Commit graph

941 commits

Author SHA1 Message Date
David Snopek
7fb8b931d7 Collapse three seperate texture storage methods into render_target_set_override() 2022-11-03 13:03:30 -05:00
Patrick Dawson
71d8de2763 Expose texture_get_rd_texture 2022-11-03 05:27:24 +01:00
Rémi Verschelde
2c0544a7b8
Merge pull request #67878 from clayjohn/RD-particles-amount
Correctly set number of particle dispatches when setting view axis
2022-11-03 00:32:20 +01:00
Rémi Verschelde
f7c611ab71
Style: Misc docs and comment style and language fixes
- Removed empty paragraphs in XML.
- Consistently use bold style for "Example:", on a new line.
- Fix usage of `[code]` when hyperlinks could be used (`[member]`, `[constant]`).
- Fix invalid usage of backticks for inline code in BBCode.
- Fix some American/British English spelling inconsistencies.
- Other minor fixes spotted along the way, including typo fixes with codespell.
- Don't specify `@GlobalScope` for `enum` and `constant`.
2022-11-02 19:01:18 +01:00
Rémi Verschelde
cb1931b271
Merge pull request #67639 from clayjohn/GLES3-2d-shadows
Add 2D shadows and canvas SDF to OpenGL3 renderer
2022-11-02 17:12:20 +01:00
Rémi Verschelde
5947f22be9
Merge pull request #67578 from KoBeWi/GEDITOR
Unify usage of GLOBAL/EDITOR_GET
2022-10-31 13:15:58 +01:00
Rémi Verschelde
3312d0a87b
Merge pull request #67907 from clayjohn/RD-model-matrix
Correctly rename to read_model_matrix when using shader builtins that rely on model matrix
2022-10-31 11:07:24 +01:00
Rémi Verschelde
d147adc591
Merge pull request #67915 from RevoluPowered/fix-intel-macbook-crash-subgroups
Ensure vulkan subgroups are disabled for MoltenVK
2022-10-31 10:53:30 +01:00
Yuri Rubinsky
11e1bac768
Merge pull request #67112 from Chaosus/fix_boolean_uniform_instances 2022-10-28 23:17:23 +03:00
clayjohn
2ec234ff67 Add 2D shadows and canvas SDF to OpenGL3 renderer
This is an initial implementation based on the current RD implementation

Performance will improve later
2022-10-28 11:33:23 -07:00
clayjohn
31c1a06ab5 Fix ss_effects_flags uniform in clustered forward renderer
This comes from an uncaught merge conflict resulting from the split of scene_data into
scene_data and implementation_data
2022-10-27 15:37:38 -07:00
Clay John
0d711cad30
Merge pull request #66107 from devloglogan/ambient-light-disabled-fix
Fix ambient_light_disabled render mode flag
2022-10-27 10:08:29 -07:00
Clay John
8fd92ed867
Merge pull request #64710 from MinusKube/window-size-crash
Prevent windows from having a size greater than device limit
2022-10-27 10:02:44 -07:00
Clay John
e1caa8797b
Merge pull request #67043 from clayjohn/clip_children
Improve behaviour of clip_children by clipping to parent alpha value but still retaining parent color
2022-10-27 09:59:27 -07:00
Clay John
682156e1f0
Merge pull request #66383 from aaronfranke/basis-from-euler
Clean up Basis from Euler code
2022-10-27 09:44:21 -07:00
Andreas Raddau
a5828cd0e3 Improved consistency between vector field texture and world space 2022-10-27 15:43:24 +02:00
Gordon MacPherson
381d457a2a Ensure vulkan subgroups are disabled for MoltenVK
We found they don't work on intel macbooks properly at all.

