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-rw-r--r--SConstruct8
-rw-r--r--core/object/class_db.cpp187
-rw-r--r--core/object/class_db.h30
-rw-r--r--core/variant/variant.cpp59
-rw-r--r--doc/classes/@GlobalScope.xml1
-rw-r--r--doc/classes/AspectRatioContainer.xml1
-rw-r--r--doc/classes/BaseMaterial3D.xml15
-rw-r--r--doc/classes/BoxContainer.xml1
-rw-r--r--doc/classes/CenterContainer.xml1
-rw-r--r--doc/classes/Container.xml1
-rw-r--r--doc/classes/Environment.xml51
-rw-r--r--doc/classes/GridContainer.xml1
-rw-r--r--doc/classes/HBoxContainer.xml1
-rw-r--r--doc/classes/HSplitContainer.xml1
-rw-r--r--doc/classes/Label3D.xml13
-rw-r--r--doc/classes/MarginContainer.xml1
-rw-r--r--doc/classes/PanelContainer.xml1
-rw-r--r--doc/classes/PhysicalSkyMaterial.xml2
-rw-r--r--doc/classes/ProceduralSkyMaterial.xml3
-rw-r--r--doc/classes/RenderingServer.xml9
-rw-r--r--doc/classes/SceneTree.xml1
-rw-r--r--doc/classes/ScrollContainer.xml1
-rw-r--r--doc/classes/SplitContainer.xml1
-rw-r--r--doc/classes/SpriteBase3D.xml5
-rw-r--r--doc/classes/TabContainer.xml1
-rw-r--r--doc/classes/VBoxContainer.xml1
-rw-r--r--doc/classes/VSplitContainer.xml1
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.cpp4
-rw-r--r--drivers/gles3/rasterizer_storage_gles3.h1
-rw-r--r--drivers/gles3/storage/material_storage.cpp68
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp1190
-rw-r--r--drivers/gles3/storage/mesh_storage.h363
-rw-r--r--editor/code_editor.cpp98
-rw-r--r--editor/code_editor.h6
-rw-r--r--editor/editor_about.cpp1
-rw-r--r--editor/editor_inspector.cpp21
-rw-r--r--editor/editor_node.cpp5
-rw-r--r--editor/editor_properties.cpp2
-rw-r--r--editor/icons/ExternalLink.svg2
-rw-r--r--editor/plugins/script_text_editor.cpp37
-rw-r--r--modules/noise/noise.cpp4
-rw-r--r--platform/android/java/lib/src/org/godotengine/godot/Godot.java15
-rw-r--r--scene/2d/physics_body_2d.cpp13
-rw-r--r--scene/2d/physics_body_2d.h4
-rw-r--r--scene/3d/label_3d.cpp56
-rw-r--r--scene/3d/label_3d.h12
-rw-r--r--scene/3d/physics_body_3d.cpp8
-rw-r--r--scene/3d/physics_body_3d.h4
-rw-r--r--scene/3d/sprite_3d.cpp22
-rw-r--r--scene/3d/sprite_3d.h4
-rw-r--r--scene/animation/tween.cpp29
-rw-r--r--scene/animation/tween.h3
-rw-r--r--scene/gui/code_edit.cpp3
-rw-r--r--scene/main/scene_tree.cpp6
-rw-r--r--scene/resources/sky_material.cpp27
-rw-r--r--scene/resources/sky_material.h4
-rw-r--r--servers/rendering/renderer_rd/effects/tone_mapper.cpp26
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp68
-rw-r--r--servers/rendering/shader_language.cpp42
-rw-r--r--tests/scene/test_code_edit.h32
-rw-r--r--tests/test_macros.h28
61 files changed, 2133 insertions, 473 deletions
diff --git a/SConstruct b/SConstruct
index af01329933..1c9ef7d820 100644
--- a/SConstruct
+++ b/SConstruct
@@ -618,10 +618,14 @@ if selected_platform in platform_list:
env.Append(CXXFLAGS=["-Wno-error=cpp"])
if cc_version_major == 7: # Bogus warning fixed in 8+.
env.Append(CCFLAGS=["-Wno-error=strict-overflow"])
+ if cc_version_major >= 12: # False positives in our error macros, see GH-58747.
+ env.Append(CCFLAGS=["-Wno-error=return-type"])
elif methods.using_clang(env) or methods.using_emcc(env):
env.Append(CXXFLAGS=["-Wno-error=#warnings"])
- else: # always enable those errors
- env.Append(CCFLAGS=["-Werror=return-type"])
+ else: # Always enable those errors.
+ # False positives in our error macros, see GH-58747.
+ if not (methods.using_gcc(env) and cc_version_major >= 12):
+ env.Append(CCFLAGS=["-Werror=return-type"])
if hasattr(detect, "get_program_suffix"):
suffix = "." + detect.get_program_suffix()
diff --git a/core/object/class_db.cpp b/core/object/class_db.cpp
index 61ce965bc3..593f27b7cf 100644
--- a/core/object/class_db.cpp
+++ b/core/object/class_db.cpp
@@ -39,190 +39,13 @@
#ifdef DEBUG_METHODS_ENABLED
-MethodDefinition D_METHOD(const char *p_name) {
+MethodDefinition D_METHODP(const char *p_name, const char *const **p_args, uint32_t p_argcount) {
MethodDefinition md;
md.name = StaticCString::create(p_name);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.push_back(StaticCString::create(p_arg1));
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(2);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(3);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(4);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(5);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- md.args.write[4] = StaticCString::create(p_arg5);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(6);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- md.args.write[4] = StaticCString::create(p_arg5);
- md.args.write[5] = StaticCString::create(p_arg6);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(7);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- md.args.write[4] = StaticCString::create(p_arg5);
- md.args.write[5] = StaticCString::create(p_arg6);
- md.args.write[6] = StaticCString::create(p_arg7);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(8);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- md.args.write[4] = StaticCString::create(p_arg5);
- md.args.write[5] = StaticCString::create(p_arg6);
- md.args.write[6] = StaticCString::create(p_arg7);
- md.args.write[7] = StaticCString::create(p_arg8);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(9);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- md.args.write[4] = StaticCString::create(p_arg5);
- md.args.write[5] = StaticCString::create(p_arg6);
- md.args.write[6] = StaticCString::create(p_arg7);
- md.args.write[7] = StaticCString::create(p_arg8);
- md.args.write[8] = StaticCString::create(p_arg9);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(10);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- md.args.write[4] = StaticCString::create(p_arg5);
- md.args.write[5] = StaticCString::create(p_arg6);
- md.args.write[6] = StaticCString::create(p_arg7);
- md.args.write[7] = StaticCString::create(p_arg8);
- md.args.write[8] = StaticCString::create(p_arg9);
- md.args.write[9] = StaticCString::create(p_arg10);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(11);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- md.args.write[4] = StaticCString::create(p_arg5);
- md.args.write[5] = StaticCString::create(p_arg6);
- md.args.write[6] = StaticCString::create(p_arg7);
- md.args.write[7] = StaticCString::create(p_arg8);
- md.args.write[8] = StaticCString::create(p_arg9);
- md.args.write[9] = StaticCString::create(p_arg10);
- md.args.write[10] = StaticCString::create(p_arg11);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11, const char *p_arg12) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(12);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- md.args.write[4] = StaticCString::create(p_arg5);
- md.args.write[5] = StaticCString::create(p_arg6);
- md.args.write[6] = StaticCString::create(p_arg7);
- md.args.write[7] = StaticCString::create(p_arg8);
- md.args.write[8] = StaticCString::create(p_arg9);
- md.args.write[9] = StaticCString::create(p_arg10);
- md.args.write[10] = StaticCString::create(p_arg11);
- md.args.write[11] = StaticCString::create(p_arg12);
- return md;
-}
-
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11, const char *p_arg12, const char *p_arg13) {
- MethodDefinition md;
- md.name = StaticCString::create(p_name);
- md.args.resize(13);
- md.args.write[0] = StaticCString::create(p_arg1);
- md.args.write[1] = StaticCString::create(p_arg2);
- md.args.write[2] = StaticCString::create(p_arg3);
- md.args.write[3] = StaticCString::create(p_arg4);
- md.args.write[4] = StaticCString::create(p_arg5);
- md.args.write[5] = StaticCString::create(p_arg6);
- md.args.write[6] = StaticCString::create(p_arg7);
- md.args.write[7] = StaticCString::create(p_arg8);
- md.args.write[8] = StaticCString::create(p_arg9);
- md.args.write[9] = StaticCString::create(p_arg10);
- md.args.write[10] = StaticCString::create(p_arg11);
- md.args.write[11] = StaticCString::create(p_arg12);
- md.args.write[12] = StaticCString::create(p_arg13);
+ md.args.resize(p_argcount);
+ for (uint32_t i = 0; i < p_argcount; i++) {
+ md.args.write[i] = StaticCString::create(*p_args[i]);
+ }
return md;
}
diff --git a/core/object/class_db.h b/core/object/class_db.h
index 333a3307e2..d4e1fc4e76 100644
--- a/core/object/class_db.h
+++ b/core/object/class_db.h
@@ -35,10 +35,6 @@
#include "core/object/object.h"
#include "core/string/print_string.h"
-/** To bind more then 6 parameters include this:
- *
- */
-
// Makes callable_mp readily available in all classes connecting signals.
// Needs to come after method_bind and object have been included.
#include "core/object/callable_method_pointer.h"
@@ -57,20 +53,18 @@ struct MethodDefinition {
name(p_name) {}
};
-MethodDefinition D_METHOD(const char *p_name);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11, const char *p_arg12);
-MethodDefinition D_METHOD(const char *p_name, const char *p_arg1, const char *p_arg2, const char *p_arg3, const char *p_arg4, const char *p_arg5, const char *p_arg6, const char *p_arg7, const char *p_arg8, const char *p_arg9, const char *p_arg10, const char *p_arg11, const char *p_arg12, const char *p_arg13);
+MethodDefinition D_METHODP(const char *p_name, const char *const **p_args, uint32_t p_argcount);
+
+template <typename... VarArgs>
+MethodDefinition D_METHOD(const char *p_name, const VarArgs... p_args) {
+ const char *args[sizeof...(p_args) + 1] = { p_args..., nullptr }; // +1 makes sure zero sized arrays are also supported.
+ const char *const *argptrs[sizeof...(p_args) + 1];
+ for (uint32_t i = 0; i < sizeof...(p_args); i++) {
+ argptrs[i] = &args[i];
+ }
+
+ return D_METHODP(p_name, sizeof...(p_args) == 0 ? nullptr : (const char *const **)argptrs, sizeof...(p_args));
+}
#else
diff --git a/core/variant/variant.cpp b/core/variant/variant.cpp
index da5d73d519..0eb93a72b4 100644
--- a/core/variant/variant.cpp
+++ b/core/variant/variant.cpp
@@ -3341,27 +3341,7 @@ String Variant::get_construct_string() const {
}
String Variant::get_call_error_text(const StringName &p_method, const Variant **p_argptrs, int p_argcount, const Callable::CallError &ce) {
- String err_text;
-
- if (ce.error == Callable::CallError::CALL_ERROR_INVALID_ARGUMENT) {
- int errorarg = ce.argument;
- if (p_argptrs) {
- err_text = "Cannot convert argument " + itos(errorarg + 1) + " from " + Variant::get_type_name(p_argptrs[errorarg]->get_type()) + " to " + Variant::get_type_name(Variant::Type(ce.expected)) + ".";
- } else {
- err_text = "Cannot convert argument " + itos(errorarg + 1) + " from [missing argptr, type unknown] to " + Variant::get_type_name(Variant::Type(ce.expected)) + ".";
- }
- } else if (ce.error == Callable::CallError::CALL_ERROR_TOO_MANY_ARGUMENTS) {
- err_text = "Method expected " + itos(ce.argument) + " arguments, but called with " + itos(p_argcount) + ".";
- } else if (ce.error == Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS) {
- err_text = "Method expected " + itos(ce.argument) + " arguments, but called with " + itos(p_argcount) + ".";
- } else if (ce.error == Callable::CallError::CALL_ERROR_INVALID_METHOD) {
- err_text = "Method not found.";
- } else if (ce.error == Callable::CallError::CALL_ERROR_INSTANCE_IS_NULL) {
- err_text = "Instance is null";
- } else if (ce.error == Callable::CallError::CALL_OK) {
- return "Call OK";
- }
- return "'" + String(p_method) + "': " + err_text;
+ return get_call_error_text(nullptr, p_method, p_argptrs, p_argcount, ce);
}
String Variant::get_call_error_text(Object *p_base, const StringName &p_method, const Variant **p_argptrs, int p_argcount, const Callable::CallError &ce) {
@@ -3386,37 +3366,20 @@ String Variant::get_call_error_text(Object *p_base, const StringName &p_method,
return "Call OK";
}
- String class_name = p_base->get_class();
- Ref<Resource> script = p_base->get_script();
- if (script.is_valid() && script->get_path().is_resource_file()) {
- class_name += "(" + script->get_path().get_file() + ")";
+ String base_text;
+ if (p_base) {
+ base_text = p_base->get_class();
+ Ref<Resource> script = p_base->get_script();
+ if (script.is_valid() && script->get_path().is_resource_file()) {
+ base_text += "(" + script->get_path().get_file() + ")";
+ }
+ base_text += "::";
}
- return "'" + class_name + "::" + String(p_method) + "': " + err_text;
+ return "'" + base_text + String(p_method) + "': " + err_text;
}
String Variant::get_callable_error_text(const Callable &p_callable, const Variant **p_argptrs, int p_argcount, const Callable::CallError &ce) {
- String err_text;
-
- if (ce.error == Callable::CallError::CALL_ERROR_INVALID_ARGUMENT) {
- int errorarg = ce.argument;
- if (p_argptrs) {
- err_text = "Cannot convert argument " + itos(errorarg + 1) + " from " + Variant::get_type_name(p_argptrs[errorarg]->get_type()) + " to " + Variant::get_type_name(Variant::Type(ce.expected)) + ".";
- } else {
- err_text = "Cannot convert argument " + itos(errorarg + 1) + " from [missing argptr, type unknown] to " + Variant::get_type_name(Variant::Type(ce.expected)) + ".";
- }
- } else if (ce.error == Callable::CallError::CALL_ERROR_TOO_MANY_ARGUMENTS) {
- err_text = "Method expected " + itos(ce.argument) + " arguments, but called with " + itos(p_argcount) + ".";
- } else if (ce.error == Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS) {
- err_text = "Method expected " + itos(ce.argument) + " arguments, but called with " + itos(p_argcount) + ".";
- } else if (ce.error == Callable::CallError::CALL_ERROR_INVALID_METHOD) {
- err_text = "Method not found.";
- } else if (ce.error == Callable::CallError::CALL_ERROR_INSTANCE_IS_NULL) {
- err_text = "Instance is null";
- } else if (ce.error == Callable::CallError::CALL_OK) {
- return "Call OK";
- }
-
- return String(p_callable) + " : " + err_text;
+ return get_call_error_text(p_callable.get_object(), p_callable.get_method(), p_argptrs, p_argcount, ce);
}
String vformat(const String &p_text, const Variant &p1, const Variant &p2, const Variant &p3, const Variant &p4, const Variant &p5) {
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 0021b2f857..a40b851efc 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -457,6 +457,7 @@
rotation = lerp_angle(min_angle, max_angle, elapsed)
elapsed += delta
[/codeblock]
+ [b]Note:[/b] This method lerps through the shortest path between [code]from[/code] and [code]to[/code]. However, when these two angles are approximately [code]PI + k * TAU[/code] apart for any integer [code]k[/code], it's not obvious which way they lerp due to floating-point precision errors. For example, [code]lerp_angle(0, PI, weight)[/code] lerps counter-clockwise, while [code]lerp_angle(0, PI + 5 * TAU, weight)[/code] lerps clockwise.
