Commit graph

2434 commits

Author SHA1 Message Date
Rémi Verschelde
3d15f04668
Style: clang-format: Disable AllowShortIfStatementsOnASingleLine 2021-05-04 14:45:15 +02:00
Rémi Verschelde
6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
lawnjelly
f33e22001f Fix 2d software skinning relative transforms
All my earlier test cases for software skinning had the polys parent transform to be identity. This works fine until you had cases where the user had moved the transform of the parent nodes of skinned polys.

This PR fixes this situation by taking into account the final (concatenated) transform of the polys RELATIVE to the skeleton base transform. It does this by applying the inverse skeleton base transform to the poly final transform.
2021-05-03 14:11:41 +01:00
Rémi Verschelde
e94161dada
SCons: Add explicit dependencies on thirdparty code in cloned env
Since we clone the environments to build thirdparty code, we don't get an
explicit dependency on the build objects produced by that environment.

So when we update thirdparty code, Godot code using it is not necessarily
rebuilt (I think it is for changed headers, but not for changed .c/.cpp files),
which can lead to an invalid compilation output (linking old Godot .o files
with a newer, potentially ABI breaking version of thirdparty code).

This was only seen as really problematic with bullet updates (leading to
crashes when rebuilding Godot after a bullet update without cleaning .o files),
but it's safer to fix it everywhere, even if it's a LOT of hacky boilerplate.

(cherry picked from commit c7b53c03ae)
2021-04-29 16:57:00 +02:00
Rémi Verschelde
70ae90e0e8
Core: Drop custom copymem/zeromem defines
We've been using standard C library functions `memcpy`/`memset` for these since
2016 with 67f65f6639.

There was still the possibility for third-party platform ports to override the
definitions with a custom header, but this doesn't seem useful anymore.

Backport of #48239.
2021-04-29 12:34:11 +02:00
Fabio Alessandrelli
bfe182f221
[Net] Fix socket poll timeout on Windows.
Now correctly computes the timeout value in milliseconds.

(cherry picked from commit 46f7b0f74b)
2021-04-29 12:28:31 +02:00
Rémi Verschelde
25b170599b
Merge pull request #47129 from mortarroad/3.x-fix-directional-light-order
Fix draw order of transparent materials with multiple directional lights
2021-04-28 19:03:37 +02:00
Rémi Verschelde
135fd8ff8c
Merge pull request #34008 from ricmzn/fix-viewport-texture-flags
GLES3: Allow repeat flag in viewport textures
2021-04-28 17:04:47 +02:00
Rémi Verschelde
e9efc349ac
Merge pull request #47582 from clayjohn/GLES3-fix-multimesh-modulate
Fix multimesh being colored by other nodes GLES3
2021-04-28 17:02:00 +02:00
Rémi Verschelde
6cb61b67e6
Merge pull request #41471 from Calinou/giprobe-deprecate-compress-3.2 2021-04-28 12:01:55 +02:00
Rémi Verschelde
cbd47665ea
Merge pull request #48125 from lawnjelly/ewok_fix_translate_size
Batching - fix number of verts in translation
2021-04-26 11:53:00 +02:00
lawnjelly
35c5ccce9e Batching - GLES3 fix light pass modulates
The final_modulate was incorrectly being set in the uniform on light passes in GLES3 in situations where color was baked in the vertices. This was already correct in GLES2. This PR makes prevents setting final_modulate in this situation.
2021-04-24 10:21:33 +01:00
lawnjelly
d08cf5f434 Batching - fix number of verts in translation
The translation to larger vertex formats was assuming that batches were rects, and not accounting that the num_commands had a different meaning for lines and polys, so the calculation for number of vertices to translate was incorrect in these cases.

Also prevents infinite loop if a single polygon has too many vertices to fit in the batch buffer.
2021-04-23 09:24:15 +01:00
clayjohn
0546c8760a Add setting for shadow cubemap max size 2021-04-20 23:17:45 -07:00
lawnjelly
6c2cc01f73 Batching - Don't join items with invalid shaders
When users create an invalid shader, the shader->valid flag is set to false. Batching previously assumes that shaders are valid, and this can result in primitives with invalid shader being joined, causing visual errors.

This PR prevents joining items that have invalid shaders.
2021-04-18 08:31:59 +01:00
Rémi Verschelde
4a942afb9b
Merge pull request #47864 from lawnjelly/orphan_options
Add buffer orphan / stream options
2021-04-14 13:21:12 +02:00
lawnjelly
2ffdfdfd1a Add buffer orphan / stream options
Allows users to override default API usage, in order to get best performance on different platforms.

