Commit graph

2054 commits

Author SHA1 Message Date
Rémi Verschelde
7a60c45671
Merge pull request #45786 from reduz/fix-sdfgi-radeon
Fixed an SDFGI reflections bug in Radeon
2021-02-07 12:24:07 +01:00
reduz
c4daf1c4ba Fixed a SDFGI reflections bug in Radeon
-Code was using too many conditionals.
-Rewrote it to use less and it now works fine.
2021-02-07 07:33:41 -03:00
jfons
9c6b081ab1 Fix volumetric fog for SpotLights
The code for spot lights was referencing the omni light list. Most
likely a copy-paste mistake :)
2021-02-07 03:38:09 +01:00
reduz
d0cc899398 Fix SDFGI bug after previous optimization.
Was causing arctifacts, should be good now.
2021-02-06 18:49:10 -03:00
reduz
8faf23b52b Simplify Volumetric Fog
-Always use temporal reproject, it just loos way better than any other filter.
-By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance.
-Disadvantage of temporal reproject is update latency so..
-Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-06 15:08:21 -03:00
Lyuma
780e761dbc Fix mismatched define in scene_forward.glsl for POSITION override 2021-02-05 13:09:33 -08:00
reduz
7997544af5 Added temporal reprojection to Volumetric Fog
-It's an option, just enable it
-Just works, don't have to do anything else.
2021-02-05 10:52:54 -03:00
reduz
33278b0721 Fixes to get Godot running again on Intel IGP
-Fixed strange bug with shadowed instance_param (this should not have worked anywhere, odd..)
-Cleaned up barrier usage further.
2021-02-05 00:02:06 -03:00
reduz
f20999f6fe Rewrote how barriers work for faster rendering
-Added more finegrained control in RenderingDevice API
-Optimized barriers (use less ones for thee same)
-General optimizations
-Shadows render all together unbarriered
-GI can render together with shadows.
-SDFGI can render together with depth-preoass.
-General fixes
-Added GPU detection
2021-02-04 09:42:28 -03:00
Rémi Verschelde
3a3af0279b
Merge pull request #45658 from RandomShaper/fix_frozen_peak
Make audio bus channels' peak volume consistent
2021-02-03 10:05:34 +01:00
Lyuma
d800329d16 Add AudioEffectCapture
AudioEffectCapture allows access to the microphone and other audio on an audio bus in real-time.

Co-Authored-By: K. S. Ernest (iFire) Lee <ernest.lee@chibifire.com>
2021-02-02 09:22:16 -08:00
Pedro J. Estébanez
a2b3a73e2d Make audio bus channels' peak volume consistent
Channels that are inactive -or when playback has not started yet- will report -200 dB as their peak value (which is also the lowest value possible during playback).
2021-02-02 11:30:32 +01:00
Rafał Mikrut
0c3febca06 Don't use trashy max_decals value to prevent crashes 2021-02-01 21:43:08 +01:00
Rémi Verschelde
d2e1216504
Merge pull request #37547 from aaronfranke/tau
Use Math_TAU and deg2rad/etc in more places and optimize code
2021-02-01 20:55:25 +01:00
Rémi Verschelde
5525cd85c6
Merge pull request #45315 from RandomShaper/modernize_thread
Modernize Thread
2021-01-31 15:24:56 +01:00
Pedro J. Estébanez
99fe462452 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)
2021-01-29 12:02:13 +01:00
Aaron Franke
cb9fc117d1
Use real_t in physics code 2021-01-28 18:15:42 -05:00
Aaron Franke
a3e3bf8227
Make hex_to_int and bin_to_int handle the prefix automatically
Also add BinToInt to C#
2021-01-28 07:43:53 -05:00
Rémi Verschelde
fb01d057af
doc: Sync classref with current source 2021-01-28 11:26:37 +01:00
Winston Yallow
9684bc40df
Correctly expose transform as 3D transform 2021-01-27 14:57:01 +01:00
Gordon MacPherson
86c7faa169 Fix zero scaling and material mappings being mapped to wrong fields
- fixes scale values of 0.0013 (det == 0.00004) not rendering, they should render even at small values, but not at zero like the editor grid plugin supplies zero exactly.