</description>
</method>
<method name="linear2db">
diff --git a/doc/classes/AspectRatioContainer.xml b/doc/classes/AspectRatioContainer.xml
index 742a7276d4..e7847ba05c 100644
--- a/doc/classes/AspectRatioContainer.xml
+++ b/doc/classes/AspectRatioContainer.xml
@@ -7,6 +7,7 @@
Arranges child controls in a way to preserve their aspect ratio automatically whenever the container is resized. Solves the problem where the container size is dynamic and the contents' size needs to adjust accordingly without losing proportions.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<members>
<member name="alignment_horizontal" type="int" setter="set_alignment_horizontal" getter="get_alignment_horizontal" enum="AspectRatioContainer.AlignmentMode" default="1">
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index 4b6f6eec67..f3e2c4b308 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -59,6 +59,7 @@
<members>
<member name="albedo_color" type="Color" setter="set_albedo" getter="get_albedo" default="Color(1, 1, 1, 1)">
The material's base color.
+ [b]Note:[/b] If [member detail_enabled] is [code]true[/code] and a [member detail_albedo] texture is specified, [member albedo_color] will [i]not[/i] modulate the detail texture. This can be used to color partial areas of a material by not specifying an albedo texture and using a transparent [member detail_albedo] texture instead.
</member>
<member name="albedo_tex_force_srgb" type="bool" setter="set_flag" getter="get_flag" default="false">
Forces a conversion of the [member albedo_texture] from sRGB space to linear space.
@@ -148,19 +149,20 @@
Determines when depth rendering takes place. See [enum DepthDrawMode]. See also [member transparency].
</member>
<member name="detail_albedo" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture that specifies the color of the detail overlay.
+ Texture that specifies the color of the detail overlay. [member detail_albedo]'s alpha channel is used as a mask, even when the material is opaque. To use a dedicated texture as a mask, see [member detail_mask].
+ [b]Note:[/b] [member detail_albedo] is [i]not[/i] modulated by [member albedo_color].
</member>
<member name="detail_blend_mode" type="int" setter="set_detail_blend_mode" getter="get_detail_blend_mode" enum="BaseMaterial3D.BlendMode" default="0">
Specifies how the [member detail_albedo] should blend with the current [code]ALBEDO[/code]. See [enum BlendMode] for options.
</member>
<member name="detail_enabled" type="bool" setter="set_feature" getter="get_feature" default="false">
- If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask]. This can be used to add variation to objects, or to blend between two different albedo/normal textures.
+ If [code]true[/code], enables the detail overlay. Detail is a second texture that gets mixed over the surface of the object based on [member detail_mask] and [member detail_albedo]'s alpha channel. This can be used to add variation to objects, or to blend between two different albedo/normal textures.
</member>
<member name="detail_mask" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture used to specify how the detail textures get blended with the base textures.
+ Texture used to specify how the detail textures get blended with the base textures. [member detail_mask] can be used together with [member detail_albedo]'s alpha channel (if any).
</member>
<member name="detail_normal" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture that specifies the per-pixel normal of the detail overlay.
+ Texture that specifies the per-pixel normal of the detail overlay. The [member detail_normal] texture only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member detail_normal] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
</member>
<member name="detail_uv_layer" type="int" setter="set_detail_uv" getter="get_detail_uv" enum="BaseMaterial3D.DetailUV" default="0">
@@ -262,9 +264,10 @@
The strength of the normal map's effect.
</member>
<member name="normal_texture" type="Texture2D" setter="set_texture" getter="get_texture">
- Texture used to specify the normal at a given pixel. The [code]normal_texture[/code] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [code]normal_texture[/code] is oriented around the surface normal provided by the [Mesh].
+ Texture used to specify the normal at a given pixel. The [member normal_texture] only uses the red and green channels; the blue and alpha channels are ignored. The normal read from [member normal_texture] is oriented around the surface normal provided by the [Mesh].
[b]Note:[/b] The mesh must have both normals and tangents defined in its vertex data. Otherwise, the normal map won't render correctly and will only appear to darken the whole surface. If creating geometry with [SurfaceTool], you can use [method SurfaceTool.generate_normals] and [method SurfaceTool.generate_tangents] to automatically generate normals and tangents respectively.
[b]Note:[/b] Godot expects the normal map to use X+, Y+, and Z+ coordinates. See [url=http://wiki.polycount.com/wiki/Normal_Map_Technical_Details#Common_Swizzle_Coordinates]this page[/url] for a comparison of normal map coordinates expected by popular engines.
+ [b]Note:[/b] If [member detail_enabled] is [code]true[/code], the [member detail_albedo] texture is drawn [i]below[/i] the [member normal_texture]. To display a normal map [i]above[/i] the [member detail_albedo] texture, use [member detail_normal] instead.
</member>
<member name="orm_texture" type="Texture2D" setter="set_texture" getter="get_texture">
</member>
@@ -709,7 +712,7 @@
Used to read from the alpha channel of a texture.
</constant>
<constant name="TEXTURE_CHANNEL_GRAYSCALE" value="4" enum="TextureChannel">
- Currently unused.
+ Used to read from the linear (non-perceptual) average of the red, green and blue channels of a texture.
</constant>
<constant name="EMISSION_OP_ADD" value="0" enum="EmissionOperator">
Adds the emission color to the color from the emission texture.
diff --git a/doc/classes/BoxContainer.xml b/doc/classes/BoxContainer.xml
index 92fccaa884..c76a178368 100644
--- a/doc/classes/BoxContainer.xml
+++ b/doc/classes/BoxContainer.xml
@@ -7,6 +7,7 @@
Arranges child [Control] nodes vertically or horizontally, and rearranges them automatically when their minimum size changes.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="add_spacer">
diff --git a/doc/classes/CenterContainer.xml b/doc/classes/CenterContainer.xml
index 08cdf64cea..f5f32bd325 100644
--- a/doc/classes/CenterContainer.xml
+++ b/doc/classes/CenterContainer.xml
@@ -7,6 +7,7 @@
CenterContainer keeps children controls centered. This container keeps all children to their minimum size, in the center.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<members>
<member name="use_top_left" type="bool" setter="set_use_top_left" getter="is_using_top_left" default="false">
diff --git a/doc/classes/Container.xml b/doc/classes/Container.xml
index 11b20b5654..900997d119 100644
--- a/doc/classes/Container.xml
+++ b/doc/classes/Container.xml
@@ -8,6 +8,7 @@
A Control can inherit this to create custom container classes.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="_get_allowed_size_flags_horizontal" qualifiers="virtual const">
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index e5e7efd315..9da360915b 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -51,16 +51,17 @@
The global color saturation value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="ambient_light_color" type="Color" setter="set_ambient_light_color" getter="get_ambient_light_color" default="Color(0, 0, 0, 1)">
- The ambient light's [Color].
+ The ambient light's [Color]. Only effective if [member ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive).
</member>
<member name="ambient_light_energy" type="float" setter="set_ambient_light_energy" getter="get_ambient_light_energy" default="1.0">
- The ambient light's energy. The higher the value, the stronger the light.
+ The ambient light's energy. The higher the value, the stronger the light. Only effective if [member ambient_light_sky_contribution] is lower than [code]1.0[/code] (exclusive).
</member>
<member name="ambient_light_sky_contribution" type="float" setter="set_ambient_light_sky_contribution" getter="get_ambient_light_sky_contribution" default="1.0">
Defines the amount of light that the sky brings on the scene. A value of [code]0.0[/code] means that the sky's light emission has no effect on the scene illumination, thus all ambient illumination is provided by the ambient light. On the contrary, a value of [code]1.0[/code] means that [i]all[/i] the light that affects the scene is provided by the sky, thus the ambient light parameter has no effect on the scene.
[b]Note:[/b] [member ambient_light_sky_contribution] is internally clamped between [code]0.0[/code] and [code]1.0[/code] (inclusive).
</member>
<member name="ambient_light_source" type="int" setter="set_ambient_source" getter="get_ambient_source" enum="Environment.AmbientSource" default="0">
+ The ambient light source to use for rendering materials and global illumination.
</member>
<member name="auto_exposure_enabled" type="bool" setter="set_tonemap_auto_exposure_enabled" getter="is_tonemap_auto_exposure_enabled" default="false">
If [code]true[/code], enables the tonemapping auto exposure mode of the scene renderer. If [code]true[/code], the renderer will automatically determine the exposure setting to adapt to the scene's illumination and the observed light.
@@ -97,6 +98,7 @@
This is useful to simulate [url=https://en.wikipedia.org/wiki/Aerial_perspective]aerial perspective[/url] in large scenes with low density fog. However, it is not very useful for high-density fog, as the sky will shine through. When set to [code]1.0[/code], the fog color comes completely from the [Sky]. If set to [code]0.0[/code], aerial perspective is disabled.
</member>
<member name="fog_density" type="float" setter="set_fog_density" getter="get_fog_density" default="0.001">
+ The exponential fog density to use. Higher values result in a more dense fog.
</member>
<member name="fog_enabled" type="bool" setter="set_fog_enabled" getter="is_fog_enabled" default="false">
If [code]true[/code], fog effects are enabled.
@@ -108,10 +110,13 @@
The density used to increase fog as height decreases. To make fog increase as height increases, use a negative value.
</member>
<member name="fog_light_color" type="Color" setter="set_fog_light_color" getter="get_fog_light_color" default="Color(0.5, 0.6, 0.7, 1)">
+ The fog's color.
</member>
<member name="fog_light_energy" type="float" setter="set_fog_light_energy" getter="get_fog_light_energy" default="1.0">
+ The fog's brightness. Higher values result in brighter fog.
</member>
<member name="fog_sun_scatter" type="float" setter="set_fog_sun_scatter" getter="get_fog_sun_scatter" default="0.0">
+ If set above [code]0.0[/code], renders the scene's directional light(s) in the fog color depending on the view angle. This can be used to give the impression that the sun is "piercing" through the fog.
</member>
<member name="glow_blend_mode" type="int" setter="set_glow_blend_mode" getter="get_glow_blend_mode" enum="Environment.GlowBlendMode" default="2">
The glow blending mode.
@@ -132,7 +137,7 @@
The lower threshold of the HDR glow. When using the OpenGL renderer (which doesn't support HDR), this needs to be below [code]1.0[/code] for glow to be visible. A value of [code]0.9[/code] works well in this case.
</member>
<member name="glow_intensity" type="float" setter="set_glow_intensity" getter="get_glow_intensity" default="0.8">
- The overall brightness multiplier of the glow effect. When using the OpenGL renderer, this should be increased to 1.5 to compensate for the lack of HDR rendering.
+ The overall brightness multiplier of the glow effect. When using the OpenGL renderer, this should be increased to [code]1.5[/code] to compensate for the lack of HDR rendering.
</member>
<member name="glow_levels/1" type="float" setter="set_glow_level" getter="get_glow_level" default="0.0">
The intensity of the 1st level of glow. This is the most "local" level (least blurry).
@@ -163,6 +168,7 @@
How strong of an impact the [member glow_map] should have on the overall glow effect. A strength of [code]0.0[/code] means the glow map has no effect on the overall glow effect. A strength of [code]1.0[/code] means the glow has a full effect on the overall glow effect (and can turn off glow entirely in specific areas of the screen if the glow map has black areas).
</member>
<member name="glow_mix" type="float" setter="set_glow_mix" getter="get_glow_mix" default="0.05">
+ When using the [constant GLOW_BLEND_MODE_MIX] [member glow_blend_mode], this controls how much the source image is blended with the glow layer. A value of [code]0.0[/code] makes the glow rendering invisible, while a value of [code]1.0[/code] is equivalent to [constant GLOW_BLEND_MODE_REPLACE].
</member>
<member name="glow_normalized" type="bool" setter="set_glow_normalized" getter="is_glow_normalized" default="false">
If [code]true[/code], glow levels will be normalized so that summed together their intensities equal [code]1.0[/code].
@@ -171,10 +177,15 @@
The strength of the glow effect. This applies as the glow is blurred across the screen and increases the distance and intensity of the blur. When using the OpenGL renderer, this should be increased to 1.3 to compensate for the lack of HDR rendering.
</member>
<member name="reflected_light_source" type="int" setter="set_reflection_source" getter="get_reflection_source" enum="Environment.ReflectionSource" default="0">
+ The reflected (specular) light source.
</member>
<member name="sdfgi_bounce_feedback" type="float" setter="set_sdfgi_bounce_feedback" getter="get_sdfgi_bounce_feedback" default="0.5">
+ The energy multiplier applied to light every time it bounces from a surface when using SDFGI. Values greater than [code]0.0[/code] will simulate multiple bounces, resulting in a more realistic appearance. Increasing [member sdfgi_bounce_feedback] generally has no performance impact. See also [member sdfgi_energy].
+ [b]Note:[/b] Values greater than [code]0.5[/code] can cause infinite feedback loops and should be avoided in scenes with bright materials.
+ [b]Note:[/b] If [member sdfgi_bounce_feedback] is [code]0.0[/code], indirect lighting will not be represented in reflections as light will only bounce one time.
</member>
<member name="sdfgi_cascade0_distance" type="float" setter="set_sdfgi_cascade0_distance" getter="get_sdfgi_cascade0_distance" default="12.8">
+ [b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and [member sdfgi_max_distance]. Changing its value will automatically change those properties as well.
</member>
<member name="sdfgi_cascades" type="int" setter="set_sdfgi_cascades" getter="get_sdfgi_cascades" default="4">
The number of cascades to use for SDFGI (between 1 and 8). A higher number of cascades allows displaying SDFGI further away while preserving detail up close, at the cost of performance. When using SDFGI on small-scale levels, [member sdfgi_cascades] can often be decreased between [code]1[/code] and [code]4[/code] to improve performance.
@@ -185,27 +196,39 @@
[b]Note:[/b] Meshes should have sufficiently thick walls to avoid light leaks (avoid one-sided walls). For interior levels, enclose your level geometry in a sufficiently large box and bridge the loops to close the mesh.
</member>
<member name="sdfgi_energy" type="float" setter="set_sdfgi_energy" getter="get_sdfgi_energy" default="1.0">
+ The energy multiplier to use for SDFGI. Higher values will result in brighter indirect lighting and reflections. See also [member sdfgi_bounce_feedback].
</member>
<member name="sdfgi_max_distance" type="float" setter="set_sdfgi_max_distance" getter="get_sdfgi_max_distance" default="204.8">
+ The maximum distance at which SDFGI is visible. Beyond this distance, environment lighting or other sources of GI such as [ReflectionProbe] will be used as a fallback.
+ [b]Note:[/b] This property is linked to [member sdfgi_min_cell_size] and [member sdfgi_cascade0_distance]. Changing its value will automatically change those properties as well.
</member>
<member name="sdfgi_min_cell_size" type="float" setter="set_sdfgi_min_cell_size" getter="get_sdfgi_min_cell_size" default="0.2">
+ The cell size to use for the closest SDFGI cascade (in 3D units). Lower values allow SDFGI to be more precise up close, at the cost of making SDFGI updates more demanding. This can cause stuttering when the camera moves fast. Higher values allow SDFGI to cover more ground, while also reducing the performance impact of SDFGI updates.
+ [b]Note:[/b] This property is linked to [member sdfgi_max_distance] and [member sdfgi_cascade0_distance]. Changing its value will automatically change those properties as well.
