Commit Graph

560 Commits

Author SHA1 Message Date
461d31427c Merge pull request #52205 from BastiaanOlij/blit_source_rect
Add source rectangle to blit
2021-09-07 09:21:13 +10:00
036b7a0985 Merge pull request #51873 from Chaosus/fix_uniform_error_spam
Fix incorrect checking of uniform set to prevent error spam (2)
2021-08-31 11:28:48 -07:00
fbac863bfb Add source rectangle to blit 2021-08-29 14:57:16 +10:00
90a35dac48 Merge pull request #51908 from bruvzg/msdf_fonts2
Make FontData importable resource. Add multi-channel SDF font rendering.
2021-08-27 08:51:37 -07:00
712bcf564f Merge pull request #52092 from Calinou/voxelgi-remove-anisotropic-leftovers
Remove leftovers of anisotropy in the VoxelGI shader code
2021-08-27 12:22:57 -03:00
4c3f7d1290 Makes FontData importable resource.
Adds multi-channel SDF font texture generation and rendering support.
Adds per-font oversampling support.
Adds FontData import plugins (for dynamic fonts, BMFonts and monospaced image fonts), font texture cache pre-generation and loading.
Adds BMFont binary format and outline support.
2021-08-27 15:43:18 +03:00
c5f62fad90 Merge pull request #52003 from BastiaanOlij/xr_interface_extension
Adding GDExtension support to XRInterface
2021-08-27 11:51:43 +10:00
86ff7f8550 Adding GDExtension support to XRInterface 2021-08-26 23:24:44 +10:00
64626cc435 Optionally scale 3D render content 2021-08-26 20:48:40 +10:00
6e87d62873 Merge pull request #50883 from BastiaanOlij/mobile_hdr
Scale color output in the mobile renderer to provide HDR support
2021-08-26 11:23:22 +10:00
c334989e00 Merge pull request #51821 from Calinou/builtin-shaders-add-comments
Add comments at the top of each built-in shader to ease debugging
2021-08-25 11:37:57 +02:00
6a6c0890c2 Remove leftovers of anisotropy in the VoxelGI shader code
Anisotropy support was removed when VoxelGI was reworked as it was
too demanding on the GPU.
2021-08-25 10:23:28 +02:00
583b6a594a Merge pull request #51971 from aaronfranke/https
Replace HTTP URLs with HTTPS for sites with HTTPS versions
2021-08-23 15:58:54 +02:00
88db541705 Merge pull request #51947 from AnilBK/redundant-assignments
[cppcheck] Remove some redundant assignments.
2021-08-23 13:23:45 +00:00
d22163c657 Scale color output in the mobile renderer to provide HDR support 2021-08-23 15:30:36 +10:00
2d446771d6 Merge pull request #51980 from BastiaanOlij/fix_multiview_tonemap
Fix multiview defines in tonemap shader
2021-08-23 12:02:18 +10:00
ae1702bee5 Replace HTTP links with HTTPS for sites with HTTPS versions 2021-08-22 20:13:11 -05:00
7e94c583e0 Fixed non-uniform scaling of normals 2021-08-22 19:28:18 +01:00
74a647bddd Fix multiview defines in tonemap shader 2021-08-22 21:30:58 +10:00
c86db8b710 Remove redundant assignments.
Use used_in_transfer instead of used_in_compute twice.
2021-08-21 19:20:07 +05:45
55e7832d7b Improvements to SpotLight3D and OmniLight3D's shadows
OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
  znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
  squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.

SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.

Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
b6af457d25 Fix incorrect checking of uniform set to prevent error spam (2) 2021-08-19 09:11:01 +03:00
f6626a40e5 Merge pull request #51843 from reduz/fixes-to-mobile-renderer-3
More fixes to mobile renderer
2021-08-18 20:43:25 +02:00
2fcf3057fd Merge pull request #51792 from Chaosus/removed_restart 2021-08-18 19:59:57 +02:00
700f9d916d More fixes to mobile renderer
* Specify all precision qualifiers
* Makes renderer work on Adreno Vulkan
2021-08-18 12:20:19 -03:00
a139e58f8c Add comments at the top of each built-in shader to ease debugging
When a shader error is printed about a built-in shader, the origin
of the shader will now be recognizable immediately by looking at
the top of the printed shader code.
2021-08-18 03:09:22 +02:00
6027cd0a1d Fixes to mobile renderer
* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00
c1cd0fe6d1 Removed RESTART built-in from start particle shader function 2021-08-17 15:13:16 +03:00
06add309d7 Fix incorrect uniform buffer size for particles 2021-08-17 13:33:28 +03:00
d5a30431b9 Merge pull request #51635 from reduz/further-mobile-optimizations
More optimizations on the mobile renderer.
2021-08-16 14:50:52 -03:00
9de779344c Makes a clear error message if shader compilation failed 2021-08-16 11:25:20 +03:00
c7847b3f6d Moved disabling bokeh shader variants to before the version_create call 2021-08-16 12:18:27 +10:00
4002650cb9 Fix read from screen and depth texture 2021-08-15 13:14:19 +10:00
4e1d91f4d3 Merge pull request #50998 from BastiaanOlij/single_bokeh_dof_raster
Rewrote raster DOF shader to using BOKEH
2021-08-14 14:44:23 +02:00
cfac8972e1 More optimizations on the mobile renderer.
* Specialization constants used to disable anything not needed to draw
* Added softshadow and projector support on mobile.

This new approach ensures mobile shaders are smaller and more efficient, but relies on more pipeline versions compiled on demand.
As a result, random stalls can ocur like in Godot 3.x. These will be solved by using background compilation and fallbacks eventually (but needs to be tested first).
2021-08-13 14:30:59 -03:00
e499758a77 Merge pull request #51025 from reduz/fix-directional-shadow-bias
Fix directional shadow bias
2021-08-13 16:45:49 +02:00
eadf9d92f9 Merge pull request #51609 from Chaosus/shader_fix_varying_error
Fix shader crash when using local var with the same name as varying
2021-08-13 10:37:53 +03:00
fa96c98bdf Fix shader crash when using local var with the same name as varying 2021-08-13 09:20:16 +03:00
07fd559478 Implemented raster versions of bokeh shaders to replace broken gaussian implementation 2021-08-13 10:20:14 +10:00
56ac302dc4 Merge pull request #51580 from aaronfranke/particles-real-double
Use real_t and double where appropriate in Particles
2021-08-12 20:51:21 +02:00
03e2544d50 Use real_t and double where appropriate in Particles 2021-08-12 11:35:31 -05:00
fd29432aab Use nearest mipmaps for both minification and magnification
This is generally the expected behavior when using a nearest + mipmaps
mode, as it's often used for pixel art games.
2021-08-12 18:24:10 +02:00
b63af73435 Merge pull request #51391 from Chaosus/shader_param_names
Added parameter names to shader built-in function autocompletion
2021-08-12 14:58:11 +02:00
fb37846b00 Added parameter names to shader built-in function autocompletion 2021-08-12 11:19:53 +03:00
63c7d5c330 Removes an internal error report if shader fails compile 2021-08-12 10:18:18 +03:00
e2ca1d413e Merge pull request #51533 from Calinou/fix-nearest-mipmap-filter
Fix the Use Nearest Mipmap Filter project setting not working
2021-08-12 08:16:46 +02:00
37230dbb1f Fix CPUParticles2D disappearance after amount change 2021-08-12 10:53:37 +08:00
635f6cdf2e Fix the Use Nearest Mipmap Filter project setting not working
The project setting wasn't being used anywhere.

This also tweaks the property hints to denote that these properties
are only effective after a restart.
2021-08-12 01:58:42 +02:00
62047e4e48 Merge pull request #51486 from reduz/fixes-to-mobile-renderer
Fixes and optimizations to mobile renderer
2021-08-11 15:19:11 +02:00
efc6b29601 Merge pull request #51505 from Chaosus/shader_fix_shadetype-errorline 2021-08-11 14:46:04 +03:00