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* Fix copyright headers referring to GodotSpartan3222024-10-271-2/+2
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* 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>
* [Core] Add scalar versions of `Vector*` `min/max/clamp/snap(ped)`A Thousand Ships2024-05-021-2/+1
| | | | Convenience for a number of cases operating on single values
* Use Reverse Z for the depth bufferKhasehemwy2024-04-041-2/+6
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* Use barriers between all blur passes with SSAO and SSILclayjohn2024-02-211-6/+3
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* Acyclic Command Graph for RenderingDevice.Dario2024-01-081-6/+6
| | | | Adds a new system to automatically reorder commands, perform layout transitions and insert synchronization barriers based on the commands issued to RenderingDevice.
* Fix buffer updates going to the wrong cmd buffer if barriers were 0Matias N. Goldberg2023-10-211-2/+2
| | | | | | | | | | | | | | | From what I could see only SSAO & SSIL were affected when they both call: int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); Also documented what setup_command_buffer & draw_command_buffer are for.
* Fix various typos with codespellRémi Verschelde2023-08-071-1/+1
| | | | | | | | | Also includes typo fixes from #79993, #80068, #80276, and #80303. Co-authored-by: betalars <contact@betalars.de> Co-authored-by: spaceyjase <429978+spaceyjase@users.noreply.github.com> Co-authored-by: Swarkin <102416174+Swarkin@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com>
* Code simplificationsMarkus Sauermann2023-06-211-2/+1
| | | | | | | | | | | | | | | | | | | | CPPcheck found most of them. no need to assign the variable twice: - AnimationTrackEditTypeAudio - SSEffects variable is assigned in all if-else clauses: - EditorHelp - AndroidInputHandler - MenuBar - ShaderCompiler same if clause: - ItemList clearing an empty bitfield has no effect: - Viewport
* Fixing issues with SSIL artifactsBastiaan Olij2023-02-241-6/+22
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* Fix sampling bug when SSAO is using half sizeclayjohn2023-02-161-13/+19
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* Add render buffer support to screen space effectsBastiaan Olij2023-02-101-586/+378
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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".
* Code simplifications found by cppcheckMarkus Sauermann2022-11-211-1/+0
| | | | | | | They are based on: - Boolean arithmetic simplifications - setting variables that are not accessed - constant variables
* Merge pull request #66756 from BastiaanOlij/fix_ssrRémi Verschelde2022-10-061-7/+31
|\ | | | | Fixing artifacts in SSR
| * Fixing artifacts in SSRBastiaan Olij2022-10-041-7/+31
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* | Rename Projection `matrix` to `columns`Aaron Franke2022-10-041-15/+15
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* Moving SSEffects settings into classBastiaan Olij2022-10-041-76/+119
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* Fix uniform buffer being created every frame is SSAO and SSIL half_size is ↵Bastiaan Olij2022-09-131-0/+6
| | | | different
* Properly scale SSR reflection based on metallic value for dielectric materialsclayjohn2022-09-091-5/+1
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* Extracting render buffers and changing it to a more generic solutionBastiaan Olij2022-09-011-0/+92
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* Rename `str2var` to `str_to_var` and similarMicky2022-08-261-1/+1
| | | | | | | | | | | | | | | | | | Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
* Implement Vector4, Vector4i, Projectionreduz2022-07-231-5/+5
| | | | | | | | | | | | | Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
* Move screen space effects into a separate classBastiaan Olij2022-07-191-0/+1715