Commit graph

1506 commits

Author SHA1 Message Date
Rémi Verschelde
342531597b
Merge pull request #85811 from clayjohn/2D-render-info
Implement render info counters for the 2D renderer
2023-12-12 10:41:06 +01:00
Bastiaan Olij
e06ac4d40c Fix radiance for sky in GLES stereo rendering 2023-12-12 13:35:39 +11:00
Rémi Verschelde
ae7c533937
Merge pull request #84686 from dsnopek/webxr-msaa
Add MSAA support for WebXR
2023-12-12 00:17:16 +01:00
Rémi Verschelde
4943b6e6b3
Merge pull request #84451 from ShirenY/FixSkeletonMeshCulling
Transform mesh's AABB to skeleton's space when calculating mesh's bounds
2023-12-12 00:16:51 +01:00
David Snopek
275c496bc8 Add MSAA support for WebXR 2023-12-11 09:01:24 -06:00
clayjohn
777d6ae1c6 Ensure that 2D meshes use a proper input mask
The input mask was wrongly ignored in earlier versions. Now it is actually used so the input mask variable needs to be a valid number
2023-12-09 12:15:59 -07:00
ShirenY
27f71c4e78 Transform mesh's AABB to skeleton's space when calculate mesh's bounds. 2023-12-09 11:41:15 +08:00
Yuri Sizov
36f260babe Merge pull request #85778 from HolySkyMin/weird_box_killer_try2
GLES3: Skip batches with zero instance count while rendering canvas
2023-12-08 16:58:49 +01:00
Yuri Sizov
c2151bbfbf Merge pull request #85621 from daustria/opengl-compatibility-wireframe
Add wireframe for compatibility mode
2023-12-08 15:23:41 +01:00
Yuri Sizov
44d544fc98 Merge pull request #85120 from dsnopek/gl-lightmap
OpenGL: Implement rendering of lightmaps
2023-12-08 15:23:27 +01:00
Rémi Verschelde
a311a4b162
Merge pull request #83976 from BastiaanOlij/gles3_msaa_scaler
Add 3D MSAA and scaling support to GLES3
2023-12-07 14:36:42 +01:00
clayjohn
528b4a3283 Implement render info counters for the 2D renderer
This provides information for the debug monitors
2023-12-06 14:39:33 -07:00
Rémi Verschelde
49f4860ce3
Style: Mark clang-format 16 as supported for pre-commit hook
It only introduced a difference in a .glsl file, which I've worked
around by removing an empty line. This keeps formatting consistent
between clang-format 15 and 16.

Also added a change in the 3-to-4 project converter to fix bogus
formatting in clang-format < 17.
2023-12-06 13:26:53 +01:00
HolySkyMin
51dcb38840 GLES3: Skip batches with zero instance count while rendering 2023-12-05 18:49:59 +09:00
David Snopek
749f60ee36 OpenGL: Implement rendering of lightmaps 2023-12-04 18:34:06 -06:00
Bastiaan Olij
caddce14dd Add 3D MSAA and scaling support to GLES3 2023-12-05 10:01:00 +11:00
Rémi Verschelde
74e49b7271
Merge pull request #85092 from clayjohn/GL-vertex-input-mask
Use vertex input mask for creating vertex arrays
2023-12-04 23:10:26 +01:00
Rémi Verschelde
6f16e3f257
Merge pull request #84416 from jsjtxietian/shadow_disabled
Add `shadows_disabled` macro in Compatibility renderer
2023-12-04 23:03:10 +01:00
Rémi Verschelde
1749ea8d00
Merge pull request #82804 from BlueCube3310/compat_correct_normals
Automatically ensure correct normals in Compatibility renderer
2023-12-04 22:57:59 +01:00
Dominic
bae6f86257 Add wireframe for compatibility mode 2023-12-02 13:09:56 -05:00
Rémi Verschelde
bd74d92ef7
Merge pull request #84957 from BastiaanOlij/fix_msaa2d_when_no_2d
Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-22 21:56:23 +01:00
clayjohn
c0c1efc5da Use vertex input mask for creating vertex arrays
Also fix bug in creation of vertex input mask
2023-11-19 16:32:55 +01:00
Bastiaan Olij
47983e30c5 Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene 2023-11-16 13:34:34 +11:00
Gabor Koncz
0198eedb06 Remove incorrect system_fbo overwrite 2023-11-16 01:56:20 +01:00
clayjohn
ead36fdcc4 Store ArrayMesh path in RenderingServer for use in error messages 2023-11-14 16:27:10 +01:00
Rémi Verschelde
787e98e955
Merge pull request #84752 from akien-mga/gles3-shaderdata-initialize
GLES3: Ensure all ShaderData is properly initialized in `set_code`
2023-11-13 12:20:33 +01:00
Rémi Verschelde
0e04203293
GLES3: Ensure all ShaderData is properly initialized in set_code
Fixes #84418.
2023-11-11 15:13:23 +01:00
lawnjelly
593cdf00ff [GLES3] Protect against bogus glGetShaderInfoLog return values.
On some buggy drivers `GL_INFO_LOG_LENGTH` returns incorrect values, which may lead to incorrectly filling in the log string. This could lead to uninitialized data being attempted to be printed and a crash.
This PR zeros the array to ensure uninitialized data is not used.
2023-11-11 06:56:46 +00:00
clayjohn
e69968b794 Only copy the relevant portion of the screen when copying to backbuffer in Compatibility backend 2023-11-11 00:17:26 +01:00
clayjohn
9c5adac342 Properly rename INSTANCE_ID and VERTEX_ID in canvas item shaders in the compatibility backend 2023-11-07 17:55:51 +01:00
jsjtxietian
716fd3edfc Add shadows_disabled macro in Compatibility renderer 2023-11-07 18:55:26 +08:00
Rémi Verschelde
44a54f4500
Merge pull request #84252 from clayjohn/ensure_tangents
Enhance checks and user experience around tangent arrays in meshes.
2023-11-02 09:11:32 +01:00
clayjohn
d1043a5f93 Enhance checks and user experience around tangents.
Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.

Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.

Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +01:00
David Snopek
67d8102f95 Fix WebXR on desktop emulator by reseting active texture unit 2023-10-31 16:18:38 -05:00
Rémi Verschelde
dcbee437f7
Merge pull request #84197 from bruvzg/opengl_utf8
Parse OpenGL and Vulkan strings as UTF-8.
2023-10-30 17:47:51 +01:00
bruvzg
25dc729dd4
Parse OpenGL and Vulkan strings as UTF-8. 2023-10-30 17:24:31 +02:00
Rémi Verschelde
acbc341a58
OpenGL: Fix uninitialized memory usage for GPUPartciles interp_to_end
Fixes #84072.
2023-10-30 15:08:24 +01:00
Rémi Verschelde
c5c90fd7b7
Merge pull request #83998 from chybby/83380-soft-shadows
Fix reading shadow filter quality from project settings in compatibility
2023-10-26 16:02:08 +02:00
Rémi Verschelde
2dafd06114
Merge pull request #83906 from clayjohn/GL-vertex-padding
Add padding to normal attribute in Compatibility renderer to match the RD renderers
2023-10-26 16:00:56 +02:00
Rémi Verschelde
253711ec98
Merge pull request #82430 from RandomShaper/fix_gles3_tex_free
[GLES3] Avoid freeing proxy textures clearing onwer's data
2023-10-26 15:58:55 +02:00
Adam Chyb
b9446dde7e Fix reading shadow filter quality from project settings in compatibility
Fixes #83380.
2023-10-26 23:57:42 +11:00
Rémi Verschelde
815b24d280
Merge pull request #83491 from jsjtxietian/pass-screen-size-when-render-shadow
Pass viewport size to shadow pass instead of using Vector2i(1,1)
2023-10-26 12:09:21 +02:00
jsjtxietian
26d32554bd Pass viewport size to shadow pass instead of using vector2i(1,1) 2023-10-26 15:25:22 +08:00
Rémi Verschelde
f021d33940
Merge pull request #81167 from bitsawer/fix_sdfgi_editor_change
Reset SDFGI when changing editor scene tabs
2023-10-25 10:27:03 +02:00
clayjohn
a88e519f18 Add padding to normal attribute in Compatibility renderer to match the RD renderers 2023-10-24 22:32:34 +02:00
Rémi Verschelde
261fe7ce6a
Merge pull request #83704 from clayjohn/misc-mesh-fixes
Some more fixes for compressed meshes
2023-10-24 10:54:23 +02:00
Rémi Verschelde
64f80295e5
Merge pull request #83199 from Repiteo/texture-storage-default-scale
Fix `TextureStorage` not assigning default scale
2023-10-24 10:53:56 +02:00
clayjohn
8f9cd4e1e3 Some more fixes for compressed meshes
This cleans up a few more cases of uint32_t->uint64_t

