Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | 2022-06-22 | 1 | -3416/+0 |
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* | Split out bokeh_dof and copy effects | Bastiaan Olij | 2022-05-11 | 1 | -1/+2 |
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* | Rename Basis get_axis to get_column, remove redundant methods | Aaron Franke | 2022-05-03 | 1 | -10/+10 |
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* | Rename Basis "elements" to "rows" | Aaron Franke | 2022-04-29 | 1 | -18/+18 |
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* | Fix more issues found by cppcheck. | bruvzg | 2022-04-20 | 1 | -1/+1 |
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* | Moved particles into ParticlesStorage | Bastiaan Olij | 2022-04-17 | 1 | -12/+24 |
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* | Move light, reflection probe and lightmap into LightStorage | Bastiaan Olij | 2022-04-17 | 1 | -31/+31 |
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* | Merge canvas and decal into TextureStorage and add render target | Bastiaan Olij | 2022-04-17 | 1 | -2/+3 |
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* | Color: Rename `to_srgb`/`to_linear` to include base color space | Rémi Verschelde | 2022-04-13 | 1 | -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` enum | Hugo Locurcio | 2022-03-17 | 1 | -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` fix | Rémi Verschelde | 2022-03-17 | 1 | -2/+2 |
| | | | Fixing CI while afk, fun. | ||||
* | Fix `-Wsign-compare` warning after #58993 | Rémi Verschelde | 2022-03-17 | 1 | -1/+1 |
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* | Merge pull request #58993 from notSanil/device-limit-exceeded-fix | Rémi Verschelde | 2022-03-17 | 1 | -5/+5 |
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| * | Fix device limit exceeding for uniform buffer | notSanil | 2022-03-16 | 1 | -5/+5 |
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* | | Split dummy renderer classes into separate files | Bastiaan Olij | 2022-03-16 | 1 | -18/+27 |
|/ | | | | Split canvas_texture_storage and texture_storage from render_storage class | ||||
* | Add a UniformSet cache | reduz | 2022-03-06 | 1 | -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 consistency | Hugo Locurcio | 2022-03-04 | 1 | -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 code | Rémi Verschelde | 2022-02-16 | 1 | -1/+0 |
| | | | | | Remove currently unused implementation of TextureBasisU, could be re-added later on if needed and ported. | ||||
* | Tweak default SDFGI settings for better quality | Hugo Locurcio | 2022-02-06 | 1 | -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 SDFGI | Hugo Locurcio | 2022-01-17 | 1 | -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-depth | JFonS | 2022-01-04 | 1 | -2/+3 |
|\ | | | | | Use 16-bit depth to improve dynamic VoxelGI performance | ||||
| * | Use 16-bit depth to improve dynamic VoxelGI performance | Hugo Locurcio | 2021-11-28 | 1 | -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-ASSGI | Rémi Verschelde | 2022-01-04 | 1 | -1/+1 |
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| * | | Added SSIL post processing effect | clayjohn | 2021-11-06 | 1 | -1/+1 |
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* | | | Update copyright statements to 2022 | Rémi Verschelde | 2022-01-03 | 1 | -2/+2 |
| | | | | | | | | | | | | Happy new year to the wonderful Godot community! | ||||
* | | | Merge pull request #35901 from nathanfranke/pool-byte-array-subarray-exclusive | Rémi Verschelde | 2021-12-07 | 1 | -2/+2 |
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| * | | | PackedByteArray, Array slice end exclusive, rename subarray to slice | Nathan Franke | 2021-11-26 | 1 | -2/+2 |
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* / | | Remove or make verbose some debugging prints | Hugo Locurcio | 2021-12-05 | 1 | -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 scenes | Je06jm | 2021-11-23 | 1 | -8/+8 |
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* | Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog | clayjohn | 2021-10-28 | 1 | -6/+8 |
| | | | | Co-authored-by: Brian Semrau <brian.semrau@gmail.com> | ||||
* | Remove unimplemented `Environment.ambient_light_occlusion_color` property | Hugo Locurcio | 2021-10-07 | 1 | -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 Locurcio | 2021-09-29 | 1 | -9/+9 |
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* | Add Get Center Method for Rect2/Rect2i and AABB. | Anilforextra | 2021-09-21 | 1 | -1/+1 |
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* | Use the Light3D Indirect Energy property in SDFGI | Hugo Locurcio | 2021-08-30 | 1 | -3/+3 |
| | | | | | The Indirect Energy property was previously ignored in SDFGI (unlike VoxelGI). | ||||
* | Fixes to mobile renderer | reduz | 2021-08-17 | 1 | -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 SDFGI | reduz | 2021-07-03 | 1 | -4/+5 |
| | | | | * Broken by 7513b73902f3ed7ac45aa9aefc2f6f333ae731ff, fixes #49631 | ||||
* | Clean up RenderingServer and its bindings | reduz | 2021-07-01 | 1 | -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 verb | Lightning_A | 2021-06-19 | 1 | -2/+2 |
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* | Rename GI Classes | reduz | 2021-06-05 | 1 | -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 core | Aaron Franke | 2021-06-03 | 1 | -15/+15 |
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* | Split RenderDataRD struct from RenderState struct to simplify passing our ↵ | Bastiaan Olij | 2021-05-10 | 1 | -1/+1 |
| | | | | render data around the renderer. | ||||
* | Create mobile renderer | Bastiaan Olij | 2021-05-03 | 1 | -2/+0 |
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* | Core: Drop custom `copymem`/`zeromem` defines | Rémi Verschelde | 2021-04-27 | 1 | -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 functionality | Bastiaan Olij | 2021-04-05 | 1 | -10/+11 |
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* | Combine init_gi and init_sdfgi into a single init | Bastiaan Olij | 2021-03-11 | 1 | -5/+5 |
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* | Renamed SDGIShader to SDFGIShader and moved a bunch of things to private | Bastiaan Olij | 2021-03-04 | 1 | -78/+98 |
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* | Moving GI code into RendererServerGIRD | Bastiaan Olij | 2021-02-25 | 1 | -0/+3383 |
Moving Skyshader code into RendererServerSkyRD |