Age | Commit message (Collapse) | Author |
|
|
|
Rename Projection `matrix` to `columns`
|
|
|
|
|
|
light and probe elements into storage and reorganise our render_scene method.
|
|
|
|
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.
|
|
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`
|
|
|
|
Keep SdfgiDebug shader's push constant size <= 128
|
|
|
|
|
|
|
|
renderers
|
|
Move Fog logic from render scene render to fog
|
|
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.
|
|
Revert upstream `core/input/gamecontrollerdb.txt`. Upstream fix: https://github.com/gabomdq/SDL_GameControllerDB/pull/600
|
|
Bind correct default resource type in GI
|
|
|
|
|
|
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
|
|
|
|
|
|
These methods weren't exposed to the scripting API.
Anisotropy was used in earlier iterations of VoxelGI, but it was
removed as it was too expensive.
|
|
|
|
Split FOG
Split visibility notifier
Final cleanup of storage classes
|
|
|