</member>
<member name="sdfgi_normal_bias" type="float" setter="set_sdfgi_normal_bias" getter="get_sdfgi_normal_bias" default="1.1">
+ The normal bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.
</member>
<member name="sdfgi_probe_bias" type="float" setter="set_sdfgi_probe_bias" getter="get_sdfgi_probe_bias" default="1.1">
+ The constant bias to use for SDFGI probes. Increasing this value can reduce visible streaking artifacts on sloped surfaces, at the cost of increased light leaking.
</member>
<member name="sdfgi_read_sky_light" type="bool" setter="set_sdfgi_read_sky_light" getter="is_sdfgi_reading_sky_light" default="true">
+ If [code]true[/code], SDFGI takes the environment lighting into account. This should be set to [code]false[/code] for interior scenes.
</member>
<member name="sdfgi_use_occlusion" type="bool" setter="set_sdfgi_use_occlusion" getter="is_sdfgi_using_occlusion" default="false">
+ If [code]true[/code], SDFGI uses an occlusion detection approach to reduce light leaking. Occlusion may however introduce dark blotches in certain spots, which may be undesired in mostly outdoor scenes. [member sdfgi_use_occlusion] has a performance impact and should only be enabled when needed.
</member>
<member name="sdfgi_y_scale" type="int" setter="set_sdfgi_y_scale" getter="get_sdfgi_y_scale" enum="Environment.SDFGIYScale" default="1">
+ The Y scale to use for SDFGI cells. Lower values will result in SDFGI cells being packed together more closely on the Y axis. This is used to balance between quality and covering a lot of vertical ground. [member sdfgi_y_scale] should be set depending on how vertical your scene is (and how fast your camera may move on the Y axis).
</member>
<member name="sky" type="Sky" setter="set_sky" getter="get_sky">
The [Sky] resource used for this [Environment].
</member>
<member name="sky_custom_fov" type="float" setter="set_sky_custom_fov" getter="get_sky_custom_fov" default="0.0">
+ If set to a value greater than [code]0.0[/code], overrides the field of view to use for sky rendering. If set to [code]0.0[/code], the same FOV as the current [Camera3D] is used for sky rendering.
</member>
<member name="sky_rotation" type="Vector3" setter="set_sky_rotation" getter="get_sky_rotation" default="Vector3(0, 0, 0)">
+ The rotation to use for sky rendering.
</member>
<member name="ssao_ao_channel_affect" type="float" setter="set_ssao_ao_channel_affect" getter="get_ssao_ao_channel_affect" default="0.0">
The screen-space ambient occlusion intensity on materials that have an AO texture defined. Values higher than [code]0[/code] will make the SSAO effect visible in areas darkened by AO textures.
@@ -265,13 +288,13 @@
The maximum number of steps for screen-space reflections. Higher values are slower.
</member>
<member name="tonemap_exposure" type="float" setter="set_tonemap_exposure" getter="get_tonemap_exposure" default="1.0">
- The default exposure used for tonemapping.
+ The default exposure used for tonemapping. Higher values result in a brighter image. See also [member tonemap_white].
</member>
<member name="tonemap_mode" type="int" setter="set_tonemapper" getter="get_tonemapper" enum="Environment.ToneMapper" default="0">
The tonemapping mode to use. Tonemapping is the process that "converts" HDR values to be suitable for rendering on a LDR display. (Godot doesn't support rendering on HDR displays yet.)
</member>
<member name="tonemap_white" type="float" setter="set_tonemap_white" getter="get_tonemap_white" default="1.0">
- The white reference value for tonemapping. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR].
+ The white reference value for tonemapping (also called "whitepoint"). Higher values can make highlights look less blown out, and will also slightly darken the whole scene as a result. Only effective if the [member tonemap_mode] isn't set to [constant TONE_MAPPER_LINEAR]. See also [member tonemap_exposure].
</member>
<member name="volumetric_fog_albedo" type="Color" setter="set_volumetric_fog_albedo" getter="get_volumetric_fog_albedo" default="Color(1, 1, 1, 1)">
The [Color] of the volumetric fog when interacting with lights. Mist and fog have an albedo close to [code]Color(1, 1, 1, 1)[/code] while smoke has a darker albedo.
@@ -336,10 +359,10 @@
Gather ambient light from whichever source is specified as the background.
</constant>
<constant name="AMBIENT_SOURCE_DISABLED" value="1" enum="AmbientSource">
- Disable ambient light.
+ Disable ambient light. This provides a slight performance boost over [constant AMBIENT_SOURCE_SKY].
</constant>
<constant name="AMBIENT_SOURCE_COLOR" value="2" enum="AmbientSource">
- Specify a specific [Color] for ambient light.
+ Specify a specific [Color] for ambient light. This provides a slight performance boost over [constant AMBIENT_SOURCE_SKY].
</constant>
<constant name="AMBIENT_SOURCE_SKY" value="3" enum="AmbientSource">
Gather ambient light from the [Sky] regardless of what the background is.
@@ -348,22 +371,23 @@
Use the background for reflections.
</constant>
<constant name="REFLECTION_SOURCE_DISABLED" value="1" enum="ReflectionSource">
- Disable reflections.
+ Disable reflections. This provides a slight performance boost over other options.
</constant>
<constant name="REFLECTION_SOURCE_SKY" value="2" enum="ReflectionSource">
Use the [Sky] for reflections regardless of what the background is.
</constant>
<constant name="TONE_MAPPER_LINEAR" value="0" enum="ToneMapper">
- Linear tonemapper operator. Reads the linear data and passes it on unmodified.
+ Linear tonemapper operator. Reads the linear data and passes it on unmodified. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
</constant>
<constant name="TONE_MAPPER_REINHARDT" value="1" enum="ToneMapper">
- Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code].
+ Reinhardt tonemapper operator. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
</constant>
<constant name="TONE_MAPPER_FILMIC" value="2" enum="ToneMapper">
- Filmic tonemapper operator.
+ Filmic tonemapper operator. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant TONE_MAPPER_REINHARDT].
</constant>
<constant name="TONE_MAPPER_ACES" value="3" enum="ToneMapper">
- Academy Color Encoding System tonemapper operator.
+ Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant TONE_MAPPER_REINHARDT] and [constant TONE_MAPPER_FILMIC].
+ [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
</constant>
<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="GlowBlendMode">
Additive glow blending mode. Mostly used for particles, glows (bloom), lens flare, bright sources.
@@ -381,10 +405,13 @@
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="SDFGI_Y_SCALE_50_PERCENT" value="0" enum="SDFGIYScale">
+ Use 50% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be twice as short as they are wide. This allows providing increased GI detail and reduced light leaking with thin floors and ceilings. This is usually the best choice for scenes that don't feature much verticality.
</constant>
<constant name="SDFGI_Y_SCALE_75_PERCENT" value="1" enum="SDFGIYScale">
+ Use 75% scale for SDFGI on the Y (vertical) axis. This is a balance between the 50% and 100% SDFGI Y scales.
</constant>
<constant name="SDFGI_Y_SCALE_100_PERCENT" value="2" enum="SDFGIYScale">
+ Use 100% scale for SDFGI on the Y (vertical) axis. SDFGI cells will be as tall as they are wide. This is usually the best choice for highly vertical scenes. The downside is that light leaking may become more noticeable with thin floors and ceilings.
</constant>
</constants>
</class>
diff --git a/doc/classes/GridContainer.xml b/doc/classes/GridContainer.xml
index bb27c35785..8b7a0fe407 100644
--- a/doc/classes/GridContainer.xml
+++ b/doc/classes/GridContainer.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] GridContainer only works with child nodes inheriting from Control. It won't rearrange child nodes inheriting from Node2D.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
<link title="OS Test Demo">https://godotengine.org/asset-library/asset/677</link>
</tutorials>
<members>
diff --git a/doc/classes/HBoxContainer.xml b/doc/classes/HBoxContainer.xml
index 0af9f7a0f4..21267215eb 100644
--- a/doc/classes/HBoxContainer.xml
+++ b/doc/classes/HBoxContainer.xml
@@ -7,6 +7,7 @@
Horizontal box container. See [BoxContainer].
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="separation" data_type="constant" type="int" default="4">
diff --git a/doc/classes/HSplitContainer.xml b/doc/classes/HSplitContainer.xml
index f240718176..8137e26b8c 100644
--- a/doc/classes/HSplitContainer.xml
+++ b/doc/classes/HSplitContainer.xml
@@ -7,6 +7,7 @@
Horizontal split container. See [SplitContainer]. This goes from left to right.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="autohide" data_type="constant" type="int" default="1">
diff --git a/doc/classes/Label3D.xml b/doc/classes/Label3D.xml
index c95b691bf3..1bd52ab2dc 100644
--- a/doc/classes/Label3D.xml
+++ b/doc/classes/Label3D.xml
@@ -92,15 +92,28 @@
<member name="no_depth_test" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], depth testing is disabled and the object will be drawn in render order.
</member>
+ <member name="offset" type="Vector2" setter="set_offset" getter="get_offset" default="Vector2(0, 0)">
+ The text drawing offset (in pixels).
+ </member>
<member name="outline_modulate" type="Color" setter="set_outline_modulate" getter="get_outline_modulate" default="Color(0, 0, 0, 1)">
The tint of [Font]'s outline.
</member>
+ <member name="outline_render_priority" type="int" setter="set_outline_render_priority" getter="get_outline_render_priority" default="-1">
+ Sets the render priority for the text outline. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="outline_size" type="int" setter="set_outline_size" getter="get_outline_size" default="0">
Text outline size.
</member>
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
The size of one pixel's width on the label to scale it in 3D.
</member>
+ <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
+ Sets the render priority for the text. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], the [Light3D] in the [Environment] has effects on the label.
</member>
diff --git a/doc/classes/MarginContainer.xml b/doc/classes/MarginContainer.xml
index 3f9f93a39b..3b2ace8475 100644
--- a/doc/classes/MarginContainer.xml
+++ b/doc/classes/MarginContainer.xml
@@ -26,6 +26,7 @@
[/codeblocks]
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="margin_bottom" data_type="constant" type="int" default="0">
diff --git a/doc/classes/PanelContainer.xml b/doc/classes/PanelContainer.xml
index 1bb26045d9..fff30e0dc0 100644
--- a/doc/classes/PanelContainer.xml
+++ b/doc/classes/PanelContainer.xml
@@ -7,6 +7,7 @@
Panel container type. This container fits controls inside of the delimited area of a stylebox. It's useful for giving controls an outline.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
<link title="2D Role Playing Game Demo">https://godotengine.org/asset-library/asset/520</link>
</tutorials>
<members>
diff --git a/doc/classes/PhysicalSkyMaterial.xml b/doc/classes/PhysicalSkyMaterial.xml
index 3e85074e41..716eaaeeba 100644
--- a/doc/classes/PhysicalSkyMaterial.xml
+++ b/doc/classes/PhysicalSkyMaterial.xml
@@ -12,7 +12,7 @@
</tutorials>
<members>
<member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0">
- Sets the amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible, higher amounts may add fuzziness to the sky.
+ The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky.
</member>
<member name="exposure" type="float" setter="set_exposure" getter="get_exposure" default="0.1">
Sets the exposure of the sky. Higher exposure values make the entire sky brighter.
diff --git a/doc/classes/ProceduralSkyMaterial.xml b/doc/classes/ProceduralSkyMaterial.xml
index bf33232406..88283bcf24 100644
--- a/doc/classes/ProceduralSkyMaterial.xml
+++ b/doc/classes/ProceduralSkyMaterial.xml
@@ -11,6 +11,9 @@
<tutorials>
</tutorials>
<members>
+ <member name="dither_strength" type="float" setter="set_dither_strength" getter="get_dither_strength" default="1.0">
+ The amount of dithering to use. Dithering helps reduce banding that appears from the smooth changes in color in the sky. Use the lowest value possible for your given sky settings, as higher amounts may add fuzziness to the sky.
+ </member>
<member name="ground_bottom_color" type="Color" setter="set_ground_bottom_color" getter="get_ground_bottom_color" default="Color(0.2, 0.169, 0.133, 1)">
Color of the ground at the bottom. Blends with [member ground_horizon_color].
</member>
diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml
index 5bb83c8ffd..d21e2b5bca 100644
--- a/doc/classes/RenderingServer.xml
+++ b/doc/classes/RenderingServer.xml
@@ -4159,16 +4159,17 @@
Mixes the glow with the underlying color to avoid increasing brightness as much while still maintaining a glow effect.
</constant>
<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
- Output color as they came in.
+ Output color as they came in. This can cause bright lighting to look blown out, with noticeable clipping in the output colors.
</constant>
<constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
- Use the Reinhard tonemapper.
+ Use the Reinhard tonemapper. Performs a variation on rendered pixels' colors by this formula: [code]color = color / (1 + color)[/code]. This avoids clipping bright highlights, but the resulting image can look a bit dull.
</constant>
<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
- Use the filmic tonemapper.
+ Use the filmic tonemapper. This avoids clipping bright highlights, with a resulting image that usually looks more vivid than [constant ENV_TONE_MAPPER_REINHARD].
</constant>
<constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper">
- Use the ACES tonemapper.
+ Use the Academy Color Encoding System tonemapper. ACES is slightly more expensive than other options, but it handles bright lighting in a more realistic fashion by desaturating it as it becomes brighter. ACES typically has a more contrasted output compared to [constant ENV_TONE_MAPPER_REINHARD] and [constant ENV_TONE_MAPPER_FILMIC].
+ [b]Note:[/b] This tonemapping operator is called "ACES Fitted" in Godot 3.x.
</constant>
<constant name="ENV_SSR_ROUGHNESS_QUALITY_DISABLED" value="0" enum="EnvironmentSSRRoughnessQuality">
Lowest quality of roughness filter for screen-space reflections. Rough materials will not have blurrier screen-space reflections compared to smooth (non-rough) materials. This is the fastest option.
diff --git a/doc/classes/SceneTree.xml b/doc/classes/SceneTree.xml
index ddff766b17..970f5125cd 100644
--- a/doc/classes/SceneTree.xml
+++ b/doc/classes/SceneTree.xml
@@ -91,6 +91,7 @@
<return type="Node" />
<argument index="0" name="group" type="StringName" />
<description>
+ Returns the first node in the specified group, or [code]null[/code] if the group is empty or does not exist.
</description>
</method>
<method name="get_frame" qualifiers="const">
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index 95255ed79f..658793c4c0 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -9,6 +9,7 @@
Works great with a [Panel] control. You can set [code]EXPAND[/code] on the children's size flags, so they will upscale to the ScrollContainer's size if it's larger (scroll is invisible for the chosen dimension).
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="ensure_control_visible">
diff --git a/doc/classes/SplitContainer.xml b/doc/classes/SplitContainer.xml
index b2fcd46731..f2bc65f8df 100644
--- a/doc/classes/SplitContainer.xml
+++ b/doc/classes/SplitContainer.xml
@@ -7,6 +7,7 @@
Container for splitting two [Control]s vertically or horizontally, with a grabber that allows adjusting the split offset or ratio.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="clamp_split_offset">
diff --git a/doc/classes/SpriteBase3D.xml b/doc/classes/SpriteBase3D.xml
index 9733fa3a26..41b02b6dc9 100644
--- a/doc/classes/SpriteBase3D.xml
+++ b/doc/classes/SpriteBase3D.xml
@@ -75,6 +75,11 @@
<member name="pixel_size" type="float" setter="set_pixel_size" getter="get_pixel_size" default="0.01">
The size of one pixel's width on the sprite to scale it in 3D.
