Commit graph

874 commits

Author SHA1 Message Date
lawnjelly
18bb668a2e Fix skeleton 2D stale bounding rect
Adds special logic for handling skeleton bounding rect updates. Previously these were never being updated because the canvas item is never set to "rect_dirty".
2022-07-18 19:47:23 +01:00
lawnjelly
e4f252d94f Physics Interpolation - fix continuous updating in unmoving objects
Adds instances to the transform update list as well as the interpolate update list when unhiding them. This ensures that the system auto-detects non-moving objects, and removes them from the interpolate update list on the next tick, preventing unnecessary updates.
2022-06-19 11:26:13 +01:00
lawnjelly
991687cc10 Physics Interpolation - fix stale interpolation data when unhiding
A previous optimization prevented instances being added to the interpolation lists when hidden to save processing. This caused a regression when unhiding nodes outside of the physics tick - the interpolated transforms would be stale until the next physics tick, causing a glitch.

This PR readds instances immediately to the interpolation lists when they are unhidden, preventing this glitch.
2022-06-14 10:25:23 +01:00
lawnjelly
f8df04ed50 More low priority redraw request cases
Some more cases of textures etc causing continuous updates in vital updates only mode are fixed.
2022-06-12 06:44:59 +01:00
Markus Grafen
16517ecb3d visual instance layers are regarded during shadow culling
todo: setting Camera cull_mask should mark affected shadows dirty somehow
2022-06-09 09:02:43 +02:00
lawnjelly
e7a73579e3 Portals - force full check on adding moving object
Moving objects being added during instance_moving_create() were incorrectly not forcing a full check to find which room they were within. This could result in moving objects being re-added not correctly identifying their current room, and thus culling incorrectly. This PR forces a full check on calling instance_moving_create.
2022-05-29 15:53:25 +01:00
Haoyu Qiu
067e738cb8 Fix various typos 2022-05-19 19:07:45 +08:00
Rémi Verschelde
5e693b6d84 Fix warnings found by Emscripten 3.1.10
Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and
`-Wliteral-range` warnings.

(cherry picked from commit d8935b27a9)
2022-05-16 16:38:26 +02:00
lawnjelly
ec9a17cfad Physics Interpolation - optimize hidden nodes
In order to prevent glitches when unhiding nodes, set_transform() is still called to the VisualServer even for hidden nodes when the node is interpolated. This activates a lot of logic which is not necessary just to keep the previous transform updated.

This PR adds an early out which misses out on the unnecessary logic when instances are invisible.
2022-05-10 08:59:34 +01:00
Cory Petkovsek
2be0738304 Visual/Physics/Navigation Servers validate RIDs with documentation update 2022-05-06 03:39:06 +08:00
lawnjelly
f1bef3c592 Physics Interpolation - improve warnings with NodePath
It has been pointed out to me that it is far more useful to display the NodePath in the warning than the name of the node, as there may be lots of nodes sharing the same name in a project. This PR fixes this.
2022-05-04 18:46:14 +01:00
Rémi Verschelde
4cfc96fea7
Merge pull request #60531 from lawnjelly/fti_usage_warnings 2022-04-28 12:00:49 +02:00
lawnjelly
ad9b2b3794 Physics Interpolation - add helper warnings
When physics interpolation is active on a node, it is essential that transforms are updated during "_physics_process()" rather than "_process()" calls, for the interpolation to give the correct result.

This PR adds optional warnings for instances, cameras and multimeshes which can flag updates being incorrectly called, and thus make these problems much easier to fix.
2022-04-26 13:56:02 +01:00
Rémi Verschelde
d063bc4277
Merge pull request #60381 from clayjohn/3.x-sorting
[3.x] Sort based on camera position when using perspective camera
2022-04-26 12:26:31 +02:00
Rémi Verschelde
24307bd074 MultiMesh: Fix potential crash found by fuzzing
Fixes #58293.
2022-04-25 16:55:54 +02:00
clayjohn
76ff41cad1 Sort based on camera position when using perspective camera 2022-04-19 14:54:51 -07:00
lawnjelly
d2b1d29634 Physics interpolation - Move out of Scenario
Move VisualServer interpolation data out of Scenario and into VisualServerScene, so the interpolation data and enabled status is now common to all Scenarios.

