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Commit Graph

1987 Commits

Author SHA1 Message Date
Thaddeus Crews
a167afd70a Merge pull request #96771 from clayjohn/RD-static-lighting
Avoid calculating dynamic lights when lights are already baked using the static bake mode in the Forward+ renderer
2024-12-10 14:15:41 -06:00
Thaddeus Crews
a3656083ca Merge pull request #100065 from clayjohn/mesh-aabb-clear
Clear AABB when Mesh is cleared
2024-12-09 14:33:32 -06:00
Alessandro
c153c5b3cf Moved uniform variables up so that they are available within the #GLOBAL scope 2024-12-06 17:39:31 -05:00
clayjohn
9320865796 Avoid calculating dynamic lights when lights are baked into LightmapGI using the static bake mode 2024-12-06 10:17:44 -08:00
landervr
05010180ce ReflectionProbe add Blend Distance 2024-12-05 23:29:47 +01:00
clayjohn
deac37c464 Clear AABB when Mesh is cleared 2024-12-05 11:40:44 -08:00
clayjohn
1b5a15d5d1 Correctly check time since shadow was allocated in atlas to avoid unnecessary re-allocations
Co-authored-by: jitspoe <jitspoe@yahoo.com>
2024-12-05 11:13:37 -08:00
Wagner
6995b6a03e Allow changing the anisotropic filter level at run-time per Viewport 2024-11-30 00:50:45 -03:00
ze2j
97e0b43faa Add ArrayMesh::surface_remove 2024-11-27 13:46:15 +01:00
Jamie Pate
45a7bcc477 Fix gl_compatibility lightmap uniforms not being set
Fixes #99592

The following variables were set too early, and later code never ran..
prev_shader, prev_variant, prev_spec_constants variables

These variables were shared in two different branch conditions but were
updated inside the first one, so the second could never be true..

The condition to update lighting also should check prev_spec_constants
since it updates that uniform.
2024-11-23 16:43:07 -08:00
Thaddeus Crews
dcb59f0e7e Merge pull request #99548 from Repiteo/style/clang-format-19-options
Style: Add 19.1.0 LLVM options to `.clang-format`
2024-11-22 14:54:29 -06:00
Thaddeus Crews
e8a4b45ce4 Style: Add 19.1.0 LLVM options to .clang-format 2024-11-22 09:24:32 -06:00
clayjohn
2b68c63a88 Mask out shadows on CanvasItems that don't have a matching item_shadow_mask
This restores the behavior from 3.x
2024-11-21 22:15:54 -08:00
Chaosus
a64b3fd3f8 Allow SCREEN_UV to be used in light function of spatial shader 2024-11-19 11:39:49 +03:00
Thaddeus Crews
fd4c29a189 Merge pull request #98683 from clayjohn/wireframe
Ensure shadow material and mesh are not used with wireframe mode
2024-11-18 09:23:54 -06:00
Thaddeus Crews
0a50cef751 Merge pull request #98788 from Bonkahe/master
Add `multimesh_get_buffer_rd_rid` method to `RenderingServer`.
2024-11-18 09:23:46 -06:00
clayjohn
90b4b48b5a Ensure shadow material and mesh are not used with wireframe mode
And in the Compatibility renderer actually use the wireframe render mode
2024-11-16 22:25:00 -08:00
clayjohn
c810ea4c1b Reduce shader permutations in the compatibility backend 2024-11-15 23:13:33 -08:00
Chris
fb75078308 Changed some image error messages to print the file path 2024-11-15 20:42:03 +01:00
David House
6e9d31f602 Implemented multimesh_get_buffer_rd_rid function into RenderingServer.
Fixed style error.

Updated dummy mesh_storage to move from cpp to h the return of a blank Rid on _multimesh_get_buffer_rd_rid.
2024-11-14 15:52:08 -06:00
tetrapod00
899f5151c3 Standardize terms for renderers in error strings
Use "Forward+", "Mobile", "Compatibility", and "renderer" or "rendering method".
2024-11-10 13:30:44 -08:00
Thaddeus Crews
2b02143d35 Merge pull request #98307 from clayjohn/Light2D-shadow-projection
Precompute projection matrices when rendering 2D shadows
2024-11-10 12:12:14 -06:00
Thaddeus Crews
88d9903f6d Merge pull request #86138 from EnlightenedOne/master
Fix Frustum Sky projection translation logic shearing
2024-11-04 21:52:07 -06:00
Thaddeus Crews
2450dee1bc Merge pull request #93401 from Repiteo/style/clang-tidy-fixes
Style: Apply `clang-tidy` fixes
2024-11-04 21:52:05 -06:00
Thaddeus Crews
11b90086b7 Merge pull request #96705 from elmajime/camera_from_external_feed
Add support for external camera feed from external plugin on Android
2024-11-04 21:51:50 -06:00
Thaddeus Crews
bb5f390fb9 Style: Apply clang-tidy fixes (superficial)
• `modernize-use-bool-literals`, `modernize-use-nullptr`, and `readability-braces-around-statements`
2024-11-04 12:11:14 -06:00
EnlightenedOne
1d141ab32a Fix Frustum Sky projection translation logic, all pipelines, fixes 63863 2024-11-02 21:34:55 +00:00
A Thousand Ships
ec650a2f09 [Core,Drivers] Improve use of Ref.is_null/valid
Use `is_null` over `!is_valid` and vice versa.
2024-11-01 16:50:11 +01:00
maxime.chambefort
6f846eb5c5 Added external camera feed from external plugin on Android 2024-10-30 18:30:28 +01:00
clayjohn
940e9c2a43 Revert "Fix GPUParticles are not rendered for older AMD GPUs with OpenGL+Angle"
This reverts commit 9cc9df52eb.

