Rémi Verschelde
bff9fcfc1c
Merge pull request #65822 from BastiaanOlij/more_reorg_20220915
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Move cluster builder, sdfgi and gi structures to clustered renderer, and more
2022-10-04 11:20:13 +02:00
clayjohn
c8f0f27a0b
Properly expose TEXTURE_PIXEL_SIZE in Opengl3 renderer
2022-10-03 19:13:17 -07:00
Bastiaan Olij
ddc4ae1175
Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method.
2022-10-04 11:03:32 +11:00
Rafał Mikrut
2233624152
Remove usage of unitialized variables
2022-10-01 21:09:22 +02:00
Markus Sauermann
7e9327350c
Remove ERR_FAIL_COND that never happens in _draw_sky
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In the conditional `sky` is always true.
2022-09-30 12:42:50 +02:00
Rémi Verschelde
fe40c52be8
Merge pull request #66638 from timothyqiu/rendering-null
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Add various null checks in RenderingServer
2022-09-30 09:58:58 +02:00
Rémi Verschelde
7a0500d9a3
Merge pull request #66626 from danboo/fix-typo-run-debug-collisons
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Fix typos - "collison" -> "collision"
2022-09-30 09:58:25 +02:00
Haoyu Qiu
ffdac72eaa
Add various null checks in RenderingServer
2022-09-30 10:18:14 +08:00
danboo
eba8be6e45
Fix typo - "collison" -> "collision"
2022-09-29 13:56:26 -08:00
Rémi Verschelde
6991e9b43d
Merge pull request #66583 from bruvzg/constexpr
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Use `constexpr` in the conditions with template parameters and `sizeof`s to suppress C4127 warnings.
2022-09-29 10:44:22 +02:00
bruvzg
ea1848ce0a
Use constexpr
in the conditions with template parameters and sizeof
s to suppress C4127 warnings.
2022-09-29 10:38:21 +03:00
clayjohn
1a0890122f
Clean up canvas light shader API.
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Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
2022-09-28 11:46:58 -07:00
Rémi Verschelde
7da532275b
Merge pull request #65541 from clayjohn/renderer-setting
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Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
Logan Lang
e61d8b6f53
enabled ambient_light_disabled render mode flag
2022-09-19 17:12:32 -05:00
clayjohn
4a1c7de57c
Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
2022-09-19 10:26:10 -07:00
Tobias Widner
422bacbfd1
Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work
2022-09-19 17:18:45 +02:00
Rémi Verschelde
bda63e1b5a
Merge pull request #65833 from JFonS/taa_fix_particles_errors
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Fix error spam in the renderer when using GPUParticles3D
2022-09-16 11:59:00 +02:00
JFonS
b668268772
Fix error spam in the renderer when using GPUParticles3D
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The flag INSTANCE_DATA_FLAG_MULTIMESH is used for both multimesh and particles instances, this commit adds a new INSTANCE_DATA_FLAG_PARTICLES flag to discriminate between them.
This flag will also be used in the future to properly support TAA in particles.
2022-09-16 09:44:22 +02:00
Rémi Verschelde
848668ed45
Merge pull request #65794 from Geometror/fix-canvas-backbuffer
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Fix/restore BackBufferCopy
2022-09-16 09:20:04 +02:00
Hendrik Brucker
e235bca995
Fix/restore BackBufferCopy
2022-09-15 02:36:39 +02:00
Rémi Verschelde
0ef17b341d
Merge pull request #65796 from clayjohn/GLES3-canvas-shader
2022-09-14 22:38:08 +02:00
clayjohn
9239c61aa6
Fix canvasitem shader builtins when using GLES3
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Remove prefix canvas_data. as it isn't used in the internal canvasitem shader
2022-09-14 12:41:08 -07:00
clayjohn
72d899702b
Clear last frame directional light buffer when number of lights changes.
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This ensures that the buffers don't go out of sync.
2022-09-14 08:30:35 -07:00
Rémi Verschelde
2e6ba5ff13
Merge pull request #65746 from clayjohn/GLES3-mem-leak
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Fix leaking of Mesh version and lod memory when freeing mesh in GLES3
2022-09-13 23:56:53 +02:00
clayjohn
8fa76a5272
Move debanding into internal sky shader code so that it is applied after everything else.
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This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
clayjohn
9f708489fa
Fix leaking of Mesh version and lod memory when freeing mesh in GLES3
2022-09-13 08:19:14 -07:00
clayjohn
96b7cb66df
Fix multiwindow support in GLES3 for X11, Windows, and MacOS.
