Commit graph

207 commits

Author SHA1 Message Date
Rémi Verschelde
e9d12f9e4e
Merge pull request #44521 from madmiraal/rename-rect2-clip
Rename Rect2 and Rect2i clip() to intersection()
2020-12-19 21:32:14 +01:00
Rémi Verschelde
2797c2a74c
Merge pull request #33207 from Calinou/increase-camera-default-zfar
Increase the default Camera Zfar to 4000
2020-12-19 15:32:32 +01:00
Hugo Locurcio
7ae487d2bb
Increase the default Camera Zfar to 4000
This makes it possible to view far away objects without
having to tweak any settings. This results in a more usable
editor when working on large-scale levels.

This change should have no impact on performance, but note that
Z-fighting will be visible at a distance. This can be made less
visible by increasing the Znear value (however, doing so will cause
nearby surfaces to disappear).

This change was also applied to the editor, but it will only
apply to newly created scenes.

This also changes the default camera settings in the glTF importer
to match the Camera node's defaults.
2020-12-19 14:52:44 +01:00
reduz
666d5f3431 Fix error spam on wrong attachment
-For now, disable reading from depth this was always broken, needs to be fixed later
-Give better error showing binding and set when this happens.
2020-12-19 10:18:08 -03:00
Marcel Admiraal
2df9a8ccad Rename Rect2 and Rect2i clip() to intersection() 2020-12-19 12:59:08 +00:00
reduz
7bf90c7888 Improved shadow rendering efficiency
-Do not bind attributes that are not needed
-Improve a bit more how meshoptimizer interacts with Godot
2020-12-18 19:47:32 -03:00
reduz
d2302f53d6 Implement automatic LOD (Level of Detail)
-Happens on import by default for all models
-Just works (tm)
-Biasing can be later adjusted per node or per viewport (as well as globally)
-Disabled AABB.get_support test because its broken
2020-12-18 15:48:03 +01:00
reduz
bf77016c8a Reimplement skeletons and blend shapes
Uses compute shaders, which only once, on demand, and all in parallel.
2020-12-16 14:32:04 -03:00
clayjohn
775e3db2e1 Fixes to recent Vulkan errors 2020-12-10 22:47:53 -08:00
Rémi Verschelde
9263f8eb4b
Image: Rename PVRTC{2,4} to PVRTC1_{2,4}, drop COMPRESS_PVRTC2
We haven't had a proper implementation for COMPRESS_PVRTC2 (which is PVRTC1 2-bpp) in years,
so let's drop it instead of keeping a compress type which doesn't work.

The other enum values were renamed to clarify that our PVRTC2 and PVRTC4 are respectively
PVRTC1 2-bpp and PVRTC1 4-bpp. PVRTC2 2-bpp and 4-bpp are not implemented yet.
2020-12-10 23:14:04 +01:00
bruvzg
644f739660
Static analyzer fixes:
Removes unused code in OS.
Fixes return types.
Fixes few typos.
2020-12-09 10:17:53 +02:00
reduz
2748b9a10d Add support for low-end 3D rendering.
-Reduce number of uniform sets from 6 to 4.
-Remove features in low end mode, in order to reduce the number of texture units fit to 16.
2020-12-07 20:50:57 -03:00
Rémi Verschelde
744ab88884
Merge pull request #36382 from aaronfranke/unhide-the-hidden
Unhide hidden members by renaming them and rebind Mesh enums
2020-12-05 13:19:30 +01:00
Yuri Roubinsky
245d4af10c Frees CanvasShaderSDF reference (prevents warning at startup) 2020-12-05 11:28:44 +03:00
Aaron Franke
5dddf4377a
Rename RD texture "type" to "texture_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
Aaron Franke
19bdd01438
Rename RD uniform "type" to "uniform_type"
"type" isn't very descriptive for exposed code, and this variable is exposed via RD_SETGET.
2020-12-04 19:34:50 -05:00
reduz
2787ad65be RenderingServer reorganization 2020-12-04 18:39:46 -03:00
Rémi Verschelde
1287ea63c1
Merge pull request #44084 from vnen/float-is-real
Rename TYPE_REAL to TYPE_FLOAT
2020-12-04 14:26:22 +01:00
George Marques
02f60812ed
Rename TYPE_REAL to TYPE_FLOAT
To be consistent with the naming everywhere else.
2020-12-04 09:47:26 -03:00
reduz
e93b2242c2 Reorganize rendering server.
-Made RenderingServerScene abstract, allowing reimplementation
-RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
2020-12-03 19:01:01 -03:00
reduz
70f5972905 Refactored Mesh internals and formats.
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES.
-Removed compression, it now always uses the most efficient format.
-Added support for custom arrays (up to 8 custom formats)
-Added support for 8 weights in skeleton data.
-Added a simple optional versioning system for imported assets, to reimport if binary is newer
-Fixes #43979 (I needed to test)

