David House
6e9d31f602
Implemented multimesh_get_buffer_rd_rid function into RenderingServer.
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Fixed style error.
Updated dummy mesh_storage to move from cpp to h the return of a blank Rid on _multimesh_get_buffer_rd_rid.
2024-11-14 15:52:08 -06:00
Thaddeus Crews
11b90086b7
Merge pull request #96705 from elmajime/camera_from_external_feed
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Add support for external camera feed from external plugin on Android
2024-11-04 21:51:50 -06:00
maxime.chambefort
6f846eb5c5
Added external camera feed from external plugin on Android
2024-10-30 18:30:28 +01:00
Adam Scott
0d350e7108
Set clang-format RemoveSemicolon
rule to true
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- Set clang-format `Standard` rule to `c++20`
2024-10-25 13:49:43 -04:00
Thaddeus Crews
cfc05c5e0f
Merge pull request #85338 from EMBYRDEV/shadow-caster-mask
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Add `shadow_caster_mask` to Light3D.
2024-10-24 13:22:59 -05:00
Dario
e2c6daf7ef
Implement asynchronous transfer queues, thread guards on RenderingDevice. Add ubershaders and rework pipeline caches for Forward+ and Mobile.
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- Implements asynchronous transfer queues from PR #87590 .
- Adds ubershaders that can run with specialization constants specified as push constants.
- Pipelines with specialization constants can compile in the background.
- Added monitoring for pipeline compilations.
- Materials and shaders can now be created asynchronously on background threads.
- Meshes that are loaded on background threads can also compile pipelines as part of the loading process.
2024-10-02 15:11:58 -03:00
Thaddeus Crews
9f9ee0c813
SCons: Add unobtrusive type hints in SCons files
2024-09-25 09:34:35 -05:00
David Snopek
1a6f8512bc
Add external texture support (GLES3)
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Co-authored-by: Fredia Huya-Kouadio <fhuyakou@gmail.com>
Co-authored-by: Mauricio Narvaez <nvz@meta.com>
2024-09-20 10:48:32 -05:00
Thaddeus Crews
b37fc1014a
Style: Apply new clang-format
changes
2024-09-20 08:09:48 -05:00
David Snopek
7d56b09f23
Expose a function to create textures from a native handle in the compatibility renderer
2024-09-19 09:05:32 -05:00
rune-scape
f04a9bb630
Avoid const_cast in mesh_storage.h
2024-08-28 14:46:03 -07:00
Ricardo Buring
1728f80e7c
Fixed Timestep Interpolation: MultiMesh
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Adds fixed timestep interpolation to multimeshes.
Co-authored-by: lawnjelly <lawnjelly@gmail.com>
2024-08-18 17:14:59 +02:00
Hannah Crawford
a54b71bbdf
Add shadow_caster_mask
to Light3D.
2024-08-12 00:17:11 +01:00
Bastiaan Olij
1690ede988
Track compositor effects that use motion vectors so we enable required logic
2024-06-12 12:37:18 +10:00
Rémi Verschelde
a2fc5e2d78
Merge pull request #89894 from BastiaanOlij/improve_foveated_rendering
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Improvements to VRS/Foveated rendering
2024-05-04 11:52:15 +02:00
Bastiaan Olij
9042ddf19f
Improvements to VRS/Foveated rendering
2024-05-03 17:20:30 +10:00
K. S. Ernest (iFire) Lee
f9b488508c
Add PackedVector4Array Variant type
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Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Rémi Verschelde <rverschelde@gmail.com>
2024-05-03 00:58:27 +02:00
clayjohn
e8bb0a5719
Add adjustments and color correction to Compatibility renderer
2024-04-25 12:24:51 -07:00
jitspoe
a0969a0931
Shadow fade for omni lights actually stops the shadow from updating while faded out to improve performance.
2024-03-25 21:25:56 -04:00
Thaddeus Crews
9903e6779b
Enforce template syntax typename
over class
2024-03-07 22:39:09 -06:00
Bastiaan Olij
a5d3d23db4
Fix never ending loop with overlapping probes
2024-03-05 10:07:56 +11:00
Rémi Verschelde
652438a395
Merge pull request #87360 from BastiaanOlij/gles_glow
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Implement glow/bloom on compatibility renderer
2024-02-20 23:59:48 +01:00
Bastiaan Olij
aa260e5f3d
Implement glow/bloom on compatibility renderer
2024-02-19 13:29:43 +11:00
Bastiaan Olij
5a98845655
Implement hooks into renderer
2024-02-18 21:54:21 +11:00
Eidolon
08f4560e69
Add optional depth fog
2024-02-17 22:39:34 -03:00
Arman Elgudzhyan
7ac8365e11
Support custom AABB within MultiMesh resources
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- Supporting custom AABB on the MultiMesh resource itself allows us to prevent costly runtime AABB recalculations.