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Instead of updating all viewports, then blitting all viewports
to the backbuffer, then swapping all buffers, we run through
all viewports and render, blit, and swap backbuffer before
going to the next viewport.
2022-09-12 17:30:50 -07:00
Rémi Verschelde
79b21e96ad
Merge pull request #65544 from clayjohn/lambert-wrap
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Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12 20:42:27 +02:00
clayjohn
97be1fb7b6
Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI
2022-09-12 08:45:40 -07:00
clayjohn
05f351b215
Use proper color type for transparent render targets in GLES3
2022-09-12 08:19:03 -07:00
Rémi Verschelde
337e4d185a
Merge pull request #65016 from timothyqiu/skin-data
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Fix crash when executing `TubeTrailMesh.get_faces()` with GLES3
2022-09-07 22:17:55 +02:00
clayjohn
fea48cdfc6
Fix rendering when using WebGL2.
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Fixes include using proper depth buffer format in 3D (this had previously been fixed already but the changes were lost in a rebase), Remove unused lighting and shadowing code in 2D, and update 2D UBOs using glBufferSubData so that they remain the appropriate size.
2022-09-06 14:42:08 -07:00
Rémi Verschelde
5062aafc2d
Merge pull request #64417 from aaronfranke/has-space
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Replace AABB/Rect2/Rect2i has_no_* methods with has_* methods
2022-09-06 17:00:44 +02:00
Rémi Verschelde
7b5d1ea5b9
Fix various uninitialized member pointers
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Using this command:
```
find -name "thirdparty" -prune -o -name "*.h" -exec sed -i {} -e '/return /! s/\t\([A-Za-z0-9_]* \*[A-Za-z0-9_]*\)\;/\t\1 = nullptr;/g' \;
```
And then reviewing the changes manually to discard the ones that don't
seem correct/safe/good (notably changes to `core` unions).
2022-09-06 11:20:27 +02:00
Aaron Franke
817ae95667
Replace AABB has_no_volume with has_volume
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Also replace has_no_surface with has_surface
2022-09-04 23:03:36 -05:00
MinusKube
f5a808192b
Prevent windows from having a size greater than device limit
2022-09-04 22:48:54 +02:00
bruvzg
57829b7cc4
Re-enable per-pixel transparency support on Linux, macOS, and Windows (for Vulkan and OpenGL rendering drivers).
2022-09-03 19:16:03 +03:00
Rémi Verschelde
3a62c294c7
Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray
2022-09-02 13:57:02 +02:00
Rémi Verschelde
c82bbc38a5
Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param
2022-09-02 13:49:53 +02:00
kobewi
7adc8376ed
Change Array arguments to TypedArray
2022-09-01 13:13:19 +02:00
Bastiaan Olij
2cd84be64d
Extracting render buffers and changing it to a more generic solution
2022-09-01 20:01:45 +10:00
Yuri Rubinsky
8191b3c110
Rename uniform
to parameter
across the engine
2022-09-01 11:42:57 +03:00
clayjohn
385ee5c70b
Implement Physical Light Units as an optional setting.
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This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Hugo Locurcio
09bedcead4
Add a per-light volumetric fog energy property
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Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.
Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.
The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
Rémi Verschelde
02d510bd07
Merge pull request #63003 from Geometror/msaa-2d
2022-08-30 14:54:20 +02:00
Aaron Franke
10a56981dc
Rename String plus_file
to path_join
2022-08-29 19:38:13 -05:00
Fabio Alessandrelli
d20b32186f
[Web] Rename JavaScript platform to Web.
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Also rename export name from "HTML5" to "Web".
2022-08-29 11:52:00 +02:00
Haoyu Qiu
7c77cd0f7b
Fix crash when executing TubeTrailMesh.get_faces()
with GLES3
2022-08-29 13:05:10 +08:00
Rémi Verschelde
f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
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Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Micky
59e11934d8
Rename str2var
to str_to_var
and similar
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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
bcc3643989
Add font LCD sub-pixel anti-aliasing support.
