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-rw-r--r--.github/workflows/android_builds.yml4
-rw-r--r--.github/workflows/ios_builds.yml4
-rw-r--r--.github/workflows/javascript_builds.yml4
-rw-r--r--.github/workflows/linux_builds.yml4
-rw-r--r--.github/workflows/macos_builds.yml4
-rw-r--r--.github/workflows/static_checks.yml4
-rw-r--r--.github/workflows/windows_builds.yml4
-rw-r--r--core/config/engine.cpp30
-rw-r--r--core/config/engine.h7
-rw-r--r--core/core_bind.cpp35
-rw-r--r--core/core_bind.h7
-rw-r--r--doc/classes/@GlobalScope.xml4
-rw-r--r--doc/classes/Engine.xml22
-rw-r--r--doc/classes/GradientTexture.xml3
-rw-r--r--doc/classes/Image.xml1
-rw-r--r--doc/classes/VisualScriptCustomNodes.xml (renamed from modules/visual_script/doc_classes/VisualScriptEditor.xml)4
-rw-r--r--editor/plugins/animation_player_editor_plugin.cpp2
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp8
-rw-r--r--editor/plugins/texture_3d_editor_plugin.cpp2
-rw-r--r--editor/plugins/texture_layered_editor_plugin.cpp6
-rwxr-xr-xmisc/scripts/black_format.sh2
-rwxr-xr-xmisc/scripts/clang_format.sh2
-rwxr-xr-xmisc/scripts/file_format.sh2
-rw-r--r--modules/gdscript/tests/README.md8
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs15
-rw-r--r--modules/mono/glue/string_glue.cpp6
-rw-r--r--modules/visual_script/register_types.cpp12
-rw-r--r--modules/visual_script/visual_script_editor.cpp26
-rw-r--r--modules/visual_script/visual_script_editor.h18
-rw-r--r--platform/linuxbsd/crash_handler_linuxbsd.cpp10
-rw-r--r--platform/osx/crash_handler_osx.mm10
-rw-r--r--platform/windows/crash_handler_windows.cpp10
-rw-r--r--scene/3d/physics_body_3d.cpp59
-rw-r--r--scene/gui/color_picker.cpp4
-rw-r--r--scene/resources/animation.cpp15
-rw-r--r--scene/resources/animation.h3
-rw-r--r--scene/resources/primitive_meshes.cpp7
-rw-r--r--scene/resources/texture.cpp71
-rw-r--r--scene/resources/texture.h4
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h5
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp12
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h1
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp6
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp6
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp31
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.h13
-rw-r--r--servers/rendering/renderer_rd/renderer_storage_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp5
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.h1
-rw-r--r--servers/rendering/renderer_rd/shaders/blur_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl7
-rw-r--r--servers/rendering/renderer_rd/shaders/sky.glsl15
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl38
60 files changed, 447 insertions, 156 deletions
diff --git a/.github/workflows/android_builds.yml b/.github/workflows/android_builds.yml
index a618b69e30..5efeba4b5f 100644
--- a/.github/workflows/android_builds.yml
+++ b/.github/workflows/android_builds.yml
@@ -7,6 +7,10 @@ env:
SCONSFLAGS: platform=android verbose=yes warnings=extra werror=yes debug_symbols=no --jobs=2 module_text_server_fb_enabled=yes
SCONS_CACHE_LIMIT: 4096
+concurrency:
+ group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-android
+ cancel-in-progress: true
+
jobs:
android-template:
runs-on: "ubuntu-20.04"
diff --git a/.github/workflows/ios_builds.yml b/.github/workflows/ios_builds.yml
index 6f5ffcf42f..69809c6cb6 100644
--- a/.github/workflows/ios_builds.yml
+++ b/.github/workflows/ios_builds.yml
@@ -7,6 +7,10 @@ env:
SCONSFLAGS: platform=iphone verbose=yes warnings=extra werror=yes debug_symbols=no --jobs=2 module_text_server_fb_enabled=yes
SCONS_CACHE_LIMIT: 4096
+concurrency:
+ group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-ios
+ cancel-in-progress: true
+
jobs:
ios-template:
runs-on: "macos-latest"
diff --git a/.github/workflows/javascript_builds.yml b/.github/workflows/javascript_builds.yml
index 5124197d3d..25a063c3b2 100644
--- a/.github/workflows/javascript_builds.yml
+++ b/.github/workflows/javascript_builds.yml
@@ -9,6 +9,10 @@ env:
EM_VERSION: 2.0.27
EM_CACHE_FOLDER: 'emsdk-cache'
+concurrency:
+ group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-javascript
+ cancel-in-progress: true
+
jobs:
javascript-template:
runs-on: "ubuntu-20.04"
diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml
index e2b9fa8a7b..6fe76345f3 100644
--- a/.github/workflows/linux_builds.yml
+++ b/.github/workflows/linux_builds.yml
@@ -7,6 +7,10 @@ env:
SCONSFLAGS: platform=linuxbsd verbose=yes warnings=extra werror=yes debug_symbols=no --jobs=2 module_text_server_fb_enabled=yes
SCONS_CACHE_LIMIT: 4096
+concurrency:
+ group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-linux
+ cancel-in-progress: true
+
jobs:
linux-editor:
runs-on: "ubuntu-20.04"
diff --git a/.github/workflows/macos_builds.yml b/.github/workflows/macos_builds.yml
index abc561eaa9..2c9e0fa1a0 100644
--- a/.github/workflows/macos_builds.yml
+++ b/.github/workflows/macos_builds.yml
@@ -7,6 +7,10 @@ env:
SCONSFLAGS: platform=osx verbose=yes warnings=extra werror=yes debug_symbols=no --jobs=2 module_text_server_fb_enabled=yes
SCONS_CACHE_LIMIT: 4096
+concurrency:
+ group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-macos
+ cancel-in-progress: true
+
jobs:
macos-editor:
runs-on: "macos-latest"
diff --git a/.github/workflows/static_checks.yml b/.github/workflows/static_checks.yml
index 30468034ff..fd2e748076 100644
--- a/.github/workflows/static_checks.yml
+++ b/.github/workflows/static_checks.yml
@@ -1,6 +1,10 @@
name: 📊 Static Checks
on: [push, pull_request]
+concurrency:
+ group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-static
+ cancel-in-progress: true
+
jobs:
static-checks:
name: Static Checks (clang-format, black format, file format, documentation checks)
diff --git a/.github/workflows/windows_builds.yml b/.github/workflows/windows_builds.yml
index 1f9e3ac5e3..53febd353b 100644
--- a/.github/workflows/windows_builds.yml
+++ b/.github/workflows/windows_builds.yml
@@ -9,6 +9,10 @@ env:
SCONS_CACHE_MSVC_CONFIG: true
SCONS_CACHE_LIMIT: 3072
+concurrency:
+ group: ci-${{github.actor}}-${{github.head_ref || github.run_number}}-${{github.ref}}-windows
+ cancel-in-progress: true
+
jobs:
windows-editor:
# Windows 10 with latest image
diff --git a/core/config/engine.cpp b/core/config/engine.cpp
index 495670bc88..d8fbb50a75 100644
--- a/core/config/engine.cpp
+++ b/core/config/engine.cpp
@@ -199,17 +199,41 @@ bool Engine::is_printing_error_messages() const {
}
void Engine::add_singleton(const Singleton &p_singleton) {
+ ERR_FAIL_COND_MSG(singleton_ptrs.has(p_singleton.name), "Can't register singleton that already exists: " + String(p_singleton.name));
singletons.push_back(p_singleton);
singleton_ptrs[p_singleton.name] = p_singleton.ptr;
}
-Object *Engine::get_singleton_object(const String &p_name) const {
+Object *Engine::get_singleton_object(const StringName &p_name) const {
const Map<StringName, Object *>::Element *E = singleton_ptrs.find(p_name);
- ERR_FAIL_COND_V_MSG(!E, nullptr, "Failed to retrieve non-existent singleton '" + p_name + "'.");
+ ERR_FAIL_COND_V_MSG(!E, nullptr, "Failed to retrieve non-existent singleton '" + String(p_name) + "'.");
return E->get();
}
-bool Engine::has_singleton(const String &p_name) const {
+bool Engine::is_singleton_user_created(const StringName &p_name) const {
+ ERR_FAIL_COND_V(!singleton_ptrs.has(p_name), false);
+
+ for (const Singleton &E : singletons) {
+ if (E.name == p_name && E.user_created) {
+ return true;
+ }
+ }
+
+ return false;
+}
+void Engine::remove_singleton(const StringName &p_name) {
+ ERR_FAIL_COND(!singleton_ptrs.has(p_name));
+
+ for (List<Singleton>::Element *E = singletons.front(); E; E = E->next()) {
+ if (E->get().name == p_name) {
+ singletons.erase(E);
+ singleton_ptrs.erase(p_name);
+ return;
+ }
+ }
+}
+
+bool Engine::has_singleton(const StringName &p_name) const {
return singleton_ptrs.has(p_name);
}
diff --git a/core/config/engine.h b/core/config/engine.h
index e6b5df2d5a..ae33acede2 100644
--- a/core/config/engine.h
