A number of headers in the codebase included `rendering_server.h` just for
some enum definitions. This means that any change to `rendering_server.h` or
one of its dependencies would trigger a massive incremental rebuild.
With this change, we decouple a number of classes from `rendering_server.h`,
greatly speeding up incremental rebuilds for that area.
On my machine, this reduces incremental compilation time after an edit of
`rendering_server.h` by 60s (from 2m57s).
Metal Support contributed by Migeran (https://migeran.com) and Stuart Carnie.
Co-authored-by: Stuart Carnie <stuart.carnie@gmail.com>
Co-authored-by: Gergely Kis <gergely.kis@migeran.com>
Add new shader built in Z_CLIP_SCALE to easily adjust clipping distance to avoid clipping walls etc.
Add fov_override to StandardMaterial3D to easily have a custom FOV for FPS objects
Add IN_SHADOW_PASS built-in to shaders for tweaking materials without impacting shadow maps
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>
This uniform was already defined for other uses previously.
`textureSize()` is known to be slow on mobile platforms due to how
the drivers implement it there, so it's best avoided.
- 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.
Depth comparison is now used to prevent refraction from occurring
if the pixel being refracted is located in front of the object.
For pixels slightly behind the object, a `smoothstep()` curve
is used to progressively increases refraction intensity
as the distance between the object and the refraction increases.
This avoids sudden discontinuities in the refraction.
Co-authored-by: GeneralLegendary <generallegendary456@gmail.com>