 09:35:30 +02:00
clayjohn
7e7c6995e3 Use full size mipmaps for reflections when in high-quality mode 2022-07-26 23:53:05 -07:00
Yuri Rubinsky
05bc55b2ad
Merge pull request #63522 from Chaosus/shader_fix_projection 2022-07-27 09:38:14 +03:00
Rémi Verschelde
e8309d49e0
Merge pull request #63345 from BastiaanOlij/split_geometry_instance
Cleanup RendererSceneRender::GeometryInstance
2022-07-27 08:28:24 +02:00
Yuri Rubinsky
2dc59a3eea Fix incorrect conversion of default value for mat4 uniform in shaders 2022-07-27 09:06:18 +03:00
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
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
Hugo Locurcio
d1716c2e7a
Change window title in Movie Maker mode to display useful information
The frame number and movie time is now displayed in the window
title. This way, you can see how quickly the video recording is advancing
in real-time (and perhaps tweak your settings if it's going too slow).
2022-07-26 18:59:33 +02:00
Rémi Verschelde
2d2b85d400
Merge pull request #62972 from Chaosus/shader_groups
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
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
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
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
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
Marc Gilleron
5690f47135 Initialize default values for viewports in rendering server.
Example with TAA: by default it is `false` in project settings and in
the Viewport node. When the scene tree is created, Viewport.set_use_taa()
is called with the value from ProjectSettings. But because the default
values are already the same, RenderingServer isn't called.
The Viewport struct in the RenderingServer does not initialize this field,
so TAA gets randomly enabled when the game starts with default settings.
2022-07-24 21:39:06 +01:00
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
Rémi Verschelde
a5bc65bbad
Merge pull request #63265 from reduz/stream-bpm-support
Implement BPM support in AudioStream files.
2022-07-23 11:21:14 +02:00
Yuri Rubinsky
6d992abb54 Fix some errors after shader preprocessor PR 2022-07-23 09:38:59 +03:00
reduz
d1ddee2258 Implement BPM support
Based on #62896, only implements the BPM support part.

* Implements BPM support in the AudioStreamOGG/MP3 importers.
* Can select BPM/Bar Size and total beats in a song file, as well as edit looping points.
* Looping is now BPM aware
* Added a special importer UI for configuring this.
* Added a special preview showing the audio waveform as well as the playback position in the resource picker.
* Renamed `AudioStream::instance` to `instantiate` for correctness.
2022-07-23 07:31:17 +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
* 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
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
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
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
bruvzg
cbe3a2dcb7
Use BitField hint for the TextServer enums. Add missing parts for BitField support to the GDextension API. 2022-07-15 08:49:50 +03:00
Rémi Verschelde
5fec0d232a
Merge pull request #58763 from Calinou/editor-fix-default-float-step 2022-07-14 00:21:33 +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
75f7e1fbf8
Fix some properties having an invalid float step of 0
This also clamps the float step in the editor to the lowest value
that is guaranteed to work in all situations (including for 32-bit
floats).
2022-07-10 22:56:59 +02:00
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
Rémi Verschelde
1e553e34fb
Merge pull request #62108 from bruvzg/font_config_v3 2022-07-07 12:22:49 +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
bruvzg
344ba0ffaf
Refactor Font configuration and import UI, and Font resources. 2022-07-06 14:12:36 +03:00
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
Hugo Locurcio
cf1ce8494d
Improve antialiased line drawing sharpness and respect of original width
Antialiased lines with a width of 2 pixels or more now use a smaller
feather width of 1.25 instead of 2.0. This makes them look sharper
and better preserves their original shape while still having good
antialiasing quality.

This also improves the appearance of thin antialiased lines by
slightly increasing their feather size (from 1.0 to 1.25). It
makes them appear a tad thicker, but the antialiasing quality is
much improved by doing this.
2022-07-02 18:45:42 +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
Hugo Locurcio
aa177fc4db
Split MovieWriterPNGWAV into its own file
This makes its organization consistent with MovieWriterMJPEG.
2022-06-30 01:02:28 +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
Rémi Verschelde
dac79e15f1
Merge pull request #62390 from Calinou/movie-writer-tweak-settings 2022-06-27 12:27:46 +02:00
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
Hugo Locurcio
bdb40c6478
Add property hints to MovieWriter settings
- Rename audio mix rate setting as the suffix is now part of the
  property hint. This is also more consistent with existing mix rate
  project settings.
- Improve the MovieWriter class reference.
- Tweak warning message about audio possibly going out of sync.
2022-06-25 20:08:56 +02:00
Rémi Verschelde
fbb5e24d1e
Merge pull request #62133 from BastiaanOlij/move_cubemap_effects
Moved cube_to_dp and cubemap logic into CopyEffects
2022-06-24 22:27:26 +02:00
Rémi Verschelde
faae24637c
Merge pull request #62300 from smix8/navigation_map_force_update_4.x 2022-06-24 10:13:07 +02:00
Bastiaan Olij
6224b00365 Moved cube_to_dp and cubemap logic into CopyEffects 2022-06-24 18:04:28 +10:00
smix8
e57360d8df Add NavigationServer.region_owns_point() helper function
Adds a helper function to check if a world space position is currently owned by a navigation region.
2022-06-23 23:32:05 +02:00
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
smix8
fdea269805 Add NavigationServer map_force_update() function
Adds map_force_update() function to NavigationServer. This function immediately flushes the Navigationserver command queue and recalculates all navigationmeshes and region connections for a specific map.
2022-06-23 17:32:07 +02:00
Rémi Verschelde
462127eff0
Merge pull request #62312 from smix8/navigation_get_maps_4.x 2022-06-23 16:14:12 +02:00
Rémi Verschelde
051fb86fb0
Merge pull request #61221 from BastiaanOlij/split_gi_effects 2022-06-23 12:28:10 +02:00
Rémi Verschelde
d1dac8427a
Merge pull request #55846 from ellenhp/fix_ogg_edge_cases
Fix ogg edge cases
2022-06-22 23:33:51 +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
smix8
c0fed1d4e8 Add Navigation function to get all navigation maps
Added new function that returns all created navigation map RIDs from the NavigationServer. The function returns both 2D and 3D created navigation maps as technically there is no distinction between them.
2022-06-22 15:33:40 +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
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
Rémi Verschelde
40c360b870
Merge pull request #62122 from reduz/implement-movie-writer
Implement a Movie Maker mode
2022-06-21 14:24:14 +02:00
reduz
5786516d4d Implement Running Godot as Movie Writer
* Allows running the game in "movie writer" mode.
* It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time).
* If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult.
* Implements a simple, default MJPEG writer.

This new features has two main use cases, which have high demand:
* Saving game videos in high quality and ensuring the frame rate is *completely* stable, always.
* Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this).

**Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly).

Usage:

$ godot --write-movie movie.avi [scene_file.tscn]

Missing:

* Options for configuring video writing via GLOBAL_DEF
* UI Menu for launching with this mode from the editor.
* Add to list of command line options.
* Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-21 11:28:47 +02:00
reduz
141c375581 Clean up Hash Functions
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
Hugo Locurcio
2651e88b05
Automatically update the editor viewport when 3D scaling options are changed
This allows for previewing the effects of the various 3D scaling
project settings without having to restart the editor.
2022-06-19 01:05:17 +02:00
Rémi Verschelde
3a2b409c5a
Merge pull request #62106 from BastiaanOlij/eye_offset
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
Use view instead of vertex for reflections.
2022-06-17 19:39:34 +10:00
Marcel Admiraal
3d03330ae6 Cleanup AudioEffectRecord thread_active variable 2022-06-17 08:54:46 +01:00
Rémi Verschelde
285e20d550
Merge pull request #62081 from Calinou/glow-mix-mode-apply-after-fxaa
Fix glow in Mix mode not working correctly when FXAA is enabled
2022-06-16 20:00:32 +02:00
bruvzg
b5c96df277
Move duplicate AutoWrap, Overrun and VisibleChar behavior enums to the TextServer. 2022-06-16 16:49:37 +03:00
Hugo Locurcio
787a1e006b
Fix glow in Mix mode not working correctly when FXAA is enabled
Glow must be performed after FXAA to ensure correct appearance.
2022-06-15 22:23:56 +02:00
smix8
245da150e7 Streamline Navigation layer function names.
Streamline Navigation layer function names.
2022-06-15 00:18:48 +02:00
clayjohn
a94110d0c6 Remove GLES2 shader constraints from GLES3 2022-06-14 12:01:52 -07:00
Hugo Locurcio
0225c6d31a
Tweak Light3D property hints for greater flexibility
- 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
Rémi Verschelde
136f84fc35
Merge pull request #61772 from bruvzg/ft_ot_collect 2022-06-13 11:13:05 +02:00
FireForge
4678736a39 Add suffixes to all nodes and resources 2022-06-11 09:41:05 -05:00
kobewi
9ada594139 Add static methods to create RayQueryParameters 2022-06-10 23:37:04 +02:00
Hugo Locurcio
5d9e996f68
Use opaque rendering pipeline for alpha hash materials
This has several benefits:

- Transparency sorting issues inherent to alpha blending no longer occur.
- Alpha hash materials can now cast shadows (also works with
  GeometryInstance3D Transparency's property for alpha hash materials).
- Higher performance.
2022-06-10 11:14:04 +02:00
Yuri Rubinsky
c9ae83b5ab Prevent defining float constant without number after exponent in shaders 2022-06-10 11:35:56 +03:00
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
e4994e2817
Merge pull request #61739 from smix8/navigation_region_cost_4.x 2022-06-08 16:05:38 +02:00
Rémi Verschelde
48dcafeed9
Merge pull request #61794 from clayjohn/VULKAN-viewport-size
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
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
bruvzg
6e4cdad3ac
[TextServer] Adds support for TrueType / OpenType collection files (*.TTC, *.OTC). 2022-06-07 11:35:59 +03:00
smix8
cfdfd304f1 Add NavigationRegion costs for pathfinding
Add NavigationRegion costs for pathfinding.
2022-06-06 15:25:06 +02:00
Rémi Verschelde
361a401fbb
Merge pull request #61554 from Chaosus/shader_fix_hints 2022-06-03 17:26:18 +02:00
reduz
54542ef3ec Change Server initialization order
* Registration of server classes happened after Display initialization.
* This made no sense in practice and avoided the registration of custom server drivers (like custom XR server, custom Rendering server, custom XR server).
* Initialization moved to _before_ Display.
2022-06-01 16:48:28 +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
Rémi Verschelde
9f473ec09e
Merge pull request #61480 from Calinou/profiler-physics-add-3d-suffix
Add a 3D suffix to relevant physics profiler categories
2022-05-31 12:26:39 +02:00
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
36428305a6
Add a 3D suffix to relevant physics profiler categories
2D physics categories already had a 2D suffix: "Physics 2D"
2022-05-28 00:54:53 +02:00
clayjohn
7b71545652 Remove mesh and particles RD dependencies from canvas rendering server 2022-05-26 10:43:37 -07:00
Rémi Verschelde
20a1b85589
Merge pull request #61425 from clayjohn/GLES3-2D 2022-05-26 01:16:52 +02:00
clayjohn
fb860265e0 Implement 2D Meshes and MultiMeshes in GLES3 backend 2022-05-25 15:46:24 -07:00
Nathan Franke
77c8f271e7
use ERR_FAIL_INDEX when preferred 2022-05-25 13:36:45 -05:00
Hugo Locurcio
e85459dcd1
Add Cone and Cylinder shapes to FogVolume
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
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
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
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
Rename `hint_albedo`, `hint_white/black` in shaders
2022-05-24 08:15:33 +02:00
Rémi Verschelde
126470caa1
Merge pull request #61226 from Chaosus/shader_fix_keyword_completion 2022-05-23 19:05:29 +02:00
Hugo Locurcio
209d7eb7ea
Fix typo in occlusion culling warning method name 2022-05-23 09:34:28 +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
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
* Intended to replace RBSet in most cases.
* Optimized for iteration speed
2022-05-20 22:40:38 +02:00
Yuri Rubinsky
29ff04acf2 Fix incorrect keyword completion after period in shader editor 2022-05-20 18:40:57 +03:00
Windy Darian
a3e016e07e Fix normal and tangent blending in blend shapes 2022-05-20 07:59:45 -04:00
Aaron Franke
5dc3bfb80e
Use suffixes for units in nodes and resources 2022-05-19 14:34:27 -05:00
Aaron Record
900c676b02 Use range iterators for RBSet in most cases 2022-05-19 12:09:16 +02:00
Haoyu Qiu
fc3b845c07 Add dedicated macros for property name extraction
* Replace case-by-case extraction with PNAME & GNAME
* Fix group handling when group hint begins with property name
* Exclude properties that are PROPERTY_USAGE_NO_EDITOR
* Extract missing ADD_ARRAY*, ADD_SUBGROUP* macros
2022-05-19 14:08:47 +08:00
Ricardo Buring
f072aa69a9 Add motion parameter to toggle whether recovery is reported as a collision
This makes the intent explicit in each use case.
2022-05-18 16:40:29 +02:00
Yuri Rubinsky
5322b171de Fix tonemapper shader to correctly apply alpha channel 2022-05-18 06:43:07 +03:00
clayjohn
9b61c855ef Add basic lighting to GLES3 renderer.
This includes all three light types and IBL, but does not include shadows or any form of GI
2022-05-16 15:07:09 -07:00
clayjohn
600d8105d8 Fix custom irradiance bug in Vulkan mobile renderer 2022-05-16 11:57:41 -07:00
Rémi Verschelde
f3c0e75fba
Merge pull request #60958 from smix8/navigation_server_rid_utility_4.x 2022-05-16 13:46:49 +02:00
reduz
746dddc067 Replace most uses of Map by HashMap
* 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
Rémi Verschelde
349aa9c884
Merge pull request #60894 from derammo/derammo_opengl3_windows 2022-05-13 15:07:13 +02:00
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
smix8
371054e3e5 Add NavigationServer2D/3D API functions to find missing RID info
Utility functions for NavigationServer2D/3D to find missing RID information when working with Server API directly. e.g. from map to regions and agents, from agent or region to map, from region to map and agents and so on ....

