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path: root/servers/rendering/rendering_server_viewport.cpp
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* RenderingServer reorganizationreduz2020-12-041-1014/+0
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* Reorganize rendering server.reduz2020-12-031-23/+21
| | | | | -Made RenderingServerScene abstract, allowing reimplementation -RenderingServerRaster -> RenderingServerDefault, but this class is going away soon.
* Implement signed distance fields for 2D shadersreduz2020-11-261-5/+40
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* Reorganized core/ directory, it was too fatty alreadyreduz2020-11-071-1/+1
| | | | | | -Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
* Implement DirectionalLight2Dreduz2020-11-041-6/+120
| | | | | | | Also separated Light2D in PointLight2D and DirectionalLight2D. Used PointLight2D because its more of a point, and it does not work the same as OmniLight (as shape depends on texture). Added a few utility methods to Rect2D I needed.
* Refactor pixel snapping.reduz2020-10-301-3/+25
| | | | | | | | | -Rename pixel_snap to snap_2d_to_vertices -Added snap_2d_to_transforms which is more useful Fixes #41814 Solves proposal https://github.com/godotengine/godot-proposals/issues/1666 Supersedes #35606, supersedes #41535, supersedes #41534
* Refactored 2D shader and lighting systemreduz2020-10-241-2/+18
| | | | | | | | | | -Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
* Add a debanding property to ViewportHugo Locurcio2020-08-141-4/+17
| | | | | | | | | | | | It can be enabled in the Project Settings (`rendering/quality/screen_filters/use_debanding`). It's disabled by default as it has a small performance impact and can make PNG screenshots much larger (due to how dithering works). It will also slightly brighten the scene's dark areas. As a result, it should be enabled only when banding is noticeable enough. This closes #17006.
* Style: Enforce braces around if blocks and loopsRémi Verschelde2020-05-141-4/+8
| | | | | 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/+7
| | | | | | | | | | | | | | | | | | | | | | | 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 Verschelde2020-05-141-50/+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.
* Add screen space AA option, with FXAA implementation.Juan Linietsky2020-04-121-3/+16
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* Shows proper scene render time in editor infoJuan Linietsky2020-04-101-0/+61
| | | | Also fixed GPU profiler, which was not working on nvidia hardware.
* Renaming all ARVR nodes to XRBastiaan Olij2020-04-091-26/+27
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* Replace NULL with nullptrlupoDharkael2020-04-021-9/+9
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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/+780
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.