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path: root/servers/rendering/renderer_scene_render.h
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* Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio2021-10-071-1/+1
| | | | | | | 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.
* Implement more rendering options as specialization constantsreduz2021-07-191-0/+3
| | | | | | | | * Shadow quality settings now specialization constant. * Decal and light projector filters can be set. * Changing those settings forces re-creation of the pipelines. These changes should help improve performance related to shadow mapping, and allows improving performance by sacrificing decal and light projector quality.
* Use specialization constants in clustered rendererreduz2021-07-121-0/+2
| | | | | | | * Keep track of when projector, softshadow or directional sofshadow were enabled. * Enable them via specializaton constant where it makes sense. * Re-implements soft shadows. * Re-implements light projectors.
* Fix Render Inforeduz2021-07-031-1/+2
| | | | | | | | * Fixed and redone the process to obtain render information from a viewport * Some stats, such as material changes are too difficult to guess on Vulkan, were removed. * Separated visible and shadow stats, which causes confusion. * Texture, buffer and general video memory can be queried now. * Fixed the performance metrics too.
* Add stereoscopic rendering through multiviewBastiaan Olij2021-06-131-3/+21
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* Rename GI Classesreduz2021-06-051-7/+7
| | | | | | | * 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 Franke2021-06-031-10/+10
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* Implement occlusion cullingjfons2021-04-231-1/+1
| | | | | | | | | Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
* Remove low_end option from renderer, being replaced by separate implementationBastiaan Olij2021-04-091-2/+0
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* Make Servers truly Thread Safereduz2021-02-101-5/+8
| | | | | | | | | -Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
* Improve SDFGI indirect light feedback loopreduz2021-02-071-1/+1
| | | | | -Use occlusion for feedback, further reduces light leaking. -More control on feedback, now its a slider.
* Simplify Volumetric Fogreduz2021-02-061-4/+1
| | | | | | | -Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
* Added temporal reprojection to Volumetric Fogreduz2021-02-051-1/+1
| | | | | -It's an option, just enable it -Just works, don't have to do anything else.
* Rewrote how barriers work for faster renderingreduz2021-02-041-5/+23
| | | | | | | | | | | -Added more finegrained control in RenderingDevice API -Optimized barriers (use less ones for thee same) -General optimizations -Shadows render all together unbarriered -GI can render together with shadows. -SDFGI can render together with depth-preoass. -General fixes -Added GPU detection
* Shadow map rendering optimizationreduz2021-01-241-2/+2
| | | | | | | -All shadow rendering is done with raster now (no compute) -All shadow rendering is done by rendering directly to the shadow atlas -Improved how buffer clearing is done to optimize the above. -Ability to set shadows as 16 bits.
* Several GI related optimizations and fixesreduz2021-01-241-0/+2
| | | | | | | | | | | | -SDFGI direct light is done over many frames -SDFGI Changed settings for rays/frame -SDFGI Misc optimizations -SDFGI Bug fix on probe scroll -GIProbe was not working, got it to work again -GIProbe dynamic objects were not working, fixed -Added a half size GI option.
* Reorganize renderer code.reduz2021-01-051-85/+37
| | | | So it can hopefully be made more cache efficient afterwards.
* 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 🎆
* Rewrite culling to be more cache/thread friendly.reduz2020-12-261-2/+7
| | | | | | -Uses a single array with all data -Massive performance improvement -Does not support threads yet, but code is now thread friendly
* Cull fixes and optimizationsreduz2020-12-241-0/+1
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* Replace Octree by DynamicBVH in cull codereduz2020-12-231-8/+9
| | | | | | -Much greater pairing/unpairing performance -For now, using it for culling too, but this will change in a couple of days. -Added a paged allocator, to efficiently alloc/free some types of objects.
* Port ASSAO to Godot to replace SAOclayjohn2020-12-211-2/+2
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* Implement automatic LOD (Level of Detail)reduz2020-12-181-2/+6
| | | | | | | -Happens on import by default for all models -Just works (tm) -Biasing can be later adjusted per node or per viewport (as well as globally) -Disabled AABB.get_support test because its broken
* Reimplement skeletons and blend shapesreduz2020-12-161-3/+1
| | | | Uses compute shaders, which only once, on demand, and all in parallel.
* Add support for low-end 3D rendering.reduz2020-12-071-0/+2
| | | | | -Reduce number of uniform sets from 6 to 4. -Remove features in low end mode, in order to reduce the number of texture units fit to 16.
* RenderingServer reorganizationreduz2020-12-041-0/+267