Requirement to work with NavigationServer API exklusive without SceneTree nodes and when juggling agents and regions between multiple navigation maps.
2022-05-12 20:23:19 +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
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
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
derammo
96c21bc749 opengl3 driver now works on windows including multi window
fixed and simplified gl_manager_windows
swap buffers now called for all windows
fixed missing pixel format setting in additional windows
    this makes them work in OpenGL contexts
changed verbose error printing to write once
    this error message happens very frequently while opengl3 is not finished
removed dead code no longer needed after changes
fixed comments that were misinformation
window messages during window creation now handled
    these were previously discarded
    messages now tunnel the required context
changed failure to create opengl3 window on windows to be more fatal
marked a problem with pen code
conditional compilation of vulkan and opengl3 on windows fixed
windows debug builds now show messages on debug console also
rendering driver selection box now shows only compiled drivers
marked some problematic code
thanks to akien-mga for patiently rewriting my style mistakes
2022-05-11 16:12:40 -04:00
Bastiaan Olij
9939cfc4c4 Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
Rémi Verschelde
d8935b27a9 Fix warnings found by Emscripten 3.1.10
Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and
`-Wliteral-range` warnings.
2022-05-10 13:03:13 +02:00
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
Hugo Locurcio
79be2c7b75
Rename profiler "Idle Time" to "Process Time"
References to "idle time" are progressively being replaced by
"process time" throughout the engine to avoid confusion.
2022-05-05 20:23:47 +02:00
Rémi Verschelde
8fb02635d4
Merge pull request #60772 from MightiestGoat/multimesh-uniform-set
Fix the uniform set creation of multimesh with a invalidated buffer
2022-05-05 16:55:48 +02:00
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
477b53d280
Merge pull request #60568 from Chaosus/shader_keyword_completions
Add keyword completion to shader editor
2022-05-04 23:27:33 +02:00
Rémi Verschelde
c114823471
Merge pull request #58298 from Calinou/decal-distance-fade-use-easing 2022-05-04 21:50:20 +02:00
Rémi Verschelde
84f64ddde9
Merge pull request #60723 from reduz/refactor-module-initialization 2022-05-04 19:08:43 +02:00
reduz
de0ca3b999 Refactor module initialization
* Changed to use the same stages as extensions.
* Makes the initialization more coherent, helping solve problems due to lack of stages.
* Makes it easier to port between module and extension.
* removed the DRIVER initialization level (no longer needed).
2022-05-04 17:34:51 +02:00
Aaron Franke
fa7a7795f0
Rename Basis get_axis to get_column, remove redundant methods 2022-05-03 09:37:47 -05:00
Rémi Verschelde
6530d46d67
Merge pull request #51102 from Calinou/renderingserver-add-api-version-getter
Add `get_video_adapter_api_version()` to RenderingServer
2022-05-03 14:44:55 +02:00
Rémi Verschelde
931838b330
Merge pull request #60627 from aaronfranke/rename-elements
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-03 14:40:01 +02:00
Rémi Verschelde
297241f368
Merge pull request #60714 from Calinou/typedef-remove-ref
Remove `RES` and `REF` typedefs in favor of spelled out `Ref<>`
2022-05-03 14:28:18 +02:00
Rémi Verschelde
3894b08d0d
Merge pull request #60553 from madmiraal/separate-display_safe_area 2022-05-03 11:20:46 +02:00
Hugo Locurcio
180e5d3028
Remove RES and REF typedefs in favor of spelled out Ref<>
These typedefs don't save much typing compared to the full `Ref<Resource>`
and `Ref<RefCounted>`, yet they sometimes introduce confusion among
new contributors.
2022-05-03 01:43:50 +02:00
Hugo Locurcio
31194f5b1c
Add get_video_adapter_api_version() to RenderingServer
This method can be used to get the graphics API version currently in
use (such as Vulkan). It can be used by projects for troubleshooting
or statistical purposes.
2022-05-03 01:18:35 +02:00
Hugo Locurcio
618c88c71b
Make Decal distance fade smoother
`smoothstep()` avoids the sudden transparency jump when entering or
leaving a decal's distance fade margin distance. This in turn helps
make opacity transitions less noticeable to the player, as it's
less likely to catch the player's eye.
2022-05-02 23:14:00 +02:00
Rémi Verschelde
7f181494d1
Merge pull request #60705 from awsker/fix-viewport-clearing
Viewport would be cleared even when clear_mode was set to never clear
2022-05-02 21:25:42 +02:00
Rémi Verschelde
c273ddc3ee Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
awsker
9522419e97 Viewport would be cleared even when clear_mode was set to VIEWPORT_CLEAR_NEVER 2022-05-02 11:03:39 +02:00
Marcel Admiraal
97e87a2daf Fix screen_get_usable_rect returning display safe area 2022-05-02 09:31:32 +02:00
Rémi Verschelde
bc7ccc909b
Merge pull request #60551 from madmiraal/implement-3466
Add a method for obtaining display cutouts on Android
2022-05-02 07:56:41 +02:00
Yuri Rubinsky
c25c837f21
Merge pull request #60682 from Chaosus/shader_vec3_hint_color 2022-05-01 11:23:42 +03:00
Yuri Roubinsky
5eb3a0ef4a Add hint_color support for vec3 in shaders 2022-05-01 09:47:35 +03:00
clayjohn
623753a3a2 Use linear mipmap sampling in ToneMapper 2022-04-30 21:30:08 -07:00
Aaron Franke
1bf94dff3a
Rename Basis "elements" to "rows" 2022-04-29 08:02:56 -05:00
Aaron Franke
b831fb0a54
Rename Transform2D "elements" to "columns" 2022-04-29 08:02:39 -05:00
Yuri Roubinsky
15032e01e6 Add keyword completion to shader editor 2022-04-29 08:40:43 +03:00
bruvzg
6ab672d1ef Implement text-to-speech support on Android, iOS, HTML5, Linux, macOS and Windows.
Implement TextServer word break method.
2022-04-28 14:35:41 +03:00
Markus Sauermann
a793960a10 Fix cppcheck const parameters
Convert method signature parameters to const where it is possible

