Rémi Verschelde
11cefc2b28
Merge pull request #57104 from clayjohn/VULKAN-sky-conflict
2022-02-10 17:46:42 +01:00
Anilforextra
fc27636999
Vectors: Use clear() and has().
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Use clear() instead of resize(0).
Use has() instead of "find(p_val) != -1".
2022-02-02 00:11:09 +05:45
Rémi Verschelde
58324f4df8
Merge pull request #54574 from Ansraer/glow_map
2022-01-26 13:39:51 +01:00
Rémi Verschelde
d9fd16c8e4
Merge pull request #53954 from Chaosus/fix_quit_errors
2022-01-25 20:09:52 +01:00
jfons
238862bddb
Minor fixes to shadow atlases:
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* Erase shadow owner *before* setting it to RID().
* Add default texture in shadow atlas debug view to avoid error spam when no atlas is present.
* Fix typo.
2022-01-24 15:55:32 +01:00
clayjohn
430d5d64aa
Update Sky lights in sky setup function
2022-01-23 15:06:49 -08:00
Ansraer
90652b1755
add support for glow maps
2022-01-20 16:47:25 +01:00
lawnjelly
b411a731fe
Add nodiscard to core math classes to catch c++ errors.
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A common source of errors is to call functions (such as round()) expecting them to work in place, but them actually being designed only to return the processed value. Not using the return value in this case in indicative of a bug, and can be flagged as a warning by using the [[nodiscard]] attribute.
2022-01-20 13:07:49 +00:00
Rémi Verschelde
8b8e858778
Merge pull request #54489 from briansemrau/texture-delete-update
2022-01-19 10:10:54 +01:00
Rémi Verschelde
01eefa2c50
Merge pull request #56761 from Calinou/sdfgi-allow-any-number-of-cascades
2022-01-18 16:21:39 +01:00
clayjohn
ba431a9306
Fix volumetric fog memory leak on resize
2022-01-17 21:30:48 -08:00
Hugo Locurcio
2dc7b03a82
Allow using between 1 and 8 cascades for SDFGI
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This provides more flexibility between performance and quality
adjustments, especially when using SDFGI for small-scale levels
(which can be useful for procedurally generated scenes).
2022-01-17 16:49:02 +01:00
clayjohn
99064d57db
New OpenGL batching canvas renderer
2022-01-11 22:26:18 -08:00
Anilforextra
c9f5d88f3a
Use fill() to fill an entire image instead of setting pixels individually.
2022-01-08 17:43:15 +05:45
JFonS
7c5c351766
Merge pull request #56220 from williamd67/GPULightmapper-implement-sky-ambient-light
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GPULightmapper: react on sky ambient properties
2022-01-05 10:55:05 +01:00
Rémi Verschelde
851fb16350
Merge pull request #56305 from Calinou/rename-lod-threshold
2022-01-04 15:28:06 +01:00
Rémi Verschelde
7f66c16c03
Merge pull request #51206 from clayjohn/Vulkan-ASSGI
2022-01-04 10:00:17 +01:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
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Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
Hugo Locurcio
df09bc38cb
Rename Lod Threshold to Mesh Lod Threshold
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This makes it more obvious that the setting only affects mesh LOD,
not manual (H)LOD achieved using visibility ranges.
2021-12-29 00:11:50 +01:00
William Deurwaarder
68a5dad226
GPULightmapper: react on sky ambient properties
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The panorama texture creation, used by GPULightmapper, has been adjusted to
also take the sky ambient properties into account.
2021-12-24 15:47:42 +01:00
Rémi Verschelde
bdf8340e59
Merge pull request #43181 from nathanfranke/string-empty
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Replace String comparisons with "", String() to is_empty()
2021-12-10 08:56:31 +01:00
Nathan Franke
49403cbfa0
Replace String comparisons with "", String() to is_empty()
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Also:
- Adds two stress tests to test_string.h
- Changes to .empty() on std::strings
2021-12-09 04:48:38 -06:00
Hendrik Brucker
1da732af35
Fix volumetric fog in combination with spotlights
2021-12-08 22:17:09 +01:00
Rémi Verschelde
547c270777
Merge pull request #51679 from Je06jm/fsr
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AMD FidelityFX Super Resolution
2021-11-24 22:34:48 +01:00
bruvzg
5e0a034524
[macOS / iOS] Use storage buffers instead of unsupported images for the volumetric fog on MoltenVK.
