Commit Graph

352 Commits

Author SHA1 Message Date
Yuri Roubinsky
897fc09bac Makes few shader built-ins constant to prevent changing them 2021-05-26 15:58:35 +03:00
Rémi Verschelde
f1abfbbeb1
Merge pull request #48837 from Soupstraw/shader-pi
Added constants PI, TAU and E to the shader language
2021-05-25 18:07:15 +02:00
Rémi Verschelde
f050719da8
Merge pull request #48933 from Chaosus/shader_array_params
Allow shader arrays to be passed as parameters and return value in functions
2021-05-25 11:47:08 +02:00
Joosep Jääger
16567321ba Added constants PI, TAU and E to the shader language 2021-05-25 12:15:08 +03:00
reduz
789713b008 Support for 2D particles to collide against SDF
-Added SDF collision support for 2D particles
-Changed the SDF generation to be fully signed
2021-05-23 16:43:36 -03:00
Yuri Roubinsky
5874b7a29c Allow shader arrays to be passed as parameters and return value 2021-05-22 20:15:03 +03:00
Yuri Roubinsky
084648bd18 Basic warning support implementation for the Godot Shading Language. 2021-05-22 19:24:31 +03:00
Winston Hartnett
96fa2ee2a0 Fix instance uniform typo 2021-05-20 21:11:40 -05:00
Rémi Verschelde
4219a4cb6f
Fix typos with codespell
Using codespell 2.0.0.

Method:
```
$ cat > ../godot-word-whitelist.txt << EOF
ang
curvelinear
dof
doubleclick
fave
findn
GIRD
leapyear
lod
merchantibility
nd
numer
ois
ony
que
seeked
synching
te
uint
unselect
webp
EOF

$ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po"
$ git diff // undo unwanted changes
```
2021-05-20 12:38:56 +02:00
Yuri Roubinsky
6135744786 Implements length() shader function for arrays in structs 2021-05-19 21:50:11 +03:00
Yuri Roubinsky
96b2e54c70 Fix typo in shader_language.cpp 2021-05-18 19:01:02 +03:00
Bastiaan Olij
02980be834 Implementing blit shader with versions 2021-05-12 22:52:28 +10:00
Rémi Verschelde
0c693f8781
Merge pull request #48472 from BastiaanOlij/render_state
Make better use of our render_state struct
2021-05-12 13:44:03 +02:00
reduz
479391ef54 Fixes missng 2D engine bits
-Mesh2D now works
-MultiMesh2D now works
-Polygon2D now works
-Added hooks for processing 2D particles
-Skeleton2D now works

2D particles still not working, but stuff needed for it is now implemented.
2021-05-11 11:21:36 -03:00
Bastiaan Olij
308b26762b Split RenderDataRD struct from RenderState struct to simplify passing our render data around the renderer. 2021-05-10 21:52:15 +10:00
Rémi Verschelde
8962d36bb1
Merge pull request #33577 from Calinou/highlight-control-flow-keywords
Highlight control flow keywords with a different color
2021-05-07 00:52:50 +02:00
Bastiaan Olij
90ef5d73c4 Cleanup vulkan capabilities check and add multiview check 2021-05-06 12:06:07 +10:00
Hugo Locurcio
e905e8f145
Highlight control flow keywords with a different color
This makes them easier to distinguish from other keywords.
2021-05-05 22:38:12 +02:00
Rémi Verschelde
7449d6c752
Merge pull request #48435 from BastiaanOlij/no_repeat_mobile_renderer
Remove repeat from forward mobile renderer
2021-05-05 16:19:03 +02:00
Bastiaan Olij
cc45ed448b Remove repeat from forward mobile renderer 2021-05-04 11:37:58 +10:00
jfons
6995b0429c Assorted fixes to UV unwrapping and GPU lightmapper
Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for
context in case of git blame/bisect:

