Commit graph

1745 commits

Author SHA1 Message Date
reduz
84d734da0e Refactored 2D shader and lighting system
-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
Shader globals bugfixes
2020-10-22 09:53:49 +02:00
Yuri Roubinsky
433183147e Fix textureSize & texelFetch shader compilation errors 2020-10-21 17:45:40 +03:00
David Sichma
5d33cd94c8 Shader globals bugfixes
- 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
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
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
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
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
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
Rémi Verschelde
7480a7d178
Fixup method binding from #42910 2020-10-19 22:23:36 +02:00
Juan Linietsky
5d120f9ffb
Merge pull request #42046 from Chaosus/fix_default_texture
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
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
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
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
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
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
Add aerial perspective to fixed fog
2020-10-18 17:32:19 +02:00
reduz
ee06a70ea6 Refactor MethodBind to use variadic templates
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
This closes #42820.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-15 21:59:08 +02:00
Rémi Verschelde
e927f54170
Merge pull request #42804 from RandomShaper/fix_fft_window
Fix application of window in FFT
2020-10-15 13:21:33 +02:00
Hugo Locurcio
b44de3c6b1
Fix typo in soft shadow quality project settings hints 2020-10-15 10:31:35 +02:00
Pedro J. Estébanez
257ba4a7fb Fix application of window in FFT 2020-10-15 01:57:17 +02:00
Yuri Roubinsky
1dbfd4c3e8
Merge pull request #42763 from Chaosus/shader_emit_autocompletion
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
Rémi Verschelde
d22791c271
doc: Sync classref with current source 2020-10-12 10:58:02 +02:00
unknown
1d3aec4230 Free a SortShader and a ParticlesCopyShader 2020-10-12 13:25:24 +05:30
reduz
26f5bd245c Implement GPU Particle Collisions
-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
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
Marcel Admiraal
7e44682c03 Fix how Line2D obtains the other object's supports
Measure the distance from the line against the rotated object, not the
rotated line, when obtaining the object's supports against a line.
2020-10-03 12:59:34 +01:00
John Pennycook
8d3afa985b Make YSort stable
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
Rémi Verschelde
9a463cb1d6
Merge pull request #42263 from Faless/js/servers_no_threads
Ignore thread models when compiling with NO_THREAD
2020-09-23 11:50:23 +02:00
Fabio Alessandrelli
f3c6ac1d71 Ignore thread models when compiling with NO_THREAD
The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).

This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.
2020-09-23 11:24:01 +02:00
Rémi Verschelde
7b3759a94e
Merge pull request #42130 from clayjohn/RenderingDeviceHack
Expose local RenderingDevice creation to RenderingServer
2020-09-23 10:41:58 +02:00
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
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
Rémi Verschelde
2d9b409103
Merge pull request #41528 from keegano/physics-fix-wrap-angle
Wrap angles to (-pi, pi) in momentum calculation.
2020-09-17 16:32:53 +02:00
bruvzg
6a14c72b12
Add window click-through support. 2020-09-17 12:36:18 +03:00
clayjohn
40159244cd expose local RenderingDevice creation to RenderingServer 2020-09-16 21:11:39 -07:00
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