+++ b/core/config/engine.h
@@ -42,6 +42,7 @@ public:
StringName name;
Object *ptr;
StringName class_name; //used for binding generation hinting
+ bool user_created = false;
Singleton(const StringName &p_name = StringName(), Object *p_ptr = nullptr, const StringName &p_class_name = StringName());
};
@@ -109,8 +110,10 @@ public:
void add_singleton(const Singleton &p_singleton);
void get_singletons(List<Singleton> *p_singletons);
- bool has_singleton(const String &p_name) const;
- Object *get_singleton_object(const String &p_name) const;
+ bool has_singleton(const StringName &p_name) const;
+ Object *get_singleton_object(const StringName &p_name) const;
+ void remove_singleton(const StringName &p_name);
+ bool is_singleton_user_created(const StringName &p_name) const;
#ifdef TOOLS_ENABLED
_FORCE_INLINE_ void set_editor_hint(bool p_enabled) { editor_hint = p_enabled; }
diff --git a/core/core_bind.cpp b/core/core_bind.cpp
index efb4b84716..83a3b80803 100644
--- a/core/core_bind.cpp
+++ b/core/core_bind.cpp
@@ -2165,14 +2165,41 @@ bool Engine::is_in_physics_frame() const {
return ::Engine::get_singleton()->is_in_physics_frame();
}
-bool Engine::has_singleton(const String &p_name) const {
+bool Engine::has_singleton(const StringName &p_name) const {
return ::Engine::get_singleton()->has_singleton(p_name);
}
-Object *Engine::get_singleton_object(const String &p_name) const {
+Object *Engine::get_singleton_object(const StringName &p_name) const {
return ::Engine::get_singleton()->get_singleton_object(p_name);
}
+void Engine::register_singleton(const StringName &p_name, Object *p_object) {
+ ERR_FAIL_COND_MSG(has_singleton(p_name), "Singleton already registered: " + String(p_name));
+ ERR_FAIL_COND_MSG(p_name.operator String().is_valid_identifier(), "Singleton name is not a valid identifier: " + String(p_name));
+ ::Engine::Singleton s;
+ s.class_name = p_name;
+ s.name = p_name;
+ s.ptr = p_object;
+ s.user_created = true;
+ ::Engine::get_singleton()->add_singleton(s);
+ ;
+}
+void Engine::unregister_singleton(const StringName &p_name) {
+ ERR_FAIL_COND_MSG(!has_singleton(p_name), "Attempt to remove unregisteres singleton: " + String(p_name));
+ ERR_FAIL_COND_MSG(!::Engine::get_singleton()->is_singleton_user_created(p_name), "Attempt to remove non-user created singleton: " + String(p_name));
+ ::Engine::get_singleton()->remove_singleton(p_name);
+}
+
+Vector<String> Engine::get_singleton_list() const {
+ List<::Engine::Singleton> singletons;
+ ::Engine::get_singleton()->get_singletons(&singletons);
+ Vector<String> ret;
+ for (List<::Engine::Singleton>::Element *E = singletons.front(); E; E = E->next()) {
+ ret.push_back(E->get().name);
+ }
+ return ret;
+}
+
void Engine::set_editor_hint(bool p_enabled) {
::Engine::get_singleton()->set_editor_hint(p_enabled);
}
@@ -2220,6 +2247,10 @@ void Engine::_bind_methods() {
ClassDB::bind_method(D_METHOD("has_singleton", "name"), &Engine::has_singleton);
ClassDB::bind_method(D_METHOD("get_singleton", "name"), &Engine::get_singleton_object);
+ ClassDB::bind_method(D_METHOD("register_singleton", "name", "instance"), &Engine::register_singleton);
+ ClassDB::bind_method(D_METHOD("unregister_singleton", "name"), &Engine::unregister_singleton);
+ ClassDB::bind_method(D_METHOD("get_singleton_list"), &Engine::get_singleton_list);
+
ClassDB::bind_method(D_METHOD("set_editor_hint", "enabled"), &Engine::set_editor_hint);
ClassDB::bind_method(D_METHOD("is_editor_hint"), &Engine::is_editor_hint);
diff --git a/core/core_bind.h b/core/core_bind.h
index 1dbe49f418..a6fac63edd 100644
--- a/core/core_bind.h
+++ b/core/core_bind.h
@@ -639,8 +639,11 @@ public:
bool is_in_physics_frame() const;
- bool has_singleton(const String &p_name) const;
- Object *get_singleton_object(const String &p_name) const;
+ bool has_singleton(const StringName &p_name) const;
+ Object *get_singleton_object(const StringName &p_name) const;
+ void register_singleton(const StringName &p_name, Object *p_object);
+ void unregister_singleton(const StringName &p_name);
+ Vector<String> get_singleton_list() const;
void set_editor_hint(bool p_enabled);
bool is_editor_hint() const;
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 090ca5a033..585b94a522 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -1085,8 +1085,8 @@
<member name="TranslationServer" type="TranslationServer" setter="" getter="">
The [TranslationServer] singleton.
</member>
- <member name="VisualScriptEditor" type="VisualScriptEditor" setter="" getter="">
- The [VisualScriptEditor] singleton.
+ <member name="VisualScriptEditor" type="VisualScriptCustomNodes" setter="" getter="">
+ The [VisualScriptCustomNodes] singleton.
</member>
<member name="XRServer" type="XRServer" setter="" getter="">
The [XRServer] singleton.
diff --git a/doc/classes/Engine.xml b/doc/classes/Engine.xml
index 886a18900e..8b399f64c9 100644
--- a/doc/classes/Engine.xml
+++ b/doc/classes/Engine.xml
@@ -84,11 +84,16 @@
</method>
<method name="get_singleton" qualifiers="const">
<return type="Object" />
- <argument index="0" name="name" type="String" />
+ <argument index="0" name="name" type="StringName" />
<description>
Returns a global singleton with given [code]name[/code]. Often used for plugins, e.g. GodotPayments.
</description>
</method>
+ <method name="get_singleton_list" qualifiers="const">
+ <return type="PackedStringArray" />
+ <description>
+ </description>
+ </method>
<method name="get_version_info" qualifiers="const">
<return type="Dictionary" />
<description>
@@ -125,7 +130,7 @@
</method>
<method name="has_singleton" qualifiers="const">
<return type="bool" />
- <argument index="0" name="name" type="String" />
+ <argument index="0" name="name" type="StringName" />
<description>
Returns [code]true[/code] if a singleton with given [code]name[/code] exists in global scope.
</description>
@@ -136,6 +141,19 @@
Returns [code]true[/code] if the game is inside the fixed process and physics phase of the game loop.
</description>
</method>
+ <method name="register_singleton">
+ <return type="void" />
+ <argument index="0" name="name" type="StringName" />
+ <argument index="1" name="instance" type="Object" />
+ <description>
+ </description>
+ </method>
+ <method name="unregister_singleton">
+ <return type="void" />
+ <argument index="0" name="name" type="StringName" />
+ <description>
+ </description>
+ </method>
</methods>
<members>
<member name="editor_hint" type="bool" setter="set_editor_hint" getter="is_editor_hint" default="true">
diff --git a/doc/classes/GradientTexture.xml b/doc/classes/GradientTexture.xml
index 242a78b2e4..44da042dd4 100644
--- a/doc/classes/GradientTexture.xml
+++ b/doc/classes/GradientTexture.xml
@@ -14,6 +14,9 @@
<member name="gradient" type="Gradient" setter="set_gradient" getter="get_gradient">
The [Gradient] that will be used to fill the texture.
</member>
+ <member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
+ If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
+ </member>
<member name="width" type="int" setter="set_width" getter="get_width" default="2048">
The number of color samples that will be obtained from the [Gradient].
</member>
diff --git a/doc/classes/Image.xml b/doc/classes/Image.xml
index 34c5fb582e..5d79e22c49 100644
--- a/doc/classes/Image.xml
+++ b/doc/classes/Image.xml
@@ -180,6 +180,7 @@
<argument index="0" name="renormalize" type="bool" default="false" />
<description>
Generates mipmaps for the image. Mipmaps are precalculated lower-resolution copies of the image that are automatically used if the image needs to be scaled down when rendered. They help improve image quality and performance when rendering. This method returns an error if the image is compressed, in a custom format, or if the image's width/height is [code]0[/code].
+ [b]Note:[/b] Mipmap generation is done on the CPU, is single-threaded and is [i]always[/i] done on the main thread. This means generating mipmaps will result in noticeable stuttering during gameplay, even if [method generate_mipmaps] is called from a [Thread].
