Bastiaan Olij
a6c989bc1b
Obtain supported Vulkan API
2021-03-26 12:06:57 +11:00
Bastiaan Olij
7f63c9e7c9
Changed SCsub for shaders to find shaders automatically and create dependencies with include files
2021-03-18 12:59:47 +11:00
Ignacio Abal
ccdd7ab890
Added validation when assigning heightfield_resolution ( Fix #46281 )
2021-03-17 12:03:52 -03:00
sboronczyk
3e7c5d2ca5
fix issue vulkan crash on open shader materials
2021-03-13 22:54:33 +01:00
Bastiaan Olij
f7cbeb0d1b
Removed time duplicate from ForwardClustered. Just use the variable from its superclass
2021-03-11 18:08:10 +11:00
Bastiaan Olij
73b5eb2673
Combine init_gi and init_sdfgi into a single init
2021-03-11 18:07:33 +11:00
Bastiaan Olij
52ab369d5f
Renamed one more Forward render struct and fixed typo
2021-03-11 14:18:05 +11:00
Bastiaan Olij
dfc41eb6f6
Moving RendererStorageRD *storage to protected, no sense duplicating it in forward_clustered
2021-03-11 13:24:23 +11:00
Bastiaan Olij
a895844c82
Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile
2021-03-10 22:34:50 +11:00
Rémi Verschelde
3856bc5afe
Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup
...
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-08 08:22:48 +01:00
Ev1lbl0w
1f0b60c47d
Fix negative VRAM values
2021-03-05 21:48:20 +00:00
Alex Hirsch
426ef4b1ee
Fix canvas renderer line width
...
fix #46644
2021-03-04 21:37:06 +01:00
Bastiaan Olij
760be46a81
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-04 11:53:09 +11:00
Rémi Verschelde
8c45b1d61c
Merge pull request #46594 from asheraryam/fix-clip-content-master
...
Fix rounding error in Clip Content [4.0]
2021-03-02 17:07:00 +01:00
asheraryam
c3d8538bb4
Fix rounding error in Clip Content
...
Rounds the position and size of the final clip rect to avoid flickering issues.
Fixes https://github.com/godotengine/godot/issues/46493
2021-03-02 18:36:28 +03:00
Rémi Verschelde
da8eef486b
Merge pull request #46046 from BastiaanOlij/cleanup_gi
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Moving GI and Sky code from RendererSceneRenderRD into separate classes
2021-03-01 19:34:53 +01:00
Rémi Verschelde
e9cb64a8b5
Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noret
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Added missing returns on error scenarios
2021-03-01 09:36:15 +01:00
Yuri Roubinsky
19e0a1ec9d
Fix parsing hexadecimal (lowercase e
,f
) in shaders
2021-03-01 09:08:44 +03:00
Ev1lbl0w
3d9ef1e4de
Added missing returns on error scenarios
2021-02-28 19:48:35 +00:00
Bastiaan Olij
1f96ba5141
Moving GI code into RendererServerGIRD
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Moving Skyshader code into RendererServerSkyRD
2021-02-25 15:15:48 +11:00
Yuri Roubinsky
571f4396ea
Prevents shader crash if two struct with the same name are declared
2021-02-21 13:47:09 +03:00
Yuri Roubinsky
f91e7e3ba4
Prevents shader crash if passing invalid struct to the return statement
2021-02-21 07:55:40 +03:00
Rémi Verschelde
0d1d719178
doc: Sync classref with current source
...
And fix various bogus bindings following previous PRs.
2021-02-19 14:39:14 +01:00
Clay John
32dec4accd
Merge pull request #45326 from clayjohn/VULKAN-ign-shadows
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Use Interleaved gradient noise for shadow samples
2021-02-18 13:17:41 -08:00
Rémi Verschelde
310496a89f
Merge pull request #45617 from RandomShaper/modernize_atomics
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Modernize atomics (and fix `volatile`)
2021-02-18 19:40:31 +01:00
Pedro J. Estébanez
8e128726f0
Modernize atomics
...
