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path: root/servers/rendering/renderer_viewport.cpp
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2022-11-02Merge pull request #52350 from BimDav/viewport_canvas_cullRémi Verschelde
Added Viewport canvas cull mask feature
2022-10-31Viewport canvas cull mask featureBimDav
Co-authored-by: Valentin Zagura <puthre@gmail.com>
2022-10-17Changing timing of call to xr_interface->pre_draw_viewportBastiaan Olij
2022-10-05Adding getters to RenderTarget and implementing override functionality for XRBastiaan Olij
2022-10-04Merge pull request #66780 from dsnopek/webxr-emulator-fixRémi Verschelde
Fix rendering in the WebXR emulator
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.
2022-10-02Fix rendering in the WebXR emulatorDavid Snopek
2022-09-20Merge pull request #65541 from clayjohn/renderer-settingRémi Verschelde
Split rendering driver project setting into renderer_name and rendering_driver
2022-09-19Split rendering driver project setting into renderer_name and ↵clayjohn
rendering_driver. To differentiate between a driver (e.g. Vulkan or D3D12) and a renderer (e.g. clustered or mobile renderer).
2022-09-14Fix XR rendering in 'opengl3' driver and expose true size via the Viewport nodeDavid Snopek
2022-09-13Merge pull request #65579 from ZuBsPaCe/fix-viewport-sibling-orderRémi Verschelde
Sibling SubViewports must be rendered from top to bottom
2022-09-12Fix multiwindow support in GLES3 for X11, Windows, and MacOS.clayjohn
Instead of updating all viewports, then blitting all viewports to the backbuffer, then swapping all buffers, we run through all viewports and render, blit, and swap backbuffer before going to the next viewport.
2022-09-09Sibling SubViewports must be rendered from top to bottomZuBsPaCe
Sibling SubViewports must be rendered in the same order as in the Scene Tree, from top to bottom. _sort_active_viewports() reversed their order. Fixes #65545
2022-09-01Extracting render buffers and changing it to a more generic solutionBastiaan Olij
2022-08-30Merge pull request #63003 from Geometror/msaa-2dRémi Verschelde
2022-08-23Merge pull request #63091 from MinusKube/editor-window-render-bugRémi Verschelde
2022-08-13Implement MSAA for 2D [Vulkan only]Hendrik Brucker
2022-08-10Use negative mipmap LOD bias for sub-native bilinear 3D scaleHugo Locurcio
This provides a benefit similar to FSR 1.0 (greater texture sharpness at the cost of some graininess at sub-native resolution scales), but without the added performance cost of FSR 1.0.
2022-08-10Fix viewport sorting being wrong on parent/child relationMinusKube
2022-07-28Allow changing mipmap LOD bias when FSR 1.0 scaling is not usedHugo Locurcio
Mipmap LOD bias can be useful to improve the appearance of distant textures without increasing anisotropic filtering (or in situations where anisotropic filtering is not effective). `fsr_mipmap_bias` was renamed to `texture_mipmap_bias` accordingly. The property hint now allows for greater precision as well.
2022-07-25Remove ThreadWorkPool, replace by WorkerThreadPoolJuan Linietsky
The former needs to be allocated once per usage. The later is shared for all threads, which is more efficient. It can also be better debugged.
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
2022-07-13Rename soft shadow quality project settings for easier searchingHugo Locurcio
`rendering/quality/shadows` is now `rendering/quality/positional_shadow` to explicitly denote that the settings only affect positional light shadows, not directional light shadows. Shadow atlas settings now contain the word "atlas" for easier searching. Soft shadow quality settings were renamed to contain the word "filter". This makes the settings appear when searching for "filter" in the project settings dialog, like in Godot 3.x.
