Commit graph

223 commits

Author SHA1 Message Date
Juan Linietsky
9e08742de8 Added a Window node, and made it the scene root.
Still a lot of work to do.
2020-03-26 15:49:38 +01:00
clayjohn
61a74739ca Working sky shader implementation 2020-03-21 20:43:44 -07:00
Bastiaan Olij
c3fee7ba6c Add shader based background mode 2020-03-19 18:30:39 -07:00
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
qarmin
1f209bfc41 Fixes bugs found by Sonarcloud and Coverity 2020-03-02 19:17:20 +01:00
Rémi Verschelde
2cf6ac6c50 Replace FALLTHROUGH macro by C++17 [[fallthrough]]
This attribute is now part of the standard we target so we no longer
need compiler-specific hacks.

Also enables -Wimplicit-fallthrough for Clang now that we can properly
support it. It's already on by default for GCC's -Wextra.

Fixes new warnings raised by Clang's -Wimplicit-fallthrough.
2020-02-23 00:52:50 +01:00
Juan Linietsky
3205a92ad8 PoolVector is gone, replaced by Vector
Typed `PoolTypeArray` types are now renamed `PackedTypeArray` and are
sugar for `Vector<Type>`.
2020-02-18 10:10:36 +01:00
Rémi Verschelde
d2537407ef Fix various GCC compilation warnings after Vulkan merge
Part of #36132.
2020-02-14 10:02:31 +01:00
Haoyu Qiu
4c42fb0eb7 Fixes friend declaration tag mismatch 2020-02-12 17:41:30 +08:00
Juan Linietsky
2049dec79e Added normalmap guided roughness mipmap generator, and a global roughness limiter. 2020-02-11 12:16:01 +01:00
Juan Linietsky
bed8980ca5 Re-implemented screen space ambient occlusion 2020-02-11 12:15:46 +01:00
Juan Linietsky
f8b5c5f063 DOF fully implemented, can be edited on the fly. 2020-02-11 12:15:26 +01:00
Juan Linietsky
f14defb6f9 WIP CameraEffects implementation (bokeh not working for now) 2020-02-11 12:15:03 +01:00
Juan Linietsky
bd364d1447 Auto exposure re-implemented in Vulkan 2020-02-11 12:14:23 +01:00
Juan Linietsky
b859e69919 -Refactored post processing, re-added glow and added a mix blend mode. 2020-02-11 12:14:21 +01:00
Juan Linietsky
b509c814fc Improved Voxel AO settings. 2020-02-11 12:05:05 +01:00
Juan Linietsky
2c67cc654f AO support for GIProbe (right on time for Godot Sprint!) 2020-02-11 12:03:55 +01:00
Juan Linietsky
76c6f39d99 GIProbe now generates a distance field on bake using CPU, for better compatibility 2020-02-11 12:03:54 +01:00
Juan Linietsky
561b431d85 Dynamic object support for GI Probes (a bit buggy still) 2020-02-11 12:03:52 +01:00
Juan Linietsky
965185c765 Better GIProbe quality settings. 2020-02-11 12:03:23 +01:00
Juan Linietsky
acf0f6c8a7 GIProbes working. 2020-02-11 12:03:20 +01:00
Juan Linietsky
123ee5995c Visual GPU profiler and related profiling support in Vulkan. 2020-02-11 12:01:26 +01:00
Juan Linietsky
6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky
9d7b7f931b Reflection probes working 2020-02-11 12:01:21 +01:00
Juan Linietsky
920db604d2 Rewrote large part of rendering, omni and spot shadows now work. 2020-02-11 12:01:18 +01:00
Juan Linietsky
2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +01:00
Juan Linietsky
449df8f688 Base 3D engine done, still untested, though. 2020-02-11 11:59:25 +01:00
Juan Linietsky
0586e18449 Custom material support seems complete. 2020-02-11 11:53:29 +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
Juan Linietsky
4f163972bb Refactored RID/RID_Owner to always use O(1) allocation.
* Implements a growing chunked allocator
* Removed redudant methods get and getptr, only getornull is supported now.
2020-02-11 11:53:26 +01:00
Hugo Locurcio
0cad2c0cd1
Add VisualServer methods to get the video adapter name and vendor
These methods can be used in scripts to retrieve the OpenGL
`GL_RENDERER` and `GL_VENDOR` strings (respectively).

This closes #28404.
2020-01-06 00:37:56 +01:00
Rémi Verschelde
fa82664419
Merge pull request #34726 from nekomatata/polygon2d-antialiasing-fix
Fixed antialiasing option for Polygon2D with concave/hollow shapes
2020-01-03 14:17:05 +01:00
PouleyKetchoupp
1591677eb8 Fixed antialiasing option for Polygon2D
Some cases were not handled properly for Polygon2D after making changes in common code to fix Line2D antialiasing. Added an option for drawing polygons to differentiate the two use cases.

Fixes #34568
2020-01-01 11:40:14 +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
Juan Linietsky
d81ddaf33e Added skin support and simplified APIs to override bone position. 2019-09-18 19:46:32 -03:00
Rémi Verschelde
6ba1b4e371
Merge pull request #29764 from Calinou/boot-splash-no-filter-option
Add an option to disable boot splash filtering
2019-06-16 10:39:53 +02:00
Hugo Locurcio
786a7341a7
Add an option to disable boot splash filtering
Disabling filtering is usually desired in projects using a pixel art style.

This closes #19415.
2019-06-15 23:53:39 +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
clayjohn
65c211d303 Implement ability to render viewports directly to screen 2019-05-13 15:20:15 -07:00
Rémi Verschelde
dd2cd06165
Merge pull request #25670 from aqnuep/bake_mode_affect_gi_prove
Disable GI probe capturing lights with bake mode disabled
2019-04-30 18:33:34 +02:00
Daniel Rakos
de33ef2d1b Disable GI probe capturing lights with bake mode disabled
The bake mode property of lights previously didn't affect GI probes.
This change makes the GI probe ignore lights that have their bake mode
set to disabled.
2019-04-23 11:36:36 +02:00
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
Bastiaan Olij
8349d4fbd9 Add option to have viewport render into supplied texture 2019-04-06 08:24:58 +11:00
Juan Linietsky
2f32a75d2e Skeletons can now choose between using local or world coords for processing, fixes #26468 2019-03-03 12:24:00 -03:00
marxin
8d51618949 Add -Wshadow=local to warnings and fix reported issues.
Fixes #25316.
2019-02-20 19:44:12 +01:00
JFonS
964338b06b Fix update of canvas AABB with update_when_visible
Ensure the AABB of canvas items is always updated when
`update_when_visible` is enabled.
2019-02-17 20:28:00 +01:00
Juan Linietsky
0c60d4c682 Properly get proxy texture size for canvas light, fixes #17067 2019-01-27 16:57:05 -03:00
Juan Linietsky
46af4b0a4b Changes to GLES2 renderer to not use cube shadows if not available, fixes #25132 2019-01-22 10:05:23 -03:00
Juan Linietsky
7478f468b2 Fixes to 2D lights, closes #24750 2019-01-17 10:40:36 -03:00
Rémi Verschelde
b16c309f82 Update copyright statements to 2019
Happy new year to the wonderful Godot community!
2019-01-01 12:58:10 +01:00