</description>
</method>
<method name="get_data" qualifiers="const">
diff --git a/modules/visual_script/doc_classes/VisualScriptEditor.xml b/doc/classes/VisualScriptCustomNodes.xml
index 9ea889c77b..3ef8022f5e 100644
--- a/modules/visual_script/doc_classes/VisualScriptEditor.xml
+++ b/doc/classes/VisualScriptCustomNodes.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
-<class name="VisualScriptEditor" inherits="Object" version="4.0">
+<class name="VisualScriptCustomNodes" inherits="Object" version="4.0">
<brief_description>
+ Manages custom nodes for the Visual Script editor.
</brief_description>
<description>
+ This singleton can be used to manage (i.e., add or remove) custom nodes for the Visual Script editor.
</description>
<tutorials>
</tutorials>
diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp
index c4f67ffa5a..830b010d01 100644
--- a/editor/plugins/animation_player_editor_plugin.cpp
+++ b/editor/plugins/animation_player_editor_plugin.cpp
@@ -1738,6 +1738,8 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay
onion.capture.shader = Ref<Shader>(memnew(Shader));
onion.capture.shader->set_code(R"(
+// Animation editor onion skinning shader.
+
shader_type canvas_item;
uniform vec4 bkg_color;
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index d3821f2f81..291cafab2b 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -5598,6 +5598,8 @@ void Node3DEditor::_init_indicators() {
Ref<Shader> grid_shader = memnew(Shader);
grid_shader->set_code(R"(
+// 3D editor grid shader.
+
shader_type spatial;
render_mode unshaded;
@@ -5839,6 +5841,8 @@ void fragment() {
Ref<Shader> rotate_shader = memnew(Shader);
rotate_shader->set_code(R"(
+// 3D editor rotation manipulator gizmo shader.
+
shader_type spatial;
render_mode unshaded, depth_test_disabled;
@@ -5887,6 +5891,8 @@ void fragment() {
Ref<Shader> border_shader = memnew(Shader);
border_shader->set_code(R"(
+// 3D editor rotation manipulator gizmo shader (white outline).
+
shader_type spatial;
render_mode unshaded, depth_test_disabled;
@@ -7506,6 +7512,8 @@ Node3DEditor::Node3DEditor(EditorNode *p_editor) {
sun_direction_shader.instantiate();
sun_direction_shader->set_code(R"(
+// 3D editor Preview Sun direction shader.
+
shader_type canvas_item;
uniform vec3 sun_direction;
diff --git a/editor/plugins/texture_3d_editor_plugin.cpp b/editor/plugins/texture_3d_editor_plugin.cpp
index 3bdf97647a..bd1923f4ab 100644
--- a/editor/plugins/texture_3d_editor_plugin.cpp
+++ b/editor/plugins/texture_3d_editor_plugin.cpp
@@ -76,6 +76,8 @@ void Texture3DEditor::_update_material() {
void Texture3DEditor::_make_shaders() {
shader.instantiate();
shader->set_code(R"(
+// Texture3DEditor preview shader.
+
shader_type canvas_item;
uniform sampler3D tex;
diff --git a/editor/plugins/texture_layered_editor_plugin.cpp b/editor/plugins/texture_layered_editor_plugin.cpp
index 4180eb73d9..424e018a47 100644
--- a/editor/plugins/texture_layered_editor_plugin.cpp
+++ b/editor/plugins/texture_layered_editor_plugin.cpp
@@ -106,6 +106,8 @@ void TextureLayeredEditor::_update_material() {
void TextureLayeredEditor::_make_shaders() {
shaders[0].instantiate();
shaders[0]->set_code(R"(
+// TextureLayeredEditor preview shader (2D array).
+
shader_type canvas_item;
uniform sampler2DArray tex;
@@ -118,6 +120,8 @@ void fragment() {
shaders[1].instantiate();
shaders[1]->set_code(R"(
+// TextureLayeredEditor preview shader (cubemap).
+
shader_type canvas_item;
uniform samplerCube tex;
@@ -132,6 +136,8 @@ void fragment() {
shaders[2].instantiate();
shaders[2]->set_code(R"(
+// TextureLayeredEditor preview shader (cubemap array).
+
shader_type canvas_item;
uniform samplerCubeArray tex;
diff --git a/misc/scripts/black_format.sh b/misc/scripts/black_format.sh
index f93e8cbc2a..2ad9a23832 100755
--- a/misc/scripts/black_format.sh
+++ b/misc/scripts/black_format.sh
@@ -15,7 +15,7 @@ PY_FILES=$(find \( -path "./.git" \
\) -print)
black -l 120 $PY_FILES
-git diff > patch.patch
+git diff --color > patch.patch
# If no patch has been generated all is OK, clean up, and exit.
if [ ! -s patch.patch ] ; then
diff --git a/misc/scripts/clang_format.sh b/misc/scripts/clang_format.sh
index 63c66d41c3..bcd63aa73b 100755
--- a/misc/scripts/clang_format.sh
+++ b/misc/scripts/clang_format.sh
@@ -40,7 +40,7 @@ while IFS= read -rd '' f; do
done
done
-git diff > patch.patch
+git diff --color > patch.patch
# If no patch has been generated all is OK, clean up, and exit.
if [ ! -s patch.patch ] ; then
diff --git a/misc/scripts/file_format.sh b/misc/scripts/file_format.sh
index 795431cd28..0b49b175f2 100755
--- a/misc/scripts/file_format.sh
+++ b/misc/scripts/file_format.sh
@@ -42,7 +42,7 @@ while IFS= read -rd '' f; do
perl -i -ple 's/\s*$//g' "$f"
done
-git diff > patch.patch
+git diff --color > patch.patch
# If no patch has been generated all is OK, clean up, and exit.
if [ ! -s patch.patch ] ; then
diff --git a/modules/gdscript/tests/README.md b/modules/gdscript/tests/README.md
new file mode 100644
index 0000000000..6e54085962
--- /dev/null
+++ b/modules/gdscript/tests/README.md
@@ -0,0 +1,8 @@
+# GDScript integration tests
+
+The `scripts/` folder contains integration tests in the form of GDScript files
+and output files.
+
+See the
+[Integration tests for GDScript documentation](https://docs.godotengine.org/en/latest/development/cpp/unit_testing.html#integration-tests-for-gdscript)
+for information about creating and running GDScript integration tests.
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
index 6ce148d51e..e619ad74e9 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
@@ -575,7 +575,7 @@ namespace Godot
/// <summary>
/// If the string is a path to a file or directory, return <see langword="true"/> if the path is absolute.
/// </summary>
- public static bool IsAbsPath(this string instance)
+ public static bool IsAbsolutePath(this string instance)
{
if (string.IsNullOrEmpty(instance))
return false;
@@ -590,7 +590,7 @@ namespace Godot
/// </summary>
public static bool IsRelPath(this string instance)
{
- return !IsAbsPath(instance);
+ return !IsAbsolutePath(instance);
}
/// <summary>
@@ -1103,6 +1103,17 @@ namespace Godot
}
/// <summary>
+ /// Returns a simplified canonical path.
+ /// </summary>
+ public static string SimplifyPath(this string instance)
+ {
+ return godot_icall_String_simplify_path(instance);
+ }
+
+ [MethodImpl(MethodImplOptions.InternalCall)]
+ internal extern static string godot_icall_String_simplify_path(string str);
+
+ /// <summary>
/// Split the string by a divisor string, return an array of the substrings.
/// Example "One,Two,Three" will return ["One","Two","Three"] if split by ",".
