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* Rename shader parameter uniform setter/getter methods for consistencyHugo Locurcio2022-08-041-2/+2
| | | | | | `shader_uniform` is now consistenly used across both per-shader and per-instance shader uniform methods. This makes methods easier to find in the class reference when looking for them.
* Tweak default fog settings for better appearanceHugo Locurcio2022-08-011-4/+4
| | | | | | | | | | | - Increase the default non-volumetric fog density to 0.01 to make adjustments more visible. - Use a less saturated non-volumetric fog color by default (a mix of the sky and horizon colors of the new default ProceduralSkyMaterial). - Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results in more realistic appearance of volumetric fog, at a very low performance cost.
* Merge pull request #63527 from BastiaanOlij/rework_environmentRémi Verschelde2022-07-292-0/+1065
|\ | | | | Restructure environment in render implementation
| * Restructure environment in render implementationBastiaan Olij2022-07-292-0/+1065
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* | Rename RenderingServer global shader uniform methods to be more explicitHugo Locurcio2022-07-281-16/+16
|/ | | | | The `global_shader_uniform` name is longer, but it makes it much easier to find the methods when searching in the class reference.
* Code quality: Fix header guards consistencyRémi Verschelde2022-07-256-6/+6
| | | | | Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
* Clean up Shader Preprocessorreduz2022-07-221-0/+1
| | | | | | | | | * Moved preprocessor to Shader and ShaderInclude * Clean up RenderingServer side * Preprocessor is separate from parser now, but it emits tokens with include location hints. * Improved ShaderEditor validation code * Added include file code completion * Added notification for all files affected by a broken include.
* Adding Variable Rate Shading support to GodotBastiaan Olij2022-07-171-0/+3
| | | | | Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
* Split dependency logicBastiaan Olij2022-06-287-6/+263
| | | | | | Split FOG Split visibility notifier Final cleanup of storage classes
* Add clipping, backbuffer, and CanvasGroups to 2D GLES3 rendererclayjohn2022-05-241-7/+2
| | | | As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
* Moved particles into ParticlesStorageBastiaan Olij2022-04-171-0/+129
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* Move light, reflection probe and lightmap into LightStorageBastiaan Olij2022-04-171-0/+139
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* Merge canvas and decal into TextureStorage and add render targetBastiaan Olij2022-04-173-111/+62
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* Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorageBastiaan Olij2022-04-021-0/+136
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* Extract global variable, shader and material storageBastiaan Olij2022-03-311-0/+101
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* Extract Decal and Decal atlas from Storage classBastiaan Olij2022-03-211-0/+60
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* Split dummy renderer classes into separate filesBastiaan Olij2022-03-163-0/+136
Split canvas_texture_storage and texture_storage from render_storage class