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path: root/servers/rendering/rendering_server_scene.cpp
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* RenderingServer reorganizationreduz2020-12-041-37/+0
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* Reorganize rendering server.reduz2020-12-031-3005/+0
| | | | | -Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
* Add sky_only setting to DirectionalLight3Dsclayjohn2020-10-211-2/+4
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* Implement GPU Particle Collisionsreduz2020-10-091-0/+50
| | | | | | | | | | -Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
* Re-Implement GPU particles on master.Juan Linietsky2020-09-021-0/+1
| | | | | -No new features yet -Unlike godot 3.x, sorting happens using GPU
* Fixes RenderingServer crashes reported by #39951Juan Linietsky2020-07-231-6/+6
| | | | Supersedes #40026
* Addition of SDFGI for open world global illuminationJuan Linietsky2020-06-261-17/+124
| | | | Move GI to a deferred pass
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-38/+69
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: Enforce separation line between function definitionsRémi Verschelde2020-05-141-0/+12
| | | | | | | | | | | | | | | | | | | | | | | I couldn't find a tool that enforces it, so I went the manual route: ``` find -name "thirdparty" -prune \ -o -name "*.cpp" -o -name "*.h" -o -name "*.m" -o -name "*.mm" \ -o -name "*.glsl" > files perl -0777 -pi -e 's/\n}\n([^#])/\n}\n\n\1/g' $(cat files) misc/scripts/fix_style.sh -c ``` This adds a newline after all `}` on the first column, unless they are followed by `#` (typically `#endif`). This leads to having lots of places with two lines between function/class definitions, but clang-format then fixes it as we enforce max one line of separation. This doesn't fix potential occurrences of function definitions which are indented (e.g. for a helper class defined in a .cpp), but it's better than nothing. Also can't be made to run easily on CI/hooks so we'll have to be careful with new code. Part of #33027.
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-191/+0
| | | | | | | | | | | | | | Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
* New lightmapperJuan Linietsky2020-05-101-282/+156
| | | | | | | -Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
* Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde2020-05-101-3/+9
| | | | Part of #33027.
* Fixed unbounded dual-paraboloid shadow map culling.Kiri Jolly2020-04-291-1/+2
| | | | | | Dual paraboloid shadowmaps were ending up with infinitely large volumes of area behind the hemisphere un-culled. This change just adds a back plane to the convex shape used for the culling volume.
* [Core] Rename linear_interpolate to lerpAaron Franke2020-04-291-8/+8
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* Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-3/+131
| | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Implement decalsJuan Linietsky2020-04-141-3/+73
| | | | | | Also implemented decal atlas, so projectors and other stuff can be added. Sidenote: Had to make RID hashable, so some unrelated includes changed in order to include it in hashfuncs.h
* Merge pull request #37722 from reduz/implement-softshadowsRémi Verschelde2020-04-101-6/+35
|\ | | | | Support light size and soft shadows
| * Support light size and soft shadowsJuan Linietsky2020-04-091-6/+35
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* | Renaming all ARVR nodes to XRBastiaan Olij2020-04-091-7/+5
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* Refactored shadowmapping.Juan Linietsky2020-04-081-52/+137
| | | | | | | | | - Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260
* Replace NULL with nullptrlupoDharkael2020-04-021-12/+12
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* More server renames for consistency after #37361Rémi Verschelde2020-03-281-1/+1
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* Renaming of servers for coherency.Juan Linietsky2020-03-271-0/+2839
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.