Commit graph

1573 commits

Author SHA1 Message Date
Rémi Verschelde
bef52957d0
Merge pull request #38226 from Calinou/increase-camera3d-fov
Increase the default Camera3D field of view to 75
2020-05-07 21:16:21 +02:00
Rémi Verschelde
5940ca650e
Merge pull request #38406 from clayjohn/VULKAN-sun-diameter
Calculate sun diameter even when not using shadows
2020-05-03 18:14:36 +02:00
Philip Whitfield
1058a57666 register RenderingDevice as gdscript singleton 2020-05-03 12:01:38 +02:00
clayjohn
34ee273e20 Calculate sun diameter even when not using shadows 2020-05-01 22:22:35 -07:00
Hugo Locurcio
ccc4f3899c
Increase the default Camera3D field of view to 75
A vertical FOV of 75 degrees is roughly equivalent to a 91 degree
horizontal FOV on a 4:3 display (~107.51 degrees on 16:9),
which is close to the typical default FOV used in PC games.

Note that this doesn't apply to the in-editor camera which keeps its
FOV to 70. This is because it doesn't display in fullscreen;
its viewport only displays in the center of the editor (roughly).
This means the viewport won't cover the viewer's eyes as much. Therefore,
the editor camera FOV should be slightly lower to account for this.

Since this changes the default value, this may break existing projects
slightly.

For the record, this was already done in
https://github.com/godotengine/godot-demo-projects/pull/260
for the official demo projects.
2020-05-01 14:03:27 +02:00
Rémi Verschelde
b4a5bbaea2
Merge pull request #38337 from RandomShaper/time_rollback
Improve shader time roll over
2020-04-30 16:25:20 +02:00
Pedro J. Estébanez
f7706659b5 Improve shader time roll over
- Resurrect it for GL ES 2
- Add it to the Vulkan rasterizer
- Expose the setting from the `RenderingServer`, since it does not belong in any specific rasterizer
2020-04-30 11:42:11 +02:00
Kiri Jolly
459cab99f4 Fixed unbounded dual-paraboloid shadow map culling.
Dual paraboloid shadowmaps were ending up with infinitely large volumes of area behind the hemisphere un-culled.

This change just adds a back plane to the convex shape used for the culling volume.
2020-04-29 19:24:43 -07:00
Rémi Verschelde
58435b0c91
Merge pull request #20371 from aaronfranke/vector-lerp
[Core] [Mono] [GDNative] Rename "linear_interpolate" methods to "lerp"
2020-04-29 15:50:00 +02:00
Rémi Verschelde
1d45a269f8
Merge pull request #38302 from qarmin/format_set
RasterizerStorageRD: Don't override format value
2020-04-29 14:16:52 +02:00
Aaron Franke
540156b387
[Core] Rename linear_interpolate to lerp 2020-04-29 04:02:49 -04:00
Rémi Verschelde
0bf6a86db4
Merge pull request #37795 from Chaosus/shader_fix_const_order2
Fix shader constant sorting
2020-04-29 09:41:34 +02:00
qarmin
ad6bcea49d Don't override format value 2020-04-28 18:51:17 +02:00
qarmin
0e9942a671 Fix copy paste array index bug 2020-04-28 18:26:57 +02:00
Rémi Verschelde
fdf58a5858 Rename InputFilter back to Input
It changed name as part of the DisplayServer and input refactoring
in #37317, with the rationale that input no longer goes through the
main loop, so the previous Input singleton now only does filtering.

But the gains in consistency are quite limited in the renaming, and
it breaks compatibility for all scripts and tutorials that access
the Input singleton via the scripting language. A temporary option
was suggested to keep the scripting singleton named `Input` even if
its type is `InputFilter`, but that adds inconsistency and breaks C#.

