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* Style: clang-format: Disable AllowShortIfStatementsOnASingleLineRémi Verschelde2020-05-101-3/+6
| | | | | | | Part of #33027, also discussed in #29848. Enforcing the use of brackets even on single line statements would be preferred, but `clang-format` doesn't have this functionality yet.
* Renamed plane's d to distanceMarcus Elg2020-05-101-6/+6
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* Fix aspect ratio on hmd projection matrixBastiaan Olij2020-04-051-1/+1
| | | | (cherry picked from commit a7438f0e61fca161b6324a230b8914e4f6c56b3f)
* Modified rendering to use cluster instead of fowardJuan Linietsky2020-02-111-0/+30
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* Reflection probes workingJuan Linietsky2020-02-111-2/+2
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* Rewrote large part of rendering, omni and spot shadows now work.Juan Linietsky2020-02-111-0/+22
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* Yay very basic 3D (only white) finally shows.Juan Linietsky2020-02-111-0/+6
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* Change CameraMatrix::get_viewport_size to get_viewport_half_extentslawnjelly2020-01-221-6/+4
| | | | | | | | | | | | | Fixes #26637. Fixes #19900. The viewport_size returned by get_viewport_size was previously incorrect, being half the correct value. The function is renamed to get_viewport_half_extents, and now returns a Vector2. Code which called this function has also been modified accordingly. This PR also fixes shadow culling when using ortho cameras, because the correct input for CameraMatrix::set_orthogonal should be the full HEIGHT from get_viewport_half_extents, and not half the width. It also fixes state.ubo_data.viewport_size in rasterizer_scene_gles3.cpp to be the width and the height of the viewport in pixels as stated in the documentation, rather than the current value which is half the viewport extents in worldspace, presumed to be a bug.
* Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
| | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Fix some overflows and unitialized variablesRafał Mikrut2019-11-201-0/+4
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* Update some dead links in the codebaseMichael Alexsander Silva Dias2019-07-231-2/+2
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* Remove unnecessary code and add some error explanationsqarmin2019-07-011-30/+30
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* Add FRUSTUM camera mode, allowing tilted frustumsJFonS2019-02-191-0/+8
| | | | | | | This new camera mode makes it easy to create tilted frustums for mirror or portal effects. This work was kindly sponsored by IMVU.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+3
| | | | | | This allows more consistency in the manner we include core headers, where previously there would be a mix of absolute, relative and include path-dependent includes.
* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+1
| | | | | | Using `misc/scripts/fix_headers.py` on all Godot files. Some missing header guards were added, and the header inclusion order was fixed in the Bullet module.
* Update copyright statements to 2018Rémi Verschelde2018-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Forgot to apply oversampling to YBastiaan Olij2017-12-031-0/+1
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* Rename Rect3 to AABB.Ferenc Arn2017-11-171-1/+1
| | | | Fixes #12973.
* Fixed Typo: 'Seperate' to 'Separate'Indah Sylvia2017-09-191-1/+1
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* Fix unused variable warningsHein-Pieter van Braam2017-09-081-16/+13
| | | | The forth in my quest to make Godot 3.x compile with -Werror on GCC7
* Several fixes to directional shadows, closes #10926Juan Linietsky2017-09-071-64/+22
| | | | Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
* Dead code tells no talesRémi Verschelde2017-08-271-14/+0
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Adding base classes and structures for ARVR supportBastiaanOlij2017-07-281-13/+111
| | | | | | Added ArVrScriptInterface Added ARVRCamera, ARVRController and ARVROrigin helper objects
* renamed all Rect3.pos to Rect3.positionalexholly2017-06-091-2/+2
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* renamed all Rect2.pos to Rect2.positionalexholly2017-06-041-2/+2
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* Add "Godot Engine contributors" copyright lineRémi Verschelde2017-04-081-0/+1
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* A Whole New World (clang-format edition)Rémi Verschelde2017-03-051-312/+281
| | | | | | | | | | | | | | | | | | | | | | | | I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
* Overloaded basic math funcs (double and float variants). Use real_t rather ↵Ferenc Arn2017-01-161-32/+32
| | | | | | than float or double in generic functions (core/math) whenever possible. Also inlined some more math functions.
* Fix compile errors related to audio on OSXBastiaanOlij2017-01-161-8/+8
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* Style: Various fixes to play nice with clang-formatRémi Verschelde2017-01-161-13/+32
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* Type renames:Juan Linietsky2017-01-111-1/+1
| | | | | | | | | | | | Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
* Merge remote-tracking branch 'origin/gles3' into gles3-on-masterRémi Verschelde2017-01-021-1/+32
|\ | | | | | | | | Various merge conflicts have been fixed manually and some mistakes might have been made - time will tell :)
| * DOF blur, near and far fields..Juan Linietsky2016-12-101-1/+1
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| * Support for SSAOJuan Linietsky2016-12-041-0/+9
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| * all light types and shadows are working, pending a lot of clean-upJuan Linietsky2016-11-091-0/+22
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* | Welcome in 2017, dear changelog reader!Rémi Verschelde2017-01-011-1/+1
|/ | | | | | | | That year should bring the long-awaited OpenGL ES 3.0 compatible renderer with state-of-the-art rendering techniques tuned to work as low as middle end handheld devices - without compromising with the possibilities given for higher end desktop games of course. Great times ahead for the Godot community and the gamers that will play our games!
* remove trailing whitespaceHubert Jarosz2016-03-091-59/+59
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* Update copyright to 2016 in headersGeorge Marques2016-01-011-1/+1
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* Updated copyright year in all headersJuan Linietsky2015-04-181-1/+1
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* support for 2D shadow castersJuan Linietsky2015-03-021-1/+18
| | | | | | | | | | Added support for 2D shadow casters. *DANGER* Shaders in CanvasItem CHANGED, if you are using shader in a CanvasItem and pull this, you will lose them. Shaders now work through a 2D material system similar to 3D. If you don't want to lose the 2D shader code, save the shader as a .shd, then create a material in CanvasItem and re-assign the shader.
* Camera FixesJuan Linietsky2014-09-151-3/+4
| | | | | | | | | | | -=-=-=-=-=-= -Object Picking and orthogonal camera related functions fixed (i hope) -Going to preview mode in the camera shows a frame with the correct game aspect ratio -Changed Camera API and properties a little t make it more straightforward -Fixed bug in shader compiler. -Fixed bug in ShaderGL
* GODOT IS OPEN SOURCEJuan Linietsky2014-02-091-0/+596