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* 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