- Based on C++11's `atomic`
- Reworked `SafeRefCount` (based on the rewrite by @hpvb)
- Replaced free atomic functions by the new `SafeNumeric<T>`
- Replaced wrong cases of `volatile bool` by the new `SafeFlag`
- Platform-specific implementations no longer needed
Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18 17:12:46 +01:00
reduz
64140eaf42
Reorganize Project Settings
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-Advanced Settings toggle also hides advanced properties when disabled
-Simplified Advanced Bar (errors were just plain redundant)
-Reorganized rendering quality settings.
-Reorganized miscelaneous settings for clean up.
2021-02-18 11:23:34 -03:00
Kayomn
fa8a47e1bf
Fix math error in blend shape application tolerance
2021-02-17 10:30:29 +01:00
Rémi Verschelde
e9a25b8552
Merge pull request #45859 from Kayomn/master
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Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-12 09:26:14 +01:00
Yuri Roubinsky
dd0874e717
Allow passing varying from fragment to light shader function
2021-02-11 15:59:21 +03:00
reduz
8b19ffd810
Make Servers truly Thread Safe
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-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread).
-RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault.
-Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory).
-3D physics server changed to be made multithread friendly.
-Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads.
-Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-10 13:21:46 -03:00
Kayomn
ca945421a0
Accomodate blend shape ranges of -1 to +1
2021-02-09 23:09:54 +00:00
reduz
3e2281a347
Improve SDFGI indirect light feedback loop
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-Use occlusion for feedback, further reduces light leaking.
-More control on feedback, now its a slider.
2021-02-07 21:30:12 -03:00
jfons
99e1ce0690
Invert spotlight angle attenuation
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Inverted the spotlight angle attenuation so a higher value results in
a dimmer light, this makes it more consistent with the distance
attenuation.
Also changed the way spotlighs are computed in SDFGI
and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering
code.
2021-02-07 20:10:33 +01:00
Rémi Verschelde
7a60c45671
Merge pull request #45786 from reduz/fix-sdfgi-radeon
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Fixed an SDFGI reflections bug in Radeon
2021-02-07 12:24:07 +01:00
reduz
c4daf1c4ba
Fixed a SDFGI reflections bug in Radeon
...
-Code was using too many conditionals.
-Rewrote it to use less and it now works fine.
2021-02-07 07:33:41 -03:00
jfons
9c6b081ab1
Fix volumetric fog for SpotLights
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The code for spot lights was referencing the omni light list. Most
likely a copy-paste mistake :)
2021-02-07 03:38:09 +01:00
reduz
d0cc899398
Fix SDFGI bug after previous optimization.
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Was causing arctifacts, should be good now.
2021-02-06 18:49:10 -03:00
reduz
8faf23b52b
Simplify Volumetric Fog
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-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
Lyuma
780e761dbc
Fix mismatched define in scene_forward.glsl for POSITION override
2021-02-05 13:09:33 -08:00
reduz
7997544af5
Added temporal reprojection to Volumetric Fog
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-It's an option, just enable it
-Just works, don't have to do anything else.
2021-02-05 10:52:54 -03:00
reduz
33278b0721
Fixes to get Godot running again on Intel IGP
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-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
2021-02-05 00:02:06 -03:00
reduz
f20999f6fe
Rewrote how barriers work for faster rendering
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-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
Rafał Mikrut
0c3febca06
Don't use trashy max_decals value to prevent crashes
2021-02-01 21:43:08 +01:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
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Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
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Modernize Thread
2021-01-31 15:24:56 +01:00
Pedro J. Estébanez
99fe462452
Modernize Thread
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- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-01-29 12:02:13 +01:00
Aaron Franke
a3e3bf8227
Make hex_to_int and bin_to_int handle the prefix automatically
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Also add BinToInt to C#
2021-01-28 07:43:53 -05:00
Rémi Verschelde
fb01d057af
doc: Sync classref with current source
2021-01-28 11:26:37 +01:00
Gordon MacPherson
86c7faa169
Fix zero scaling and material mappings being mapped to wrong fields
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- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004
note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
reduz
280f334f81
Reorganize RenderingDevice barriers
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-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00
clayjohn
7323cbab4b
Add named resources and debug labels in RenderDoc
2021-01-25 20:04:13 -08:00
reduz
51d8e32c93
Implement shadow meshes
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-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-25 15:03:15 -03:00
reduz
a9beb7aa8c
Shadow map rendering optimization
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-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz
6fe342478b
Several GI related optimizations and fixes
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-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll
-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed
-Added a half size GI option.
