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* Rename GI Classesreduz2021-06-051-1466/+0
| | | | | | | * GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion.
* Rename Transform to Transform3D in coreAaron Franke2021-06-031-4/+4
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* Implement occlusion cullingjfons2021-04-231-4/+0
| | | | | | | | | Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
* Rename get_surface_material to get_surface_override_materialclayjohn2021-04-141-1/+1
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* Fixes small typos and grammar correctionAnshul7sp12021-03-121-5/+5
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* Add size<=0 check in BakedLighmapData._get_user_data()sps11122021-03-031-0/+1
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* doc: Sync classref with current sourceRémi Verschelde2021-02-191-1/+1
| | | | And fix various bogus bindings following previous PRs.
* Removed _change_notifyreduz2021-02-101-1/+1
| | | | | | -For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
* Initialize class variables with default values in scene/ [1/2]Rafał Mikrut2021-02-071-13/+0
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* 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 🎆
* Rename empty() to is_empty()Marcel Admiraal2020-12-281-1/+1
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* 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
* Addition of SDFGI for open world global illuminationJuan Linietsky2020-06-261-3/+3
| | | | Move GI to a deferred pass
* Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)2020-05-271-1/+1
| | | | Extra `_2d` suffixes are removed from 2D methods accoringly.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-3/+6
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+10
| | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-49/+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.
* doc: Sync classref with current sourceRémi Verschelde2020-05-121-0/+10
| | | | Adds API changes from the new GPU lightmapper.
* New lightmapperJuan Linietsky2020-05-101-487/+1131
| | | | | | | -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)
* Replace NULL with nullptrlupoDharkael2020-04-021-3/+3
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-15/+15
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-6/+6
| | | | | | | | | | | | | | | | | | | | | - Renames PackedIntArray to PackedInt32Array. - Renames PackedFloatArray to PackedFloat32Array. - Adds PackedInt64Array and PackedFloat64Array. - Renames Variant::REAL to Variant::FLOAT for consistency. Packed arrays are for storing large amount of data and creating stuff like meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of memory. That said, many users requested the ability to have 64 bits packed arrays for their games, so this is just an optional added type. For Variant, the float datatype is always 64 bits, and exposed as `float`. We still have `real_t` which is the datatype that can change from 32 to 64 bits depending on a compile flag (not entirely working right now, but that's the idea). It affects math related datatypes and code only. Neither Variant nor PackedArray make use of real_t, which is only intended for math precision, so the term is removed from there to keep only float.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-11/+11
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* GIProbes working.Juan Linietsky2020-02-111-4/+6
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* Texture refactorJuan Linietsky2020-02-111-8/+6
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Remove duplicate ERR_PRINT macro.Marcel Admiraal2020-02-051-1/+1
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* 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.
* Merge pull request #32051 from qarmin/some_error_explanationRémi Verschelde2019-09-251-2/+2
|\ | | | | Added some obvious errors explanations
| * Added some obvious errors explanationsqarmin2019-09-251-2/+2
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* | Notify changes in properties that can be edited by 3D gizmosHugo Locurcio2019-07-101-0/+1
|/ | | | | This makes the Inspector always display an up-to-date value after editing properties using 3D gizmos.
* Updated lightmap baker to dynamically calculate lightmap sizes based on ↵Nathan Warden2019-07-021-3/+17
| | | | surface area.
* Tweak some editor property hints to be more flexible and consistentHugo Locurcio2019-06-161-1/+1
| | | | This partially addresses #19242.
* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fixes to baker, restored xatlas and fixed bake options.Juan Linietsky2018-10-051-16/+53
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* Fix lightmap baking crash, may close some issues but I am not sure.Juan Linietsky2018-10-031-1/+1
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* Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-3/+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.
* Make some debug prints verbose-only, remove othersRémi Verschelde2018-08-241-3/+0
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* Ability to disable scale in nodes, closes #19927Juan Linietsky2018-07-181-0/+1
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* Fix timer second not zero padded when < 10Poommetee Ketson2018-02-191-1/+1
| | | | Also RTR "Time Left:"
* Bind many more properties to scriptsBojidar Marinov2018-01-121-2/+2
| | | | | | | Notable potentially breaking changes: - PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL - Some properties were renamed, and sometimes even shadowed by new ones - New getter methods (some virtual) were added
* Fix registered light_data property type nameRuslan Mustakov2018-01-111-1/+1
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* Add missing copyright headers and fix formattingRémi Verschelde2018-01-051-0/+30
| | | | | | 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.
* -Removed OpenMP support, replaced by a custom class.Juan Linietsky2017-12-241-2/+2
| | | | -Disabled Opus, implementation is wrong.
* -Make capture dependent on a cell size, not subdivision.Juan Linietsky2017-12-211-34/+50
| | | | -Fixed a bug recently introduced when releasing mouse events and calling popups
* doc: Sync classref with current sourceRémi Verschelde2017-12-181-1/+1
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* Added baked light support for gridmaps.Juan Linietsky2017-12-181-12/+58
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* Limit the lightmapper subdivide to 1024Hein-Pieter van Braam2017-12-171-4/+2
| | | | | | Due to memory contraints in other places in Godot it is unlikely that anything higher than 1024 will actually work. When/if we improve memory management for vectors we can increase this limit again
* Fix gdnative generation for lightmapper.K. S. Ernest (iFire) Lee2017-12-161-0/+6
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* BakedLightmap: Update gizmo when setting extents.Andreas Haas2017-12-151-0/+1
| | | | Fixes #14696.
* fix for compiling the new lightmapperMichele Valente2017-12-141-1/+1
| | | | also changed two calls that were ambiguous