Fix physics interpolation in multithreaded mode by ensuring tick and pre-draw are called.
2022-04-11 15:04:24 +01:00
Yuri Roubinsky
b5c5c2d52b Fix shader crashing when attempting to access length() at global space 2022-04-01 08:44:57 +03:00
Rémi Verschelde
2dd545b512
Merge pull request #58141 from lawnjelly/occluder_shared_resources 2022-02-16 13:29:55 +01:00
lawnjelly
3c2df49832 Fix Occluder to properly share resources
In order to properly support the resource sharing paradigm, Occluders are split into Instances and Resources in the VisualServer. Instances are owned by a Scenario, and Resources are global. OccluderShape resources can now correctly be shared by multiple OccluderInstances.
2022-02-16 09:55:11 +00:00
lawnjelly
522bce1159 Fixed Timestep Interpolation (3D)
Adds fixed timestep interpolation to the visual server.
Switchable on and off with project setting.

This version does not add new API for set_transform etc, when nodes have the interpolated flag set they will always use interpolation.
2022-02-16 09:41:23 +00:00
Rémi Verschelde
7a16bb2ee4
Fix typos with codespell
Using codespell 2.2-dev from current git.

Added `misc/scripts/codespell.sh` to make it easier to run it once in a
while and update the skip and ignore lists.

(cherry picked from commit 1bdb82c64e)
2022-02-11 09:50:59 +01:00
Jérémy Zurcher
f9fdd526d5 fix portal_occlusion_culler compilation with target=debug tools=no 2022-02-06 13:22:33 +01:00
lawnjelly
a0c6d16c90 Add editor vital redraws only option
When editor continuous redraws is switched off, the editor only redraws when a redraw_request was issued by an element in the scene. This works well in most situations, but when scenes have dynamic content they will continuously issue redraw_requests.

This can be fine on high power desktops but can be an annoyance on lower power machines.

This PR splits redraw requests into high and low priority requests, defaulting to high priority. Requests due to e.g. shaders using TIME are assigned low priority.

An extra editor setting is used to record the user preference and an extra option is added to the editor spinner menu, to allow the user to select between 3 modes:

* Continuous
* Update all changes
* Update vital changes
2022-02-02 11:26:45 +00:00
lawnjelly
8ea20f5fdd Add OccluderShapePolygon
Add OccluderShapePolygon, glue to Occluder and gizmos etc.
2022-02-01 11:31:06 +00:00
Rémi Verschelde
d62166f68f
Merge pull request #57186 from lawnjelly/gameplay_fix_ticks 2022-01-25 11:39:26 +01:00
lawnjelly
38240fd0c8 Portals - Fix gameplay monitor ticking
Due to an optimization to prevent processing except when camera rooms changed, the ticking synchronization and updating of previous and current lists could get out of sync for affected objects, leading to missing gameplay notifications.

This PR adds new paths to properly support and synchronize objects in this "room based" path.
2022-01-25 10:07:50 +00:00
Yuri Roubinsky
85deed9207 Backport some changes to 3.x shaders 2022-01-25 10:34:57 +03:00
Rémi Verschelde
c6480e2166
Merge pull request #57033 from lawnjelly/gameplay_monitor_unload
Portals - fix gameplay monitor unloading
2022-01-21 18:33:50 +01:00
lawnjelly
dc14636e68 BVH templated mask checks and generic NUM_TREES
Refactors the BVH to make it more generic and customizable. Instead of hard coding the system of pairable_mask and pairable_type into the BVH, this information is no longer stored internally, and instead the BVH uses callbacks both for determining whether pairs of objects can pair with each other, and for filtering cull / intersection tests.

In addition, instead of hard coding the number of trees, the BVH now supports up to 32 trees, and each object can supply a tree collision mask to determine which trees it can collide against.

This enables the BVH to scale to either the two or 3 trees needed in physics, and the single tree used without pairing in Godot 4 render tree.
2022-01-21 10:08:29 +00:00
lawnjelly
6c1e243fa2 Portals - fix gameplay monitor unloading
The gameplay monitor wasn't being unloaded correctly in between levels. This meant that exit signals were not being sent, and entered signals for the new level were being missed.