2021-01-24 19:29:07 -03:00
clayjohn
561de937b1
Use Interleaved gradient noise for shadow samples
2021-01-21 07:47:01 -08:00
Rémi Verschelde
a9b151c664
Merge pull request #44668 from clayjohn/VULKAN-downsample
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Use cubemap downsampler for reflection mipmaps
2021-01-20 20:41:47 +01:00
reduz
099dee35f4
Added GPU based cluster builder
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Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
reduz
7008e3c6ea
Shader optimizations to reduce VGPR usage and increase occupancy
2021-01-19 23:31:02 +01:00
Rémi Verschelde
0b409d89d0
Merge pull request #45136 from akien-mga/clang-format-11
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CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13 16:10:44 +01:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-12 19:32:53 +01:00
Yuri Roubinsky
ef941a6500
Renamed emit_particle
to emit_subparticle
shader function
2021-01-12 09:41:08 +03:00
Yuri Roubinsky
fcc5d67b03
Fix shader uniform instances compilation
2021-01-11 17:46:33 +03:00
Rémi Verschelde
a33dc4274c
Merge pull request #45066 from Chaosus/shader_fix_uniform_crash
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Prevent editor crash due to modify the order of non-instance shader uniforms by instance uniforms
2021-01-11 14:58:55 +01:00
Yuri Roubinsky
289cc89a39
Prevent crash due to assigning incorrect order of instance uniform
2021-01-10 10:52:30 +03:00
Yuri Roubinsky
fdfddbdc3c
Fix LIGHT compilation for canvas shader
2021-01-09 23:22:59 +03:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code
2021-01-09 03:47:14 -05:00
reduz
cdb216f4e4
Added ability to visualize native shaders
2021-01-06 09:40:09 -03:00
reduz
446618cf94
Change the light attenuation formulas.
...
-Much better looking, physically based.
-Almost negligible extra cost.
2021-01-05 14:44:05 -03:00
reduz
77bc3e9ac3
Threaded optimizations to cull and render
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-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
reduz
5d2a1d7892
Rewrite render code to be more cache and thread friendly.
2021-01-05 08:50:18 -03:00
reduz
9a2f18f8e7
Reorganize renderer code.
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So it can hopefully be made more cache efficient afterwards.
2021-01-05 08:50:18 -03:00
Rémi Verschelde
00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
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SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
Hendrik Brucker
ec6fc059b7
fix inconsistent normal map shader variable naming
2021-01-04 14:08:01 +01:00
Rémi Verschelde
a408622c06
Merge pull request #44530 from clayjohn/VULKAN-framebuffer-error
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Use basic uniform set for depth prepass
2021-01-04 09:34:27 +01:00
clayjohn
0015260c4b
SSAO cleanup and fixes
2021-01-03 21:32:22 -08:00
Muller-Castro
31dd07ba30
Typo correction
...
simple typo correction
2021-01-02 02:27:12 -03:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
...
Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Marcel Admiraal
b4a190e0bc
Consistently use normal_map
2020-12-29 08:04:19 +00:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
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Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
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Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal
b743a2ef3c
Rename Math::stepify to snapped
2020-12-28 13:01:30 +00:00
Marcel Admiraal
5b937d493f
Rename empty() to is_empty()
2020-12-28 10:39:56 +00:00
Rémi Verschelde
1f7d6ba736
Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanup
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Cleanup leftover functions from adding SSAO
2020-12-27 10:53:23 +01:00
Yuri Roubinsky
ef4e625918
Merge pull request #44705 from Chaosus/shader_fix_array_postinit
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Fix using post-init shader array constructors
2020-12-27 08:26:31 +03:00
clayjohn
34cfe1cc40
Cleanup leftover functions from adding SSAO
2020-12-26 16:33:07 -08:00
reduz
548524152e
Rewrite culling to be more cache/thread friendly.