WARNING:

-NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change.
-NOT backwards compatible with 3.x scenes, this will be eventually re-added.
-Skeletons not working any longer, will fix in next PR.
2020-12-02 13:07:59 -03:00
Yuri Roubinsky
d980278d81 Fixed crash in canvas_item_add_polyline if color arr has incorrect size 2020-11-30 11:05:55 +03:00
Rémi Verschelde
ef2d1f6d19
Merge pull request #42761 from fire/color-grading-3d
Environment brightness, contrast, saturation restore with 3d LUT.
2020-11-28 23:07:52 +01:00
clayjohn
076908bed9 Environment brightness, contrast, saturation restore with color correction.
Allow gradients and 2d images.

Use shader versions for LUT in tonemap

Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com>
Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2020-11-28 07:37:49 -08:00
Yuri Roubinsky
4a3588a51a
Merge pull request #43828 from Chaosus/restore_line_antialiasing
Restored antialiased lines by emulation using triangle strips
2020-11-28 11:32:16 +03:00
Rémi Verschelde
94341ac547
Merge pull request #42987 from clayjohn/VULKAN-sky-only
Add sky_only setting to DirectionalLight3Ds
2020-11-28 09:07:09 +01:00
Yuri Roubinsky
3ec972fc95 Restored antialiased lines by emulation using triangle strips 2020-11-27 20:45:59 +03:00
reduz
1bcf3c305b Implement signed distance fields for 2D shaders 2020-11-26 10:49:50 -03:00
Jordan Schidlowsky
8150f07a0b fix for two incorrectly bound texture formats 2020-11-19 14:20:29 -06:00
Nick Swoboda
bce3e2c3f6 Check uniform set validity before freeing 2020-11-18 16:53:11 -08:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
Rémi Verschelde
a78d96086f
Fix new transform to pixel snapping logic
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2020-11-15 10:52:15 +01:00
Rafał Mikrut
925ae37d8d Remove Attempted to free invalid ID error 2020-11-10 14:22:41 +01:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Hugo Locurcio
7b8fd6ba9e
Fix "unifom" typo in RasterizerStorageRD method 2020-11-06 18:12:00 +01:00
reduz
f123981a96 Implement DirectionalLight2D
Also separated Light2D in PointLight2D and DirectionalLight2D.
Used PointLight2D because its more of a point, and it does not work
the same as OmniLight (as shape depends on texture).
Added a few utility methods to Rect2D I needed.
2020-11-04 10:03:01 -03:00
Marios Staikopoulos
e5d7c7d5fc Alpha Hash and Alpha2Coverage Implementation 2020-11-02 20:11:20 -08:00
reduz
0e6664539d Refactor pixel snapping.
-Rename pixel_snap to snap_2d_to_vertices
-Added snap_2d_to_transforms which is more useful

Fixes #41814
Solves proposal https://github.com/godotengine/godot-proposals/issues/1666
Supersedes #35606, supersedes #41535, supersedes #41534
2020-10-30 08:57:32 -03:00
reduz
8ab9b39707 Implement CanvasGroup and CanvasItem clipping
-Allows merging several 2D objects into a single draw operation
-Use current node to clip children nodes
-Further fixes to Vulkan barriers
-Changed font texture generation to white, fixes dark eges when blurred
-Other small misc fixes to backbuffer code.
2020-10-28 18:53:32 -03:00
Rémi Verschelde
6c173e2f7f
Merge pull request #43058 from clayjohn/VULKAN-FXAA-bug
[4.0]Remove extra exposure multiply in FXAA
2020-10-25 00:35:12 +02:00
clayjohn
8e3e9e3755 Remove extra exposure multiply in FXAA 2020-10-24 13:00:39 -07:00
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
clayjohn
6299575250 Add sky_only setting to DirectionalLight3Ds 2020-10-21 23:28:08 -07:00
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