Commit graph

89 commits

Author SHA1 Message Date
Juan Linietsky
33b5c57199 Variant: Added 64-bit packed arrays, renamed Variant::REAL to FLOAT.
- Renames PackedIntArray to PackedInt32Array.
- Renames PackedFloatArray to PackedFloat32Array.
- Adds PackedInt64Array and PackedFloat64Array.
- Renames Variant::REAL to Variant::FLOAT for consistency.

Packed arrays are for storing large amount of data and creating stuff like
meshes, buffers. textures, etc. Forcing them to be 64 is a huge waste of
memory. That said, many users requested the ability to have 64 bits packed
arrays for their games, so this is just an optional added type.

For Variant, the float datatype is always 64 bits, and exposed as `float`.

We still have `real_t` which is the datatype that can change from 32 to 64
bits depending on a compile flag (not entirely working right now, but that's
the idea). It affects math related datatypes and code only.

Neither Variant nor PackedArray make use of real_t, which is only intended
for math precision, so the term is removed from there to keep only float.
2020-02-25 12:55:53 +01:00
Handola
697b8a891e Fix bind method set_override_exposure_enabled of CameraEffects 2020-02-14 20:05:54 +01:00
Rémi Verschelde
54ac8eaba6 Remove more deprecated methods and code 2020-02-13 12:37:45 +01:00
Rémi Verschelde
0e3d625737 doc: Sync classref with current source
Lots of internal API changes and some docstrings were lost in the conversion.
I manually salvaged many of them but for all the rendering-related ones, an
additional pass is needed.

Added missing enum bindings in BaseMaterial3D and VisualServer.
2020-02-12 12:37:13 +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
b859e69919 -Refactored post processing, re-added glow and added a mix blend mode. 2020-02-11 12:14:21 +01:00
Juan Linietsky
6deffa62fb Several fixes to 3D rendering, and multimesh implementation. 2020-02-11 12:01:22 +01:00
Juan Linietsky
2d6a916835 Environment sky more or less working. 2020-02-11 12:01:05 +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
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
Hugo Locurcio
639c9b3a35
Only display Environment sky rotation in degrees in the Inspector
This makes it consistent with Spatial.
2019-11-26 18:57:29 +01:00
clayjohn
afaa68628a updated defaults and documentation for GLES2 glow 2019-10-01 07:55:04 -07:00
clayjohn
82f63633d1 Implement DOF blur, Glow, and BCS in GLES2 2019-09-30 08:04:31 -07:00
Hugo Locurcio
bc1b2b96e1
Tweak the default fog depth end to use a fixed value
The previous value (0) was a special case in the fog shader.
It made the shader use the Camera's `far` value as the fog depth end
value, which led to an inconsistency in the fog rendering between
the editor and a running project. This is because the editor camera
uses a `far` property of 500 by default, whereas the Camera node's
`far` property is set to 100 by default.

The new fixed value is equal to the default `far` property in Camera,
which leads to a consistent appearance between the editor and a running
project.

This closes #31686.
2019-08-27 18:32:05 +02:00
Hugo Locurcio
d1a35b5a97
Invert and adjust the default fog height values
This makes height fog appear at the bottom of the scene
(instead of the top), which is generally the expected result.

This also tweaks the fog height setting hint to be more flexible.

This closes #30709.
2019-08-07 18:21:44 +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
Hugo Locurcio
eb0cced3c0
Improve SSAO performance and quality
This decreases the number of samples significantly, leading to a
notable performance increase with only a very slight loss in
visual quality.

This also tweaks the default SSAO settings to use 3×3 blurring,
which makes noise patterns much less visible.
2019-05-26 12:01:01 +02:00
Rémi Verschelde
13c50e8aa5
Merge pull request #25481 from hpvb/fix-ubsan-asan-reports
Fix many asan and ubsan reported issues
2019-02-12 12:21:01 +01:00
Bastiaan Olij
edc5628541 Hide new sky properties if we don't have sky as a background 2019-02-06 21:27:31 +11:00
Hein-Pieter van Braam
d308eb091a Fix many asan and ubsan reported issues
This allows most demos to run without any ubsan or asan errors. There
are still some things in thirdpart/ and some things in AudioServer that
needs a look but this fixes a lot of issues. This should help debug less
obvious issues, hopefully.