/// </summary>
diff --git a/modules/mono/glue/string_glue.cpp b/modules/mono/glue/string_glue.cpp
index 18a9221f89..bb80a836ad 100644
--- a/modules/mono/glue/string_glue.cpp
+++ b/modules/mono/glue/string_glue.cpp
@@ -67,6 +67,11 @@ MonoString *godot_icall_String_sha256_text(MonoString *p_str) {
return GDMonoMarshal::mono_string_from_godot(ret);
}
+MonoString *godot_icall_String_simplify_path(MonoString *p_str) {
+ String ret = GDMonoMarshal::mono_string_to_godot(p_str).simplify_path();
+ return GDMonoMarshal::mono_string_from_godot(ret);
+}
+
void godot_register_string_icalls() {
GDMonoUtils::add_internal_call("Godot.StringExtensions::godot_icall_String_md5_buffer", godot_icall_String_md5_buffer);
GDMonoUtils::add_internal_call("Godot.StringExtensions::godot_icall_String_md5_text", godot_icall_String_md5_text);
@@ -74,6 +79,7 @@ void godot_register_string_icalls() {
GDMonoUtils::add_internal_call("Godot.StringExtensions::godot_icall_String_rfindn", godot_icall_String_rfindn);
GDMonoUtils::add_internal_call("Godot.StringExtensions::godot_icall_String_sha256_buffer", godot_icall_String_sha256_buffer);
GDMonoUtils::add_internal_call("Godot.StringExtensions::godot_icall_String_sha256_text", godot_icall_String_sha256_text);
+ GDMonoUtils::add_internal_call("Godot.StringExtensions::godot_icall_String_simplify_path", godot_icall_String_simplify_path);
}
#endif // MONO_GLUE_ENABLED
diff --git a/modules/visual_script/register_types.cpp b/modules/visual_script/register_types.cpp
index fce98eb8a0..7fb9707fce 100644
--- a/modules/visual_script/register_types.cpp
+++ b/modules/visual_script/register_types.cpp
@@ -43,7 +43,7 @@
VisualScriptLanguage *visual_script_language = nullptr;
#ifdef TOOLS_ENABLED
-static vs_bind::VisualScriptEditor *vs_editor_singleton = nullptr;
+static VisualScriptCustomNodes *vs_custom_nodes_singleton = nullptr;
#endif
void register_visual_script_types() {
@@ -114,10 +114,10 @@ void register_visual_script_types() {
#ifdef TOOLS_ENABLED
ClassDB::set_current_api(ClassDB::API_EDITOR);
- GDREGISTER_CLASS(vs_bind::VisualScriptEditor);
+ GDREGISTER_CLASS(VisualScriptCustomNodes);
ClassDB::set_current_api(ClassDB::API_CORE);
- vs_editor_singleton = memnew(vs_bind::VisualScriptEditor);
- Engine::get_singleton()->add_singleton(Engine::Singleton("VisualScriptEditor", vs_bind::VisualScriptEditor::get_singleton()));
+ vs_custom_nodes_singleton = memnew(VisualScriptCustomNodes);
+ Engine::get_singleton()->add_singleton(Engine::Singleton("VisualScriptEditor", VisualScriptCustomNodes::get_singleton()));
VisualScriptEditor::register_editor();
#endif
@@ -130,8 +130,8 @@ void unregister_visual_script_types() {
#ifdef TOOLS_ENABLED
VisualScriptEditor::free_clipboard();
- if (vs_editor_singleton) {
- memdelete(vs_editor_singleton);
+ if (vs_custom_nodes_singleton) {
+ memdelete(vs_custom_nodes_singleton);
}
#endif
if (visual_script_language) {
diff --git a/modules/visual_script/visual_script_editor.cpp b/modules/visual_script/visual_script_editor.cpp
index ded716cf18..eee9e8f32b 100644
--- a/modules/visual_script/visual_script_editor.cpp
+++ b/modules/visual_script/visual_script_editor.cpp
@@ -4522,46 +4522,44 @@ void VisualScriptEditor::register_editor() {
void VisualScriptEditor::validate() {
}
-namespace vs_bind {
+// VisualScriptCustomNodes
-Ref<VisualScriptNode> VisualScriptEditor::create_node_custom(const String &p_name) {
+Ref<VisualScriptNode> VisualScriptCustomNodes::create_node_custom(const String &p_name) {
Ref<VisualScriptCustomNode> node;
node.instantiate();
node->set_script(singleton->custom_nodes[p_name]);
return node;
}
-VisualScriptEditor *VisualScriptEditor::singleton = nullptr;
-Map<String, REF> VisualScriptEditor::custom_nodes;
+VisualScriptCustomNodes *VisualScriptCustomNodes::singleton = nullptr;
+Map<String, REF> VisualScriptCustomNodes::custom_nodes;
-VisualScriptEditor::VisualScriptEditor() {
+VisualScriptCustomNodes::VisualScriptCustomNodes() {
singleton = this;
}
-VisualScriptEditor::~VisualScriptEditor() {
+VisualScriptCustomNodes::~VisualScriptCustomNodes() {
custom_nodes.clear();
}
-void VisualScriptEditor::add_custom_node(const String &p_name, const String &p_category, const Ref<Script> &p_script) {
+void VisualScriptCustomNodes::add_custom_node(const String &p_name, const String &p_category, const Ref<Script> &p_script) {
String node_name = "custom/" + p_category + "/" + p_name;
custom_nodes.insert(node_name, p_script);
- VisualScriptLanguage::singleton->add_register_func(node_name, &VisualScriptEditor::create_node_custom);
+ VisualScriptLanguage::singleton->add_register_func(node_name, &VisualScriptCustomNodes::create_node_custom);
emit_signal(SNAME("custom_nodes_updated"));
}
-void VisualScriptEditor::remove_custom_node(const String &p_name, const String &p_category) {
+void VisualScriptCustomNodes::remove_custom_node(const String &p_name, const String &p_category) {
String node_name = "custom/" + p_category + "/" + p_name;
custom_nodes.erase(node_name);
VisualScriptLanguage::singleton->remove_register_func(node_name);
emit_signal(SNAME("custom_nodes_updated"));
}
-void VisualScriptEditor::_bind_methods() {
- ClassDB::bind_method(D_METHOD("add_custom_node", "name", "category", "script"), &VisualScriptEditor::add_custom_node);
- ClassDB::bind_method(D_METHOD("remove_custom_node", "name", "category"), &VisualScriptEditor::remove_custom_node);
+void VisualScriptCustomNodes::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("add_custom_node", "name", "category", "script"), &VisualScriptCustomNodes::add_custom_node);
+ ClassDB::bind_method(D_METHOD("remove_custom_node", "name", "category"), &VisualScriptCustomNodes::remove_custom_node);
ADD_SIGNAL(MethodInfo("custom_nodes_updated"));
}
-} // namespace vs_bind
-
#endif
diff --git a/modules/visual_script/visual_script_editor.h b/modules/visual_script/visual_script_editor.h
index 4fa8ffca67..7dfb4fa270 100644
--- a/modules/visual_script/visual_script_editor.h
+++ b/modules/visual_script/visual_script_editor.h
@@ -46,6 +46,8 @@ class VisualScriptEditorVariableEdit;
// TODO: Maybe this class should be refactored.
// See https://github.com/godotengine/godot/issues/51913
class VisualScriptEditor : public ScriptEditorBase {
+ GDCLASS(VisualScriptEditor, ScriptEditorBase);
+
enum {
TYPE_SEQUENCE = 1000,
INDEX_BASE_SEQUENCE = 1024
@@ -330,33 +332,29 @@ public:
~VisualScriptEditor();
};
-namespace vs_bind {
-
// Singleton
-class VisualScriptEditor : public Object {
- GDCLASS(VisualScriptEditor, Object);
+class VisualScriptCustomNodes : public Object {
+ GDCLASS(VisualScriptCustomNodes, Object);
friend class VisualScriptLanguage;
protected:
static void _bind_methods();
- static VisualScriptEditor *singleton;
+ static VisualScriptCustomNodes *singleton;
static Map<String, REF> custom_nodes;
static Ref<VisualScriptNode> create_node_custom(const String &p_name);
public:
- static VisualScriptEditor *get_singleton() { return singleton; }
+ static VisualScriptCustomNodes *get_singleton() { return singleton; }
void add_custom_node(const String &p_name, const String &p_category, const Ref<Script> &p_script);
void remove_custom_node(const String &p_name, const String &p_category);
- VisualScriptEditor();
- ~VisualScriptEditor();
+ VisualScriptCustomNodes();
+ ~VisualScriptCustomNodes();
};
-} // namespace vs_bind
-
#endif
#endif // VISUALSCRIPT_EDITOR_H
diff --git a/platform/linuxbsd/crash_handler_linuxbsd.cpp b/platform/linuxbsd/crash_handler_linuxbsd.cpp
index ea0222cb19..0e98af71fa 100644
--- a/platform/linuxbsd/crash_handler_linuxbsd.cpp
+++ b/platform/linuxbsd/crash_handler_linuxbsd.cpp
@@ -32,6 +32,8 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
+#include "core/version.h"
+#include "core/version_hash.gen.h"
#include "main/main.h"
#ifdef DEBUG_ENABLED
@@ -61,12 +63,19 @@ static void handle_crash(int sig) {
}
// Dump the backtrace to stderr with a message to the user
+ fprintf(stderr, "\n================================================================\n");
fprintf(stderr, "%s: Program crashed with signal %d\n", __FUNCTION__, sig);
if (OS::get_singleton()->get_main_loop()) {
OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_CRASH);
}
+ // Print the engine version just before, so that people are reminded to include the version in backtrace reports.