This PR sends appropriate exit signals on unloading, and clear the data.
2022-01-21 09:38:48 +00:00
Haoyu Qiu
ac144e7e8c
Fix invalid read when using LightOccluder2D
(cherry picked from commit 7870cf24f2)
2022-01-19 16:02:54 +01:00
Rémi Verschelde
a627cdafc5
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-13 15:54:13 +01:00
Rémi Verschelde
b197de6f5f
Fix typos with codespell
Using codespell 2.1.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
readded
seeked
statics
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2022-01-07 00:14:54 +01:00
Rémi Verschelde
25369acff9
Merge pull request #51708 from Calinou/viewport-add-32bpc-color-depth 2022-01-04 14:30:24 +01:00
Yuri Roubinsky
0c449befbf Allow pass varyings as out param to the function, when it's possible 2022-01-04 10:22:39 +03:00
Bastiaan Olij
4e4de3430e Fix size issue for ARVR managed viewport 2021-12-19 14:51:10 +11:00
Yuri Roubinsky
25e24f2d05 [3.x] Prevent writing incorrect shader hints 2021-12-16 10:22:01 +03:00
lawnjelly
cbb6dc35a1 Fix add_line width being too wide
The line width of thick lines was being applied on both sides of the line, resulting in a line that was twice as thick as requested.

This PR fixes this embarrassing oversight.
2021-12-14 12:35:02 +00:00
Rémi Verschelde
4ebee76370
Merge pull request #55822 from Chaosus/shader_fix_semicolon_3.x 2021-12-12 21:10:38 +01:00
Yuri Roubinsky
933fd6be75 [3.x] Restore shader parsing errors with lack of semicolon in a block 2021-12-11 18:05:49 +03:00
lawnjelly
26e93dc5c6 Fix lighting_dirty flag bug
In rare circumstances, changing the geometry data attached to an instance, there was the opporunity for the lighting_dirty flag to get out of sync, which could lead to access to a stale light RID, and warnings or worse.

This PR fixes the problem by ensuring the lighting is always updated on the instance when first adding GeometryData.
2021-12-11 11:27:21 +00:00
lawnjelly
3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00
Yuri Roubinsky
de9205f72d Fix ^= operator in shaders 2021-12-03 10:34:56 +03:00
Rémi Verschelde
3be0f85e91
Merge pull request #54377 from lawnjelly/faster_editor_lines 2021-11-30 13:30:02 +01:00
Yuri Roubinsky
5928cc90f8 [3.x] Prevent return statement from using in block in shader main func 2021-11-23 10:40:47 +03:00
Camille Mohr-Daurat
3970f28f67
Merge pull request #55096 from lawnjelly/bvh_expanded_leaf
BVH - add option for expanded AABBs in leaves
2021-11-22 09:37:16 -07:00
lawnjelly
211dc8cd2d BVH - add option for expanded AABBs in leaves
This PR adds a define BVH_EXPAND_LEAF_AABBS which is set, which stores expanded AABBs in the tree instead of exact AABBs.

This makes the logic less error prone when considering reciprocal collisions in the pairing, as all collision detect is now taking place between expanded AABB against expanded AABB, rather than expanded AABB against exact AABB.

The flip side of this is that the intersection tests will now be less exact when expanded margins are set.

All margins are now user customizable via project settings, and take account of collision pairing density to adjust the margin dynamically.
2021-11-20 06:45:12 +00:00
Hugo Locurcio
d7d35e4f73
Add const qualifier support for function arguments in shaders
This prevents the function argument from being reassigned within
the function.

Example:

    void test(const int t) {}
2021-11-19 21:20:23 +01:00
Rémi Verschelde
4103b0b7d8
Merge pull request #50823 from fbcosentino/3d-material-overlay 2021-11-16 08:21:18 +01:00
Fernando Cosentino
cc8846bef6 Added material_overlay property to MeshInstance
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 GeometryInstance
(and therefore MeshInstance), 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.

