Commit graph

414 commits

Author SHA1 Message Date
Hugo Locurcio
d6c7d4ab5d
Fix visible background line in intersections in screen-space reflections
Adjusting the step grading by one resolves the issue without affecting
performance or introducing adverse artifacts.
2022-01-16 18:08:07 +01:00
Rémi Verschelde
a27b85378b
Merge pull request #56309 from Calinou/remove-pvrtc-support 2022-01-16 11:15:34 +01:00
clayjohn
abd0003e4c Remove mistakenly added push constant from SSR 2022-01-15 17:03:55 -08:00
Hugo Locurcio
40be15920f
Remove support for PVRTC texture encoding and decoding
On the only platform where PVRTC is supported (iOS),
ETC2 generally supersedes PVRTC in every possible way. The increased
memory usage is not really a problem thanks to modern iOS' devices
processing power being higher than its Android counterparts.
2022-01-14 21:08:22 +01:00
luz paz
858bcd5058 Fix various typos
Found via `codespell -q 3 -S ./thirdparty,*.po,./DONORS.md -L ackward,ang,ans,ba,beng,cas,childs,childrens,dof,doubleclick,expct,fave,findn,gird,hist,inh,inout,leapyear,lod,nd,numer,ois,ony,paket,ro,seeked,sinc,switchs,te,uint,varn,vew`
2022-01-13 23:20:01 -05:00
clayjohn
9b1f242feb Fix cannot use gaussian blur error 2022-01-12 21:58:37 -08:00
Rémi Verschelde
585231a172
Merge pull request #56492 from akien-mga/remove-author-docstrings 2022-01-12 15:24:17 +01:00
Rémi Verschelde
bfd0afca58
Merge pull request #55656 from clayjohn/GLSL3-compiler 2022-01-12 11:33:48 +01:00
clayjohn
99064d57db New OpenGL batching canvas renderer 2022-01-11 22:26:18 -08:00
Anilforextra
6c3a0460a8 Use List Initializations for Vectors. 2022-01-12 10:15:12 +05:45
Anilforextra
c9f5d88f3a Use fill() to fill an entire image instead of setting pixels individually. 2022-01-08 17:43:15 +05:45
SaracenOne
cd842b65bf Fix queueing a texture and regular uniform update in RD backend in succession. 2022-01-06 16:05:07 +00:00
Fernando Cosentino
ca79373d13
Added material_overlay property to MeshInstance3D
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 GeometryInstance3D
(and therefore MeshInstance3D), 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.
2022-01-05 11:47:51 +01:00
JFonS
7c5c351766
Merge pull request #56220 from williamd67/GPULightmapper-implement-sky-ambient-light
GPULightmapper: react on sky ambient properties
2022-01-05 10:55:05 +01:00
Rémi Verschelde
e976cd0b29
Merge pull request #56208 from williamd67/GPULightmapper-sky-upside-down 2022-01-05 10:51:19 +01:00
Rémi Verschelde
c7bbb3a621
Merge pull request #56278 from GanidhuAbey/dof_msaa_bug 2022-01-05 10:47:27 +01:00
bruvzg
679fe92bb3
Fix incorrect format and buffer used for bone weights. 2022-01-05 08:44:59 +02:00
Rémi Verschelde
ba2bdc478b
Style: Remove inconsistently used @author docstrings
Each file in Godot has had multiple contributors who co-authored it over the
years, and the information of who was the original person to create that file
is not very relevant, especially when used so inconsistently.