Also changes the default legacy flags to use STREAM rather than DYNAMIC.
2021-04-14 12:08:32 +01:00
Rémi Verschelde
d2936ba54c
Merge pull request #47788 from lawnjelly/ewok_dont_multiply_modulate 2021-04-14 10:25:42 +02:00
Rémi Verschelde
81f8b404f2
Merge pull request #47540 from volzhs/ensure-normal-gles2
Make ensure_correct_normals working on GLES2
2021-04-14 10:20:08 +02:00
lawnjelly
e8da16b032 Batching - prevent applying final modulate on CPU when it is sent in FVF
When using modulate_fvf, final_modulate was still being applied on CPU in some circumstances, AS WELL as in the shader. This double application resulted in the wrong color.

This PR prevents CPU multiplication of final_modulate when modulate_fvf is in use.

It also applies an OR to the joined item flags with each item joined. This fixes a bug where a smaller FVF is used than required, resulting in incorrect colors.
2021-04-12 17:41:48 +01:00
lawnjelly
40a267cf25 Batching - store parent items in default batches
In rare cases default batches could occur which were containing commands that were not owned by the first item referenced by the joined item. This had assumed to be the case, and would read the wrong command, or crash.

Instead for safety in this PR we now store a pointer to the parent item in default batches, and use this to determine the correct command list instead of assuming.
2021-04-12 16:55:59 +01:00
lawnjelly
8348c97a8d Batching - flip normal map polarity for rects
An earlier PR #46898 had flipped the rotation basis polarity. This turns out to also need a corresponding flip for the light angles for the lighting to make sense.
2021-04-03 10:53:20 +01:00
clayjohn
92bf493821 Fix multimesh being colored by other nodes GLES3 2021-04-02 14:01:47 -07:00
volzhs
da4cec620e Make ensure_correct_normals working on GLES2 2021-04-01 16:33:35 +09:00
Morris Tabor
63b7b7773c Fix draw order of transparent materials with multiple directional lights 2021-03-26 12:31:40 +01:00
Rémi Verschelde
acbd1e8b02
Merge pull request #46781 from BastiaanOlij/gdn_set_interface
Add set_interface for access by GDNative
2021-03-26 11:27:27 +01:00
Rémi Verschelde
f31523a99e
Merge pull request #47187 from lawnjelly/ewok_poly_protection
Batching - add protection against invalid polys
2021-03-26 11:20:46 +01:00
Bastiaan Olij
717f3227ec ARVR GDNative enhancements:
- add set_interface function
- add access to depth buffer
- add supplying a depth buffer from an ARVR plugin
2021-03-25 22:37:47 +11:00
Rémi Verschelde
a58523407f
Merge pull request #47102 from lawnjelly/large_fvf_revamp
Batching - separate single item from large fvf logic
2021-03-23 22:24:36 +01:00
Rémi Verschelde
1ed0280de7
Merge pull request #47160 from puchik/shadow-filter-resolution
[3.x] Take resolution into account when setting the max shadow cubemap size (omni light shadow jaggies fix)
2021-03-23 09:45:14 +01:00
Arman
8d156d9e5c Take resolution into account when setting the max shadow cubemap size
Co-authored-by: Clay John <clayjohn@gmail.com>
2021-03-22 23:11:38 -07:00
Rémi Verschelde
a2dd77867e
Merge pull request #47038 from JFonS/fix_renderer_rid_crash
[3.3] Fix crash in GLES3 renderer on release builds
2021-03-22 17:51:41 +01:00
Rémi Verschelde
c0b3ad2f7b
Merge pull request #45087 from hoontee/3.2
[3.2] Fix empty RIDs in VisualServer.texture_debug_usage()
2021-03-22 10:13:15 +01:00
lawnjelly
ae1c45329d Batching - add protection against invalid polys
The editor under certain circumstances is passing invalid polys to the renderer. This should be fixed upstream but just in case this PR adds fault tolerance for invalid indices.
2021-03-20 10:36:59 +00:00
lawnjelly
7f3a19789c Batching - separate single item from large fvf logic
Trying to use the old `hardware_transform` flag to combine the new large_fvf has lead to several bugs. So here the logic is broken out into 2 separate components, single item and large_fvf.