+ if (String(VERSION_HASH).length() != 0) {
+ fprintf(stderr, "Engine version: " VERSION_FULL_NAME " (" VERSION_HASH ")\n");
+ } else {
+ fprintf(stderr, "Engine version: " VERSION_FULL_NAME "\n");
+ }
fprintf(stderr, "Dumping the backtrace. %s\n", msg.utf8().get_data());
char **strings = backtrace_symbols(bt_buffer, size);
if (strings) {
@@ -115,6 +124,7 @@ static void handle_crash(int sig) {
free(strings);
}
fprintf(stderr, "-- END OF BACKTRACE --\n");
+ fprintf(stderr, "================================================================\n");
// Abort to pass the error to the OS
abort();
diff --git a/platform/osx/crash_handler_osx.mm b/platform/osx/crash_handler_osx.mm
index 0f128d504f..31228b10b4 100644
--- a/platform/osx/crash_handler_osx.mm
+++ b/platform/osx/crash_handler_osx.mm
@@ -32,6 +32,8 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
+#include "core/version.h"
+#include "core/version_hash.gen.h"
#include "main/main.h"
#include <string.h>
@@ -85,11 +87,18 @@ static void handle_crash(int sig) {
}
// Dump the backtrace to stderr with a message to the user
+ fprintf(stderr, "\n================================================================\n");
fprintf(stderr, "%s: Program crashed with signal %d\n", __FUNCTION__, sig);
if (OS::get_singleton()->get_main_loop())
OS::get_singleton()->get_main_loop()->notification(MainLoop::NOTIFICATION_CRASH);
+ // Print the engine version just before, so that people are reminded to include the version in backtrace reports.
+ if (String(VERSION_HASH).length() != 0) {
+ fprintf(stderr, "Engine version: " VERSION_FULL_NAME " (" VERSION_HASH ")\n");
+ } else {
+ fprintf(stderr, "Engine version: " VERSION_FULL_NAME "\n");
+ }
fprintf(stderr, "Dumping the backtrace. %s\n", msg.utf8().get_data());
char **strings = backtrace_symbols(bt_buffer, size);
if (strings) {
@@ -148,6 +157,7 @@ static void handle_crash(int sig) {
free(strings);
}
fprintf(stderr, "-- END OF BACKTRACE --\n");
+ fprintf(stderr, "================================================================\n");
// Abort to pass the error to the OS
abort();
diff --git a/platform/windows/crash_handler_windows.cpp b/platform/windows/crash_handler_windows.cpp
index e2d507eddd..1b4dae207f 100644
--- a/platform/windows/crash_handler_windows.cpp
+++ b/platform/windows/crash_handler_windows.cpp
@@ -32,6 +32,8 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
+#include "core/version.h"
+#include "core/version_hash.gen.h"
#include "main/main.h"
#ifdef CRASH_HANDLER_EXCEPTION
@@ -127,6 +129,7 @@ DWORD CrashHandlerException(EXCEPTION_POINTERS *ep) {
return EXCEPTION_CONTINUE_SEARCH;
}
+ fprintf(stderr, "\n================================================================\n");
fprintf(stderr, "%s: Program crashed\n", __FUNCTION__);
if (OS::get_singleton()->get_main_loop())
@@ -175,6 +178,12 @@ DWORD CrashHandlerException(EXCEPTION_POINTERS *ep) {
msg = proj_settings->get("debug/settings/crash_handler/message");
}
+ // Print the engine version just before, so that people are reminded to include the version in backtrace reports.
+ if (String(VERSION_HASH).length() != 0) {
+ fprintf(stderr, "Engine version: " VERSION_FULL_NAME " (" VERSION_HASH ")\n");
+ } else {
+ fprintf(stderr, "Engine version: " VERSION_FULL_NAME "\n");
+ }
fprintf(stderr, "Dumping the backtrace. %s\n", msg.utf8().get_data());
int n = 0;
@@ -200,6 +209,7 @@ DWORD CrashHandlerException(EXCEPTION_POINTERS *ep) {
} while (frame.AddrReturn.Offset != 0 && n < 256);
fprintf(stderr, "-- END OF BACKTRACE --\n");
+ fprintf(stderr, "================================================================\n");
SymCleanup(process);
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index 4c36618c99..d34331e1d8 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -1080,8 +1080,6 @@ void RigidBody3D::_reload_physics_characteristics() {
#define FLOOR_ANGLE_THRESHOLD 0.01
bool CharacterBody3D::move_and_slide() {
- Vector3 body_velocity_normal = linear_velocity.normalized();
-
bool was_on_floor = on_floor;
// Hack in order to work with calling from _process as well as from _physics_process; calling from thread is risky
@@ -1111,7 +1109,7 @@ bool CharacterBody3D::move_and_slide() {
floor_normal = Vector3();
floor_velocity = Vector3();
- if (current_floor_velocity != Vector3() && on_floor_body.is_valid()) {
+ if (!current_floor_velocity.is_equal_approx(Vector3()) && on_floor_body.is_valid()) {
PhysicsServer3D::MotionResult floor_result;
Set<RID> exclude;
exclude.insert(on_floor_body);
@@ -1130,39 +1128,35 @@ bool CharacterBody3D::move_and_slide() {
for (int iteration = 0; iteration < max_slides; ++iteration) {
PhysicsServer3D::MotionResult result;
- bool found_collision = false;
-
bool collided = move_and_collide(motion, result, margin, false, !sliding_enabled);
- if (!collided) {
- motion = Vector3(); //clear because no collision happened and motion completed
- } else {
- found_collision = true;
-
+ if (collided) {
motion_results.push_back(result);
_set_collision_direction(result);
- if (on_floor && floor_stop_on_slope) {
- if ((body_velocity_normal + up_direction).length() < 0.01) {
- Transform3D gt = get_global_transform();
- if (result.travel.length() > margin) {
- gt.origin -= result.travel.slide(up_direction);
- } else {
- gt.origin -= result.travel;
- }
- set_global_transform(gt);
- linear_velocity = Vector3();
- return true;
+ if (on_floor && floor_stop_on_slope && (linear_velocity.normalized() + up_direction).length() < 0.01) {
+ Transform3D gt = get_global_transform();
+ if (result.travel.length() > margin) {
+ gt.origin -= result.travel.slide(up_direction);
+ } else {
+ gt.origin -= result.travel;
}
+ set_global_transform(gt);
+ linear_velocity = Vector3();
+ motion = Vector3();
+ break;
}
- if (sliding_enabled || !on_floor) {
- motion = result.remainder.slide(result.collision_normal);
- linear_velocity = linear_velocity.slide(result.collision_normal);
+ if (result.remainder.is_equal_approx(Vector3())) {
+ motion = Vector3();
+ break;
+ }
- for (int j = 0; j < 3; j++) {
- if (locked_axis & (1 << j)) {
- linear_velocity[j] = 0.0;
- }
+ if (sliding_enabled || !on_floor) {
+ Vector3 slide_motion = result.remainder.slide(result.collision_normal);
+ if (slide_motion.dot(linear_velocity) > 0.0) {
+ motion = slide_motion;
+ } else {
+ motion = Vector3();
}
} else {
motion = result.remainder;
@@ -1171,12 +1165,12 @@ bool CharacterBody3D::move_and_slide() {
sliding_enabled = true;
- if (!found_collision || motion == Vector3()) {
+ if (!collided || motion.is_equal_approx(Vector3())) {
break;
}
}
- if (was_on_floor && snap != Vector3()) {
+ if (was_on_floor && !on_floor && !snap.is_equal_approx(Vector3())) {
// Apply snap.
Transform3D gt = get_global_transform();
PhysicsServer3D::MotionResult result;
@@ -1213,6 +1207,11 @@ bool CharacterBody3D::move_and_slide() {
linear_velocity += current_floor_velocity;
}
+ // Reset the gravity accumulation when touching the ground.
+ if (on_floor && linear_velocity.dot(up_direction) <= 0) {
+ linear_velocity = linear_velocity.slide(up_direction);
+ }
+
return motion_results.size() > 0;
}
diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp
index 661e0dc648..0dddb2b09a 100644
--- a/scene/gui/color_picker.cpp
+++ b/scene/gui/color_picker.cpp
@@ -97,6 +97,8 @@ Ref<Shader> ColorPicker::circle_shader;
void ColorPicker::init_shaders() {
wheel_shader.instantiate();
wheel_shader->set_code(R"(
+// ColorPicker wheel shader.
+
shader_type canvas_item;
void fragment() {
@@ -119,6 +121,8 @@ void fragment() {
circle_shader.instantiate();
circle_shader->set_code(R"(
+// ColorPicker circle shader.