`git blame` is a much better way to know who initially authored or later
modified a given chunk of code, and most IDEs now have good integration to
show this information.
2022-01-04 20:42:50 +01:00
Rémi Verschelde
eab30316ee
Merge pull request #55332 from Calinou/voxelgidata-tweak-default-dynamic-range
Decrease the default dynamic range in VoxelGIData to 2.0
2022-01-04 17:18:28 +01:00
Rémi Verschelde
3a5a3473be
Merge pull request #54791 from NHodgesVFX/master
[4.x] add more OpenGL attributes
2022-01-04 16:52:27 +01:00
Yuri Roubinsky
bba9d9be14
Merge pull request #56486 from Chaosus/shader_fix_render_mode 2022-01-04 18:44:11 +03:00
Rémi Verschelde
095c72b03e
Merge pull request #55790 from Calinou/renderingserver-add-device-type-getter
Add `RenderingServer.get_video_adapter_type()` method
2022-01-04 16:43:23 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold 2022-01-04 15:28:06 +01:00
Rémi Verschelde
ff211c8e5a
Merge pull request #55386 from Calinou/allow-disable-depth-prepass 2022-01-04 15:25:11 +01:00
Yuri Roubinsky
5123ffe4a7 Fix world_vertex_coords render mode usage in the shaders 2022-01-04 17:06:12 +03:00
JFonS
e432181dc3
Merge pull request #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depth
Use 16-bit depth to improve dynamic VoxelGI performance
2022-01-04 14:17:47 +01:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI 2022-01-04 10:00:17 +01:00
Rémi Verschelde
34de6d16aa
Merge pull request #54409 from clayjohn/VULKAN-glow-flicker 2022-01-04 09:59:07 +01:00
Rémi Verschelde
370f0a162d
Merge pull request #55424 from Calinou/voxelgi-remove-unused-struct-fields
Remove unused struct fields in VoxelGIData
2022-01-04 09:50:00 +01:00
Rémi Verschelde
a97889abe4
Merge pull request #55422 from Calinou/gi-shader-remove-unused-define
Remove unused code in GI shaders
2022-01-04 09:49:42 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Yuri Roubinsky
fd9c92d4ab Add a shader warning when the uniform buffer limit is exceeded 2022-01-03 16:24:56 +03:00
Rémi Verschelde
c6c834e745
Merge pull request #56187 from Chaosus/fix_default_texture 2022-01-03 13:08:25 +01:00
Yuri Roubinsky
ab239e9abb Fix incorrect updating global uniform buffer 2021-12-31 13:31:01 +03:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
GanidhuAbey
133486bfba fixed depth of field bug with msaa 2021-12-26 23:13:47 -08:00
William Deurwaarder
68a5dad226 GPULightmapper: react on sky ambient properties
The panorama texture creation, used by GPULightmapper, has been adjusted to
also take the sky ambient properties into account.
2021-12-24 15:47:42 +01:00
William Deurwaarder
246fbd5442 GPULightmapper: cube to panorama copy function flip y based on flag
Cube to panorama copy function unconditionally flipped y, while other copy functions flipped y base on FLAG_FLIP_Y. Condition is added.
2021-12-24 00:47:42 +01:00
Yuri Roubinsky
8e5008dfbd Fix default texture of unassigned sampler with hint_normal 2021-12-23 11:15:46 +03:00
Hugo Locurcio
92e9cca5be
Rename hint_aniso to hint_anisotropy in the shader language
The word "anisotropy" is used in full form in BaseMaterial3D's
anisotropy-related properties.
2021-12-10 17:41:17 +01:00
Hugo Locurcio
b3174e7af9
Add RenderingServer.get_video_adapter_type() method
This can be used to distinguish between integrated, dedicated, virtual
and software-emulated GPUs. This in turn can be used to automatically
adjust graphics settings, or warn users about features that may run
slowly on their hardware.
2021-12-10 17:10:47 +01:00
Rémi Verschelde
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Rémi Verschelde
f0b5cd51b6
Merge pull request #55714 from Geometror/fix-fog-spotlight 2021-12-09 18:05:17 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Hendrik Brucker
1da732af35 Fix volumetric fog in combination with spotlights 2021-12-08 22:17:09 +01:00
Yuri Roubinsky
76f6c0849c Make compile shader function to use struct instead long parameter list 2021-12-08 11:34:40 +03:00
Hugo Locurcio
c5550108c8
Decrease the default dynamic range in VoxelGIData to 2.0
This reduces visible banding in indirect lighting and reflections.
Sharp reflections now match more closely the original scene.

The downside of this change is that clipping may appear in reflections
in extremely bright scenes, but this should not be a concern in most
scenes.
2021-12-08 00:28:17 +01:00
Rémi Verschelde
46d384060e
Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive 2021-12-07 14:00:59 +01:00
Hugo Locurcio
89ec3d3bc7
Remove or make verbose some debugging prints
The message about SpatialMaterial conversion was turned into a warning,
as it can potentially interfere with porting projects from Godot 3.x
(if there's a bug in the conversion code).
2021-12-05 23:22:23 +01:00
Yuri Roubinsky
5ba93619fa Allow using empty statements in the shader, added formatting warning 2021-12-01 11:52:25 +03:00