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path: root/servers/rendering/renderer_rd/effects
AgeCommit message (Collapse)Author
2023-02-24Fixing issues with SSIL artifactsBastiaan Olij
2023-02-21Forbid passing multiview sampler to the custom function in shadersYuri Rubinsky
2023-02-16Fix sampling bug when SSAO is using half sizeclayjohn
2023-02-10Add render buffer support to screen space effectsBastiaan Olij
2023-01-07Move luminance effect into its own class and use new buffers systemBastiaan Olij
2023-01-05One Copyright Update to rule them allRémi Verschelde
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".
2022-12-13Merge pull request #70009 from clayjohn/glow-hqRémi Verschelde
Remove high quality glow as it is not any higher quality than regular glow
2022-12-13Various fixes and documentation for CanvasGroupclayjohn
Properly apply custom materials with CanvasGroups in the GLES3 backend Properly blur backbuffer when using a partial rect in forward_plus and gl_compatibility renderers Properly set fit_margin when clear_margin is set Fix shader error during backbuffer clear in mobile renderer
2022-12-13Remove high quality glow as it is not any higher quality than regular glowclayjohn
2022-12-02Properly remap roughness when reading from radiance mapclayjohn
This ensures that we consistently use perceptual roughness which matches the behaviour of most other PBR renderers like Blender, Ue4 and Godot 3
2022-11-22Merge pull request #68942 from Chaosus/barrier_mask_flagsRémi Verschelde
Expose `BarrierMask` as flags enum in `RenderingDevice`
2022-11-22Expose `BarrierMask` as flags enum in `RenderingDevice`Yuri Rubinsky
2022-11-21Code simplifications found by cppcheckMarkus Sauermann
They are based on: - Boolean arithmetic simplifications - setting variables that are not accessed - constant variables
2022-11-18Merge pull request #68710 from BastiaanOlij/fix_vrsRémi Verschelde
Fix VRS issues
2022-11-17Finish implementing Canvas Background modeclayjohn
2022-11-17Fix VRS issuesBastiaan Olij
2022-11-15Merge pull request #68487 from clayjohn/RD-mobile-rasterRémi Verschelde
Use raster versions of copy effects for 2D operations when using the mobile renderer
2022-11-14Remove redundant Variant-types initializationsMarkus Sauermann
2022-11-10Enable mipmaps in cubemap roughness shaderclayjohn
2022-11-10Use raster versions of copy effects for 2D operations when using the mobile ↵clayjohn
renderer This PR implements a few basic copy operations in raster that weren't available before
2022-10-14Implement multiple clip_children modes for CanvasItemsclayjohn
2022-10-06Merge pull request #66756 from BastiaanOlij/fix_ssrRémi Verschelde
Fixing artifacts in SSR
2022-10-04Rename Projection `matrix` to `columns`Aaron Franke
2022-10-04Fixing artifacts in SSRBastiaan Olij
2022-10-04Moving SSEffects settings into classBastiaan Olij
2022-10-04Move cluster builder, sdfgi and gi structures to clustered renderer, move ↵Bastiaan Olij
light and probe elements into storage and reorganise our render_scene method.
2022-09-13Fix uniform buffer being created every frame is SSAO and SSIL half_size is ↵Bastiaan Olij
different
2022-09-09Properly scale SSR reflection based on metallic value for dielectric materialsclayjohn
2022-09-01Extracting render buffers and changing it to a more generic solutionBastiaan Olij
2022-08-31Implement Physical Light Units as an optional setting.clayjohn
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.
2022-08-26Rename `str2var` to `str_to_var` and similarMicky
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too. - `var2str` -> `var_to_str` - `str2var` -> `str_to_var` - `bytes2var` -> `bytes_to_var` - `bytes2var_with_objects` -> `bytes_to_var_with_objects` - `var2bytes` -> `var_to_bytes` - `var2bytes_with_objects` -> `var_to_bytes_with_objects` - `linear2db` -> `linear_to_db` - `db2linear` -> `db_to_linear` - `deg2rad` -> `deg_to_rad` - `rad2deg` -> `rad_to_deg` - `dict2inst` -> `dict_to_inst` - `inst2dict` -> `inst_to_dict`
2022-08-01Changed storage structs to privateBastiaan Olij
2022-07-25Code quality: Fix header guards consistencyRémi Verschelde
Adds `header_guards.sh` bash script, used in CI to validate future changes. Can be run locally to fix invalid header guards.
2022-07-23Implement Vector4, Vector4i, Projectionreduz
Implement built-in classes Vector4, Vector4i and Projection. * Two versions of Vector4 (float and integer). * A Projection class, which is a 4x4 matrix specialized in projection types. These types have been requested for a long time, but given they were very corner case they were not added before. Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity. **Q**: Why Projection and not Matrix4? **A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-22Merge pull request #62478 from BastiaanOlij/split_effects_20220628Rémi Verschelde
2022-07-21Fix various typos not caught by codespellluz paz
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
2022-07-19Move screen space effects into a separate classBastiaan Olij
2022-07-17Adding Variable Rate Shading support to GodotBastiaan Olij
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get
2022-06-26Fix typo in roughness shadersBastiaan Olij
2022-06-24Moved cube_to_dp and cubemap logic into CopyEffectsBastiaan Olij
2022-06-22Split GI effects and fix stereoscopic rendering of GI effectsBastiaan Olij
2022-05-13Copy_to_fb is available in both raster and clustered renderers, remove ↵Bastiaan Olij
unwanted checks
2022-05-11Split out bokeh_dof and copy effectsBastiaan Olij
2022-04-30Use linear mipmap sampling in ToneMapperclayjohn
2022-04-28Splitting tonemapper into its own classBastiaan Olij