Commit Graph

95 Commits

Author SHA1 Message Date
reduz
f8d03b98e7 Improve resource load cache
-Added a new method in Resource: reset_state , used for reloading the same resource from disk
-Added a new cache mode "replace" in ResourceLoader, which reuses existing loaded sub-resources but resets their data from disk (or replaces them if they chaged type)
-Because the correct sub-resource paths are always loaded now, this fixes bugs with subresource folding or subresource ordering when saving.
2021-02-11 15:44:28 -03:00
Rafał Mikrut
7961a1dea3 Initialize class variables with default values in scene/ [2/2] 2021-02-09 18:24:36 +01:00
Pedro J. Estébanez
8ed259b792 Modernize RWLock
- Based on C++14's `shared_time_mutex`
- No more need to allocate-deallocate or check for null
- No pointer anymore, just a member variable
- Platform-specific implementations no longer needed
- Simpler for `NO_THREADS`
2021-01-19 11:53:10 +01:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
Aaron Franke
02161aad5a
Remove empty lines around braces with the formatting script 2020-11-16 23:38:11 -05:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
reduz
84d734da0e Refactored 2D shader and lighting system
-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.
2020-10-24 15:57:25 -03:00
reduz
a674da4eec Implement 3D textures as import and resource format. 2020-09-09 13:50:21 -03:00
Andrii Doroshenko (Xrayez)
528056a3c5 Make AnimatedTexture.MAX_FRAMES public
The constant is already exposed in GDScript, but not in C++.
This information is useful for implementing animated texture
resource importers via modules.
2020-08-30 23:44:41 +03:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
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
Revan Ji
f5029e18ca Add set_frame, pause, and oneshot to AnimatedTexture
Add API documentation for said changes.
2020-04-29 00:26:37 +08:00
Juan Linietsky
ae09b55a19 Exposed RenderingDevice to script API
Also added an easier way to load native GLSL shaders.

Extras:

Had to fix no-cache for subresources in resource loader, it was not properly working, making shaders not properly reload.

Note:

The precommit hooks are broken because they don't seem to support enums from one class being used in another.
Feel free to fix this after merging this PR.
2020-04-20 21:21:58 -03:00
lupoDharkael
95a1400a2a Replace NULL with nullptr 2020-04-02 13:38:00 +02:00
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
Rémi Verschelde
cb282c6ef0 Style: Set clang-format Standard to Cpp11
For us, it practically only changes the fact that `A<A<int>>` is now
used instead of the C++03 compatible `A<A<int> >`.

Note: clang-format 10+ changed the `Standard` arguments to fully
specified `c++11`, `c++14`, etc. versions, but we can't use `c++17`
now if we want to preserve compatibility with clang-format 8 and 9.
`Cpp11` is still supported as deprecated alias for `Latest`.
2020-03-17 07:36:24 +01:00
Juan Linietsky
475e4ea67b Removed interactive loader, added proper thread loading. 2020-02-28 11:20:45 -03:00
Yuri Roubinsky
ed05e27c81 Fix GDCLASS for Texture2D/TextureLayered 2020-02-17 08:21:10 +03:00
Juan Linietsky
4aea9f74e6 Rewritten StreamTexture for better code reuse, added basis universal support 2020-02-11 12:02:36 +01:00
Juan Linietsky
6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky
e1b3444415 Bugfixes and ability to better specify filter and repeat modes everywhere.
Removes antialiased flag for draw_* methods.
2020-02-11 11:53:28 +01:00
Juan Linietsky
1b4281b895 basic 2D engine is more or less working with Vulkan, including editor.
Still a lot to do
2020-02-11 11:53:27 +01:00
Juan Linietsky
42b44f43ee Basic 2D engine is more or less working, needs more work for editor to be usable. 2020-02-11 11:53:27 +01:00
Juan Linietsky
9b0dd4f571 A lot of progress with canvas rendering, still far from working. 2020-02-11 11:53:27 +01:00
Juan Linietsky
3f335ce3d4 Texture refactor
-Texture renamed to Texture2D
-TextureLayered as base now inherits 2Darray, cubemap and cubemap array
-Removed all references to flags in textures (they will go in the shader)
-Texture3D gone for now (will come back later done properly)
-Create base rasterizer for RenderDevice, RasterizerRD
2020-02-11 11:53:26 +01:00
Rémi Verschelde
bb6c0d3e8b doc: Complete documentation for VideoStreams
Also quick clean up of the matching C++ files.
2020-01-26 11:29:07 +01:00
Rémi Verschelde
a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00
IAmActuallyCthulhu
82b9557803
Remove redundant author doc comments 2019-08-12 04:26:38 -05:00
JohnJLight
38d3bfe971 Made use of semicolons more consitent, fixed formatting 2019-06-19 15:24:31 +02:00
Rémi Verschelde
d6176db271 Unexpose subclasses of ResourceFormatLoader and -Saver
ResourceFormatLoader and ResourceFormatSaver are meant to be overridden
to add support for different formats in ResourceLoader and ResourceSaver.
Those should be exposed as they can be overridden in plugins.

