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* Renamed 2D and 3D nodes to make their types explicitJuan Linietsky2020-03-271-480/+0
| | | | Fixes #30736.
* Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.Juan Linietsky2020-02-251-18/+18
| | | | | | | | | | | | | | | | | | | | | - 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 Linietsky2020-02-181-2/+2
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Directional lights and shadow mapping are functional.Juan Linietsky2020-02-111-0/+5
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* Rewrote large part of rendering, omni and spot shadows now work.Juan Linietsky2020-02-111-18/+0
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* Merge pull request #34720 from Calinou/light-gizmo-color-by-lightRémi Verschelde2020-01-021-0/+2
|\ | | | | Tint 3D light gizmos using the light's color
| * Tint 3D light gizmos using the light's colorHugo Locurcio2020-01-011-0/+2
| | | | | | | | | | This makes navigation more convenient in the 3D viewport, especially when using the unshaded display mode.
* | 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 #30576 from qarmin/lgtm_coverageRémi Verschelde2019-07-201-3/+0
|\ | | | | Changed some code reported by LGTM and Coverity
| * Changed some code showed in LGTM and Coverageqarmin2019-07-201-3/+0
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* | Lower the default directional shadow maximum distance to 100Hugo Locurcio2019-07-171-1/+1
|/ | | | | | | | | | | | | With the default camera node settings, this makes directional shadows look consistent between the editor and the running project. The original issue occurs because the editor camera defaults to a Z-far value of 500, whereas the Camera node defaults to a Z-far value of 100. Since the directional shadow maximum distance is clamped to the Z-far value, it caused the running project's effective shadow distance to be lower compared to the editor (100 instead of 200). This partially addresses #13575.
* Add a configuration warning when using ultrawide SpotLight with shadowsHugo Locurcio2019-07-091-0/+19
| | | | This partially addresses #12028.
* Tweak some editor property hints to be more flexible and consistentHugo Locurcio2019-06-161-2/+2
| | | | This partially addresses #19242.
* Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde2019-04-301-0/+1
|\ | | | | Disable GI probe capturing lights with bake mode disabled
| * Disable GI probe capturing lights with bake mode disabledDaniel Rakos2019-04-231-0/+1
| | | | | | | | | | | | The bake mode property of lights previously didn't affect GI probes. This change makes the GI probe ignore lights that have their bake mode set to disabled.
* | Style: Apply new changes from clang-format 8.0Rémi Verschelde2019-04-091-1/+2
| | | | | | | | | | | | It seems to stay compatible with formatting done by clang-format 6.0 and 7.0, so contributors can keep using those versions for now (they will not undo those changes).
* | hide hdr and shadow_contact in gles2clayjohn2019-03-021-0/+7
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* Update copyright statements to 2019Rémi Verschelde2019-01-011-2/+2
| | | | Happy new year to the wonderful Godot community!
* Fix editor only lightsJFonS2018-10-241-7/+2
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* Fix warnings about set but unused variables [-Wunused-but-set-variable]Rémi Verschelde2018-09-271-0/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Fixes the following GCC 5 warnings: ``` drivers/gles2/rasterizer_canvas_gles2.cpp:814:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable] drivers/gles2/rasterizer_scene_gles2.cpp:2270:11: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable] drivers/gles2/rasterizer_scene_gles2.cpp:2673:22: warning: variable 'e' set but not used [-Wunused-but-set-variable] drivers/gles2/rasterizer_scene_gles2.cpp:715:7: warning: variable 'no_cull' set but not used [-Wunused-but-set-variable] drivers/gles2/shader_gles2.cpp:693:14: warning: variable 'cc' set but not used [-Wunused-but-set-variable] drivers/gles3/rasterizer_canvas_gles3.cpp:1226:8: warning: variable 'rt_size' set but not used [-Wunused-but-set-variable] drivers/gles3/rasterizer_scene_gles3.cpp:3039:10: warning: variable 'contrib' set but not used [-Wunused-but-set-variable] drivers/gles3/rasterizer_scene_gles3.cpp:4504:32: warning: variable 'vp_height' set but not used [-Wunused-but-set-variable] editor/editor_inspector.cpp:272:9: warning: variable 'guide_color' set but not used [-Wunused-but-set-variable] editor/editor_themes.cpp:1067:14: warning: variable 'alpha3' set but not used [-Wunused-but-set-variable] editor/editor_themes.cpp:263:8: warning: variable 'script_bg_color' set but not used [-Wunused-but-set-variable] editor/plugins/collision_shape_2d_editor_plugin.cpp:326:11: warning: variable 'cpoint' set but not used [-Wunused-but-set-variable] editor/plugins/mesh_editor_plugin.cpp:72:9: warning: variable 'size' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:471:12: warning: variable 'mpos' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:89:8: warning: variable 'basetype_color' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:90:8: warning: variable 'type_color' set but not used [-Wunused-but-set-variable] editor/plugins/shader_editor_plugin.cpp:92:8: warning: variable 'string_color' set but not used [-Wunused-but-set-variable] modules/visual_script/visual_script_editor.cpp:2521:7: warning: variable 'seq_connect' set but not used [-Wunused-but-set-variable] platform/android/export/export.cpp:580:12: warning: variable 'styles_count' set but not used [-Wunused-but-set-variable] platform/android/export/export.cpp:584:12: warning: variable 'styles_offset' set but not used [-Wunused-but-set-variable] platform/osx/export/export.cpp:464:9: warning: variable 'zerr' set but not used [-Wunused-but-set-variable] scene/2d/tile_map.cpp:260:10: warning: variable 'tcenter' set but not used [-Wunused-but-set-variable] scene/3d/light.cpp:166:7: warning: variable 'editor_ok' set but not used [-Wunused-but-set-variable] scene/3d/navigation.cpp:566:11: warning: variable 'closest_navmesh' set but not used [-Wunused-but-set-variable] scene/gui/rich_text_label.cpp:869:8: warning: variable 'size' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:705:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:706:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:726:14: warning: variable 'xform' set but not used [-Wunused-but-set-variable] scene/main/viewport.cpp:727:8: warning: variable 'ss' set but not used [-Wunused-but-set-variable] scene/resources/material.cpp:430:7: warning: variable 'using_world' set but not used [-Wunused-but-set-variable] servers/visual/shader_language.cpp:2026:7: warning: variable 'all_const' set but not used [-Wunused-but-set-variable] servers/visual/visual_server_scene.cpp:1383:28: warning: variable 'z_max_cam' set but not used [-Wunused-but-set-variable] ``` Also fixes two [-Wunused-value] warnings: ``` scene/gui/text_edit.cpp:4405:20: warning: statement has no effect [-Wunused-value] servers/visual/visual_server_scene.cpp:905:48: warning: value computed is not used [-Wunused-value] ``` Some of those are bugs and need further work, they are identified with `// FIXME` comments.
