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* RenderingServer reorganizationreduz2020-12-0465-47965/+0
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* Reorganize rendering server.reduz2020-12-033-6/+6
| | | | | -Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
* Refactored Mesh internals and formats.reduz2020-12-027-141/+271
| | | | | | | | | | | | | | | -Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES. -Removed compression, it now always uses the most efficient format. -Added support for custom arrays (up to 8 custom formats) -Added support for 8 weights in skeleton data. -Added a simple optional versioning system for imported assets, to reimport if binary is newer -Fixes #43979 (I needed to test) WARNING: -NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change. -NOT backwards compatible with 3.x scenes, this will be eventually re-added. -Skeletons not working any longer, will fix in next PR.
* Merge pull request #42761 from fire/color-grading-3dRémi Verschelde2020-11-285-12/+66
|\ | | | | Environment brightness, contrast, saturation restore with 3d LUT.
| * Environment brightness, contrast, saturation restore with color correction.clayjohn2020-11-285-12/+66
| | | | | | | | | | | | | | | | | | 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>
* | Merge pull request #42987 from clayjohn/VULKAN-sky-onlyRémi Verschelde2020-11-283-22/+61
|\ \ | | | | | | Add sky_only setting to DirectionalLight3Ds
| * | Add sky_only setting to DirectionalLight3Dsclayjohn2020-10-213-22/+61
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* | | Implement signed distance fields for 2D shadersreduz2020-11-2610-35/+801
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* | fix for two incorrectly bound texture formatsJordan Schidlowsky2020-11-193-3/+31
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* | Check uniform set validity before freeingNick Swoboda2020-11-181-1/+3
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* | Remove empty lines around braces with the formatting scriptAaron Franke2020-11-165-14/+0
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* | Remove Attempted to free invalid ID errorRafał Mikrut2020-11-101-2/+0
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* | Reorganized core/ directory, it was too fatty alreadyreduz2020-11-0714-19/+19
| | | | | | | | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* | Fix "unifom" typo in RasterizerStorageRD methodHugo Locurcio2020-11-063-3/+3
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* | Implement DirectionalLight2Dreduz2020-11-044-123/+344
| | | | | | | | | | | | | | Also separated Light2D in PointLight2D and DirectionalLight2D. Used PointLight2D because its more of a point, and it does not work the same as OmniLight (as shape depends on texture). Added a few utility methods to Rect2D I needed.
* | Alpha Hash and Alpha2Coverage ImplementationMarios Staikopoulos2020-11-023-13/+144
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* | Refactor pixel snapping.reduz2020-10-304-7/+8
| | | | | | | | | | | | | | | | | | -Rename pixel_snap to snap_2d_to_vertices -Added snap_2d_to_transforms which is more useful Fixes #41814 Solves proposal https://github.com/godotengine/godot-proposals/issues/1666 Supersedes #35606, supersedes #41535, supersedes #41534
* | Implement CanvasGroup and CanvasItem clippingreduz2020-10-287-44/+246
| | | | | | | | | | | | | | | | -Allows merging several 2D objects into a single draw operation -Use current node to clip children nodes -Further fixes to Vulkan barriers -Changed font texture generation to white, fixes dark eges when blurred -Other small misc fixes to backbuffer code.
* | Merge pull request #43058 from clayjohn/VULKAN-FXAA-bugRémi Verschelde2020-10-251-3/+2
|\ \ | | | | | | [4.0]Remove extra exposure multiply in FXAA
| * | Remove extra exposure multiply in FXAAclayjohn2020-10-241-3/+2
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* | | Refactored 2D shader and lighting systemreduz2020-10-248-713/+721
|/ / | | | | | | | | | | | | | | | | | | -Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
* | Merge pull request #42949 from DavidSichma/shaderglobalsRémi Verschelde2020-10-221-7/+7
|\ \ | | | | | | Shader globals bugfixes
| * | Shader globals bugfixesDavid Sichma2020-10-211-7/+7
| | | | | | | | | | | | | | | - shader globals editor displays properties correctly - fixed some errors how globals were transferred
* | | Fix textureSize & texelFetch shader compilation errorsYuri Roubinsky2020-10-211-0/+2
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* | Remove unused `#define` from the tonemap shaderHugo Locurcio2020-10-201-2/+0
|/ | | | | It was a leftover from an earlier version of the debanding PR which used a simpler (but less effective) algorithm.