- fixes node_3d_editor_plugin visibility bug when scale is zero
- fix culling with small scaling values - which are still valid to be rendered like 0.00004

note: grid is still not fixed, it has det == 0 issues but this fixes one of them.
2021-01-26 19:48:18 +00:00
reduz
280f334f81 Reorganize RenderingDevice barriers
-Removed sync to draw, now everything syncs to draw by default.
-Fixed many validation layer errors.
-Added support for VkImageViewUsageCreateInfo to fix validation layer warnings.
-Texture, buffer, raster and compute functions now all allow spcifying which barriers will be used.
2021-01-26 10:24:12 -03:00
clayjohn
7323cbab4b Add named resources and debug labels in RenderDoc 2021-01-25 20:04:13 -08:00
reduz
51d8e32c93 Implement shadow meshes
-When importing, a vertex-only version of the mesh is created.
-This version is used when rendering shadows, and improves performance by reducing bandwidth
-It's automatic, but can optionally be used by users, in case they want to make special versions of geometry for shadow casting.
2021-01-25 15:03:15 -03:00
reduz
a9beb7aa8c Shadow map rendering optimization
-All shadow rendering is done with raster now (no compute)
-All shadow rendering is done by rendering directly to the shadow atlas
-Improved how buffer clearing is done to optimize the above.
-Ability to set shadows as 16 bits.
2021-01-24 20:17:28 -03:00
reduz
6fe342478b Several GI related optimizations and fixes
-SDFGI direct light is done over many frames
-SDFGI Changed settings for rays/frame
-SDFGI Misc optimizations
-SDFGI Bug fix on probe scroll

-GIProbe was not working, got it to work again
-GIProbe dynamic objects were not working, fixed

-Added a half size GI option.
2021-01-24 19:29:07 -03:00
clayjohn
561de937b1 Use Interleaved gradient noise for shadow samples 2021-01-21 07:47:01 -08:00
Rémi Verschelde
a9b151c664
Merge pull request #44668 from clayjohn/VULKAN-downsample
Use cubemap downsampler for reflection mipmaps
2021-01-20 20:41:47 +01:00
reduz
099dee35f4 Added GPU based cluster builder
Clustering is now GPU based, uses an implementation based on the Activision algorithm.
2021-01-19 23:31:06 +01:00
reduz
7008e3c6ea Shader optimizations to reduce VGPR usage and increase occupancy 2021-01-19 23:31:02 +01:00
Sean LaPlante
17ac012728
Fixes #45025 - Protects _last_mix_time and _last_frame_time with the AudioDriver lock() and unlock() methods 2021-01-16 13:10:05 -05:00
Rémi Verschelde
011d201046
Merge pull request #43923 from madmiraal/fix-43588
Fix cast_motion sometimes failing
2021-01-14 20:44:19 +01:00
Rémi Verschelde
0b409d89d0
Merge pull request #45136 from akien-mga/clang-format-11
CI: Update to clang-format 11 and apply ternary operator changes
2021-01-13 16:10:44 +01:00
Rémi Verschelde
af878716f2
CI: Update to clang-format 11 and apply ternary operator changes 2021-01-12 19:32:53 +01:00
Yuri Roubinsky
ef941a6500 Renamed emit_particle to emit_subparticle shader function 2021-01-12 09:41:08 +03:00
Yuri Roubinsky
fcc5d67b03 Fix shader uniform instances compilation 2021-01-11 17:46:33 +03:00
Rémi Verschelde
a33dc4274c
Merge pull request #45066 from Chaosus/shader_fix_uniform_crash
Prevent editor crash due to modify the order of non-instance shader uniforms by instance uniforms
2021-01-11 14:58:55 +01:00
Yuri Roubinsky
289cc89a39 Prevent crash due to assigning incorrect order of instance uniform 2021-01-10 10:52:30 +03:00
Yuri Roubinsky
fdfddbdc3c Fix LIGHT compilation for canvas shader 2021-01-09 23:22:59 +03:00
Aaron Franke
1d5042c9e2
Use Math_TAU and deg2rad/rad2deg in more places and optimize code 2021-01-09 03:47:14 -05:00
Marcel Admiraal
7653b8cc1e Fix multiple issues with one-way collisions
For RigidBodies, uses the collision normal determined by relative motion
to determine whether or not a one-way collision has occurred.