</member>
+ <member name="render_priority" type="int" setter="set_render_priority" getter="get_render_priority" default="0">
+ Sets the render priority for the sprite. Higher priority objects will be sorted in front of lower priority objects.
+ [b]Node:[/b] This only applies if [member alpha_cut] is set to [constant ALPHA_CUT_DISABLED] (default value).
+ [b]Note:[/b] This only applies to sorting of transparent objects. This will not impact how transparent objects are sorted relative to opaque objects. This is because opaque objects are not sorted, while transparent objects are sorted from back to front (subject to priority).
+ </member>
<member name="shaded" type="bool" setter="set_draw_flag" getter="get_draw_flag" default="false">
If [code]true[/code], the [Light3D] in the [Environment] has effects on the sprite.
</member>
diff --git a/doc/classes/TabContainer.xml b/doc/classes/TabContainer.xml
index 011b716dfc..10b5f730ad 100644
--- a/doc/classes/TabContainer.xml
+++ b/doc/classes/TabContainer.xml
@@ -9,6 +9,7 @@
[b]Note:[/b] The drawing of the clickable tabs themselves is handled by this node. Adding [TabBar]s as children is not needed.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<methods>
<method name="get_current_tab_control" qualifiers="const">
diff --git a/doc/classes/VBoxContainer.xml b/doc/classes/VBoxContainer.xml
index 4821791f50..a345668f91 100644
--- a/doc/classes/VBoxContainer.xml
+++ b/doc/classes/VBoxContainer.xml
@@ -7,6 +7,7 @@
Vertical box container. See [BoxContainer].
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
<link title="3D Voxel Demo">https://godotengine.org/asset-library/asset/676</link>
</tutorials>
<theme_items>
diff --git a/doc/classes/VSplitContainer.xml b/doc/classes/VSplitContainer.xml
index 32b7637c7e..b933fb2805 100644
--- a/doc/classes/VSplitContainer.xml
+++ b/doc/classes/VSplitContainer.xml
@@ -7,6 +7,7 @@
Vertical split container. See [SplitContainer]. This goes from top to bottom.
</description>
<tutorials>
+ <link title="GUI containers">$DOCS_URL/tutorials/ui/gui_containers.html</link>
</tutorials>
<theme_items>
<theme_item name="autohide" data_type="constant" type="int" default="1">
diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp
index 281bbf7057..0049e74a7c 100644
--- a/drivers/gles3/rasterizer_storage_gles3.cpp
+++ b/drivers/gles3/rasterizer_storage_gles3.cpp
@@ -439,7 +439,7 @@ bool RasterizerStorageGLES3::free(RID p_rid) {
multimesh_allocate(p_rid, 0, RS::MULTIMESH_TRANSFORM_3D, RS::MULTIMESH_COLOR_NONE);
- update_dirty_multimeshes();
+ _update_dirty_multimeshes();
multimesh_owner.free(p_rid);
memdelete(multimesh);
@@ -692,6 +692,8 @@ uint64_t RasterizerStorageGLES3::get_rendering_info(RS::RenderingInfo p_info) {
void RasterizerStorageGLES3::update_dirty_resources() {
GLES3::MaterialStorage::get_singleton()->_update_global_variables();
GLES3::MaterialStorage::get_singleton()->_update_queued_materials();
+ //GLES3::MeshStorage::get_singleton()->_update_dirty_skeletons();
+ GLES3::MeshStorage::get_singleton()->_update_dirty_multimeshes();
}
RasterizerStorageGLES3::RasterizerStorageGLES3() {
diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h
index f1914491b8..0aa486cbb5 100644
--- a/drivers/gles3/rasterizer_storage_gles3.h
+++ b/drivers/gles3/rasterizer_storage_gles3.h
@@ -42,6 +42,7 @@
#include "servers/rendering/shader_language.h"
#include "storage/config.h"
#include "storage/material_storage.h"
+#include "storage/mesh_storage.h"
#include "storage/texture_storage.h"
// class RasterizerCanvasGLES3;
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index fae23980b6..1b97e268df 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -392,26 +392,60 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
float *gui = (float *)data;
if (p_array_size > 0) {
- const PackedVector3Array &a = value;
- int s = a.size();
+ if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
+ const PackedColorArray &a = value;
+ int s = a.size();
- for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
- if (i < s) {
- gui[j] = a[i].x;
- gui[j + 1] = a[i].y;
- gui[j + 2] = a[i].z;
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
- gui[j + 2] = 0;
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ Color color = a[i];
+ if (p_linear_color) {
+ color = color.srgb_to_linear();
+ }
+ gui[j] = color.r;
+ gui[j + 1] = color.g;
+ gui[j + 2] = color.b;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ const PackedVector3Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = a[i].x;
+ gui[j + 1] = a[i].y;
+ gui[j + 2] = a[i].z;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
}
- gui[j + 3] = 0; // ignored
}
} else {
- Vector3 v = value;
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
+ if (value.get_type() == Variant::COLOR) {
+ Color v = value;
+
+ if (p_linear_color) {
+ v = v.srgb_to_linear();
+ }
+
+ gui[0] = v.r;
+ gui[1] = v.g;
+ gui[2] = v.b;
+ } else {
+ Vector3 v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ }
}
} break;
case ShaderLanguage::TYPE_VEC4: {
@@ -925,7 +959,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S
//value=E.value.default_value;
} else {
//zero because it was not provided
- if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
//colors must be set as black, with alpha as 1.0
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
} else {
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index c2a431aff1..934f746423 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -31,6 +31,7 @@
#ifdef GLES3_ENABLED
#include "mesh_storage.h"
+#include "material_storage.h"
using namespace GLES3;
@@ -51,34 +52,247 @@ MeshStorage::~MeshStorage() {
/* MESH API */
RID MeshStorage::mesh_allocate() {
- return RID();
+ return mesh_owner.allocate_rid();
}
void MeshStorage::mesh_initialize(RID p_rid) {
+ mesh_owner.initialize_rid(p_rid, Mesh());
}
void MeshStorage::mesh_free(RID p_rid) {
+ mesh_clear(p_rid);
+ mesh_set_shadow_mesh(p_rid, RID());
+ Mesh *mesh = mesh_owner.get_or_null(p_rid);
+ mesh->dependency.deleted_notify(p_rid);
+ if (mesh->instances.size()) {
+ ERR_PRINT("deleting mesh with active instances");
+ }
+ if (mesh->shadow_owners.size()) {
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ }
+ }
+ mesh_owner.free(p_rid);
}
void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) {
+ ERR_FAIL_COND(p_blend_shape_count < 0);
+
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
+ WARN_PRINT_ONCE("blend shapes not supported by GLES3 renderer yet");
+ mesh->blend_shape_count = p_blend_shape_count;
}
bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
- return false;
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, false);
+
+ return mesh->blend_shape_count > 0 || (mesh->has_bone_weights && p_has_skeleton);
}
void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ ERR_FAIL_COND(mesh->surface_count == RS::MAX_MESH_SURFACES);
+
+#ifdef DEBUG_ENABLED
+ //do a validation, to catch errors first
+ {
+ uint32_t stride = 0;
+ uint32_t attrib_stride = 0;
+ uint32_t skin_stride = 0;
+
+ // TODO: I think this should be <=, but it is copied from RendererRD, will have to verify later
+ for (int i = 0; i < RS::ARRAY_WEIGHTS; i++) {
+ if ((p_surface.format & (1 << i))) {
+ switch (i) {
+ case RS::ARRAY_VERTEX: {
+ if (p_surface.format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
+ stride += sizeof(float) * 2;
+ } else {
+ stride += sizeof(float) * 3;
+ }
+
+ } break;
+ case RS::ARRAY_NORMAL: {
+ stride += sizeof(int32_t);
+
+ } break;
+ case RS::ARRAY_TANGENT: {
+ stride += sizeof(int32_t);
+
+ } break;
+ case RS::ARRAY_COLOR: {
+ attrib_stride += sizeof(uint32_t);
+ } break;
+ case RS::ARRAY_TEX_UV: {
+ attrib_stride += sizeof(float) * 2;
+
+ } break;
+ case RS::ARRAY_TEX_UV2: {
+ attrib_stride += sizeof(float) * 2;
+
+ } break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ int idx = i - RS::ARRAY_CUSTOM0;
+ uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
+ uint32_t fmt = (p_surface.format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
+ uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
+ attrib_stride += fmtsize[fmt];
+
+ } break;
+ case RS::ARRAY_WEIGHTS:
+ case RS::ARRAY_BONES: {
+ //uses a separate array
+ bool use_8 = p_surface.format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS;
+ skin_stride += sizeof(int16_t) * (use_8 ? 16 : 8);
+ } break;
+ }
+ }
+ }
+
+ int expected_size = stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_size != p_surface.vertex_data.size(), "Size of vertex data provided (" + itos(p_surface.vertex_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+
+ int bs_expected_size = expected_size * mesh->blend_shape_count;
+
+ ERR_FAIL_COND_MSG(bs_expected_size != p_surface.blend_shape_data.size(), "Size of blend shape data provided (" + itos(p_surface.blend_shape_data.size()) + ") does not match expected (" + itos(bs_expected_size) + ")");
+
+ int expected_attrib_size = attrib_stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_attrib_size != p_surface.attribute_data.size(), "Size of attribute data provided (" + itos(p_surface.attribute_data.size()) + ") does not match expected (" + itos(expected_attrib_size) + ")");
+
+ if ((p_surface.format & RS::ARRAY_FORMAT_WEIGHTS) && (p_surface.format & RS::ARRAY_FORMAT_BONES)) {
+ expected_size = skin_stride * p_surface.vertex_count;
+ ERR_FAIL_COND_MSG(expected_size != p_surface.skin_data.size(), "Size of skin data provided (" + itos(p_surface.skin_data.size()) + ") does not match expected (" + itos(expected_size) + ")");
+ }
+ }
+
+#endif
+
+ Mesh::Surface *s = memnew(Mesh::Surface);
+
+ s->format = p_surface.format;
+ s->primitive = p_surface.primitive;
+
+ glGenBuffers(1, &s->vertex_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_surface.vertex_data.size(), p_surface.vertex_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ s->vertex_buffer_size = p_surface.vertex_data.size();
+
+ if (p_surface.attribute_data.size()) {
+ glGenBuffers(1, &s->attribute_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_surface.attribute_data.size(), p_surface.attribute_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ }
+ if (p_surface.skin_data.size()) {
+ glGenBuffers(1, &s->skin_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_surface.skin_data.size(), p_surface.skin_data.ptr(), (s->format & RS::ARRAY_FLAG_USE_DYNAMIC_UPDATE) ? GL_DYNAMIC_DRAW : GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
+ s->skin_buffer_size = p_surface.skin_data.size();
+ }
+
+ s->vertex_count = p_surface.vertex_count;
+
+ if (p_surface.format & RS::ARRAY_FORMAT_BONES) {
+ mesh->has_bone_weights = true;
+ }
+
+ if (p_surface.index_count) {
+ bool is_index_16 = p_surface.vertex_count <= 65536;
+ glGenBuffers(1, &s->index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_surface.index_data.size(), p_surface.index_data.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
+ s->index_count = p_surface.index_count;
+
+ if (p_surface.lods.size()) {
+ s->lods = memnew_arr(Mesh::Surface::LOD, p_surface.lods.size());
+ s->lod_count = p_surface.lods.size();
+
+ for (int i = 0; i < p_surface.lods.size(); i++) {
+ glGenBuffers(1, &s->lods[i].index_buffer);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, s->lods[i].index_buffer);
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, p_surface.lods[i].index_data.size(), p_surface.lods[i].index_data.ptr(), GL_STATIC_DRAW);
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); //unbind
+ s->lods[i].edge_length = p_surface.lods[i].edge_length;
+ s->lods[i].index_count = p_surface.lods[i].index_data.size() / (is_index_16 ? 2 : 4);
+ }
+ }
+ }
+
+ s->aabb = p_surface.aabb;
+ s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
+
+ if (mesh->blend_shape_count > 0) {
+ //s->blend_shape_buffer = RD::get_singleton()->storage_buffer_create(p_surface.blend_shape_data.size(), p_surface.blend_shape_data);
+ }
+
+ if (mesh->surface_count == 0) {
+ mesh->bone_aabbs = p_surface.bone_aabbs;
+ mesh->aabb = p_surface.aabb;
+ } else {
+ if (mesh->bone_aabbs.size() < p_surface.bone_aabbs.size()) {
+ // ArrayMesh::_surface_set_data only allocates bone_aabbs up to max_bone
+ // Each surface may affect different numbers of bones.
+ mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
+ }
+ for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
+ mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
+ }
+ mesh->aabb.merge_with(p_surface.aabb);
+ }
+
+ s->material = p_surface.material;
+
+ mesh->surfaces = (Mesh::Surface **)memrealloc(mesh->surfaces, sizeof(Mesh::Surface *) * (mesh->surface_count + 1));
+ mesh->surfaces[mesh->surface_count] = s;
+ mesh->surface_count++;
+
+ for (MeshInstance *mi : mesh->instances) {
+ _mesh_instance_add_surface(mi, mesh, mesh->surface_count - 1);
+ }
+
+ mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ }
+
+ mesh->material_cache.clear();
}
int MeshStorage::mesh_get_blend_shape_count(RID p_mesh) const {
- return 0;
+ const Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, -1);
+ return mesh->blend_shape_count;
}
void MeshStorage::mesh_set_blend_shape_mode(RID p_mesh, RS::BlendShapeMode p_mode) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_INDEX((int)p_mode, 2);
+
+ mesh->blend_shape_mode = p_mode;
}
RS::BlendShapeMode MeshStorage::mesh_get_blend_shape_mode(RID p_mesh) const {
- return RS::BLEND_SHAPE_MODE_NORMALIZED;
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RS::BLEND_SHAPE_MODE_NORMALIZED);
+ return mesh->blend_shape_mode;
}
void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, int p_offset, const Vector<uint8_t> &p_data) {
@@ -91,10 +305,21 @@ void MeshStorage::mesh_surface_update_skin_region(RID p_mesh, int p_surface, int
}
void MeshStorage::mesh_surface_set_material(RID p_mesh, int p_surface, RID p_material) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
+ mesh->surfaces[p_surface]->material = p_material;
+
+ mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MATERIAL);
+ mesh->material_cache.clear();
}
RID MeshStorage::mesh_surface_get_material(RID p_mesh, int p_surface) const {
- return RID();
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+ ERR_FAIL_UNSIGNED_INDEX_V((uint32_t)p_surface, mesh->surface_count, RID());
+
+ return mesh->surfaces[p_surface]->material;
}
RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
@@ -102,117 +327,1044 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
}
int MeshStorage::mesh_get_surface_count(RID p_mesh) const {
- return 1;
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, 0);
+ return mesh->surface_count;
}
void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ mesh->custom_aabb = p_aabb;
}
AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const {
- return AABB();
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+ return mesh->custom_aabb;
}
AABB MeshStorage::mesh_get_aabb(RID p_mesh, RID p_skeleton) {
- return AABB();
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, AABB());
+
+ if (mesh->custom_aabb != AABB()) {
+ return mesh->custom_aabb;
+ }
+
+ Skeleton *skeleton = skeleton_owner.get_or_null(p_skeleton);
+
+ if (!skeleton || skeleton->size == 0) {
+ return mesh->aabb;
+ }
+
+ // Calculate AABB based on Skeleton
+
+ AABB aabb;
+
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ AABB laabb;
+ if ((mesh->surfaces[i]->format & RS::ARRAY_FORMAT_BONES) && mesh->surfaces[i]->bone_aabbs.size()) {
+ int bs = mesh->surfaces[i]->bone_aabbs.size();
+ const AABB *skbones = mesh->surfaces[i]->bone_aabbs.ptr();
+
+ int sbs = skeleton->size;
+ ERR_CONTINUE(bs > sbs);
+ const float *baseptr = skeleton->data.ptr();
+
+ bool first = true;
+
+ if (skeleton->use_2d) {
+ for (int j = 0; j < bs; j++) {
+ if (skbones[0].size == Vector3()) {
+ continue; //bone is unused
+ }
+
+ const float *dataptr = baseptr + j * 8;
+
+ Transform3D mtx;
+
+ mtx.basis.elements[0].x = dataptr[0];
+ mtx.basis.elements[1].x = dataptr[1];
+ mtx.origin.x = dataptr[3];
+
+ mtx.basis.elements[0].y = dataptr[4];
+ mtx.basis.elements[1].y = dataptr[5];
+ mtx.origin.y = dataptr[7];
+
+ AABB baabb = mtx.xform(skbones[j]);
+
+ if (first) {
+ laabb = baabb;
+ first = false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ } else {
+ for (int j = 0; j < bs; j++) {
+ if (skbones[0].size == Vector3()) {
+ continue; //bone is unused
+ }
+
+ const float *dataptr = baseptr + j * 12;
+
+ Transform3D mtx;
+
+ mtx.basis.elements[0][0] = dataptr[0];
+ mtx.basis.elements[0][1] = dataptr[1];
+ mtx.basis.elements[0][2] = dataptr[2];
+ mtx.origin.x = dataptr[3];
+ mtx.basis.elements[1][0] = dataptr[4];
+ mtx.basis.elements[1][1] = dataptr[5];
+ mtx.basis.elements[1][2] = dataptr[6];
+ mtx.origin.y = dataptr[7];
+ mtx.basis.elements[2][0] = dataptr[8];
+ mtx.basis.elements[2][1] = dataptr[9];
+ mtx.basis.elements[2][2] = dataptr[10];
+ mtx.origin.z = dataptr[11];
+
+ AABB baabb = mtx.xform(skbones[j]);
+ if (first) {
+ laabb = baabb;
+ first = false;
+ } else {
+ laabb.merge_with(baabb);
+ }
+ }
+ }
+
+ if (laabb.size == Vector3()) {
+ laabb = mesh->surfaces[i]->aabb;
+ }
+ } else {
+ laabb = mesh->surfaces[i]->aabb;
+ }
+
+ if (i == 0) {
+ aabb = laabb;
+ } else {
+ aabb.merge_with(laabb);
+ }
+ }
+
+ return aabb;
}
void MeshStorage::mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+
+ Mesh *shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.erase(mesh);
+ }
+ mesh->shadow_mesh = p_shadow_mesh;
+
+ shadow_mesh = mesh_owner.get_or_null(mesh->shadow_mesh);
+
+ if (shadow_mesh) {
+ shadow_mesh->shadow_owners.insert(mesh);
+ }
+
+ mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
}
void MeshStorage::mesh_clear(RID p_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND(!mesh);
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ Mesh::Surface &s = *mesh->surfaces[i];
+
+ if (s.vertex_buffer != 0) {
+ glDeleteBuffers(1, &s.vertex_buffer);
+ }
+
+ if (s.version_count != 0) {
+ for (uint32_t j = 0; j < s.version_count; j++) {
+ glDeleteVertexArrays(1, &s.versions[j].vertex_array);
+ }
+ }
+
+ if (s.attribute_buffer != 0) {
+ glDeleteBuffers(1, &s.attribute_buffer);
+ }
+
+ if (s.skin_buffer != 0) {
+ glDeleteBuffers(1, &s.skin_buffer);
+ }
+
+ if (s.index_buffer != 0) {
+ glDeleteBuffers(1, &s.index_buffer);
+ glDeleteVertexArrays(1, &s.index_array);
+ }
+ memdelete(mesh->surfaces[i]);
+ }
+ if (mesh->surfaces) {
+ memfree(mesh->surfaces);
+ }
+
+ mesh->surfaces = nullptr;
+ mesh->surface_count = 0;
+ mesh->material_cache.clear();
+ //clear instance data
+ for (MeshInstance *mi : mesh->instances) {
+ _mesh_instance_clear(mi);
+ }
+ mesh->has_bone_weights = false;
+ mesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+
+ for (Set<Mesh *>::Element *E = mesh->shadow_owners.front(); E; E = E->next()) {
+ Mesh *shadow_owner = E->get();
+ shadow_owner->shadow_mesh = RID();
+ shadow_owner->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+ }
+}
+
+void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis) {
+ Mesh::Surface::Attrib attribs[RS::ARRAY_MAX];
+
+ int attributes_stride = 0;
+ int vertex_stride = 0;
+ int skin_stride = 0;
+
+ for (int i = 0; i < RS::ARRAY_INDEX; i++) {
+ if (!(s->format & (1 << i))) {
+ attribs[i].enabled = false;
+ attribs[i].integer = false;
+ continue;
+ }
+
+ attribs[i].enabled = true;
+ attribs[i].integer = false;
+
+ switch (i) {
+ case RS::ARRAY_VERTEX: {
+ attribs[i].offset = vertex_stride;
+ if (s->format & RS::ARRAY_FLAG_USE_2D_VERTICES) {
+ attribs[i].size = 2;
+ } else {
+ attribs[i].size = 3;
+ }
+ attribs[i].type = GL_FLOAT;
+ vertex_stride += attribs[i].size * sizeof(float);
+ attribs[i].normalized = GL_FALSE;
+ } break;
+ case RS::ARRAY_NORMAL: {
+ attribs[i].offset = vertex_stride;
+ // Will need to change to accommodate octahedral compression
+ attribs[i].size = 1;
+ attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV;
+ vertex_stride += sizeof(float);
+ attribs[i].normalized = GL_TRUE;
+ } break;
+ case RS::ARRAY_TANGENT: {
+ attribs[i].offset = vertex_stride;
+ attribs[i].size = 1;
+ attribs[i].type = GL_UNSIGNED_INT_2_10_10_10_REV;
+ vertex_stride += sizeof(float);
+ attribs[i].normalized = GL_TRUE;
+ } break;
+ case RS::ARRAY_COLOR: {
+ attribs[i].offset = attributes_stride;
+ attribs[i].size = 4;
+ attribs[i].type = GL_UNSIGNED_BYTE;
+ attributes_stride += 4;
+ attribs[i].normalized = GL_TRUE;
+ } break;
+ case RS::ARRAY_TEX_UV: {
+ attribs[i].offset = attributes_stride;
+ attribs[i].size = 2;
+ attribs[i].type = GL_FLOAT;
+ attributes_stride += 2 * sizeof(float);
+ attribs[i].normalized = GL_FALSE;
+ } break;
+ case RS::ARRAY_TEX_UV2: {
+ attribs[i].offset = attributes_stride;
+ attribs[i].size = 2;
+ attribs[i].type = GL_FLOAT;
+ attributes_stride += 2 * sizeof(float);
+ attribs[i].normalized = GL_FALSE;
+ } break;
+ case RS::ARRAY_CUSTOM0:
+ case RS::ARRAY_CUSTOM1:
+ case RS::ARRAY_CUSTOM2:
+ case RS::ARRAY_CUSTOM3: {
+ attribs[i].offset = attributes_stride;
+
+ int idx = i - RS::ARRAY_CUSTOM0;
+ uint32_t fmt_shift[RS::ARRAY_CUSTOM_COUNT] = { RS::ARRAY_FORMAT_CUSTOM0_SHIFT, RS::ARRAY_FORMAT_CUSTOM1_SHIFT, RS::ARRAY_FORMAT_CUSTOM2_SHIFT, RS::ARRAY_FORMAT_CUSTOM3_SHIFT };
+ uint32_t fmt = (s->format >> fmt_shift[idx]) & RS::ARRAY_FORMAT_CUSTOM_MASK;
+ uint32_t fmtsize[RS::ARRAY_CUSTOM_MAX] = { 4, 4, 4, 8, 4, 8, 12, 16 };
+ GLenum gl_type[RS::ARRAY_CUSTOM_MAX] = { GL_UNSIGNED_BYTE, GL_BYTE, GL_HALF_FLOAT, GL_HALF_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT, GL_FLOAT };
+ GLboolean norm[RS::ARRAY_CUSTOM_MAX] = { GL_TRUE, GL_TRUE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE };
+ attribs[i].type = gl_type[fmt];
+ attributes_stride += fmtsize[fmt];
+ attribs[i].size = fmtsize[fmt] / sizeof(float);
+ attribs[i].normalized = norm[fmt];
+ } break;
+ case RS::ARRAY_BONES: {
+ attribs[i].offset = skin_stride;
+ attribs[i].size = 4;
+ attribs[i].type = GL_UNSIGNED_SHORT;
+ attributes_stride += 4 * sizeof(uint16_t);
+ attribs[i].normalized = GL_FALSE;
+ attribs[i].integer = true;
+ } break;
+ case RS::ARRAY_WEIGHTS: {
+ attribs[i].offset = skin_stride;
+ attribs[i].size = 4;
+ attribs[i].type = GL_UNSIGNED_SHORT;
+ attributes_stride += 4 * sizeof(uint16_t);
+ attribs[i].normalized = GL_TRUE;
+ } break;
+ }
+ }
+
+ glGenVertexArrays(1, &v.vertex_array);
+ glBindVertexArray(v.vertex_array);
+
+ for (int i = 0; i < RS::ARRAY_INDEX; i++) {
+ if (!attribs[i].enabled) {
+ continue;
+ }
+ if (i <= RS::ARRAY_TANGENT) {
+ if (mis) {
+ glBindBuffer(GL_ARRAY_BUFFER, mis->vertex_buffer);
+ } else {
+ glBindBuffer(GL_ARRAY_BUFFER, s->vertex_buffer);
+ }
+ } else if (i <= RS::ARRAY_CUSTOM3) {
+ glBindBuffer(GL_ARRAY_BUFFER, s->attribute_buffer);
+ } else {
+ glBindBuffer(GL_ARRAY_BUFFER, s->skin_buffer);
+ }
+
+ if (attribs[i].integer) {
+ glVertexAttribIPointer(i, attribs[i].size, attribs[i].type, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
+ } else {
+ glVertexAttribPointer(i, attribs[i].size, attribs[i].type, attribs[i].normalized, attribs[i].stride, CAST_INT_TO_UCHAR_PTR(attribs[i].offset));
+ }
+ glEnableVertexAttribArray(attribs[i].index);
+ }
+
+ // Do not bind index here as we want to switch between index buffers for LOD
+
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ v.input_mask = p_input_mask;
}
/* MESH INSTANCE API */
RID MeshStorage::mesh_instance_create(RID p_base) {
- return RID();
+ Mesh *mesh = mesh_owner.get_or_null(p_base);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ RID rid = mesh_instance_owner.make_rid();
+ MeshInstance *mi = mesh_instance_owner.get_or_null(rid);
+
+ mi->mesh = mesh;
+
+ for (uint32_t i = 0; i < mesh->surface_count; i++) {
+ _mesh_instance_add_surface(mi, mesh, i);
+ }
+
+ mi->I = mesh->instances.push_back(mi);
+
+ mi->dirty = true;
+
+ return rid;
}
void MeshStorage::mesh_instance_free(RID p_rid) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_rid);
+ _mesh_instance_clear(mi);
+ mi->mesh->instances.erase(mi->I);
+ mi->I = nullptr;
+
+ mesh_instance_owner.free(p_rid);
}
void MeshStorage::mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ if (mi->skeleton == p_skeleton) {
+ return;
+ }
+ mi->skeleton = p_skeleton;
+ mi->skeleton_version = 0;
+ mi->dirty = true;
}
void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ ERR_FAIL_INDEX(p_shape, (int)mi->blend_weights.size());
+ mi->blend_weights[p_shape] = p_weight;
+ mi->weights_dirty = true;
+}
+
+void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
+ for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
+ if (mi->surfaces[i].version_count != 0) {
+ for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
+ glDeleteVertexArrays(1, &mi->surfaces[i].versions[j].vertex_array);
+ }
+ memfree(mi->surfaces[i].versions);
+ }
+ if (mi->surfaces[i].vertex_buffer != 0) {
+ glDeleteBuffers(1, &mi->surfaces[i].vertex_buffer);
+ }
+ }
+ mi->surfaces.clear();
+
+ if (mi->blend_weights_buffer != 0) {
+ glDeleteBuffers(1, &mi->blend_weights_buffer);
+ }
+ mi->blend_weights.clear();
+ mi->weights_dirty = false;
+ mi->skeleton_version = 0;
+}
+
+void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
+ if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer == 0) {
+ mi->blend_weights.resize(mesh->blend_shape_count);
+ for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
+ mi->blend_weights[i] = 0;
+ }
+ // Todo allocate buffer for blend_weights and copy data to it
+ //mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array());
+
+ mi->weights_dirty = true;
+ }
+
+ MeshInstance::Surface s;
+ if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) {
+ //surface warrants transform
+ //s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
+ }
+
+ mi->surfaces.push_back(s);
+ mi->dirty = true;
}
void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+
+ bool needs_update = mi->dirty;
+
+ if (mi->weights_dirty && !mi->weight_update_list.in_list()) {
+ dirty_mesh_instance_weights.add(&mi->weight_update_list);
+ needs_update = true;
+ }
+
+ if (mi->array_update_list.in_list()) {
+ return;
+ }
+
+ if (!needs_update && mi->skeleton.is_valid()) {
+ Skeleton *sk = skeleton_owner.get_or_null(mi->skeleton);
+ if (sk && sk->version != mi->skeleton_version) {
+ needs_update = true;
+ }
+ }
+
+ if (needs_update) {
+ dirty_mesh_instance_arrays.add(&mi->array_update_list);
+ }
}
void MeshStorage::update_mesh_instances() {
+ while (dirty_mesh_instance_weights.first()) {
+ MeshInstance *mi = dirty_mesh_instance_weights.first()->self();
+
+ if (mi->blend_weights_buffer != 0) {
+ //RD::get_singleton()->buffer_update(mi->blend_weights_buffer, 0, mi->blend_weights.size() * sizeof(float), mi->blend_weights.ptr());
+ }
+ dirty_mesh_instance_weights.remove(&mi->weight_update_list);
+ mi->weights_dirty = false;
+ }
+ if (dirty_mesh_instance_arrays.first() == nullptr) {
+ return; //nothing to do
+ }
+
+ // Process skeletons and blend shapes using transform feedback
+ // TODO: Implement when working on skeletons and blend shapes
}
/* MULTIMESH API */
RID MeshStorage::multimesh_allocate() {
- return RID();
+ return multimesh_owner.allocate_rid();
}
void MeshStorage::multimesh_initialize(RID p_rid) {
+ multimesh_owner.initialize_rid(p_rid, MultiMesh());
}
void MeshStorage::multimesh_free(RID p_rid) {
+ _update_dirty_multimeshes();
+ multimesh_allocate_data(p_rid, 0, RS::MULTIMESH_TRANSFORM_2D);
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_rid);
+ multimesh->dependency.deleted_notify(p_rid);
+ multimesh_owner.free(p_rid);
}
void MeshStorage::multimesh_allocate_data(RID p_multimesh, int p_instances, RS::MultimeshTransformFormat p_transform_format, bool p_use_colors, bool p_use_custom_data) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+
+ if (multimesh->instances == p_instances && multimesh->xform_format == p_transform_format && multimesh->uses_colors == p_use_colors && multimesh->uses_custom_data == p_use_custom_data) {
+ return;
+ }
+
+ if (multimesh->buffer) {
+ glDeleteBuffers(1, &multimesh->buffer);
+ multimesh->buffer = 0;
+ }
+
+ if (multimesh->data_cache_dirty_regions) {
+ memdelete_arr(multimesh->data_cache_dirty_regions);
+ multimesh->data_cache_dirty_regions = nullptr;
+ multimesh->data_cache_used_dirty_regions = 0;
+ }
+
+ multimesh->instances = p_instances;
+ multimesh->xform_format = p_transform_format;
+ multimesh->uses_colors = p_use_colors;
+ multimesh->color_offset_cache = p_transform_format == RS::MULTIMESH_TRANSFORM_2D ? 8 : 12;
+ multimesh->uses_custom_data = p_use_custom_data;
+ multimesh->custom_data_offset_cache = multimesh->color_offset_cache + (p_use_colors ? 4 : 0);
+ multimesh->stride_cache = multimesh->custom_data_offset_cache + (p_use_custom_data ? 4 : 0);
+ multimesh->buffer_set = false;
+
+ //print_line("allocate, elements: " + itos(p_instances) + " 2D: " + itos(p_transform_format == RS::MULTIMESH_TRANSFORM_2D) + " colors " + itos(multimesh->uses_colors) + " data " + itos(multimesh->uses_custom_data) + " stride " + itos(multimesh->stride_cache) + " total size " + itos(multimesh->stride_cache * multimesh->instances));
+ multimesh->data_cache = Vector<float>();
+ multimesh->aabb = AABB();
+ multimesh->aabb_dirty = false;
+ multimesh->visible_instances = MIN(multimesh->visible_instances, multimesh->instances);
+
+ if (multimesh->instances) {
+ glGenBuffers(1, &multimesh->buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
+ glBufferData(GL_ARRAY_BUFFER, multimesh->instances * multimesh->stride_cache * sizeof(float), nullptr, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MULTIMESH);
}
int MeshStorage::multimesh_get_instance_count(RID p_multimesh) const {
- return 0;
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, 0);
+ return multimesh->instances;
}
void MeshStorage::multimesh_set_mesh(RID p_multimesh, RID p_mesh) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ if (multimesh->mesh == p_mesh) {
+ return;
+ }
+ multimesh->mesh = p_mesh;
+
+ if (multimesh->instances == 0) {
+ return;
+ }
+
+ if (multimesh->data_cache.size()) {
+ //we have a data cache, just mark it dirty
+ _multimesh_mark_all_dirty(multimesh, false, true);
+ } else if (multimesh->instances) {
+ //need to re-create AABB unfortunately, calling this has a penalty
+ if (multimesh->buffer_set) {
+ // TODO add a function to RasterizerStorage to get data from a buffer
+ //Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ //const uint8_t *r = buffer.ptr();
+ //const float *data = (const float *)r;
+ //_multimesh_re_create_aabb(multimesh, data, multimesh->instances);
+ }
+ }
+
+ multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MESH);
+}
+
+#define MULTIMESH_DIRTY_REGION_SIZE 512
+
+void MeshStorage::_multimesh_make_local(MultiMesh *multimesh) const {
+ if (multimesh->data_cache.size() > 0) {
+ return; //already local
+ }
+ ERR_FAIL_COND(multimesh->data_cache.size() > 0);
+ // this means that the user wants to load/save individual elements,
+ // for this, the data must reside on CPU, so just copy it there.
