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path: root/servers/rendering_server.h
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* New lightmapperJuan Linietsky2020-05-101-18/+31
| | | | | | | -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)
* doc: Sync classref with current sourceRémi Verschelde2020-04-201-20/+16
| | | | Add missing enum bindings.
* Implement global and per instance shader uniforms.Juan Linietsky2020-04-171-0/+56
| | | | | | | | Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
* Merge pull request #37861 from reduz/implement-decalsRémi Verschelde2020-04-141-0/+24
|\ | | | | Implement decals
| * Implement decalsJuan Linietsky2020-04-141-0/+24
| | | | | | | | | | | | 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
* | Merge pull request #37749 from clayjohn/Vulkan-improved-ssRémi Verschelde2020-04-131-6/+10
|\ \ | |/ |/| Add vogel filter and settings to soft shadows
| * Add proper quality settings to soft shadowsclayjohn2020-04-101-6/+10
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* | Implement MSAAJuan Linietsky2020-04-121-2/+1
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* | Add screen space AA option, with FXAA implementation.Juan Linietsky2020-04-121-0/+6
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* | Shows proper scene render time in editor infoJuan Linietsky2020-04-101-0/+4
| | | | | | | | Also fixed GPU profiler, which was not working on nvidia hardware.
* | Merge pull request #37722 from reduz/implement-softshadowsRémi Verschelde2020-04-101-0/+1
|\| | | | | Support light size and soft shadows
| * Support light size and soft shadowsJuan Linietsky2020-04-091-0/+1
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* | Renaming all ARVR nodes to XRBastiaan Olij2020-04-091-1/+1
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* Refactored shadowmapping.Juan Linietsky2020-04-081-2/+12
| | | | | | | | | - 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
* Re-implement subsurface scattering.Juan Linietsky2020-04-041-0/+10
| | | | | | | | The size settings are more "just works", with default scale and depth scale values that don't need much tweaking. Additionally, a "skin" mode was added so skin looks better. EDIT: Cleaned up SSR filter shader a bit.
* Re-Added screen space reflection.Juan Linietsky2020-04-021-1/+10
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* Move glow upscale quality to a global setting, for consistencyJuan Linietsky2020-03-301-1/+3
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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/+1157
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.