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Commit Graph

886 Commits

Author SHA1 Message Date
Pedro J. Estébanez
49700eb84b Make physics interpolation compatible with separate-thread rendering 2025-12-28 09:49:06 +01:00
Rémi Verschelde
0a9011743f Merge pull request #111195 from lawnjelly/fti_fix_2d_non_interpolated
[3.x] FTI - Optimize non-interpolated 2D items
2025-10-28 09:43:02 +01:00
lawnjelly
b3b8908066 FTI - Optimize non-interpolated 2D items 2025-10-06 09:20:44 +01:00
lawnjelly
dedf461674 Add blob shadows feature
BlobShadow node (sphere or capsule)
BlobFocus
Backends for GLES2 and GLES3
2025-10-01 06:37:54 +01:00
lawnjelly
e4449b847f Merge pull request #108120 from lawnjelly/fti_multimesh_reset_all3
[3.x] `FTI` - Add `multimesh_instances_reset_physics_interpolation()`
2025-07-02 08:20:15 +01:00
lawnjelly
8bf24dcc44 FTI - Add multimesh_instances_reset_physics_interpolation() 2025-06-29 18:54:46 +01:00
lawnjelly
15d143390d FTI - Fix MultiMesh stable behaviour 2025-06-29 18:10:33 +01:00
lawnjelly
bd47dc4b29 Remove implicit conversion from LocalVector to Vector 2025-06-14 19:46:29 +01:00
lawnjelly
5155fe5a4f Merge pull request #103685 from lawnjelly/fti_scene_tree
[3.x] Physics Interpolation - Move 3D FTI to `SceneTree`
2025-03-30 15:46:13 +01:00
lawnjelly
0758ad0612 Add GLOBAL_GET cached macros.
GLOBAL_GET is an expensive operation which should not be used each frame / tick.
This PR adds macros which do a cheaper revision check, and only call the expensive GLOBAL_GET when project settings have changed.

Co-authored-by: Lukas Tenbrink <lukas.tenbrink@gmail.com>
2025-03-18 16:28:40 +00:00
lawnjelly
66a2efe491 Physics Interpolation - Move 3D FTI to SceneTree
Moves 3D interpolation from `VisualServer` to the client code (`SceneTree`).
Complete rework of 3D physics interpolation, but using the same user API.
2025-03-17 17:55:26 +00:00
Yuri Rubinsky
5d1e7e509d [3.x] Implement glow map effect 2024-09-24 20:47:32 +03:00
lawnjelly
0b30d77384 Physics Interpolation - refactor Camera and fix get_camera_transform()
* Moves 3D Camera interpolation scene side.
* Automatically switches `get_camera_transform()` to report interpolated transform during `_process()`.
* Fixes `ClippedCamera` to work with physics interpolation.
2024-06-09 12:08:27 +01:00
lawnjelly
a5f9f581fa Tight shadow culling - increase epsilon to prevent flickering
Near colinear triangles were still causing inaccuracy in culling planes, so the threshold for colinearity is bumped up.
2024-05-18 14:29:16 +01:00
lawnjelly
df0e3c5e42 Physics interpolation - Zero server side multimesh data
To prevent possibility of use of uninitialized data.
2024-05-12 15:05:46 +01:00
lawnjelly
b09bc22b74 Tighter light culling - fix directional lights colinear case
Exactly the same fix as done already for non-directional lights.
2024-05-10 09:05:49 +01:00
lawnjelly
46a04d160e Tighter shadow culling - fix light colinear to frustum edge
In rare situations if a light is placed near colinear to a frustum edge, the extra culling plane derived can have an inaccurate normal due to floating point error.
This PR detects colinear triangles, and prevents adding a culling plane in this situation.
2024-04-09 07:25:35 +01:00
lawnjelly
e5a4aee3a6 Physics Interpolation 2D - change transform API to use const ref 2024-03-16 16:50:47 +00:00
lawnjelly
1b5fa74e39 Discrete Level of Detail
Add scene side discrete level of detail.

New node `LOD` for UI, and `LODManager` within `World` for automatically updating child visibilities based on distance from cameras.
2024-02-10 18:54:25 +00:00
Rémi Verschelde
5eeb4f220d Merge pull request #87713 from lawnjelly/portal_include_in_bound
[3.x] Portals - include in bound and special cases in start room
2024-02-07 09:41:22 +01:00
Rémi Verschelde
2a1917482a Merge pull request #86744 from Listwon/custom-shader-compilation-determinism
[3.x] Prevent shuffling custom shader functions (shader cache requires determinism)
2024-02-07 09:40:36 +01:00
lawnjelly
7f3800ece2 Portals - include in bound and special cases in start room
* Re-introduces a property for portals to decide whether they are included in room bounds during room conversion.
* Adds a special case for portals that extend into the start room, which may be caused by level design inaccuracies.
2024-01-31 09:22:33 +00:00
Bartłomiej T. Listwon
73793ab89c Prevent shuffling custom shader functions (shader cache requires determinism) 2024-01-03 13:12:48 +01:00
lawnjelly
8ca631a466 Shadow volume culling and tighter shadow caster culling
Existing shadow caster culling using the BVH takes no account of the camera. This PR adds the highly encapsulated class VisualServerLightCuller which can cut down the casters in the shadow volume to only those which can cast shadows on the camera frustum.

This is used to:
* More accurately defer dirty updates to shadows when the shadow volume does not intersect the camera frustum.
* Tighter cull shadow casters to the view frustum.

