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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* Rebrand preambles to RedotDubhghlas McLaughlin2024-10-111-0/+2
| | | | | | | | | | | | | | | | | | | | | | 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>
* Add optional depth fogEidolon2024-02-171-0/+24
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* 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".
* Merge pull request #60185 from Calinou/environment-fog-and-sky-affectRémi Verschelde2022-09-011-0/+6
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| * Add Environment properties to control fog rendering on background skyHugo Locurcio2022-09-011-0/+6
| | | | | | | | | | | | | | | | | | | | Values lower than 1.0 can be used to make the fog rendering not fully obstruct the sky. This can be desired when using fog as a purely atmospheric effect, without intending to use fog for open world fog fading. When set to 0.0, fog rendering behavior will be similar to Godot 3.x where sky rendering was never affected by fog.
* | Implement Physical Light Units as an optional setting.clayjohn2022-08-311-18/+7
|/ | | | | | 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.
* Make `_validate_property` a multilevel methodYuri Sizov2022-08-221-1/+1
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* Tweak default fog settings for better appearanceHugo Locurcio2022-08-011-4/+4
| | | | | | | | | | | - Increase the default non-volumetric fog density to 0.01 to make adjustments more visible. - Use a less saturated non-volumetric fog color by default (a mix of the sky and horizon colors of the new default ProceduralSkyMaterial). - Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results in more realistic appearance of volumetric fog, at a very low performance cost.
* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-1/+0
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* Merge pull request #39965 from Calinou/tweak-sdfgi-defaultsRémi Verschelde2022-02-101-5/+5
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| * Tweak default SDFGI settings for better qualityHugo Locurcio2022-02-061-5/+5
| | | | | | | | | | | | | | | | | | | | | | | | - Enable Read Sky Light to get proper outdoors lighting out of the box. - Set bounce feedback to 0.5 by default to get a better quality result. - Higher values may cause infinite feedback with bright surfaces. - Increase the number of frames to converge to improve quality at the cost of latency. Most scenes are fairly static after all. - Use 75% Y scale by default as most scenes are not highly vertical. - Reorder the Y scale enum to go from the lowest Y scale to the highest. Also rename the "Disabled" setting to "100%" for clarity.
* | Decrease the default number of SDFGI cascades to 4Hugo Locurcio2022-02-061-1/+1
|/ | | | | | | | | This improves rendering performance noticeably, especially when the camera moves fast. On a medium-sized test scene on a GTX 1080 in 2560×1440, going from 6 to cascades saves 0.5 ms of frame time while looking visually identical (as most of the scene fits within the 4 cascades).
* add support for glow mapsAnsraer2022-01-201-0/+6
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* Allow using between 1 and 8 cascades for SDFGIHugo Locurcio2022-01-171-10/+3
| | | | | | This provides more flexibility between performance and quality adjustments, especially when using SDFGI for small-scale levels (which can be useful for procedurally generated scenes).
* Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde2022-01-041-0/+21
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| * Added SSIL post processing effectclayjohn2021-11-061-0/+21
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* | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
|/ | | | Happy new year to the wonderful Godot community!
* Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn2021-10-281-15/+16
| | | | Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
* Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio2021-10-071-3/+0
| | | | | | | This property was intended to provide a way to have SSAO or VoxelGI ambient occlusion with a color other than black. However, it was dropped during the Vulkan renderer development due to the performance overhead it caused when the feature wasn't used.
* Merge pull request #45845 from qarmin/cppcheck_scene_2Rémi Verschelde2021-02-101-2/+2
|\ | | | | Initialize class variables with default values in scene/ [2/2]
| * Initialize class variables with default values in scene/ [2/2]Rafał Mikrut2021-02-091-2/+2
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* | Improve SDFGI indirect light feedback loopreduz2021-02-071-3/+3
|/ | | | | -Use occlusion for feedback, further reduces light leaking. -More control on feedback, now its a slider.
* Simplify Volumetric Fogreduz2021-02-061-5/+2
| | | | | | | -Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
* Added temporal reprojection to Volumetric Fogreduz2021-02-051-0/+6
| | | | | -It's an option, just enable it -Just works, don't have to do anything else.
* 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 🎆
* Port ASSAO to Godot to replace SAOclayjohn2020-12-211-18/+13
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* Environment brightness, contrast, saturation restore with color correction.clayjohn2020-11-281-3/+4
| | | | | | | | | Allow gradients and 2d images. Use shader versions for LUT in tonemap Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com> Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* 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
* Revert "Replace SAO implementation with MSSAO"Juan Linietsky2020-10-181-7/+20
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* Merge pull request #42077 from clayjohn/MSSAOJuan Linietsky2020-10-181-20/+7
|\ | | | | Replace SAO implementation with MSSAO
| * Replace SAO implementation with MSSAOclayjohn2020-10-181-20/+7
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* | Merge pull request #42201 from clayjohn/Vulkan-new-glowJuan Linietsky2020-10-181-3/+6
|\ \ | |/ |/| Optimize Glow with local memory
| * Optimize Glow with local memoryclayjohn2020-10-181-3/+6
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* | Add aerial perspective to fixed fogclayjohn2020-10-171-0/+3
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* Restored fog (non volumetric).Juan Linietsky2020-08-131-45/+21
| | | | | Uses a simpler and more intuitive implementation based on density. Its less flexible than before, but its easier to get nice results.
* Added volumetric fog effect.Juan Linietsky2020-08-131-0/+37
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* Add override keywords.Marcel Admiraal2020-07-101-2/+2
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* Environment: Refactor code for readability + moreRémi Verschelde2020-07-011-267/+177
| | | | | | | | | | | | - Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
* Addition of SDFGI for open world global illuminationJuan Linietsky2020-06-261-0/+67
| | | | Move GI to a deferred pass
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-2/+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.
* Remove redundant void argument listsRémi Verschelde2020-05-141-1/+1
| | | | | Using clang-tidy's `modernize-redundant-void-arg`. https://clang.llvm.org/extra/clang-tidy/checks/modernize-redundant-void-arg.html
* Port member initialization from constructor to declaration (C++11)Rémi Verschelde2020-05-141-4/+4
| | | | | | | | | | Using `clang-tidy`'s `modernize-use-default-member-init` check and manual review of the changes, and some extra manual changes that `clang-tidy` failed to do. Also went manually through all of `core` to find occurrences that `clang-tidy` couldn't handle, especially all initializations done in a constructor without using initializer lists.
* Re-Added screen space reflection.Juan Linietsky2020-04-021-4/+0
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* Move glow upscale quality to a global setting, for consistencyJuan Linietsky2020-03-301-4/+0
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-1/+1
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Remove more deprecated methods and codeRémi Verschelde2020-02-131-0/+1
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* Re-implemented screen space ambient occlusionJuan Linietsky2020-02-111-22/+3
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* DOF fully implemented, can be edited on the fly.Juan Linietsky2020-02-111-13/+0
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* WIP CameraEffects implementation (bokeh not working for now)Juan Linietsky2020-02-111-49/+70
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