Fixes godotengine/godot-proposals#639.
Fixes #37319.
Fixes #37690.
2020-04-28 15:19:49 +02:00
bruvzg
2bb119c088
Fix "redefinition of 'ssr' with a different type" shader compile error. 2020-04-23 13:56:04 +03:00
Ignacio Roldán Etcheverry
5d29f42afa
Merge pull request #38116 from neikeq/index_buffer_create-defval
Fix missing DEFVAL for RenderingDevice.index_buffer_create
2020-04-22 17:30:23 +02:00
Ignacio Etcheverry
c5a721f58d Fix missing DEFVAL for RenderingDevice.index_buffer_create 2020-04-22 16:52:04 +02:00
muiroc
66ab577eb8 Register the DisplayServer Singleton 2020-04-21 22:04:12 +02:00
Juan Linietsky
f8ef38efed Add proper type to most public API uses of Array 2020-04-21 12:16:45 -03:00
Juan Linietsky
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
Rémi Verschelde
2905367fed
Merge pull request #37970 from SkyLucilfer/ServerTypo
Correct typo mistake of profiler_add_frame_data argument in physics 3d server
2020-04-20 23:49:36 +02:00
Rémi Verschelde
9cf48b3e99
Merge pull request #38039 from akien-mga/docdata-skip-unexposed
DocData: Skip unexposed classes
2020-04-20 15:21:49 +02:00
Rémi Verschelde
0ef8bcac4d DocData: Skip unexposed classes
Properly expose classes that we actually want accessible.
2020-04-20 12:51:10 +02:00
Rémi Verschelde
b7b46093d8 doc: Sync classref with current source
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
Rémi Verschelde
088c2a0870
Merge pull request #37947 from clayjohn/DOCS-rendering-update
Update many docs with recent rendering changes
2020-04-20 11:16:12 +02:00
Juan Linietsky
49d0c6a5c9 Ability to create local RenderingDevice instances. 2020-04-18 21:47:17 -03:00
SkyJJ
0991cdc975 Correct typo mistake of profiler_add_frame_data argument in physics 3d server 2020-04-17 21:56:25 +02:00
clayjohn
b50d954cb0 Update many docs with recent rendering changes 2020-04-17 09:47:59 -07:00
Rémi Verschelde
17304f1aae
Merge pull request #37949 from reduz/implement-global-shader-uniforms
Implement global and per instance shader uniforms.
2020-04-17 18:36:06 +02:00
Rémi Verschelde
cfda0e3770
Merge pull request #37953 from clayjohn/VULKAN-sky-sun-size
Add light size to Sky Shaders
2020-04-17 18:35:45 +02:00
clayjohn
7cd2ff309c Add light size to Sky Shaders 2020-04-17 09:32:24 -07:00
Juan Linietsky
0e1c66d9fc Implement global and per instance shader uniforms.
Adds two keywords to shader language for uniforms:
-'global'
-'instance'

This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
clayjohn
0ff929a926 Use sky properly for ambient and reflections 2020-04-16 23:45:30 -07:00
Rémi Verschelde
4f2c1feab5
Merge pull request #37869 from madmiraal/fix-36533
Assign zero to range when ConvexPolygonShape2D is empty.
2020-04-16 11:39:18 +02:00
clayjohn
61d86190e0 Fix texture check in decal setup 2020-04-15 12:06:02 -07:00
Juan Linietsky
6f293ed795 Add support for projectors in spot and omni lights. 2020-04-14 17:05:45 -03:00
Rémi Verschelde
5e5103f460
Merge pull request #37861 from reduz/implement-decals
Implement decals
2020-04-14 17:13:20 +02:00
Juan Linietsky
5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
Marcel Admiraal
88d307df14 Assign zero to range when ConvexPolygonShape2D is empty. 2020-04-14 12:53:32 +01:00
Rémi Verschelde
e0eb9a8ae4
Merge pull request #37826 from nekomatata/direct-body-state-sleep
Fix set_sleep_state in Bullet body direct state
2020-04-14 12:53:20 +02:00
PouleyKetchoupp
30b184cb06 Fix set_sleep_state in Bullet body direct state
It was inverted, it should set the body to be active when sleep is disabled.
2020-04-14 11:39:34 +02:00
qarmin
88c0a9e3de Fixes leak with CopyToFbShaderRD 2020-04-13 11:39:44 +02:00
Rémi Verschelde
06748a2b5f
Merge pull request #37749 from clayjohn/Vulkan-improved-ss
Add vogel filter and settings to soft shadows
2020-04-13 00:39:37 +02:00
Juan Linietsky
a57dc398db Implement MSAA 2020-04-12 15:33:57 -03:00
Juan Linietsky
d160644c88
Merge pull request #37819 from reduz/implement-fxaa
Add screen space AA option, with FXAA implementation.
2020-04-12 11:46:14 -03:00
Juan Linietsky
16ae2cc1bf Add screen space AA option, with FXAA implementation. 2020-04-12 10:57:18 -03:00
Rémi Verschelde
1846d33b5f
Merge pull request #37822 from nekomatata/rigid-body-force-pos
Fix add_force in Godot Physics RigidBody
2020-04-12 11:46:22 +02:00
PouleyKetchoupp
4a0d15f91c Fix add_force in Godot Physics RigidBody
Now takes the center of mass into account for calculating the applied
torque, like apply_impulse does.
2020-04-12 11:20:32 +02:00
Juan Linietsky
9dc19f7619
Merge pull request #37808 from reduz/port-effects-to-compute
Moved most of the effect code to compute.
2020-04-11 23:38:05 -03:00