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path: root/servers/rendering/renderer_rd
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2022-12-12Ensure that rim lighting uses a exponent base greater than zeroclayjohn
This avoids the undefined behavior that happens if the base is zero and the exponent is zero
2022-12-12Refactor SPIR-V reflection into a generic RenderingDevice featurePedro J. Estébanez
2022-12-10Add maximum roughness cutoff to SSR to improve performanceHugo Locurcio
In a test scene with mixed rough and non-rough materials, this saves upwards of 0.15 ms of GPU time with very little visual artifacting (GTX 1080, 2560×1440).
2022-12-09Fade out SSR with roughness so that it doesn't show at high roughness amountsclayjohn
2022-12-08Merge pull request #69735 from clayjohn/Particles2D-sdfRémi Verschelde
Detect and report if 2D particles use the screen SDF
2022-12-07Detect and report if 2D particles use the screen SDFclayjohn
This ensures that the SDF is updated even if not used in a canvas_item shader
2022-12-07Check if VRS is supported on creating VRS objectLily Garcia
2022-12-06Merge pull request #69636 from Malcolmnixon/vulkan-mobile-sky-matrixRémi Verschelde
Fix mobile renderer sky_transform operations
2022-12-06Modified the mobile renderer to apply the sky_transform operations in the ↵Malcolm Nixon
same order as the forward_plus renderer. Update rasterizer_scene_gles3.cpp Apply sky_transform order fix to the gles3 renderer.
2022-12-06Merge pull request #65035 from nathanfranke/fix-aabb-meshRémi Verschelde
Fix AABB errors on meshes with bones on multiple surfaces
2022-12-04fix aabb errors on meshes with bones on multiple surfacesNathan Franke
2022-12-03Implement CAMERA_VISIBLE_LAYERS as built-in shader variableNumbuhFour
2022-12-03Merge pull request #69522 from clayjohn/IBL-black-metalRémi Verschelde
Allow black metallic materials to reflect IBL
2022-12-03Merge pull request #69514 from clayjohn/IBL-roughnessRémi Verschelde
Properly remap roughness when reading from radiance map
2022-12-02Allow black metallic materials to reflect IBLclayjohn
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
2022-11-29Add Skeletons and Blend Shapes to the OpenGL rendererclayjohn
This uses a similar multipass approach to blend shapes as Godot 3.x, the major difference here is that we need to convert the normals and tangents to octahedral for rendering. Skeletons work the same as the Vulkan renderer except the bones are stored in a texture as they were in 3.x.
2022-11-22Fix parameters for hash_murmur3_one_32Markus Sauermann
In multiple locations in the codebase hash_murmur3_one_32 is used for generating hash values. Whenever a sequence of multiple hash-calculation happens within a single function, the previous hash value is always used as input in the following hash-calculations. The only exception is get_cache_multipass, where currently the previous hash value is overridden without utilizing it. This patch corrects that.
2022-11-22Fix various missing rendering parameter checksdzil123
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
2022-11-20Merge pull request #68830 from Ayush-singla27/issuebranchRémi Verschelde
fixed incorrect mesh normals in shaders
2022-11-18Fix drawing of 2D skeletons in the RD renderer.clayjohn
Also clean up skeleton code in preparation for adding them to GLES3 Properly update Mesh2D AABBs when skeleton is updated
2022-11-19fixed incorrect mesh normals in shadersAyush Singla
2022-11-18Merge pull request #68710 from BastiaanOlij/fix_vrsRémi Verschelde
Fix VRS issues
2022-11-17Finish implementing Canvas Background modeclayjohn
2022-11-16GLES3 TextureStorage - add missing null checksdzil123
2022-11-17Fix VRS issuesBastiaan Olij
2022-11-15Merge pull request #68673 from clayjohn/RD-alpha-hashRémi Verschelde
Fix alpha hash by correcting typos and doing calculations in object space
2022-11-15Merge pull request #68426 from clayjohn/GLES3-particlesRémi Verschelde
Add GPUParticles to the OpenGL3 renderer.
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
2022-11-15Merge pull request #68628 from clayjohn/shadowsRémi Verschelde
Implement is_animated and casts_shadows
2022-11-14Add GPUParticles to the OpenGL3 renderer.clayjohn
This includes collision (2D SDF, Box, Sphere, Heightmap), attraction (Box, Sphere), and all sorting modes. This does not include 3D SDF collisions, trails, or manual emission.
2022-11-14Fix alpha hash by correcting typos and doing calculations in object spaceclayjohn
2022-11-14Merge pull request #68339 from clayjohn/RD-shadow-acneRémi Verschelde
Scale light shadow bias by soft_shadow_scale to reduce shadow acne
2022-11-14Remove redundant Variant-types initializationsMarkus Sauermann
2022-11-14Merge pull request #61884 from Calinou/alpha-hash-use-opaque-pipelineRémi Verschelde
Use opaque rendering pipeline for alpha hash materials
2022-11-13Implement is_animated and casts_shadowsclayjohn
This allows the renderer to correctly decide when to update shadow maps This PR also adds TIME to a few missing places
2022-11-13Merge pull request #68574 from clayjohn/RD-shadow-timeRémi Verschelde
Properly set TIME shader uniform when rendering shadows
2022-11-12Properly set TIME shader uniform when rendering shadowsclayjohn
2022-11-11Merge pull request #67746 from SonnyBonds/fix_cluster_shader_mvkRémi Verschelde
Fix cluster_render.glsl failing on some Macs
2022-11-11Merge pull request #67972 from and-rad/vector-field-consistencyRémi Verschelde
Fix inconsistency between vector field texture and world space directions
2022-11-11Merge pull request #68496 from clayjohn/RD-pointRémi Verschelde
Ensure user shader is used in depth pass when point size is used
2022-11-11Merge pull request #68511 from clayjohn/RD-mobile-skyRémi Verschelde
Enable mipmaps in cubemap roughness shader
2022-11-11Merge pull request #68186 from pkdawson/expose-texture-rdRémi Verschelde
Expose texture_get_rd_texture for scripts
2022-11-11Merge pull request #67374 from MrBlockers/fix-draw-primitiveRémi Verschelde
Fix draw_primitive ignoring texture argument
2022-11-10Enable mipmaps in cubemap roughness shaderclayjohn
2022-11-10Ensure user shader is used in depth pass when point size is usedclayjohn
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