Commit Graph

325 Commits (fe84b84b51df1ff6db658f521d1040aa563cedd0)

Author SHA1 Message Date
Bastiaan Olij 6efaaecde2 Skip rendering sky if viewport is set to transparent background 2024-05-13 11:04:06 +07:00
Rob Blanckaert 64c04d95aa Fix shader error on mobile when using LIGHT_VERTEX 2024-05-04 11:02:05 +07:00
QbieShay e41064388e reverted naming to premul alpha (no T)
Initially 3d had premulT alpha as a keyword.
Since Canvas item uses mixed premul and premult as keywords,
3D is changed as well to keep consistency with 2D.
Unfortunately this keeps inconsistency with the internal ENUM.
2024-05-01 22:24:49 +07:00
QbieShay 41a2b0e83e Added premult alpha blending to 3D (spatial) shaders.
Co-authored-by: jitspoe <jitspoe@yahoo.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2024-05-01 00:53:29 +07:00
Rob Blanckaert ffe0b869f5 Add LIGHT_VERTEX to fragment shader
Adds a new variable to the fragment shader to specify
the vertex position used when calculating lighting.
2024-04-25 06:56:02 +07:00
clayjohn eb62c5b27f Revert change to default depth clear value in draw_list_begin 2024-04-17 19:08:22 +07:00
Rémi Verschelde 10d67e590d
Merge pull request #90191 from BastiaanOlij/fix_mobile_canvas_copy
Don't use subpasses when we're using Canvas background mode in Mobile
2024-04-06 13:06:37 +07:00
Khasehemwy d950f5f838
Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +07:00
Bastiaan Olij 9e9a6fb6d6 Can't use subpasses when we're using Canvas background mode in Mobile 2024-04-04 15:59:11 +07:00
David Sullivan dfa326ef55 Fix: Address mobile resource leaks in render
Update render_forward_mobile destructor to include instance buffers.
Update render_scene_buffers_rd cleanup to include weight buffers / blur
textures.
2024-03-15 14:48:12 +07:00
Hugo Locurcio 26a220bd31
Make Overdraw, Lighting and Shadow Splits debug draw modes ignore decals
This also makes the Overdraw and Shadow Splits debug draw modes ignore fog.
The Lighting debug draw mode still displays fog as that debug draw mode
is intended to preview scene lighting, and fog has an impact on how
lighting is perceived.
2024-03-07 17:40:49 +07:00
Bastiaan Olij 5a98845655 Implement hooks into renderer 2024-02-18 21:54:21 +07:00
Eidolon 08f4560e69 Add optional depth fog 2024-02-17 22:39:34 +07:00
Erik Johnson eab95698cd
Fix shadows for billboarded Sprite3D's 2024-02-13 10:36:38 +07:00
Yuri Sizov 3f7ea71e88 Merge pull request #87495 from jsjtxietian/USE_LIGHT_SHADER_CODE
Clean up outdated `USE_LIGHT_SHADER_CODE` usage
2024-01-25 16:27:14 +07:00
Yuri Sizov b698204a1e Merge pull request #87505 from BastiaanOlij/fix_mobile_refprobe_validation
Fix framebuffer created for reflection probe in mobile renderer
2024-01-24 14:08:52 +07:00
Yuri Sizov 2ce450f8bc Merge pull request #84894 from clayjohn/tangent-error-message
Store ArrayMesh path in RenderingServer for use in error messages
2024-01-24 14:07:47 +07:00
jsjtxietian 2004ad1ac5 Clean up outdated `USE_LIGHT_SHADER_CODE` usage 2024-01-24 12:30:27 +07:00
Bastiaan Olij 914eecaddb Fix framebuffer created for reflection probe in mobile renderer 2024-01-24 00:51:51 +07:00
Dario cc4d39b0c1 Acyclic Command Graph for RenderingDevice.
Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
2024-01-08 14:54:56 +07:00
jsjtxietian 89d7a2f0a5 Fix incorrect CAMERA_DIRECTION_WORLD calculation 2023-12-26 14:09:44 +07:00
clayjohn 43cf21cb71 Use best fit normals for storing screen space normals 2023-12-21 14:41:29 +07:00
Yuri Sizov 2d0ee20ff3 Merge pull request #86219 from clayjohn/RD-samplers-hotfix
Reduce the number of samplers used by the scene shaders
2023-12-16 17:50:10 +07:00
clayjohn a5399ab5af Reduce the number of samplers used by the scene shaders
The hard limit for Apple devices is 16 samplers per stage. So we need to ensure we use less than that
2023-12-15 17:13:44 +07:00
Bastiaan Olij 22cd145177 Merge passes in Vulkan mobile renderer 2023-12-16 09:51:35 +07:00
Yuri Sizov ee1bf15924 Merge pull request #84637 from clayjohn/RD-sampler-bias
Use render pass uniform set to store viewport samplers.
2023-12-08 15:23:18 +07:00
Bastiaan Olij 47983e30c5 Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene 2023-11-16 13:34:34 +07:00
clayjohn ead36fdcc4 Store ArrayMesh path in RenderingServer for use in error messages 2023-11-14 16:27:10 +07:00
clayjohn 2b9e6d2972 Use render pass uniform set to store viewport samplers.
This fixes a bugs where per-viewport samplers were being used for internal texture fetches (probes, sky, etc.).