Implemented in rasterizer of both GLES2 and GLES3.
2021-11-15 23:50:34 +00:00
Rémi Verschelde
89792e5c49
Merge pull request #54921 from lawnjelly/portals_roaming_margin 2021-11-15 22:45:46 +01:00
Yuri Roubinsky
824183854c
Removed incorrect autocompletion of matrixes in shader
(cherry picked from commit 04a2053f9b)
2021-11-15 16:30:00 +01:00
lawnjelly
788f075b44 Portals - Allow user to set roaming expansion margin
Previously a crude metric was used to decide on the roaming expansion margin, but it created unexpected results in some scenarios. Instead this setting is exposed to the user via the RoomManager, allowing them to tailor it to the world size, room sizes, roaming objects sizes and the speeds of movement.
2021-11-12 15:46:04 +00:00
Rémi Verschelde
1f8497d281
Merge pull request #53411 from RandomShaper/ubershaders_3.x 2021-11-09 13:12:44 +01:00
Pedro J. Estébanez
4c710780d4 Implement async shader compilation plus caching for GL ES 3
Async. compilation via ubershader is currently available in the scene and particles shaders only.

Bonus:
- Use `#if defined()` syntax for not true conditionals, so they don't unnecessarily take a bit in the version flagset.
- Remove unused `ENABLE_CLIP_ALPHA` from scene shader.
- Remove unused `PARTICLES_COPY` from the particles shader.
- Remove unused uniform related code.
- Shader language/compiler: use ordered hash maps for deterministic code generation (needed for caching).
2021-11-09 12:19:12 +01:00
NHodgesVFX
237f7eeabe Add more OpenGL Attributes
Co-Authored-By: Johann Meyer <25986904+johannmeyer@users.noreply.github.com>
Co-Authored-By: Clay John <claynjohn@gmail.com>
2021-11-08 01:22:40 -05:00
lawnjelly
ab76cd6ff2 Faster editor line drawing - Path2D and draw_line
Changes the Path2D drawing to use POLYLINE instead of thick lines.
Add a path to translate thick lines (that are not using anti-aliasing) to draw as polygons instead. This should be faster because polygons can be batched.
2021-10-29 12:40:24 +01:00
Rémi Verschelde
42d385b312
clang-format: Disable alignment of operands, too unreliable
Sets `AlignOperands` to `DontAlign`.

`clang-format` developers seem to mostly care about space-based indentation and
every other version of clang-format breaks the bad mismatch of tabs and spaces
that it seems to use for operand alignment. So it's better without, so that it
respects our two-tabs `ContinuationIndentWidth`.
2021-10-28 13:23:38 +02:00
Bastiaan Olij
3bd6088663 Only update render target directly if ARVR mode is off 2021-10-26 21:40:25 +11:00
Rémi Verschelde
06fc2378de
Merge pull request #51491 from Calinou/glow-add-high-quality-mode-3.x
Add high quality glow mode (3.x)
2021-10-08 07:47:07 +02:00
Rémi Verschelde
69437eb746
Merge pull request #53012 from lawnjelly/portals_unload_reason 2021-10-05 12:00:43 +02:00
lawnjelly
c835f1f3c5 Add DEV_ASSERT and DEV_CHECK macros
Change the existing DEV_ASSERT function to be switched on and off by the DEV_ENABLED define. DEV_ASSERT breaks into the debugger as soon as hit.
Add error macros DEV_CHECK and DEV_CHECK_ONCE to add an alternative check that ERR_PRINT when a condition fails, again only enabled in DEV_ENABLED builds.
2021-10-04 14:57:54 +01:00
lawnjelly
279e6f65cd Portals - add reason string to unload message
To help users identify conditions that are causing room system invalidation, a reason message is passed to the unload function and logged.
2021-09-24 14:00:24 +01:00
lawnjelly
d878fe7b90 Sphere occluders - self occlusion and improvements
Sphere occluders are now tested for self occlusion. Spheres that are behind another sphere in the current view are superfluous so can be removed, cutting down on the runtime calculations.

AABBs are now maintained for Occluders as well as individual spheres, meaning a bunch of occluder spheres can be frustum rejected as a block.
2021-09-14 11:31:14 +01:00
Rémi Verschelde
c0fc475078
Merge pull request #51521 from lawnjelly/portals_occluders
Sphere occluders (portals and general use)
2021-08-17 13:55:34 +02:00
lawnjelly
115f4dce55 Sphere occluders (portals and general use)
Add framework for supporting geometrical occluders within rooms, and add support for sphere occluders.
Includes gizmos for editing.