+
shader_type canvas_item;
uniform float v = 1.0;
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index 80e338c8e8..b4eec2530b 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -29,9 +29,9 @@
/*************************************************************************/
#include "animation.h"
-#include "scene/scene_string_names.h"
#include "core/math/geometry_3d.h"
+#include "scene/scene_string_names.h"
bool Animation::_set(const StringName &p_name, const Variant &p_value) {
String name = p_name;
@@ -79,17 +79,16 @@ bool Animation::_set(const StringName &p_name, const Variant &p_value) {
TransformTrack *tt = static_cast<TransformTrack *>(tracks[track]);
Vector<real_t> values = p_value;
int vcount = values.size();
- ERR_FAIL_COND_V(vcount % 12, false); // should be multiple of 12
+ ERR_FAIL_COND_V(vcount % TRANSFORM_TRACK_SIZE, false);
const real_t *r = values.ptr();
- int transform3d_size = (int)sizeof(Transform3D);
-
- tt->transforms.resize(vcount / transform3d_size);
+ int64_t count = vcount / TRANSFORM_TRACK_SIZE;
+ tt->transforms.resize(count);
- for (int i = 0; i < (vcount / transform3d_size); i++) {
+ for (int i = 0; i < count; i++) {
TKey<TransformKey> &tk = tt->transforms.write[i];
- const real_t *ofs = &r[i * 12];
+ const real_t *ofs = &r[i * TRANSFORM_TRACK_SIZE];
tk.time = ofs[0];
tk.transition = ofs[1];
@@ -356,7 +355,7 @@ bool Animation::_get(const StringName &p_name, Variant &r_ret) const {
if (track_get_type(track) == TYPE_TRANSFORM3D) {
Vector<real_t> keys;
int kk = track_get_key_count(track);
- keys.resize(kk * sizeof(Transform3D));
+ keys.resize(kk * TRANSFORM_TRACK_SIZE);
real_t *w = keys.ptrw();
diff --git a/scene/resources/animation.h b/scene/resources/animation.h
index 6227f6967f..9a410bd566 100644
--- a/scene/resources/animation.h
+++ b/scene/resources/animation.h
@@ -92,6 +92,9 @@ private:
Vector3 scale;
};
+ // Not necessarily the same size as Transform3D. The amount of numbers in Animation::Key and TransformKey.
+ const int32_t TRANSFORM_TRACK_SIZE = 12;
+
/* TRANSFORM TRACK */
struct TransformTrack : public Track {
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index ba85ea4a6c..e7da41db9d 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -1420,6 +1420,8 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
int i, j, prevrow, thisrow, point;
float x, y, z;
+ float scale = height * (is_hemisphere ? 1.0 : 0.5);
+
// set our bounding box
Vector<Vector3> points;
@@ -1443,7 +1445,7 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
v /= (rings + 1);
w = sin(Math_PI * v);
- y = height * (is_hemisphere ? 1.0 : 0.5) * cos(Math_PI * v);
+ y = scale * cos(Math_PI * v);
for (i = 0; i <= radial_segments; i++) {
float u = i;
@@ -1458,7 +1460,8 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
} else {
Vector3 p = Vector3(x * radius * w, y, z * radius * w);
points.push_back(p);
- normals.push_back(p.normalized());
+ Vector3 normal = Vector3(x * radius * w * scale, y / scale, z * radius * w * scale);
+ normals.push_back(normal.normalized());
};
ADD_TANGENT(z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, v));
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 4ad5f2a506..063a13efc0 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -1758,11 +1758,16 @@ void GradientTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_gradient"), &GradientTexture::get_gradient);
ClassDB::bind_method(D_METHOD("set_width", "width"), &GradientTexture::set_width);
+ // The `get_width()` method is already exposed by the parent class Texture2D.
+
+ ClassDB::bind_method(D_METHOD("set_use_hdr", "enabled"), &GradientTexture::set_use_hdr);
+ ClassDB::bind_method(D_METHOD("is_using_hdr"), &GradientTexture::is_using_hdr);
ClassDB::bind_method(D_METHOD("_update"), &GradientTexture::_update);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_gradient", "get_gradient");
ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,4096"), "set_width", "get_width");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_hdr"), "set_use_hdr", "is_using_hdr");
}
void GradientTexture::set_gradient(Ref<Gradient> p_gradient) {
@@ -1800,30 +1805,49 @@ void GradientTexture::_update() {
return;
}
- Vector<uint8_t> data;
- data.resize(width * 4);
- {
- uint8_t *wd8 = data.ptrw();
+ if (use_hdr) {
+ // High dynamic range.
+ Ref<Image> image = memnew(Image(width, 1, false, Image::FORMAT_RGBAF));
Gradient &g = **gradient;
-
+ // `create()` isn't available for non-uint8_t data, so fill in the data manually.
for (int i = 0; i < width; i++) {
float ofs = float(i) / (width - 1);
- Color color = g.get_color_at_offset(ofs);
+ image->set_pixel(i, 0, g.get_color_at_offset(ofs));
+ }
- wd8[i * 4 + 0] = uint8_t(CLAMP(color.r * 255.0, 0, 255));
- wd8[i * 4 + 1] = uint8_t(CLAMP(color.g * 255.0, 0, 255));
- wd8[i * 4 + 2] = uint8_t(CLAMP(color.b * 255.0, 0, 255));
- wd8[i * 4 + 3] = uint8_t(CLAMP(color.a * 255.0, 0, 255));
+ if (texture.is_valid()) {
+ RID new_texture = RS::get_singleton()->texture_2d_create(image);
+ RS::get_singleton()->texture_replace(texture, new_texture);
+ } else {
+ texture = RS::get_singleton()->texture_2d_create(image);
+ }
+ } else {
+ // Low dynamic range. "Overbright" colors will be clamped.
+ Vector<uint8_t> data;
+ data.resize(width * 4);
+ {
+ uint8_t *wd8 = data.ptrw();
+ Gradient &g = **gradient;
+
+ for (int i = 0; i < width; i++) {
+ float ofs = float(i) / (width - 1);
+ Color color = g.get_color_at_offset(ofs);
+
+ wd8[i * 4 + 0] = uint8_t(CLAMP(color.r * 255.0, 0, 255));
+ wd8[i * 4 + 1] = uint8_t(CLAMP(color.g * 255.0, 0, 255));
+ wd8[i * 4 + 2] = uint8_t(CLAMP(color.b * 255.0, 0, 255));
+ wd8[i * 4 + 3] = uint8_t(CLAMP(color.a * 255.0, 0, 255));
+ }
}
- }
- Ref<Image> image = memnew(Image(width, 1, false, Image::FORMAT_RGBA8, data));
+ Ref<Image> image = memnew(Image(width, 1, false, Image::FORMAT_RGBA8, data));
- if (texture.is_valid()) {
- RID new_texture = RS::get_singleton()->texture_2d_create(image);
- RS::get_singleton()->texture_replace(texture, new_texture);
- } else {
- texture = RS::get_singleton()->texture_2d_create(image);
+ if (texture.is_valid()) {
+ RID new_texture = RS::get_singleton()->texture_2d_create(image);
+ RS::get_singleton()->texture_replace(texture, new_texture);
+ } else {
+ texture = RS::get_singleton()->texture_2d_create(image);
+ }
}
emit_changed();
@@ -1839,6 +1863,19 @@ int GradientTexture::get_width() const {
return width;
}
+void GradientTexture::set_use_hdr(bool p_enabled) {
+ if (p_enabled == use_hdr) {
+ return;
+ }
+
+ use_hdr = p_enabled;
+ _queue_update();
+}
+
+bool GradientTexture::is_using_hdr() const {
+ return use_hdr;
+}
+
Ref<Image> GradientTexture::get_image() const {
if (!texture.is_valid()) {
return Ref<Image>();
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index 2e97c2deb1..f6b991c335 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -686,6 +686,7 @@ private:
bool update_pending = false;
RID texture;
int width = 2048;
+ bool use_hdr = false;
void _queue_update();
void _update();
@@ -700,6 +701,9 @@ public:
void set_width(int p_width);
int get_width() const override;
+ void set_use_hdr(bool p_enabled);
+ bool is_using_hdr() const;
+
virtual RID get_rid() const override { return texture; }
virtual int get_height() const override { return 1; }
virtual bool has_alpha() const override { return true; }
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 80d843227b..236eb5e596 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -812,6 +812,7 @@ void EffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Tone
tonemap.push_constant.exposure = p_settings.exposure;
tonemap.push_constant.white = p_settings.white;
tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
+ tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
@@ -864,6 +865,7 @@ void EffectsRD::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_colo
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
tonemap.push_constant.use_debanding = p_settings.use_debanding;
+ tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass()));
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, _get_uniform_set_for_input(p_source_color), 0);
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index c8d4cb7ad4..0db0919dbc 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -255,7 +255,7 @@ private:
float exposure; // 4 - 84
float white; // 4 - 88
float auto_exposure_grey; // 4 - 92
- uint32_t pad2; // 4 - 96
+ float luminance_multiplier; // 4 - 96
float pixel_size[2]; // 8 - 104
uint32_t use_fxaa; // 4 - 108
@@ -308,7 +308,7 @@ private:
float exposure_adjust;
float min_luminance;
float max_luminance;
- float pad[1];
+ uint32_t pad1;
};
struct LuminanceReduceFragment {
@@ -818,6 +818,7 @@ public:
bool use_auto_exposure = false;
float auto_exposure_grey = 0.5;
RID exposure_texture;
+ float luminance_multiplier = 1.0;
bool use_bcs = false;
float brightness = 1.0;
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index be18a73989..a24860996c 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -683,6 +683,8 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
default_shader = storage->shader_allocate();
storage->shader_initialize(default_shader);
storage->shader_set_code(default_shader, R"(
+// Default 3D material shader (clustered).
