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path: root/servers/rendering/rendering_server_scene.h
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* RenderingServer reorganizationreduz2020-12-041-202/+0
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* Reorganize rendering server.reduz2020-12-031-415/+140
| | | | | -Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
* Merge pull request #42987 from clayjohn/VULKAN-sky-onlyRémi Verschelde2020-11-281-0/+1
|\ | | | | Add sky_only setting to DirectionalLight3Ds
| * Add sky_only setting to DirectionalLight3Dsclayjohn2020-10-211-0/+1
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* | Remove empty lines around braces with the formatting scriptAaron Franke2020-11-161-1/+0
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* | Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-3/+3
|/ | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Implement GPU Particle Collisionsreduz2020-10-091-0/+3
| | | | | | | | | | -Sphere Attractor -Box Attractor -Vector Field -Sphere Collider -Box Collider -Baked SDF Collider -Heightmap Collider
* Addition of SDFGI for open world global illuminationJuan Linietsky2020-06-261-2/+16
| | | | Move GI to a deferred pass
* Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)2020-05-271-1/+0
| | | | Extra `_2d` suffixes are removed from 2D methods accoringly.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-2/+4
| | | | | Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
* Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde2020-05-141-17/+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 Linietsky2020-05-101-3/+10
| | | | | | | -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)
* Increase the default Camera3D field of view to 75Hugo Locurcio2020-05-011-1/+1
| | | | | | | | | | | | | | | | | | | A vertical FOV of 75 degrees is roughly equivalent to a 91 degree horizontal FOV on a 4:3 display (~107.51 degrees on 16:9), which is close to the typical default FOV used in PC games. Note that this doesn't apply to the in-editor camera which keeps its FOV to 70. This is because it doesn't display in fullscreen; its viewport only displays in the center of the editor (roughly). This means the viewport won't cover the viewer's eyes as much. Therefore, the editor camera FOV should be slightly lower to account for this. Since this changes the default value, this may break existing projects slightly. For the record, this was already done in https://github.com/godotengine/godot-demo-projects/pull/260 for the official demo projects.
* Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-0/+7
| | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Implement decalsJuan Linietsky2020-04-141-0/+22
| | | | | | 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
* Renaming all ARVR nodes to XRBastiaan Olij2020-04-091-2/+2
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* Refactored shadowmapping.Juan Linietsky2020-04-081-2/+2
| | | | | | | | | - 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 nullptrlupoDharkael2020-04-021-5/+5
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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/+440
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.