Lights dirty state is now automatically managed:
* Continuous (tighter caster culling)
* Static (all casters are rendered)
2023-11-14 14:17:57 +00:00
Rémi Verschelde
5f9cbe514d Merge pull request #75468 from Ansraer/four_is_overkill
[3.x] Add support for 3 dir shadow splits
2023-10-01 22:50:57 +02:00
Rémi Verschelde
06401129bc Merge pull request #80764 from mrezai/improve-lightprobes-performance
Improve BakedLightmap's lightprobes performance
2023-09-20 23:39:26 +02:00
lawnjelly
723632a76a CPUParticles2D - fix interpolated transforms and culling
1) Physics interpolated particles in global mode are specified in global space. In VisualServer they should therefore ignore local transform.

2) Additionally, the expected final_transform should be passed on to children, rather than the identity transform used on the local item.

3) Local bounds in hierarchical culling are fixed for items using identity transform, by calculating their local bound in local space from the global space particles.
2023-08-22 12:57:54 +01:00
Mohammad Rezai
f6e2c37c43 Improve BakedLightmap's lightprobes performance 2023-08-19 20:58:20 +03:30
Rémi Verschelde
b8ff6190a8 Merge pull request #80176 from lawnjelly/fti_2d_particles
[3.x] Physics Interpolation - add support for CPUParticles2D
2023-08-08 14:27:38 +02:00
lawnjelly
a117a3307a Physics Interpolation - add support for CPUParticles2D
Similar to the existing 3D CPUParticles physics interpolation.
2023-08-03 14:44:08 +01:00
lawnjelly
ad577e3c7e Fix 2D MultiMesh hierarchical culling
Fixes updating local bounds for MultiMeshes used in canvas items by introducing a back link.
2023-08-03 06:49:01 +01:00
lawnjelly
61e41cc9a1 Add debug_canvas_item_get_local_bound() function to VisualServer
Useful for debugging hierarchical culling.
2023-08-02 17:05:13 +01:00
Rémi Verschelde
078e1b9f45 Merge pull request #79498 from lawnjelly/multirect_fix_flushing
[3.x] MultiRect - Fix flushing in TextEdit
2023-08-02 17:27:35 +02:00
lawnjelly
5162efbfe9 2D Fixed Timestep Interpolation
Adds support to canvas items and Camera2D.
2023-08-01 16:07:48 +01:00
lawnjelly
8814578ceb MultiRect - Fix flushing in TextEdit
The FontDrawer used in TextEdit was previously not being flushed before drawing auto-completion boxes. This was causing rendering artifacts.
This PR also increases the backward compatibility of the MultiRect OFF mode, by forcing a flush after each character.
2023-07-15 14:02:21 +01:00
lawnjelly
b777a9e5f9 Canvas item hierarchical culling
Adds optional hierarchical culling to the 2D rendering (within VisualServer).

Each canvas item maintains a bound in local space of the item itself and all child / grandchild items. This allows branches to be culled at once when they don't intersect a viewport.
2023-04-25 20:17:33 +01:00
Rémi Verschelde
bfb6877b3c Merge pull request #75612 from lawnjelly/fix_skele2d_bounds2
[3.x] Fix Polygon2D skinned bounds (for culling)
2023-04-25 16:24:59 +02:00
Rémi Verschelde
4c5a934408 Merge pull request #68960 from lawnjelly/multirect
Batching - Add MultiRect command
2023-04-17 17:25:20 +02:00
lawnjelly
dd6c213dac Fix Polygon2D skinned bounds (for culling)
The bound Rect2 was previously incorrect because bone transforms need to be applied to verts in bone space, rather than local space. This was previously resulting in skinned Polygon2Ds being incorrectly culled.
2023-04-12 10:17:02 +01:00
Ansraer
54bc6a300e add support for 3 dir shadow splits 2023-03-29 13:40:17 +02:00
lawnjelly
910ddd13c4 Batching - Add MultiRect command
Large groups of similar rects can be processed more efficiently using the MultiRect command. Processing common to the group can be done as a one off, instead of per rect.

Adds the new API to VisualServerCanvas, and uses the new functionality from Font, BitmapFont, DynamicFont and TileMap, via the VisualServerCanvasHelper class.
2023-03-10 10:58:04 +00:00
lawnjelly
18d7d36b63 Eliminate collision checks between geometry in rendering BVH.
Later logic using the `pairable_mask` would catch cases preventing pairing callbacks between geometry. However the collision checks were still taking place, wasting performance.

Here we utilize the `tree_mask` feature of BVH to totally eliminate unnecessary collision checks between geometry.
2023-03-09 11:16:30 +00:00
Rémi Verschelde
1426cd3b3a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".

Backported from #70885.
2023-01-10 15:26:54 +01:00
dzil123
aa0b91ca52 [3.x] Fix shader compiler asan out of bounds 2022-11-17 19:24:15 -08:00
clayjohn
7e840ae883 Properly initialize use_aabb_center in visual server 2022-10-11 09:53:59 -07:00
Haoyu Qiu
f33dfe8236 Fix crash executing MultiMesh.reset_instance_physics_interpolation 2022-10-02 15:30:55 +08:00
Rémi Verschelde
24ebc32126 Merge pull request #61841 from markusneg/cull-masked-shadows 2022-09-23 09:43:20 +02:00
Rémi Verschelde
2ee933bb77 Merge pull request #64920 from lawnjelly/bind_physics_interpolation
Bind Physics Interpolation functions in VisualServer
2022-08-30 22:02:58 +02:00
lawnjelly
96a1b86717 Bind Physics Interpolation functions in VisualServer
To allow maximum flexibility in the initial rollout, VisualServer functions were not bound in order to prevent compatibility issues if the API changed.

These functions are now bound to allow direct use from the VisualServer.
2022-08-30 18:06:12 +01:00
QbieShay
acdcbefa4e added options for sorting transparent objects
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2022-08-30 13:39:32 +02:00