For KinematicBodies, performs additional checks to ensure a one-way
collision has occurred, and averages the recovery step over all collision
shapes.

Co-authored-by:    Sergej Gureev <sergej.gureev@relex.fi>
2021-01-07 09:22:39 +00:00
reduz
cdb216f4e4 Added ability to visualize native shaders 2021-01-06 09:40:09 -03:00
reduz
446618cf94 Change the light attenuation formulas.
-Much better looking, physically based.
-Almost negligible extra cost.
2021-01-05 14:44:05 -03:00
reduz
77bc3e9ac3 Threaded optimizations to cull and render
-Reorganize thread work pool for rendering
-Fixes to make secondary command buffers to work (disabled because they need more testing)
2021-01-05 08:50:18 -03:00
reduz
5d2a1d7892 Rewrite render code to be more cache and thread friendly. 2021-01-05 08:50:18 -03:00
reduz
9a2f18f8e7 Reorganize renderer code.
So it can hopefully be made more cache efficient afterwards.
2021-01-05 08:50:18 -03:00
Rémi Verschelde
00f5ea2ed2
Merge pull request #44842 from clayjohn/VULKAN-SSAO-2
SSAO renames and move push constant binding
2021-01-04 23:03:54 +01:00
Hendrik Brucker
ec6fc059b7 fix inconsistent normal map shader variable naming 2021-01-04 14:08:01 +01:00
Rémi Verschelde
a408622c06
Merge pull request #44530 from clayjohn/VULKAN-framebuffer-error
Use basic uniform set for depth prepass
2021-01-04 09:34:27 +01:00
clayjohn
0015260c4b SSAO cleanup and fixes 2021-01-03 21:32:22 -08:00
Muller-Castro
31dd07ba30 Typo correction
simple typo correction
2021-01-02 02:27:12 -03:00
Rémi Verschelde
b5334d14f7
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 🎆
2021-01-01 20:19:21 +01:00
K. S. Ernest (iFire) Lee
dff1d8d7b0 Expose gltf2 eight weights. 2020-12-29 05:28:00 -08:00
Marcel Admiraal
b4a190e0bc Consistently use normal_map 2020-12-29 08:04:19 +00:00
Rémi Verschelde
6cebb8c117
Merge pull request #44586 from madmiraal/rename-stepify
Rename Math::stepify to snapped
2020-12-28 21:46:43 +01:00
Rémi Verschelde
058f3fe069
Merge pull request #44149 from madmiraal/rename-tangent-orthogonal
Rename Vector2.tangent() to Vector2.orthogonal()
2020-12-28 16:00:12 +01:00
Marcel Admiraal
b743a2ef3c Rename Math::stepify to snapped 2020-12-28 13:01:30 +00:00
Marcel Admiraal
5b937d493f Rename empty() to is_empty() 2020-12-28 10:39:56 +00:00
Rémi Verschelde
1f7d6ba736
Merge pull request #44715 from clayjohn/VULKAN-SSAO-cleanup
Cleanup leftover functions from adding SSAO
2020-12-27 10:53:23 +01:00
Yuri Roubinsky
ef4e625918
Merge pull request #44705 from Chaosus/shader_fix_array_postinit
Fix using post-init shader array constructors
2020-12-27 08:26:31 +03:00
clayjohn
34cfe1cc40 Cleanup leftover functions from adding SSAO 2020-12-26 16:33:07 -08:00
reduz
548524152e Rewrite culling to be more cache/thread friendly.