* Merge pull request #42915 from Yetizone/negative_lights_behaviorRémi Verschelde2020-10-191-0/+4
|\ | | | | tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positive
| * tonemap.glsl: Ensure color parameter of tonemap_reinhard() is positiveYetizone2020-10-201-0/+4
| | | | | | | | | | Color values can become negative in the case of negative lights which leads to undesired behaviour.
* | Merge pull request #42913 from Calinou/debanding-fix-brightnessRémi Verschelde2020-10-191-2/+4
|\ \ | | | | | | Fix debanding slightly brightening the whole viewport
| * | Fix debanding slightly brightening the whole viewportHugo Locurcio2020-10-191-2/+4
| |/ | | | | | | Thanks to Mikkel Gjoel on Twitter for the tip :)
* / Fix invalid buffer updates in SDFGIreduz2020-10-191-87/+94
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* Merge pull request #42046 from Chaosus/fix_default_textureJuan Linietsky2020-10-191-1/+7
|\ | | | | Fix setting the default texture to shader
| * Fix setting the default texture to shaderYuri Roubinsky2020-10-181-1/+7
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* | Merge pull request #38097 from Calinou/add-viewport-debandingJuan Linietsky2020-10-195-4/+26
|\ \ | | | | | | Add a debanding property to Viewport
| * | Add a debanding property to ViewportHugo Locurcio2020-08-145-4/+26
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | It can be enabled in the Project Settings (`rendering/quality/screen_filters/use_debanding`). It's disabled by default as it has a small performance impact and can make PNG screenshots much larger (due to how dithering works). It will also slightly brighten the scene's dark areas. As a result, it should be enabled only when banding is noticeable enough. This closes #17006.
* | | Revert "Replace SAO implementation with MSSAO"Juan Linietsky2020-10-1813-1020/+710
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* | | Merge pull request #42077 from clayjohn/MSSAOJuan Linietsky2020-10-1813-710/+1020
|\ \ \ | | | | | | | | Replace SAO implementation with MSSAO
| * | | Replace SAO implementation with MSSAOclayjohn2020-10-1813-710/+1020
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* | | Merge pull request #41415 from clayjohn/VULKAN-shader-overridesJuan Linietsky2020-10-184-1/+38
|\ \ \ | | | | | | | | Add FOG, RADIANCE, and IRRADIANCE shader overrides
| * | | Add FOG, RADIANCE, and IRRADIANCE shader overridesclayjohn2020-10-184-1/+38
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* | | | Merge pull request #42201 from clayjohn/Vulkan-new-glowJuan Linietsky2020-10-186-110/+112
|\ \ \ \ | |_|/ / |/| | | Optimize Glow with local memory
| * | | Optimize Glow with local memoryclayjohn2020-10-186-110/+112
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* | | | Merge pull request #38949 from puchik/ssr-fix-cutoffJuan Linietsky2020-10-181-7/+3
|\ \ \ \ | | | | | | | | | | Continue tracing screen space reflection after encountering sky
| * | | | Continue tracing screen space reflection after encountering skyArman2020-05-221-7/+3
| | | | | | | | | | | | | | | | | | | | Instead of breaking the whole trace when encountering the sky/camera far clip, continue tracing and check if "hits" are sky/far clip or not. Prevents some objects not being reflected due to gaps.
* | | | | Add aerial perspective to fixed fogclayjohn2020-10-177-20/+50
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* | | | Fix "fixed" fog drawing in front of volumetric fog with a sky backgroundHugo Locurcio2020-10-152-12/+15
| | | | | | | | | | | | | | | | | | | | | | | | This closes #42820. Co-authored-by: Clay John <claynjohn@gmail.com>
* | | | Fixes leaks with shader and materialRafał Mikrut2020-10-121-0/+3
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* | | | Free a SortShader and a ParticlesCopyShaderunknown2020-10-122-0/+3
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* | | | Implement GPU Particle Collisionsreduz2020-10-097-95/+805
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | -Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
* | | | Return proper texture view format for decalsclayjohn2020-10-031-1/+1
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* | | | Fix typos with codespellRémi Verschelde2020-09-188-11/+11
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Using codespell 1.17.1. Method: ``` $ cat > ../godot-word-whitelist.txt << EOF ang curvelinear dof doubleclick fave findn leapyear lod merchantibility nd numer ois ony que seeked synching te uint unselect webp EOF $ codespell -w -q 3 -I ../godot-word-whitelist.txt --skip="./thirdparty,*.po" $ git diff // undo unwanted changes ```