Possible future solutions:
- update to moltenvk.
- update to spirv may resolve it.
2022-10-26 20:12:06 +01:00
Gordon MacPherson
56df8d5f19 Fix EXE_BAD_ACCESS caused by optional argument
This argument is now non optional, but this never hits the same bad access.
I voted to simplify the code here since the argument is never used optionally in our codebase.
2022-10-26 19:33:35 +01:00
clayjohn
020ac29fc3 Correctly rename to read_model_matrix when using shader builtins that rely on model matrix 2022-10-26 09:45:35 -07:00
clayjohn
3d28cb3cd3 Correctly set number of particle dispatches when setting view axis 2022-10-25 12:05:40 -07:00
Anders Stenberg
bbb1f900dd Fix cluster_render.glsl failing on some Macs
Some Macs encounter an internal error when compiling cluster_render.glsl
caused by a likely bug in the MVK/Metal
compiler when using gl_HelperInvocation.
2022-10-22 12:27:13 +02:00
MrBlockers
0c4fd03f40 Fix draw_primitive ignoring texture argument 2022-10-21 21:35:13 -04:00
Aaron Franke
7f9a8c99c9
Clean up Basis from Euler code 2022-10-21 17:54:49 -05:00
kobewi
e48c5daddf Unify usage of GLOBAL/EDITOR_GET 2022-10-18 19:01:48 +02:00
Markus Sauermann
b8031bb7d6 Code simplifications
1. Viewport::get_visible_rect().position is always zero.
So Control::get_window_rect is identical to Control::get_global_rect.
Remove Control::get_window_rect since it is not used in the source code.

2. sqrt(a * a) = abs(a) for doubles

3. Simplify affine_inverse combination

4. Simplify calculation in shaders
2022-10-18 12:47:40 +02:00
clayjohn
b6f44859d7 Implement multiple clip_children modes for CanvasItems 2022-10-14 08:02:28 -07:00
kobewi
072f6feaba Make some Image methods static 2022-10-14 14:34:15 +02:00
clayjohn
09b1a6f85f Improve behaviour of clip_children by clipping
to parent alpha value, but still retaining
parent color
2022-10-13 18:35:12 -07:00
Rémi Verschelde
367a9b8056 Merge pull request #67335 from clayjohn/GLES3-2d-lights
Add 2D lights to OpenGL3 canvas renderer
2022-10-13 09:05:36 +02:00
Rémi Verschelde
0aa2d70613 Merge pull request #67320 from Calinou/fix-volumetric-fog-low-density
Fix volumetric fog not rendering at densities lower than or equal to 0.001
2022-10-13 09:05:30 +02:00
Rémi Verschelde
f2bd389e21 Merge pull request #67307 from TechnoPorg/lod-radial-distance
Use radial distance for making LOD decisions.
2022-10-13 09:05:00 +02:00
clayjohn
e600fb93a5 Add 2D lights to OpenGL3 canvas renderer
This is an initial implementation using the same single-pass approach as the RenderingDevice.
2022-10-12 17:55:01 -07:00
Hugo Locurcio
6aebc7b66e
Fix volumetric fog not rendering at densities lower than or equal to 0.001
This allows volumetric fog to render with the lowest density that
can be specified in the inspector (0.0001).
2022-10-13 00:45:49 +02:00
TechnoPorg
b04350828e Use radial distance for making LOD decisions.
Previously, only forward basis distance from the camera was used.
This means that unnecessarily high LOD levels were used for objects located to the side of the camera.
The distance from the camera origin is now used, independently of direction.
2022-10-12 07:21:42 -06:00
Clay John
18d2035a3d
Merge pull request #67110 from Chaosus/fix_incorrect_vec3_ubo_fill
Fix incorrect offset for vec3 datatypes in `_fill_std140_ubo_empty`
2022-10-11 12:24:48 -07:00
Pedro J. Estébanez
ee91531998 Restrict MSAA attachment usage to the strictly needed set 2022-10-11 20:33:21 +02:00
Rémi Verschelde
422c398962 Merge pull request #67176 from cooperra/negative-scale-culling-fix
Vulkan Clustered: Fix culling of negatively-scaled objects
2022-10-11 09:27:34 +02:00
Rémi Verschelde
3306ffefd1 Merge pull request #67000 from RandomShaper/split_render_further
Polish rendering driver refactor further
2022-10-11 09:23:32 +02:00
Rémi Verschelde
8017827144 SCons: Re-enable treating #warning as error with werror
Replace all TODO uses of `#warning` by proper TODO comments, and will open
matching bug reports to keep track of them.

