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path: root/drivers/dummy/rasterizer_dummy.h
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2020-12-09Sync RasterizerDummy changes.Fabio Alessandrelli
Will also need to be renamed.
2020-12-06Fix dummy rasterizer so that javascript can build againDavid Snopek
2020-12-04RenderingServer reorganizationreduz
2020-11-30Sync RasterizerDummy changes.Fabio Alessandrelli
2020-11-28Merge pull request #42761 from fire/color-grading-3dRémi Verschelde
Environment brightness, contrast, saturation restore with 3d LUT.
2020-11-28Environment brightness, contrast, saturation restore with color correction.clayjohn
Allow gradients and 2d images. Use shader versions for LUT in tonemap Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com> Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com> Co-authored-by: Clay John <claynjohn@gmail.com>
2020-11-28Merge pull request #42987 from clayjohn/VULKAN-sky-onlyRémi Verschelde
Add sky_only setting to DirectionalLight3Ds
2020-11-23Initialize class/struct variables with default values in core/ and drivers/Rafał Mikrut
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-10RasterizerDummy fixes.Fabio Alessandrelli
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-10-21Add sky_only setting to DirectionalLight3Dsclayjohn
2020-10-18Revert "Replace SAO implementation with MSSAO"Juan Linietsky
2020-10-18Merge pull request #42077 from clayjohn/MSSAOJuan Linietsky
Replace SAO implementation with MSSAO
2020-10-18Replace SAO implementation with MSSAOclayjohn
2020-10-18Optimize Glow with local memoryclayjohn
2020-10-13Fix dummy rasterizer with new interface.Fabio Alessandrelli
2020-09-18Fix RasterizerDummy, override, cleanup.Fabio Alessandrelli
Add override keyword to RasterizerDummy methods. Plus cleanup unused methods, remove virtual keyword.
2020-08-31Add high quality glow modeclayjohn
2020-07-01Environment: Refactor code for readability + moreRémi Verschelde
- Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
2020-06-30Fix RasterizerDummy after SDF GI changes.Fabio Alessandrelli
Re-enable JavaScript CI.
2020-05-20Delete DummyMesh when RasterizerStorageDummy is freedCJ DiMaggio
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-11Fix DummyRenderer after new lightmapper merge.Fabio Alessandrelli
2020-05-10Restore RasterizerDummy.Fabio Alessandrelli
2020-04-02Replace NULL with nullptrlupoDharkael
2020-03-31doc: Sync classref with DisplayServer/Window changesRémi Verschelde
2020-03-27Renaming of servers for coherency.Juan Linietsky
VisualServer -> RenderingServer PhysicsServer -> PhysicsServer3D Physics2DServer -> PhysicsServer2D NavigationServer -> NavigationServer3D Navigation2DServer -> NavigationServer2D Also renamed corresponding files.
2020-03-21Working sky shader implementationclayjohn
2020-03-19Add shader based background modeBastiaan Olij
2020-03-17Style: Set clang-format Standard to Cpp11Rémi Verschelde
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`.
2020-03-08Restore dummy rasterizerFabio Alessandrelli
Not all functionalities are back, but it compiles and runs minimal project.
2020-02-18PoolVector is gone, replaced by VectorJuan Linietsky
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are sugar for `Vector<Type>`.
2020-02-11Custom material support seems complete.Juan Linietsky
2020-02-11basic 2D engine is more or less working with Vulkan, including editor.Juan Linietsky
Still a lot to do
2020-02-11A lot of progress with canvas rendering, still far from working.Juan Linietsky
2020-02-11Texture refactorJuan Linietsky
-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
2020-02-11Refactored RID/RID_Owner to always use O(1) allocation.Juan Linietsky
* Implements a growing chunked allocator * Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11Initial work on Vulkan:Juan Linietsky
-Added VulkanContext -Added an X11 implementation -Added a rendering device abstraction -added a Vulkan rendering device abstraction -Engine does not work, only shows Godot logo (run it from bin/)
2020-01-06Add VisualServer methods to get the video adapter name and vendorHugo Locurcio
These methods can be used in scripts to retrieve the OpenGL `GL_RENDERER` and `GL_VENDOR` strings (respectively). This closes #28404.
2020-01-01Update copyright statements to 2020Rémi Verschelde
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.
2019-09-25Added some obvious errors explanationsqarmin
2019-06-16Merge pull request #29764 from Calinou/boot-splash-no-filter-optionRémi Verschelde
Add an option to disable boot splash filtering
2019-06-15Add an option to disable boot splash filteringHugo Locurcio
Disabling filtering is usually desired in projects using a pixel art style. This closes #19415.
2019-06-15Adding a new Camera Server implementation to Godot.BastiaanOlij
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.
2019-05-13Implement ability to render viewports directly to screenclayjohn
2019-04-30Merge pull request #25670 from aqnuep/bake_mode_affect_gi_proveRémi Verschelde
Disable GI probe capturing lights with bake mode disabled
2019-04-23Disable GI probe capturing lights with bake mode disabledDaniel Rakos
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.
2019-04-06Add option to have viewport render into supplied textureBastiaan Olij
2019-03-03Skeletons can now choose between using local or world coords for processing, ↵Juan Linietsky
fixes #26468