They also work outside the portal system.
2021-08-17 09:02:06 +01:00
Rémi Verschelde
51dd4d0c6c
Merge pull request #49509 from Chaosus/shader_time_3.x 2021-08-16 19:42:55 +02:00
paru
ab21a3b8fb Performance improvements for GLES2 CPU blendshapes 2021-08-16 08:22:45 +02:00
Hugo Locurcio
5335a0368c
Add a Viewport property to use full floating-point precision in HDR
This is only available on the GLES3 backend.

This can be useful for advanced shaders, but it should generally
not be enabled otherwise as full precision has a performance cost.
For general-purpose rendering, the built-in debanding filter should
be used to reduce banding instead.
2021-08-16 03:16:01 +02:00
lawnjelly
546e207d8f Portals - Fix cull roaming through multiple portals
Small bug in the logic, the roaming objects only should be set to done when they have been marked as visible, rather than the first time they are examined. This is because they can be seen in a room through multiple portals, and each needs to be tested until there is either a visible result or all the portals in are visited.
2021-08-15 10:22:27 +01:00
Yuri Roubinsky
8a1c986455 [3.x] Fix shader crash when using local var with the same name as varying 2021-08-13 09:30:35 +03:00
Rémi Verschelde
dc1fc97836
Merge pull request #50397 from JestemStefan/41756_issue_fix
[3.x] Skip rendering of `Light2D` with zero size texture
2021-08-12 20:30:52 +02:00
JestemStefan
9bf47923a5 Skip rendering of lights with zero size 2021-08-12 17:25:58 +02:00
Yuri Roubinsky
34f7ceefe0
Allow using more assignment operators on matrixes in shaders
(cherry picked from commit 0f42a29864)
2021-08-12 16:42:17 +02:00
Yuri Roubinsky
144e0856a4
Fix shader crash when using varying array in fragment->light context
(cherry picked from commit fead1595f9)
2021-08-12 16:42:17 +02:00
Hugo Locurcio
0e0af7fa83
Add high quality glow mode
This backports the high quality glow mode from the `master` branch.

Previously, during downsample, every second row was ignored.
Now, when high-quality is used, we sample two rows at once to ensure
that no pixel is missed. It is slower, but looks much better and has
a much high stability while moving.

High quality also takes an additional horizontal sample the width of the
horizontal blur matches the height of the vertical blur.
2021-08-11 17:00:41 +02:00
Rémi Verschelde
7c6bdea33c
Merge pull request #47416 from Calinou/add-contrast-adaptive-sharpening-3.x
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
2021-08-10 10:08:24 +02:00
lawnjelly
f3e6547a99 Portals - fix PVS generation and move settings
Fixed a bug in the complex PVS generation which was causing recursive loop.
Move some of the settings out of RoomManager into Project Settings.
Allow PVS generation method to be selected from Project Settings, and control PVS logging.
2021-08-08 19:57:27 +01:00
lawnjelly
cfe806a929 Portals - Fix secondary PVS bug
Fixes a bug whereby it read from the primary PVS in the gameplay monitor, using the size from the secondary PVS. This would read out of bounds and crash.

Removed debug code to update the gameplay monitor from the preview camera - this is no longer required.

Temporarily revert to the simple PVS generation method, because I've noticed a bug in the complex version, and the simple version is safer while I fix this.
2021-08-08 14:02:38 +01:00
lawnjelly
69cc759b65 Portals - improve PVS tracing
The existing tracing routine for building the PVS was rather simple compared to the main portal tracing, and could not correctly cope with paths that went through multiple portals from room A to B, and as a result would sometimes miss room entries in the PVS resulting in too many culled rooms in these circumstances.

This PR adds an improved function that can cope with entering a room multiple times during a trace. As a result it has to take care of portal directions (to prevent going back on itself) in a similar, but not identical way to the main portal tracing routine, and internal rooms, to prevent recursive loops.
2021-08-07 17:57:30 +01:00
lawnjelly
2c88517a7b Portals - fix recursive loop looking out from internal rooms
In some situations looking out from an internal room it was possible to look back into the portal into the internal room.

This PR fixes this by keeping a single item 'stack' record of the last external room, and preventing recursing into this room. This also makes tracing significantly more efficient out of internal rooms, as there is no need to trace the external room multiple times.
2021-08-05 12:37:05 +01:00
lawnjelly
776623d56b Portals - Improve UI and add shortcuts
This PR makes the 'convert rooms' button permanently on the toolbar and accessible whichever node is selected, so you can convert rooms without having to select the RoomManager first.