The old `hardware_transform` name also no longer makes sense, as there are now 3 transform paths:

Software (CPU)
Hardware (uniform)
Hardware (attribute)
2021-03-17 15:38:21 +00:00
Alex Hirsch
0b541af8a1
Allow nullptr with zero length in FileAccess get_buffer
fix #47071

(cherry picked from commit c28428fe4d)
2021-03-17 15:17:02 +01:00
lawnjelly
0d80385687 Batching - prevent CPU transform for non-rects using large FVF
Large FVF which encodes the transform in a vertex attribute is triggered by reading from VERTEX in a custom shader. This means that the local vertex position must be available in the shader, so the only way to batch is to also pass the transform as an attribute.

The large FVF path already disabled CPU transform in the case of rects, but not in other primitives, which this PR fixes.

Note that large FVF is incompatible with 2d software skinning. So reading from VERTEX in a custom shader when using skinning will not work.
2021-03-17 12:04:59 +00:00
Rémi Verschelde
76b375e6a3
Thread: Re-add pthread_np.h include for FreeBSD/OpenBSD
Was a regression from #45315.

Fixes #46998.

(cherry picked from commit 7a64819c2f)
2021-03-16 11:33:55 +01:00
JFonS
8eb03064d1 Fix crash in GLES3 renderer on release builds
Make sure the `first_directional_light` RID is properly invalidated when
freed.
2021-03-15 20:48:13 +01:00
Alex Hirsch
5a882a659a
Add parameter checkes to FileAccess get_buffer functions
fix #46540

(cherry picked from commit cdf3099c68)
2021-03-14 12:03:22 +01:00
Ev1lbl0w
a586f9daae
Replace malloc's with Godot's memalloc macro
(cherry picked from commit 838e7d0a8d)
2021-03-13 22:01:27 +01:00
Rémi Verschelde
3f246ebeed
Merge pull request #46932 from JFonS/fix_lm_capture_env
[3.2] Batch of lightmapper fixes and minor improvements
2021-03-12 12:30:36 +01:00
JFonS
e2c28675ef Batch of lightmapper fixes and minor improvements
- Fix objects with no material being considered as fully transparent by the lightmapper.
- Added "environment_min_light" property: gives artistic control over the shadow color.
- Fixed "Custom Color" environment mode, it was ignored before.
- Added "interior" property to BakedLightmapData: controls whether dynamic capture objects receive environment light or not.
- Automatically update dynamic capture objects when the capture data changes (also works for "energy" which used to require object movement to trigger the update).
- Added "use_in_baked_light" property to GridMap: controls whether the GridMap will be included in BakedLightmap bakes.
- Set "flush zero" and "denormal zero" mode for SSE2 instructions in the Embree raycaster. According to Embree docs it should give a performance improvement.
2021-03-12 12:00:53 +01:00
Rémi Verschelde
a550260404
Merge pull request #46865 from lawnjelly/ninepatch_shader_option
Support ninepatch mode in GLES3 shader
2021-03-12 10:05:44 +01:00
Rémi Verschelde
b3e605ab13
Merge pull request #46901 from lawnjelly/ewok_large_fvf_soft_xform
Batching - large FVF forces non-hardware transform
2021-03-12 10:04:57 +01:00
Rémi Verschelde
80d75b966c
Merge pull request #46904 from lawnjelly/ewok_diagnose_more
Batching - more frame diagnose information
2021-03-11 21:13:09 +01:00
Rémi Verschelde
d3dd28ba57
Merge pull request #46896 from lawnjelly/ewok_read_modulate_attribute
Batching - use FINAL_MODULATE_ALIAS in shaders
2021-03-11 21:11:50 +01:00
Rémi Verschelde
8e1c92a365
Merge pull request #46892 from lawnjelly/ewok_scissor_boost
Batching - fix off by one error in light scissoring
2021-03-11 21:11:06 +01:00
lawnjelly
5ed0fd067d Batching - use FINAL_MODULATE_ALIAS in shaders
As part of the improvements to batch more cases, batching can store final_modulate as an attribute in the vertex format rather than sending as a uniform. This allows draw calls with different final_modulate to be batched together.

However custom shader code was reading from only the final_modulate uniform, and not the attribute when it was in use. This was leading to visual errors.

