summaryrefslogtreecommitdiffstats
path: root/modules/lightmapper_rd/lightmapper_rd.h
Commit message (Collapse)AuthorAgeFilesLines
* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
|
* Rebrand preambles to RedotSpartan3222024-10-131-0/+2
| | | | | | | | | | | | | | | | | | | | | | | | (cherry picked from commit e8542b06acca3c1bdeee4b528411771f0819f084) Credits: Co-authored-by: Skogi <skogi.b@gmail.com> Co-authored-by: Spartan322 <Megacake1234@gmail.com> Co-authored-by: swashberry <swashdev@pm.me> Co-authored-by: Christoffer Sundbom <christoffer_karlsson@live.se> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: McDubh <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: Dubhghlas McLaughlin <103212704+mcdubhghlas@users.noreply.github.com> Co-authored-by: radenthefolf <radenthefolf@gmail.com> Co-authored-by: John Knight <80524176+Tekisasu-JohnK@users.noreply.github.com> Co-authored-by: Adam Vondersaar <adam.vondersaar@uphold.com> Co-authored-by: decryptedchaos <nixgod@gmail.com> Co-authored-by: zaftnotameni <122100803+zaftnotameni@users.noreply.github.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: wesam <108880473+wesamdev@users.noreply.github.com> Co-authored-by: Mister Puma <MisterPuma80@gmail.com> Co-authored-by: Aaron Benjamin <lifeartstudios@gmail.com> Co-authored-by: SingleError <isaaconeoneone@gmail.com> Co-authored-by: Bioblaze Payne <BioblazePayne@gmail.com>
* Use correct lightmap coefficients to ensure that the directional lightmap ↵clayjohn2024-09-171-1/+1
| | | | | | | | mode looks correct Also remove the metallic option from directional lightmap as it is guaranteed to return negative numbers in many cases (cherry picked from commit f4ccba7508fe6fbbbda92df855ad59a63a205b17)
* Add denoiser range property for LightmapGIlandervr2024-05-151-4/+5
|
* Optimize lightmapper using triangle clusters on the acceleration structure.Dario2023-10-131-1/+18
| | | | Add an additional layer of indirection to the grid used by the lightmapper to store fixed-size triangle clusters. Greatly speeds up baking times on scenes with high triangle density, as the clusters will help to avoid unnecessary checks when the triangle density is high on the scene.
* Rewrite the GPU Lightmapper's indirect lighting logic to match Godot 3.5's ↵Dario2023-10-131-21/+31
| | | | | | CPU Lightmapper. Port over the logic from Godot 3.5 for indirect lighting. This should fix many issues about indirect bounces causing more energy and improve the overall quality of the result.
* Re-add optional OIDN denoise as an external executable.bruvzg2023-10-111-0/+4
|
* Replace OIDN denoiser with a JNLM denoiser compute shader implementation.Dario2023-09-251-1/+12
|
* One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | 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".
* Implement Physical Light Units as an optional setting.clayjohn2022-08-311-1/+1
| | | | | | This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
* Fix some array size function definition mismatch.Fabio Alessandrelli2022-08-041-1/+1
|
* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-1/+1
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* add support for soft shadows to the lightmapperPriyansh Rathi2022-06-241-4/+5
|
* Clean up Hash Functionsreduz2022-06-201-15/+15
| | | | | | | Clean up and do fixes to hash functions and newly introduced murmur3 hashes in #61934 * Clean up usage of murmur3 * Fixed usages of binary murmur3 on floats (this is invalid) * Changed DJB2 to use xor (which seems to be better)
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* clang-format: Disable alignment of operands, too unreliableRémi Verschelde2021-10-281-7/+7
| | | | | | | | | Sets `AlignOperands` to `DontAlign`. `clang-format` developers seem to mostly care about space-based indentation and every other version of clang-format breaks the bad mismatch of tabs and spaces that it seems to use for operand alignment. So it's better without, so that it respects our two-tabs `ContinuationIndentWidth`.
* GPULightmapper: execute dilate before denoiseWilliam Deurwaarder2021-10-161-0/+3
| | | | | | | | | Dilate fills gaps that are caused by the rasterization. Previously denoise was done before dilate which caused the gaps to become filled (non-zero). This resulted that the gaps were not recognized by dilate and the background color leaked. This is fixed by executing dilate before denoise.
* GPULightmapper's triangles and their bounding box will be in-syncWilliam Deurwaarder2021-09-111-7/+4
| | | | | | | | | | Previously the bounding boxes and triangles were maintained in two separate arrays (Vectors). As the triangle vector was sorted and the bounding-box array was not , the order of both arrays differed. This meant that the index in one was different than the other, which caused lookup issues. To prevent this, the bounding-box is now part of the triangle structure so that there is a single structure that cannot become out-of-sync anymore.
* Assorted fixes to UV unwrapping and GPU lightmapperjfons2021-05-031-1/+1
| | | | | | | | | | | | | | | | | | | | Various fixes to UV2 unwrapping and the GPU lightmapper. Listed here for context in case of git blame/bisect: * Fix UV2 unwrapping on import, also cleaned up the unwrap cache code. * Fix saving of RGBA images in EXR format. * Fixes to the GPU lightmapper: - Added padding between atlas elements, avoids bleeding. - Remove old SDF generation code. - Fix baked attenuation for Omni/Spot lights. - Fix baking of material properties onto UV2 (wireframe was wrongly used before). - Disable statically baked lights for objects that have a lightmap texture to avoid applying the same light twice. - Fix lightmap pairing in RendererSceneCull. - Fix UV2 array generated from `RenderingServer::mesh_surface_get_arrays()`. - Port autoexposure fix for OIDN from 3.x. - Save debug textures as EXR when using floating point format.
* Initialize class/struct variables with default values in modules/Rafał Mikrut2021-02-081-51/+51
|
* Invert spotlight angle attenuationjfons2021-02-071-2/+2
| | | | | | | | | | Inverted the spotlight angle attenuation so a higher value results in a dimmer light, this makes it more consistent with the distance attenuation. Also changed the way spotlighs are computed in SDFGI and GIPorbes and GPU lightmapper, now it matches the falloff used in the scene rendering code.
* Update copyright statements to 2021Rémi Verschelde2021-01-011-2/+2
| | | | | | | | | | | | | | Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Add override keywords.Marcel Admiraal2020-07-101-16/+16
|
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-1/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* Style: Fix missing/invalid copyright headersRémi Verschelde2020-05-141-0/+30
|
* New lightmapperJuan Linietsky2020-05-101-0/+229
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)