Age | Commit message (Collapse) | Author | |
---|---|---|---|
2022-09-01 | Extracting render buffers and changing it to a more generic solution | Bastiaan Olij | |
2022-07-23 | Implement Vector4, Vector4i, Projection | reduz | |
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. | |||
2022-07-22 | Merge pull request #62478 from BastiaanOlij/split_effects_20220628 | Rémi Verschelde | |
2022-07-21 | Rename OSX to macOS and iPhoneOS to iOS. | bruvzg | |
2022-07-19 | Move screen space effects into a separate class | Bastiaan Olij | |
2022-07-17 | Adding Variable Rate Shading support to Godot | Bastiaan Olij | |
Improve GI renderer and add VRS support Implement render device has_feature and move subgroup settings to limit_get | |||
2022-06-24 | Moved cube_to_dp and cubemap logic into CopyEffects | Bastiaan Olij | |
2022-06-22 | Split GI effects and fix stereoscopic rendering of GI effects | Bastiaan Olij | |
2022-06-07 | Initial TAA implementation | jfons | |
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations. | |||
2022-05-11 | Split out bokeh_dof and copy effects | Bastiaan Olij | |
2022-04-28 | Splitting tonemapper into its own class | Bastiaan Olij | |
2022-03-06 | Add a UniformSet cache | reduz | |
* Changed syntax usage for RD::Uniform to create faster with a single RID * Converted render pass setup to use this in clustered renderer to test. This is the first step into creating a proper uniform set cache system to simplify large parts of the codebase. | |||
2022-02-28 | Fix typo in SSR roughness quality enum value names | Hugo Locurcio | |
2022-02-23 | Implementing OpenXR driver | Bastiaan Olij | |
2022-02-21 | Use properly use non-perceptual roughness when filtering radiance | clayjohn | |
2022-02-16 | Use prefiltered radiance | clayjohn | |
2022-02-07 | Merge pull request #57682 from clayjohn/VULKAN-canvas-blur | Rémi Verschelde | |
2022-02-05 | Optimize and fix backbuffer gaussian blur | clayjohn | |
2022-02-05 | Fix copy paste bug in renderer_rd/effects_rd.cpp | theoniko | |
2022-01-20 | add support for glow maps | Ansraer | |
2022-01-12 | Fix cannot use gaussian blur error | clayjohn | |
2022-01-04 | Merge pull request #51206 from clayjohn/Vulkan-ASSGI | Rémi Verschelde | |
2022-01-03 | Update copyright statements to 2022 | Rémi Verschelde | |
Happy new year to the wonderful Godot community! | |||
2021-11-23 | Implemented AMD's FSR as a computer shader for upscaling 3D scenes | Je06jm | |
2021-11-06 | Added SSIL post processing effect | clayjohn | |
2021-10-31 | Repaired mistyped of 'threshold' on several files. | M. Huri | |
2021-10-07 | Merge pull request #51115 from clayjohn/VULKAN-SSAO-radius | Rémi Verschelde | |
Move assignment of SSAO radius push constant | |||
2021-08-26 | Merge pull request #50883 from BastiaanOlij/mobile_hdr | Bastiaan Olij | |
Scale color output in the mobile renderer to provide HDR support | |||
2021-08-23 | Scale color output in the mobile renderer to provide HDR support | Bastiaan Olij | |
2021-08-21 | Remove redundant assignments. | Anilforextra | |
Use used_in_transfer instead of used_in_compute twice. | |||
2021-08-19 | Improvements to SpotLight3D and OmniLight3D's shadows | jfons | |
OmniLight3D: * Fixed lack of precision in cube map mode by scaling the projection's znear. * Fixed aliasing issues by making the paraboloids use two square regions instead of two half squares. * Fixed shadowmap atlas bleeding by adding padding. * Fixed sihadow blur's inconsistent radius and unclamped sampling. SpotLight3D: * Fixed lack of precision by scaling the projection's znear. * Fixed normal biasing. Both: * Tweaked biasing to make sure it works out of the box in most situations. | |||
2021-08-17 | Fixes to mobile renderer | reduz | |
* Make sure shaders are named, to aid in debug in case of failure * SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized). * Fixed some bugs resulting on the above being corrected. | |||
2021-08-16 | Moved disabling bokeh shader variants to before the version_create call | Bastiaan Olij | |
2021-08-15 | Fix read from screen and depth texture | Bastiaan Olij | |
2021-08-13 | Implemented raster versions of bokeh shaders to replace broken gaussian ↵ | Bastiaan Olij | |
implementation | |||
2021-08-06 | Use subpasses to do 3D rendering and resolve in mobile renderer | Bastiaan Olij | |
2021-08-01 | Porting cubemap compute shaders to raster for the mobile renderer | Bastiaan Olij | |
2021-07-31 | Move assignment of SSAO radius push constant | clayjohn | |
2021-07-26 | Fixed coding style | vitika9 | |
2021-07-25 | Use fragment shader instead of compute shader for effects for mobile renderer | Bastiaan Olij | |
2021-07-05 | Fix Subsurface Scattering | reduz | |
* Works again * Transmittance also works again * Removed the curve patamter, exp() function is good enough. | |||
2021-07-03 | Fix SSR | reduz | |
* Was broken at some point long time ago, this restores it. | |||
2021-06-26 | Move render_sky logic from effects into our sky object, and some minor cleanup | Bastiaan Olij | |
2021-06-14 | Merge pull request #49576 from clayjohn/VULKAN-SSAO-uniform-sets | Rémi Verschelde | |
Store SSAO uniform sets per viewport | |||
2021-06-14 | Fixed error spam when XR mode is not enabled and a missed setting rename | Bastiaan Olij | |
2021-06-13 | Store SSAO uniform sets per viewport | clayjohn | |
2021-06-13 | Add stereoscopic rendering through multiview | Bastiaan Olij | |
2021-06-05 | Rename GI Classes | reduz | |
* GIProbe is now VoxelGI * BakedLightmap is now LightmapGI As godot adds more ways to provide GI (as an example, SDFGI in 4.0), the different techniques (which have different pros/cons) need to be properly named to avoid confusion. | |||
2021-04-27 | Core: Drop custom `copymem`/`zeromem` defines | Rémi Verschelde | |
We've been using standard C library functions `memcpy`/`memset` for these since 2016 with 67f65f66391327b2967a20a89c3627e1dd6e84eb. There was still the possibility for third-party platform ports to override the definitions with a custom header, but this doesn't seem useful anymore. | |||
2021-02-18 | Reorganize Project Settings | reduz | |
-Advanced Settings toggle also hides advanced properties when disabled -Simplified Advanced Bar (errors were just plain redundant) -Reorganized rendering quality settings. -Reorganized miscelaneous settings for clean up. |