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-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
2020-12-26 19:11:33 -03:00
Yuri Roubinsky
bc0e8e7a21
Fix using post-init shader array constructors
2020-12-27 01:07:24 +03:00
Yuri Roubinsky
fb16b1e39b
Merge pull request #44436 from Chaosus/shader_const_switch
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Added support for constants in shader `case` and array size declaration
2020-12-27 00:55:45 +03:00
clayjohn
28d0f8a455
Use cubemap downsampler for reflection mipmaps
2020-12-24 16:39:17 -08:00
Juan Linietsky
545c894614
Merge pull request #44656 from reduz/cull-fixes-and-optimizations
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Cull fixes and optimizations
2020-12-24 14:01:19 -03:00
Rémi Verschelde
ecda989c85
Merge pull request #44649 from lyuma/bone_aabb_blendshapes
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Fix blendshapes and calculation of bone_aabbs
2020-12-24 17:20:07 +01:00
reduz
1bebb2ba05
Cull fixes and optimizations
2020-12-24 12:18:28 -03:00
lawnjelly
6d687de9b8
Fix BVH to world_aabb, and call update
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The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
2020-12-24 11:19:50 +00:00
Rémi Verschelde
6063af6788
Merge pull request #44641 from reduz/get-frame-setup-time
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Add API to get frame setup time on CPU
2020-12-24 10:07:54 +01:00
Lyuma
d976003b16
Fix blendshapes and calculation of bone_aabbs
...
Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
2020-12-24 00:01:07 -08:00
clayjohn
3a8c99a10b
Use basic uniform set for depth prepass
2020-12-23 20:23:51 -08:00
reduz
7219f37cb5
Add API to get frame setup time on CPU
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Needed for benchmarks
2020-12-24 00:13:52 -03:00
reduz
83058597cf
Replace Octree by DynamicBVH in cull code
...
-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00
Marcel Admiraal
4b8b803931
Rename Control margin to offset
2020-12-23 06:25:56 +00:00
Rémi Verschelde
6e43c68e40
Merge pull request #44182 from clayjohn/ASSAO
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Replace SAO with ASSAO as Godot's new SSAO
2020-12-22 11:27:25 +01:00
clayjohn
44f8922305
Port ASSAO to Godot to replace SAO
2020-12-21 23:08:59 -08:00
Marcel Admiraal
efea408d23
Ensure default value in _render_shadow is the same as parent
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Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
2020-12-21 09:36:20 +00:00
Rémi Verschelde
e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
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Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
Rémi Verschelde
2797c2a74c
Merge pull request #33207 from Calinou/increase-camera-default-zfar
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Increase the default Camera Zfar to 4000
2020-12-19 15:32:32 +01:00
Hugo Locurcio
7ae487d2bb
Increase the default Camera Zfar to 4000
...
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.
This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).
This change was also applied to the editor, but it will only
apply to newly created scenes.
This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
reduz
666d5f3431
Fix error spam on wrong attachment
...
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
Marcel Admiraal
2df9a8ccad
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 12:59:08 +00:00
reduz
7bf90c7888
Improved shadow rendering efficiency
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-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
reduz
d2302f53d6
Implement automatic LOD (Level of Detail)
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-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
Yuri Roubinsky
fe4c8e387b
Added support for constants in shader case
and array size declaration
2020-12-17 11:51:18 +03:00
reduz
bf77016c8a
Reimplement skeletons and blend shapes
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Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
clayjohn
775e3db2e1
Fixes to recent Vulkan errors
2020-12-10 22:47:53 -08:00
Rémi Verschelde
9263f8eb4b
Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2
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We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.
The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
2020-12-10 23:14:04 +01:00
bruvzg
644f739660
Static analyzer fixes:
...
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
reduz
2748b9a10d
Add support for low-end 3D rendering.
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-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
2020-12-07 20:50:57 -03:00
Marcel Admiraal
a24c38d1a8
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-06 18:16:06 +00:00
Rémi Verschelde
744ab88884
Merge pull request #36382 from aaronfranke/unhide-the-hidden
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Unhide hidden members by renaming them and rebind Mesh enums
2020-12-05 13:19:30 +01:00
Yuri Roubinsky
245d4af10c
Frees CanvasShaderSDF reference (prevents warning at startup)
2020-12-05 11:28:44 +03:00
Aaron Franke
5dddf4377a
Rename RD texture "type" to "texture_type"
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
Aaron Franke
19bdd01438
Rename RD uniform "type" to "uniform_type"
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"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
reduz
2787ad65be
RenderingServer reorganization
2020-12-04 18:39:46 -03:00
Rémi Verschelde
1287ea63c1
Merge pull request #44084 from vnen/float-is-real
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Rename TYPE_REAL to TYPE_FLOAT
2020-12-04 14:26:22 +01:00
George Marques
02f60812ed
Rename TYPE_REAL to TYPE_FLOAT
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To be consistent with the naming everywhere else.