2022-06-28Split dependency logicBastiaan Olij
Split FOG Split visibility notifier Final cleanup of storage classes
2022-06-21Implement Running Godot as Movie Writerreduz
* Allows running the game in "movie writer" mode. * It ensures entirely stable framerate, so your run can be saved stable and with proper sound (which is impossible if your CPU/GPU can't sustain doing this in real-time). * If disabling vsync, it can save movies faster than the game is run, but if you want to control the interaction it can get difficult. * Implements a simple, default MJPEG writer. This new features has two main use cases, which have high demand: * Saving game videos in high quality and ensuring the frame rate is *completely* stable, always. * Using Godot as a tool to make movies and animations (which is ideal if you want interaction, or creating them procedurally. No other software is as good for this). **Note**: This feature **IS NOT** for capturing real-time footage. Use something like OBS, SimpleScreenRecorder or FRAPS to achieve that, as they do a much better job at intercepting the compositor than Godot can probably do using Vulkan or OpenGL natively. If your game runs near real-time when capturing, you can still use this feature but it will play no sound (sound will be saved directly). Usage: $ godot --write-movie movie.avi [scene_file.tscn] Missing: * Options for configuring video writing via GLOBAL_DEF * UI Menu for launching with this mode from the editor. * Add to list of command line options. * Add a feature tag to override configurations when movie writing (fantastic for saving videos with highest quality settings).
2022-06-07Initial TAA implementationjfons
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.
2022-05-24Add clipping, backbuffer, and CanvasGroups to 2D GLES3 rendererclayjohn
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-19Use range iterators for RBSet in most casesAaron Record
2022-05-16Replace most uses of Map by HashMapreduz
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
2022-05-10Fix warnings found by Emscripten 3.1.10Rémi Verschelde
Fix `-Wunused-but-set-variable`, `-Wunqualified-std-cast-call`, and `-Wliteral-range` warnings.
2022-05-03Merge pull request #60627 from aaronfranke/rename-elementsRémi Verschelde
Rename Transform2D and Basis `elements` to `columns` and `rows` respectively
2022-05-02Viewport would be cleared even when clear_mode was set to VIEWPORT_CLEAR_NEVERawsker
2022-04-29Rename Transform2D "elements" to "columns"Aaron Franke
2022-04-17Merge canvas and decal into TextureStorage and add render targetBastiaan Olij
2022-04-09Fix 3D scaling enum size in the editor and improve descriptionsHugo Locurcio
2022-03-16Split dummy renderer classes into separate filesBastiaan Olij
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-04Tweak render timestamp names for explicitness and consistencyHugo Locurcio
- Add 2D and 3D in timestamp names when needed to avoid ambiguity. - Use present tense in all render timestamp names. - Add a space after ">" (begin) and "<" (end) symbols. - Remove redundant "End" in render timestamp names (indicated by "<").
2022-02-23Implementing OpenXR driverBastiaan Olij
2022-02-02Vectors: Use clear() and has().Anilforextra
Use clear() instead of resize(0). Use has() instead of "find(p_val) != -1".
2022-01-26Improve XRInterface hooks into renderingBastiaan Olij
2022-01-11Merge pull request #56416 from BastiaanOlij/fix_xr_viewport_size_overruleRémi Verschelde
Fix XR viewport size overrule and incorrect usage of internal size
2022-01-04Merge pull request #56305 from Calinou/rename-lod-thresholdRémi Verschelde
2022-01-03Update copyright statements to 2022Rémi Verschelde
Happy new year to the wonderful Godot community!
2022-01-02Fix XR viewport size overrule and incorrect usage of internal sizeBastiaan Olij
2021-12-29Rename Lod Threshold to Mesh Lod ThresholdHugo Locurcio
This makes it more obvious that the setting only affects mesh LOD, not manual (H)LOD achieved using visibility ranges.
2021-11-25Use `WARN_PRINT_ONCE()` for FSR-related warning messagesHugo Locurcio
`print_error()` should generally not be used directly. Also, falling back is best done by printing a warning message instead of an error message.
2021-11-23Implemented AMD's FSR as a computer shader for upscaling 3D scenesJe06jm
2021-10-31Use OpenGL 3.3 core profile instead of compatibility profileClay John
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
2021-10-30Rename GLES2 driver to OpenGL to prepare for the upgrade to GLES3Hugo Locurcio
- Use lowercase driver names for the `--rendering-driver` command line argument.
2021-10-30Add GLES2 2D renderer + Linux display managerlawnjelly
First implementation with Linux display manager. - Add single-threaded mode for EditorResourcePreview (needed for OpenGL). Co-authored-by: clayjohn <claynjohn@gmail.com> Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>