Importantly this fixes an edge case in the axis-angle compression by
using the pre-existing Basis methods instead
2023-10-24 09:38:12 +02:00
Rémi Verschelde
50d17f6b8c
Merge pull request #83613 from clayjohn/surface_upgrade_tool
Add an editor tool to automatically upgrade and re-save meshes
2023-10-24 00:10:37 +02:00
clayjohn
318ef8461f Implementation of tool to automatically upgrade and re-save meshes 2023-10-23 22:39:48 +02:00
Rémi Verschelde
814de86494
Merge pull request #83493 from clayjohn/light-pair-bug
Ensure that only visible paired lights are used
2023-10-23 12:40:07 +02:00
BlueCube3310
f31371c04e Automatically ensure correct normals in Compatibility renderer 2023-10-22 15:00:11 +02:00
David Snopek
58775a6c67 Fix GPUParticles3D on the Meta Quest 2 with OpenGL renderer 2023-10-21 16:49:24 -05:00
Clay
623a050269 Ensure that only visible paired lights are used
This is a longstanding issue in both the Mobile and GL Compatibility renderer.

Meshes pair with all lights that touch them, and then at draw time, we send all paired lights indices to the shader (even if that light isn't visible). The problem is that non-visible lights aren't uploaded to the GPU and don't have an index. So we end up using a bogus index
2023-10-17 13:02:46 +02:00
mrjustaguy
09a2a7c54e Remove PSSM Fade 2023-10-13 12:01:23 +02:00
Thaddeus Crews
9ee41c707e
Fix texture storage not assigning default scale
• Print errors if an invalid value is passed
2023-10-12 12:02:24 -05:00
Rémi Verschelde
b1371806ad
Merge pull request #82431 from bitsawer/fix_gpuparticles_free
Fix errors when freeing GPUParticles
2023-10-12 00:22:33 +02:00
Rémi Verschelde
775ab4e983
Merge pull request #83141 from BastiaanOlij/fix_shadow_size
Fix compatibility shadow size not being initialised
2023-10-11 18:30:55 +02:00
Bastiaan Olij
59cd86f89d Fix compatibility shadow size not being initialised 2023-10-11 22:02:38 +11:00
Rémi Verschelde
4b7cc99bc1
Merge pull request #79169 from reduz/debug-canvas-item-redraw
Debug CanvasItem redraw
2023-10-11 08:40:05 +02:00
Rémi Verschelde
55282ddc10
Merge pull request #79527 from QbieShay/qbe/particles-rework
Particle internal refactor and additions for more artistic control
2023-10-10 22:48:50 +02:00
QbieShay
c228fe1a0d Particle internal refactor and additions for more artistic control
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
Rémi Verschelde
a28dab7e82
Merge pull request #79711 from adamscott/web-non-blocking-main-thread
Add `proxy_to_pthread` option to `platform=web`
2023-10-09 23:22:22 +02:00
Adam Scott
78c2a08fae
Add proxy_to_pthread option to platform=web
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2023-10-09 11:50:01 -04:00
Rémi Verschelde
a1d7c62df7
Merge pull request #83003 from AThousandShips/null_check_extra
Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-10-09 15:37:14 +02:00
A Thousand Ships
f18aa00e85 Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-10-08 17:23:33 +02:00
A Thousand Ships
034c0f1624 Replace sanity with safety for checks 2023-10-08 16:22:24 +02:00
Rémi Verschelde
c05f521e16
Merge pull request #82892 from clayjohn/tangent-binormal-transform
Only perform modelview transform on tangent and binormal when vertex shader is in local space
2023-10-06 12:53:05 +02:00
clayjohn
af1d81d95a Only perform modelview transform on tangent and binormal when vertex shader is in local space 2023-10-05 22:08:36 -06:00
clayjohn
04846c1d6d Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 -06:00
clayjohn
51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 -06:00
bitsawer
6f88ed73be Fix GLES3 instanced rendering color and custom data defaults 2023-09-29 11:44:37 +03:00
Yuri Sizov
7ae0fa1083 Merge pull request #77496 from clayjohn/GLES3-shadows
Implement 3D shadows in the GL Compatibility renderer
2023-09-28 20:03:53 +02:00
clayjohn
cb7200b028 Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
SlugFiller
d468582ef8 Fix build on MSVC 2017 2023-09-27 19:49:59 +03:00
bitsawer
898d1a2d5f Fix errors when freeing GPUParticles 2023-09-27 11:46:31 +03:00
Pedro J. Estébanez
a67559931b [GLES3] Avoid freeing proxy textures clearing onwer's data 2023-09-27 10:44:56 +02:00
bitsawer
f1062f25eb Add device info to GLES3 shader cache key hash 2023-09-26 13:01:31 +03:00
bruvzg
1887a9df19
[macOS/Windows] Add optional ANGLE backed OpenGL renderer support. Add EGL_ANDROID_blob_cache caching.
Co-authored-by: Riteo <riteo@posteo.net>
2023-09-21 14:21:00 +03:00
Rémi Verschelde
9a1b4f338b
Merge pull request #81160 from paddy-exe/canvas-uv-world-space
Add render mode to use world coordinates in canvas item shader
2023-09-19 09:03:18 +02:00
Yuri Sizov
48e1c19dea Merge pull request #81583 from AThousandShips/null_check_drivers_platform
[Drivers,Platform] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable
2023-09-15 19:48:18 +02:00
bitsawer
af7b870e2a Improve GLES3 scene renderer compatibility with older devices 2023-09-14 16:34:29 +03:00
A Thousand Ships
3565d1bf7e [Drivers,Platform] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-12 20:13:32 +02:00
Rémi Verschelde
3815b2f98e
Merge pull request #81315 from conorlawton/z-billboard-y-velocity-no-scale
Fix z-billboard + y to velocity transform alignment to correctly respect non-uniform scale
2023-09-08 23:14:27 +02:00
Conor Lawton
9ecafcc491 Fixed z-billboard-y-velocity to correctly respect non-uniform scale instead of averaging scale 2023-09-08 20:01:57 +01:00
Rémi Verschelde
8de6405288
UWP: Remove platform port, needs to be redone from scratch for 4.x
The UWP platform port was never ported to the Godot 4.0+ API,
and it's now accumulating bitrot as it doesn't compile, and thus
we no longer propagate platform changes in it.