+ multimesh->data_cache.resize(multimesh->instances * multimesh->stride_cache);
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ if (multimesh->buffer_set) {
+ //Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ {
+ // const uint8_t *r = buffer.ptr();
+ // memcpy(w, r, buffer.size());
+ }
+ } else {
+ memset(w, 0, (size_t)multimesh->instances * multimesh->stride_cache * sizeof(float));
+ }
+ }
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ multimesh->data_cache_dirty_regions = memnew_arr(bool, data_cache_dirty_region_count);
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ multimesh->data_cache_dirty_regions[i] = false;
+ }
+ multimesh->data_cache_used_dirty_regions = 0;
+}
+
+void MeshStorage::_multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb) {
+ uint32_t region_index = p_index / MULTIMESH_DIRTY_REGION_SIZE;
+#ifdef DEBUG_ENABLED
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ ERR_FAIL_UNSIGNED_INDEX(region_index, data_cache_dirty_region_count); //bug
+#endif
+ if (!multimesh->data_cache_dirty_regions[region_index]) {
+ multimesh->data_cache_dirty_regions[region_index] = true;
+ multimesh->data_cache_used_dirty_regions++;
+ }
+
+ if (p_aabb) {
+ multimesh->aabb_dirty = true;
+ }
+
+ if (!multimesh->dirty) {
+ multimesh->dirty_list = multimesh_dirty_list;
+ multimesh_dirty_list = multimesh;
+ multimesh->dirty = true;
+ }
+}
+
+void MeshStorage::_multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb) {
+ if (p_data) {
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ if (!multimesh->data_cache_dirty_regions[i]) {
+ multimesh->data_cache_dirty_regions[i] = true;
+ multimesh->data_cache_used_dirty_regions++;
+ }
+ }
+ }
+
+ if (p_aabb) {
+ multimesh->aabb_dirty = true;
+ }
+
+ if (!multimesh->dirty) {
+ multimesh->dirty_list = multimesh_dirty_list;
+ multimesh_dirty_list = multimesh;
+ multimesh->dirty = true;
+ }
+}
+
+void MeshStorage::_multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances) {
+ ERR_FAIL_COND(multimesh->mesh.is_null());
+ AABB aabb;
+ AABB mesh_aabb = mesh_get_aabb(multimesh->mesh);
+ for (int i = 0; i < p_instances; i++) {
+ const float *data = p_data + multimesh->stride_cache * i;
+ Transform3D t;
+
+ if (multimesh->xform_format == RS::MULTIMESH_TRANSFORM_3D) {
+ t.basis.elements[0][0] = data[0];
+ t.basis.elements[0][1] = data[1];
+ t.basis.elements[0][2] = data[2];
+ t.origin.x = data[3];
+ t.basis.elements[1][0] = data[4];
+ t.basis.elements[1][1] = data[5];
+ t.basis.elements[1][2] = data[6];
+ t.origin.y = data[7];
+ t.basis.elements[2][0] = data[8];
+ t.basis.elements[2][1] = data[9];
+ t.basis.elements[2][2] = data[10];
+ t.origin.z = data[11];
+
+ } else {
+ t.basis.elements[0].x = data[0];
+ t.basis.elements[1].x = data[1];
+ t.origin.x = data[3];
+
+ t.basis.elements[0].y = data[4];
+ t.basis.elements[1].y = data[5];
+ t.origin.y = data[7];
+ }
+
+ if (i == 0) {
+ aabb = t.xform(mesh_aabb);
+ } else {
+ aabb.merge_with(t.xform(mesh_aabb));
+ }
+ }
+
+ multimesh->aabb = aabb;
}
void MeshStorage::multimesh_instance_set_transform(RID p_multimesh, int p_index, const Transform3D &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache;
+
+ dataptr[0] = p_transform.basis.elements[0][0];
+ dataptr[1] = p_transform.basis.elements[0][1];
+ dataptr[2] = p_transform.basis.elements[0][2];
+ dataptr[3] = p_transform.origin.x;
+ dataptr[4] = p_transform.basis.elements[1][0];
+ dataptr[5] = p_transform.basis.elements[1][1];
+ dataptr[6] = p_transform.basis.elements[1][2];
+ dataptr[7] = p_transform.origin.y;
+ dataptr[8] = p_transform.basis.elements[2][0];
+ dataptr[9] = p_transform.basis.elements[2][1];
+ dataptr[10] = p_transform.basis.elements[2][2];
+ dataptr[11] = p_transform.origin.z;
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, true);
}
void MeshStorage::multimesh_instance_set_transform_2d(RID p_multimesh, int p_index, const Transform2D &p_transform) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache;
+
+ dataptr[0] = p_transform.elements[0][0];
+ dataptr[1] = p_transform.elements[1][0];
+ dataptr[2] = 0;
+ dataptr[3] = p_transform.elements[2][0];
+ dataptr[4] = p_transform.elements[0][1];
+ dataptr[5] = p_transform.elements[1][1];
+ dataptr[6] = 0;
+ dataptr[7] = p_transform.elements[2][1];
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, true);
}
void MeshStorage::multimesh_instance_set_color(RID p_multimesh, int p_index, const Color &p_color) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(!multimesh->uses_colors);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
+
+ dataptr[0] = p_color.r;
+ dataptr[1] = p_color.g;
+ dataptr[2] = p_color.b;
+ dataptr[3] = p_color.a;
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, false);
}
void MeshStorage::multimesh_instance_set_custom_data(RID p_multimesh, int p_index, const Color &p_color) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_INDEX(p_index, multimesh->instances);
+ ERR_FAIL_COND(!multimesh->uses_custom_data);
+
+ _multimesh_make_local(multimesh);
+
+ {
+ float *w = multimesh->data_cache.ptrw();
+
+ float *dataptr = w + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+
+ dataptr[0] = p_color.r;
+ dataptr[1] = p_color.g;
+ dataptr[2] = p_color.b;
+ dataptr[3] = p_color.a;
+ }
+
+ _multimesh_mark_dirty(multimesh, p_index, false);
}
RID MeshStorage::multimesh_get_mesh(RID p_multimesh) const {
- return RID();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, RID());
+
+ return multimesh->mesh;
}
AABB MeshStorage::multimesh_get_aabb(RID p_multimesh) const {
- return AABB();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, AABB());
+ if (multimesh->aabb_dirty) {
+ const_cast<MeshStorage *>(this)->_update_dirty_multimeshes();
+ }
+ return multimesh->aabb;
}
Transform3D MeshStorage::multimesh_instance_get_transform(RID p_multimesh, int p_index) const {
- return Transform3D();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Transform3D());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform3D());
+ ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_3D, Transform3D());
+
+ _multimesh_make_local(multimesh);
+
+ Transform3D t;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache;
+
+ t.basis.elements[0][0] = dataptr[0];
+ t.basis.elements[0][1] = dataptr[1];
+ t.basis.elements[0][2] = dataptr[2];
+ t.origin.x = dataptr[3];
+ t.basis.elements[1][0] = dataptr[4];
+ t.basis.elements[1][1] = dataptr[5];
+ t.basis.elements[1][2] = dataptr[6];
+ t.origin.y = dataptr[7];
+ t.basis.elements[2][0] = dataptr[8];
+ t.basis.elements[2][1] = dataptr[9];
+ t.basis.elements[2][2] = dataptr[10];
+ t.origin.z = dataptr[11];
+ }
+
+ return t;
}
Transform2D MeshStorage::multimesh_instance_get_transform_2d(RID p_multimesh, int p_index) const {
- return Transform2D();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Transform2D());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Transform2D());
+ ERR_FAIL_COND_V(multimesh->xform_format != RS::MULTIMESH_TRANSFORM_2D, Transform2D());
+
+ _multimesh_make_local(multimesh);
+
+ Transform2D t;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache;
+
+ t.elements[0][0] = dataptr[0];
+ t.elements[1][0] = dataptr[1];
+ t.elements[2][0] = dataptr[3];
+ t.elements[0][1] = dataptr[4];
+ t.elements[1][1] = dataptr[5];
+ t.elements[2][1] = dataptr[7];
+ }
+
+ return t;
}
Color MeshStorage::multimesh_instance_get_color(RID p_multimesh, int p_index) const {
- return Color();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Color());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
+ ERR_FAIL_COND_V(!multimesh->uses_colors, Color());
+
+ _multimesh_make_local(multimesh);
+
+ Color c;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->color_offset_cache;
+
+ c.r = dataptr[0];
+ c.g = dataptr[1];
+ c.b = dataptr[2];
+ c.a = dataptr[3];
+ }
+
+ return c;
}
Color MeshStorage::multimesh_instance_get_custom_data(RID p_multimesh, int p_index) const {
- return Color();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Color());
+ ERR_FAIL_INDEX_V(p_index, multimesh->instances, Color());
+ ERR_FAIL_COND_V(!multimesh->uses_custom_data, Color());
+
+ _multimesh_make_local(multimesh);
+
+ Color c;
+ {
+ const float *r = multimesh->data_cache.ptr();
+
+ const float *dataptr = r + p_index * multimesh->stride_cache + multimesh->custom_data_offset_cache;
+
+ c.r = dataptr[0];
+ c.g = dataptr[1];
+ c.b = dataptr[2];
+ c.a = dataptr[3];
+ }
+
+ return c;
}
void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_buffer) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_COND(p_buffer.size() != (multimesh->instances * (int)multimesh->stride_cache));
+
+ {
+ const float *r = p_buffer.ptr();
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
+ glBufferData(GL_ARRAY_BUFFER, p_buffer.size() * sizeof(float), r, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ multimesh->buffer_set = true;
+ }
+
+ if (multimesh->data_cache.size()) {
+ //if we have a data cache, just update it
+ multimesh->data_cache = p_buffer;
+ {
+ //clear dirty since nothing will be dirty anymore
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ multimesh->data_cache_dirty_regions[i] = false;
+ }
+ multimesh->data_cache_used_dirty_regions = 0;
+ }
+
+ _multimesh_mark_all_dirty(multimesh, false, true); //update AABB
+ } else if (multimesh->mesh.is_valid()) {
+ //if we have a mesh set, we need to re-generate the AABB from the new data
+ const float *data = p_buffer.ptr();
+
+ _multimesh_re_create_aabb(multimesh, data, multimesh->instances);
+ multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ }
}
Vector<float> MeshStorage::multimesh_get_buffer(RID p_multimesh) const {
- return Vector<float>();
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, Vector<float>());
+ if (multimesh->buffer == 0) {
+ return Vector<float>();
+ } else if (multimesh->data_cache.size()) {
+ return multimesh->data_cache;
+ } else {
+ //get from memory
+
+ //Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
+ Vector<float> ret;
+ ret.resize(multimesh->instances * multimesh->stride_cache);
+ //{
+ // float *w = ret.ptrw();
+ // const uint8_t *r = buffer.ptr();
+ // memcpy(w, r, buffer.size());
+ //}
+
+ return ret;
+ }
}
void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible) {
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND(!multimesh);
+ ERR_FAIL_COND(p_visible < -1 || p_visible > multimesh->instances);
+ if (multimesh->visible_instances == p_visible) {
+ return;
+ }
+
+ if (multimesh->data_cache.size()) {
+ //there is a data cache..