# Conflicts:
#	drivers/gles3/rasterizer_canvas_gles3.cpp
#	drivers/gles3/rasterizer_canvas_gles3.h
#	editor/plugins/animation_state_machine_editor.cpp
#	editor/plugins/animation_state_machine_editor.h
2022-04-28 11:35:39 +02:00
Rémi Verschelde
cab171c54e
Merge pull request #60547 from BastiaanOlij/split_tonemapper_effect
Splitting tonemapper into its own class
2022-04-28 08:33:44 +02:00
Bastiaan Olij
3b2267ba6d Splitting tonemapper into its own class 2022-04-28 15:00:30 +10:00
Rémi Verschelde
8dfa12cae7
Merge pull request #59979 from bruvzg/cpp_check2 2022-04-27 10:08:26 +02:00
Aaron Franke
0ae00a07d6
Rename variable names for some singletons 2022-04-26 22:53:50 -05:00
Hugo Locurcio
eb497bbaa7
Fix "ortogonal" -> "orthogonal" typo in rasterizer code 2022-04-26 21:49:44 +02:00
Marcel Admiraal
71ce5857ec Add a method for obtaining display cutouts on Android 2022-04-26 13:51:21 +02:00
Yuri Roubinsky
643e75bea9 Prevent shader crash when using precision on boolean types 2022-04-26 12:30:24 +03:00
NNesh
2f33414dab Fix clearing backbuffer if there are no items 2022-04-25 22:31:40 +05:00
Rémi Verschelde
fbfecc1dea
Merge pull request #60407 from JFonS/fix_color_pass_lm 2022-04-25 16:03:08 +02:00
bruvzg
be611c1c05
Implement Label3D node.
Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
2022-04-22 12:08:46 +03:00
Joan Fons
0d57bbaae5 Add missing color pass flags to the valid list
Some valid flag combinations were missing, causing error spam in certain situations.
2022-04-21 12:37:56 +02:00
bruvzg
de4c97758a
Fix more issues found by cppcheck. 2022-04-20 10:34:00 +03:00
Yuri Rubinsky
f4b0c7a1ea
Merge pull request #60175 from Geometror/visual-shader-vector4 2022-04-20 08:33:42 +03:00
Clay John
c77bbde7ae
Merge pull request #60214 from JFonS/fix_depth_prepass
Fix depth pre-pass on all face cull modes
2022-04-19 11:37:34 -07:00
Ellen Poe
afd2bbaa5f Fix ogg edge cases 2022-04-17 14:21:35 -07:00
Bastiaan Olij
0b4fd92a17 Moved particles into ParticlesStorage 2022-04-17 13:13:22 +10:00
Bastiaan Olij
b6faf6c6c0 Move light, reflection probe and lightmap into LightStorage 2022-04-17 13:13:18 +10:00
Bastiaan Olij
6b28d94e77 Merge canvas and decal into TextureStorage and add render target 2022-04-17 12:59:50 +10:00
Rémi Verschelde
8fee88947e
Merge pull request #60213 from JFonS/fix_depth_state 2022-04-13 18:28:49 +02:00
Joan Fons
1270b542bb Fix depth pre-pass on all face cull modes
The default shadow material was used for depth rendering disregarding the cull mode of the original material. This commit adds a check so the default shadow material is only used when the original material has back-face culling.
2022-04-13 17:37:28 +02:00
Joan Fons
259e50f447 Fix regression in rasterizer state
Fixes a regression introduced by the color pass flags rework. The various rasterizer state structs were not being reset for each flag combination, which meant some state changes were wrongly applied to some flag combinations.
2022-04-13 16:21:40 +02:00
Rémi Verschelde
46ef52162e Color: Rename to_srgb/to_linear to include base color space
This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
2022-04-13 11:45:52 +02:00
Rémi Verschelde
43305c6b79
Merge pull request #60017 from timothyqiu/nav-server-free
Rename `NavigationServer`'s `free` method to `free_rid`
2022-04-13 08:33:18 +02:00
Hendrik Brucker
cf58d23a72 Add Vector4 to VisualShader 2022-04-12 19:09:29 +02:00
Yuri Rubinsky
3d63f6e36d
Merge pull request #60171 from Chaosus/restore_aa 2022-04-12 18:09:58 +03:00
Rémi Verschelde
724dd82f92
Merge pull request #60069 from Calinou/fsr-fix-editor-enum 2022-04-12 14:33:52 +02:00
Rémi Verschelde
a7b1d85828
Merge pull request #59825 from Chaosus/shader_fix
Fix incorrect parsing array's `length()` at return statement in shader
2022-04-12 12:40:54 +02:00
Yuri Roubinsky
6e9535a9c8 Restore antialiasing for draw_line 2022-04-12 13:03:56 +03:00
Hugo Locurcio
1a41a177e4
Use less blur for distant directional shadow splits
This makes the transition between shadow splits less noticeable,
specially when the expensive Blend Splits property is disabled.
2022-04-11 19:37:49 +02:00
Rémi Verschelde
9528aa42be
Merge pull request #60102 from KoBeWi/graphememe 2022-04-11 17:49:46 +02:00
Rémi Verschelde
0fb3d69bb7
Merge pull request #60137 from JFonS/fix_default_shadow_tex
Fix Vulkan validation errors on default depth textures
2022-04-11 17:38:21 +02:00
Yuri Rubinsky
31d2304ac4
Merge pull request #57899 from Chaosus/fix_aa 2022-04-11 18:29:54 +03:00
Rémi Verschelde
dcdc6954f8
Merge pull request #60138 from JFonS/fix_spec_constants 2022-04-11 14:18:50 +02:00
Rémi Verschelde
5613ac37d6
Merge pull request #59440 from bruvzg/fd_ref_counted 2022-04-11 14:12:18 +02:00
jfons
c4c0ef116a Fix specialization constant updates in color passes
The color pass specialization constants were not being updated after splitting them to their own array.
2022-04-11 12:40:17 +02:00
bruvzg
9381acb6a4
Make FileAccess and DirAccess classes reference counted. 2022-04-11 13:28:51 +03:00
jfons
bdc239a5a9 Fix Vulkan validation errors on default depth textures
The validation layers were complaining that we use DEFAULT_RD_TEXTURE_WHITE (which is RGBA8) in places where it's sampled as a depth texture. This commit adds the new default texture DEFAULT_RD_TEXTURE_DEPTH and uses it where needed.
2022-04-11 11:53:49 +02:00
bruvzg
75eec38772
[TextServer] Fix long selection performance. 2022-04-11 11:37:38 +03:00
kobewi
2c85599218 Improve shaped_text_get_word_breaks() 2022-04-10 17:43:52 +02:00
Hugo Locurcio
d15b69118d
Fix 3D scaling enum size in the editor and improve descriptions 2022-04-09 17:53:45 +02:00
Haoyu Qiu
63a9188ddb Rename NavigationServer's free method to free_rid 2022-04-08 17:39:17 +08:00
bruvzg
f851c4aa33
Fix some issues found by cppcheck. 2022-04-06 14:34:37 +03:00
Rémi Verschelde
f454cea785
Merge pull request #58452 from marcgpuig/text-edit-backspace-fix 2022-04-04 23:58:33 +02:00
Rémi Verschelde
f8ab79e68a Zero initialize all pointer class and struct members
This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
2022-04-04 19:49:50 +02:00
Marc Garcia Puig
f22d257025 Fixed ctrl + backspace on empty lines
Fix <word><space><caret> scenario

Fix move left & right for lines without words
2022-04-04 01:21:16 +02:00
Yuri Roubinsky
0864c9abaa Fix incorrect parsing array's length() at return statement in shader 2022-04-03 09:55:04 +03:00
Bastiaan Olij
b8be7903f3 Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage 2022-04-02 16:29:04 +11:00
Yuri Rubinsky
9c5818d212
Merge pull request #59774 from Chaosus/shader_fix 2022-04-01 21:37:44 +03:00
Rémi Verschelde
987c98f529
Merge pull request #59792 from Pineapple/audio-channels-count-change-crash-fix-master 2022-04-01 16:40:10 +02:00
Bartłomiej T. Listwon
30962c6b69 Fix crash in AudioServer when switching audio devices with different audio channels count (connecting PS5 controller, bluetooth 5.1 headphones etc.) 2022-04-01 16:01:22 +02:00
jfons
e69d762dd0 Add color pass flags to Forward Clustered renderer
This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.

The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.

This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.

Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
2022-04-01 12:12:49 +02:00
Yuri Roubinsky
d47035a6fb Fix shader crashing when attempting to access length() at global space 2022-04-01 08:39:29 +03:00
Rémi Verschelde
155a94fabe
Merge pull request #59385 from BastiaanOlij/extract_shader_storage 2022-03-31 19:19:03 +02:00
Rémi Verschelde
a647fb3e62 Fix typos with codespell
Using codespell 2.2-dev from current git.

Fix a couple incorrect uses of gendered pronouns.
2022-03-31 14:07:29 +02:00
Bastiaan Olij
36defd1179 Extract global variable, shader and material storage 2022-03-31 21:49:42 +11:00
Dimitris Nikolaidis
02572884f4 Fix canvas_group not being freed in RendererCanvasCull::free 2022-03-29 15:45:27 +03:00
Yuri Roubinsky
509598e8c0 Remove SHADOW_ATTENUATION spatial light shader built-in 2022-03-29 08:43:31 +03:00
Rémi Verschelde
45ec0e31c3 Remove last editor code dependencies in template build
SConstruct change also makes it possible to outright delete the `editor`
folder in a `tools=no` build, which we use in CI to ensure no invalid
cross-dependencies are added.
2022-03-28 21:13:01 +02:00
Rémi Verschelde
143d13717b
Merge pull request #59553 from reduz/script-extension-support 2022-03-28 13:35:21 +02:00
reduz
360dea5348 Add GDExtension support to Script
* Ability to create script languages from GDExtension
* Some additions to gdnative_extension.h to make this happen
* Moved the GDExtension binder to core

This now allows creating scripting languages from GDExtension, with the same ease as if it was a module. It replaces the old PluginScript from Godot 3.x.
Warning: GodotCPP will need to be updated to support this (it may be a bit of work as ScriptInstance needs to be created over there again).
2022-03-27 16:13:00 +02:00
Markus Sauermann
0494e024d8 Rename warp mouse functions to warp_mouse 2022-03-27 14:12:01 +02:00
nevarek
cc196393e3 Fix shader undefined variable 2022-03-25 01:40:04 -07:00
lawnjelly
109d08c84a Add protective checks for invalid handle use in BVH
Adds DEV_ASSERTS that will halt at runtime if the BVH is misused with invalid IDs, and adds ERR_FAIL macros to prevent calling with invalid IDs.

Any such misuse is a bug in the physics, but this should flag any errors quickly.
2022-03-23 09:19:26 +00:00
bruvzg
595995a5a7
[macOS] Add missing global menu features. 2022-03-22 12:38:14 +02:00
Bastiaan Olij
0fe06e9467 Extract Decal and Decal atlas from Storage class 2022-03-21 12:22:43 +11:00
Rémi Verschelde
5901d91458
Merge pull request #59345 from BastiaanOlij/call_correct_texture_free
Call the correct texture free method on texture storage cleanup
2022-03-20 12:03:19 +01:00
Rémi Verschelde
b05e56e90d
Merge pull request #59346 from rburing/raycast_from_inside_global
Raycasts hitting from inside: return collision point in global coordinates
2022-03-20 12:03:01 +01:00
Ricardo Buring
3d4be5d4c2 Raycasts hitting from inside: return collision point in global coordinates 2022-03-20 10:31:03 +01:00
Bastiaan Olij
0b5a9e4f6e Call the correct texture free method on texture storage cleanup 2022-03-20 20:10:44 +11:00
nevarek
7543e22358 Add inverse projection matrix to fragment shader globals 2022-03-18 20:44:51 -07:00
Rémi Verschelde
ef24e95f4a
Merge pull request #59268 from Chaosus/shader_renames2
Rename several transform built-ins in shaders
2022-03-18 19:24:38 +01:00
Rémi Verschelde
5c8bd6fd71
Merge pull request #58233 from bruvzg/gde_ts 2022-03-18 14:29:58 +01:00
Yuri Roubinsky
0d9aecd967 Rename several transform built-ins in shaders 2022-03-18 12:10:55 +03:00
Rémi Verschelde
5d23613836
Merge pull request #49738 from Calinou/ssao-gi-default-half-resolution
Compute SSAO at half resolution by default
2022-03-18 07:14:23 +01:00
Rémi Verschelde
756178d342
Merge pull request #59087 from clayjohn/sky-mode
Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enum
2022-03-18 00:09:35 +01:00
Rémi Verschelde
9263e4e63b
Merge pull request #58954 from Ansraer/alpha_scissor
[4.0] Fix alpha scissor support
2022-03-17 22:27:43 +01:00
Hugo Locurcio
c45d2c242b Replace DirectionalLight3D's use_in_sky_only with sky_mode enum
3 options are available:

- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)

Co-authored by: clayjohn <claynjohn@gmail.com>
2022-03-17 14:00:02 -07:00
Rémi Verschelde
6228063972
Another -Wsign-compare fix
Fixing CI while afk, fun.
2022-03-17 21:42:35 +01:00
Rémi Verschelde
0e9764607a
Fix -Wsign-compare warning after #58993 2022-03-17 21:22:32 +01:00
Rémi Verschelde
e142c10fc5
Merge pull request #58993 from notSanil/device-limit-exceeded-fix 2022-03-17 19:55:40 +01:00
Ansraer
30a89b3f98 Fix alpha scissor support 2022-03-17 16:17:27 +01:00
Rémi Verschelde
f995f47965
Merge pull request #59062 from BastiaanOlij/storagerd_texture 2022-03-17 10:08:33 +01:00
bruvzg
f19cd44346
Unify TextServer built-in module and GDExtension code. 2022-03-17 08:15:29 +02:00
Rémi Verschelde
c950db6652
Merge pull request #59209 from rburing/fix_pinjoint2d_inertia_tensor
`PinJoint2D`: fix inertia tensor, taking center of mass into account
2022-03-16 23:48:09 +01:00
Ricardo Buring
7ce4a1d9f3 PinJoint2D: fix inertia tensor, taking center of mass into account 2022-03-16 22:57:38 +01:00
bruvzg
6079e14396
Cleanup and fix native struct definitions. 2022-03-16 20:14:15 +02:00
Rémi Verschelde
c9d764e14a
Merge pull request #59140 from reduz/physics-server-extension 2022-03-16 17:11:40 +01:00
notSanil
36fa7059ed Fix device limit exceeding for uniform buffer 2022-03-16 16:52:35 +05:30
Bastiaan Olij
57e5a33623 Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00
Rémi Verschelde
cfd21adf64
Merge pull request #49092 from BastiaanOlij/multiview_clustered
Add multiview support to the clustered forward renderer
2022-03-16 00:17:57 +01:00
reduz
8b547331be Create GDExtension clases for PhysicsServer3D
* Allows creating a GDExtension based 3D Physics Server (for Bullet, PhysX, etc. support)
* Some changes on native struct binding for PhysicsServer

This allows a 3D Physics server created entirely from GDExtension. Once it works, the idea is to port the 2D one to it.
2022-03-15 18:39:31 +01:00
Rémi Verschelde
51bbcbdec2
Merge pull request #45263 from KoBeWi/😕 2022-03-15 13:18:27 +01:00
snowapril
b6f72f2b4a Fix D_GGX code which can cause divide-by-zero val
When given roughness is lower than 0.01, d value in original code will
be zero. This can make last return value as NAN because of
divide-by-zero. This is well addressed in issue #56373.