This is tricky to solve, because we cannot use the same name for the attribute in the vertex and fragment shaders, because one is an attribute and one a varying, whereas a uniform is accessible anywhere. To get around this, a macro is used which can translate to the most appropriate variable depending on whether uniform or attribute or varying is required.
2021-03-11 17:07:19 +00:00
lawnjelly
d226cf83d1 Batching - more frame diagnose information
Added slightly more detail to diagnose_frame option. This is helpful for debugging issues.
2021-03-11 16:32:59 +00:00
lawnjelly
b590f5ff52 Batching - large FVF forces non-hardware transform
This is something that I missed from the initial implementation of large FVF. In large FVF the transform is sent per vertex in an attribute, and the vertex position is the original vertex position. This is so that the original vertex position can be read and modified in a custom shader.

This whole system is therefore incompatible with the legacy hardware transform method, whereby the transform is sent in a uniform. The shader already correctly ignores the uniform transform, but there are some parts of the CPU side logic that can be confused treating large FVF batches as if they were hardware transform.

This PR completes the logic by making the CPU treat large FVF as though it was software transform.
2021-03-11 15:53:43 +00:00
lawnjelly
f723fa6db9 Batching - fix basis polarity in large fvf
Slight technical hitch, the basis was reversed that was sent to the shader, so rotations were opposite. This PR reverses polarity of the basis to be correct.
2021-03-11 14:26:54 +00:00
lawnjelly
9b6742346b Batching - fix off by one error in light scissoring
There have been a couple of reports of pixel lines when using light scissoring. These seem to be an off by one error caused by either rounding or pixel snapping.

This PR adds a single pixel boost to light scissor rects to protect against this. This should make little difference to performance.
2021-03-11 10:30:21 +00:00
lawnjelly
e70d7294e2 Support ninepatch mode in GLES3 shader
Although batching supported both ninepatch modes (fixed and scaling) when using ninepatch stretch mode, the ninepatch tiling modes (in GLES3) could only run through the shader.

The shader only supported one of the ninepatch modes. This PR uses the hack method of #if defined in the shader to prevent the use of a conditional. The define is set at startup according to the project setting.
2021-03-10 11:05:59 +00:00
Ev1lbl0w
bae4b0c952
Fix negative VRAM values 2021-03-09 09:51:17 +00:00
JFonS
f24f582ba5 Various light culling fixes
GLES3 changes:
This commit makes it possible to disable 3D directional lights by using
the light's cull mask. It also automatically disables directionals when
the object has baked lighting and the light is set to "bake all".

GLES2 changes:
Added a check for the light cull mask, since it was previously ignored.
2021-03-08 15:10:55 +01:00
lawnjelly
c401960634 Batching - fix custom MODULATE shader applying modulate twice
One of the new fvf types (FVF_MODULATED) allows batching custom shaders that use modulate. The only slight oversight is that there is a special define when MODULATE is used in a custom shader, called MODULATE_USED, that is checked, and if set it does NOT apply final_modulate as part of canvas.glsl.

This MODULATE_USED define wasn't checked when the new FVF was used and modulate was passed in an attribute.

This PR moves the application of the final_modulate into the #ifndef MODULATE_USED section.
2021-03-04 20:28:57 +00:00
lawnjelly
b1e24597e7 Renaming rendering/2d project settings.
The rendering/quality/2d section of project settings is becoming considerably expanded in 3.2.4, and arguably was not the correct place for settings that were not really to do with quality.

3.2.4 is the last sensible opportunity we will have to move these settings, as the only existing one likely to break compatibility in a small way is `pixel_snap`, and given that the whole snapping area is being overhauled we can draw attention to the fact it has changed in the release notes.

Class reference is also updated and slightly improved.

`pixel_snap` is renamed to `gpu_pixel_snap` in the project settings and code to help differentiate from CPU side transform snapping.
2021-03-01 11:38:46 +00:00
lawnjelly
7d5cf60149 Disallow antialiasing for software skinned 2d polys
Antialiasing is not supported for batched polys. Currently due to the fallback mechanism, skinned antialiased polys will be rendered without applying animation.

This PR simply treats such polys as if antialiasing had not been selected. The class reference is updated to reflect this.
2021-03-01 08:26:59 +00:00
lawnjelly
3aaefb957b GLES2 fix for consistent light ordering with BVH
Due to multi pass approach to lighting in GLES2, in some situations the rendered result can look different if lights are presented in a different order.

The order (aside from directional lights) seems to be simply copied from the culling routine (octree or bvh) which is essentially arbitrary. While octree is usually consistent with order, bvh uses a trickle optimize which may result in lights occurring in different order from frame to frame.

