Commit Graph

15 Commits

Author SHA1 Message Date
Juan Linietsky f5f27bacdb Re-Implement GPU particles on master.
-No new features yet
-Unlike godot 3.x, sorting happens using GPU
2020-09-02 21:37:11 +02:00
clayjohn 8da3c739bf Add high quality glow mode 2020-08-31 23:16:41 -07:00
clayjohn 9d341acf2d Add fog to sky shaders 2020-08-19 22:58:14 -07:00
Juan Linietsky 079ca220e1 Added volumetric fog effect. 2020-08-13 11:28:45 -03:00
Juan Linietsky 201d606b3d Addition of SDFGI for open world global illumination
Move GI to a deferred pass
2020-06-26 11:06:48 -03:00
Rémi Verschelde 0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
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.
2020-05-14 16:54:55 +02:00
Juan Linietsky 1bea8e1eac New lightmapper
-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)
2020-05-10 15:59:09 -03:00
Juan Linietsky 6f293ed795 Add support for projectors in spot and omni lights. 2020-04-14 17:05:45 -03:00
Juan Linietsky 5944eb6e7f Implement decals
Also implemented decal atlas, so projectors and other stuff can be added.
Sidenote: Had to make RID hashable, so some unrelated includes changed
in order to include it in hashfuncs.h
2020-04-14 11:13:34 -03:00
Juan Linietsky 16ae2cc1bf Add screen space AA option, with FXAA implementation. 2020-04-12 10:57:18 -03:00
Juan Linietsky d81911490b Moved most of the effect code to compute.
Simplifies it and improves performance.
Improves image barrier handling per mipmap on RenderingDeviceVulkan
2020-04-11 19:44:07 -03:00
Juan Linietsky 4ffc0d6b3f Refactored shadowmapping.
- 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
2020-04-08 11:19:43 -03:00
Juan Linietsky c54f80d35c Re-implement subsurface scattering.
The size settings are more "just works", with default scale and depth scale
values that don't need much tweaking.

Additionally, a "skin" mode was added so skin looks better.
EDIT: Cleaned up SSR filter shader a bit.
2020-04-04 11:44:28 -03:00
Juan Linietsky 87c658b304 Re-Added screen space reflection. 2020-04-02 11:25:21 -03:00
Juan Linietsky a6f3bc7c69 Renaming of servers for coherency.
VisualServer -> RenderingServer
PhysicsServer -> PhysicsServer3D
Physics2DServer -> PhysicsServer2D
NavigationServer -> NavigationServer3D
Navigation2DServer -> NavigationServer2D

Also renamed corresponding files.
2020-03-27 15:21:27 -03:00