Modified code is referenced on D_GGX function of google/filament
(https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L54-L79)

Signed-off-by: snowapril <sinjihng@gmail.com>
2022-03-14 13:25:05 +09:00
Rémi Verschelde
972bca75a8
Merge pull request #59107 from otonashixav/expose-add-animation-slice 2022-03-13 17:18:42 +01:00
bruvzg
aada395354
Fix text clipping on the right side. 2022-03-13 17:26:00 +02:00
Xavier Loh
a0e720efb2 Expose RenderingServer::canvas_item_add_animation_slice in GDScript 2022-03-13 22:53:24 +08:00
Rémi Verschelde
7ed8d52fb2
Merge pull request #58819 from vreon/fix-eyedir-z
Fix flipped EYEDIR.z in sky shaders
2022-03-13 00:55:32 +01:00
bruvzg
b32e8d63d8
Add options to embolden and transform font outlines to simulate bold and italic typefaces. 2022-03-11 14:02:30 +02:00
Rémi Verschelde
1c51fd48db
Merge pull request #58781 from BastiaanOlij/openxr_signals_and_events
Adding signals and events to OpenXR interface
2022-03-10 18:10:26 +01:00
reduz
6f51eca1e3 Discern between virtual and abstract class bindings
* Previous "virtual" classes (which can't be instantiated) are not corretly named "abstract".
* Added a new "virtual" category for classes, they can't be instantiated from the editor, but can be inherited from script and extensions.
* Converted a large amount of classes from "abstract" to "virtual" where it makes sense.

Most classes that make sense have been converted. Missing:

* Physics servers
* VideoStream
* Script* classes.

which will go in a separate PR due to the complexity involved.
2022-03-10 12:28:11 +01:00
Bastiaan Olij
d11cb5fe98 Adding signals and events to OpenXR interface
Improving interaction profile logic
2022-03-10 17:14:56 +11:00
kobewi
39d429e497 Change some math macros to constexpr
Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
2022-03-09 16:24:32 +01:00
Rémi Verschelde
9b05f29894 Remove unused GDNative code
This has been superseded by GDExtension so this code is no longer useful
nor usable.

There's still some GDNative-related stuff in platform export code which
needs to be adapted for GDExtension (e.g. to include GDExtension libraries
in exports).
2022-03-09 13:59:03 +01:00
Jesse Dubay
d437355f55 Sky renderer: Only flip Z when calculating panorama_coords 2022-03-08 19:51:43 -08:00
Rémi Verschelde
1561737055
Merge pull request #49447 from Calinou/remove-shadow-color-property
Remove unused `shadow_color` property from Light3D
2022-03-08 07:48:05 +01:00
Rémi Verschelde
f488a841c7
Merge pull request #58779 from techiepriyansh/forward-mobile-ambient-accum 2022-03-07 16:46:33 +01:00
Jesse Dubay
ff2a5c04b1 Sky renderer: Don't invert Z component of light direction 2022-03-06 23:58:54 -08:00
Rémi Verschelde
ffd64505c5
Merge pull request #58832 from reduz/uniform-set-cache
Add a UniformSet cache
2022-03-07 07:19:58 +01:00
lawnjelly
f199d2c33c [4.x] BVH - Fix area-area collision regression
Minimal approach to fixing regression whereby static areas where not detect dynamic areas.
2022-03-06 14:03:19 +00:00
reduz
b0ca03b0a2 Add a UniformSet cache
* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.

This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
2022-03-06 13:03:33 +01:00
Jesse Dubay
80345f7d4e Fix flipped EYEDIR.z in sky shaders 2022-03-05 17:49:32 -08:00
bruvzg
e88522f5b5
[TextServer] Improve word breaking when there are multiple spaces between words. 2022-03-05 22:31:58 +02:00
Priyansh Rathi
8c37cfa5bb
use the computed value ambient_accum for ambient_light in scene_forward_mobile.glsl 2022-03-05 14:24:40 +05:30
Rémi Verschelde
0d1e3893d9
Merge pull request #57630 from lawnjelly/bvh4_templated_checks
[4.x] BVH - Sync BVH with 3.x
2022-03-04 23:29:38 +01:00
Hugo Locurcio
aea104deb7
Remove unused shadow_color property from Light3D
This shadow color property was no longer effective since the shaders
were optimized to improve occupancy.
2022-03-04 23:12:18 +01:00
Rémi Verschelde
c787f59931
Merge pull request #58734 from Calinou/tweak-render-timestamp-names
Tweak render timestamp names for explicitness and consistency
2022-03-04 20:43:08 +01:00
Rémi Verschelde
3078b92dff
Merge pull request #58512 from Calinou/light3d-add-distance-fade 2022-03-04 12:26:29 +01:00
Hugo Locurcio
c509a3a3a5
Tweak render timestamp names for explicitness and consistency
- Add 2D and 3D in timestamp names when needed to avoid ambiguity.
- Use present tense in all render timestamp names.
- Add a space after ">" (begin) and "<" (end) symbols.
- Remove redundant "End" in render timestamp names (indicated by "<").
2022-03-04 08:46:12 +01:00
Bastiaan Olij
e4b7a69bb6 Add multiview/stereoscopic rendering support to the clustered forward renderer 2022-03-03 20:06:14 +11:00
Rémi Verschelde
dae0135ae5
Revert "PitchShift effect quality and performance tweaks for different pitch scale values" 2022-03-02 00:11:33 +01:00
Rémi Verschelde
0036a41a10
Revert "Fix particle trail glitch" 2022-03-01 20:16:10 +01:00
Rémi Verschelde
e7176e6c85
Merge pull request #58614 from Calinou/ssr-roughness-quality-enum-fix-typo
Fix typo in SSR roughness quality enum value names
2022-02-28 10:51:20 +01:00
Rémi Verschelde
babac6e08c
Merge pull request #58549 from floppyhammer/fix-particle-trail
Fix particle trail glitch
2022-02-28 07:17:59 +01:00
Hugo Locurcio
83efe4d8b0
Fix typo in SSR roughness quality enum value names 2022-02-28 01:06:26 +01:00
floppyhammer
1675c5375e Fix particle trail glitch 2022-02-26 13:53:06 +08:00
Hugo Locurcio
b1a295b739
Implement distance fade properties in OmniLight3D and SpotLight3D
This can be used to fade lights and their shadows in the distance,
similar to Decal nodes. This can bring significant performance
improvements, especially for lights with shadows enabled and when
using higher-than-default shadow quality settings.

While lights can be smoothly faded out over distance, shadows are
currently "all or nothing" since per-light shadow color is no longer
customizable in the Vulkan renderer. This may result in noticeable
pop-in when leaving the shadow cutoff distance, but depending on the
scene, it may not always be that noticeable.
2022-02-25 15:17:35 +01:00
bruvzg
74ff5921d6 Improve popup window handling.
Add window FLAG_POPUP and a platform specific routines to control popup auto-hiding and event forwarding.
2022-02-25 09:33:27 +02:00
Darryl Ryan
3ce5cceef9 Filament specular fix. Clamp dot product between normal and view vectors. Fixes #58459. 2022-02-23 18:16:52 +00:00
Rémi Verschelde
1f3916e0b6
Merge pull request #56394 from BastiaanOlij/OpenXR_Core4 2022-02-23 13:36:07 +01:00
Rémi Verschelde
96261838c5
Merge pull request #57956 from Eoin-ONeill-Yokai/audio_stream_hotfix 2022-02-23 13:04:47 +01:00
Bastiaan Olij
a78a9fee71 Implementing OpenXR driver 2022-02-23 12:02:24 +01:00
clayjohn
fe49244611 Use Filament specular models and parametrization 2022-02-22 19:39:41 -08:00
Eoin O'Neill
ded9dc1e82 Add missing binding to AudioStream class
This allows for the extension of AudioStream where you can call
`instance_plackback` on child AudioStream instances within gdscript,
much like the implementation of some child classes in C++.

See `AudioStreamRandomPitch` for an example of how this can be used.
2022-02-22 18:11:40 -08:00
floppyhammer
0d5472dd1a Fix GPUParticles2D emission offset in global coords 2022-02-22 17:50:01 +08:00
Rémi Verschelde
c77348b468
Merge pull request #58419 from clayjohn/Vulkan-anisotropy-crash 2022-02-22 09:09:16 +01:00
clayjohn
2da35d2b94 Fix shader compilation error with anisotropy 2022-02-21 22:58:33 -08:00
clayjohn
9d104ad839 Use properly use non-perceptual roughness when filtering radiance 2022-02-21 22:53:12 -08:00
Ricardo Buring
d525ea2614 In final phase of test_body_motion, move and cull AABB for body once, instead of for every shape 2022-02-18 19:45:25 +01:00
Rémi Verschelde
7a68ee5134
Merge pull request #58266 from clayjohn/revert-sky-change 2022-02-18 12:07:40 +01:00
Pierre-Thomas Meisels
fd02f529fa Fix default value for DisplayServer::virtual_keyboard_show Rect2 parameter 2022-02-18 09:43:02 +01:00
Rémi Verschelde
48b61159b2
Merge pull request #58106 from Calinou/audioserver-capture-device-property 2022-02-18 09:07:36 +01:00
Rémi Verschelde
488116e4d8
Merge pull request #58236 from bruvzg/win_min_fix 2022-02-18 09:07:10 +01:00
clayjohn
e0384fb70e Revert "Fix default sky process mode not being Real-Time"
This reverts commit aa1cba1d53.
2022-02-17 23:13:10 -08:00
Hugo Locurcio
1d35b37499
Expose AudioServer.capture_device as a property
This is more consistent with `AudioServer.device` (for output),
which is already exposed as a property.
2022-02-17 19:35:46 +01:00
Rémi Verschelde
e1b8a86b2b
Merge pull request #58177 from clayjohn/VULKAN-prefiltered-radiance 2022-02-17 17:53:42 +01:00
bruvzg
0c27667124 [Windows] Fix Vulkan driver crash on sub-window minimization. 2022-02-17 13:34:08 +02:00
clayjohn
48728a79b6 Use prefiltered radiance 2022-02-16 21:37:18 -08:00
Rémi Verschelde
b8b4580448
Style: Cleanup single-line blocks, semicolons, dead code
Remove currently unused implementation of TextureBasisU, could be re-added
later on if needed and ported.
2022-02-16 14:06:29 +01:00
Yuri Roubinsky
a85b000967 Fix antialiasing for beginning/end of line in canvas_item_add_polyline 2022-02-16 14:34:42 +03:00
clayjohn
a38c3a763a Properly exclude lights that are marked as sky only 2022-02-16 00:16:56 -08:00
Hugo Locurcio
aa1cba1d53
Fix default sky process mode not being Real-Time
The change in 09563e4bd8 wasn't
consistently carried out everywhere needed.
2022-02-16 01:51:48 +01:00
reduz
4f73d3beb4 Add Particle Shader Userdata
* Adds optional vec4 USERDATA1 .. USERDATA6 to particles, allowing to store custom data.
* This data is allocated on demand, so shaders that do not use it do not cost more.
2022-02-15 19:20:31 +01:00
Rémi Verschelde
760a95e86a
Merge pull request #57877 from bruvzg/subpixel_gl_pos 2022-02-15 13:58:38 +01:00
Rémi Verschelde
5a6da0b2a9
Merge pull request #57905 from V-Sekai/fix_instance_clear_warnings
Free surface vertex_buffers after vertex_arrays to silence warnings
2022-02-15 08:32:32 +01:00
Rémi Verschelde
af91a42b0a
Merge pull request #57904 from V-Sekai/fix_double_free_warning
Fixes some 'Attempted to free invalid ID' warnings in mobile renderer
2022-02-15 08:30:44 +01:00
Hugo Locurcio
44af98cd12
Compute SSAO at half resolution by default
This provides a significant speedup for a small quality loss.

