Improve naming and organization of some manual articles

HTML5/Web moved to their own subfolder
Global Illumination moved to their own subfolder
UI, IO, Inputs sections titles adjusted
2D, 3D tutorials grouped to improve navigation
This commit is contained in:
Yuri Sizov
2023-02-26 17:13:58 +01:00
parent af256254cd
commit d524544e07
64 changed files with 104 additions and 45 deletions

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@@ -324,7 +324,13 @@ source,destination
/reference/shading_language.html,/learning/features/shading/shading_language.html
/reference/unity_to_godot.html,/learning/editor/unity_to_godot.html
/reference/variant_class.html,/development/cpp/variant_class.html
/tutorials/3d/introduction_to_global_illumination.html,/tutorials/3d/global_illumination/introduction_to_global_illumination.html
/tutorials/3d/faking_global_illumination.html,/tutorials/3d/global_illumination/faking_global_illumination.html
/tutorials/3d/inverse_kinematics.html,/community/tutorials/3d/inverse_kinematics.html
/tutorials/3d/reflection_probes.html,/tutorials/3d/global_illumination/reflection_probes.html
/tutorials/3d/sdfgi.html,/tutorials/3d/global_illumination/using_sdfgi.html
/tutorials/3d/using_lightmap_gi.html,/tutorials/3d/global_illumination/using_lightmap_gi.html
/tutorials/3d/using_voxel_gi.html,/tutorials/3d/global_illumination/using_voxel_gi.html
/tutorials/3d/vertex_animation/animating_thousands_of_fish.html,/tutorials/performance/vertex_animation/animating_thousands_of_fish.html
/tutorials/3d/vertex_animation/controlling_thousands_of_fish.html,/tutorials/performance/vertex_animation/controlling_thousands_of_fish.html
/tutorials/3d/vertex_animation/index.html,/tutorials/performance/vertex_animation/index.html
@@ -375,6 +381,9 @@ source,destination
/tutorials/optimization/using_multimesh.html,/tutorials/performance/using_multimesh.html
/tutorials/optimization/using_servers.html,/tutorials/performance/using_servers.html
/tutorials/platform/android_in_app_purchases.html,/tutorials/platform/android/android_in_app_purchases.html
/tutorials/platform/customizing_html5_shell.html,/tutorials/platform/web/customizing_html5_shell.html
/tutorials/platform/html5_shell_classref.html,/tutorials/platform/web/html5_shell_classref.html
/tutorials/platform/platform_html5.html,/tutorials/platform/web/index.html
/tutorials/plugins/android/android_plugin.html,/tutorials/platform/android/android_plugin.html
/tutorials/plugins/android/index.html,/tutorials/platform/android/index.html
/tutorials/plugins/gdnative/gdnative-c-example.html,/tutorials/scripting/gdnative/gdnative_c_example.html
1 source destination
324 /reference/shading_language.html /learning/features/shading/shading_language.html
325 /reference/unity_to_godot.html /learning/editor/unity_to_godot.html
326 /reference/variant_class.html /development/cpp/variant_class.html
327 /tutorials/3d/introduction_to_global_illumination.html /tutorials/3d/global_illumination/introduction_to_global_illumination.html
328 /tutorials/3d/faking_global_illumination.html /tutorials/3d/global_illumination/faking_global_illumination.html
329 /tutorials/3d/inverse_kinematics.html /community/tutorials/3d/inverse_kinematics.html
330 /tutorials/3d/reflection_probes.html /tutorials/3d/global_illumination/reflection_probes.html
331 /tutorials/3d/sdfgi.html /tutorials/3d/global_illumination/using_sdfgi.html
332 /tutorials/3d/using_lightmap_gi.html /tutorials/3d/global_illumination/using_lightmap_gi.html
333 /tutorials/3d/using_voxel_gi.html /tutorials/3d/global_illumination/using_voxel_gi.html
334 /tutorials/3d/vertex_animation/animating_thousands_of_fish.html /tutorials/performance/vertex_animation/animating_thousands_of_fish.html
335 /tutorials/3d/vertex_animation/controlling_thousands_of_fish.html /tutorials/performance/vertex_animation/controlling_thousands_of_fish.html
336 /tutorials/3d/vertex_animation/index.html /tutorials/performance/vertex_animation/index.html
381 /tutorials/optimization/using_multimesh.html /tutorials/performance/using_multimesh.html
382 /tutorials/optimization/using_servers.html /tutorials/performance/using_servers.html
383 /tutorials/platform/android_in_app_purchases.html /tutorials/platform/android/android_in_app_purchases.html
384 /tutorials/platform/customizing_html5_shell.html /tutorials/platform/web/customizing_html5_shell.html
385 /tutorials/platform/html5_shell_classref.html /tutorials/platform/web/html5_shell_classref.html
386 /tutorials/platform/platform_html5.html /tutorials/platform/web/index.html
387 /tutorials/plugins/android/android_plugin.html /tutorials/platform/android/android_plugin.html
388 /tutorials/plugins/android/index.html /tutorials/platform/android/index.html
389 /tutorials/plugins/gdnative/gdnative-c-example.html /tutorials/scripting/gdnative/gdnative_c_example.html

