summaryrefslogtreecommitdiff
path: root/scene/resources/environment.cpp
AgeCommit message (Collapse)Author
2022-08-04Don't store the values of linked SDFGI properties in EnvironmentHugo Locurcio
2022-08-01Improve easing inspector usabilityHugo Locurcio
- Add `positive_only` property hint to disallow using negative presets. These values are clamped in several places in the editor already, so this avoids displaying presets that don't work. - Move the Zero preset at the end of the positive list to match the custom property editor. It's also used less often than Linear, Ease In and Ease Out. - Rename presets to be consistent between the easing property editor and custom property editor. - Remove unused `inout` hint which was redundant since it was already the default.
2022-07-21Change fog density range hint to be 0 to 1 with or_greaterAaron Franke
2022-06-11Add suffixes to all nodes and resourcesFireForge
2022-06-09Add a property hint to Environment's `sky_rotation` propertyHugo Locurcio
This property hint is identical to Node3D's `sky_rotation` property and provides degree-based editing.
2022-06-07Merge pull request #55909 from ↵Clay John
Calinou/volumetric-fog-tweak-temporal-reprojection-range-hint Tweak the volumetric fog temporal reprojection property hint
2022-05-19Use suffixes for units in nodes and resourcesAaron Franke
2022-05-12Basic 3D renderingclayjohn
2022-04-10Hide SSIL properties when SSIL is disabled in the Environment resourceHugo Locurcio
- Hide Tonemap White property when the tonemapper is Linear (as linear tonemapping does not use a whitepoint).
2022-03-25Rename "ss_reflections_" to "ssr_" in EnvironmentFireForge
2022-02-14Clamp environment light sky contribution to the [0.0; 1.0] rangeHugo Locurcio
The value is already clamped in the editor, but it wasn't being clamped when the value was set via code. Values outside the [0.0; 1.0] range can result in broken rendering.
2022-02-06Tweak default SDFGI settings for better qualityHugo Locurcio
- Enable Read Sky Light to get proper outdoors lighting out of the box. - Set bounce feedback to 0.5 by default to get a better quality result. - Higher values may cause infinite feedback with bright surfaces. - Increase the number of frames to converge to improve quality at the cost of latency. Most scenes are fairly static after all. - Use 75% Y scale by default as most scenes are not highly vertical. - Reorder the Y scale enum to go from the lowest Y scale to the highest. Also rename the "Disabled" setting to "100%" for clarity.
2022-01-20add support for glow mapsAnsraer
2022-01-17Allow using between 1 and 8 cascades for SDFGIHugo Locurcio
This provides more flexibility between performance and quality adjustments, especially when using SDFGI for small-scale levels (which can be useful for procedurally generated scenes).
2022-01-04Merge pull request #51206 from clayjohn/Vulkan-ASSGIRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2021-12-13Tweak the volumetric fog temporal reprojection property hintHugo Locurcio
Values below 0.5 will cause constant flickering in most situations, and values above 0.99 take a very long time to fully update (10+ seconds at high framerates).
2021-11-07Rename `GradientTexture` to `GradientTexture1D`Andrii Doroshenko (Xrayez)
1. Explicit and unambiguous when comparing to `GradientTexture2D` 2. Consistent with other class names where 1D is used in the engine.
2021-11-06Added SSIL post processing effectclayjohn
2021-11-03Rename `PROPERTY_USAGE_NOEDITOR` to `PROPERTY_USAGE_NO_EDITOR`Hugo Locurcio
This is consistent with other constants that include `NO`, such as `PROPERTY_HINT_COLOR_NO_ALPHA`.
2021-10-28Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFogclayjohn
Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-14Fix the height fog effectBrian Semrau
2021-10-07Merge pull request #53523 from Calinou/remove-occlusion-colorRémi Verschelde
2021-10-07Clamp Environment's SSR fade-in and fade-out to positive valuesHugo Locurcio
Negative values result in rendering glitches.