2022-08-23 08:47:21 +03:00
Rémi Verschelde
7b4927bb5f
Merge pull request #60309 from The-O-King/oct
2022-08-22 19:29:21 +02:00
Max Hilbrunner
5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
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Allow creating meshes without vertex positions
2022-08-20 05:32:28 +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
Max Hilbrunner
019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
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Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Aaron Franke
f91934872d
Use a const ref for the bone AABB in rendering code
2022-08-18 12:20:11 -05:00
Clay John
982ff7d925
Merge pull request #64416 from aaronfranke/aabb
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Don't try to merge unused bone AABBs in the rendering server
2022-08-17 23:56:05 -06:00
Aaron Franke
e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server
2022-08-14 23:30:48 -05:00
Omar El Sheikh
f1fda97c33
Implement Octahedral on OpenGL3
2022-08-13 10:20:14 -07:00
Hendrik Brucker
e96b1a2c0c
Implement MSAA for 2D [Vulkan only]
2022-08-13 01:09:48 +02:00
clayjohn
65e0b266d1
Bind uniform buffer locations for lights even when no lights present to comply with strict webGL drivers
2022-08-12 15:23:01 -06:00
clayjohn
028ef2edc8
Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
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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
bruvzg
e7464e7a30
Fix macOS and iOS defines in the rendering code.
2022-08-08 17:51:31 +03:00
Rémi Verschelde
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr
2022-08-08 10:18:32 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
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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
Rafał Mikrut
49632bf993
Check also GLES3 in CI
2022-08-06 19:12:09 +02:00
Hugo Locurcio
db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
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`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
8a9700c8a7
Force disable S3TC support on Android/iOS since we don't handle it
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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
Patrick Exner
fe5901310e
Add spatial built-ins (camera-pos, object-pos, camera-eye etc.)
2022-08-02 17:30:41 +02:00
Rémi Verschelde
8cce479c01
Merge pull request #51672 from Calinou/shader-add-hint-transparent-texture
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Add `hint_transparent` to use a transparent black placeholder texture
2022-08-02 07:15:59 +02:00
Hugo Locurcio
813f6a5d57
Add hint_transparent
to use a transparent black placeholder texture
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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
clayjohn
4b80cb4aa3
Fix various bugs in GLES3 renderer that stopped it from running on web
2022-08-01 16:45:32 -04:00
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
Rémi Verschelde
d29e95687e
Merge pull request #63761 from BastiaanOlij/gles3_scene_singleton_init
2022-08-01 11:35:19 +02:00
Bastiaan Olij
367507e7da
Initialise singleton in RendererSceneGLES3
2022-08-01 18:42:42 +10:00
Rémi Verschelde
677f565ce8
Merge pull request #63587 from clayjohn/specular-occlusion
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Treat specular less than 0.02 as occlusion
2022-08-01 07:54:57 +02:00
clayjohn
0c65ed38a6
Treat specular less than 0.02 as occlusion
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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
LinuxUserGD
6e6569aa78
fix 'Comparison result is always the same' warnings
2022-07-29 19:45:22 +02:00
Rémi Verschelde
2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
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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
Hugo Locurcio
4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
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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
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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
199ea349f5
Merge pull request #57698 from bluenote10/feature/rename_translated_to_translated_local
2022-07-28 10:03:07 +02:00
Rémi Verschelde
d7a1acd229
Merge pull request #62364 from clayjohn/GLES3-sky-optimization
2022-07-27 12:39:58 +02:00
Rémi Verschelde
d5ec1a9650
Merge pull request #63477 from Chaosus/shader_fix_fog
2022-07-27 09:35:30 +02:00
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
Yuri Rubinsky
886c2d9681
Implement shader uniform groups/subgroups
2022-07-26 11:26:09 +03:00
Rémi Verschelde
90019676b0
Code quality: Fix header guards consistency
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Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz
455c06ecd4
Implement Vector4, Vector4i, Projection
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Implement built-in classes Vector4, Vector4i and Projection.
* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.
These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.
**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
Rémi Verschelde
fe929d4787
Merge pull request #62513 from reduz/shader_preprocessor_remake
2022-07-23 00:02:33 +02:00
Rémi Verschelde
4f7bfacfcd
Merge pull request #62478 from BastiaanOlij/split_effects_20220628
2022-07-22 23:44:52 +02:00
reduz
f649678402
Clean up Shader Preprocessor
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* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
2022-07-22 22:53:03 +02:00
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
David R
c2b0a873c2
added usage_defines for SPECULAR_SHININESS
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added usage defines for opengl3 renderer
2022-07-18 00:45:42 +02:00
Bastiaan Olij
d139131aab
Adding Variable Rate Shading support to Godot
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Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Fabian Keller
2bf9e6090c
rename translate(d) to translate(d)_local in Transform 2D/3D
2022-07-16 11:47:54 +02:00