Commit graph

18 commits

Author SHA1 Message Date
clayjohn
4f82b1bd20 Use IGN instead of white noise for sky dithering 2022-05-24 10:57:07 -07:00
Rémi Verschelde
c273ddc3ee Style: Partially apply clang-tidy's cppcoreguidelines-pro-type-member-init
Didn't commit all the changes where it wants to initialize a struct
with `{}`. Should be reviewed in a separate PR.

Option `IgnoreArrays` enabled for now to be conservative, can be
disabled to see if it proposes more useful changes.

Also fixed manually a handful of other missing initializations / moved
some from constructors.
2022-05-02 16:28:25 +02:00
Hugo Locurcio
bc2ca2ebcf
Add dithering to ProceduralSkyMaterial to combat banding
Dithering was already present in PhysicalSkyMaterial. This brings
it to ProceduralSkyMaterial as well, with the same algorithm
and default intensity.
2022-04-09 18:29:41 +02:00
Hugo Locurcio
56b604bef7
Add sky cover texture for ProceduralSkyMaterial
This brings PhysicalSkyMaterial's Night Sky functionality to
ProceduralSkyMaterial, but in a more powerful and general fashion.

This can be used to display stars at night, or clouds at day and night.
For clouds, it won't be physically accurate, but it can look good still.

The Sky Cover Modulate property can be used to adjust the sky cover's
colors and opacity in real-time, which is useful for day/night or weather
transitions.
2022-02-12 18:39:57 +01:00
Brennen Green
0695440124 Add shader cache and filter variable to PanoramaSkyMaterial 2022-01-14 23:30:27 -05:00
Rémi Verschelde
fe52458154
Update copyright statements to 2022
Happy new year to the wonderful Godot community!
2022-01-03 21:27:34 +01:00
clayjohn
8c949016ff Hide render_priority except when using SpatialMaterials 2021-10-04 08:48:58 -07:00
reduz
67e5715dbf Make Sky initialize shaders only once
* Create the shader on demand.
* Makes sure compilation happens only once, then shader is cached.
* Speeds up scene loading times.
* Speeds up editor initialization.
2021-07-21 09:23:51 -03:00
reduz
cdb216f4e4 Added ability to visualize native shaders 2021-01-06 09:40:09 -03:00
Rémi Verschelde
b5334d14f7
Update copyright statements to 2021
Happy new year to the wonderful Godot community!

2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.

We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)

Here's to a great year 2021 for all Godot users 🎆
2021-01-01 20:19:21 +01:00
reduz
127458ed17 Reorganized core/ directory, it was too fatty already
-Removed FuncRef, since Callable makes it obsolete
-Removed int_types.h as its obsolete in c++11+
-Changed color names code
2020-11-07 20:17:12 -03:00
Marcel Admiraal
26fcf2b04c Add override keywords. 2020-07-10 13:56:54 +01:00
clayjohn
4408efade3 Add night sky to PhysicalSkyMaterial 2020-05-16 12:59:55 -07:00
Rémi Verschelde
0be6d925dc Style: clang-format: Disable KeepEmptyLinesAtTheStartOfBlocks
Which means that reduz' beloved style which we all became used to
will now be changed automatically to remove the first empty line.

This makes us lean closer to 1TBS (the one true brace style) instead
of hybridating it with some Allman-inspired spacing.

There's still the case of braces around single-statement blocks that
needs to be addressed (but clang-format can't help with that, but
clang-tidy may if we agree about it).

Part of #33027.
2020-05-14 16:54:55 +02:00
clayjohn
7cd2ff309c Add light size to Sky Shaders 2020-04-17 09:32:24 -07:00
Rémi Verschelde
60d486acc8 Fix copyright headers for recently added files 2020-03-28 13:29:29 +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