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path: root/servers/rendering/renderer_viewport.cpp
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2023-05-12Expose viewports render targer RIDBastiaan Olij
(cherry picked from commit ab60d3b65ce990a44fe595ec0860c0ae9ce9358d)
2023-02-21Use the original canvas to calculate light positioningAlon Ran
2023-02-13Merge pull request #73240 from myaaaaaaaaa/worker-hRémi Verschelde
Move some `worker_thread_pool.h` includes out of header files
2023-02-13Move some worker_thread_pool.h includes out of header filesmyaaaaaaaaa
2023-02-10Do clear request before reading from render target when using CANVAS_BGclayjohn
2023-02-10Fix crash in editor when setting `SubViewport.size` to zeroMarkus Sauermann
`Viewport::_set_size` now verifies, that the minimum size is at least 2x2. Also fix `RendererViewport::viewport_set_size` fail condition.
2023-01-30Remove viewport_set_disable_environment in favor of ↵clayjohn
viewport_set_environment_mode This allows us to set a default value inherited by child viewports and have child viewports set the value themselves which is needed for disabling the environment in the editor
2023-01-16Warn when trying to enable TAA from mobile or gl_compatibility backendclayjohn
TAA should only be enabled from the forward_plus renderer for now
2023-01-13Improving communication of scaling settings to renderer implementationBastiaan 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".
2023-01-03Always try to clear render target before drawing 3D with Canvas BG modeclayjohn
This is necessary to ensure that we aren't copying garbage data to the 3D renderbuffer
2022-11-17Finish implementing Canvas Background modeclayjohn
2022-11-03Collapse three seperate texture storage methods into ↵David Snopek
render_target_set_override()
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 "<").