2021-11-24 09:16:16 +02:00
Je06jm
20deb0917d
Implemented AMD's FSR as a computer shader for upscaling 3D scenes
2021-11-23 14:16:03 -07:00
Yuri Roubinsky
826e781bfa
Fix default_texture_param in shader pipeline to support uniform arrays
2021-11-12 12:53:40 +03:00
Dominic-ATOR
d7a4187b05
Implement CameraEffects override_exposure
2021-11-08 21:14:56 +00:00
clayjohn
0eff109a21
Added SSIL post processing effect
2021-11-06 12:43:19 -07:00
Brian Semrau
4a1c28460e
Fix materials not updating when texture replaced/deleted
2021-11-01 15:33:59 -04:00
Rémi Verschelde
d6f972fad4
Merge pull request #54403 from briansemrau/fix-small-fogvolume
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FogVolume don't dispatch compute with zero-dimension groups
2021-10-31 09:12:10 +01:00
Brian Semrau
346e497959
Disallow compute dispatch with zero dimensions.
2021-10-30 02:39:25 -04:00
Yuri Roubinsky
4da0de0085
Fix error spammed to output if FogVolume
is setted to scene
2021-10-29 23:24:01 +03:00
Yuri Roubinsky
a6ddfecc9f
Fix crash when opening a converted FogMaterial
2021-10-29 14:18:38 +03:00
clayjohn
1b2cd9f251
Addition of FogVolumes, FogShaders, FogMaterial, and overhaul of VolumetricFog
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Co-authored-by: Brian Semrau <brian.semrau@gmail.com>
2021-10-28 22:02:23 -07:00
Hugo Locurcio
e87ec8ec17
Add Soft Very Low shadow quality mode for 3D
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This can be used to improve 3D shadow rendering quality at little
performance cost. Unlike the existing Hard setting which is limited
to variable shadow blur only, it works with both fixed blur and
variable blur.
2021-10-21 18:34:26 +02:00
Rémi Verschelde
85a8939fa2
Merge pull request #53790 from briansemrau/remove-distant-shadowy-void
2021-10-19 15:17:09 +02:00
Yuri Roubinsky
26a26d6657
Fix errors on quitting from an empty project
2021-10-18 14:24:03 +03:00
mennomax
b4eeeb315a
Swap args of Plane(point, normal) constructor
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Now (normal, point)
2021-10-15 20:49:42 -05:00
Brian Semrau
4fefd7cddd
Fix several issues with directional shadows
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- Internally disable blend splits in orthogonal directional shadow mode
- Fix soft shadows ignoring fade and blend_splits
- Fix soft shadow edge stability
2021-10-14 11:44:32 -04:00
Hugo Locurcio
265bae824f
Remove unimplemented Environment.ambient_light_occlusion_color
property
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This property was intended to provide a way to have SSAO or VoxelGI
ambient occlusion with a color other than black. However, it was
dropped during the Vulkan renderer development due to the performance
overhead it caused when the feature wasn't used.
2021-10-07 17:47:52 +02:00
Lightning_A
c63b18507d
Use range iterators for Map
2021-09-30 15:09:12 -06:00
Hugo Locurcio
ba65730cbf
Rename RID's getornull()
to get_or_null()
2021-09-29 23:58:02 +02:00
Bastiaan Olij
cbdde9dff9
Fix access to render target texture for XR interfaces
2021-09-28 19:46:50 +10:00
Anilforextra
cdd912c48e
Construct values only when necessary.
2021-09-25 14:46:45 +05:45
Anilforextra
cc51b045da
Construct values only when necessary.
2021-09-23 22:26:07 +05:45
Bastiaan Olij
64626cc435
Optionally scale 3D render content
2021-08-26 20:48:40 +10:00
Bastiaan Olij
d22163c657
Scale color output in the mobile renderer to provide HDR support
2021-08-23 15:30:36 +10:00
jfons
55e7832d7b
Improvements to SpotLight3D and OmniLight3D's shadows
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OmniLight3D:
* Fixed lack of precision in cube map mode by scaling the projection's
znear.
* Fixed aliasing issues by making the paraboloids use two square regions instead of two half
squares.
* Fixed shadowmap atlas bleeding by adding padding.
* Fixed sihadow blur's inconsistent radius and unclamped sampling.
SpotLight3D:
* Fixed lack of precision by scaling the projection's znear.
* Fixed normal biasing.
Both:
* Tweaked biasing to make sure it works out of the box in most situations.
2021-08-19 13:46:51 +02:00
reduz
6027cd0a1d
Fixes to mobile renderer
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* Make sure shaders are named, to aid in debug in case of failure
* SceneRenderRD was being wrongly initialized (virtual functions being called when derivative class not initialized).
* Fixed some bugs resulting on the above being corrected.
2021-08-17 13:52:06 -03:00