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2021-04-30Implement Particle Trailsreduz
-Enable the trails and set the length in seconds -Provide a mesh with a skeleton and a skin -Or, alternatively use one of the built-in TubeTrailMesh/RibbonTrailMesh -Works deterministically -Fixed particle collisions (were broken) -Not working in 2D yet (that will happen next)
2021-04-28Merge pull request #48239 from akien-mga/goodbye-copymemRémi Verschelde
Core: Drop custom `copymem`/`zeromem` defines
2021-04-27Merge pull request #48050 from JFonS/occlusion_cullingRémi Verschelde
2021-04-27Core: Drop custom `copymem`/`zeromem` definesRémi 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.
2021-04-27Fix shader handle constant expressions in function callYuri Roubinsky
2021-04-25Remove duplicate commentsDennis Brakhane
A few single line comments were duplicated, probably due to bad merges. This commit removes the obviously duplicate ones.
2021-04-23Implement occlusion cullingjfons
Added an occlusion culling system with support for static occluder meshes. It can be enabled via `Project Settings > Rendering > Occlusion Culling > Use Occlusion Culling`. Occluders are defined via the new `Occluder3D` resource and instanced using the new `OccluderInstance3D` node. The occluders can also be automatically baked from a scene using the built-in editor plugin.
2021-04-21Fix reflection probeBastiaan Olij
2021-04-17Split particle shader entry pointsreduz
* Particle shaders now have start() and process() * Particle collision happens between them. * The RESTART property is kept, so porting an old shader is still possible. This fixes the problem of particle collisions not functioning on the first particle frame.
2021-04-15Merge pull request #47878 from clayjohn/rename-get_surface_materialRémi Verschelde
Rename get_surface_material to get_surface_override_material
2021-04-14Rename get_surface_material to get_surface_override_materialclayjohn
2021-04-14Refactor GLSL shader compilationreduz
-Used a more consistent set of keywords for the shader -Remove all harcoded entry points -Re-wrote the GLSL shader parser, new system is more flexible. Allows any entry point organization. -Entry point for sky shaders is now sky(). -Entry point for particle shaders is now process().
2021-04-09Remove low_end option from renderer, being replaced by separate implementationBastiaan Olij
2021-04-05Move clustered renderer functionalityBastiaan Olij
2021-04-05Style: Apply clang-tidy's `readability-braces-around-statements`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-nullptr`Rémi Verschelde
2021-04-05Style: Apply clang-tidy's `modernize-use-default-member-init`Rémi Verschelde
2021-03-31As GLSLang seems to be all or nothing, added our own definesBastiaan Olij
2021-03-26Obtain supported Vulkan APIBastiaan Olij
2021-03-18Changed SCsub for shaders to find shaders automatically and create ↵Bastiaan Olij
dependencies with include files
2021-03-17Added validation when assigning heightfield_resolution (Fix #46281)Ignacio Abal
2021-03-13fix issue vulkan crash on open shader materialssboronczyk
2021-03-11Removed time duplicate from ForwardClustered. Just use the variable from its ↵Bastiaan Olij
superclass
2021-03-11Combine init_gi and init_sdfgi into a single initBastiaan Olij
2021-03-11Renamed one more Forward render struct and fixed typoBastiaan Olij
2021-03-11Moving RendererStorageRD *storage to protected, no sense duplicating it in ↵Bastiaan Olij
forward_clustered
2021-03-10Renaming RendererSceneRenderForward to RendererSceneRenderForwardClustered ↵Bastiaan Olij
so we can introduce RendererSceneRenderForwardMobile
2021-03-08Merge pull request #46642 from BastiaanOlij/sdfgi_rename_and_cleanupRémi Verschelde
Renamed SDGIShader to SDFGIShader and moved a bunch of things to private
2021-03-05Fix negative VRAM valuesEv1lbl0w
2021-03-04Fix canvas renderer line widthAlex Hirsch
fix #46644
2021-03-04Renamed SDGIShader to SDFGIShader and moved a bunch of things to privateBastiaan Olij
2021-03-02Merge pull request #46594 from asheraryam/fix-clip-content-masterRémi Verschelde
Fix rounding error in Clip Content [4.0]
2021-03-02Fix rounding error in Clip Contentasheraryam
Rounds the position and size of the final clip rect to avoid flickering issues. Fixes https://github.com/godotengine/godot/issues/46493
2021-03-01Merge pull request #46046 from BastiaanOlij/cleanup_giRémi Verschelde
Moving GI and Sky code from RendererSceneRenderRD into separate classes
2021-03-01Merge pull request #46522 from Ev1lbl0w/bugfix-shader_noretRémi Verschelde
Added missing returns on error scenarios
2021-03-01Fix parsing hexadecimal (lowercase `e`,`f`) in shadersYuri Roubinsky
2021-02-28Added missing returns on error scenariosEv1lbl0w
2021-02-25Moving GI code into RendererServerGIRDBastiaan Olij
Moving Skyshader code into RendererServerSkyRD
2021-02-21Prevents shader crash if two struct with the same name are declaredYuri Roubinsky
2021-02-21Prevents shader crash if passing invalid struct to the return statementYuri Roubinsky
2021-02-19doc: Sync classref with current sourceRémi Verschelde
And fix various bogus bindings following previous PRs.
2021-02-18Merge pull request #45326 from clayjohn/VULKAN-ign-shadowsClay John
Use Interleaved gradient noise for shadow samples
2021-02-18Merge pull request #45617 from RandomShaper/modernize_atomicsRémi Verschelde
Modernize atomics (and fix `volatile`)
2021-02-18Modernize atomicsPedro J. Estébanez
- Based on C++11's `atomic` - Reworked `SafeRefCount` (based on the rewrite by @hpvb) - Replaced free atomic functions by the new `SafeNumeric<T>` - Replaced wrong cases of `volatile bool` by the new `SafeFlag` - Platform-specific implementations no longer needed Co-authored-by: Hein-Pieter van Braam-Stewart <hp@tmm.cx>
2021-02-18Reorganize Project Settingsreduz
-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.
2021-02-17Fix math error in blend shape application toleranceKayomn
2021-02-12Merge pull request #45859 from Kayomn/masterRémi Verschelde
Accomodate blend shape ranges of -1 to +1 for Vulkan
2021-02-11Allow passing varying from fragment to light shader functionYuri Roubinsky
2021-02-10Make Servers truly Thread Safereduz
-Rendering server now uses a split RID allocate/initialize internally, this allows generating RIDs immediately but initialization to happen later on the proper thread (as rendering APIs generally requiere to call on the right thread). -RenderingServerWrapMT is no more, multithreading is done in RenderingServerDefault. -Some functions like texture or mesh creation, when renderer supports it, can register and return immediately (so no waiting for server API to flush, and saving staging and command buffer memory). -3D physics server changed to be made multithread friendly. -Added PhysicsServer3DWrapMT to use 3D physics server from multiple threads. -Disablet Bullet (too much effort to make multithread friendly, this needs to be fixed eventually).
2021-02-09Accomodate blend shape ranges of -1 to +1Kayomn