-Uses a single array with all data
-Massive performance improvement
-Does not support threads yet, but code is now thread friendly
2020-12-26 19:11:33 -03:00
Yuri Roubinsky
bc0e8e7a21 Fix using post-init shader array constructors 2020-12-27 01:07:24 +03:00
Yuri Roubinsky
fb16b1e39b
Merge pull request #44436 from Chaosus/shader_const_switch
Added support for constants in shader `case` and array size declaration
2020-12-27 00:55:45 +03:00
Marcel Admiraal
d7c3a41363 Remove all elements from monitored_bodies and monitored_areas when processed 2020-12-26 09:27:42 +00:00
clayjohn
28d0f8a455 Use cubemap downsampler for reflection mipmaps 2020-12-24 16:39:17 -08:00
Juan Linietsky
545c894614
Merge pull request #44656 from reduz/cull-fixes-and-optimizations
Cull fixes and optimizations
2020-12-24 14:01:19 -03:00
Rémi Verschelde
ecda989c85
Merge pull request #44649 from lyuma/bone_aabb_blendshapes
Fix blendshapes and calculation of bone_aabbs
2020-12-24 17:20:07 +01:00
reduz
1bebb2ba05 Cull fixes and optimizations 2020-12-24 12:18:28 -03:00
lawnjelly
6d687de9b8 Fix BVH to world_aabb, and call update
The calls to the BVH need to use the world space AABB, rather than local space for it to work. Also, update was not being called which is required to update the AABB as objects move.
2020-12-24 11:19:50 +00:00
Rémi Verschelde
6063af6788
Merge pull request #44641 from reduz/get-frame-setup-time
Add API to get frame setup time on CPU
2020-12-24 10:07:54 +01:00
Lyuma
d976003b16 Fix blendshapes and calculation of bone_aabbs
Blendshapes without a skeleton already worked.
However, due to a faulty ERR_FAIL_COND, it was impossible to create a mesh with both bones and blendshapes.
This also fixes an assumption that all surfaces reference the same number of bones as surface 0.
2020-12-24 00:01:07 -08:00
clayjohn
3a8c99a10b Use basic uniform set for depth prepass 2020-12-23 20:23:51 -08:00
Juan Linietsky
3fdf4bfe71
Merge pull request #44623 from reduz/rewrite-renderer-indexer
Replace Octree by DynamicBVH in cull code
2020-12-24 00:20:45 -03:00
reduz
7219f37cb5 Add API to get frame setup time on CPU
Needed for benchmarks
2020-12-24 00:13:52 -03:00
reduz
f910e9f70c Bind viewport measure functions 2020-12-23 20:40:19 -03:00
reduz
83058597cf Replace Octree by DynamicBVH in cull code
-Much greater pairing/unpairing performance
-For now, using it for culling too, but this will change in a couple of days.
-Added a paged allocator, to efficiently alloc/free some types of objects.
2020-12-23 19:31:30 -03:00
Rémi Verschelde
c4c211c3b7
Merge pull request #44605 from madmiraal/rename-control-margin
Rename Control margin to offset
2020-12-23 18:24:00 +01:00
Marcel Admiraal
4b8b803931 Rename Control margin to offset 2020-12-23 06:25:56 +00:00
Rémi Verschelde
8ad0ff8ae5
Merge pull request #44487 from bruvzg/ctl_fixes_2
[CTL] Fix RTL scrolling and tabs selection.
2020-12-23 01:15:29 +01:00
Rémi Verschelde
6e43c68e40
Merge pull request #44182 from clayjohn/ASSAO
Replace SAO with ASSAO as Godot's new SSAO
2020-12-22 11:27:25 +01:00
clayjohn
44f8922305 Port ASSAO to Godot to replace SAO 2020-12-21 23:08:59 -08:00
Rémi Verschelde
1a04dcc324
Merge pull request #44566 from madmiraal/fix-redefined-default-parameter
Ensure default value in _render_shadow is the same as parent
2020-12-21 12:07:04 +01:00
bruvzg
cc4d6eb7f6
Improve fill aligned text hit testing. 2020-12-21 11:57:35 +02:00
Marcel Admiraal
efea408d23 Ensure default value in _render_shadow is the same as parent
Use double instead of int for the p_lod_distance_multiplier default value in
RendererSceneRenderForward::_render_shadow to match parent default value in
RendererSceneRenderRD::_render_shadow
2020-12-21 09:36:20 +00:00
Marcel Admiraal
fdf92ca298 Rename XRPositionalTracker methods
Renames:
- set_type() -> set_tracker_type()
- set_name() -> set_tracker_name()
- get_tracks_orientation() - `is_tracking_orientation()
- get_tracks_position() -> `is_tracking_position()
- get_hand() -> get_tracker_hand()
- set_hand() -> set_tracker_hand()
2020-12-21 06:32:53 +00:00
bruvzg
7d5a8ea0e9
Always include space characters (including tabs and other space-like chars) into selection rectangles. 2020-12-21 07:49:26 +02:00
Rémi Verschelde
bccbd4be90
Merge pull request #44261 from madmiraal/rename-trackerhand-enums
Rename TrackerHand enums
2020-12-21 00:26:44 +01:00
Exxion
583ab9ce7a Fixes collisions in Godot 3D physics 2020-12-19 21:52:33 -05:00
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
Rémi Verschelde
c7b53c03ae
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.