2021-10-07Remove unimplemented `Environment.ambient_light_occlusion_color` propertyHugo Locurcio
This property was intended to provide a way to have SSAO or VoxelGI ambient occlusion with a color other than black. However, it was dropped during the Vulkan renderer development due to the performance overhead it caused when the feature wasn't used.
2021-08-02Validates set_sdfgi_cascades argument rangeHaoyu Qiu
2021-06-30Fix editor suffixes and degrees conversionreduz
* Functions to convert to/from degrees are all gone. Conversion is done by the editor. * Use PROPERTY_HINT_ANGLE instead of PROPERTY_HINT_RANGE to edit radian angles in degrees. * Added possibility to add suffixes to range properties, use "min,max[,step][,suffix:<something>]" example "0,100,1,suffix:m" * In general, can add suffixes for EditorSpinSlider Not covered by this PR, will have to be addressed by future ones: * Ability to switch radians/degrees in the inspector for angle properties (if actually wanted). * Animations previously made will most likely break, need to add a way to make old ones compatible. * Only added a "px" suffix to 2D position and a "m" one to 3D position, someone needs to go through the rest of the engine and add all remaining suffixes. * Likely also need to track down usage of EditorSpinSlider outside properties to add suffixes to it too.
2021-03-02Hide extra options from various nodes if they're not enabledMichael Alexsander
2021-02-10Removed _change_notifyreduz
-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
2021-02-07Improve SDFGI indirect light feedback loopreduz
-Use occlusion for feedback, further reduces light leaking. -More control on feedback, now its a slider.
2021-02-06Simplify Volumetric Fogreduz
-Always use temporal reproject, it just loos way better than any other filter. -By always using termporal reproject, the shadowmap reduction can be done away with, massively improving performance. -Disadvantage of temporal reproject is update latency so.. -Made sure a gaussian filter runs in XY after fog, this allows to keep stability and lower latency.
2021-02-05Added temporal reprojection to Volumetric Fogreduz
-It's an option, just enable it -Just works, don't have to do anything else.
2021-01-01Update copyright statements to 2021Rémi Verschelde
Happy new year to the wonderful Godot community! 2020 has been a tough year for most of us personally, but a good year for Godot development nonetheless with a huge amount of work done towards Godot 4.0 and great improvements backported to the long-lived 3.2 branch. We've had close to 400 contributors to engine code this year, authoring near 7,000 commit! (And that's only for the `master` branch and for the engine code, there's a lot more when counting docs, demos and other first-party repos.) Here's to a great year 2021 for all Godot users 🎆
2020-12-21Port ASSAO to Godot to replace SAOclayjohn
2020-12-09Static analyzer fixes:bruvzg
Removes unused code in OS. Fixes return types. Fixes few typos.
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>
2020-11-07Reorganized 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
2020-10-18Revert "Replace SAO implementation with MSSAO"Juan Linietsky
2020-10-18Merge pull request #42077 from clayjohn/MSSAOJuan Linietsky
Replace SAO implementation with MSSAO
2020-10-18Merge pull request #42201 from clayjohn/Vulkan-new-glowJuan Linietsky
Optimize Glow with local memory
2020-10-18Replace SAO implementation with MSSAOclayjohn
2020-10-18Optimize Glow with local memoryclayjohn
2020-10-17Add aerial perspective to fixed fogclayjohn
2020-08-19Add fog to sky shadersclayjohn
2020-08-13Restored fog (non volumetric).Juan Linietsky
Uses a simpler and more intuitive implementation based on density. Its less flexible than before, but its easier to get nice results.
2020-08-13Added volumetric fog effect.Juan Linietsky
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.
2020-06-30Write "Aces" tonemapping in uppercase as it's an acronymHugo Locurcio
2020-06-26Addition of SDFGI for open world global illuminationJuan Linietsky
Move GI to a deferred pass
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html