Commit graph

237 commits

Author SHA1 Message Date
Omar El Sheikh 7f8487a900 Split Vertex Position and Attribute Streams
Implemented splitting of vertex positions and attributes in the vertex
buffer

Positions are sequential at the start of the buffer, followed by the
additional attributes which are interleaved

Made a project setting which enables/disabled the buffer formatting
throughout the project

Implemented in both GLES2 and GLES3

This improves performance particularly on tile-based GPUs as well as
cache performance for something like shadow mapping which only needs
position data

Updated Docs and Project Setting
2021-07-19 13:23:46 -07:00
Rémi Verschelde a3310c1da2
Merge pull request #46130 from lawnjelly/portals
Portal occlusion culling [3.4]
2021-07-14 13:38:01 +02:00
lawnjelly eb6f98ec55 Portal occlusion culling
Adds support for occlusion culling via rooms and portals.
2021-07-14 11:43:23 +01:00
JFonS a2ba7910ba Add soft shadows to the CPU lightmapper
Adds the "light_size" property to Lights. It's only considered in baked
lightmaps for soft shadowing purposes.
2021-07-05 19:02:35 +02:00
Rémi Verschelde b5e1e05ef2
Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks 2021-05-04 14:45:16 +02:00
Rémi Verschelde 6e600cb3f0
Style: Set clang-format Standard to c++14 2021-05-04 14:45:15 +02:00
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
Ev1lbl0w bae4b0c952
Fix negative VRAM values 2021-03-09 09:51:17 +00:00
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
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
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
Hugo Locurcio 2dbc329704
Add a debanding property to Viewport for GLES3
It can be enabled in the Project Settings
(`rendering/quality/filters/use_debanding`). It's disabled
by default as it has a small performance impact and can make
PNG screenshots much larger (due to how dithering works).

As a result, it should be enabled only when banding is noticeable enough.

Since debanding requires a HDR viewport to work, it's only supported
in the GLES3 backend.
2020-10-20 19:07:15 +02:00
Hugo Locurcio af45c97652
Add fast approximate antialiasing (FXAA) to Viewport
This backports FXAA from the `master` branch.

Co-authored-by: Clay John <claynjohn@gmail.com>
2020-10-20 14:54:52 +02:00
Juan Linietsky 388ebfb498
Merge pull request #41629 from JFonS/disable_baked_lights
Disable lights for objects with baked lighting
2020-10-19 14:12:50 -03:00
JFonS fcb00ca048 Disable lights for objects with baked lighting
Don't apply lighting to objects when they have a lightmap texture and
the light is set to BAKE_ALL. This prevents applying the same direct
light twice on the same object and makes setting up scenes with mixed
lighting much easier.
2020-10-11 20:41:40 +02:00
Fredia Huya-Kouadio 0af5cded1e Fix the update logic for user-added custom defines.
The previous logic was causing the (unintentional) removal of custom defines automatically added by the engine.
2020-09-06 21:31:09 -07:00
Ev1lbl0w 17c87d2ec1
Expose disable_render_loop property to GDScript 2020-06-18 11:59:29 +01:00
Pedro J. Estébanez 1ff7b0a0a9 Add shader time scaling
Shaders' `TIME` will be affected by the new shader time scale, that is set via the also new `VisualServer::set_time_scale()`.
2020-06-06 23:59:48 +02:00
lawnjelly b6d652367b Items and draw calls added to IDE Monitor in '2d' section
This adds 2 new values (items and draw calls) to the performance monitor in a '2d' section, rather than reusing the 3d values in the 'raster' section.

This makes it far easier to optimize games to minimize drawcalls.
2020-04-16 11:52:22 +01:00
fhuya 30d738eda7 Add support for opengl external textures as defined by https://www.khronos.org/registry/OpenGL/extensions/OES/OES_EGL_image_external.txt 2020-03-05 13:09:49 -08:00
Rémi Verschelde 4faaf6089a Remove unused #if 0'ed code 2020-01-21 21:41:54 +01:00
clayjohn 041fa57a88 Add multimesh format max for proper error checking 2020-01-16 13:31:17 -08:00
Hugo Locurcio 0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).

This closes #28404.
2020-01-06 00:37:56 +01:00
Rémi Verschelde fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
PouleyKetchoupp 1591677eb8 Fixed antialiasing option for Polygon2D
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.

Fixes #34568
2020-01-01 11:40:14 +01:00
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
PouleyKetchoupp e6ebc43d72 Fixed antialiased option for Polygon2D / Line2D
Polygon2D:
The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing.

Line2D:
Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly.

Fixes #26823
2019-11-28 22:57:27 +01:00
Bastiaan Olij 4e2343160c Add special external MSAA modes for GLES2 Rift S/Quest and OpenXR optimisation 2019-11-11 21:02:06 +11:00
PouleyKetchoupp 530665197f Fixed Particles restart after visibility has been set to off and on again
Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted.

Fixed #33476
2019-11-09 09:51:17 +01:00
Juan Linietsky d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
IAmActuallyCthulhu 82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
Rémi Verschelde 6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio 786a7341a7
Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +02:00
BastiaanOlij 02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
clayjohn 65c211d303 Implement ability to render viewports directly to screen 2019-05-13 15:20:15 -07:00
Aaron Franke 702b539405
Change "ID" to lowercase "id"
Reasoning: ID is not an acronym, it is simply short for identification, so it logically should not be capitalized. But even if it was an acronym, other acronyms in Godot are not capitalized, like p_rid, p_ip, and p_json.
2019-05-09 06:25:32 -04:00
Rémi Verschelde dd2cd06165
Merge pull request #25670 from aqnuep/bake_mode_affect_gi_prove
Disable GI probe capturing lights with bake mode disabled
2019-04-30 18:33:34 +02:00
Daniel Rakos de33ef2d1b Disable GI probe capturing lights with bake mode disabled
The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
2019-04-23 11:36:36 +02:00
Hein-Pieter van Braam 5d33f241f0
Merge pull request #26064 from JFonS/add_frustum_camera_mode
Add FRUSTUM camera mode, allowing tilted frustums
2019-04-23 06:20:13 +03:00
Juan Linietsky 04847ef5f9 Added ability for multiple images to be imported as an atlas
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
Juan Linietsky 19a6a6286a Ability to make CanvasLayers have pseudo 3D depth. 2019-04-05 10:25:51 -03:00
Juan Linietsky 2f32a75d2e Skeletons can now choose between using local or world coords for processing, fixes #26468 2019-03-03 12:24:00 -03:00
JFonS 54b95b6c5a Add FRUSTUM camera mode, allowing tilted frustums
This new camera mode makes it easy to create tilted frustums for mirror
or portal effects.

This work was kindly sponsored by IMVU.
2019-02-19 17:48:08 +01:00
Rémi Verschelde b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Bastiaan Olij f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
Juan Linietsky af8d941c55 Added luminance capping to avoid glitches on small dots. closes #17996 2018-11-28 01:22:20 -03:00
Juan Linietsky 634aa4fc24 Ensure bone AABBs are properly transformed to affect mesh AABB, fixes #19281 2018-11-19 10:43:29 -03:00
Juan Linietsky 55f5f4757e
Merge pull request #23248 from dlasalle/fog
Add parameters for fog end depth and use alpha as density.
2018-11-14 10:24:55 -03:00
Dominique LaSalle 6eae6247e4 Add parameter for fog max depth and use alpha as density. 2018-11-13 17:19:11 -08:00