2020-12-18 10:29:34 +01:00
Yuri Roubinsky
fe4c8e387b Added support for constants in shader case and array size declaration 2020-12-17 11:51:18 +03:00
Rémi Verschelde
9e49dbda2a
Merge pull request #44360 from bruvzg/ctl_punct_word_break
Add word breaks on punctuation characters.
2020-12-17 09:02:01 +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
Rémi Verschelde
92d4deedaa
Merge pull request #44286 from clayjohn/VULKAN-fixes
Fixes to recent Vulkan errors
2020-12-15 23:20:29 +01:00
Marcel Admiraal
9bc62bf449 Remove Generic6DOFJoint precision property 2020-12-15 10:14:48 +00:00
Rémi Verschelde
ddbdafbcf1
Merge pull request #44112 from winterpixelgames/PR-more-deterministic-and-reliable-2d-physics
make 2d constraint solving more deterministic by solving in push order
2020-12-15 08:45:30 +01:00
bruvzg
06ae77a320
Add word breaks on punctuation characters. 2020-12-14 11:36:13 +02:00
bruvzg
c1d261fdb0
[Complex Text Layouts] Add variable fonts support. 2020-12-13 18:43:39 +02:00
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
Marcel Admiraal
e40ab06599 Rename TrackerHand enums
Renames:
TRACKER_LEFT_HAND -> TRACKER_HAND_LEFT
TRACKER_RIGHT_HAND -> TRACKER_HAND_RIGHT
2020-12-10 10:30:45 +00:00
Rémi Verschelde
114f97ff11
Merge pull request #44128 from KoBeWi/🧹
Cleanup unused engine code
2020-12-09 13:01:50 +01:00
Tomasz Chabora
2c048ea164 Cleanup unused engine code 2020-12-09 12:12:36 +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
Rémi Verschelde
c0e6962aa0
Merge pull request #44164 from madmiraal/g6dof-use-default-copy
Fix inconsistent Joint3DSW copy constructor and assignment declarations
2020-12-08 09:41:27 +01:00
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
Marcel Admiraal
c013361bdc Fix inconsistent Joint3DSW copy constructor and assignment declarations 2020-12-07 16:29:58 +00:00
bruvzg
0ef483e9a9
[Complex Text Layouts] Performance optimizations. 2020-12-07 08:53:02 +02:00
Marcel Admiraal
a24c38d1a8 Rename Vector2.tangent() to Vector2.orthogonal() 2020-12-06 18:16:06 +00:00
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
Jordan Schidlowsky
043b6c2d93 make 2d constraint solving more deterministic by solving in push order 2020-12-04 22:23:12 -06:00
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
Aaron Franke
888deca827
Rename XR get_type and get_name
Now called get_tracker_type and get_tracker_name
2020-12-04 18:59:02 -05:00
Rémi Verschelde
14660ee399
Merge pull request #44080 from akien-mga/doc-sync
doc: Sync classref with current source
2020-12-05 00:50:29 +01:00
reduz
2787ad65be RenderingServer reorganization 2020-12-04 18:39:46 -03:00
Rémi Verschelde
1a001ad964
doc: Sync classref with current source
And fixups:
- Add missing bindings in RenderingServer
- Remove duplicate ArrayMesh enum bindings (they're in Mesh already)
- Remove redundant _unhandled_key_input binding in Control (it's in Node
  already)
2020-12-04 22:28:08 +01:00
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
Rémi Verschelde
a6751e6c58
Merge pull request #41100 from bruvzg/ctl_text_server_interface
[Complex Text Layouts] Implement TextServer interface.