This PR adds an extra layer of sorting on GLES2 lights in order to get some kind of order consistency.
2021-02-24 17:25:28 +00:00
Hein-Pieter van Braam-Stewart
65528a63fb Omit some functions in alsa wrapper
These functions don't yet exist on ubuntu 14.04 so this leads to build
problems there. Omitting these symbols in the generated wrappers fixes
this. If we want to start using these symbols at a later date we should
just regenerate the wrapper.

(cherry picked from commit f42a7f9849)
2021-02-22 21:39:22 +01:00
Hugo Locurcio
83eec8f7db
Improve PCF13 shadow rendering in GLES2 by using a soft PCF filter
This suppresses the blocky shadow appearance, bringing the shadow rendering
much closer to GLES3. This soft filter is more demanding as it requires
more lookups, but it makes PCF13 shadows more usable.

The soft PCF filter was adapted from three.js.
2021-02-22 13:36:15 +01:00
Hein-Pieter van Braam-Stewart
6e9cea9fd2 An update to the dylibloader for older inttypes
This #define's older inttypes to their newer versions and #includes
<stdint.h> in the generated files. This will help with older
glibc/compiler versions using headers generated on newer systems.

cherry picked from 5233d78f49
2021-02-20 01:25:19 +01:00
Rémi Verschelde
e6c1c1b300
Merge pull request #46198 from RandomShaper/volatile_robustness_3.2
Improve robustness of atomics (3.2)
2021-02-19 12:53:26 +01:00
Pedro J. Estébanez
76d5ab8b9a Restore needed null check in OS_Unix::execute() 2021-02-19 11:48:30 +01:00
clayjohn
c29ade28af Multiply vertex lit DirectionalLights by albedo in GLES3 2021-02-18 20:56:45 -08:00
Hein-Pieter van Braam
220f24c191
Merge pull request #45618 from RandomShaper/modernize_mt_3.2
Backport of all the multi-threading modernization (3.2)
2021-02-18 20:47:24 +01:00
Rémi Verschelde
418a08d678
Merge pull request #46175 from lawnjelly/gles_sanitizer_fixes
GLES - fix some sanitizer warnings
2021-02-18 20:36:56 +01:00
lawnjelly
e7d1735bff GLES - fix some sanitizer warnings
These are benign but worth fixing as it clears the log to find more important errors.

A common problem with the sanitizer is that enums are often used to represent bits (e.g. 1, 2, 4, 8 etc) but without specifying the enum type, the compiler is free to use unsigned or signed int. In this case it uses int, and when it performs bitwise operations on the int type, the sanitizer complains.

This is probably because a bitshift with negative signed value can give undefined behaviour - the sanitizer can't know ahead of time that you are using the enum for sensible bitflags.
2021-02-18 15:45:38 +00:00
hoontee
bb36823589 Fix empty RIDs in VisualServer.texture_debug_usage() 2021-02-18 05:46:11 -06:00
Pedro J. Estébanez
6d89f675b1 Modernize Thread
- Based on C++11's `thread` and `thread_local`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed (except for the few cases of non-portable functions)
- Simpler for `NO_THREADS`
- Thread ids are now the same across platforms (main is 1; others follow)
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
8f6a636ae7 Modernize Semaphore
- Based on C++11's `mutex` and `condition_variable`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
4ddcdc031b Modernize Mutex
- Based on C++11's `mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
- `BinaryMutex` added for special cases as the non-recursive version
- `MutexLock` now takes a reference. At this point the cases of null `Mutex`es are rare. If you ever need that, just don't use `MutexLock`.
- `ScopedMutexLock` is dropped and replaced by `MutexLock`, because they were pretty much the same.
2021-02-18 11:58:08 +01:00
Pedro J. Estébanez
b450036120 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-02-18 11:41:07 +01:00
lawnjelly
389dd6704e Batching - prevent joining of lightmasked items
It turns out lights masking misbehaves when items that are masked are joined. This PR simply disables joining in this case.
2021-02-18 09:57:02 +00:00
Hein-Pieter van Braam-Stewart
20896a89c9 Don't clobber original library symbols
It appears that we can get a fun circle dependency on a shared object on
some system configurations causing issues with our 'fake' function
pointer names. This can lead to a crash.

