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* Merge pull request #63527 from BastiaanOlij/rework_environmentRémi Verschelde2022-07-291-29/+136
|\ | | | | Restructure environment in render implementation
| * Restructure environment in render implementationBastiaan Olij2022-07-291-29/+136
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* | Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio2022-07-281-1/+1
|/ | | | | | | | | Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well.
* Change RendererSceneRender::GeometryInstance so more code is shared among ↵Bastiaan Olij2022-07-271-36/+11
| | | | renderers
* Code quality: Fix header guards consistencyRémi Verschelde2022-07-251-3/+3
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Implement Vector4, Vector4i, Projectionreduz2022-07-231-7/+7
| | | | | | | | | | | | | 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.
* Rename soft shadow quality project settings for easier searchingHugo Locurcio2022-07-131-2/+2
| | | | | | | | | | | | `rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
* Initial TAA implementationjfons2022-06-071-3/+4
| | | | | | 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.
* Fix "ortogonal" -> "orthogonal" typo in rasterizer codeHugo Locurcio2022-04-261-4/+4
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* Zero initialize all pointer class and struct membersRémi Verschelde2022-04-041-1/+1
| | | | | This prevents the pitfall of UB when checking if they have been assigned something valid by comparing to nullptr.
* Improve compilation speed (forward declarations/includes cleanup)Hendrik Brucker2022-02-121-1/+0
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* Enable 16-bit shadow atlas by default in the RenderingServer methodsHugo Locurcio2022-02-041-2/+2
| | | | | | | | | 16-bit shadow atlases are already the default in the project settings, but low-level methods used 24-bit shadows by default. This makes low-level methods more consistent with the default project settings to avoid accidental performance issues when users change the shadow size at run-time.
* add support for glow mapsAnsraer2022-01-201-1/+1
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* Allow using between 1 and 8 cascades for SDFGIHugo Locurcio2022-01-171-1/+1
| | | | | | 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).
* Added material_overlay property to MeshInstance3DFernando Cosentino2022-01-051-0/+1
| | | | | | | | | | | | | | | Applying overlay materials into multi-surface meshes currently requires adding a next pass material to all the surfaces, which might be cumbersome when the material is to be applied to a range of different geometries. This also makes it not trivial to use AnimationPlayer to control the material in case of visual effects. The material_override property is not an option as it works replacing the active material for the surfaces, not adding a new pass. This commit adds the material_overlay property to GeometryInstance3D (and therefore MeshInstance3D), having the same reach as material_override (that is, all surfaces) but adding a new material pass on top of the active materials, instead of replacing them.
* Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde2022-01-041-1/+1
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| * Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio2021-12-291-1/+1
| | | | | | | | | | This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
* | Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde2022-01-041-1/+3
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| * | Added SSIL post processing effectclayjohn2021-11-061-1/+3
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* | | Update copyright statements to 2022Rémi Verschelde2022-01-031-2/+2
| |/ |/| | | | | Happy new year to the wonderful Godot community!
* | Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm2021-11-231-1/+1
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* Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn2021-10-281-2/+8
| | | | Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
* Implement distance fade and transparencyJFonS2021-10-251-0/+3
| | | | | | | | | | | | | | | | | | | | | The built-in ALPHA in spatial shaders comes pre-set with a per-instance transparency value. Multiply by it if you want to keep it. The transparency value of any given GeometryInstance3D is affected by: - Its new "transparency" property. - Its own visiblity range when the new "visibility_range_fade_mode" property is set to "Self". - Its parent visibility range when the parent's fade mode is set to "Dependencies". The "Self" mode will fade-out the instance when reaching the visibility range limits, while the "Dependencies" mode will fade-in its dependencies. Per-instance transparency is only implemented in the forward clustered renderer, support for mobile should be added in the future. Co-authored-by: reduz <reduzio@gmail.com>
* 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