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* Exclude platform dependent `rendering/textures/vram_compression/import_*` ↵bruvzg2023-02-161-2/+2
| | | | default values from documentation.
* Android: Default Min SDK to 24 for Vulkan mobileRémi Verschelde2023-02-151-2/+2
| | | | | | | | | Users can still go down to 21 when using GL Compatibility. This makes the default behavior match the default renderer, and thus avoids a warning in the out of the box experience. Also mark texture compression settings as basic, since out of the box users who want to export to Android will need to enable ETC2/ASTC manually.
* Move some worker_thread_pool.h includes out of header filesmyaaaaaaaaa2023-02-131-0/+1
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* Expose RenderingServer.canvas_light_blend_modeclayjohn2023-02-021-0/+1
| | | | This appears to have been missed in the refactor
* Merge pull request #72075 from Maran23/extents-to-sizeRémi Verschelde2023-02-011-3/+3
|\ | | | | | | Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
| * Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and ↵Marius Hanl2023-01-311-3/+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>
* | Merge pull request #72343 from clayjohn/editor-canvas-bgRémi Verschelde2023-01-311-1/+6
|\ \ | | | | | | | | | Remove viewport_set_disable_environment in favor of viewport_set_environment_mode
| * | Remove viewport_set_disable_environment in favor of ↵clayjohn2023-01-301-1/+6
| | | | | | | | | | | | | | | | | | viewport_set_environment_mode This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor
* | | Refactor high quality texture importJuan Linietsky2023-01-301-4/+2
|/ / | | | | | | | | | | | | | | | | | | | | | | | | | | | | * Only two texture import modes for low/high quality now: * S3TC/BPTC * ETC2/ASTC * Makes sense given this is the general preferred and most compatible combination in most platforms. * Removed lossy_quality from VRAM texture compression options. It was unused everywhere. * Added a new "high_quality" option to texture import. When enabled, it uses BPTC/ASTC (BC7/ASTC4x4) instead of S3TC/ETC2 (DXT1-5/ETC2,ETCA). * Changed MacOS export settings so required texture formats depend on the architecture selected. This solves the following problems: * Makes it simpler to import textures as high quality, without having to worry about the specific format used. * As the editor can now run on platforms such as web, Mac OS with Apple Silicion and Android, it should no longer be assumed that S3TC/BPTC is available by default for it.
* / Remove cap on number of items drawn in frame in 2D gl_compatibility renderclayjohn2023-01-281-1/+1
|/ | | | | | Also clean up some names to make the overall organization more clear Also remove cap on items per batch
* Use range iterators in LocalVector loopskobewi2023-01-211-3/+1
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* Add mutex when adding geometry instances to the dirty list in the Forward ↵clayjohn2023-01-201-3/+3
| | | | Clustered renderer
* Merge pull request #71679 from kleonc/draw_polyline_line_stripRémi Verschelde2023-01-201-1/+1
|\ | | | | | | `CanvasItem::draw_polyline` Support thin polylines drawn using line strip
| * CanvasItem::draw_polyline Support thin polylines drawn using line stripkleonc2023-01-191-1/+1
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* | Fix LOD sort order; checks in add_surface; and document all parameters of ↵RedworkDE2023-01-191-0/+2
|/ | | | | | `ArrayMesh::add_surface_from_arrays` Also clarify some related documentation and expose the misssing `ArrayFormat::ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY`
* Fix scaling issue in `draw_line` and similar methodsDanil Alexeev2023-01-161-2/+2
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* Add framework for avoidance of color flash in new windowsPedro J. Estébanez2023-01-121-0/+1
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* Use BitField<> hint for ArrayFormatJuan Linietsky2023-01-081-38/+38
| | | | This was missing in the conversion of bitflags to BitField<>.
* Merge pull request #68429 from KoBeWi/PropertySettingsRémi Verschelde2023-01-061-119/+55
|\ | | | | Add PropertyInfo overload for GLOBAL_DEF
| * Add PropertyInfo overload for GLOBAL_DEFkobewi2022-12-111-119/+55
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* | One Copyright Update to rule them allRémi Verschelde2023-01-051-29/+29
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
* | Merge pull request #69998 from BastiaanOlij/sorting-pivot-4Rémi Verschelde2022-12-231-0/+1
|\ \ | | | | | | | | | Added options for sorting transparent objects (port of PR #63040)
| * | Added options for sorting transparent objects (port of PR 63040)Bastiaan Olij2022-12-231-0/+1
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* | | Scale MSDF font outline with the font size and MSDF source size to match ↵bruvzg2022-12-171-1/+1
|/ / | | | | | | dynamic font behavior.