2020-12-04 09:47:26 -03:00
reduz
e93b2242c2
Reorganize rendering server.
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-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
2020-12-03 19:01:01 -03:00
reduz
70f5972905
Refactored Mesh internals and formats.
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-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)
WARNING:
-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Yuri Roubinsky
d980278d81
Fixed crash in canvas_item_add_polyline if color arr has incorrect size
2020-11-30 11:05:55 +03:00
Rémi Verschelde
ef2d1f6d19
Merge pull request #42761 from fire/color-grading-3d
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Environment brightness, contrast, saturation restore with 3d LUT.
2020-11-28 23:07:52 +01:00
clayjohn
076908bed9
Environment brightness, contrast, saturation restore with color correction.
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Allow gradients and 2d images.
Use shader versions for LUT in tonemap
Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2020-11-28 07:37:49 -08:00
Yuri Roubinsky
4a3588a51a
Merge pull request #43828 from Chaosus/restore_line_antialiasing
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Restored antialiased lines by emulation using triangle strips
2020-11-28 11:32:16 +03:00
Rémi Verschelde
94341ac547
Merge pull request #42987 from clayjohn/VULKAN-sky-only
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Add sky_only setting to DirectionalLight3Ds
2020-11-28 09:07:09 +01:00
Yuri Roubinsky
3ec972fc95
Restored antialiased lines by emulation using triangle strips
2020-11-27 20:45:59 +03:00
reduz
1bcf3c305b
Implement signed distance fields for 2D shaders
2020-11-26 10:49:50 -03:00
Jordan Schidlowsky
8150f07a0b
fix for two incorrectly bound texture formats
2020-11-19 14:20:29 -06:00
Nick Swoboda
bce3e2c3f6
Check uniform set validity before freeing
2020-11-18 16:53:11 -08:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script
2020-11-16 23:38:11 -05:00
Rémi Verschelde
a78d96086f
Fix new transform to pixel snapping logic
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Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-11-15 10:52:15 +01:00
Rafał Mikrut
925ae37d8d
Remove Attempted to free invalid ID error
2020-11-10 14:22:41 +01:00
reduz
127458ed17
Reorganized core/ directory, it was too fatty already
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-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Hugo Locurcio
7b8fd6ba9e
Fix "unifom" typo in RasterizerStorageRD method
2020-11-06 18:12:00 +01:00
reduz
f123981a96
Implement DirectionalLight2D
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Also separated Light2D in PointLight2D and DirectionalLight2D.
Used PointLight2D because its more of a point, and it does not work
the same as OmniLight (as shape depends on texture).
Added a few utility methods to Rect2D I needed.
2020-11-04 10:03:01 -03:00
Marios Staikopoulos
e5d7c7d5fc
Alpha Hash and Alpha2Coverage Implementation
2020-11-02 20:11:20 -08:00
reduz
0e6664539d
Refactor pixel snapping.
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-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful
Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606 , supersedes #41535 , supersedes #41534
2020-10-30 08:57:32 -03:00
reduz
8ab9b39707
Implement CanvasGroup and CanvasItem clipping
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-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
2020-10-28 18:53:32 -03:00
Rémi Verschelde
6c173e2f7f
Merge pull request #43058 from clayjohn/VULKAN-FXAA-bug
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[4.0]Remove extra exposure multiply in FXAA
2020-10-25 00:35:12 +02:00
clayjohn
8e3e9e3755
Remove extra exposure multiply in FXAA
2020-10-24 13:00:39 -07:00
reduz
84d734da0e
Refactored 2D shader and lighting system
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-Removed normal/specular properties from nodes
-Create CanvasTexture, which can contain normal/specular channels
-Refactored, optimized and simplified 2D shaders
-Use atlas for light textures.
-Use a shadow atlas for shadow textures.
