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path: root/servers/rendering_server.cpp
AgeCommit message (Collapse)Author
2020-12-09Cleanup unused engine codeTomasz Chabora
2020-12-07Add support for low-end 3D rendering.reduz
-Reduce number of uniform sets from 6 to 4. -Remove features in low end mode, in order to reduce the number of texture units fit to 16.
2020-12-04doc: Sync classref with current sourceRémi Verschelde
And fixups: - Add missing bindings in RenderingServer - Remove duplicate ArrayMesh enum bindings (they're in Mesh already) - Remove redundant _unhandled_key_input binding in Control (it's in Node already)
2020-12-02Refactored Mesh internals and formats.reduz
-Changed how mesh data is organized, hoping to make it more efficient on Vulkan and GLES. -Removed compression, it now always uses the most efficient format. -Added support for custom arrays (up to 8 custom formats) -Added support for 8 weights in skeleton data. -Added a simple optional versioning system for imported assets, to reimport if binary is newer -Fixes #43979 (I needed to test) WARNING: -NOT backwards compatible with previous 4.x-devel, will most likely never be, but it will force reimport scenes due to version change. -NOT backwards compatible with 3.x scenes, this will be eventually re-added. -Skeletons not working any longer, will fix in next PR.
2020-11-28Merge pull request #42761 from fire/color-grading-3dRémi Verschelde
Environment brightness, contrast, saturation restore with 3d LUT.
2020-11-28Environment brightness, contrast, saturation restore with color correction.clayjohn
Allow gradients and 2d images. Use shader versions for LUT in tonemap Co-authored-by: alex-poe <3957610+CptPotato@users.noreply.github.com> Co-authored-by: QbieShay <cislaghi.ilaria@gmail.com> Co-authored-by: Clay John <claynjohn@gmail.com>
2020-11-28Merge pull request #42987 from clayjohn/VULKAN-sky-onlyRémi Verschelde
Add sky_only setting to DirectionalLight3Ds
2020-11-26Implement signed distance fields for 2D shadersreduz
2020-11-16Remove empty lines around braces with the formatting scriptAaron Franke
2020-11-07Reorganized core/ directory, it was too fatty alreadyreduz
-Removed FuncRef, since Callable makes it obsolete -Removed int_types.h as its obsolete in c++11+ -Changed color names code
2020-11-04doc: Sync classref with current source + fixup some bindingsRémi Verschelde
Includes various changes triggered by the refactoring of method bindings.
2020-11-04Implement DirectionalLight2Dreduz
Also separated Light2D in PointLight2D and DirectionalLight2D. Used PointLight2D because its more of a point, and it does not work the same as OmniLight (as shape depends on texture). Added a few utility methods to Rect2D I needed.
2020-10-24Refactored 2D shader and lighting systemreduz
-Removed normal/specular properties from nodes -Create CanvasTexture, which can contain normal/specular channels -Refactored, optimized and simplified 2D shaders -Use atlas for light textures. -Use a shadow atlas for shadow textures. -Use both items aboves to make light rendering stateless (faster). -Reorganized uniform sets for more efficiency.
2020-10-21Add sky_only setting to DirectionalLight3Dsclayjohn
2020-10-19Fixup method binding from #42910Rémi Verschelde
2020-10-19Merge pull request #38097 from Calinou/add-viewport-debandingJuan Linietsky
Add a debanding property to Viewport
2020-10-18Revert "Replace SAO implementation with MSSAO"Juan Linietsky
2020-10-18Merge pull request #42077 from clayjohn/MSSAOJuan Linietsky
Replace SAO implementation with MSSAO
2020-10-18Merge pull request #42201 from clayjohn/Vulkan-new-glowJuan Linietsky
Optimize Glow with local memory
2020-10-18Replace SAO implementation with MSSAOclayjohn
2020-10-18Optimize Glow with local memoryclayjohn
2020-10-18Merge pull request #41418 from clayjohn/Vulkan-aerialRémi Verschelde
Add aerial perspective to fixed fog
2020-10-18Refactor MethodBind to use variadic templatesreduz
Removed make_binders and the old style generated binders.