+ _multimesh_mark_all_dirty(multimesh, false, true);
+ }
+
+ multimesh->visible_instances = p_visible;
+
+ multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES);
}
int MeshStorage::multimesh_get_visible_instances(RID p_multimesh) const {
- return 0;
+ MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
+ ERR_FAIL_COND_V(!multimesh, 0);
+ return multimesh->visible_instances;
+}
+
+void MeshStorage::_update_dirty_multimeshes() {
+ while (multimesh_dirty_list) {
+ MultiMesh *multimesh = multimesh_dirty_list;
+
+ if (multimesh->data_cache.size()) { //may have been cleared, so only process if it exists
+ const float *data = multimesh->data_cache.ptr();
+
+ uint32_t visible_instances = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances;
+
+ if (multimesh->data_cache_used_dirty_regions) {
+ uint32_t data_cache_dirty_region_count = (multimesh->instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+ uint32_t visible_region_count = visible_instances == 0 ? 0 : (visible_instances - 1) / MULTIMESH_DIRTY_REGION_SIZE + 1;
+
+ GLint region_size = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * sizeof(float);
+
+ if (multimesh->data_cache_used_dirty_regions > 32 || multimesh->data_cache_used_dirty_regions > visible_region_count / 2) {
+ // If there too many dirty regions, or represent the majority of regions, just copy all, else transfer cost piles up too much
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
+ glBufferData(GL_ARRAY_BUFFER, MIN(visible_region_count * region_size, multimesh->instances * (uint32_t)multimesh->stride_cache * (uint32_t)sizeof(float)), data, GL_STATIC_DRAW);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ } else {
+ // Not that many regions? update them all
+ // TODO: profile the performance cost on low end
+ glBindBuffer(GL_ARRAY_BUFFER, multimesh->buffer);
+ for (uint32_t i = 0; i < visible_region_count; i++) {
+ if (multimesh->data_cache_dirty_regions[i]) {
+ GLint offset = i * region_size;
+ GLint size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float);
+ uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i;
+ glBufferSubData(GL_ARRAY_BUFFER, offset, MIN(region_size, size - offset), &data[region_start_index]);
+ }
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+
+ for (uint32_t i = 0; i < data_cache_dirty_region_count; i++) {
+ multimesh->data_cache_dirty_regions[i] = false;
+ }
+
+ multimesh->data_cache_used_dirty_regions = 0;
+ }
+
+ if (multimesh->aabb_dirty) {
+ //aabb is dirty..
+ _multimesh_re_create_aabb(multimesh, data, visible_instances);
+ multimesh->aabb_dirty = false;
+ multimesh->dependency.changed_notify(RendererStorage::DEPENDENCY_CHANGED_AABB);
+ }
+ }
+
+ multimesh_dirty_list = multimesh->dirty_list;
+
+ multimesh->dirty_list = nullptr;
+ multimesh->dirty = false;
+ }
+
+ multimesh_dirty_list = nullptr;
}
/* SKELETON API */
diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h
index 3f44908049..f51ec6edbe 100644
--- a/drivers/gles3/storage/mesh_storage.h
+++ b/drivers/gles3/storage/mesh_storage.h
@@ -38,12 +38,202 @@
#include "core/templates/self_list.h"
#include "servers/rendering/storage/mesh_storage.h"
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
+
namespace GLES3 {
+struct MeshInstance;
+
+struct Mesh {
+ struct Surface {
+ struct Attrib {
+ bool enabled;
+ bool integer;
+ GLuint index;
+ GLint size;
+ GLenum type;
+ GLboolean normalized;
+ GLsizei stride;
+ uint32_t offset;
+ };
+ RS::PrimitiveType primitive = RS::PRIMITIVE_POINTS;
+ uint32_t format = 0;
+
+ GLuint vertex_buffer = 0;
+ GLuint attribute_buffer = 0;
+ GLuint skin_buffer = 0;
+ uint32_t vertex_count = 0;
+ uint32_t vertex_buffer_size = 0;
+ uint32_t skin_buffer_size = 0;
+
+ // Cache vertex arrays so they can be created
+ struct Version {
+ uint32_t input_mask = 0;
+ GLuint vertex_array;
+
+ Attrib attribs[RS::ARRAY_MAX];
+ };
+
+ SpinLock version_lock; //needed to access versions
+ Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+
+ GLuint index_buffer = 0;
+ GLuint index_array = 0;
+ uint32_t index_count = 0;
+
+ struct LOD {
+ float edge_length = 0.0;
+ uint32_t index_count = 0;
+ GLuint index_buffer;
+ };
+
+ LOD *lods = nullptr;
+ uint32_t lod_count = 0;
+
+ AABB aabb;
+
+ Vector<AABB> bone_aabbs;
+
+ GLuint blend_shape_buffer = 0;
+
+ RID material;
+ };
+
+ uint32_t blend_shape_count = 0;
+ RS::BlendShapeMode blend_shape_mode = RS::BLEND_SHAPE_MODE_NORMALIZED;
+
+ Surface **surfaces = nullptr;
+ uint32_t surface_count = 0;
+
+ Vector<AABB> bone_aabbs;
+
+ bool has_bone_weights = false;
+
+ AABB aabb;
+ AABB custom_aabb;
+
+ Vector<RID> material_cache;
+
+ List<MeshInstance *> instances;
+
+ RID shadow_mesh;
+ Set<Mesh *> shadow_owners;
+
+ RendererStorage::Dependency dependency;
+};
+
+/* Mesh Instance */
+
+struct MeshInstance {
+ Mesh *mesh = nullptr;
+ RID skeleton;
+ struct Surface {
+ GLuint vertex_buffer = 0;
+
+ Mesh::Surface::Version *versions = nullptr; //allocated on demand
+ uint32_t version_count = 0;
+ };
+ LocalVector<Surface> surfaces;
+ LocalVector<float> blend_weights;
+
+ GLuint blend_weights_buffer = 0;
+ List<MeshInstance *>::Element *I = nullptr; //used to erase itself
+ uint64_t skeleton_version = 0;
+ bool dirty = false;
+ bool weights_dirty = false;
+ SelfList<MeshInstance> weight_update_list;
+ SelfList<MeshInstance> array_update_list;
+ MeshInstance() :
+ weight_update_list(this), array_update_list(this) {}
+};
+
+/* MultiMesh */
+
+struct MultiMesh {
+ RID mesh;
+ int instances = 0;
+ RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
+ bool uses_colors = false;
+ bool uses_custom_data = false;
+ int visible_instances = -1;
+ AABB aabb;
+ bool aabb_dirty = false;
+ bool buffer_set = false;
+ uint32_t stride_cache = 0;
+ uint32_t color_offset_cache = 0;
+ uint32_t custom_data_offset_cache = 0;
+
+ Vector<float> data_cache; //used if individual setting is used
+ bool *data_cache_dirty_regions = nullptr;
+ uint32_t data_cache_used_dirty_regions = 0;
+
+ GLuint buffer;
+
+ bool dirty = false;
+ MultiMesh *dirty_list = nullptr;
+
+ RendererStorage::Dependency dependency;
+};
+
+struct Skeleton {
+ bool use_2d = false;
+ int size = 0;
+ Vector<float> data;
+ GLuint buffer = 0;
+
+ bool dirty = false;
+ Skeleton *dirty_list = nullptr;
+ Transform2D base_transform_2d;
+
+ uint64_t version = 1;
+
+ RendererStorage::Dependency dependency;
+};
+
class MeshStorage : public RendererMeshStorage {
private:
static MeshStorage *singleton;
+ /* Mesh */
+
+ mutable RID_Owner<Mesh, true> mesh_owner;
+
+ void _mesh_surface_generate_version_for_input_mask(Mesh::Surface::Version &v, Mesh::Surface *s, uint32_t p_input_mask, MeshInstance::Surface *mis = nullptr);
+
+ /* Mesh Instance API */
+
+ mutable RID_Owner<MeshInstance> mesh_instance_owner;
+
+ void _mesh_instance_clear(MeshInstance *mi);
+ void _mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface);
+ SelfList<MeshInstance>::List dirty_mesh_instance_weights;
+ SelfList<MeshInstance>::List dirty_mesh_instance_arrays;
+
+ /* MultiMesh */
+
+ mutable RID_Owner<MultiMesh, true> multimesh_owner;
+
+ MultiMesh *multimesh_dirty_list = nullptr;
+
+ _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
+ _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
+ _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
+
+ /* Skeleton */
+
+ mutable RID_Owner<Skeleton, true> skeleton_owner;
+
+ Skeleton *skeleton_dirty_list = nullptr;
+
+ _FORCE_INLINE_ void _skeleton_make_dirty(Skeleton *skeleton);
+
public:
static MeshStorage *get_singleton();
@@ -52,6 +242,9 @@ public:
/* MESH API */
+ Mesh *get_mesh(RID p_rid) { return mesh_owner.get_or_null(p_rid); };
+ bool owns_mesh(RID p_rid) { return mesh_owner.owns(p_rid); };
+
virtual RID mesh_allocate() override;
virtual void mesh_initialize(RID p_rid) override;
virtual void mesh_free(RID p_rid) override;
@@ -83,6 +276,116 @@ public:
virtual void mesh_set_shadow_mesh(RID p_mesh, RID p_shadow_mesh) override;
virtual void mesh_clear(RID p_mesh) override;
+ _FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, nullptr);
+ r_surface_count = mesh->surface_count;
+ if (r_surface_count == 0) {
+ return nullptr;
+ }
+ if (mesh->material_cache.is_empty()) {
+ mesh->material_cache.resize(mesh->surface_count);
+ for (uint32_t i = 0; i < r_surface_count; i++) {
+ mesh->material_cache.write[i] = mesh->surfaces[i]->material;
+ }
+ }
+
+ return mesh->material_cache.ptr();
+ }
+
+ _FORCE_INLINE_ void *mesh_get_surface(RID p_mesh, uint32_t p_surface_index) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, nullptr);
+ ERR_FAIL_UNSIGNED_INDEX_V(p_surface_index, mesh->surface_count, nullptr);
+
+ return mesh->surfaces[p_surface_index];
+ }
+
+ _FORCE_INLINE_ RID mesh_get_shadow_mesh(RID p_mesh) {
+ Mesh *mesh = mesh_owner.get_or_null(p_mesh);
+ ERR_FAIL_COND_V(!mesh, RID());
+
+ return mesh->shadow_mesh;
+ }
+
+ _FORCE_INLINE_ RS::PrimitiveType mesh_surface_get_primitive(void *p_surface) {
+ Mesh::Surface *surface = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return surface->primitive;
+ }
+
+ _FORCE_INLINE_ bool mesh_surface_has_lod(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->lod_count > 0;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_vertices_drawn_count(void *p_surface) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ return s->index_count ? s->index_count : s->vertex_count;
+ }
+
+ _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ int32_t current_lod = -1;
+ if (r_index_count) {
+ *r_index_count = s->index_count;
+ }
+ for (uint32_t i = 0; i < s->lod_count; i++) {
+ float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold;
+ if (screen_size > p_mesh_lod_threshold) {
+ break;
+ }
+ current_lod = i;
+ }
+ if (current_lod == -1) {
+ return 0;
+ } else {
+ if (r_index_count) {
+ *r_index_count = s->lods[current_lod].index_count;
+ }
+ return current_lod + 1;
+ }
+ }
+
+ _FORCE_INLINE_ GLuint mesh_surface_get_index_buffer(void *p_surface, uint32_t p_lod) const {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ if (p_lod == 0) {
+ return s->index_buffer;
+ } else {
+ return s->lods[p_lod - 1].index_buffer;
+ }
+ }
+
+ // Use this to cache Vertex Array Objects so they are only generated once
+ _FORCE_INLINE_ void mesh_surface_get_vertex_arrays_and_format(void *p_surface, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
+ Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+
+ s->version_lock.lock();
+
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
+
+ for (uint32_t i = 0; i < s->version_count; i++) {
+ if (s->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_array_gl = s->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
+
+ uint32_t version = s->version_count;
+ s->version_count++;
+ s->versions = (Mesh::Surface::Version *)memrealloc(s->versions, sizeof(Mesh::Surface::Version) * s->version_count);
+
+ _mesh_surface_generate_version_for_input_mask(s->versions[version], s, p_input_mask);
+
+ r_vertex_array_gl = s->versions[version].vertex_array;
+
+ s->version_lock.unlock();
+ }
+
/* MESH INSTANCE API */
virtual RID mesh_instance_create(RID p_base) override;
@@ -92,45 +395,41 @@ public:
virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
virtual void update_mesh_instances() override;
- /* MULTIMESH API */
+ _FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
+ MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
+ ERR_FAIL_COND(!mi);
+ Mesh *mesh = mi->mesh;
+ ERR_FAIL_UNSIGNED_INDEX(p_surface_index, mesh->surface_count);
- struct MultiMesh {
- RID mesh;
- int instances = 0;
- RS::MultimeshTransformFormat xform_format = RS::MULTIMESH_TRANSFORM_3D;
- bool uses_colors = false;
- bool uses_custom_data = false;
- int visible_instances = -1;
- AABB aabb;
- bool aabb_dirty = false;
- bool buffer_set = false;
- uint32_t stride_cache = 0;
- uint32_t color_offset_cache = 0;
- uint32_t custom_data_offset_cache = 0;
+ MeshInstance::Surface *mis = &mi->surfaces[p_surface_index];
+ Mesh::Surface *s = mesh->surfaces[p_surface_index];
- Vector<float> data_cache; //used if individual setting is used
- bool *data_cache_dirty_regions = nullptr;
- uint32_t data_cache_used_dirty_regions = 0;
+ s->version_lock.lock();
- RID buffer; //storage buffer
- RID uniform_set_3d;
- RID uniform_set_2d;
+ //there will never be more than, at much, 3 or 4 versions, so iterating is the fastest way
- bool dirty = false;
- MultiMesh *dirty_list = nullptr;
+ for (uint32_t i = 0; i < mis->version_count; i++) {
+ if (mis->versions[i].input_mask != p_input_mask) {
+ continue;
+ }
+ //we have this version, hooray
+ r_vertex_array_gl = mis->versions[i].vertex_array;
+ s->version_lock.unlock();
+ return;
+ }
- RendererStorage::Dependency dependency;
- };
+ uint32_t version = mis->version_count;
+ mis->version_count++;
+ mis->versions = (Mesh::Surface::Version *)memrealloc(mis->versions, sizeof(Mesh::Surface::Version) * mis->version_count);
- mutable RID_Owner<MultiMesh, true> multimesh_owner;
+ _mesh_surface_generate_version_for_input_mask(mis->versions[version], s, p_input_mask, mis);
- MultiMesh *multimesh_dirty_list = nullptr;
+ r_vertex_array_gl = mis->versions[version].vertex_array;
- _FORCE_INLINE_ void _multimesh_make_local(MultiMesh *multimesh) const;
- _FORCE_INLINE_ void _multimesh_mark_dirty(MultiMesh *multimesh, int p_index, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_mark_all_dirty(MultiMesh *multimesh, bool p_data, bool p_aabb);
- _FORCE_INLINE_ void _multimesh_re_create_aabb(MultiMesh *multimesh, const float *p_data, int p_instances);
- void _update_dirty_multimeshes();
+ s->version_lock.unlock();
+ }
+
+ /* MULTIMESH API */
virtual RID multimesh_allocate() override;
virtual void multimesh_initialize(RID p_rid) override;
@@ -157,6 +456,8 @@ public:
virtual void multimesh_set_visible_instances(RID p_multimesh, int p_visible) override;
virtual int multimesh_get_visible_instances(RID p_multimesh) const override;
+ void _update_dirty_multimeshes();
+
_FORCE_INLINE_ RS::MultimeshTransformFormat multimesh_get_transform_format(RID p_multimesh) const {
MultiMesh *multimesh = multimesh_owner.get_or_null(p_multimesh);
return multimesh->xform_format;
diff --git a/editor/code_editor.cpp b/editor/code_editor.cpp
index b6da21bc79..c9868bc3c2 100644
--- a/editor/code_editor.cpp
+++ b/editor/code_editor.cpp
@@ -151,6 +151,8 @@ bool FindReplaceBar::_search(uint32_t p_flags, int p_from_line, int p_from_col)
text_editor->set_caret_column(pos.x + text.length(), false);
text_editor->center_viewport_to_caret();
text_editor->select(pos.y, pos.x, pos.y, pos.x + text.length());
+
+ line_col_changed_for_result = true;
}
text_editor->set_search_text(text);
@@ -209,6 +211,8 @@ void FindReplaceBar::_replace() {
}
text_editor->end_complex_operation();
results_count = -1;
+ results_count_to_current = -1;
+ needs_to_count_results = true;
if (selection_enabled && is_selection_only()) {
// Reselect in order to keep 'Replace' restricted to selection
@@ -305,6 +309,8 @@ void FindReplaceBar::_replace_all() {
text_editor->call_deferred(SNAME("connect"), "text_changed", callable_mp(this, &FindReplaceBar::_editor_text_changed));
results_count = -1;
+ results_count_to_current = -1;
+ needs_to_count_results = true;
}
void FindReplaceBar::_get_search_from(int &r_line, int &r_col) {
@@ -321,40 +327,57 @@ void FindReplaceBar::_get_search_from(int &r_line, int &r_col) {
}
void FindReplaceBar::_update_results_count() {
- if (results_count != -1) {
+ if (!needs_to_count_results && (result_line != -1)) {
+ results_count_to_current += (flags & TextEdit::SEARCH_BACKWARDS) ? -1 : 1;
+
+ if (results_count_to_current > results_count) {
+ results_count_to_current = results_count_to_current - results_count;
+ } else if (results_count_to_current == 0) {
+ results_count_to_current = results_count;
+ }
+
return;
}
results_count = 0;
+ results_count_to_current = 0;
String searched = get_search_text();
if (searched.is_empty()) {
return;
}
- String full_text = text_editor->get_text();
+ needs_to_count_results = false;
- int from_pos = 0;
+ for (int i = 0; i < text_editor->get_line_count(); i++) {
+ String line_text = text_editor->get_line(i);
- while (true) {
- int pos = is_case_sensitive() ? full_text.find(searched, from_pos) : full_text.findn(searched, from_pos);
- if (pos == -1) {
- break;
- }
+ int col_pos = 0;
+
+ while (true) {
+ col_pos = is_case_sensitive() ? line_text.find(searched, col_pos) : line_text.findn(searched, col_pos);
- int pos_subsequent = pos + searched.length();
- if (is_whole_words()) {
- from_pos = pos + 1; // Making sure we won't hit the same match next time, if we get out via a continue.