-Use both items aboves to make light rendering stateless (faster).
-Reorganized uniform sets for more efficiency.
2020-10-24 15:57:25 -03:00
Rémi Verschelde
d05c7da1aa
Merge pull request #42949 from DavidSichma/shaderglobals
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Shader globals bugfixes
2020-10-22 09:53:49 +02:00
clayjohn
6299575250
Add sky_only setting to DirectionalLight3Ds
2020-10-21 23:28:08 -07:00
Yuri Roubinsky
433183147e
Fix textureSize & texelFetch shader compilation errors
2020-10-21 17:45:40 +03:00
David Sichma
5d33cd94c8
Shader globals bugfixes
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- shader globals editor displays properties correctly
- fixed some errors how globals were transferred
2020-10-21 01:34:25 +02:00
Hugo Locurcio
195540ab90
Remove unused #define
from the tonemap shader
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It was a leftover from an earlier version of the debanding PR
which used a simpler (but less effective) algorithm.
2020-10-20 19:59:50 +02:00
Rémi Verschelde
7d4921db1a
Merge pull request #42915 from Yetizone/negative_lights_behavior
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tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
2020-10-19 23:50:49 +02:00
Rémi Verschelde
cf3a4cb091
Merge pull request #42913 from Calinou/debanding-fix-brightness
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Fix debanding slightly brightening the whole viewport
2020-10-19 23:18:24 +02:00
Yetizone
ffc4151f29
tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
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Color values can become negative in the case of negative lights which
leads to undesired behaviour.
2020-10-20 00:08:44 +03:00
Hugo Locurcio
15d033e25f
Fix debanding slightly brightening the whole viewport
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Thanks to Mikkel Gjoel on Twitter for the tip :)
2020-10-19 22:53:28 +02:00
reduz
dd0b097e44
Fix invalid buffer updates in SDFGI
2020-10-19 17:39:09 -03:00
Juan Linietsky
5d120f9ffb
Merge pull request #42046 from Chaosus/fix_default_texture
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Fix setting the default texture to shader
2020-10-19 15:50:21 -03:00
Juan Linietsky
85ebf40b6c
Merge pull request #38097 from Calinou/add-viewport-debanding
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Add a debanding property to Viewport
2020-10-19 14:15:44 -03:00
Juan Linietsky
53d5a252bb
Revert "Replace SAO implementation with MSSAO"
2020-10-18 19:27:51 -03:00
Juan Linietsky
d98261ab8f
Merge pull request #42077 from clayjohn/MSSAO
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Replace SAO implementation with MSSAO
2020-10-18 18:34:43 -03:00
Juan Linietsky
6e5f137c01
Merge pull request #41415 from clayjohn/VULKAN-shader-overrides
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Add FOG, RADIANCE, and IRRADIANCE shader overrides
2020-10-18 18:33:41 -03:00
Juan Linietsky
e799a2ba45
Merge pull request #42201 from clayjohn/Vulkan-new-glow
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Optimize Glow with local memory
2020-10-18 18:32:36 -03:00
clayjohn
366ee46774
Replace SAO implementation with MSSAO
2020-10-18 13:15:51 -07:00
clayjohn
f46932feab
Add FOG, RADIANCE, and IRRADIANCE shader overrides
2020-10-18 12:06:51 -07:00
Yuri Roubinsky
d0f85b9321
Fix setting the default texture to shader
2020-10-18 21:59:37 +03:00
clayjohn
63a34b93aa
Optimize Glow with local memory
2020-10-18 11:37:12 -07:00
Juan Linietsky
4467412c9f
Merge pull request #38949 from puchik/ssr-fix-cutoff
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Continue tracing screen space reflection after encountering sky
2020-10-18 14:45:33 -03:00
Rémi Verschelde
d9e5c355e5
Merge pull request #41418 from clayjohn/Vulkan-aerial
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Add aerial perspective to fixed fog
2020-10-18 17:32:19 +02:00
reduz
ee06a70ea6
Refactor MethodBind to use variadic templates
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Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
clayjohn
8c21c26fb5
Add aerial perspective to fixed fog
2020-10-17 10:53:07 -07:00
Hugo Locurcio
4357506e64
Fix "fixed" fog drawing in front of volumetric fog with a sky background
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This closes #42820 .
Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-15 21:59:08 +02:00
Yuri Roubinsky
1dbfd4c3e8
Merge pull request #42763 from Chaosus/shader_emit_autocompletion
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Fix autocompletion for emit_particle in shader editor
2020-10-13 16:01:37 +03:00
Yuri Roubinsky
6914597026
FIx autocompletion for emit_particle in shader editor
2020-10-13 14:12:51 +03:00
Rafał Mikrut
84a1817a75
Fixes leaks with shader and material
2020-10-12 18:06:47 +02:00
unknown
1d3aec4230
Free a SortShader and a ParticlesCopyShader
2020-10-12 13:25:24 +05:30
reduz
26f5bd245c
Implement GPU Particle Collisions
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-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
2020-10-09 13:25:47 -03:00
Rémi Verschelde
e9ff08692c
Merge pull request #42548 from pezcode/lights-metallic
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Add METALLIC to light() built-ins
2020-10-09 14:41:53 +02:00
clayjohn
bde2f9b46b
Return proper texture view format for decals
2020-10-03 22:56:00 -07:00
Pablo Escobar
1300fc7307
Add METALLIC to light() built-ins
2020-10-04 04:16:16 +02:00
John Pennycook
8d3afa985b
Make YSort stable
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Keeps track of the order in which items are collected by
_collect_ysort_children, and uses that order to break
ties between items with similar Y positions.
2020-09-27 10:58:54 -07:00
Yuri Roubinsky
53740c69df
Forbids varying declaration in particles and sky shaders
2020-09-22 10:35:52 +03:00
Rémi Verschelde
3e78963bb9
Fix typos with codespell
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Using codespell 1.17.1.
Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF
$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2020-09-18 13:44:25 +02:00
Haoyu Qiu
38147da819
Fixes crash when saving scene
2020-09-13 16:15:46 +08:00
Lyuma
2f888d2987
Fix ATTENUATION and implement SHADOW_ATTENUATION.
2020-09-10 15:45:56 -07:00
clayjohn
fbff7d424b
Set repeat in all 3 dimensions in 3d textures
2020-09-09 17:59:51 -07:00
reduz
a674da4eec
Implement 3D textures as import and resource format.
2020-09-09 13:50:21 -03:00
Marcel Admiraal
08bedf68ff
Clarify comparison precedence when enabling or disabling back buffer.
2020-09-07 11:00:00 +01:00
Rémi Verschelde
53d83c4575
Merge pull request #41781 from AnilBK/fix-typo
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Fixed Some typos.
2020-09-07 08:31:51 +02:00
reduz
d0bddf53c5
Implement manual particle emission and particle sub emitters.
2020-09-06 10:29:27 -03:00
Yuri Roubinsky
b1351fe781
Fix crash regression in the shader function validation
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introduced in #41780
2020-09-05 13:49:50 +03:00
Yuri Roubinsky
ab9978697e
Improve messages in shader function validation
2020-09-05 13:19:38 +03:00
Anilforextra
5705e0d309
Fixed Some typos.
2020-09-05 14:31:56 +05:45
Rémi Verschelde
6a03aed5a4
Merge pull request #40958 from clayjohn/VULKAN-shadow-noise
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Improve the quick hash function for all GPUs
2020-09-04 10:53:01 +02:00
bruvzg
80b8eff6aa
[Complex Test Layouts] Change String
to use UTF-32 encoding on all platforms.
2020-09-03 19:56:24 +03:00
Yuri Roubinsky
2a00c868de
Fix particles shader to use built-ins
2020-09-02 22:54:41 +03:00
Juan Linietsky
f5f27bacdb
Re-Implement GPU particles on master.
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-No new features yet
-Unlike godot 3.x, sorting happens using GPU
2020-09-02 21:37:11 +02:00
Rémi Verschelde
23ce1dbfd5
Merge pull request #41668 from clayjohn/GLOW-HQ
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Add high quality glow mode
2020-09-01 21:04:07 +02:00
JFonS
8ab510a130
Fix typo in SDF jumpflood shader
2020-09-01 14:40:59 +02:00
clayjohn
8da3c739bf
Add high quality glow mode
2020-08-31 23:16:41 -07:00