* / Remove high quality glow as it is not any higher quality than regular glowclayjohn2022-12-131-2/+0
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* Fix some switching decisions for index format.ueshita2022-11-221-5/+5
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* RenderingServer::create_local_rendering_device null check and docsdzil1232022-11-191-1/+5
| | | | Co-authored-by: Clay John <claynjohn@gmail.com>
* Merge pull request #67948 from DeeJayLSP/split_webpRémi Verschelde2022-11-151-2/+6
|\ | | | | | | Overhaul WebP packer and split compression options
| * Overhaul WebP packer and split compression optionsDeeJayLSP2022-11-151-2/+6
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* | Merge pull request #68186 from pkdawson/expose-texture-rdRémi Verschelde2022-11-111-0/+1
|\ \ | | | | | | | | | Expose texture_get_rd_texture for scripts
| * | Expose texture_get_rd_texturePatrick Dawson2022-11-031-0/+1
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* | | Remove duplicate project settings definitionskobewi2022-11-081-9/+0
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* / Viewport canvas cull mask featureBimDav2022-10-311-0/+2
|/ | | | Co-authored-by: Valentin Zagura <puthre@gmail.com>
* Implement multiple clip_children modes for CanvasItemsclayjohn2022-10-141-1/+2
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* Optimize Convex CollisionJuan Linietsky2022-10-131-2/+2
| | | | | | | | Implements the Gauss Mapping optimization to SAT convex collision test. * Described [here](https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2013/slides/822403Gregorius_Dirk_TheSeparatingAxisTest.pdf) by Dirk Gregorius. * Requires adding of face information to edges in MeshData * Took the chance to convert MeshData to LocalVector for performance.
* Merge pull request #67000 from RandomShaper/split_render_furtherRémi Verschelde2022-10-111-2/+3
|\ | | | | | | Polish rendering driver refactor further
| * Polish rendering driver refactor furtherPedro J. Estébanez2022-10-061-2/+3
| | | | | | | | | | | | | | | | Mainly: - Make `max_descriptors_per_pool` project setting Vulkan-specific. - Use a common, render driver agnostic magic FourCC for shader binary data. - Downgrade spirv_reflect to Vulkan-only dependency. - Add a `RENDER_DRIVER_*` macro to GLSL shader code for per-driver customizations.
* | Use a giant UBO to optimize performance in 2Dclayjohn2022-10-061-0/+4
|/ | | | | | | | This removes the countless small UBO writes we had before and replaces them with a single large write per render pass. This results in much faster rendering on low-end devices but improves speed on all devices.
* Fix crash when executing `RenderingServer.mesh_surface_get_format_offset`Haoyu Qiu2022-10-051-0/+1
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* Fix various -Wmaybe-uninitialized warnings from GCC 12.2.1Rémi Verschelde2022-09-221-3/+7
| | | | | | Not sure why I didn't get those before, it may be due to upstream changes (12.2.1 is a moving target, it's basically 12.3-dev), or simply rebuilding Godot from scratch with different options.
* Split rendering driver project setting into renderer_name and ↵clayjohn2022-09-191-10/+4
| | | | rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
* Decode octahedral compression when retreiving meshesclayjohn2022-09-141-6/+8
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* Merge pull request #65170 from KoBeWi/your_argument_is_TypedArrayRémi Verschelde2022-09-021-2/+2
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| * Change Array arguments to TypedArraykobewi2022-09-011-2/+2
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* | Merge pull request #64952 from Chaosus/vs_rename_uniform_to_paramRémi Verschelde2022-09-021-20/+20
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| * | Rename `uniform` to `parameter` across the engineYuri Rubinsky2022-09-011-20/+20
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* | Merge pull request #60185 from Calinou/environment-fog-and-sky-affectRémi Verschelde2022-09-011-2/+2
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| * | Add Environment properties to control fog rendering on background skyHugo Locurcio2022-09-011-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Values lower than 1.0 can be used to make the fog rendering not fully obstruct the sky. This can be desired when using fog as a purely atmospheric effect, without intending to use fog for open world fog fading. When set to 0.0, fog rendering behavior will be similar to Godot 3.x where sky rendering was never affected by fog.
* | | Implement Physical Light Units as an optional setting.clayjohn2022-08-311-20/+25
| |/ |/| | | | | | | | | This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value. In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
* | Add a per-light volumetric fog energy propertyHugo Locurcio2022-08-301-1/+1
|/ | | | | | | | | | | | | | Per-light energy gives more control to the user on the final result of volumetric fog. Specific lights can be fully excluded from volumetric fog by setting their volumetric fog energy to 0, which improves performance slightly. This can also be used to prevent short-lived dynamic effects from poorly interacting with volumetric fog, as it's updated over several frames by default unless temporal reprojection is disabled. Volumetric fog shadows now obey Light3D's Shadow Opacity property as well. The shadow fog fade property was removed as it had little visible impact on the final scene's rendering.