Commit Graph

34 Commits

Author SHA1 Message Date
e88e30c273 Remove unused headers in servers.
Co-authored-by: bruvzg <7645683+bruvzg@users.noreply.github.com>
2024-12-20 18:51:01 +08:00
7c015a768f Merge pull request #99958 from lander-vr/reflection-probe-blend-property
Add Blend Distance property to ReflectionProbe
2024-12-12 16:13:32 -06:00
189c8eb671 Implement shadowmasks for LightmapGI
Co-authored-by: dearthdev <nathandearthdev@gmail.com>
2024-12-12 11:00:28 +01:00
05010180ce ReflectionProbe add Blend Distance 2024-12-05 23:29:47 +01:00
1b5a15d5d1 Correctly check time since shadow was allocated in atlas to avoid unnecessary re-allocations
Co-authored-by: jitspoe <jitspoe@yahoo.com>
2024-12-05 11:13:37 -08:00
cfc05c5e0f Merge pull request #85338 from EMBYRDEV/shadow-caster-mask
Add `shadow_caster_mask` to Light3D.
2024-10-24 13:22:59 -05:00
359aaa48ee Fixed OpenGL shadow textures not honoring texture type when reusing textures 2024-09-03 07:12:51 +02:00
ef9bb1a207 Implement support for bicubic lightmap filtering
Co-authored-by: Calinou <hugo.locurcio@hugo.pro>
2024-08-19 09:52:09 +02:00
a54b71bbdf Add shadow_caster_mask to Light3D. 2024-08-12 00:17:11 +01:00
509d8dba2a Add reflection probe support to compatibility renderer using 2 probe approach. 2024-04-09 16:53:28 +10:00
17e489b93d Fix OpenGL: _shadow_atlas_find_shadow: Condition "!sli" is true. 2024-04-05 09:24:15 +07:00
d950f5f838 Use Reverse Z for the depth buffer 2024-04-04 13:54:15 +02:00
a5d3d23db4 Fix never ending loop with overlapping probes 2024-03-05 10:07:56 +11:00
294f16c862 Consistently use system_fbo instead of binding 0 as it is needed for iOS devices 2024-02-25 13:52:41 -08:00
25f573ca63 Add a reflection mask to the reflection probes.
Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2024-01-20 08:07:31 +01:00
e06ac4d40c Fix radiance for sky in GLES stereo rendering 2023-12-12 13:35:39 +11:00
749f60ee36 OpenGL: Implement rendering of lightmaps 2023-12-04 18:34:06 -06:00
59cd86f89d Fix compatibility shadow size not being initialised 2023-10-11 22:02:38 +11:00
cb7200b028 Implement 3D shadows in the GL Compatibility renderer 2023-09-28 09:39:26 +02:00
3565d1bf7e [Drivers,Platform] Replace ERR_FAIL_COND with ERR_FAIL_NULL where applicable 2023-09-12 20:13:32 +02:00
36a005fafc Add RENDERING_INFO parameters to GL Compatibility renderer
This also fixes RENDERING_INFO_TOTAL_PRIMITIVES_IN_FRAME for the RD renderers as it was incorrectly reporting vertex/index count at times

This also adds memory tracking to textures and buffers to catch memory leaks.

This also cleans up some memory leaks that the new system caught.
2023-06-16 09:10:00 +02:00
14494e08d1 Initialize light intensity parameter before use.
Unlike renderer_rd, the gles3 light storage fails to initialize
the intensity of the light.
To avoid using garbage memory, possibly NaN, we use the same
default value that renderer_rd uses.
Fixes #76956
2023-05-11 09:46:46 -07:00
56450fb179 Implement cull_mask for decals and lights in mobile and compatibility backends 2023-02-06 12:12:47 -08:00
a59819630d Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
- Extents are replaced by Size (Size is Extents * 2)
- The UI text displays 'Size'
- Snapping is adjusted to work with Size
- _set and _get handle extents for compatibility

Co-authored-by: ator-dev <dominic.codedeveloper@gmail.com>
2023-01-31 20:04:11 +01:00
d95794ec8a One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00
e886a7af81 Cleanup and improve sky render 2022-12-23 19:45:19 +11:00
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
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
09bedcead4 Add a per-light volumetric fog energy property
Per-light energy gives more control to the user on the final result of
volumetric fog. Specific lights can be fully excluded from volumetric fog
by setting their volumetric fog energy to 0, which improves performance
slightly. This can also be used to prevent short-lived dynamic effects
from poorly interacting with volumetric fog, as it's updated over several
frames by default unless temporal reprojection is disabled.

Volumetric fog shadows now obey Light3D's Shadow Opacity property as well.

The shadow fog fade property was removed as it had little visible impact
on the final scene's rendering.
2022-08-30 20:03:38 +02:00
59e11934d8 Rename str2var to str_to_var and similar
Affects the Math class, a good chunk of the audio code, and a lot of other miscellaneous classes, too.

- `var2str` -> `var_to_str`
- `str2var` -> `str_to_var`
- `bytes2var` -> `bytes_to_var`
- `bytes2var_with_objects` -> `bytes_to_var_with_objects`
- `var2bytes` -> `var_to_bytes`
- `var2bytes_with_objects` -> `var_to_bytes_with_objects`
- `linear2db` -> `linear_to_db`
- `db2linear` -> `db_to_linear`
- `deg2rad` -> `deg_to_rad`
- `rad2deg` -> `rad_to_deg`

- `dict2inst` -> `dict_to_inst`
- `inst2dict` -> `inst_to_dict`
2022-08-26 14:58:22 +02:00
baaa7503c7 Add a shadow opacity property to Light3D
This can be used to make shadows translucent for a specific light.

The light distance fade system also uses this to smoothly fade the shadow
when the light fade transition distance is greater than 0.
2022-08-07 11:06:32 +02:00
ecfcfd97fa Split dependency logic
Split FOG
Split visibility notifier
Final cleanup of storage classes
2022-06-28 00:10:29 +10:00
fefa4a573a Add LightStorage functions to GLES3 renderer 2022-04-28 13:51:47 -07:00
b6faf6c6c0 Move light, reflection probe and lightmap into LightStorage 2022-04-17 13:13:18 +10:00