So we finally remove to acknowledge this state. There's still some
interest in reviving the UWP port eventually, especially as support
for Direct3D 12 will soon be merged, but when that happens it will
be easiest to redo it from scratch.
2023-09-07 15:01:59 +02:00
Rémi Verschelde
8f3042ed46
Merge pull request #81395 from jsjtxietian/fix-clear-color-alpha-value-affect-2d-editor-in-compatibility
Fix clear color's alpha value will affects 2D editor in Compatibility mode
2023-09-07 13:54:10 +02:00
jsjtxietian
e21a485dbc Fix clear color's alpha value will affects 2D editor in Compatibility mode
When the rt's transparency is false, force the alpha of the clear color to one
2023-09-07 12:56:34 +08:00
Milan Gruner
45a33cc749 Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog 2023-09-05 18:15:02 +02:00
bitsawer
836705d7a9 Reset SDFGI when changing editor scene tabs 2023-08-30 19:50:05 +03:00
Patrick
c98ab5aba3 Add option to use world coordinates in canvas item shader
By using the render mode `world_vertex_coords` you can automatically use the vertex coordinates in world space
2023-08-30 15:32:18 +02:00
Rémi Verschelde
fd7b27a473
Merge pull request #80909 from adamscott/web-fix-max-uniform-buffer-size-overflow
Fix integer value for `GL_MAX_UNIFORM_BLOCK_SIZE` overflowing
2023-08-28 15:03:50 +02:00
Juan Linietsky
407b16ab00
Debug CanvasItem redraw
I wanted to add this tool for years and always forget. This command line option:

```
$ godot.exe -e --debug-canvas-item-redraw
```

Allows to see when a canvas item is redrawn. This helps find out if something
in the UI is refreshing in a way it should not. Examples as such:

* Signals causing more of the UI to redraw.
* Container resizing causes more UI elements to redraw.
* Something using a timer is redrawing all time time, which can go unnoticed.

To my surprise, the editor UI is redrawing very efficiently. There is some
weird stuff with the scene tabs, redrawing when the inspector changes but most
things for the most part are fine.
2023-08-28 12:53:56 +02:00
jsjtxietian
d48b95a305 fix glMapBufferRange return null when r_index + last_item_index > max_instances 2023-08-27 18:00:35 +08:00
Adam Scott
9c7db7397f
Fix integer value for GL_MAX_UNIFORM_BLOCK_SIZE overflowing 2023-08-25 10:19:25 -04:00
A Thousand Ships
6cb28e481f Fix memory access error for MultiMesh with GLES3
Buffer was incorrectly assigned when invalid data was provided
2023-08-19 16:01:21 +02:00
Rémi Verschelde
5541567c1a
Merge pull request #80151 from WhalesState/Dev1
Fix GLES3 changing 2D shadow atlas size is broken
2023-08-17 11:23:24 +02:00
Mounir Tohami
2987dd0c71 fix GLES3 changing 2d shadow atlas size is broken 2023-08-16 15:58:23 +00:00
bitsawer
41def3740a Fix global shader uniform texture loading 2023-08-15 14:18:26 +03:00
clayjohn
57eb762bae Add option to enable HDR rendering in 2D
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00