* Merge pull request #21847 from Calinou/light-gizmo-update-inspectorRémi Verschelde2018-09-131-0/+7
|\ | | | | Update Light properties in the inspector when dragging their gizmos
| * Update Light properties in the inspector when dragging their gizmosHugo Locurcio2018-09-071-0/+7
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* | Make core/ includes absolute, remove subfolders from include pathRémi Verschelde2018-09-121-2/+2
| | | | | | | | | | | | 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.
* | Tweak the Light instantiation error message and fix a typoHugo Locurcio2018-09-071-1/+1
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* Several improvements to editor inspector usability and styleJuan Linietsky2018-07-181-1/+0
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* Ability to disable scale in nodes, closes #19927Juan Linietsky2018-07-181-0/+2
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* Allow editing of some unbound properties when hinted (or no range hinted)Juan Linietsky2018-05-161-3/+3
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* -New inspector.Juan Linietsky2018-05-151-6/+6
| | | | | | | -Changed UI resizing code, gained huge amount of speed. -Reorganized timer sync to clean up behavior (sorry forgot commit this before) -
* 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!
* -Add lightmapperJuan Linietsky2017-12-141-0/+17
| | | | | | -Fixes to unwrapper (remove degenerates), makes Thekla not crash -Added optional cancel button in EditorProgress -Added function to force processing of events (needed for cancel button)
* Style: Apply new clang-format 5.0 style to all filesRémi Verschelde2017-12-071-4/+4
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* Ability to change indirect light energy.Juan Linietsky2017-11-191-0/+3
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* Rename Rect3 to AABB.Ferenc Arn2017-11-171-5/+5
| | | | Fixes #12973.
* Reworked how servers preallocate RIDs, should fix #10970Juan Linietsky2017-11-091-1/+7
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* Revert "In editor, instance DirectionalLight with an initial orientation"Giantblargg2017-10-221-6/+0
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* Bind unbound enums, rearrange some by valuePoommetee Ketson2017-10-221-1/+1
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* In editor, instance DirectionalLight with an initial sun-like orientationMarc Gilleron2017-09-251-0/+6
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* Fix enums bindingsMaxim Sheronov2017-09-131-0/+6
| | | | | Add missed bindings for enums Move some enums to class to have correct output of api.json
* Fix serveral recent new clang-format errorsHein-Pieter van Braam2017-09-081-6/+3
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* Several fixes to directional shadows, closes #10926Juan Linietsky2017-09-071-1/+22
| | | | Added option to change directional light range mode, between optimized and stable. For Orthogonal, you might need to use optimized.
* Improved default directional shadow params, added bias split scale, closes #9828Juan Linietsky2017-08-301-2/+4
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* Use HTTPS URL for Godot's website in the headersRémi Verschelde2017-08-271-1/+1
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* Merge pull request #10351 from neikeq/enums-are-for-the-weakJuan Linietsky2017-08-211-18/+18
|\ | | | | ClassDB: Provide the enum name of integer constants
| * ClassDB: Provide the enum name of integer constantsIgnacio Etcheverry2017-08-201-18/+18
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* | Merge pull request #10319 from neikeq/pr-engine-editor-hintJuan Linietsky2017-08-201-1/+2
|\ \ | |/ |/| Adds Engine::is_editor_hint() method
| * Removes editor_hint from SceneTreeIgnacio Etcheverry2017-08-191-1/+2
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* | -Fix all shadow and culling related issues, fixes #9330Juan Linietsky2017-08-191-0/+16
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* -Renamed GlobalConfig to ProjectSettings, makes more sense.Juan Linietsky2017-07-191-1/+1
| | | | -Added system for feature overrides, it's pretty cool :)
* Fixed several bugs with directional light, and changed defaults to be more ↵Juan Linietsky2017-06-141-5/+6
| | | | sensible.