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@@ -114,9 +114,9 @@ the top-level ``index.html`` in a web browser.
tutorials/assets_pipeline/index
tutorials/audio/index
tutorials/export/index
tutorials/io/index
tutorials/i18n/index
tutorials/inputs/index
tutorials/io/index
tutorials/math/index
tutorials/navigation/index
tutorials/networking/index

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@@ -7,11 +7,35 @@
canvas_layers
2d_transforms
using_tilemaps
particle_systems_2d
2d_movement
Rendering
---------
.. toctree::
:maxdepth: 1
:name: toc-learn-features-2d-rendering
2d_lights_and_shadows
2d_meshes
custom_drawing_in_2d
2d_sprite_animation
particle_systems_2d
2d_antialiasing
custom_drawing_in_2d
Physics and movement
--------------------
.. toctree::
:maxdepth: 1
:name: toc-learn-features-2d-physics
2d_movement
Tools
-----
.. toctree::
:maxdepth: 1
:name: toc-learn-features-2d-tools
using_tilemaps

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@@ -2,8 +2,8 @@
.. _doc_particle_systems_2d:
Particle systems (2D)
=====================
2D particle systems
===================
Intro
-----

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@@ -243,7 +243,7 @@ In general, you should only rely on ambient light alone for simple scenes or
large exteriors. You may also do so to boost performance. Ambient light is fast
to render, but it doesn't provide the best lighting quality. It's better to
generate ambient light from :ref:`ReflectionProbe <doc_reflection_probes>`,
:ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_sdfgi>`, as these
:ref:`VoxelGI <doc_using_voxel_gi>` or :ref:`SDFGI <doc_using_sdfgi>`, as these
will simulate how indirect light propagates more accurately. Below is a comparison,
in terms of quality, between using a flat ambient color and a VoxelGI:
@@ -528,7 +528,7 @@ illumination for off-screen elements (unlike :abbr:`Screen-Space Indirect Lighti
.. seealso::
See :ref:`doc_sdfgi` for instructions on setting up this global
See :ref:`doc_using_sdfgi` for instructions on setting up this global
illumination technique.
.. image:: img/environment_sdfgi.webp

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.. _doc_global_illumination:
Global illumination
-------------------
.. toctree::
:maxdepth: 1
:name: toc-learn-features-3d-global-illumination
introduction_to_global_illumination
using_voxel_gi
using_sdfgi
using_lightmap_gi
reflection_probes
faking_global_illumination

