Commit Graph

81 Commits

Author SHA1 Message Date
Patrick Dawson 71d8de2763 Expose texture_get_rd_texture 2022-11-03 05:27:24 +01:00
Yuri Rubinsky 11e1bac768
Merge pull request #67112 from Chaosus/fix_boolean_uniform_instances 2022-10-28 23:17:23 +03:00
Clay John 8fd92ed867
Merge pull request #64710 from MinusKube/window-size-crash
Prevent windows from having a size greater than device limit
2022-10-27 10:02:44 -07:00
Yuri Rubinsky f4db4bb7a2 Fix incorrect setup of boolean uniform instances 2022-10-09 08:50:18 +03:00
Bastiaan Olij c7656978ba Adding getters to RenderTarget and implementing override functionality for XR 2022-10-05 11:37:49 +11:00
Bastiaan Olij ddc4ae1175 Move cluster builder, sdfgi and gi structures to clustered renderer, move light and probe elements into storage and reorganise our render_scene method. 2022-10-04 11:03:32 +11:00
MinusKube f5a808192b Prevent windows from having a size greater than device limit 2022-09-04 22:48:54 +02:00
Rémi Verschelde c82bbc38a5 Merge pull request #64952 from Chaosus/vs_rename_uniform_to_param 2022-09-02 13:49:53 +02:00
Rémi Verschelde d63c6fc463 Merge pull request #60185 from Calinou/environment-fog-and-sky-affect 2022-09-01 23:52:34 +02:00
Hugo Locurcio 699e9f7966
Add Environment properties to control fog rendering on background sky
Values lower than 1.0 can be used to make the fog rendering not fully
obstruct the sky. This can be desired when using fog as a purely
atmospheric effect, without intending to use fog for open world fog
fading.

When set to 0.0, fog rendering behavior will be similar to Godot 3.x
where sky rendering was never affected by fog.
2022-09-01 19:07:39 +02:00
Bastiaan Olij 2cd84be64d Extracting render buffers and changing it to a more generic solution 2022-09-01 20:01:45 +10:00
Yuri Rubinsky 8191b3c110 Rename `uniform` to `parameter` across the engine 2022-09-01 11:42:57 +03:00
clayjohn 385ee5c70b Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.

In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
2022-08-31 12:14:46 -07:00
Hendrik Brucker e96b1a2c0c Implement MSAA for 2D [Vulkan only] 2022-08-13 01:09:48 +02:00
Hugo Locurcio db22b7ded0
Rename shader parameter uniform setter/getter methods for consistency
`shader_uniform` is now consistenly used across both per-shader
and per-instance shader uniform methods. This makes methods easier
to find in the class reference when looking for them.
2022-08-04 23:17:06 +02:00
Hugo Locurcio e35e79b802
Tweak default fog settings for better appearance
- Increase the default non-volumetric fog density to 0.01 to make
  adjustments more visible.
- Use a less saturated non-volumetric fog color by default
  (a mix of the sky and horizon colors of the new default
  ProceduralSkyMaterial).
- Set Volumetric Fog Gi Inject to 1.0 by default. Injecting GI results
  in more realistic appearance of volumetric fog, at a very low
  performance cost.
2022-08-01 02:04:20 +02:00
Rémi Verschelde 2bf8c4a6d0
Merge pull request #63527 from BastiaanOlij/rework_environment
Restructure environment in render implementation
2022-07-29 08:05:40 +02:00
Bastiaan Olij f579125eeb Restructure environment in render implementation 2022-07-29 12:24:32 +10:00
Hugo Locurcio 4b42379c8f
Rename RenderingServer global shader uniform methods to be more explicit
The `global_shader_uniform` name is longer, but it makes it much
easier to find the methods when searching in the class reference.
2022-07-28 18:46:59 +02:00
Rémi Verschelde 90019676b0 Code quality: Fix header guards consistency
Adds `header_guards.sh` bash script, used in CI to validate future
changes. Can be run locally to fix invalid header guards.
2022-07-25 11:17:40 +02:00
reduz f649678402 Clean up Shader Preprocessor
* Moved preprocessor to Shader and ShaderInclude
* Clean up RenderingServer side
* Preprocessor is separate from parser now, but it emits tokens with include location hints.
* Improved ShaderEditor validation code
* Added include file code completion
* Added notification for all files affected by a broken include.
2022-07-22 22:53:03 +02:00
Bastiaan Olij d139131aab Adding Variable Rate Shading support to Godot
Improve GI renderer and add VRS support
Implement render device has_feature and move subgroup settings to limit_get
2022-07-17 15:42:24 +10:00
Bastiaan Olij ecfcfd97fa Split dependency logic
Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
clayjohn 3e20c1347d Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00
Bastiaan Olij 0b4fd92a17 Moved particles into ParticlesStorage 2022-04-17 13:13:22 +10:00
Bastiaan Olij b6faf6c6c0 Move light, reflection probe and lightmap into LightStorage 2022-04-17 13:13:18 +10:00
Bastiaan Olij 6b28d94e77 Merge canvas and decal into TextureStorage and add render target 2022-04-17 12:59:50 +10:00
Bastiaan Olij b8be7903f3 Move storage for Mesh, MeshInstance, MultiMesh and Skeleton into MeshStorage 2022-04-02 16:29:04 +11:00
Bastiaan Olij 36defd1179 Extract global variable, shader and material storage 2022-03-31 21:49:42 +11:00
Bastiaan Olij 0fe06e9467 Extract Decal and Decal atlas from Storage class 2022-03-21 12:22:43 +11:00
Bastiaan Olij 57e5a33623 Split dummy renderer classes into separate files
Split canvas_texture_storage and texture_storage from render_storage class
2022-03-16 17:43:10 +11:00