summaryrefslogtreecommitdiffstats
path: root/servers/rendering/renderer_scene_render.cpp
Commit message (Collapse)AuthorAgeFilesLines
* Rename `center` method to `get_center` in Plane.Raul Santos2023-01-151-1/+1
|
* 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".
* Implement CAMERA_VISIBLE_LAYERS as built-in shader variableNumbuhFour2022-12-031-1/+3
|
* Merge pull request #60185 from Calinou/environment-fog-and-sky-affectRémi Verschelde2022-09-011-4/+12
|\
| * Add Environment properties to control fog rendering on background skyHugo Locurcio2022-09-011-4/+12
| | | | | | | | | | | | | | | | | | | | 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.clayjohn2022-08-311-30/+10
|/ | | | | | 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.
* Restructure environment in render implementationBastiaan Olij2022-07-291-0/+458
|
* Change RendererSceneRender::GeometryInstance so more code is shared among ↵Bastiaan Olij2022-07-271-0/+3
| | | | renderers
* Implement Vector4, Vector4i, Projectionreduz2022-07-231-19/+19
| | | | | | | | | | | | | 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.
* Initial TAA implementationjfons2022-06-071-1/+2
| | | | | | Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
* Rename Basis get_axis to get_column, remove redundant methodsAaron Franke2022-05-031-1/+1
|
* Fix "ortogonal" -> "orthogonal" typo in rasterizer codeHugo Locurcio2022-04-261-4/+4
|
* Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| | | | Happy new year to the wonderful Godot community!
* Swap args of Plane(point, normal) constructormennomax2021-10-151-4/+4
| | | | Now (normal, point)
* Inverse XR camera offset for stereoscopic renderingBastiaan Olij2021-06-191-2/+2
|
* Add stereoscopic rendering through multiviewBastiaan Olij2021-06-131-0/+150
|
* 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 🎆
* RenderingServer reorganizationreduz2020-12-041-0/+31