The quality loss is generally more noticeable during a project's
early stages of development (e.g. in level blockouts)
than it is in a finished project.
2022-02-14 18:53:09 +01:00
Haoyu Qiu
66838d88e1 Validate PhysicsDirectSpaceState{2,3}D::_intersect_point input 2022-02-14 22:21:28 +08:00
Rémi Verschelde
f45fedaf96
Merge pull request #57985 from Pineapple/pitchshift-tweaks
PitchShift effect quality and performance tweaks for different pitch scale values
2022-02-14 08:27:08 +01:00
bruvzg
29199579f7
Add sub-pixel glyph positioning support. 2022-02-12 19:55:52 +02:00
Rémi Verschelde
d3a6b6daaa
Merge pull request #56953 from bruvzg/ex_wnd 2022-02-12 16:46:55 +01:00
Rémi Verschelde
d1dbe21c56
Merge pull request #57980 from akien-mga/vulkan-1.3.204 2022-02-12 10:21:27 +01:00
Rémi Verschelde
7a7fabe4f6
Merge pull request #57641 from Geometror/compilation-time-improvements-1 2022-02-12 09:46:02 +01:00
Hendrik Brucker
b396fd4eef Improve compilation speed (forward declarations/includes cleanup) 2022-02-12 02:46:22 +01:00
bruvzg
7d59b81d79
Add exclusive window handling to DisplayServer (on macOS and Windows). 2022-02-12 00:14:09 +02:00
Rémi Verschelde
006ce4d83d
Merge pull request #57938 from jordigcs/negative-refresh-rate-fallback 2022-02-11 23:02:58 +01:00
Bartłomiej T. Listwon
29b6ed9283 Audio quality improvements in PitchShift 2022-02-11 20:21:28 +01:00
Bartłomiej T. Listwon
c02e979dbf Pass audio samples untouched for pitch_scale around 1.0f 2022-02-11 20:21:26 +01:00
Rémi Verschelde
18d6b75ba8
RendererRD: Remove binding specifier for push constants
This is unsupported and glslang made it raise an error in 11.7.0:
https://github.com/KhronosGroup/glslang/pull/2810

Co-authored-by: Clay John <claynjohn@gmail.com>
2022-02-11 18:42:32 +01:00
jordi
7a9972afc2 Change SCREEN_GET_REFRESH_RATE_FALLBACK to -1.0 2022-02-11 10:25:38 -06:00
Rémi Verschelde
2921cf6a99
Merge pull request #57888 from dusakus/depanoramize-spot-projector
remove normal_to_panorama from spotlight projector
2022-02-11 10:41:00 +01:00
Hugo Locurcio
66d27df12f
Fix 3D sky update performance regression 2022-02-10 20:21:28 +01:00
Rémi Verschelde
e4e6813baf
Merge pull request #57535 from Calinou/visibility-range-fade-use-easing 2022-02-10 18:18:53 +01:00
Rémi Verschelde
11cefc2b28
Merge pull request #57104 from clayjohn/VULKAN-sky-conflict 2022-02-10 17:46:42 +01:00
Rémi Verschelde
d2fa379f2b
Merge pull request #54158 from Calinou/decrease-default-soft-shadow-quality 2022-02-10 17:38:24 +01:00
Rémi Verschelde
7332aff3fd
Merge pull request #54677 from Calinou/voxelgi-default-low-quality 2022-02-10 17:35:52 +01:00
Rémi Verschelde
c6199da8b8
Merge pull request #39965 from Calinou/tweak-sdfgi-defaults 2022-02-10 17:31:54 +01:00
Rémi Verschelde
2fafcfebdf
Merge pull request #57707 from Calinou/sdfgi-tweak-default-num-cascades 2022-02-10 17:27:42 +01:00
Rémi Verschelde
67c6442844
Merge pull request #57628 from Calinou/shadow-atlas-default-enable-16-bits 2022-02-10 17:19:37 +01:00
SaracenOne
824ece9d89 Free surface vertex_buffers after vertex_arrays due dependencies 2022-02-10 10:34:34 +00:00
SaracenOne
71eb3f6df5 Fix _free_render_buffer_data freeing shared half_texture and half_fb 2022-02-10 10:04:18 +00:00
Yuri Roubinsky
5d536f06c2
Merge pull request #57875 from ZuBsPaCe/shader-instance-qualifier-format-string 2022-02-10 08:34:47 +03:00
Bartłomiej Dusak
38423565e4 remove normal_to_panorama from spotlight projector 2022-02-09 23:47:44 +01:00
Rémi Verschelde
d22ac13bc2
Merge pull request #57715 from Faless/debugger/4.x_core_includes_and_servers
[Debugger] Move most profilers to ServersDebugger, fix core includes.
2022-02-09 21:57:32 +01:00
ZuBsPaCe
2e2c9a27b6 Fixed shader error message for instance qualifier
Moved argument from RTR to vformat. Message is now similar to uniform-arrays-error further down.
2022-02-09 21:32:09 +01:00
Ellen Poe
41a158af56
Add AudioStreamRandomizer, replacing AudioStreamRandomPitch
Add additional randomization options.
2022-02-09 00:05:32 +01:00
reduz
db43237c78 Fix BLEND_SHAPE_MASK
* Should now be correct
* Supersedes 53738
2022-02-08 13:50:01 +01:00
Rémi Verschelde
a6abeb6b20
Merge pull request #57682 from clayjohn/VULKAN-canvas-blur 2022-02-07 10:16:50 +01:00
Rémi Verschelde
3ae38edc8e
Merge pull request #56844 from Calinou/ssr-fix-background-line-master
Fix visible background line in intersections in screen-space reflections
2022-02-06 23:22:15 +01:00
Fabio Alessandrelli
6583797305 [Debugger] Move servers-related behaviours to ServersDebugger.
Forcing draw during debug break is now handled by ServersDebugger, and
only happens when the proper message is sent from the EditorDebugger
("servers:draw").
In a similar way, briging the window in foreground is now also handled
by ServersDebugger upon receiving "servers:foreground" which is sent by
the EditorDebugger when resuming from a break ("continue").
2022-02-06 17:36:48 +01:00
Fabio Alessandrelli
87f4bbd668 [Debugger] Move most profilers to ServersDebugger.
Also splits bandwidth/rpc profiler (RPCProfiler is now in
SceneDebugger).
2022-02-06 17:36:48 +01:00
jmb462
1ce81dc5f2 Add missing SNAME macro optimization in some function calls 2022-02-06 15:54:04 +01:00
Hugo Locurcio
7721e19ccc
Tweak default SDFGI settings for better quality
- Enable Read Sky Light to get proper outdoors lighting out of the box.
- Set bounce feedback to 0.5 by default to get a better quality result.
  - Higher values may cause infinite feedback with bright surfaces.
- Increase the number of frames to converge to improve quality
  at the cost of latency. Most scenes are fairly static after all.
- Use 75% Y scale by default as most scenes are not highly vertical.

- Reorder the Y scale enum to go from the lowest Y scale to the highest.
  Also rename the "Disabled" setting to "100%" for clarity.
2022-02-06 15:28:59 +01:00
Hugo Locurcio
b9cfc74f29
Decrease the default number of SDFGI cascades to 4
This improves rendering performance noticeably, especially when the
camera moves fast.

On a medium-sized test scene on a GTX 1080 in 2560×1440, going
from 6 to cascades saves 0.5 ms of frame time while looking visually
identical (as most of the scene fits within the 4 cascades).
2022-02-06 15:01:25 +01:00
Yuri Roubinsky
a2484c3293 Fix unknown identifier error in for loop 2022-02-06 08:38:33 +03:00
clayjohn
60d8df3fee Optimize and fix backbuffer gaussian blur 2022-02-05 15:03:39 -08:00
reduz
74adf0bf2e Remove RID_Owner.get_rid_by_index
* Implementing this function efficiently is not really possible.
* Replaced by an option to get all RIDs into a buffer for performance.
2022-02-05 11:59:34 +01:00
Rémi Verschelde
eb371dee01
Merge pull request #57651 from theoniko/theoniko-effects_rc.cpp
Fix copy paste bug in renderer_rd/effects_rd.cpp
2022-02-05 10:15:38 +01:00
Yuri Roubinsky
e01d08159c Few more fixes to for loop in shaders 2022-02-05 08:42:32 +03:00
theoniko
0c0ff5da50 Fix copy paste bug in renderer_rd/effects_rd.cpp 2022-02-05 06:41:30 +01:00
lawnjelly
f8eaab5b47 BVH - Sync BVH with 3.x
Templated mask checks and generic NUM_TREES
Fix leaking leaves
2022-02-04 16:51:21 +00:00
Hugo Locurcio
e4eafb254a
Enable 16-bit shadow atlas by default in the RenderingServer methods
16-bit shadow atlases are already the default in the project settings,
but low-level methods used 24-bit shadows by default.

This makes low-level methods more consistent with the default project
settings to avoid accidental performance issues when users change
the shadow size at run-time.
2022-02-04 16:41:08 +01:00
Rémi Verschelde
225a3b2545
Merge pull request #57341 from bruvzg/win_multiwin_fs 2022-02-04 13:28:56 +01:00
Rémi Verschelde
2e320dcf87
Merge pull request #57617 from bruvzg/char_cleanup 2022-02-04 13:06:38 +01:00
Rémi Verschelde
d235c1bb19
Merge pull request #57335 from jordigcs/display-refresh-rate 2022-02-04 11:51:07 +01:00
bruvzg
f4ea9cd9f3
[Windows] Add WS_BORDER flag to windows in WINDOW_MODE_FULLSCREEN mode to allow multi-window interface in full-screen.
[Windows] Add WINDOW_MODE_EXCLUSIVE_FULLSCREEN without WS_BORDER flag enabled (no multi-window support).
2022-02-04 12:08:46 +02:00
bruvzg
244db37508
Cleanup and move char functions to the char_utils.h header. 2022-02-04 11:35:01 +02:00
jordi
54dec44dba Add screen_get_refresh_rate to DisplayServer 2022-02-03 21:50:32 -06:00
Rémi Verschelde
f8f19b313d
Merge pull request #57562 from AnilBK/string-add-contains
String: Add contains().
2022-02-03 22:21:24 +01:00
Anilforextra
adbe948bda String: Add contains(). 2022-02-04 01:28:02 +05:45
Rémi Verschelde
7191605324
Merge pull request #57587 from bruvzg/gde_fix_ptr_and_enum_returns
[GDExtension] Fix registration of functions with enum or native pointer return type.
2022-02-03 20:36:59 +01:00
bruvzg
ddd96b3059
[GDExtension] Fix registration of functions with enum or native pointer return type. 2022-02-03 16:03:23 +02:00
Yuri Roubinsky
58696fd774 Allow multiple declarations in for loop in a shader 2022-02-03 11:35:38 +03:00
bruvzg
215bede6ff
[TextServer] Add function to change font, font size, and OpenType features without invalidating line break points, justification points, or recreating shaped text buffer. 2022-02-02 11:20:44 +02:00
Hugo Locurcio
20464fd103
Make visibility range alpha fade smoother
`smoothstep()` avoids the sudden transparency jump when entering or
leaving an object's alpha fade margin distance. This in turn helps
make opacity transitions less noticeable to the player, as it's
less likely to catch the player's eye.
2022-02-01 23:54:44 +01:00
Anilforextra
fc27636999 Vectors: Use clear() and has().
Use clear() instead of resize(0).

