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path: root/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
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* Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij2022-06-221-3416/+0
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* Split out bokeh_dof and copy effectsBastiaan Olij2022-05-111-1/+2
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* Rename Basis get_axis to get_column, remove redundant methodsAaron Franke2022-05-031-10/+10
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* Rename Basis "elements" to "rows"Aaron Franke2022-04-291-18/+18
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* Fix more issues found by cppcheck.bruvzg2022-04-201-1/+1
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* Moved particles into ParticlesStorageBastiaan Olij2022-04-171-12/+24
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* Move light, reflection probe and lightmap into LightStorageBastiaan Olij2022-04-171-31/+31
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* Merge canvas and decal into TextureStorage and add render targetBastiaan Olij2022-04-171-2/+3
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* Color: Rename `to_srgb`/`to_linear` to include base color spaceRémi Verschelde2022-04-131-5/+5
| | | | | This helps reduce confusion around sRGB <> Linear conversions by making both input and output color spaces explicit.
* Replace DirectionalLight3D's `use_in_sky_only` with `sky_mode` enumHugo Locurcio2022-03-171-2/+2
| | | | | | | | | | 3 options are available: - Light and Sky (default) - Light Only (new) - Sky Only (equivalent to `use_in_sky_only = true`) Co-authored by: clayjohn <claynjohn@gmail.com>
* Another `-Wsign-compare` fixRémi Verschelde2022-03-171-2/+2
| | | Fixing CI while afk, fun.
* Fix `-Wsign-compare` warning after #58993Rémi Verschelde2022-03-171-1/+1
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* Merge pull request #58993 from notSanil/device-limit-exceeded-fixRémi Verschelde2022-03-171-5/+5
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| * Fix device limit exceeding for uniform buffernotSanil2022-03-161-5/+5
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* | Split dummy renderer classes into separate filesBastiaan Olij2022-03-161-18/+27
|/ | | | Split canvas_texture_storage and texture_storage from render_storage class
* Add a UniformSet cachereduz2022-03-061-133/+139
| | | | | | | * Changed syntax usage for RD::Uniform to create faster with a single RID * Converted render pass setup to use this in clustered renderer to test. This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase.
* Tweak render timestamp names for explicitness and consistencyHugo Locurcio2022-03-041-9/+9
| | | | | | | - Add 2D and 3D in timestamp names when needed to avoid ambiguity. - Use present tense in all render timestamp names. - Add a space after ">" (begin) and "<" (end) symbols. - Remove redundant "End" in render timestamp names (indicated by "<").
* Style: Cleanup single-line blocks, semicolons, dead codeRémi Verschelde2022-02-161-1/+0
| | | | | Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported.
* Tweak default SDFGI settings for better qualityHugo Locurcio2022-02-061-1/+1
| | | | | | | | | | | | - 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.
* Allow using between 1 and 8 cascades for SDFGIHugo Locurcio2022-01-171-4/+6
| | | | | | 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 #55418 from Calinou/voxelgi-dynamic-map-use-16-bit-depthJFonS2022-01-041-2/+3
|\ | | | | Use 16-bit depth to improve dynamic VoxelGI performance
| * Use 16-bit depth to improve dynamic VoxelGI performanceHugo Locurcio2021-11-281-2/+3
| | | | | | | | | | In a complex scene with several dynamic emissive objects, this saves over 1 ms of GPU time on a GTX 1080 in 2560×1440.
* | Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde2022-01-041-1/+1
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| * | Added SSIL post processing effectclayjohn2021-11-061-1/+1
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* | | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | | | | | | | | | Happy new year to the wonderful Godot community!
* | | Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusiveRémi Verschelde2021-12-071-2/+2
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| * | | PackedByteArray, Array slice end exclusive, rename subarray to sliceNathan Franke2021-11-261-2/+2
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* / | Remove or make verbose some debugging printsHugo Locurcio2021-12-051-6/+0
|/ / | | | | | | | | | | The message about SpatialMaterial conversion was turned into a warning, as it can potentially interfere with porting projects from Godot 3.x (if there's a bug in the conversion code).
* / Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm2021-11-231-8/+8
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* Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn2021-10-281-6/+8
| | | | Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
* Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio2021-10-071-11/+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.
* Rename RID's `getornull()` to `get_or_null()`Hugo Locurcio2021-09-291-9/+9
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* Add Get Center Method for Rect2/Rect2i and AABB.Anilforextra2021-09-211-1/+1
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* Use the Light3D Indirect Energy property in SDFGIHugo Locurcio2021-08-301-3/+3
| | | | | The Indirect Energy property was previously ignored in SDFGI (unlike VoxelGI).
* Fixes to mobile rendererreduz2021-08-171-3/+3
| | | | | | * Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected.
* Fix SDFGIreduz2021-07-031-4/+5
| | | | * Broken by 7513b73902f3ed7ac45aa9aefc2f6f333ae731ff, fixes #49631
* Clean up RenderingServer and its bindingsreduz2021-07-011-3/+0
| | | | | | * Rewrote bindings for RenderingServer. * They are now all up to date. * Several unused methods and deprecated features were cleaned up.
* Rename `instance()`->`instantiate()` when it's a verbLightning_A2021-06-191-2/+2
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* Rename GI Classesreduz2021-06-051-145/+145
| | | | | | | * 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 Franke2021-06-031-15/+15
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* Split RenderDataRD struct from RenderState struct to simplify passing our ↵Bastiaan Olij2021-05-101-1/+1
| | | | render data around the renderer.
* Create mobile rendererBastiaan Olij2021-05-031-2/+0
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* Core: Drop custom `copymem`/`zeromem` definesRémi Verschelde2021-04-271-2/+2
| | | | | | | | We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore.
* Move clustered renderer functionalityBastiaan Olij2021-04-051-10/+11
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* Combine init_gi and init_sdfgi into a single initBastiaan Olij2021-03-111-5/+5
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* Renamed SDGIShader to SDFGIShader and moved a bunch of things to privateBastiaan Olij2021-03-041-78/+98
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* Moving GI code into RendererServerGIRDBastiaan Olij2021-02-251-0/+3383
Moving Skyshader code into RendererServerSkyRD