It also adds a togglable item 'view portal culling' to the 'View' menu which is a simple way of setting the RoomManager 'active' setting without the RoomManager being the selected node.

Both of these have keyboard shortcuts, which should make it much faster to reconvert rooms and edit.

In addition there the string in the 'Perspective' Listbox is modified to show [portals active] when portal culling is operational, for visual feedback. This is updated when you change modes, and when the rooms are invalidated.
2021-08-01 19:54:16 +01:00
lawnjelly
93c78af488 Portals - disable frustum culling gizmos with preview camera
When using the preview camera feature it turns out as well as culling the game objects, this also culls the editor gizmos from the preview camera, which makes the editor hard to use in this mode.

To get around this problem we simply disable frustum culling for GLOBAL portal_mode objects when in preview camera mode. This could be a bit slower in an editor scene with lots of gizmos but is the simplest way of solving the problem.
2021-07-31 07:58:47 +01:00
lawnjelly
8287d9e9bc Portals - Fix sending portal margins to VisualServer
Portal margins were not being correctly sent to the PortalRenderer from the SceneTree, so all margins were being used as default (1.0). This PR fixes this.
2021-07-29 11:57:32 +01:00
Yuri Roubinsky
8b6d9ab956 Fix varying usage in custom functions [3.x] 2021-07-28 08:11:35 +03:00
Rémi Verschelde
940ca74ccf
Merge pull request #50889 from Chaosus/shader_const_array_3.x
[3.x] Implemented global const array to shaders
2021-07-27 13:05:32 +02:00
Yuri Roubinsky
1e191847c7 [3.x] Implemented global const array to shaders 2021-07-26 16:29:39 +03:00
Yuri Roubinsky
0a99613e53 Backport latest varying fixes to 3.x (2) 2021-07-26 15:40:42 +03:00
Rémi Verschelde
801205b2c1
Merge pull request #48892 from lawnjelly/bvh_robust
BVH - thread safety option
2021-07-22 12:41:42 +02:00
Rémi Verschelde
8cb25a581d
Merge pull request #50724 from Chaosus/varying_fixes_3.x
Backport latest varying fixes to 3.x
2021-07-22 09:29:43 +02:00
Yuri Roubinsky
1e128c80c6 Backport latest varying fixes to 3.x 2021-07-22 08:43:12 +03:00
Cory Petkovsek
096417905b Calculate instance depth after shadow calculation in VisualServer 2021-07-22 08:06:02 +08:00
lawnjelly
44f9a0f961 Portals - fix autolink sprawling, refine logs
It turned out the new autolinking feature was linking portals AFTER the static meshes had been added to rooms in the PortalRenderer. This meant that large meshes weren't being sprawled across these portals. The fix involves doing the autolinking BEFORE adding the static meshes.

Fixes a bug in the warning for portals being in the wrong direction, they should have only been checkout for outgoing portals. This was resulting in erroneous warnings.

Also the room conversion logs are refined to be more compact and informative.

A warning icon is also added in the gizmo for portals where autolink fails.
2021-07-15 13:04:05 +01:00
lawnjelly
eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
TaskManagerCZ
b444bec1f3
Explicit error message when setting active a Viewport that is already active.
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
(cherry picked from commit e3be0913d7)
2021-07-13 10:20:03 +02:00
Marcel Admiraal
8788472b8c Clear glErrors instead of crashing when initializing GLES3 2021-06-21 17:53:24 +01:00
Hugo Locurcio
a9c0c5484f
Add support for contrast-adaptive sharpening in 3D (GLES3 only)
This is an older, easier to implement variant of CAS as a pure
fragment shader. It doesn't support upscaling, but we won't make
use of it (at least for now).

The sharpening intensity can be adjusted on a per-Viewport basis.
For the root viewport, it can be adjusted in the Project Settings.

Since `textureLodOffset()` isn't available in GLES2, there is no
way to support contrast-adaptive sharpening in GLES2.
2021-06-21 15:37:31 +02:00
Marcel Admiraal
5a58516231 Remove duplicate ERR_PRINTS macro 2021-06-16 11:56:25 +01:00
Yuri Roubinsky
2d7c9f1ef1 [3.x] Makes shader 'TIME' available in custom functions by default 2021-06-11 15:23:24 +03:00