We don't have a great track record fixing TODOs, but I'd wager we're even
worse for fixing these "TODO #warning" so we should prohibit this usage.
2022-10-10 16:12:26 +02:00
Robbie Cooper
79d3e090cd Vulkan Clustered: Fix culling of negatively-scaled objects
Negatively scaled objects should be mirrored. This is already implemented, but it breaks when mirrored and non-mirrored instances of the same object are visible together.

It turns out that the code that skips-over repeats in `RenderForwardClustered::_render_list_template` also skips the code that accounts for the culling mode of mirrored objects.

The solution here is to consider the `mirror` flag when determining repeats. This might result in more draw commands than necessary since a mirrored object can split a group of non-mirrored instances in two.

This problem doesn't appear in the mobile renderer because the repeat optimization isn't implemented there yet.

The problem still appears in MultiMeshInstance3D in *all* renderers.

Fixes #62879 and #58546.
2022-10-10 03:20:59 -04:00
Yuri Rubinsky
f4db4bb7a2 Fix incorrect setup of boolean uniform instances 2022-10-09 08:50:18 +03:00
Yuri Rubinsky
816600382e Fix incorrect offset for vec3 datatypes in _fill_std140_ubo_empty 2022-10-09 06:32:50 +03:00
clayjohn
4765e5fa64 Allow clearing backbuffer after finishing CanvasGroup
This avoids an issue where having multiple CanvasGroups overlap
would create a weird artifact
2022-10-07 14:13:40 -07:00
bruvzg
0103af1ddd
Fix MSVC warnings, rename shadowed variables, fix uninitialized values, change warnings=all to use /W4. 2022-10-07 11:32:33 +03:00
Rémi Verschelde
17c62a692e
Merge pull request #66756 from BastiaanOlij/fix_ssr
Fixing artifacts in SSR
2022-10-06 22:27:49 +02:00
Pedro J. Estébanez
24ff292999 Polish rendering driver refactor further
Mainly:
- Make `max_descriptors_per_pool` project setting Vulkan-specific.
- Use a common, render driver agnostic magic FourCC for shader binary data.
- Downgrade spirv_reflect to Vulkan-only dependency.
- Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
2022-10-06 21:08:54 +02:00
Rémi Verschelde
d935235e9c Merge pull request #66922 from BastiaanOlij/fix_direct_shadow
Make sure atlas rect for directional lights is calculated using floats
2022-10-05 13:38:24 +02:00
Bastiaan Olij
aba356e882 Make sure atlas rect for directional lights is calculated using floats 2022-10-05 22:12:57 +11:00
Rémi Verschelde
ecd4ab1e14 Merge pull request #66683 from clayjohn/SRGB-canvasitem
Default CanvasItem materials to use sRGB space for uniform colors
2022-10-05 11:44:52 +02:00
Rémi Verschelde
3a2b0ab73d Merge pull request #66898 from aaronfranke/proj-mat-columns
Rename Projection `matrix` to `columns`
2022-10-05 08:35:26 +02:00
Bastiaan Olij
c7656978ba Adding getters to RenderTarget and implementing override functionality for XR 2022-10-05 11:37:49 +11:00
Aaron Franke
2cea42cc7f
Rename Projection matrix to columns 2022-10-04 12:34:19 -05:00
Bastiaan Olij
d09ad714bf Fixing artifacts in SSR 2022-10-04 23:47:13 +11:00
Bastiaan Olij
02b0c22e38 Moving SSEffects settings into class 2022-10-04 11:03:36 +11:00
Bastiaan Olij
ddc4ae1175 Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
clayjohn
3126619aa5 Update Instance flags in shaders to match instance flags in engine 2022-10-02 21:37:06 -07:00
clayjohn
06d0e56559 Default CanvasItem materials to not convert uniform colors to linear space.
The 2D renderer in Godot is totally in sRGB space so it is appropriate
to keep 2D uniform colors in sRGB space
2022-09-30 15:15:11 -07:00
Rémi Verschelde
166df0896c Fix typos with codespell
Using codespell 2.3-dev from current git.