* Fix UV2 unwrapping on import, also cleaned up the unwrap cache code.
* Fix saving of RGBA images in EXR format.
* Fixes to the GPU lightmapper:
	- Added padding between atlas elements, avoids bleeding.
	- Remove old SDF generation code.
	- Fix baked attenuation for Omni/Spot lights.
	- Fix baking of material properties onto UV2 (wireframe was
	  wrongly used before).
	- Disable statically baked lights for objects that have a
	  lightmap texture to avoid applying the same light twice.
	- Fix lightmap pairing in RendererSceneCull.
	- Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`.
	- Port autoexposure fix for OIDN from 3.x.
	- Save debug textures as EXR when using floating point format.
2021-05-03 18:10:34 +02:00
Bastiaan Olij
58ff0dac1a Create mobile renderer 2021-05-03 21:54:11 +10:00
reduz
90056460ad Implement Particle Trails
-Enable the trails and set the length in seconds
-Provide a mesh with a skeleton and a skin
-Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh
-Works deterministically
-Fixed particle collisions (were broken)
-Not working in 2D yet (that will happen next)
2021-04-30 17:38:02 -03:00
Rémi Verschelde
305b2a15bf
Merge pull request #48239 from akien-mga/goodbye-copymem
Core: Drop custom `copymem`/`zeromem` defines
2021-04-28 11:04:05 +02:00
Rémi Verschelde
95cfce661b
Merge pull request #48050 from JFonS/occlusion_culling 2021-04-27 19:07:12 +02:00
Rémi Verschelde
8247667a3e
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.
2021-04-27 16:26:27 +02:00
Yuri Roubinsky
3c82f01134 Fix shader handle constant expressions in function call 2021-04-27 15:23:01 +03:00
Dennis Brakhane
31d41d83c3 Remove duplicate comments
A few single line comments were duplicated, probably due to bad merges.

This commit removes the obviously duplicate ones.
2021-04-25 20:03:52 +02:00
jfons
4d9d99bb82 Implement occlusion culling
Added an occlusion culling system with support for static occluder meshes.
It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`.

Occluders are defined via the new `Occluder3D` resource and instanced using the new
`OccluderInstance3D` node. The occluders can also be automatically baked from a
scene using the built-in editor plugin.
2021-04-23 21:45:23 +02:00
Bastiaan Olij
ebf10fe736 Fix reflection probe 2021-04-21 23:42:29 +10:00
reduz
906882ee66 Split particle shader entry points
* Particle shaders now have start() and process()
* Particle collision happens between them.
* The RESTART property is kept, so porting an old shader is still possible.

This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-17 12:22:55 -03:00
Rémi Verschelde
c7a4e2196e
Merge pull request #47878 from clayjohn/rename-get_surface_material
Rename get_surface_material to get_surface_override_material
2021-04-15 07:57:15 +02:00
clayjohn
92731d292c Rename get_surface_material to get_surface_override_material 2021-04-14 20:24:03 -07:00
reduz
d3b49c416a Refactor GLSL shader compilation
-Used a more consistent set of keywords for the shader
-Remove all harcoded entry points
-Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization.
-Entry point for sky shaders is now sky().
-Entry point for particle shaders is now process().
2021-04-14 11:37:52 -03:00
Bastiaan Olij
71c5d73b5e Remove low_end option from renderer, being replaced by separate implementation 2021-04-09 22:04:56 +10:00
Bastiaan Olij
dad40fa2df Move clustered renderer functionality 2021-04-05 23:11:38 +10:00
Rémi Verschelde
d83761ba80
Style: Apply clang-tidy's readability-braces-around-statements 2021-04-05 14:09:59 +02:00
Rémi Verschelde
9bbe51dc27
Style: Apply clang-tidy's modernize-use-nullptr 2021-04-05 14:05:07 +02:00
Rémi Verschelde
65a2888057
Style: Apply clang-tidy's modernize-use-default-member-init 2021-04-05 13:37:27 +02:00
Bastiaan Olij
e93c9fc4ed As GLSLang seems to be all or nothing, added our own defines 2021-03-31 21:47:25 +11:00
Bastiaan Olij
a6c989bc1b Obtain supported Vulkan API 2021-03-26 12:06:57 +11:00
Bastiaan Olij
7f63c9e7c9 Changed SCsub for shaders to find shaders automatically and create dependencies with include files 2021-03-18 12:59:47 +11:00
Ignacio Abal
ccdd7ab890 Added validation when assigning heightfield_resolution (Fix #46281) 2021-03-17 12:03:52 -03:00
sboronczyk
3e7c5d2ca5 fix issue vulkan crash on open shader materials 2021-03-13 22:54:33 +01:00
Bastiaan Olij
f7cbeb0d1b Removed time duplicate from ForwardClustered. Just use the variable from its superclass 2021-03-11 18:08:10 +11:00
Bastiaan Olij
73b5eb2673 Combine init_gi and init_sdfgi into a single init 2021-03-11 18:07:33 +11:00
Bastiaan Olij
52ab369d5f Renamed one more Forward render struct and fixed typo 2021-03-11 14:18:05 +11:00
Bastiaan Olij
dfc41eb6f6 Moving RendererStorageRD *storage to protected, no sense duplicating it in forward_clustered 2021-03-11 13:24:23 +11:00
Bastiaan Olij
a895844c82 Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered so we can introduce RendererSceneRenderForwardMobile 2021-03-10 22:34:50 +11:00
Rémi Verschelde
3856bc5afe
Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanup
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-08 08:22:48 +01:00