The new wrapper generator renames all the symbols so this can't happen
anymore. See https://github.com/hpvb/dynload-wrapper/commit/704135e

Cherry-pick from 8d36b17343
2021-02-18 00:25:42 +01:00
Rémi Verschelde
2c3272ba79
Merge pull request #46099 from lawnjelly/ewok_fix_valgrind
Batching - fix a couple of minor valgrind bugs.
2021-02-17 11:45:41 +01:00
Hein-Pieter van Braam-Stewart
228803e9db Dynamically load libpulse.so.0 and libasound.so.1 on Linux
By generating stubs using https://github.com/hpvb/dynload-wrapper we
can dynamically load libpulse and libasound on systems where it is available.
Both are still a build-time requirement but no longer a run-time dependency.

For maintenance purposes the wrappers should not need to be re-generated
unless we want to bump pulse or asound to an incompatible version. It is
unlikely we will want to do this any time soon.

cherry-pick from 09f82fa6ea
2021-02-17 10:31:52 +01:00
lawnjelly
565cfc888e Batching - fix a couple of minor valgrind bugs.
Valgrind reported two instances of reading uninitialized memory in the batching. They are both pretty benign (as evidenced by no bug reports) but wise to close these.

The first is that when changing batch from a default batch it reads the batch color which is not set (as it is not relevant for default batches). The segment of code is not necessary when it has already deemed a batch change necessary (which will occur from a default batch). In addition this means that the count of color changes will be more accurate, rather than having a possible random value in.

The second is that on initialization _set_texture_rect_mode is called before the state has been properly initialized (it is initialized at the beginning of each canvas_begin, but this occurs outside of that).
2021-02-16 18:29:34 +00:00
clayjohn
7efcafd057 Check limits on texture or framebuffer creation 2021-02-13 13:36:15 -08:00
Rémi Verschelde
e71510097d
Merge pull request #45837 from Kayomn/3.2
Accomodate blend shape ranges of -1 to +1 for GLES
2021-02-12 09:28:19 +01:00
lawnjelly
35ed654911 Batching - prevent reordering items over a copybackbuffer
Reordering an item from after a copybackbuffer to before would result in the wrong thing being rendered into the backbuffer.

This PR puts in a check to prevent reordering over such a boundary.
2021-02-09 09:03:50 +00:00
Kayomn
d923df52c5 Accomodate blend shape ranges of -1 to +1 2021-02-07 21:42:02 +00:00
Chris Serino
335498df6d [GLES2] Fix binding 3D Transforms to mat4 uniforms 2021-02-03 17:36:21 -06:00
Kef Schecter
09a156ea15 Add anisotropic filtering to GLES2 backend
Move definition of rendering/quality/filters/anisotropic_filter_level to
servers/visual_server.cpp, since both GLES2 and GLES3 now use it

rasterizer_storage_gles3.cpp: Remove a spurious variable write (the
value gets overwritten soon after)
2021-02-02 01:40:58 -06:00
WeaselShoppe
1912cc3eef lightmap capture broken on webgl1.0
lightmap capture uniform definition caused shader compile errors on WebGL1.0
2021-01-31 20:52:02 -06:00
WeaselShoppe
571430d5cd glRenderBufferStorage was being passed wrong args 2021-01-28 17:56:44 -06:00
JFonS
b1ca82c43a CPU lightmapper fixes.
- Fix Embree runtime when using MinGW (patch by @RandomShaper).
- Fix baking of lightmaps on GridMaps.
- Fix some GLSL errors.
- Fix overflow in the number of shader variants (GLES2).
2021-01-15 12:32:54 +01:00
JFonS
112b416056 Implement new CPU lightmapper
Completely re-write the lightmap generation code:
- Follow the general lightmapper code structure from 4.0.
- Use proper path tracing to compute the global illumination.
- Use atlassing to merge all lightmaps into a single texture (done by @RandomShaper)
- Use OpenImageDenoiser to improve the generated lightmaps.
- Take into account alpha transparency in material textures.
- Allow baking environment lighting.
- Add bicubic lightmap filtering.

There is some minor compatibility breakage in some properties and methods
in BakedLightmap, but lightmaps generated in previous engine versions
should work fine out of the box.

The scene importer has been changed to generate `.unwrap_cache` files
next to the imported scene files. These files *SHOULD* be added to any
version control system as they guarantee there won't be differences when
re-importing the scene from other OSes or engine versions.

This work started as a Google Summer of Code project; Was later funded by IMVU for a good amount of progress;
Was then finished and polished by me on my free time.