And fix typo in `methods.py` for `vsproj=yes` option (still won't work
though).
2022-09-30 14:23:36 +02:00
Rémi Verschelde
67961d875d Merge pull request #66178 from clayjohn/double-precision-rendering
Emulate double precision for regular rendering operation when REAL_T_IS_DOUBLE
2022-09-30 09:59:45 +02:00
Rémi Verschelde
fe40c52be8 Merge pull request #66638 from timothyqiu/rendering-null
Add various null checks in RenderingServer
2022-09-30 09:58:58 +02:00
Rémi Verschelde
7a0500d9a3 Merge pull request #66626 from danboo/fix-typo-run-debug-collisons
Fix typos - "collison" -> "collision"
2022-09-30 09:58:25 +02:00
Haoyu Qiu
ffdac72eaa Add various null checks in RenderingServer 2022-09-30 10:18:14 +08:00
danboo
eba8be6e45 Fix typo - "collison" -> "collision" 2022-09-29 13:56:26 -08:00
Rémi Verschelde
6991e9b43d Merge pull request #66583 from bruvzg/constexpr
Use `constexpr` in the conditions with template parameters and `sizeof`s to suppress C4127 warnings.
2022-09-29 10:44:22 +02:00
Rémi Verschelde
315a71103e Merge pull request #66565 from clayjohn/canvas-lights
Clean up canvas light shader API.
2022-09-29 10:43:42 +02:00
bruvzg
ea1848ce0a
Use constexpr in the conditions with template parameters and sizeofs to suppress C4127 warnings. 2022-09-29 10:38:21 +03:00
clayjohn
1a0890122f Clean up canvas light shader API.
Expose LIGHT_ENERGY and LIGHT_IS_DIRECTIONAL.
Add LIGHT_DIRECTION
2022-09-28 11:46:58 -07:00
Rémi Verschelde
7ab01450cf Fix MSVC warning C4702: unreachable code
Part of #66537.
2022-09-28 16:46:48 +02:00
Rémi Verschelde
b8870b91b5 Merge pull request #66466 from clayjohn/FXAA-fix
Take FXAA samples from half-pixel coordinates to improve quality
2022-09-27 09:58:22 +02:00
Rémi Verschelde
2ad63f68b3 Merge pull request #66370 from bitbrain/fix-light2d-blend-modes
Fix broken 2D light blending, addresses #49922
2022-09-27 09:57:44 +02:00
Rémi Verschelde
5ecaa676cc Merge pull request #66317 from clayjohn/debanding-bug
Move deband to end of tonemapping.
2022-09-27 09:54:45 +02:00
clayjohn
dbcc0fa2a6 Take FXAA samples from half-pixel coordinates to improve quality 2022-09-26 11:54:29 -07:00
Rémi Verschelde
5ae6379e5d Merge pull request #66394 from bitbrain/fix-unshaded-canvas-modulate
Fix Unshaded CanvasItem for Vulkan
2022-09-26 08:24:45 +02:00
Bastiaan Olij
56d6a13fd7 Make dependencies with shader includes in subfolders 2022-09-26 12:29:19 +10:00
Miguel Gonzalez Sanchez
125f0be8b7
do not apply modulate on canvas when unshaded is set 2022-09-25 12:13:46 +01:00
Miguel Gonzalez Sanchez