+
shader_type spatial;
void vertex() {
@@ -712,6 +714,8 @@ void fragment() {
storage->shader_initialize(overdraw_material_shader);
// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
storage->shader_set_code(overdraw_material_shader, R"(
+// 3D editor Overdraw debug draw mode shader (clustered).
+
shader_type spatial;
render_mode blend_add, unshaded;
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 2064d9c5c5..926d599c84 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -271,6 +271,12 @@ bool RenderForwardMobile::free(RID p_rid) {
/* Render functions */
+float RenderForwardMobile::_render_buffers_get_luminance_multiplier() {
+ // On mobile renderer we need to multiply source colors by 2 due to using a UNORM buffer
+ // and multiplying by the output color during 3D rendering by 0.5
+ return 2.0;
+}
+
RD::DataFormat RenderForwardMobile::_render_buffers_get_color_format() {
// Using 32bit buffers enables AFBC on mobile devices which should have a definite performance improvement (MALI G710 and newer support this on 64bit RTs)
return RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
@@ -631,7 +637,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
RID sky_rid = env->sky;
if (sky_rid.is_valid()) {
- sky.update(env, projection, p_render_data->cam_transform, time);
+ sky.update(env, projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
} else {
// do not try to draw sky if invalid
@@ -750,9 +756,9 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
CameraMatrix correction;
correction.set_depth_correction(true);
CameraMatrix projection = correction * p_render_data->cam_projection;
- sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time);
+ sky.draw(draw_list, env, framebuffer, 1, &projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
} else {
- sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time);
+ sky.draw(draw_list, env, framebuffer, p_render_data->view_count, p_render_data->view_projection, p_render_data->cam_transform, time, _render_buffers_get_luminance_multiplier());
}
RD::get_singleton()->draw_command_end_label(); // Draw Sky Subpass
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index 764d8e80df..38f80c5347 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -202,6 +202,7 @@ protected:
}
};
+ virtual float _render_buffers_get_luminance_multiplier() override;
virtual RD::DataFormat _render_buffers_get_color_format() override;
virtual bool _render_buffers_can_be_storage() override;
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 735014a2ec..14b3b6d9aa 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -665,6 +665,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
actions.global_buffer_array_variable = "global_variables.data";
actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
+ actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture
+
compiler.initialize(actions);
}
@@ -673,6 +675,8 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p
default_shader = storage->shader_allocate();
storage->shader_initialize(default_shader);
storage->shader_set_code(default_shader, R"(
+// Default 3D material shader (mobile).
+
shader_type spatial;
void vertex() {
@@ -701,6 +705,8 @@ void fragment() {
storage->shader_initialize(overdraw_material_shader);
// Use relatively low opacity so that more "layers" of overlapping objects can be distinguished.
storage->shader_set_code(overdraw_material_shader, R"(
+// 3D editor Overdraw debug draw mode shader (mobile).
+
shader_type spatial;
render_mode blend_add, unshaded;
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index f8aefdb29c..3af5047854 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -2575,6 +2575,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) {
storage->shader_initialize(default_canvas_group_shader);
storage->shader_set_code(default_canvas_group_shader, R"(
+// Default CanvasGroup shader.
+
shader_type canvas_item;
void fragment() {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 8496ef631b..acda68abb7 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2237,6 +2237,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
}
}
+ tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = p_render_data->view_count;
storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
@@ -2301,6 +2302,7 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
tonemap.use_debanding = rb->use_debanding;
tonemap.texture_size = Vector2i(rb->width, rb->height);
+ tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier();
tonemap.view_count = p_render_data->view_count;
storage->get_effects()->tonemapper(draw_list, p_source_texture, RD::get_singleton()->framebuffer_get_format(p_framebuffer), tonemap);
@@ -2573,6 +2575,10 @@ float RendererSceneRenderRD::render_buffers_get_volumetric_fog_detail_spread(RID
return rb->volumetric_fog->spread;
}
+float RendererSceneRenderRD::_render_buffers_get_luminance_multiplier() {
+ return 1.0;
+}
+
RD::DataFormat RendererSceneRenderRD::_render_buffers_get_color_format() {
return RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 37533baecf..eb61af517a 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -1190,6 +1190,7 @@ public:
/* render buffers */
+ virtual float _render_buffers_get_luminance_multiplier();
virtual RD::DataFormat _render_buffers_get_color_format();
virtual bool _render_buffers_can_be_storage();
virtual RID render_buffers_create() override;
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 9e85608f1e..da84f615b2 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -259,7 +259,7 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
-void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position) {
+void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier) {
SkyPushConstant sky_push_constant;
memset(&sky_push_constant, 0, sizeof(SkyPushConstant));
@@ -276,6 +276,7 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_
sky_push_constant.position[2] = p_position.z;
sky_push_constant.multiplier = p_multiplier;
sky_push_constant.time = p_time;
+ sky_push_constant.luminance_multiplier = p_luminance_multiplier;
store_transform_3x3(p_orientation, sky_push_constant.orientation);
RenderingDevice::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_fb);
@@ -855,6 +856,8 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) {
storage->shader_initialize(sky_shader.default_shader);
storage->shader_set_code(sky_shader.default_shader, R"(
+// Default sky shader.
+
shader_type sky;
void sky() {
@@ -942,6 +945,8 @@ void sky() {
storage->shader_initialize(sky_scene_state.fog_shader);
storage->shader_set_code(sky_scene_state.fog_shader, R"(
+// Default clear color sky shader.
+
shader_type sky;
uniform vec4 clear_color;
@@ -1191,7 +1196,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
RD::get_singleton()->buffer_update(sky_scene_state.uniform_buffer, 0, sizeof(SkySceneState::UBO), &sky_scene_state.ubo);
}
-void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time) {
+void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
ERR_FAIL_COND(!p_env);
Sky *sky = get_sky(p_env->sky);
@@ -1283,7 +1288,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1302,7 +1307,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1317,7 +1322,7 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1435,7 +1440,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
RD::get_singleton()->draw_list_end();
}
@@ -1448,7 +1453,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
RD::get_singleton()->draw_list_end();
}
@@ -1462,11 +1467,11 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
- _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, 1.0);
RD::get_singleton()->draw_list_end();
}
-void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
ERR_FAIL_COND(!p_env);
ERR_FAIL_COND(p_view_count == 0);
@@ -1542,7 +1547,7 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->quarter_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->quarter_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
@@ -1555,12 +1560,12 @@ void RendererSceneSkyRD::update_res_buffers(RendererSceneEnvironmentRD *p_env, u
clear_colors.push_back(Color(0.0, 0.0, 0.0));
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(sky->half_res_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, clear_colors);
- _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(draw_list, p_time, sky->half_res_framebuffer, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
RD::get_singleton()->draw_list_end();
}
}
-void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time) {
+void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier) {
ERR_FAIL_COND(!p_env);
ERR_FAIL_COND(p_view_count == 0);
@@ -1636,7 +1641,7 @@ void RendererSceneSkyRD::draw(RD::DrawListID p_draw_list, RendererSceneEnvironme
texture_uniform_set = sky_scene_state.fog_only_texture_uniform_set;
}
- _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin);
+ _render_sky(p_draw_list, p_time, p_fb, pipeline, material->uniform_set, texture_uniform_set, view_count, projections, sky_transform, multiplier, p_transform.origin, p_luminance_multiplier);
}
void RendererSceneSkyRD::invalidate_sky(Sky *p_sky) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
index 7b670bddd5..7f563c9bc4 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h
@@ -100,7 +100,8 @@ private:
float position[3]; // 12 - 92
float multiplier; // 4 - 96
float time; // 4 - 100
- float pad[3]; // 12 - 112 // Using pad to align on 16 bytes
+ float luminance_multiplier; // 4 - 104
+ float pad[2]; // 8 - 112 // Using pad to align on 16 bytes
// 128 is the max size of a push constant. We can replace "pad" but we can't add any more.