This also adds a fallback to avoid using the Godot versions of the half 2 float functions when using ANGLE.
2024-10-29 22:17:16 -07:00
Adam Scott
0d350e7108 Set clang-format RemoveSemicolon rule to true
- Set clang-format `Standard` rule to `c++20`
2024-10-25 13:49:43 -04:00
Yuri Rubinsky
6732a0fd86 Merge pull request #98448 from Chaosus/shader_global_builtins
Make `OUTPUT_IS_SRGB/CLIP_SPACE_FAR` shader built-ins global
2024-10-25 13:55:14 +03:00
Thaddeus Crews
cfc05c5e0f Merge pull request #85338 from EMBYRDEV/shadow-caster-mask
Add `shadow_caster_mask` to Light3D.
2024-10-24 13:22:59 -05:00
Chaosus
463e81413e Make OUTPUT_IS_SRGB/CLIP_SPACE_FAR shader built-ins global 2024-10-24 12:32:05 +03:00
Thaddeus Crews
7815ccbdd5 Merge pull request #98294 from Calinou/texture-placeholders-use-shared-copy
Use a shared copy of placeholder textures, tweak placeholder appearance
2024-10-21 16:39:29 -05:00
clayjohn
62516df757 Precompute projection matrices when rendering 2D shadows 2024-10-18 11:55:00 -07:00
Yevhen Babiichuk (DustDFG)
af6d260c17 Don't include core/io/image.h in core/os/os.h
`core/os/os.h` doesn't use `core/io/image.h`. It just brings
transitive dependencies. Lots of dependencies because `core/os/os.h`
is transitively included in almost every file of godot

Also added `core/io/image.h` into files^1 where `Ref<Image>` and `core/os/os.h`
were used to prevent obscure errors involving `Ref<Image>`

^1 except those which include `core/io/image_loader.h` or `core/io/image.h` by
corresponding .h file with the same name

Signed-off-by: Yevhen Babiichuk (DustDFG) <dfgdust@gmail.com>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
2024-10-18 19:04:19 +03:00
Hugo Locurcio
35a20fa96a Use a shared copy of placeholder textures, tweak placeholder appearance
This reduces memory usage a bit in case multiple placeholders were
requested, e.g. when using multiple NoiseTextures with no noise property
defined.

The placeholder texture's appearance was also changed from a plain magenta
color to a checkerboard alternating between magenta and black pixels.
This makes it easier to spot when the placeholder texture ends up
being used in a complex scene (usually by accident).
The texture's dimensions remain identical to keep the physical size
identical in 2D.
2024-10-18 14:51:51 +02:00
Thaddeus Crews
bb20444998 Merge pull request #97744 from Nazarwadim/use_local_vector_for_skeleton
Use `LocalVector` for skeleton
2024-10-10 18:13:19 -05:00
Thaddeus Crews
16dfaa5e80 Merge pull request #94952 from alvinhochun/angle-d3d11-flip-y
Optimize ANGLE on D3D11 to remove an extra blit
2024-10-10 18:13:17 -05:00
Clay John
842f982397 Merge pull request #96819 from clayjohn/GLES3-instance-uniforms
Implement instance uniforms in Compatibility renderer
2024-10-07 13:41:47 -06:00
Dario
e2c6daf7ef Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
- Implements asynchronous transfer queues from PR #87590.
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
2024-10-02 15:11:58 -03:00
Nazarii
1ba168fcbc Use local vector for skeleton 2024-10-02 20:38:40 +03:00
Rémi Verschelde
2bd0fd8e3d Merge pull request #97676 from clayjohn/GLES3-sky-quality
Improve the look of radiance map in Compatibility backend
2024-10-02 15:01:20 +02:00
Patrick Owen
d720eb80e1 Clamp UV-coordinates to centers of outermost texels when configured to do so
In addition, fix region_filter_clip_enabled documentation to be consistent with AtlasTexture.xml, since that is the option whose behavior was fixed
2024-09-29 05:57:19 -04:00
clayjohn
4f674154d9 Improve the look of radiance map in Compatibility backend 2024-09-29 01:33:14 -07:00
ywmaa
0a9ad8f9de Implement vertex shading
This adds support in all backends, but the Compatibility renderer works the best.
Mobile and Forward+ can only support one directional light shader (the first in the tree)
While the Compatibility renderer supports any number of shadows.

Co-authored-by: Clay John <claynjohn@gmail.com>
2024-09-29 00:36:09 +02:00
Thaddeus Crews
9f9ee0c813 SCons: Add unobtrusive type hints in SCons files 2024-09-25 09:34:35 -05:00
Rie
5efa6ba489 Fix incorrect Reinhard tonemap operator 2024-09-25 12:34:23 +02:00
Rémi Verschelde
c3e16cda00 Merge pull request #97379 from clayjohn/webgl-errors
Clean up two recently introduced WebGL errors
2024-09-24 12:57:21 +02:00