2020-10-17Add aerial perspective to fixed fogclayjohn
2020-10-15Fix typo in soft shadow quality project settings hintsHugo Locurcio
2020-10-12doc: Sync classref with current sourceRémi Verschelde
2020-09-16expose local RenderingDevice creation to RenderingServerclayjohn
2020-08-31Add high quality glow modeclayjohn
2020-08-14Add a debanding property to ViewportHugo Locurcio
It can be enabled in the Project Settings (`rendering/quality/screen_filters/use_debanding`). It's disabled by default as it has a small performance impact and can make PNG screenshots much larger (due to how dithering works). It will also slightly brighten the scene's dark areas. As a result, it should be enabled only when banding is noticeable enough. This closes #17006.
2020-08-13Restored fog (non volumetric).Juan Linietsky
Uses a simpler and more intuitive implementation based on density. Its less flexible than before, but its easier to get nice results.
2020-08-13Added volumetric fog effect.Juan Linietsky
2020-07-01Environment: Refactor code for readability + moreRémi Verschelde
- Makes all boolean setters/getters consistent. - Fixes bug where `glow_hdr_bleed_scale` was not used. - Split CameraEffects to their own source file. - Reorder all Environment method and properties declarations, definitions and bindings to be consistent with each other and with the order of property bindings. - Bind missing enum values added with SDFGI. - Remove unused SDFGI enhance_ssr boolean. - Sync doc changes after SDFGI merge and other misc changes.
2020-06-26Addition of SDFGI for open world global illuminationJuan Linietsky
Move GI to a deferred pass
2020-06-16Expose disable_render_loop property to GDScriptEv1lbl0w
2020-05-27Split `Geometry` singleton into `Geometry2D` and `Geometry3D`Andrii Doroshenko (Xrayez)
Extra `_2d` suffixes are removed from 2D methods accoringly.
2020-05-14Style: Enforce braces around if blocks and loopsRémi Verschelde
Using clang-tidy's `readability-braces-around-statements`. https://clang.llvm.org/extra/clang-tidy/checks/readability-braces-around-statements.html
2020-05-14Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocksRémi Verschelde
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
2020-05-10New lightmapperJuan Linietsky
-Added LocalVector (needed it) -Added stb_rect_pack (It's pretty cool, we could probably use it for other stuff too) -Fixes and changes all around the place -Added library for 128 bits fixed point (required for Delaunay3D)
2020-05-10Style: clang-format: Disable AllowShortCaseLabelsOnASingleLineRémi Verschelde
Part of #33027.
2020-05-08Turn the anisotropic filtering setting into an enumHugo Locurcio
Since it only accepts power-of-two values, exposing it as an enum makes more sense. This also allows for adding property hints to indicate the performance cost of each value. This also improves property hints for MSAA and FXAA.
2020-04-30Improve shader time roll overPedro J. Estébanez
- Resurrect it for GL ES 2 - Add it to the Vulkan rasterizer - Expose the setting from the `RenderingServer`, since it does not belong in any specific rasterizer
2020-04-20doc: Sync classref with current sourceRémi Verschelde
Add missing enum bindings.
2020-04-20Merge pull request #37947 from clayjohn/DOCS-rendering-updateRémi Verschelde
Update many docs with recent rendering changes
2020-04-17Update many docs with recent rendering changesclayjohn
2020-04-17Implement global and per instance shader uniforms.Juan Linietsky
Adds two keywords to shader language for uniforms: -'global' -'instance' This allows them to reference values outside the material.
2020-04-13Merge pull request #37749 from clayjohn/Vulkan-improved-ssRémi Verschelde
Add vogel filter and settings to soft shadows
2020-04-12Implement MSAAJuan Linietsky
2020-04-10Add proper quality settings to soft shadowsclayjohn
2020-04-09Renaming all ARVR nodes to XRBastiaan Olij
2020-04-08Refactored shadowmapping.Juan Linietsky
- Made shadow bias size independent, so it will remain when changing light or camera size. - Implemented normal offset bias, which greatly enhances quality. - Added transmission to subsurface scattering - Reimplemented shadow filter modes Closes #17260