This also fixes a bug when using multiple viewports in the same scene.

This also fixes a bug where the texture bias would override the bias from 3D scale.
2023-11-08 23:26:08 +07:00
clayjohn a74cfc2629 Use default samplers in base uniform set when rendering to reflection probes 2023-11-07 17:46:05 +07:00
clayjohn d1043a5f93 Enhance checks and user experience around tangents.
Ensure `ensure_tangents` option actually creates tangent array. Even if it is just a dummy array.

Allow mesh to generate its own tangents when using compression. This allows users to compress meshes without tangents.

Warn users if they are trying to read from tangents without providing tangents.
2023-11-01 22:40:42 +07:00
Rémi Verschelde 4cc8f0f36d
Merge pull request #83649 from BastiaanOlij/no_2d_stereo
Skip 2D rendering if stereo enabled and fix couple of MSAA issues
2023-10-25 10:29:09 +07:00
Bastiaan Olij 425e943576 Skip 2D rendering if stereo enabled and fix MSAA2D with 3D issue. 2023-10-20 14:02:55 +07:00
Clay 623a050269 Ensure that only visible paired lights are used
This is a longstanding issue in both the Mobile and GL Compatibility renderer.

Meshes pair with all lights that touch them, and then at draw time, we send all paired lights indices to the shader (even if that light isn't visible). The problem is that non-visible lights aren't uploaded to the GPU and don't have an index. So we end up using a bogus index
2023-10-17 13:02:46 +07:00
bitsawer f0a178cbdb Fix Mobile renderer shader instance uniform access 2023-10-15 18:09:54 +07:00
clayjohn 04846c1d6d Avoid default fallback material when using world_vertex_coords
This avoids z-fighting between the opaque shader and the depth prepass shader
2023-10-05 19:11:48 +07:00
clayjohn 51ed3aef63 Vertex and attribute compression to reduce the size of the vertex format.
This allows Godot to automatically compress meshes to save a lot of bandwidth.

In general, this requires no interaction from the user and should result in
no noticable quality loss.

This scheme is not backwards compatible, so we have provided an upgrade
mechanism, and a mesh versioning mechanism.

Existing meshes can still be used as a result, but users can get a
performance boost by reimporting assets.
2023-10-05 12:02:23 +07:00
A Thousand Ships fdd3d36c6d [Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicable 2023-09-25 18:45:30 +07:00
Dario 057367bf4f Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 +07:00
Dario 9b91750fb1 Fix mipmap bias behavior by refactoring how samplers are created by Material Storage.
Introduces a new structure to store samplers created with certain parameters instead of storing a 'custom' set of samplers. Allows viewports to correctly configure the mipmap bias and use it when rendering the scene.
2023-09-06 11:24:19 +07:00
Milan Gruner 45a33cc749 Implement render mode fog_disabled and BaseMaterial3D setting Disable Fog 2023-09-05 18:15:02 +07:00
Rémi Verschelde aa9f3583e8
Merge pull request #80933 from ChibiDenDen/clear_color_mobile_fix
Fix clear color on mobile renderer
2023-08-31 08:53:41 +07:00
ChibiDenDen df25e87842 fix clear color on mobile renderer 2023-08-30 00:57:59 +07:00
Dario 293302ccd8 Add motion vector support for GPU 3D Particles.
Add the capability of resizing the transforms buffer for particles to be double its size and alternate where the current output is written to. Only works for particles that use index as their draw order.
2023-08-28 10:56:02 +07:00
Dario e2984af013 Add motion vector support for animated surfaces like skeletons or blend shapes.
Extends mesh instances that required custom vertex buffers to create two alternating buffers that are written to and binds them to use them as the previous vertex buffer when generating motion vectors.
2023-08-16 11:37:42 +07:00
Rémi Verschelde 00de140d46
Merge pull request #80368 from BastiaanOlij/fix_mobile_error_on_scale
Fix issue with four subpasses always been requested in mobile renderer
2023-08-08 16:58:47 +07:00
Bastiaan Olij 414df467cd Fix issue with four subpasses always been requested in mobile renderer 2023-08-07 20:26:48 +07:00
clayjohn 57eb762bae Add option to enable HDR rendering in 2D
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +07:00
Yuri Sizov 13307e7efc Merge pull request #79776 from LRFLEW/mobilefog
Mobile: Uncomment code required for fog rendering on clear color
2023-08-01 17:25:29 +07:00
LRFLEW 6effd3cde7 Fix transparent viewport backgrounds with custom clear color 2023-07-30 06:19:47 +07:00
Bastiaan Olij 4874b96033 Expose RenderingSceneBuffers through ClassDB 2023-07-26 23:48:30 +07:00
Clay 7c812cd7e9 Fix use of discard in shaders
discard was being included in all shaders set to depth pass opaque, which is the majority of shaders