This fixes #25217 and fixes #25218
2019-01-30 06:43:56 +01:00
Juan Linietsky
81180b266a Hide worldenvironment settings not relevant in GLES2. Fixes #23281 2019-01-14 12:59:31 -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
Bastiaan Olij
f3dd3c0830 Adding option to re-orient our sky 2018-12-15 19:41:34 +11:00
Rémi Verschelde
dd06f6ee70 Fix style issues and signature mismatch 2018-11-28 10:21:07 +01:00
Juan Linietsky
af8d941c55 Added luminance capping to avoid glitches on small dots. closes #17996 2018-11-28 01:22:20 -03:00
Dominique LaSalle
6eae6247e4 Add parameter for fog max depth and use alpha as density. 2018-11-13 17:19:11 -08:00
Rémi Verschelde
8c9c1d6882
Merge pull request #21436 from CptPotato/tonemap-fixes
tonemapping fixes
2018-10-02 15:42:15 +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
alex-poe
5cd00c3780 fix reinhard tonemapper, modified filmic tonemapper, added internal exposure bias 2018-08-27 10:08:38 +02:00
Juan Linietsky
7fc2367508 Added ability for SSAO to affect AO textures too 2018-07-02 16:50:52 -03:00
Bojidar Marinov
9b8e8b2220
Bind many more properties to scripts
Notable potentially breaking changes:
- PROPERTY_USAGE_NOEDITOR is now PROPERTY_USAGE_STORAGE | PROPERTY_USAGE_NETWORK, without PROPERTY_USAGE_INTERNAL
- Some properties were renamed, and sometimes even shadowed by new ones
- New getter methods (some virtual) were added
2018-01-12 00:58:14 +02:00
Rémi Verschelde
e4213e66b2 Add missing copyright headers and fix formatting
Using `misc/scripts/fix_headers.py` on all Godot files.
Some missing header guards were added, and the header inclusion order
was fixed in the Bullet module.
2018-01-05 01:22:23 +01:00
firefly2442
f066991aa7 found via cppcheck:
remove code that will never run
make definition and declaration names for parameters match
change floats that were being set to bool values
remove pointer that is never used
2018-01-03 21:23:48 -07:00
Rémi Verschelde
b50a9114b1 Update copyright statements to 2018
Happy new year to the wonderful Godot community!
2018-01-01 14:40:47 +01:00
Juan Linietsky
09e6ce693d Set ambient contribution by default to 1, fixes #11850 2017-11-12 08:26:45 -03:00
Bastiaan Olij
e72a6644dc Missing binds for SSAOBlur enum caused issues compiling GDNative cpp_bindings 2017-10-23 21:27:12 +11:00
Juan Linietsky
b4f0f59d9f Many fixes to SSAO, should be good now. 2017-10-22 13:52:48 -03:00
Juan Linietsky
d4e20555e8 Ability to set a custom FOV makes it possible to use sky on orthogonal view. Closes #9186 2017-09-29 18:56:52 -03:00
Juan Linietsky
5ca3af3371 Ability to use a sky for reflection together with a background color. 2017-09-07 20:45:37 -03:00
Juan Linietsky
e8b05ca996 -Fixed screen edge SSAO filter, fixes #9678
-Raised the SSAO limits, making the effect a lot more useful
-Still pending to enable tresholding to avoid some hollow places
2017-08-29 11:46:02 -03:00
Rémi Verschelde
bd282ff43f Use HTTPS URL for Godot's website in the headers 2017-08-27 14:16:55 +02:00
Ignacio Etcheverry
32dd9a9f66 ClassDB: Provide the enum name of integer constants 2017-08-20 22:07:43 +02:00
M.H. Alkotob
92e74ed250 Fix console warning: Condition !env is true
The trivial yet astute fix was suggested by @bojidar-bg in IRC.
Compiling confirms it does the job, so thought I'd push a PR.
2017-08-14 14:48:35 +03:00
Rémi Verschelde
b47e6c0dba Merge pull request #10194 from Keetz/update-default-values
Updated default values in SpatialMaterial and Environment
2017-08-11 10:39:12 +02:00
Ignacio Etcheverry
2f290038d6 Removes type information from method binds 2017-08-10 07:17:50 +02:00
Rasmus Ketelsen
141aac48ff Updated default values in SpatialMaterial and Environment 2017-08-09 10:11:36 +02:00
Juan Linietsky
f5277e347d Fixes to glow and auto exposure, closes #9797, closes #9106 2017-07-26 00:40:32 -03:00
Juan Linietsky
25678b1876 -Renamed GlobalConfig to ProjectSettings, makes more sense.
-Added system for feature overrides, it's pretty cool :)
2017-07-19 17:06:03 -03:00