Use has() instead of "find(p_val) != -1".
2022-02-02 00:11:09 +05:45
Rémi Verschelde
b0604622a8
Merge pull request #57419 from orosmatthew/fix_ortho_lod 2022-01-31 18:06:44 +01:00
orosmatthew
b0202c3a7d Fix orthogonal camera auto LOD calculation
- Do not take orthogonal camera's distance into account when calculating LOD.
- Only take into account screen size taken up.
2022-01-30 11:54:27 -05:00
Hugo Locurcio
736ac25306
Rename the physics server run_on_thread project settings
`run_on_separate_thread` is more explicit.
2022-01-29 17:35:50 +01:00
Nathan Franke
8a0a3accee
simplify formatting scripts, add a clang-tidy script, and run clang-tidy 2022-01-29 04:41:03 -06:00
Rémi Verschelde
6ff6ec612d
Merge pull request #57318 from TechnoPorg/fix-face-area-calculation 2022-01-28 10:28:19 +01:00
TechnoPorg
02c002ff28 Fix triangular area calculation
It's a triangle, so the area should be halved.

Co-authored-by: Jeffrey Cochran <koenigcochran@gmail.com>
2022-01-27 09:57:15 -07:00
Rémi Verschelde
4b36b6e92a
Merge pull request #56785 from bruvzg/nat_handles_4 2022-01-27 12:12:34 +01:00
Rémi Verschelde
58324f4df8
Merge pull request #54574 from Ansraer/glow_map 2022-01-26 13:39:51 +01:00
Bastiaan Olij
98e5cd24db Improve XRInterface hooks into rendering 2022-01-26 13:55:44 +11:00
Rémi Verschelde
d9fd16c8e4
Merge pull request #53954 from Chaosus/fix_quit_errors 2022-01-25 20:09:52 +01:00
Yuri Roubinsky
b01065b9a4 Prevent checking of global uniform type outside the editor 2022-01-25 19:22:37 +03:00
jfons
238862bddb Minor fixes to shadow atlases:
* Erase shadow owner *before* setting it to RID().
* Add default texture in shadow atlas debug view to avoid error spam when no atlas is present.
* Fix typo.
2022-01-24 15:55:32 +01:00
Yuri Roubinsky
0e66587dbf Remove incorrect items from completion of main functions in shader 2022-01-24 10:37:47 +03:00
clayjohn
430d5d64aa Update Sky lights in sky setup function 2022-01-23 15:06:49 -08:00
Yuri Roubinsky
3ca57e5157 Fix incorrect unused local var warning in shader blocks 2022-01-23 20:22:31 +03:00
Rémi Verschelde
9b9440165b
Merge pull request #54890 from briansemrau/threadsafe-drawpute-lists
Make draw/compute lists threadsafe
2022-01-22 20:20:07 +01:00
clayjohn
fdc1b1b03b Remove TRANSFORM built in from fog shaders 2022-01-21 23:03:41 -08:00
Omar Polo
bd448e5535 Rename or refactor macros to avoid leading underscores
These are not used consistently and some can conflict with
system-specific defines.  While here, also delete some unused macros.
2022-01-20 20:29:15 +01:00
Rémi Verschelde
7e3b92f81f
Merge pull request #55360 from Calinou/rename-bake-mode-properties 2022-01-20 17:35:32 +01:00
Rémi Verschelde
dbd560cb68
Merge pull request #53857 from briansemrau/rd-free-rid-bind-rename 2022-01-20 17:24:34 +01:00
Ansraer
90652b1755 add support for glow maps 2022-01-20 16:47:25 +01:00
Rémi Verschelde
9e0973ca23
Merge pull request #56972 from lawnjelly/warn_unused 2022-01-20 15:34:41 +01:00
lawnjelly
b411a731fe Add nodiscard to core math classes to catch c++ errors.
A common source of errors is to call functions (such as round()) expecting them to work in place, but them actually being designed only to return the processed value. Not using the return value in this case in indicative of a bug, and can be flagged as a warning by using the [[nodiscard]] attribute.
2022-01-20 13:07:49 +00:00
Rémi Verschelde
b6cb366884
Merge pull request #56949 from timothyqiu/has-clipboard 2022-01-20 12:09:45 +01:00
Rémi Verschelde
7057d26343
Merge pull request #56936 from BastiaanOlij/add_tracking_confidence 2022-01-20 12:09:06 +01:00
Bastiaan Olij
173105596e Adding a tracking confidence state to XRPose 2022-01-20 10:35:50 +11:00
Haoyu Qiu
314f309035 Add DisplayServer.clipboard_has() to check clipboard content 2022-01-19 23:44:20 +08:00
Rémi Verschelde
cba2fd2e80
Revert "Add new scaling modes for splash screen"
This reverts commit fcc9f5ce39.

The feature is good but the implementation still needs more work.
A new PR will be made with a rework of this commit.
2022-01-19 16:09:52 +01:00
Yuri Roubinsky
e0304f83e7 Add translation links to shader errors 2022-01-19 15:16:32 +03:00
Rémi Verschelde
8b8e858778
Merge pull request #54489 from briansemrau/texture-delete-update 2022-01-19 10:10:54 +01:00
Rémi Verschelde
74b110a736
Merge pull request #56825 from bruvzg/macos_fix_fullscr_multiwindow 2022-01-19 10:03:17 +01:00
Samuel Pedrajas
fcc9f5ce39
Add new scaling modes for splash screen
Removes the `fullsize` option which is superseded by `stretch_mode`.

Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2022-01-18 23:29:11 +01:00
Rémi Verschelde
01eefa2c50
Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades 2022-01-18 16:21:39 +01:00
Yuri Roubinsky
366d3930ac
Merge pull request #56893 from Chaosus/shader_unify_vardecl 2022-01-18 14:13:56 +03:00
bruvzg
d62ca0c9c0 Window management improvements.
[macOS] Fix transient windows not working in the full-screen mode.
[macOS] Fix moving transient windows to the other screen than parent window.
[macOS] Fix popup menu switch on hover.
[macOS] Use content origin rect for windows position (to ensure `DS.mouse_get_position` is equal to `DS.window_get_position` + mouse position from the input events).
[macOS] Fix incorrect input coordinates, when external display with different scaling in connected/disconnected.
[macOS/Windows] Fix moving fullscreen windows between the screens.
Add auto refocusing of the parent window, when the focused transient window is closed.
Remove redundant `DS.mouse_get_absolute_position` function (returns mouse position in the screen coordinates, same as `DS.mouse_get_position`).
2022-01-18 11:47:03 +02:00
Yuri Roubinsky
36a82c8c69 Unify variable and array declarations in shaders 2022-01-18 12:42:39 +03:00
clayjohn
ba431a9306 Fix volumetric fog memory leak on resize 2022-01-17 21:30:48 -08:00
Hugo Locurcio
2dc7b03a82
Allow using between 1 and 8 cascades for SDFGI
This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
2022-01-17 16:49:02 +01:00
Rémi Verschelde
57ad84537d
Merge pull request #56860 from bruvzg/icu_case 2022-01-17 14:28:38 +01:00
Rémi Verschelde
8bdef23f7f
Merge pull request #56012 from bruvzg/wt🤎4 2022-01-17 13:26:15 +01:00
bruvzg
e02a097280
[TextServer] Implement locale and context sensitive case conversion functions. 2022-01-17 14:23:36 +02:00
Haoyu Qiu
7870cf24f2 Fix invalid read when using LightOccluder2D 2022-01-17 16:02:26 +08:00
Hugo Locurcio
d6c7d4ab5d
Fix visible background line in intersections in screen-space reflections
Adjusting the step grading by one resolves the issue without affecting
performance or introducing adverse artifacts.
2022-01-16 18:08:07 +01:00
Rémi Verschelde
a27b85378b
Merge pull request #56309 from Calinou/remove-pvrtc-support 2022-01-16 11:15:34 +01:00
clayjohn
abd0003e4c Remove mistakenly added push constant from SSR 2022-01-15 17:03:55 -08:00
Yuri Roubinsky
08208406ca Refactor size expression parsing for arrays in the shaders 2022-01-15 15:47:39 +03:00
Hugo Locurcio
40be15920f
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
bruvzg
89f37d4105
Add support for getting native display, window, and view handles. 2022-01-14 13:36:32 +02:00
Yuri Roubinsky
0845b25497 Fix shader crashing when declaring matrix or array varyings 2022-01-14 10:37:39 +03:00
luz paz
858bcd5058 Fix various typos
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
Yuri Roubinsky
4201af6649 Fix completion for global constants in shaders 2022-01-13 19:52:06 +03:00
Yuri Roubinsky
c377891145 Add completion for shader_type 2022-01-13 18:37:13 +03:00
Yuri Roubinsky
b0356bcb72 Prevent redefinition of main functions in shader 2022-01-13 15:12:35 +03:00
Rémi Verschelde
a987ebfde2
Merge pull request #56714 from bruvzg/fix_alignment_break_overrun 2022-01-13 10:20:02 +01:00
bruvzg
baec983d8a
[TextServer] Improvements for line breaking, "Fill" alignment, overrun, and interaction between these modes.
Fix "Fill" alignment processing wrong side of the text if overrun trim was applied.
Improve "Fill" alignment to avoid adding excessive subsequent spaces or elongations.
Add font detection to the overrun, to correctly add ellipsis (was using last glyph font, which doesn't necessary have dot character).
Improve line breaking to avoid adding excessive subsequent soft break points for languages without word separator.
Port missing overrun/justification code to the Fallback text server.
Fix inferred text direction detection by controls.
Add tests for "Fill" alignment and line breaking glyph flags.
2022-01-13 08:53:28 +02:00
clayjohn
9b1f242feb Fix cannot use gaussian blur error 2022-01-12 21:58:37 -08:00
Rémi Verschelde
586a973b6b
Merge pull request #56169 from dkaste/fix-clip-rects
Fix canvas items being drawn outside clip rects
2022-01-12 23:59:42 +01:00
Rémi Verschelde
585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings 2022-01-12 15:24:17 +01:00
Yuri Roubinsky
422f7b280f Optimize include files to improve shader_language.h compilation speed 2022-01-12 14:19:12 +03:00
Rémi Verschelde
bfd0afca58
Merge pull request #55656 from clayjohn/GLSL3-compiler 2022-01-12 11:33:48 +01:00
Rémi Verschelde
189662e5bd
Merge pull request #56696 from AnilBK/use-init-lists 2022-01-12 10:04:45 +01:00
clayjohn
99064d57db New OpenGL batching canvas renderer 2022-01-11 22:26:18 -08:00
Anilforextra
6c3a0460a8 Use List Initializations for Vectors. 2022-01-12 10:15:12 +05:45
Rémi Verschelde
d40d86b959
Merge pull request #56667 from Ice-Cube69/fix_incorrect_property_types 2022-01-11 14:34:18 +01:00
Arnav Vijaywargiya
0c46f73b5e Fixed incorrect property types 2022-01-11 17:17:11 +05:30
Rémi Verschelde
267bee934a
Merge pull request #56416 from BastiaanOlij/fix_xr_viewport_size_overrule
Fix XR viewport size overrule and incorrect usage of internal size
2022-01-11 08:44:36 +01:00
Rémi Verschelde
04fa320650
Merge pull request #56627 from Chaosus/shader_better_limit_warning 2022-01-10 14:06:54 +01:00
Darren Kaste
b0d9e14155 Fix canvas items being drawn outside clip rects 2022-01-09 18:15:46 -05:00
bruvzg
c89c515ccf
[TextServer] Improve ligature cursor handling.
Fix mid-grapheme hit test.
Fix OpenType features property handling, add default features override option.
Enable mid-grapheme cursor by default.
2022-01-09 19:03:48 +02:00
Yuri Roubinsky
bd61d8f80c Enhances a shader uniform limit warning 2022-01-08 21:44:37 +03:00
Anilforextra
c9f5d88f3a Use fill() to fill an entire image instead of setting pixels individually. 2022-01-08 17:43:15 +05:45
Rémi Verschelde
9e97262132
Merge pull request #56170 from Calinou/renderingserver-expose-gi-half-resolution 2022-01-07 00:05:43 +01:00
Rémi Verschelde
5e7faed078
Merge pull request #56540 from Calinou/renderingserver-expose-ssil-quality
Expose RenderingServer SSIL quality setter methods
2022-01-06 20:26:59 +01:00
SaracenOne
cd842b65bf Fix queueing a texture and regular uniform update in RD backend in succession. 2022-01-06 16:05:07 +00:00
Hugo Locurcio
221efffdf7
Expose RenderingServer SSIL quality setter methods
This allows changing SSIL quality at run-time in a project.
2022-01-06 02:35:49 +01:00
Rémi Verschelde
cbf8757289
Merge pull request #56522 from akien-mga/navigation-restore-safe-get_singleton 2022-01-05 17:10:21 +01:00
Rémi Verschelde
b23552922f
NavigationServer: Restore constness for thread safe get_singleton
This was removed by mistake in #47024, NavigationServer uses internal
mutability for thread safety, and removing `const` breaks the contract.
2022-01-05 15:41:21 +01:00
Fernando Cosentino
ca79373d13
Added material_overlay property to MeshInstance3D
Applying overlay materials into multi-surface meshes currently
requires adding a next pass material to all the surfaces, which
might be cumbersome when the material is to be applied to a range
of different geometries. This also makes it not trivial to use
AnimationPlayer to control the material in case of visual effects.
The material_override property is not an option as it works
replacing the active material for the surfaces, not adding a new pass.