Instead it should only be used with alpha prepass materials
2023-07-24 23:21:04 +07:00
LRFLEW db17415df8 Mobile: Uncomment code required for fog rendering on clear color 2023-07-24 08:46:45 +07:00
Bastiaan Olij a22f495a3c Split raster barrier into vertex and fragment barrier 2023-07-15 12:30:32 +07:00
Yuri Sizov 0fa808ba5e Merge pull request #77085 from BastiaanOlij/visualise_direction_shadowmap_frustum
Draw frustum splices ontop of direction shadow atlas for debug purposes
2023-07-12 21:02:25 +07:00
Yuri Sizov bb15241e06 Merge pull request #77740 from ChibiDenDen/simplify_vulkan
Replace sampler arrays with constant sampler elements, simplify and reuse code for all shaders
2023-07-12 17:16:12 +07:00
bitsawer ef00de99b4 Fix error spam when a mesh with bone weights has an invalid skeleton 2023-06-22 15:58:52 +07:00
ChibiDenDen 35715e510f replace sampler arrays with constant sampler elements 2023-06-22 01:11:57 +07:00
Bastiaan Olij 66272ea26e Fix volumetric fog in stereo by projection vertex in combined space 2023-06-20 14:36:14 +07:00
clayjohn 36a005fafc
Add RENDERING_INFO parameters to GL Compatibility renderer
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times

This also adds memory tracking to textures and buffers to catch memory leaks.

This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +07:00
Bastiaan Olij d9eb9665da Draw frustum splices ontop of direction shadow atlas for debug purposes 2023-06-11 11:48:11 +07:00
Rémi Verschelde 9ce42d176d
Merge pull request #76977 from manueldun/light-shader-builtins
Enable the use of all supported builtins on the light shader
2023-06-09 11:04:46 +07:00
Manuel Dun e2321c21db Enable the use of all builtins on the light shader
When using the light process in spatial shader,
the built-ins work as spected, now they work in forward+,
mobile and compatibility renderer.
2023-06-08 14:14:14 +07:00
Allen Pestaluky 4e19f34856 Changed Subtract blend mode of Forward+ and Mobile renderers to match behaviour of the Godot 3 and Compatibility renderers
The OpenGL implementation has used GL_FUNC_REVERSE_SUBTRACT for a long time, but the new RenderingDevice abstraction used by the Vulkan renderers had been mistakenly set to BLEND_OP_SUBTRACT instead of BLEND_OP_REVERSE_SUBTRACT.

