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* Renaming of servers for coherency.Juan Linietsky2020-03-271-761/+0
| | | | | | | | | | VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
* Added a Window node, and made it the scene root.Juan Linietsky2020-03-261-1/+0
| | | | Still a lot of work to do.
* Working sky shader implementationclayjohn2020-03-211-2/+1
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* Add shader based background modeBastiaan Olij2020-03-191-0/+1
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* Style: Set clang-format Standard to Cpp11Rémi Verschelde2020-03-171-2/+2
| | | | | | | | | | For us, it practically only changes the fact that `A<A<int>>` is now used instead of the C++03 compatible `A<A<int> >`. Note: clang-format 10+ changed the `Standard` arguments to fully specified `c++11`, `c++14`, etc. versions, but we can't use `c++17` now if we want to preserve compatibility with clang-format 8 and 9. `Cpp11` is still supported as deprecated alias for `Latest`.
* PoolVector is gone, replaced by VectorJuan Linietsky2020-02-181-12/+12
| | | | | Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
* Added normalmap guided roughness mipmap generator, and a global roughness ↵Juan Linietsky2020-02-111-0/+2
| | | | limiter.
* Re-implemented screen space ambient occlusionJuan Linietsky2020-02-111-2/+3
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* DOF fully implemented, can be edited on the fly.Juan Linietsky2020-02-111-1/+4
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* WIP CameraEffects implementation (bokeh not working for now)Juan Linietsky2020-02-111-2/+9
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* -Refactored post processing, re-added glow and added a mix blend mode.Juan Linietsky2020-02-111-1/+1
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* Improved Voxel AO settings.Juan Linietsky2020-02-111-2/+2
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* AO support for GIProbe (right on time for Godot Sprint!)Juan Linietsky2020-02-111-0/+6
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* GIProbe now generates a distance field on bake using CPU, for better ↵Juan Linietsky2020-02-111-1/+2
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* GIProbes working.Juan Linietsky2020-02-111-15/+15
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* Visual GPU profiler and related profiling support in Vulkan.Juan Linietsky2020-02-111-0/+7
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* Several fixes to 3D rendering, and multimesh implementation.Juan Linietsky2020-02-111-2/+3
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* Rewrote large part of rendering, omni and spot shadows now work.Juan Linietsky2020-02-111-2/+2
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* Environment sky more or less working.Juan Linietsky2020-02-111-6/+9
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* Base 3D engine done, still untested, though.Juan Linietsky2020-02-111-19/+10
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* Custom material support seems complete.Juan Linietsky2020-02-111-1/+1
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* Completed material/2D shader support (missing SCREEN_TEXTURE)Juan Linietsky2020-02-111-1/+0
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* Changes to material required to add custom shaders in RD rendererJuan Linietsky2020-02-111-2/+1
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* Modified light rendering to make it more compatible.Juan Linietsky2020-02-111-1/+0
| | | | Modified polygon management to make it more compatible with MoltenVK
* Bugfixes and ability to better specify filter and repeat modes everywhere.Juan Linietsky2020-02-111-5/+5
| | | | Removes antialiased flag for draw_* methods.
* basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky2020-02-111-2/+2
| | | | Still a lot to do
* A lot of progress with canvas rendering, still far from working.Juan Linietsky2020-02-111-9/+16
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* Texture refactorJuan Linietsky2020-02-111-19/+31
| | | | | | | | -Texture renamed to Texture2D -TextureLayered as base now inherits 2Darray, cubemap and cubemap array -Removed all references to flags in textures (they will go in the shader) -Texture3D gone for now (will come back later done properly) -Create base rasterizer for RenderDevice, RasterizerRD
* Remove unused #if 0'ed codeRémi Verschelde2020-01-211-3/+2
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* Add VisualServer methods to get the video adapter name and vendorHugo Locurcio2020-01-061-0/+2
| | | | | | | These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404.
* Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fixRémi Verschelde2020-01-031-1/+1
|\ | | | | Fixed antialiasing option for Polygon2D with concave/hollow shapes
| * Fixed antialiasing option for Polygon2DPouleyKetchoupp2020-01-011-1/+1
| | | | | | | | | | | | Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases. Fixes #34568
* | Update copyright statements to 2020Rémi Verschelde2020-01-011-2/+2
|/ | | | | | | | | | | Happy new year to the wonderful Godot community! We're starting a new decade with a well-established, non-profit, free and open source game engine, and tons of further improvements in the pipeline from hundreds of contributors. Godot will keep getting better, and we're looking forward to all the games that the community will keep developing and releasing with it.
* Fixed antialiased option for Polygon2D / Line2DPouleyKetchoupp2019-11-281-1/+1
| | | | | | | | | | Polygon2D: The property wasn't used anymore after switching from canvas_item_add_polygon() to canvas_item_add_triangle_array() for drawing. Line2D: Added the same property as for Polygon2D & fixed smooth line drawing to use indices correctly. Fixes #26823
* Fixed Particles restart after visibility has been set to off and on againPouleyKetchoupp2019-11-091-0/+2
| | | | | | Make sure particles are processed during the same frame when visibility is set to on, in case they are still active from before and need to be restarted. Fixed #33476
* Added skin support and simplified APIs to override bone position.Juan Linietsky2019-09-181-1/+0
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* Remove redundant author doc commentsIAmActuallyCthulhu2019-08-121-3/+0
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* Merge pull request #29764 from Calinou/boot-splash-no-filter-optionRémi Verschelde2019-06-161-1/+1
|\ | | | | Add an option to disable boot splash filtering
| * Add an option to disable boot splash filteringHugo Locurcio2019-06-151-1/+1
| | | | | | | | | | | | Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
* | Adding a new Camera Server implementation to Godot.BastiaanOlij2019-06-151-0/+2
|/ | | | | | This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server. Other parts of Godot can interact with this to obtain images from the camera as textures. This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
* Implement ability to render viewports directly to screenclayjohn2019-05-131-0/+1
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* Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde2019-04-301-0/+1
|\ | | | | Disable GI probe capturing lights with bake mode disabled
| * Disable GI probe capturing lights with bake mode disabledDaniel Rakos2019-04-231-0/+1
| | | | | | | | | | | | The bake mode property of lights previously didn't affect GI probes. This change makes the GI probe ignore lights that have their bake mode set to disabled.
* | Merge pull request #26064 from JFonS/add_frustum_camera_modeHein-Pieter van Braam2019-04-231-0/+1
|\ \ | | | | | | Add FRUSTUM camera mode, allowing tilted frustums
| * | Add FRUSTUM camera mode, allowing tilted frustumsJFonS2019-02-191-0/+1
| | | | | | | | | | | | | | | | | | | | | This new camera mode makes it easy to create tilted frustums for mirror or portal effects. This work was kindly sponsored by IMVU.
* | | Added ability for multiple images to be imported as an atlasJuan Linietsky2019-04-191-1/+1
| | | | | | | | | | | | | | | This adds support for groups in the import system, which point to a single file. Add property hint for saving files in file field
* | | Ability to make CanvasLayers have pseudo 3D depth.Juan Linietsky2019-04-051-0/+2
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* | | Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky2019-03-031-0/+1
|/ / | | | | | | fixes #26468
* | Drivers, main, servers: Ensure classes match their header filenameRémi Verschelde2019-02-121-1/+1
| | | | | | | | | | | | | | | | Renamed: - `drivers/alsamidi/alsa_midi.h` -> `midi_driver_alsamidi.h` (same for `coremidi` and `winmidi`) - `main/timer_sync.h` -> `main_timer_sync.h` - `servers/visual/visual_server_global.h` -> `visual_server_globals.h`
* | Core: Ensure classes match their header filenameRémi Verschelde2019-02-121-1/+0
|/ | | | | | | | | | | | | | | Also drop some unused files. Renamed: - `core/dvector.h` -> `pool_vector.h` - `core/io/resource_import.h` -> `resource_importer.h` - `core/sort.h` -> `sort_array.h` - `core/string_db.h` -> `string_name.h` Dropped: - `core/allocators.h` - `core/os/shell.h` - `core/variant_construct_string.cpp`