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@@ -317,18 +317,18 @@ User work needed
- **ReflectionProbe:** Placed manually by the user.
.. |good| image:: img/good.webp
.. |good| image:: img/score_good.webp
.. |average| image:: img/average.webp
.. |average| image:: img/score_average.webp
.. |bad| image:: img/bad.webp
.. |bad| image:: img/score_bad.webp
Summary
^^^^^^^
If you are unsure about which GI technique to use:
- For desktop games, it's a good idea to start with :ref:`SDFGI <doc_sdfgi>`
- For desktop games, it's a good idea to start with :ref:`SDFGI <doc_using_sdfgi>`
first as it requires the least amount of setup. Move to other GI techniques
later if needed. To improve performance on low-end GPUs and integrated
graphics, consider adding an option to disable SDFGI or :ref:`VoxelGI

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@@ -7,7 +7,7 @@ As stated in the :ref:`doc_standard_material_3d`, objects can show reflected and
diffuse light. Reflection probes are used as a source of reflected *and* ambient
light for objects inside their area of influence. They can be used to provide
more accurate reflections than :ref:`VoxelGI <doc_using_voxel_gi>` and
:ref:`SDFGI <doc_sdfgi>` while being fairly cheap on system resources.
:ref:`SDFGI <doc_using_sdfgi>` while being fairly cheap on system resources.
Since reflection probes can also store ambient light, they can be used as a
low-end alternative to VoxelGI and SDFGI when :ref:`baked lightmaps

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@@ -5,7 +5,7 @@ Using Lightmap global illumination
Baked lightmaps are a workflow for adding indirect (or fully baked)
lighting to a scene. Unlike the :ref:`VoxelGI <doc_using_voxel_gi>` and
:ref:`SDFGI <doc_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
:ref:`SDFGI <doc_using_sdfgi>` approaches, baked lightmaps work fine on low-end PCs
and mobile devices, as they consume almost no resources at run-time. Also unlike
VoxelGI and SDFGI, baked lightmaps can optionally be used to store direct
lighting, which provides even further performance gains.

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.. _doc_sdfgi:
.. _doc_using_sdfgi:
Signed distance field global illumination (SDFGI)
=================================================

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introduction_to_3d
using_transforms
procedural_geometry/index
3d_text
Rendering
---------
.. toctree::
:maxdepth: 1
:name: toc-learn-features-3d-rendering
3d_rendering_limitations
standard_material_3d
lights_and_shadows
physical_light_and_camera_units
environment_and_post_processing
3d_antialiasing
resolution_scaling
volumetric_fog
high_dynamic_range
using_gridmaps
using_multi_mesh_instance
csg_tools
procedural_geometry/index
3d_text
mesh_lod
visibility_ranges
occlusion_culling
variable_rate_shading
global_illumination/index
environment_and_post_processing
volumetric_fog
3d_antialiasing
Global illumination
-------------------
Optimization
------------
.. toctree::
:maxdepth: 1
:name: toc-learn-features-3d-global-illumination
:name: toc-learn-features-3d-optimization
introduction_to_global_illumination
using_voxel_gi
sdfgi
using_lightmap_gi
reflection_probes
faking_global_illumination
using_multi_mesh_instance
mesh_lod
visibility_ranges
occlusion_culling
resolution_scaling
variable_rate_shading
Tools
-----
.. toctree::
:maxdepth: 1
:name: toc-learn-features-3d-tools
csg_tools
using_gridmaps

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@@ -268,7 +268,7 @@ Emission
*Emission* specifies how much light is emitted by the material (keep in mind this
does not include light surrounding geometry unless :ref:`VoxelGI <doc_using_voxel_gi>`
or :ref:`SDFGI <doc_sdfgi>` are used). This value is added to the resulting
or :ref:`SDFGI <doc_using_sdfgi>` are used). This value is added to the resulting
final image and is not affected by other lighting in the scene.
.. image:: img/spatial_material15.png

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Inputs
======
Input handling
==============
.. toctree::
:maxdepth: 1

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Input and Output (I/O)
======================
File and data I/O
=================
.. toctree::
:maxdepth: 1

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android/index
ios/index
platform_html5
web/index
consoles

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.. _doc_user_interface:
User Interface (UI)
User interface (UI)
===================
In this section of the tutorial we explain the basics of creating a graphical