Age | Commit message (Collapse) | Author |
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Add "generate_mipmap" font import option.
Add some missing features to the Sprite3D.
Move BiDi override code from Control to TextServer.
Add functions to access TextServer font cache textures.
Add MSDF related flags and shader to the standard material.
Change standard material cache to use HashMap instead of Vector.
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Some valid flag combinations were missing, causing error spam in certain situations.
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Fix depth pre-pass on all face cull modes
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The default shadow material was used for depth rendering disregarding the cull mode of the original material. This commit adds a check so the default shadow material is only used when the original material has back-face culling.
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Fixes a regression introduced by the color pass flags rework. The various rasterizer state structs were not being reset for each flag combination, which meant some state changes were wrongly applied to some flag combinations.
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This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
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This makes the transition between shadow splits less noticeable,
specially when the expensive Blend Splits property is disabled.
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Fix Vulkan validation errors on default depth textures
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The color pass specialization constants were not being updated after splitting them to their own array.
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The validation layers were complaining that we use DEFAULT_RD_TEXTURE_WHITE (which is RGBA8) in places where it's sampled as a depth texture. This commit adds the new default texture DEFAULT_RD_TEXTURE_DEPTH and uses it where needed.
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This prevents the pitfall of UB when checking if they have been
assigned something valid by comparing to nullptr.
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This commit removes a lot of enum values related to the color render pass in favor of a new flag-bases approach. This means instead of hard-coding all the possible option combinations into enums, we can write our logic by checking a bit-mask.
The changes in rendering_device_vulkan.cpp add support for unused attachments. That means RenderingDeviceVulkan::framebuffer_create() can take null RIDs in the attachments vector, which will result in VK_ATTACHMENT_UNUSED entries in the render pass.
This is used in this same PR to establish fixed locations for the color pass attachments (only color and separate specular so far, but TAA will add motion vectors as well). This way the attachment locations in the shader can stay the same regardless of which attachments are actually used.
Right now all the combinations of flags are generated, but we will need to add a way to limit the amount of combinations in the future.
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Using codespell 2.2-dev from current git.
Fix a couple incorrect uses of gendered pronouns.
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Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enum
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[4.0] Fix alpha scissor support
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3 options are available:
- Light and Sky (default)
- Light Only (new)
- Sky Only (equivalent to `use_in_sky_only = true`)
Co-authored by: clayjohn <claynjohn@gmail.com>
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Fixing CI while afk, fun.
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Split canvas_texture_storage and texture_storage from render_storage class
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Add multiview support to the clustered forward renderer
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When given roughness is lower than 0.01, d value in original code will
be zero. This can make last return value as NAN because of
divide-by-zero. This is well addressed in issue #56373.
Modified code is referenced on D_GGX function of google/filament
(https://github.com/google/filament/blob/main/shaders/src/brdf.fs#L54-L79)
Signed-off-by: snowapril <sinjihng@gmail.com>
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Fix flipped EYEDIR.z in sky shaders
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Changes `MAX`, `MIN`, `ABS`, `CLAMP` and `SIGN`.
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Remove unused `shadow_color` property from Light3D
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* Changed syntax usage for RD::Uniform to create faster with a single RID
* Converted render pass setup to use this in clustered renderer to test.
This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
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