This commit adds the material_overlay property to GeometryInstance3D
(and therefore MeshInstance3D), having the same reach as
material_override (that is, all surfaces) but adding a new material
pass on top of the active materials, instead of replacing them.
2022-01-05 11:47:51 +01:00
JFonS
7c5c351766
Merge pull request #56220 from williamd67/GPULightmapper-implement-sky-ambient-light
GPULightmapper: react on sky ambient properties
2022-01-05 10:55:05 +01:00
Rémi Verschelde
e976cd0b29
Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-down 2022-01-05 10:51:19 +01:00
Rémi Verschelde
c7bbb3a621
Merge pull request #56278 from GanidhuAbey/dof_msaa_bug 2022-01-05 10:47:27 +01:00
bruvzg
679fe92bb3
Fix incorrect format and buffer used for bone weights. 2022-01-05 08:44:59 +02:00
Rémi Verschelde
ba2bdc478b
Style: Remove inconsistently used @author docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde
eab30316ee
Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range
Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04 17:18:28 +01:00
Rémi Verschelde
3a5a3473be
Merge pull request #54791 from NHodgesVFX/master
[4.x] add more OpenGL attributes
2022-01-04 16:52:27 +01:00
Yuri Roubinsky
bba9d9be14
Merge pull request #56486 from Chaosus/shader_fix_render_mode 2022-01-04 18:44:11 +03:00
Rémi Verschelde
095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
Rémi Verschelde
ff211c8e5a
Merge pull request #55386 from Calinou/allow-disable-depth-prepass 2022-01-04 15:25:11 +01:00
Yuri Roubinsky
5123ffe4a7 Fix world_vertex_coords render mode usage in the shaders 2022-01-04 17:06:12 +03:00
JFonS
e432181dc3
Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depth
Use 16-bit depth to improve dynamic VoxelGI performance
2022-01-04 14:17:47 +01:00
Yuri Roubinsky
b74968c2ca
Merge pull request #56477 from Chaosus/fix_device_crash 2022-01-04 13:23:38 +03:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde
34de6d16aa
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker 2022-01-04 09:59:07 +01:00
Yuri Roubinsky
0e2ef987b1 Add a check for device in shader lang to prevent startup editor crash 2022-01-04 11:50:50 +03:00
Rémi Verschelde
370f0a162d
Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields
Remove unused struct fields in VoxelGIData
2022-01-04 09:50:00 +01:00
Rémi Verschelde
a97889abe4
Merge pull request #55422 from Calinou/gi-shader-remove-unused-define
Remove unused code in GI shaders
2022-01-04 09:49:42 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky
fd9c92d4ab Add a shader warning when the uniform buffer limit is exceeded 2022-01-03 16:24:56 +03:00
Rémi Verschelde
9221c0f8ad
Merge pull request #56190 from Chaosus/shader_varying_pass_to_func 2022-01-03 13:08:55 +01:00
Rémi Verschelde
c6c834e745
Merge pull request #56187 from Chaosus/fix_default_texture 2022-01-03 13:08:25 +01:00
Rémi Verschelde
cd38b42987
Merge pull request #56370 from Chaosus/fix_shader_instance_uniform 2022-01-03 13:06:18 +01:00
luz paz
a124f1effe Fix various typos
Found via ` codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inout,leapyear,lod,nd,numer,ois,ony,paket,seeked,sinc,switchs,te,uint,varn`
Update editor/import/resource_importer_layered_texture.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update doc/classes/TileSetScenesCollectionSource.xml

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/graph_edit.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/resources/animation.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Update scene/gui/rich_text_label.cpp

Co-authored-by: Raul Santos <raulsntos@gmail.com>
Revert previously committed change
2022-01-02 01:03:58 -05:00
Bastiaan Olij
9fe7565014 Fix XR viewport size overrule and incorrect usage of internal size 2022-01-02 11:17:36 +11:00
Yuri Roubinsky
ab239e9abb Fix incorrect updating global uniform buffer 2021-12-31 13:31:01 +03:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
GanidhuAbey
133486bfba fixed depth of field bug with msaa 2021-12-26 23:13:47 -08:00
William Deurwaarder
68a5dad226 GPULightmapper: react on sky ambient properties
The panorama texture creation, used by GPULightmapper, has been adjusted to
also take the sky ambient properties into account.
2021-12-24 15:47:42 +01:00
William Deurwaarder
246fbd5442 GPULightmapper: cube to panorama copy function flip y based on flag
Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
2021-12-24 00:47:42 +01:00
Yuri Roubinsky
108b6a2000 Allow pass varyings as out param to the function, when it's possible 2021-12-23 18:03:19 +03:00
Yuri Roubinsky
8e5008dfbd Fix default texture of unassigned sampler with hint_normal 2021-12-23 11:15:46 +03:00
Hugo Locurcio
bf339842a5
Expose RenderingServer GI half resolution setter method
This is required for projects to be able to change the
GI half-resolution setting at run-time.
2021-12-22 19:38:48 +01:00
Yuri Roubinsky
e8a457ba89 Refactor render_mode in shaders, forbid declaring duplicates 2021-12-21 22:20:09 +03:00
Fabio Alessandrelli
e880294d9f [Headless] Workaround texture load failure.
Some assets are loaded based on OS/server feature detection, namely
textures (but potentially others).
The ResourceImporter will fail to load a texture if the OS reports not
supporting it. The OS, in turn, checks texture format support via the
RenderingServer.
This commit makes the dummy rasterizer report known texture formats as
supported (although unused), so that scenes can be correctly loaded when
they include references to imported textures.
2021-12-20 09:18:26 +01:00
bruvzg
ea5bb8b47d
[Windows] Improve console handling and execute/create_process.
Always build with the GUI subsystem.
Redirect stdout and stderr output to the parent process console.
Use CreateProcessW for blocking `execute` calls with piped stdout and stderr (prevent console windows for popping up when used with the GUI subsystem build, and have more consistent behavior with `create_process`).
Add `open_console` argument to the `execute` and `create_process` to open a new console window.
Remove `interface/editor/hide_console_window` editor setting.
Remove `Toggle System Console` menu option.
Remove `set_console_visible` and `is_console_visible` functions.
2021-12-18 10:14:07 +02:00
Rémi Verschelde
be83968b6b
Merge pull request #55970 from Chaosus/shader_fix_struct_warning 2021-12-16 13:35:44 +01:00
Yuri Roubinsky
1414a7be91 Fix struct usage passing to shader warning system 2021-12-15 22:54:46 +03:00
Yuri Roubinsky
f0a58af12f Rename shader hint filter_anisotropy to filter_anisotropic 2021-12-15 22:12:38 +03:00
Yuri Roubinsky
25a2241e7d Fix shader array parsing in variable declaration 2021-12-15 17:54:15 +03:00
Rémi Verschelde
de8348a9b3
Merge pull request #55903 from Chaosus/shader_struct 2021-12-15 13:07:48 +01:00
Rémi Verschelde
864ccb5776
Merge pull request #55913 from Chaosus/fix_shader_crash 2021-12-15 13:07:34 +01:00
Yuri Roubinsky
09185d76ac Rename shader hint filter_aniso to filter_anisotropy 2021-12-15 13:18:32 +03:00
Hugo Locurcio
e962900f23
Rename and reorder bake mode properties for consistency
The order now goes from least to most computationally expensive:

- Disabled
- Static
- Dynamic
2021-12-14 12:01:12 +01:00
Yuri Roubinsky
3cbd8ef098 Fix shader crash when assigned array from struct to a variable by index 2021-12-13 21:19:13 +03:00
Yuri Roubinsky
31cc6ba622 Allow declaring multiple members in one expression in shader structs 2021-12-13 19:10:08 +03:00
Yuri Roubinsky
8862d1426d Restore shader parsing errors with lack of semicolon in a block 2021-12-11 17:30:40 +03:00
Camille Mohr-Daurat
f1ca14cc8d
Merge pull request #55736 from nekomatata/physics-apply-forces
Improve RigidDynamicBody force and torque API
2021-12-10 17:16:28 -07:00
Camille Mohr-Daurat
c6fe431a02
Merge pull request #55773 from nekomatata/fix-raycast-ccd
Fix rigid body ray cast CCD in 2D and 3D Godot Physics
2021-12-10 17:16:02 -07:00
PouleyKetchoupp
30a608b7b9 Fix rigid body ray cast CCD in 2D and 3D Godot Physics
For 2D:
Raycast CCD now works the same as in 3D, it changes the body's velocity
to place it at the impact position instead of generating a contact point
that causes a wrong push back.