Co-authored-by: Pedro J. Estébanez <pedrojrulez@gmail.com>
2021-01-14 18:05:56 +01:00
Lorenz Junglas
c7f2f9fa1f
Fix nanosleep usage
nanosleep returns 0 or -1 not the error code.
The error code "EINTR" (if encountered) is placed in errno, in which case nanosleep can be safely recalled with the remaining time.

This is required, so that nanosleep continues if the calling thread is interrupted by a signal.

See manpage nanosleep(2) for additional details.

(cherry picked from commit 1107c7f327)
2021-01-13 16:17:09 +01:00
Rémi Verschelde
49646383f1
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆

(cherry picked from commit b5334d14f7)
2021-01-13 16:17:06 +01:00
Rémi Verschelde
188609e5ab
CI: Update to clang-format 11 and apply ternary operator changes
(cherry picked from commit af878716f2)
2021-01-13 16:14:35 +01:00
lawnjelly
1e99e893ef Batching - fix proxy textures (e.g. animated) especially ninepatch
Ninepatch code has a check to prevent use of zero sized textures. This didn't deal properly with animated textures, which use a proxy (link to another texture).

This PR uses a generalised method of getting textures, with built in support for proxy textures and protection against infinite loops.
2020-12-29 10:40:17 +00:00
clayjohn
6cefadc233 Properly apply auto exposure with FXAA in GLES3 2020-12-26 15:23:08 -08:00
lawnjelly
15e57a0235 Remove buffer orphaning options project settings
These were only put in for the betas, in order to test hypotheses for stalling on Macs. It seems that most of the problems in the Mac editor have been solved by fixing the excessive redraw_requests.

As a result no one has reported any results from these options, but in future we will be able to refer users to try the beta versions, so there is no need to include them in the stable release. Indeed they are only likely to cause confusion.
2020-12-23 15:23:02 +00:00
Rémi Verschelde
542acc8580
Merge pull request #44340 from lawnjelly/ninepatch_zerosize
Batching - Protection against zero and small sized ninepatches
2020-12-20 19:50:01 +01:00
Rémi Verschelde
8c63b65b67
Merge pull request #44489 from ForestKatsch/3.2
Fix PanoramaSky artifacts on Android/GLES2
2020-12-20 19:31:17 +01:00
Forest Katsch
8825aa8b5b Fixes #43667.
The root cause of the issue is that OpenGL ES 2 does not support the `textureCubeLod` function.
There are (optional) extensions to support this, but they don't appear to be exposed with the ES2 renderer (even though the hardware needed to support LOD features are certainly available.)
The existing shim in `drivers/gles2/shaders/cubemap_filter.glsl` just creates a macro:

```
 #define textureCubeLod(img, coord, lod) textureCube(img, coord)
```

But the third parameter of `textureCube` is actually a mip bias, not an absolute mip level.
(And it doesn't seem to work regardless.)
In this specific case, the `cubemap_filter` should only sample from the first level of the "source" panorama cubemap.
In lieu of a method to force a lod level of zero, I've chosen to comment out the switchover from a 2D equirectangular panorama to the cubemap version of the same image, therefore always sampling roughness values from the 2D equirectangular panorama.
This may cause additional artifacts or issues across the seam, but at least it prevents the glaringly obvious black areas.

---

This same issue (no fragment texture LOD support) has rather large repercussions elsewhere too; it means materials with larger cubemap density (i.e. planar or distant objects) will be far rougher than expected.
Since GLES 3 appears to properly support fragment `texture*Lod` functions, switching to the GLES 3 backend would solve this problem.

---

Root cause discovered with help from @KaadmY.
2020-12-20 10:32:30 -06:00
Theogen Ratkin
8f6a6ac8d0 Add interpolation parameter to resize_to_po2()
Image::resize_to_po2() now takes an optional p_interpolation parameter
that it passes directly to resize() with default value INTERPOLATE_BILINEAR.

GLES2: call resize_to_po2() with interpolate argument

Call resize_to_po2() in GLES2 rasterizer storage with either
INTERPOLATE_BILINEAR or INTERPOLATE_NEAREST depending on TEXTURE_FLAG_FILTER.

This avoids filtering issues with non power of two pixel art textures.
See #44379
2020-12-18 14:02:38 -04:00
Hugo Locurcio
680312b95a
Fix invalid property hint for max_renderable_elements project setting
This closes #36240.
2020-12-16 19:33:15 +01:00