Fixes #77448
2023-05-26 10:50:35 +07:00
Bastiaan Olij dae58dd187 Fix a typo in the debug shadow split renderer 2023-05-18 10:36:12 +07:00
Rémi Verschelde 9ecb929da6
Merge pull request #76565 from clayjohn/debug-PSSM-splits
Re-implement the PSSM_SPLITS debug option
2023-05-15 09:33:01 +07:00
Max Hilbrunner 39d85308fd
Merge pull request #76109 from paddy-exe/fix-node-position-view 2023-05-05 14:35:41 +07:00
Johan Aires Rastén 8452e6cdb3 Add SPECULAR_AMOUNT spatial light shader built-in
Light3D has a light_specular property which is used to set the
intensity of specular contributed by this light source, but it was
previously only used by the default material light shader, and not
possible to use in a custom light() shader.
2023-05-04 09:15:12 +07:00
Patrick e35bbd76a3 Fix Rotation Issue with NODE_POSITION_VIEW Visual Shader Node 2023-05-03 19:59:43 +07:00
clayjohn ca23d06a31 Re-implement the PSSM_SPLITS debug option
This uses a render_mode instead of shadow_color to avoid adding a cost to the basic shader
2023-04-28 17:53:56 +07:00
Johan Aires Rastén 14a8124ffe Add LIGHT_IS_DIRECTIONAL built-in for spatial shaders 2023-04-20 14:33:30 +07:00
Rémi Verschelde 0ec2be1213
Merge pull request #76003 from clayjohn/double-particle-offset
Don't store instance transform origin in RD 3D renderer unless requested
2023-04-13 09:56:41 +07:00
clayjohn 29edd277e4 Don't store instance transform in RD 3D renderer unless requested
Previously, when using doubles builds of the engine, instance transform was stored no matter what which caused world space particles to accumulate the instance transform twice
2023-04-12 14:41:17 +07:00
clayjohn 9be0a73294 Add EXPOSURE built in to spatial shaders
This allows users to restore light values to pre-pre-exposure amounts
2023-04-12 10:35:13 +07:00
Yuri Sizov ded38c5d75
Merge pull request #73839 from clayjohn/OUTPUT_IS_SRGB
Clean up OUTPUT_IS_SRGB redefinitions
2023-03-16 13:03:37 +07:00
Bastiaan Olij 903aa0e385 Use MSAA 2D texture in multipass tonemapper 2023-03-01 18:59:59 +07:00
clayjohn c69b14e96e Add warnings for unsupported features in mobile and gl_compatibility backends 2023-02-26 12:28:02 +07:00
clayjohn 316cf04059 Clean up OUTPUT_IS_SRGB redefinitions 2023-02-23 12:56:42 +07:00
Bastiaan Olij 467d735eb1 Fix issue with default textures requiring arrays when using multiview 2023-02-22 16:50:58 +07:00
Yuri Rubinsky 94831c7209 Forbid passing multiview sampler to the custom function in shaders 2023-02-21 11:23:17 +07:00
myaaaaaaaaa 6f88392d02 Move some worker_thread_pool.h includes out of header files 2023-02-13 14:02:01 +07:00
Markus Sauermann 826e54fa73 Some code simplifications
1. `number_width` isn't used later
2. `return_type` is used only once
3. AudioServer::get_singleton()->get_channel_count() always returns a channel_count of 1 or larger
4. negative `aa->backward` conditional
5. `current_canvas` == `find_world_2d()->get_canvas()`
6. identical if `render_shadows`
2023-02-07 14:30:16 +07:00
Bastiaan Olij 8c77aea9ab Expose EYE_OFFSET to gdshader code 2023-02-01 12:39:13 +07:00
Bastiaan Olij 43a63db7cf Fix SSAO/SSIl being applied to reflection probes 2023-01-30 15:20:27 +07:00
Rémi Verschelde 6f7793ce1a
Merge pull request #71581 from clayjohn/dependency-changed
Flag dirty dependencies when GeometryInstance dependencies change in renderer
2023-01-26 22:57:32 +07:00
Rémi Verschelde 4b0363312e
Merge pull request #71455 from BastiaanOlij/fix_stereo_screen_depth
Make screen texture and depth texture work in Multiview
2023-01-26 01:11:02 +07:00
Henrique Coura 28d8cad02e RenderForwardMobile - add dependency tracker info on geometry create 2023-01-25 15:25:49 +07:00
Bastiaan Olij 85c478e170 Make screen texture and depth texture work in Multiview 2023-01-25 13:35:01 +07:00
kobewi 615c517034 Use range iterators in LocalVector loops 2023-01-21 18:44:42 +07:00
clayjohn 49bebf2bfb Sort decals and lights based on camera origin
Also implement sort_offset for decals

Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-20 09:58:17 +07:00
clayjohn faea9f5c10 Remove SCREEN_TEXTURE, DEPTH_TEXTURE, and NORMAL_ROUGHNESS_TEXTURE
in favour of texture hints
2023-01-18 19:52:47 +07:00
clayjohn c4a8284dec Flag dirty dependencies when GeometryInstance dependencies change in renderer
Normally dependencies are only set dirty when changed during culling, but that misses changes that happen in the renderer (like a new shader being set in a material)
2023-01-17 12:39:13 +07:00
Bastiaan Olij 478c37deb8 Improving communication of scaling settings to renderer implementation 2023-01-13 12:54:15 +07:00
Rémi Verschelde 1f171ff18b
Merge pull request #71261 from clayjohn/RD-alpha-aa
Take alpha antialising options into account when setting up materials
2023-01-12 08:19:16 +07:00
clayjohn 0ae567b00a Take alpha antialising options into account when setting up materials
This restores the functionality of the alpha antialising options
2023-01-11 21:29:36 +07:00
clayjohn 89766848de Fix multiple issues that make the normal roughness texture unusable 2023-01-09 11:56:36 +07:00
Rémi Verschelde d95794ec8a
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".
2023-01-05 13:25:55 +07:00
clayjohn 062fb8b0dc Ignore depth draw optimization when using depth draw alpha prepass
This is necessary as the scene shader still uses alpha in this case so we can't discard fragments that weren't written to the depth buffer
2023-01-03 12:33:07 +07:00
Bastiaan Olij 8bf16b0ce5 Fix errors related to reflection probe now using a render buffers object 2022-12-26 22:23:22 +07:00
Rémi Verschelde f064898956
Merge pull request #70253 from BastiaanOlij/cleanup_sky_render
Cleanup and improve sky render
2022-12-23 23:44:02 +07:00