2020-11-28 09:03:15 +01:00
Yuri Roubinsky
3ec972fc95 Restored antialiased lines by emulation using triangle strips 2020-11-27 20:45:59 +03:00
Marcel Admiraal
356a2b7235 Fix cast_motion sometimes failing
- Fixes Godot physics failing when the cast Shape is inside of, or
already colliding with another Shape.
- Fixes Bullet physics failing when there is no motion.
- Ensures Godot and Bullet physics behave the same.
- Updates the documentation to exclude the caveats for the failures and
differences.
2020-11-27 15:33:00 +00:00
reduz
1bcf3c305b Implement signed distance fields for 2D shaders 2020-11-26 10:49:50 -03:00
bruvzg
493da99269
[Complex Text Layouts] Implement TextServer interface. Implement Fallback TextServer. 2020-11-26 13:55:26 +02:00
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
d7176e9040
Merge pull request #42167 from madmiraal/fix-42108
Remove the unnecessary sync() and the restrictions it imposes on 3D Physics.
2020-11-16 09:32:48 +01:00
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
Rémi Verschelde
dd851d8f91
Merge pull request #43333 from YeldhamDev/global_rate_scale_min
Disallow setting the AudioServer's 'global_rate_scale' to a value equal or inferior to 0
2020-11-10 09:32:56 +01:00
Rémi Verschelde
9d2e8f2f27
Variant: Rename Type::_RID to Type::RID
The underscore prefix was used to avoid the conflict between the `RID` class
name and the matching enum value in `Variant::Type`.

This can be fixed differently by prefixing uses of the `RID` class in `Variant`
with the scope resolution operator, as done already for `AABB`.
2020-11-09 16:29:04 +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
Michael Alexsander
d7f2c31a05 Disallow setting the AudioServer's 'global_rate_scale' to a value equal or inferior to 0 2020-11-05 08:44:53 -03:00
Rémi Verschelde
424cd00f8b
doc: Sync classref with current source + fixup some bindings
Includes various changes triggered by the refactoring of method bindings.
2020-11-04 15:38:26 +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
Hugo Locurcio
15d033e25f
Fix debanding slightly brightening the whole viewport
Thanks to Mikkel Gjoel on Twitter for the tip :)
2020-10-19 22:53:28 +02:00
reduz
dd0b097e44 Fix invalid buffer updates in SDFGI 2020-10-19 17:39:09 -03:00
Rémi Verschelde
7480a7d178
Fixup method binding from #42910 2020-10-19 22:23:36 +02:00
Juan Linietsky
5d120f9ffb
Merge pull request #42046 from Chaosus/fix_default_texture
Fix setting the default texture to shader
2020-10-19 15:50:21 -03:00
Juan Linietsky
85ebf40b6c
Merge pull request #38097 from Calinou/add-viewport-debanding
Add a debanding property to Viewport
2020-10-19 14:15:44 -03:00
Juan Linietsky
53d5a252bb
Revert "Replace SAO implementation with MSSAO" 2020-10-18 19:27:51 -03:00
Juan Linietsky
d98261ab8f
Merge pull request #42077 from clayjohn/MSSAO
Replace SAO implementation with MSSAO
2020-10-18 18:34:43 -03:00
Juan Linietsky
6e5f137c01
Merge pull request #41415 from clayjohn/VULKAN-shader-overrides
Add FOG, RADIANCE, and IRRADIANCE shader overrides
2020-10-18 18:33:41 -03:00
Juan Linietsky
e799a2ba45
Merge pull request #42201 from clayjohn/Vulkan-new-glow
Optimize Glow with local memory
2020-10-18 18:32:36 -03:00
clayjohn
366ee46774 Replace SAO implementation with MSSAO 2020-10-18 13:15:51 -07:00
clayjohn
f46932feab Add FOG, RADIANCE, and IRRADIANCE shader overrides 2020-10-18 12:06:51 -07:00
Yuri Roubinsky
d0f85b9321 Fix setting the default texture to shader 2020-10-18 21:59:37 +03:00
clayjohn
63a34b93aa Optimize Glow with local memory 2020-10-18 11:37:12 -07:00
Juan Linietsky
4467412c9f
Merge pull request #38949 from puchik/ssr-fix-cutoff
Continue tracing screen space reflection after encountering sky
2020-10-18 14:45:33 -03:00
Rémi Verschelde
d9e5c355e5
Merge pull request #41418 from clayjohn/Vulkan-aerial
Add aerial perspective to fixed fog
2020-10-18 17:32:19 +02:00
reduz
ee06a70ea6 Refactor MethodBind to use variadic templates
Removed make_binders and the old style generated binders.