2047be4516
fix broken 2D light blending, addresses #49922 2022-09-24 20:13:12 +01:00
clayjohn
fe69fedc1a Move deband to end of tonemapping.
This avoids artifacts when using adjustments and color correction
2022-09-23 11:46:40 -07:00
Rémi Verschelde
03410efa15 Merge pull request #66284 from clayjohn/particles-mem-bug
Properly initialize motion vectors offset when motion vectors are disabled
2022-09-23 09:45:48 +02:00
clayjohn
aac8d5c406 Properly initialize motion vectors offset when motion vectors are disabled.
This fixes an uninitialized memory bug that caused particles to fail in non-LTO builds
2022-09-22 20:36:01 -07:00
Rémi Verschelde
d1a155e3cd Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1
Not sure why I didn't get those before, it may be due to upstream
changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply
rebuilding Godot from scratch with different options.
2022-09-22 11:29:48 +02:00
clayjohn
27a3014f50 Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU
so that it can calculate an error-corrected version of the vertex position
2022-09-20 23:40:01 -07:00
Rémi Verschelde
7da532275b Merge pull request #65541 from clayjohn/renderer-setting
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-20 09:43:59 +02:00
Logan Lang
e61d8b6f53 enabled ambient_light_disabled render mode flag 2022-09-19 17:12:32 -05:00
Rémi Verschelde
effddbcf12 Merge pull request #66065 from kidinashell/issue-59488
SpotLight3D's and OmniLight3D's Projector doesn't work
2022-09-19 22:02:17 +02:00
clayjohn
4a1c7de57c Split rendering driver project setting into renderer_name and rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer). 2022-09-19 10:26:10 -07:00
Tobias Widner
422bacbfd1 Fix Vulkan: SpotLight3D's and OmniLight3D's Projector doesn't work 2022-09-19 17:18:45 +02:00
Rémi Verschelde
49891e4c2f Merge pull request #65915 from clayjohn/VULKAN-mobile-fog
Restore fog in vulkan mobile renderer.
2022-09-19 09:23:24 +02:00
clayjohn
2ecc8b9a73 Restore fog in vulkan mobile renderer.
The condition accidentally disabled fog whenever it was enabled
2022-09-16 09:18:11 -07:00
Rémi Verschelde
bda63e1b5a Merge pull request #65833 from JFonS/taa_fix_particles_errors
Fix error spam in the renderer when using GPUParticles3D
2022-09-16 11:59:00 +02:00
JFonS
b668268772 Fix error spam in the renderer when using GPUParticles3D
The flag INSTANCE_DATA_FLAG_MULTIMESH is used for both multimesh and particles instances, this commit adds a new INSTANCE_DATA_FLAG_PARTICLES flag to discriminate between them.