On the other hand, all predefined subclasses of those two base classes
are only meant to register support for new file and resource types, but
should not and cannot be used directly from script, so they should not
be exposed.

Also unexposed ResourceImporterOGGVorbis (and thus its base class
ResourceImporter) which are editor-only.
2019-06-18 17:56:23 +02:00
BastiaanOlij
02ea99129e Adding a new Camera Server implementation to Godot.
This is a new singleton where camera sources such as webcams or cameras on a mobile phone can register themselves with the Server.
Other parts of Godot can interact with this to obtain images from the camera as textures.
This work includes additions to the Visual Server to use this functionality to present the camera image in the background. This is specifically targetted at AR applications.
2019-06-15 21:30:32 +10:00
Juan Linietsky
04847ef5f9 Added ability for multiple images to be imported as an atlas
This adds support for groups in the import system, which point to a single file.
Add property hint for saving files in file field
2019-04-19 15:56:34 -03:00
Juan Linietsky
3d34df0e79 Hide StreamTexture flags, fixes #26640 2019-03-06 12:50:24 -03:00
Juan Linietsky
74d0ed2236 Many separate fixes to ensure non power of 2 textures work on GLES2, closes #25897 and many others 2019-02-24 22:36:53 -03:00
Juan Linietsky
8b231b96e3 Implement a cleaner (and better) way to save imagedata from ImageTexture, fixes #18801 2019-02-21 20:49:42 -03:00
Rémi Verschelde
c5dcbeb160 Scene: Ensure classes match their header filename
Also drop some unused files.

Renamed:
- `scene/2d/navigation2d.h` -> `navigation_2d.h`
- `scene/2d/screen_button.h` -> `touch_screen_button.h`
- `scene/3d/scenario_fx.h` -> `world_environment.h`
- `scene/audio/audio_player.h` -> `audio_stream_player.h`
- `scene/resources/bit_mask.h` -> `bit_map.h`
- `scene/resources/color_ramp.h` -> `gradient.h`
- `scene/resources/shape_line_2d.h` -> `line_shape_2d.h`
- `scene/resources/scene_format_text.h` -> `resource_format_text.h`
- `scene/resources/sky_box.h` -> `sky.h`

Dropped:
- `scene/resources/bounds.h`
2019-02-12 17:21:48 +01:00
Daniel Rakos
5fcb03f6b6 Changed ImageTexture image cache type to the correct one, fixes #24971
The original attempt to fix the issue was accidentally using the wrong
type for the image cache. This change fixes that.
2019-01-26 09:12:38 +01:00
Juan Linietsky
32fa136cc7 Ability to keep images in ImageTexture cached while using editor, fixes #25243 2019-01-25 13:40:23 -03:00
Timo Schwarzer
163e0e3ebd
Add thumbnails to LargeTexture 2019-01-03 13:09:25 +01:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00
Marc Gilleron
065e2670af Added basic support for custom resource savers and loaders 2018-12-15 05:34:53 +00:00
DualMatrix
8f89e2b490 Made Debugger's Video Memory tab show correct resource paths.
Made Debugger's Video Memory tab show correct resource paths.

The Icons are still missing but that is due to the get_icon(type, "EditorIcons") for type = "Texture" being missing. Adding that icon would fix it.
2018-09-29 13:40:29 +02:00
Rémi Verschelde
cd0b82fd56 Mark AnimatedTexture frame_* properties as internal
This way they no longer appear in the documentation, and the related
setters and getters do.
2018-09-13 22:54:35 +02:00
Rémi Verschelde
277b24dfb7 Make core/ includes absolute, remove subfolders from include path
This allows more consistency in the manner we include core headers,
where previously there would be a mix of absolute, relative and
include path-dependent includes.
2018-09-12 09:52:22 +02:00
Juan Linietsky
34e58fd831 Added a function to cache texture opacity at a pixel, and modified editor to use it.
Provides massive speedups to selecting objects, still awaiting for @MarianoGNU to do fixes to the region editor to improve performance.
2018-08-23 22:11:10 -03:00
Juan Linietsky
a1b594c2fc Switched AnimatedTexture to a readers-writers lock, solves a race condition and fixes #20221 2018-08-23 13:28:36 -03:00
Juan Linietsky
4e55835e48
Merge pull request #18096 from aaronfranke/master
[Core] Split up math_2d.h
2018-08-14 18:58:32 -03:00
Juan Linietsky
ef5095720b -Deprecate ImageTexture::load
-Add warning to Image::load when loading resources
-Add script binding for get_configuration_warning
2018-08-14 16:53:20 -03:00
Aaron Franke
cf136a91d6 [Core] Completely kill math_2d.h, change includes 2018-08-11 03:08:34 -05:00