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
Rémi Verschelde
2905367fed
Merge pull request #37970 from SkyLucilfer/ServerTypo
...
Correct typo mistake of profiler_add_frame_data argument in physics 3d server
2020-04-20 23:49:36 +02:00
Rémi Verschelde
9cf48b3e99
Merge pull request #38039 from akien-mga/docdata-skip-unexposed
...
DocData: Skip unexposed classes
2020-04-20 15:21:49 +02:00
Rémi Verschelde
0ef8bcac4d
DocData: Skip unexposed classes
...
Properly expose classes that we actually want accessible.
2020-04-20 12:51:10 +02:00
Rémi Verschelde
b7b46093d8
doc: Sync classref with current source
...
Add missing enum bindings.
2020-04-20 11:48:00 +02:00
Rémi Verschelde
088c2a0870
Merge pull request #37947 from clayjohn/DOCS-rendering-update
...
Update many docs with recent rendering changes
2020-04-20 11:16:12 +02:00
Juan Linietsky
49d0c6a5c9
Ability to create local RenderingDevice instances.
2020-04-18 21:47:17 -03:00
SkyJJ
0991cdc975
Correct typo mistake of profiler_add_frame_data argument in physics 3d server
2020-04-17 21:56:25 +02:00
clayjohn
b50d954cb0
Update many docs with recent rendering changes
2020-04-17 09:47:59 -07:00
Rémi Verschelde
17304f1aae
Merge pull request #37949 from reduz/implement-global-shader-uniforms
...
Implement global and per instance shader uniforms.
2020-04-17 18:36:06 +02:00
Rémi Verschelde
cfda0e3770
Merge pull request #37953 from clayjohn/VULKAN-sky-sun-size
...
Add light size to Sky Shaders
2020-04-17 18:35:45 +02:00
clayjohn
7cd2ff309c
Add light size to Sky Shaders
2020-04-17 09:32:24 -07:00
Juan Linietsky
0e1c66d9fc
Implement global and per instance shader uniforms.
...
Adds two keywords to shader language for uniforms:
-'global'
-'instance'
This allows them to reference values outside the material.
2020-04-17 12:35:41 -03:00
clayjohn
0ff929a926
Use sky properly for ambient and reflections
2020-04-16 23:45:30 -07:00
Rémi Verschelde
4f2c1feab5
Merge pull request #37869 from madmiraal/fix-36533
...
Assign zero to range when ConvexPolygonShape2D is empty.
2020-04-16 11:39:18 +02:00
clayjohn
61d86190e0
Fix texture check in decal setup
2020-04-15 12:06:02 -07:00
Juan Linietsky
6f293ed795
Add support for projectors in spot and omni lights.
2020-04-14 17:05:45 -03:00
Rémi Verschelde
5e5103f460
Merge pull request #37861 from reduz/implement-decals
...
Implement decals
2020-04-14 17:13:20 +02:00
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
Marcel Admiraal
88d307df14
Assign zero to range when ConvexPolygonShape2D is empty.
2020-04-14 12:53:32 +01:00
Rémi Verschelde
e0eb9a8ae4
Merge pull request #37826 from nekomatata/direct-body-state-sleep
...
Fix set_sleep_state in Bullet body direct state
2020-04-14 12:53:20 +02:00
PouleyKetchoupp
30b184cb06
Fix set_sleep_state in Bullet body direct state
...
It was inverted, it should set the body to be active when sleep is disabled.
2020-04-14 11:39:34 +02:00
qarmin
88c0a9e3de
Fixes leak with CopyToFbShaderRD
2020-04-13 11:39:44 +02:00
Rémi Verschelde
06748a2b5f
Merge pull request #37749 from clayjohn/Vulkan-improved-ss
...
Add vogel filter and settings to soft shadows
2020-04-13 00:39:37 +02:00
Juan Linietsky
a57dc398db
Implement MSAA
2020-04-12 15:33:57 -03:00
Juan Linietsky
d160644c88
Merge pull request #37819 from reduz/implement-fxaa
...
Add screen space AA option, with FXAA implementation.
2020-04-12 11:46:14 -03:00
Juan Linietsky
16ae2cc1bf
Add screen space AA option, with FXAA implementation.
2020-04-12 10:57:18 -03:00
Rémi Verschelde
1846d33b5f
Merge pull request #37822 from nekomatata/rigid-body-force-pos
...
Fix add_force in Godot Physics RigidBody
2020-04-12 11:46:22 +02:00
PouleyKetchoupp
4a0d15f91c
Fix add_force in Godot Physics RigidBody
...
Now takes the center of mass into account for calculating the applied
torque, like apply_impulse does.
2020-04-12 11:20:32 +02:00
Juan Linietsky
9dc19f7619
Merge pull request #37808 from reduz/port-effects-to-compute
...
Moved most of the effect code to compute.
2020-04-11 23:38:05 -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
Rémi Verschelde
636d4bad99
Merge pull request #37794 from clayjohn/VULKAN-SSS-sky
...
Fix SSS affecting Sky
2020-04-11 16:30:51 +02:00
clayjohn
e3a9af2db1
Fix SSS affecting Sky
2020-04-11 01:20:24 -07:00
clayjohn
621f6f09a8
Add proper quality settings to soft shadows
2020-04-10 23:09:17 -07:00
Juan Linietsky
d06f8ef75a
Shows proper scene render time in editor info
...
Also fixed GPU profiler, which was not working on nvidia hardware.
2020-04-10 14:19:30 -03:00
Rémi Verschelde
1e5f0d402b
Merge pull request #37383 from WARIO-MDMA/godotphysics-rename
...
Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
2020-04-10 12:39:26 +02:00
Rémi Verschelde
a152ef9a10
Merge pull request #37662 from qarmin/rasterizer_server_last
...
Free items before finishing rendering server
2020-04-10 11:50:13 +02:00
Rémi Verschelde
c2f0d58c36
Merge pull request #37722 from reduz/implement-softshadows
...
Support light size and soft shadows
2020-04-10 10:24:57 +02:00
Juan Linietsky
6a730ffeab
Support light size and soft shadows
2020-04-09 15:11:15 -03:00
Bastiaan Olij
afc8c6391c
Renaming all ARVR nodes to XR
2020-04-09 15:33:01 +10:00
Rémi Verschelde
23d786d6fb
Merge pull request #36919 from nekomatata/android-vulkan-rendering
...
Vulkan rendering support on Android
2020-04-09 00:16:26 +02:00
WARIO-MDMA
6d5c6ffbe0
Rename "GodotPhysics" to "GodotPhysics{2D,3D}"
2020-04-09 03:13:33 +10:00
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
PouleyKetchoupp
e167af3737
Display Server support
2020-04-08 01:47:09 +02:00
Hugo Locurcio
bcaf853767
Tweak rendering quality property hint strings for consistency
...
- Include a performance indication for all hints, not just for
non-default values.
- Fix leading/trailing whitespace in some property hints.
2020-04-07 20:01:13 +02:00
qarmin
b5fd03fc36
Free items before finishing rendering server
2020-04-07 19:12:07 +02:00
qarmin
853f677c7e
Fixed leak with SpecularMergeShaderRD
2020-04-04 17:48:30 +02:00
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
Rémi Verschelde
aeb95ef006
Merge pull request #37438 from clayjohn/VULKAN-sky-invert
...
Invert Sky subpass cubemap z direction
2020-04-03 15:59:26 +02:00
Ignacio Etcheverry
27ddb27da8
Fix C# bindings after recent breaking changes
2020-04-03 01:38:48 +02:00