This flag will also be used in the future to properly support TAA in particles.
2022-09-16 09:44:22 +02:00
Rémi Verschelde
848668ed45 Merge pull request #65794 from Geometror/fix-canvas-backbuffer
Fix/restore BackBufferCopy
2022-09-16 09:20:04 +02:00
Bastiaan Olij
02ea1de7d0 Extract shared scene data into a separate class 2022-09-15 12:09:57 +10:00
Hendrik Brucker
e235bca995 Fix/restore BackBufferCopy 2022-09-15 02:36:39 +02:00
Rémi Verschelde
ecaa7b634e
Merge pull request #65322 from ceLoFaN/fix-dof-artifact-at-high-blur 2022-09-15 00:03:40 +02:00
Rémi Verschelde
957aa79ce0
Merge pull request #65789 from clayjohn/sky-update-bug
Clear last frame directional light buffer when number of lights changes.
2022-09-14 19:06:19 +02:00
Clay John
f709596631
Merge pull request #65418 from JFonS/taa_multimesh
Add motion vectors support for MultiMeshInstance
2022-09-14 09:06:27 -07:00
clayjohn
72d899702b Clear last frame directional light buffer when number of lights changes.
This ensures that the buffers don't go out of sync.
2022-09-14 08:30:35 -07:00
clayjohn
8fa76a5272 Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
2022-09-13 10:39:04 -07:00
Bastiaan Olij
873366cb2d Fix uniform buffer being created every frame is SSAO and SSIL half_size is different 2022-09-13 17:49:32 +10:00
Rémi Verschelde
79b21e96ad
Merge pull request #65544 from clayjohn/lambert-wrap
Apply energy conservation to LAMBERT_WRAP diffuse mode by dividing by PI
2022-09-12 20:42:27 +02:00
clayjohn
97be1fb7b6 Apply energy conservation to LAMBERT_WRAP and TOON diffuse modes by dividing by PI 2022-09-12 08:45:40 -07:00
jfons
74cdee4cb5 Add motion vectors support for MultiMeshInstance
Transparently handle changes in multimesh transforms so they get reflected in the motion vectors buffer.
2022-09-12 15:28:12 +02:00
Rémi Verschelde
f211869530
Merge pull request #65594 from clayjohn/SSR-dialectric 2022-09-12 14:23:04 +02:00
Bastiaan Olij
b519d7619c Fixed MSAA initialisation in clustered forward renderer 2022-09-12 11:07:51 +10:00
clayjohn
65f0113bc6 Properly scale SSR reflection based on metallic value for dielectric materials 2022-09-09 16:52:02 -07:00
ceLoFaN
e844b95eaf Fix DoF artifacting at high blur amounts 2022-09-05 21:38:40 +03:00
Aaron Franke
817ae95667
Replace AABB has_no_volume with has_volume
Also replace has_no_surface with has_surface
2022-09-04 23:03:36 -05:00
MinusKube
f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
Rémi Verschelde
3a62c294c7 Merge pull request #65170 from KoBeWi/your_argument_is_TypedArray 2022-09-02 13:57:02 +02:00
Rémi Verschelde
c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Rémi Verschelde
d63c6fc463 Merge pull request #60185 from Calinou/environment-fog-and-sky-affect 2022-09-01 23:52:34 +02:00
Hugo Locurcio
699e9f7966
Add Environment properties to control fog rendering on background sky
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.