- Should also help improve CPU Particle performance.
2024-02-15 22:37:07 -08:00
vittorioromeo
55ed34e37c
Use '_v' shorthand for type traits and 'if constexpr' where appropriate
2024-02-02 15:43:21 +01:00
Yuri Sizov
2ce450f8bc
Merge pull request #84894 from clayjohn/tangent-error-message
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Store ArrayMesh path in RenderingServer for use in error messages
2024-01-24 14:07:47 +01:00
Marcel Offermans
25f573ca63
Add a reflection mask to the reflection probes.
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Co-authored-by: Bastiaan Olij <mux213@gmail.com>
2024-01-20 08:07:31 +01:00
Bastiaan Olij
47983e30c5
Ensure 2D MSAA resolve is performed when 3D content but no 2D content in scene
2023-11-16 13:34:34 +11:00
clayjohn
ead36fdcc4
Store ArrayMesh path in RenderingServer for use in error messages
2023-11-14 16:27:10 +01:00
QbieShay
c228fe1a0d
Particle internal refactor and additions for more artistic control
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Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
Co-authored-by: A Thousand Ships <96648715+AThousandShips@users.noreply.github.com>
Co-authored-by: Raul Santos <raulsntos@gmail.com>
Co-authored-by: Mew Pur Pur <85438892+MewPurPur@users.noreply.github.com>
Co-authored-by: Clay John <claynjohn@gmail.com>
2023-10-10 20:03:35 +02:00
A Thousand Ships
fdd3d36c6d
[Servers] Replace ERR_FAIL_COND
with ERR_FAIL_NULL
where applicable
2023-09-25 18:45:30 +02:00
Dario
057367bf4f
Add FidelityFX Super Resolution 2.2 (FSR 2.2.1) support.
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Introduces support for FSR2 as a new upscaler option available from the project settings. Also introduces an specific render list for surfaces that require motion and the ability to derive motion vectors from depth buffer and camera motion.
2023-09-25 10:37:47 -03:00
Dario
293302ccd8
Add motion vector support for GPU 3D Particles.
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Add the capability of resizing the transforms buffer for particles to be double its size and alternate where the current output is written to. Only works for particles that use index as their draw order.
2023-08-28 10:56:02 -03:00
clayjohn
57eb762bae
Add option to enable HDR rendering in 2D
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This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance
Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
2023-08-07 11:24:03 +02:00
Yuri Sizov
1fe49e7271
Merge pull request #79142 from BastiaanOlij/register_render_buffers
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Expose RenderSceneBuffers(RD) through ClassDB
2023-07-27 15:22:27 +02:00
Bastiaan Olij
4874b96033
Expose RenderingSceneBuffers through ClassDB
2023-07-26 23:48:30 +10:00
Bastiaan Olij
63d6e9c557
Add custom texture create function
2023-07-26 20:46:34 +10:00
bitsawer
23c375d6b4
Fix shader uniform storage conversions and crash
2023-05-29 15:17:13 +03:00
Markus Grafen
8a3e829930
(Re-)Implemented Light3D's property "shadow_reverse_cull_face"
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The parameter shadow_reverse_cull_face is now passed to the shadow pass so that the mesh back-faces are used for shadow map calculation.
2023-05-19 19:22:10 +02:00
Bastiaan Olij
c328676d96
For GDExternal use, provides access to internal graphics handles for textures
2023-05-09 13:47:22 +10:00
Bastiaan Olij
70dca9ff55
Merge duplicate rd_texture functions
2023-03-10 21:37:01 +11:00
clayjohn
c69b14e96e
Add warnings for unsupported features in mobile and gl_compatibility backends
2023-02-26 12:28:02 -08:00
clayjohn
56450fb179
Implement cull_mask for decals and lights in mobile and compatibility backends
2023-02-06 12:12:47 -08:00
Rémi Verschelde
3eb1ac9fd2
Merge pull request #72075 from Maran23/extents-to-size
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Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
2023-02-01 07:30:09 +01:00
Marius Hanl
a59819630d
Replace Extents with Size in VoxelGI, ReflectionProbe, FogVolume, Decal and GPUParticles*3D
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- 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
clayjohn
eb9c2b878a
Automatically transform Skeleton2D calculations so pivots are not needed
2023-01-27 14:55:22 -08:00
clayjohn
49bebf2bfb
Sort decals and lights based on camera origin
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Also implement sort_offset for decals
Co-authored-by: Hugo Locurcio <hugo.locurcio@hugo.pro>
2023-01-20 09:58:17 -08:00
Bastiaan Olij
478c37deb8
Improving communication of scaling settings to renderer implementation
2023-01-13 12:54:15 +11:00