};
@@ -138,7 +139,7 @@ private:
virtual ~SkyShaderData();
};
- void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
+ void _render_sky(RD::DrawListID p_list, float p_time, RID p_fb, PipelineCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, uint32_t p_view_count, const CameraMatrix *p_projections, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position, float p_luminance_multiplier);
public:
struct SkySceneState {
@@ -293,10 +294,10 @@ public:
~RendererSceneSkyRD();
void setup(RendererSceneEnvironmentRD *p_env, RID p_render_buffers, const CameraMatrix &p_projection, const Transform3D &p_transform, const Size2i p_screen_size, RendererSceneRenderRD *p_scene_render);
- void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time);
- void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
- void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
- void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time);
+ void update(RendererSceneEnvironmentRD *p_env, const CameraMatrix &p_projection, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RendererSceneEnvironmentRD *p_env, bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time); // only called by clustered renderer
+ void update_res_buffers(RendererSceneEnvironmentRD *p_env, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
+ void draw(RD::DrawListID p_draw_list, RendererSceneEnvironmentRD *p_env, RID p_fb, uint32_t p_view_count, const CameraMatrix *p_projections, const Transform3D &p_transform, double p_time, float p_luminance_multiplier = 1.0);
void invalidate_sky(Sky *p_sky);
void update_dirty_skys();
diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
index 8cc20618fc..14a5a01054 100644
--- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp
@@ -9398,6 +9398,8 @@ RendererStorageRD::RendererStorageRD() {
particles_shader.default_shader = shader_allocate();
shader_initialize(particles_shader.default_shader);
shader_set_code(particles_shader.default_shader, R"(
+// Default particles shader.
+
shader_type particles;
void process() {
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index bad37f5c25..b95d4b642c 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -1165,6 +1165,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
SL::VariableNode *vnode = (SL::VariableNode *)onode->arguments[0];
bool is_texture_func = false;
+ bool is_screen_texture = false;
if (onode->op == SL::OP_STRUCT) {
code += _mkid(vnode->name);
} else if (onode->op == SL::OP_CONSTRUCT) {
@@ -1197,6 +1198,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
const SL::VariableNode *varnode = static_cast<const SL::VariableNode *>(onode->arguments[i]);
StringName texture_uniform = varnode->name;
+ is_screen_texture = (texture_uniform == "SCREEN_TEXTURE");
String sampler_name;
@@ -1236,6 +1238,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
}
}
code += ")";
+ if (is_screen_texture && actions.apply_luminance_multiplier) {
+ code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))";
+ }
} break;
case SL::OP_INDEX: {
code += _dump_node_code(onode->arguments[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/renderer_rd/shader_compiler_rd.h
index 2da127ffa3..0fe9047967 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.h
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.h
@@ -95,6 +95,7 @@ public:
String global_buffer_array_variable;
String instance_uniform_index_variable;
uint32_t base_varying_index = 0;
+ bool apply_luminance_multiplier = false;
};
private:
diff --git a/servers/rendering/renderer_rd/shaders/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
index 0789a4b396..f8b4e3f610 100644
--- a/servers/rendering/renderer_rd/shaders/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/blur_raster.glsl
@@ -38,6 +38,8 @@ layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(location = 0) out vec4 frag_color;
void main() {
+ // We do not apply our color scale for our mobile renderer here, we'll leave our colors at half brightness and apply scale in the tonemap raster.
+
#ifdef MODE_MIPMAP
vec2 pix_size = blur.pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
index ed389ffe56..3cde9923fa 100644
--- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl
@@ -6,6 +6,6 @@ layout(push_constant, binding = 1, std430) uniform PushConstant {
float exposure_adjust;
float min_luminance;
float max_luminance;
- float pad;
+ uint pad1;
}
settings;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 7a11f8904e..edbe1031b7 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -374,6 +374,9 @@ layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4;
layout(constant_id = 10) const bool sc_decal_use_mipmaps = true;
layout(constant_id = 11) const bool sc_projector_use_mipmaps = true;
+// not used in clustered renderer but we share some code with the mobile renderer that requires this.
+const float sc_luminance_multiplier = 1.0;
+
#include "scene_forward_clustered_inc.glsl"
/* Varyings */
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 9fa5d3280d..f3db4abe3b 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -969,7 +969,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
vec4 reflection;
- reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb;
+ reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb * sc_luminance_multiplier;
if (reflections.data[ref_index].exterior) {
reflection.rgb = mix(specular_light, reflection.rgb, blend);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 7e2cc8fe01..518b0a6c7f 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -401,6 +401,8 @@ layout(constant_id = 14) const bool sc_disable_fog = false;
#endif //!MODE_RENDER_DEPTH
+layout(constant_id = 15) const float sc_luminance_multiplier = 2.0;
+
/* Include our forward mobile UBOs definitions etc. */
#include "scene_forward_mobile_inc.glsl"
@@ -1551,12 +1553,15 @@ void main() {
frag_color = vec4(albedo, alpha);
#else // MODE_UNSHADED
frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
- //frag_color = vec4(1.0);
#endif // MODE_UNSHADED
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ // On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking
+ // We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images
+ frag_color.rgb = frag_color.rgb / sc_luminance_multiplier;
+
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
diff --git a/servers/rendering/renderer_rd/shaders/sky.glsl b/servers/rendering/renderer_rd/shaders/sky.glsl
index 41c6325bc5..d07a454ade 100644
--- a/servers/rendering/renderer_rd/shaders/sky.glsl
+++ b/servers/rendering/renderer_rd/shaders/sky.glsl
@@ -17,6 +17,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
float time;
+ float luminance_multiplier;
+ float pad[2];
}
params;
@@ -55,6 +57,8 @@ layout(push_constant, binding = 1, std430) uniform Params {
vec4 projections[MAX_VIEWS];
vec4 position_multiplier;
float time;
+ float luminance_multiplier;
+ float pad[2];
}
params;
@@ -199,17 +203,17 @@ void main() {
vec3 inverted_cube_normal = cube_normal;
inverted_cube_normal.z *= -1.0;
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal) * params.luminance_multiplier;
#endif
#else
#ifdef USES_HALF_RES_COLOR
- half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
+ half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
+ quarter_res_color = textureLod(sampler2D(quarter_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0) * params.luminance_multiplier;
#endif
#endif
@@ -246,4 +250,7 @@ void main() {
if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
frag_color.a = 0.0;
}
+
+ // For mobile renderer we're dividing by 2.0 as we're using a UNORM buffer
+ frag_color.rgb = frag_color.rgb / params.luminance_multiplier;
}
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index f997101183..4411587116 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -71,7 +71,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
float exposure;
float white;
float auto_exposure_grey;
- uint pad2;
+ float luminance_multiplier;
vec2 pixel_size;
bool use_fxaa;
@@ -298,15 +298,15 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_SPAN_MAX = 8.0;
#ifdef MULTIVIEW
- vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
- vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
- vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
- vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure;
+ vec3 rgbNW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, vec3(uv_interp + vec2(1.0, -1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, vec3(uv_interp + vec2(-1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, vec3(uv_interp + vec2(1.0, 1.0) * params.pixel_size, ViewIndex), 0.0).xyz * exposure * params.luminance_multiplier;
#else
- vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
- vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
+ vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure * params.luminance_multiplier;
#endif
vec3 rgbM = color;
vec3 luma = vec3(0.299, 0.587, 0.114);
@@ -333,11 +333,11 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
params.pixel_size;
#ifdef MULTIVIEW
- vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz);
- vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz);
+ vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier;
+ vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, vec3(uv_interp + dir * -0.5, ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * 0.5, ViewIndex), 0.0).xyz) * params.luminance_multiplier;
#else
- vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz);
- vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz);
+ vec3 rgbA = 0.5 * exposure * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * params.luminance_multiplier;
+ vec3 rgbB = rgbA * 0.5 + 0.25 * exposure * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz + textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz) * params.luminance_multiplier;
#endif
float lumaB = dot(rgbB, luma);
@@ -364,11 +364,11 @@ vec3 screen_space_dither(vec2 frag_coord) {
void main() {
#ifdef SUBPASS
// SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer
- vec3 color = subpassLoad(input_color).rgb;
+ vec3 color = subpassLoad(input_color).rgb * params.luminance_multiplier;
#elif defined(MULTIVIEW)
- vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb;
+ vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb * params.luminance_multiplier;
#else
- vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
+ vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb * params.luminance_multiplier;
#endif
// Exposure
@@ -377,7 +377,7 @@ void main() {
#ifndef SUBPASS
if (params.use_auto_exposure) {
- exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
+ exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r * params.luminance_multiplier / params.auto_exposure_grey);
}
#endif
@@ -386,7 +386,7 @@ void main() {
// Early Tonemap & SRGB Conversion
#ifndef SUBPASS
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
- vec3 glow = gather_glow(source_glow, uv_interp);
+ vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier;
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
@@ -411,7 +411,7 @@ void main() {
// Glow
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
- vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
+ vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity * params.luminance_multiplier;
// high dynamic range -> SRGB
glow = apply_tonemapping(glow, params.white);