When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
2022-09-01 19:07:39 +02:00
kobewi
7adc8376ed Change Array arguments to TypedArray 2022-09-01 13:13:19 +02:00
Bastiaan Olij
2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
Yuri Rubinsky
8191b3c110 Rename uniform to parameter across the engine 2022-09-01 11:42:57 +03:00
clayjohn
385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Rémi Verschelde
c40855f818
Merge pull request #65130 from BastiaanOlij/fix_mobile_signed_tangent
Fix vector type for signed tangent in mobile shader
2022-08-31 09:12:31 +02:00
Bastiaan Olij
708222bb9a Fix vector type for signed tangent in mobile shader 2022-08-31 16:35:54 +10:00
Hugo Locurcio
09bedcead4
Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
Rémi Verschelde
02d510bd07
Merge pull request #63003 from Geometror/msaa-2d 2022-08-30 14:54:20 +02:00
Aaron Franke
10a56981dc
Rename String plus_file to path_join 2022-08-29 19:38:13 -05:00
sakrel
728fb6ea95
Fix updating OccluderPolygon shapes 2022-08-29 03:51:53 +02:00
Rémi Verschelde
4808d01b2b
Merge pull request #64223 from Calinou/taa-fxaa-use-negative-mipmap-lod-bias
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
2022-08-26 23:11:25 +02:00
Rémi Verschelde
f9f2446972
Merge pull request #64367 from Mickeon/rename-var-to-str
Rename `str2var` to `str_to_var` and similar
2022-08-26 23:04:06 +02:00
Micky
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
Rémi Verschelde
7013c68619
Merge pull request #64422 from bruvzg/make_fonts_unbearably_ugly_2.0 2022-08-26 11:59:07 +02:00
Micky
723bf85145 Rename ParticlesMaterial to ParticleProcessMaterial
Also affects their file names, related classes and documentation.
2022-08-26 02:53:08 +02:00
Hugo Locurcio
45bc1a3790
Automatically use negative mipmap LOD bias when TAA and/or FXAA are enabled
This improves texture sharpness when TAA and/or FXAA are enabled,
without requiring manual user intervention.
2022-08-25 19:38:18 +02:00
bruvzg
bcc3643989
Add font LCD sub-pixel anti-aliasing support. 2022-08-23 08:47:21 +03:00
Rémi Verschelde
7b4927bb5f
Merge pull request #60309 from The-O-King/oct 2022-08-22 19:29:21 +02:00
Omar El Sheikh
61522d8491 Add Blendshape Support
Update the blendshape shader to decode/encode octahedral normals
2022-08-20 20:59:28 -07:00
Hugo Locurcio
0c5f254956
Merge pull request #64110 from Geometror/fix-light-shadow-off 2022-08-20 17:06:03 +02:00
Max Hilbrunner
5e0d2b5097
Merge pull request #62046 from clayjohn/vertexless-draw
Allow creating meshes without vertex positions
2022-08-20 05:32:28 +02:00
Hendrik Brucker
18585c69b3 Fix OmniLight/SpotLight shadow opacity calculation 2022-08-20 01:05:44 +02:00
clayjohn
bbbcdd725a Remove requirement to have vertex positions when creating a mesh. Meshes can now be constructed from an index buffer alone 2022-08-19 14:50:12 -06:00
Max Hilbrunner
019d6584ee
Merge pull request #64167 from clayjohn/screen-texture-hint
Add shader uniform hints for screen textures
2022-08-19 21:51:39 +02:00
Max Hilbrunner
117c530e1d
Merge pull request #64342 from clayjohn/DOF-scale
Properly scale depth in bokeh_dof effect
2022-08-19 21:16:32 +02:00
Aaron Franke
f91934872d
Use a const ref for the bone AABB in rendering code 2022-08-18 12:20:11 -05:00
Aaron Franke
e0d80b37e9
Don't try to merge unused bone AABBs in the rendering server 2022-08-14 23:30:48 -05:00
Omar El Sheikh
78881b3cc3 Octahedral Normal/Tangent Compression
Implementation of Octahedral normal compression into Godot 4.0
2022-08-13 08:09:32 -07:00
Hendrik Brucker
e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
clayjohn
7d6287f616 Properly scale depth in bokeh_dof effect so that setting distance to blur effect is accurate again 2022-08-12 16:39:05 -06:00
Hugo Locurcio
ff9118d103
Merge pull request #64225 from Calinou/3d-scaling-bilinear-use-negative-mipmap-bias 2022-08-11 21:41:37 +02:00
clayjohn
7c848ee591 Detect if VRS supported before creating default VRS texture 2022-08-10 13:27:19 -06:00
Hugo Locurcio
b06890c2b7
Use negative mipmap LOD bias for sub-native bilinear 3D scale
This provides a benefit similar to FSR 1.0 (greater texture sharpness
at the cost of some graininess at sub-native resolution scales), but
without the added performance cost of FSR 1.0.
2022-08-10 17:16:02 +02:00
clayjohn
028ef2edc8 Add shader uniform hints for screen textures so users can specify custom filter and repeat modes.
At this time, it works best in the Vulkan Renderers as they support using multiple samplers with the same texture.

In GLES3 this feature really only allows you to use the screen texture without mipmaps if you want to save the cost of generating them.
2022-08-09 12:29:49 -04:00
Bastiaan Olij
f50f0844e9 Fix resource leaks in VoxelGI 2022-08-09 15:18:03 +10:00
bruvzg
e7464e7a30
Fix macOS and iOS defines in the rendering code. 2022-08-08 17:51:31 +03:00
Rémi Verschelde
8734ef1f7a
Merge pull request #62547 from clayjohn/ref_vec_pbr 2022-08-08 10:18:32 +02:00
Hugo Locurcio
baaa7503c7
Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00