2020-10-18 12:28:44 +02:00
clayjohn
8c21c26fb5 Add aerial perspective to fixed fog 2020-10-17 10:53:07 -07:00
Hugo Locurcio
4357506e64
Fix "fixed" fog drawing in front of volumetric fog with a sky background
This closes #42820.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-15 21:59:08 +02:00
Rémi Verschelde
e927f54170
Merge pull request #42804 from RandomShaper/fix_fft_window
Fix application of window in FFT
2020-10-15 13:21:33 +02:00
Hugo Locurcio
b44de3c6b1
Fix typo in soft shadow quality project settings hints 2020-10-15 10:31:35 +02:00
Pedro J. Estébanez
257ba4a7fb Fix application of window in FFT 2020-10-15 01:57:17 +02:00
Yuri Roubinsky
1dbfd4c3e8
Merge pull request #42763 from Chaosus/shader_emit_autocompletion
Fix autocompletion for emit_particle in shader editor
2020-10-13 16:01:37 +03:00
Yuri Roubinsky
6914597026 FIx autocompletion for emit_particle in shader editor 2020-10-13 14:12:51 +03:00
Rafał Mikrut
84a1817a75 Fixes leaks with shader and material 2020-10-12 18:06:47 +02:00
Rémi Verschelde
d22791c271
doc: Sync classref with current source 2020-10-12 10:58:02 +02:00
unknown
1d3aec4230 Free a SortShader and a ParticlesCopyShader 2020-10-12 13:25:24 +05:30
reduz
26f5bd245c Implement GPU Particle Collisions
-Sphere Attractor
-Box Attractor
-Vector Field
-Sphere Collider
-Box Collider
-Baked SDF Collider
-Heightmap Collider
2020-10-09 13:25:47 -03:00
Rémi Verschelde
e9ff08692c
Merge pull request #42548 from pezcode/lights-metallic
Add METALLIC to light() built-ins
2020-10-09 14:41:53 +02:00
clayjohn
bde2f9b46b Return proper texture view format for decals 2020-10-03 22:56:00 -07:00
Pablo Escobar
1300fc7307 Add METALLIC to light() built-ins 2020-10-04 04:16:16 +02:00
Marcel Admiraal
7e44682c03 Fix how Line2D obtains the other object's supports
Measure the distance from the line against the rotated object, not the
rotated line, when obtaining the object's supports against a line.
2020-10-03 12:59:34 +01:00
John Pennycook
8d3afa985b Make YSort stable
Keeps track of the order in which items are collected by
_collect_ysort_children, and uses that order to break
ties between items with similar Y positions.
2020-09-27 10:58:54 -07:00
Rémi Verschelde
9a463cb1d6
Merge pull request #42263 from Faless/js/servers_no_threads
Ignore thread models when compiling with NO_THREAD
2020-09-23 11:50:23 +02:00
Fabio Alessandrelli
f3c6ac1d71 Ignore thread models when compiling with NO_THREAD
The thread model option for physics (2D) and rendering (single-unsafe,
single-safe, multithread), was causing crashes/locks when set as
multithreaded and exported for a platform that does not support threads
(namely HTML5).

This commit ensures that when threads support is not available, that
option is ignored, and the equivalent of "single-unsafe" is always used
instead.
2020-09-23 11:24:01 +02:00