For both 2D and 3D:
The raycast CCD process reads and modifies body velocities, so it needs
to be moved to pre_solve() instead of setup() to be processed linearly
on the main thread, otherwise multithreading can cause some CCD results
to be randomly lost when multiple collisions occur.
2021-12-10 16:25:14 -07:00
PouleyKetchoupp
940f3fde5c Improve RigidDynamicBody force and torque API
Makes the API for forces and impulses more flexible, easier to
understand and harmonized between 2D and 3D.

Rigid bodies now have 3 sets of methods for forces and impulses:
-apply_impulse() for impulses (one-shot and time independent)
-apply_force() for forces (time dependent) applied for the current step
-add_constant_force() for forces that keeps being applied each step

Also updated the documentation to clarify the different methods and
parameters in rigid body nodes, body direct state and physics servers.
2021-12-10 15:55:40 -07:00
Rémi Verschelde
0ba7103bea
Merge pull request #55702 from nekomatata/physics-solver-settings 2021-12-10 22:10:41 +01:00
Hugo Locurcio
92e9cca5be
Rename hint_aniso to hint_anisotropy in the shader language
The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio
b3174e7af9
Add RenderingServer.get_video_adapter_type() method
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Yuri Roubinsky
85380c5207
Merge pull request #55623 from Chaosus/shader_refactor_const_suffix 2021-12-10 17:01:43 +03:00
Yuri Roubinsky
bcbcf14469 Refactor constant suffix parsing in a shader 2021-12-10 15:38:27 +03:00
Rémi Verschelde
7e720b43ad
Merge pull request #55762 from nekomatata/body-motion-no-margin 2021-12-10 11:04:32 +01:00
Rémi Verschelde
f455660e93
Merge pull request #55572 from aaronfranke/ci-double 2021-12-10 10:02:38 +01:00
Yuri Roubinsky
dcf3594500
Merge pull request #55763 from Chaosus/shader_hint_completion 2021-12-10 11:44:01 +03:00
Rémi Verschelde
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Yuri Roubinsky
b66510d509 Added completion for uniform hints in a shader 2021-12-10 10:12:25 +03:00
PouleyKetchoupp
0c354047e1 Handle test body motion with 0 margin
Margin needs to have a high enough value for test body motion to work
properly (separate using the margin, move without then gather rest info
with the margin again).

Fixes issues with test motion returning no collision in some cases with
margin equal to 0.
2021-12-09 10:52:27 -07:00
Rémi Verschelde
f0b5cd51b6
Merge pull request #55714 from Geometror/fix-fog-spotlight 2021-12-09 18:05:17 +01:00
Aaron Franke
e9808e3d9a
Add a double-precision editor build to CI 2021-12-09 09:52:48 -06:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Nathan Franke
41a20171eb
align to horizontal_alignment, valign to vertical_alignment, related 2021-12-09 01:38:46 -06:00
Hendrik Brucker
1da732af35 Fix volumetric fog in combination with spotlights 2021-12-08 22:17:09 +01:00
Yuri Roubinsky
76f6c0849c Make compile shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
Hugo Locurcio
c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.

The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
PouleyKetchoupp
8682adcb87 Add physics solver settings to project settings
Helps with discovery and setup of physics solver settings, in a specific
project settings section for both 2D and 3D.

Other changes for cleanup:
-Removed unused space parameters in 3D
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS
-Added custom solver bias for Shape3D (same as Shape2D)
-Improved documentation for solver settings
2021-12-07 12:08:04 -07:00
Rémi Verschelde
46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive 2021-12-07 14:00:59 +01:00
Rémi Verschelde
7ac9ea75cc
Rename VideoPlayer to VideoStreamPlayer for consistency
It's a player for `VideoStream` resources, just like `AudioStreamPlayer` is a
player for `AudioStream` resources.

Closes https://github.com/godotengine/godot-proposals/issues/3624.
2021-12-06 19:01:28 +01:00
Rémi Verschelde
4bce5e302e
Merge pull request #55602 from nekomatata/improve-rigidbody-contacts 2021-12-06 16:49:42 +01:00
Hugo Locurcio
89ec3d3bc7
Remove or make verbose some debugging prints
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
PouleyKetchoupp
2273a78af1 Update space parameters in 2D and 3D
Clarified space parameters for contacts and added missing ones.

List of changes:
-Add contact bias to space parameters
-Add solver iterations to space parameters, instead of a specific
physics server function
-Renamed BODY_MAX_ALLOWED_PENETRATION to CONTACT_MAX_ALLOWED_PENETRATION
to make it consistent with other contact parameters
2021-12-03 12:01:38 -07:00
PouleyKetchoupp
5cbc7149a1 Improve RigidDynamicBody contacts in 2D and 3D
Changed the algorithm for solving contacts to keep previous contacts as
long as they are under the max separation threshold to keep contact
impulses more consistent and contacts more stable.

Also made 2D consistent with 3D and changed some default parameters:
-Contact bias is now 0.8 instead of 0.3 to avoid springy contacts
-Solver iterations are 16 instead of 8 by default for better stability

Performance considerations:
Tested with stress tests that include lots of contacts from overlapping
bodies.
3D: There's no measurable difference in performance.
2D: Performance is a bit lower (close to 10% slower in extreme cases)
The benefit for 2D physics to be much more stable outweighs the slight
decrease in performance, and this could be alleviated by changing the
algorithm to use jacobians for contact solving to help with cache
efficiency and memory allocations.
2021-12-03 10:40:15 -07:00
Yuri Roubinsky
10b10ae1fa Fix ^= operator in shaders 2021-12-03 10:20:44 +03:00
Rémi Verschelde
892a5a72cd
Merge pull request #55474 from akien-mga/copy-operators-no-reference 2021-12-02 17:34:45 +01:00
Rémi Verschelde
1398436ab8
Merge pull request #53904 from ChristopheClaustre/bugfix_shader_compile_spirv_from_source 2021-12-02 10:07:35 +01:00
Rémi Verschelde
81b7418013
Merge pull request #55402 from TokageItLab/fixed-immediatemesh-minimum-aabb
Fixed minimum size of `AABB` in `ImmediateMesh` to draw only one vertex
2021-12-02 08:05:56 +01:00
Silc 'Tokage' Renew
ca2b7a87a5 Fixed minimum size of aabb in ImmediateMesh to draw only one vertex 2021-12-02 08:33:33 +09:00
Yuri Roubinsky
5ee73dc5a6 Fix shader crash when using existed constant name for struct 2021-12-01 18:11:45 +03:00
Yuri Roubinsky
a48c205191 Fix declaring array size twice in global shader constant 2021-12-01 16:44:25 +03:00
Yuri Roubinsky
5ba93619fa Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00
Rémi Verschelde
5643f5e616
Merge pull request #55490 from Chaosus/fix_shader_crash 2021-11-30 20:13:12 +01:00
Rémi Verschelde
bdd118e765
Merge pull request #55431 from Chaosus/shader_fix_constants 2021-11-30 19:40:52 +01:00
Yuri Roubinsky
be7c03779a Fix shader crash when assigning array to non-array in global constant 2021-11-30 21:28:55 +03:00
Rémi Verschelde
7da392bcc5
Don't return reference on copy assignment operators
We prefer to prevent using chained assignment (`T a = b = c = T();`) as this
can lead to confusing code and subtle bugs.

According to https://en.wikipedia.org/wiki/Assignment_operator_(C%2B%2B), C++
allows any arbitrary return type, so this is standard compliant.

This could be re-assessed if/when we have an actual need for a behavior more
akin to that of the C++ STL, for now this PR simply changes a handful of
cases which were inconsistent with the rest of the codebase (`void` return
type was already the most common case prior to this commit).
2021-11-30 16:26:29 +01:00
Yuri Roubinsky
5b4d8545ed Fix INDEX built-in in a process function of particle shader 2021-11-29 12:54:24 +03:00
Yuri Roubinsky
6e80e97b0f Fix built-in(PI, TAU, E) assignment to a global constant in a shader 2021-11-29 10:32:36 +03:00
Hugo Locurcio
36106dba3b
Remove unused struct fields in VoxelGIData
This reduces the struct size from 112 bytes to 96 bytes.
2021-11-28 23:09:51 +01:00
Hugo Locurcio
0beacf2ce8
Remove unused code in GI shaders 2021-11-28 22:58:54 +01:00
Hugo Locurcio
565f9c0448
Use 16-bit depth to improve dynamic VoxelGI performance
In a complex scene with several dynamic emissive objects, this
saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
2021-11-28 18:51:36 +01:00
Hugo Locurcio
989a7d9270
Allow disabling the depth prepass in the Vulkan Clustered backend
In scenes that have little to no overdraw, disabling the depth prepass
can give a small performance boost. Nonetheless, in most other scenarios,
the depth prepass should be left enabled as it improves performance
significantly.
2021-11-27 17:54:45 +01:00
Nathan Franke
dd30253cdc
PackedByteArray, Array slice end exclusive, rename subarray to slice 2021-11-26 22:13:12 -06:00
Yuri Roubinsky
0f1f002e74 Fix TIME using in custom functions of particle shader 2021-11-26 19:03:01 +03:00
Rémi Verschelde
4813abc6e7
Merge pull request #55311 from Chaosus/fix_uniform_array
Fix uniform array alignment to fix a bug
2021-11-26 08:25:14 +01:00
Rémi Verschelde
a5f878d884
Merge pull request #55325 from Calinou/fsr-use-warn-print 2021-11-26 00:14:23 +01:00
Rémi Verschelde
dc585e2050
Merge pull request #55313 from nekomatata/bounce-energy-stability 2021-11-25 23:07:28 +01:00
Rémi Verschelde
ca70756238
Merge pull request #55310 from Ev1lbl0w/fix_headless_window_errors 2021-11-25 22:52:55 +01:00
Hugo Locurcio
079ae6a03f
Use WARN_PRINT_ONCE() for FSR-related warning messages
`print_error()` should generally not be used directly. Also,
falling back is best done by printing a warning message instead
of an error message.
2021-11-25 22:47:11 +01:00
Yuri Roubinsky
43d999e346 Fix uniform array alignment to fix a bug 2021-11-25 23:38:08 +03:00
Hugo Locurcio
c73a51fd55
Remove disabled debug code in ClusterBuilderRD 2021-11-25 20:28:50 +01:00
PouleyKetchoupp
7032cf0637 Fix RigidDynamicBody gaining momentum with bounce
Bounce calculation now uses the previous frame's velocity, so it's
consistent with the actual motion of the bodies involved and not the
yet-to-be-applied forces.

When bounce is 1, using the current velocity was causing the new forces
(including gravity) to be taken into account, which lead to the bounce
velocity to be higher than the falling velocity at the moment of impact,
adding more and more energy over time.
2021-11-25 09:51:57 -07:00
Ricardo Subtil
11caecb755 Added more empty definitions for headless display server 2021-11-25 16:28:23 +00:00
Yuri Roubinsky
9b1f8f7a96 Revert "Pushes array of uniforms to first place in the buffer" 2021-11-25 16:13:19 +03:00
bruvzg
b7e6e50dd2
[macOS / iOS] Use non atomic operation to store facing bits on MoltenVK. 2021-11-25 12:43:45 +02:00
Rémi Verschelde
547c270777
Merge pull request #51679 from Je06jm/fsr
AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
Rémi Verschelde
3e3300637e
Merge pull request #55281 from bruvzg/mvk_fog_volumes 2021-11-24 16:59:20 +01:00
bruvzg
5e0a034524
[macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK. 2021-11-24 09:16:16 +02:00
Lightning_A
e078f970db Rename remove() to remove_at() when removing by index 2021-11-23 18:58:57 -07:00