godot/servers/rendering/renderer_rd/effects
reduz 455c06ecd4 Implement Vector4, Vector4i, Projection
Implement built-in classes Vector4, Vector4i and Projection.

* Two versions of Vector4 (float and integer).
* A Projection class, which is a 4x4 matrix specialized in projection types.

These types have been requested for a long time, but given they were very corner case they were not added before.
Because in Godot 4, reimplementing parts of the rendering engine is now possible, access to these types (heavily used by the rendering code) becomes a necessity.

**Q**: Why Projection and not Matrix4?
**A**: Godot does not use Matrix2, Matrix3, Matrix4x3, etc. naming convention because, within the engine, these types always have a *purpose*. As such, Godot names them: Transform2D, Transform3D or Basis. In this case, this 4x4 matrix is _always_ used as a _Projection_, hence the naming.
2022-07-23 14:00:01 +02:00
..
bokeh_dof.cpp Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
bokeh_dof.h Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
copy_effects.cpp Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
copy_effects.h Move screen space effects into a separate class 2022-07-19 13:27:39 +10:00
resolve.cpp Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
resolve.h Split GI effects and fix stereoscopic rendering of GI effects 2022-06-22 12:50:17 +10:00
SCsub Splitting tonemapper into its own class 2022-04-28 15:00:30 +10:00
ss_effects.cpp Implement Vector4, Vector4i, Projection 2022-07-23 14:00:01 +02:00
ss_effects.h Implement Vector4, Vector4i, Projection 2022-07-23 14:00:01 +02:00
tone_mapper.cpp Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
tone_mapper.h Split out bokeh_dof and copy effects 2022-05-11 11:08:56 +10:00
vrs.cpp Fix various typos not caught by codespell 2022-07-21 07:38:23 -04:00
vrs.h Adding Variable Rate Shading support to Godot 2022-07-17 15:42:24 +10:00