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* Implemented multimesh_get_buffer_rd_rid function into RenderingServer.David House2024-11-142-0/+6
| | | | | | Fixed style error. Updated dummy mesh_storage to move from cpp to h the return of a blank Rid on _multimesh_get_buffer_rd_rid.
* Merge pull request #96705 from elmajime/camera_from_external_feedThaddeus Crews2024-11-042-3/+14
|\ | | | | | | Add support for external camera feed from external plugin on Android
| * Added external camera feed from external plugin on Androidmaxime.chambefort2024-10-302-3/+14
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* | Set clang-format `RemoveSemicolon` rule to `true`Adam Scott2024-10-252-3/+3
| | | | | | | | - Set clang-format `Standard` rule to `c++20`
* | Merge pull request #85338 from EMBYRDEV/shadow-caster-maskThaddeus Crews2024-10-241-0/+2
|\ \ | |/ |/| | | Add `shadow_caster_mask` to Light3D.
| * Add `shadow_caster_mask` to Light3D.Hannah Crawford2024-08-121-0/+2
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* | Implement asynchronous transfer queues, thread guards on RenderingDevice. ↵Dario2024-10-021-1/+0
| | | | | | | | | | | | | | | | | | | | | | Add ubershaders and rework pipeline caches for Forward+ and Mobile. - Implements asynchronous transfer queues from PR #87590. - Adds ubershaders that can run with specialization constants specified as push constants. - Pipelines with specialization constants can compile in the background. - Added monitoring for pipeline compilations. - Materials and shaders can now be created asynchronously on background threads. - Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
* | SCons: Add unobtrusive type hints in SCons filesThaddeus Crews2024-09-251-0/+1
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* | Add external texture support (GLES3)David Snopek2024-09-201-0/+2
| | | | | | | | | | Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com> Co-authored-by: Mauricio Narvaez <nvz@meta.com>
* | Style: Apply new `clang-format` changesThaddeus Crews2024-09-203-6/+6
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* | Expose a function to create textures from a native handle in the ↵David Snopek2024-09-191-0/+2
| | | | | | | | compatibility renderer
* | Avoid const_cast in mesh_storage.hrune-scape2024-08-282-3/+3
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* | Fixed Timestep Interpolation: MultiMeshRicardo Buring2024-08-182-22/+591
|/ | | | | | Adds fixed timestep interpolation to multimeshes. Co-authored-by: lawnjelly <lawnjelly@gmail.com>
* Track compositor effects that use motion vectors so we enable required logicBastiaan Olij2024-06-122-1/+39
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* Merge pull request #89894 from BastiaanOlij/improve_foveated_renderingRémi Verschelde2024-05-041-0/+2
|\ | | | | | | Improvements to VRS/Foveated rendering
| * Improvements to VRS/Foveated renderingBastiaan Olij2024-05-031-0/+2
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* | Add PackedVector4Array Variant typeK. S. Ernest (iFire) Lee2024-05-031-1/+2
|/ | | | | Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
* Add adjustments and color correction to Compatibility rendererclayjohn2024-04-251-5/+1
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* Shadow fade for omni lights actually stops the shadow from updating while ↵jitspoe2024-03-251-0/+1
| | | | faded out to improve performance.
* Enforce template syntax `typename` over `class`Thaddeus Crews2024-03-071-2/+2
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* Fix never ending loop with overlapping probesBastiaan Olij2024-03-051-0/+1
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* Merge pull request #87360 from BastiaanOlij/gles_glowRémi Verschelde2024-02-201-5/+0
|\ | | | | | | Implement glow/bloom on compatibility renderer
| * Implement glow/bloom on compatibility rendererBastiaan Olij2024-02-191-5/+0
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* | Implement hooks into rendererBastiaan Olij2024-02-188-0/+590
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* Add optional depth fogEidolon2024-02-172-2/+50
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* Support custom AABB within MultiMesh resourcesArman Elgudzhyan2024-02-151-0/+3
| | | | | - Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations. - Should also help improve CPU Particle performance.
* Use '_v' shorthand for type traits and 'if constexpr' where appropriatevittorioromeo2024-02-021-3/+3
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* Merge pull request #84894 from clayjohn/tangent-error-messageYuri Sizov2024-01-241-1/+3
|\ | | | | | | Store ArrayMesh path in RenderingServer for use in error messages
| * Store ArrayMesh path in RenderingServer for use in error messagesclayjohn2023-11-141-1/+3
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* | Add a reflection mask to the reflection probes.Marcel Offermans2024-01-201-0/+2
| | | | | | | | Co-authored-by: Bastiaan Olij <mux213@gmail.com>
* | Ensure 2D MSAA resolve is performed when 3D content but no 2D content in sceneBastiaan Olij2023-11-161-0/+3
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* Particle internal refactor and additions for more artistic controlQbieShay2023-10-101-0/+3
| | | | | | | | Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro> Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com> Co-authored-by: Raul Santos <raulsntos@gmail.com> Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com> Co-authored-by: Clay John <claynjohn@gmail.com>
* [Servers] Replace `ERR_FAIL_COND` with `ERR_FAIL_NULL` where applicableA Thousand Ships2023-09-252-118/+118
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* Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.Dario2023-09-251-1/+1
| | | | Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
* Add motion vector support for GPU 3D Particles.Dario2023-08-281-0/+1
| | | | Add the capability of resizing the transforms buffer for particles to be double its size and alternate where the current output is written to. Only works for particles that use index as their draw order.
* Add option to enable HDR rendering in 2Dclayjohn2023-08-071-0/+2
| | | | | | | This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear. This is necessary for proper HDR screen support in the future.
* Merge pull request #79142 from BastiaanOlij/register_render_buffersYuri Sizov2023-07-272-14/+135
|\ | | | | | | Expose RenderSceneBuffers(RD) through ClassDB
| * Expose RenderingSceneBuffers through ClassDBBastiaan Olij2023-07-262-14/+135
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* | Add custom texture create functionBastiaan Olij2023-07-261-0/+3
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* Fix shader uniform storage conversions and crashbitsawer2023-05-291-0/+322
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* (Re-)Implemented Light3D's property "shadow_reverse_cull_face"Markus Grafen2023-05-191-0/+1
| | | | The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
* For GDExternal use, provides access to internal graphics handles for texturesBastiaan Olij2023-05-091-0/+1
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* Merge duplicate rd_texture functionsBastiaan Olij2023-03-101-1/+1
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* Add warnings for unsupported features in mobile and gl_compatibility backendsclayjohn2023-02-262-1/+45
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* Implement cull_mask for decals and lights in mobile and compatibility backendsclayjohn2023-02-062-0/+2
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* Merge pull request #72075 from Maran23/extents-to-sizeRémi Verschelde2023-02-012-3/+3
|\ | | | | | | Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
| * Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl2023-01-312-3/+3
| | | | | | | | | | | | | | | | | | | | | | GPUParticles*3D - Extents are replaced by Size (Size is Extents * 2) - The UI text displays 'Size' - Snapping is adjusted to work with Size - _set and _get handle extents for compatibility Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
* | Automatically transform Skeleton2D calculations so pivots are not neededclayjohn2023-01-271-0/+1
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* Sort decals and lights based on camera originclayjohn2023-01-201-0/+1
| | | | | | Also implement sort_offset for decals Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
* Improving communication of scaling settings to renderer implementationBastiaan Olij2023-01-132-4/+4
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