- if (pos > 0 && !(is_symbol(full_text[pos - 1]) || full_text[pos - 1] == '\n')) {
- continue;
+ if (col_pos == -1) {
+ break;
}
- if (pos_subsequent < full_text.length() && !(is_symbol(full_text[pos_subsequent]) || full_text[pos_subsequent] == '\n')) {
- continue;
+
+ if (is_whole_words()) {
+ if (col_pos > 0 && !is_symbol(line_text[col_pos - 1])) {
+ break;
+ }
+ if (col_pos + line_text.length() < line_text.length() && !is_symbol(line_text[col_pos + searched.length()])) {
+ break;
+ }
}
- }
- results_count++;
- from_pos = pos_subsequent;
+ results_count++;
+
+ if (i == result_line && col_pos == result_col) {
+ results_count_to_current = results_count;
+ }
+
+ col_pos += searched.length();
+ }
}
}
@@ -365,12 +388,19 @@ void FindReplaceBar::_update_matches_label() {
matches_label->show();
matches_label->add_theme_color_override("font_color", results_count > 0 ? get_theme_color(SNAME("font_color"), SNAME("Label")) : get_theme_color(SNAME("error_color"), SNAME("Editor")));
- matches_label->set_text(vformat(results_count == 1 ? TTR("%d match.") : TTR("%d matches."), results_count));
+
+ if (results_count == 0) {
+ matches_label->set_text("No match");
+ } else if (results_count == 1) {
+ matches_label->set_text(vformat(TTR("%d match"), results_count));
+ } else {
+ matches_label->set_text(vformat(TTR("%d of %d matches"), results_count_to_current, results_count));
+ }
}
}
bool FindReplaceBar::search_current() {
- uint32_t flags = 0;
+ flags = 0;
if (is_whole_words()) {
flags |= TextEdit::SEARCH_WHOLE_WORDS;
@@ -390,7 +420,7 @@ bool FindReplaceBar::search_prev() {
popup_search(true);
}
- uint32_t flags = 0;
+ flags = 0;
String text = get_search_text();
if (is_whole_words()) {
@@ -425,7 +455,7 @@ bool FindReplaceBar::search_next() {
popup_search(true);
}
- uint32_t flags = 0;
+ flags = 0;
String text;
if (replace_all_mode) {
text = get_replace_text();
@@ -496,6 +526,8 @@ void FindReplaceBar::_show_search(bool p_focus_replace, bool p_show_only) {
}
results_count = -1;
+ results_count_to_current = -1;
+ needs_to_count_results = true;
_update_results_count();
_update_matches_label();
}
@@ -523,11 +555,15 @@ void FindReplaceBar::popup_replace() {
void FindReplaceBar::_search_options_changed(bool p_pressed) {
results_count = -1;
+ results_count_to_current = -1;
+ needs_to_count_results = true;
search_current();
}
void FindReplaceBar::_editor_text_changed() {
results_count = -1;
+ results_count_to_current = -1;
+ needs_to_count_results = true;
if (is_visible_in_tree()) {
preserve_cursor = true;
search_current();
@@ -537,6 +573,8 @@ void FindReplaceBar::_editor_text_changed() {
void FindReplaceBar::_search_text_changed(const String &p_text) {
results_count = -1;
+ results_count_to_current = -1;
+ needs_to_count_results = true;
search_current();
}
@@ -601,6 +639,8 @@ void FindReplaceBar::set_text_edit(CodeTextEditor *p_text_editor) {
}
results_count = -1;
+ results_count_to_current = -1;
+ needs_to_count_results = true;
base_text_editor = p_text_editor;
text_editor = base_text_editor->get_text_editor();
text_editor->connect("text_changed", callable_mp(this, &FindReplaceBar::_editor_text_changed));
@@ -618,6 +658,8 @@ void FindReplaceBar::_bind_methods() {
FindReplaceBar::FindReplaceBar() {
results_count = -1;
+ results_count_to_current = -1;
+ needs_to_count_results = true;
vbc_lineedit = memnew(VBoxContainer);
add_child(vbc_lineedit);
@@ -836,6 +878,14 @@ void CodeTextEditor::_line_col_changed() {
sb.append(itos(positional_column + 1).lpad(3));
line_and_col_txt->set_text(sb.as_string());
+
+ if (find_replace_bar) {
+ if (!find_replace_bar->line_col_changed_for_result) {
+ find_replace_bar->needs_to_count_results = true;
+ }
+
+ find_replace_bar->line_col_changed_for_result = false;
+ }
}
void CodeTextEditor::_text_changed() {
@@ -844,6 +894,10 @@ void CodeTextEditor::_text_changed() {
}
idle->start();
+
+ if (find_replace_bar) {
+ find_replace_bar->needs_to_count_results = true;
+ }
}
void CodeTextEditor::_code_complete_timer_timeout() {
diff --git a/editor/code_editor.h b/editor/code_editor.h
index d52f57860c..bb1791940e 100644
--- a/editor/code_editor.h
+++ b/editor/code_editor.h
@@ -82,9 +82,12 @@ class FindReplaceBar : public HBoxContainer {
CodeTextEditor *base_text_editor = nullptr;
CodeEdit *text_editor = nullptr;
+ uint32_t flags = 0;
+
int result_line;
int result_col;
int results_count;
+ int results_count_to_current;
bool replace_all_mode = false;
bool preserve_cursor = false;
@@ -131,6 +134,9 @@ public:
bool search_prev();
bool search_next();
+ bool needs_to_count_results = true;
+ bool line_col_changed_for_result = false;
+
FindReplaceBar();
};
diff --git a/editor/editor_about.cpp b/editor/editor_about.cpp
index 877af41160..cd5a4f16e4 100644
--- a/editor/editor_about.cpp
+++ b/editor/editor_about.cpp
@@ -129,6 +129,7 @@ EditorAbout::EditorAbout() {
vbc->add_child(hbc);
_logo = memnew(TextureRect);
+ _logo->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_CENTERED);
hbc->add_child(_logo);
VBoxContainer *version_info_vbc = memnew(VBoxContainer);
diff --git a/editor/editor_inspector.cpp b/editor/editor_inspector.cpp
index 5d47b87fbf..9a30c6a1e3 100644
--- a/editor/editor_inspector.cpp
+++ b/editor/editor_inspector.cpp
@@ -2456,8 +2456,6 @@ void EditorInspector::update_tree() {
_parse_added_editors(main_vbox, ped);
}
- bool in_script_variables = false;
-
// Get the lists of editors for properties.
for (List<PropertyInfo>::Element *E_property = plist.front(); E_property; E_property = E_property->next()) {
PropertyInfo &p = E_property->get();
@@ -2549,9 +2547,6 @@ void EditorInspector::update_tree() {
if (category->icon.is_null() && has_theme_icon(base_type, SNAME("EditorIcons"))) {
category->icon = get_theme_icon(base_type, SNAME("EditorIcons"));
}
- in_script_variables = true;
- } else {
- in_script_variables = false;
}
if (category->icon.is_null()) {
if (!type.is_empty()) { // Can happen for built-in scripts.
@@ -2687,9 +2682,9 @@ void EditorInspector::update_tree() {
}
}
- // Don't localize properties in Script Variables category.
+ // Don't localize script variables.
EditorPropertyNameProcessor::Style name_style = property_name_style;
- if (in_script_variables && name_style == EditorPropertyNameProcessor::STYLE_LOCALIZED) {
+ if ((p.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) && name_style == EditorPropertyNameProcessor::STYLE_LOCALIZED) {
name_style = EditorPropertyNameProcessor::STYLE_CAPITALIZED;
}
const String property_label_string = EditorPropertyNameProcessor::get_singleton()->process_name(name_override, name_style) + feature_tag;
@@ -2745,9 +2740,15 @@ void EditorInspector::update_tree() {
String label;
String tooltip;
+ // Don't localize groups for script variables.
+ EditorPropertyNameProcessor::Style section_name_style = property_name_style;
+ if ((p.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) && section_name_style == EditorPropertyNameProcessor::STYLE_LOCALIZED) {
+ section_name_style = EditorPropertyNameProcessor::STYLE_CAPITALIZED;
+ }
+
// Only process group label if this is not the group or subgroup.
if ((i == 0 && component == group) || (i == 1 && component == subgroup)) {
- if (property_name_style == EditorPropertyNameProcessor::STYLE_LOCALIZED) {
+ if (section_name_style == EditorPropertyNameProcessor::STYLE_LOCALIZED) {
label = TTRGET(component);
tooltip = component;
} else {
@@ -2755,8 +2756,8 @@ void EditorInspector::update_tree() {
tooltip = TTRGET(component);
}
} else {
- label = EditorPropertyNameProcessor::get_singleton()->process_name(component, property_name_style);
- tooltip = EditorPropertyNameProcessor::get_singleton()->process_name(component, EditorPropertyNameProcessor::get_tooltip_style(property_name_style));
+ label = EditorPropertyNameProcessor::get_singleton()->process_name(component, section_name_style);
+ tooltip = EditorPropertyNameProcessor::get_singleton()->process_name(component, EditorPropertyNameProcessor::get_tooltip_style(section_name_style));
}
Color c = sscolor;
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 113f01caae..3d52686378 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -4128,7 +4128,10 @@ Ref<Texture2D> EditorNode::get_class_icon(const String &p_class, const String &p
// We've reached a native class, use its icon.
String base_type;
script->get_language()->get_global_class_name(script->get_path(), &base_type);
- return gui_base->get_theme_icon(base_type, "EditorIcons");
+ if (gui_base->has_theme_icon(base_type, "EditorIcons")) {
+ return gui_base->get_theme_icon(base_type, "EditorIcons");
+ }
+ return gui_base->get_theme_icon(p_fallback, "EditorIcons");
}
script = base_script;
class_name = EditorNode::get_editor_data().script_class_get_name(script->get_path());
diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp
index 581a807e27..d8fe545b25 100644
--- a/editor/editor_properties.cpp
+++ b/editor/editor_properties.cpp
@@ -2980,7 +2980,7 @@ void EditorPropertyResource::_resource_selected(const RES &p_resource, bool p_ed
List<String> extensions;
ResourceLoader::get_recognized_extensions_for_type("PackedScene", &extensions);
- if (extensions.find(parent.get_extension()) && (!EditorNode::get_singleton()->get_edited_scene() || EditorNode::get_singleton()->get_edited_scene()->get_scene_file_path() == parent)) {
+ if (extensions.find(parent.get_extension()) && (!EditorNode::get_singleton()->get_edited_scene() || EditorNode::get_singleton()->get_edited_scene()->get_scene_file_path() != parent)) {
// If the resource belongs to another scene, edit it in that scene instead.
EditorNode::get_singleton()->call_deferred("edit_foreign_resource", p_resource);
return;
diff --git a/editor/icons/ExternalLink.svg b/editor/icons/ExternalLink.svg
index 7fd78ae009..94148b2798 100644
--- a/editor/icons/ExternalLink.svg
+++ b/editor/icons/ExternalLink.svg
@@ -1 +1 @@
-<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink"><clipPath id="a"><path d="m0 0h16v16h-16z"/></clipPath><g clip-path="url(#a)" fill="#e0e0e0"><path d="m-1940-64.061 5.5-5.5-2.44-2.439h7v7l-2.439-2.439-5.5 5.5z" transform="translate(1944.939 73)"/><path d="m12 15h-8a3.079 3.079 0 0 1 -3-3v-8a3.04 3.04 0 0 1 3-3h2a1 1 0 0 1 0 2h-2a1.04 1.04 0 0 0 -1 1v8a1.083 1.083 0 0 0 1 1h8a1.068 1.068 0 0 0 1-1v-2a1 1 0 0 1 2 0v2a3.063 3.063 0 0 1 -3 3z"/></g></svg>
+<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink"><g fill="#e0e0e0"><path d="m-1940-64.061 5.5-5.5-2.44-2.439h7v7l-2.439-2.439-5.5 5.5z" transform="translate(1944.939 73)"/><path d="m12 15h-8a3.079 3.079 0 0 1 -3-3v-8a3.04 3.04 0 0 1 3-3h2a1 1 0 0 1 0 2h-2a1.04 1.04 0 0 0 -1 1v8a1.083 1.083 0 0 0 1 1h8a1.068 1.068 0 0 0 1-1v-2a1 1 0 0 1 2 0v2a3.063 3.063 0 0 1 -3 3z"/></g></svg>
diff --git a/editor/plugins/script_text_editor.cpp b/editor/plugins/script_text_editor.cpp
index 4626f10b8d..f581d6c928 100644
--- a/editor/plugins/script_text_editor.cpp
+++ b/editor/plugins/script_text_editor.cpp
@@ -239,6 +239,29 @@ void ScriptTextEditor::_show_warnings_panel(bool p_show) {
void ScriptTextEditor::_warning_clicked(Variant p_line) {
if (p_line.get_type() == Variant::INT) {
goto_line_centered(p_line.operator int64_t());
+ } else if (p_line.get_type() == Variant::DICTIONARY) {
+ Dictionary meta = p_line.operator Dictionary();
+ const int line = meta["line"].operator int64_t() - 1;
+
+ CodeEdit *text_editor = code_editor->get_text_editor();
+ String prev_line = line > 0 ? text_editor->get_line(line - 1) : "";
+ if (prev_line.contains("@warning_ignore")) {
+ const int closing_bracket_idx = prev_line.find(")");
+ const String text_to_insert = ", " + meta["code"].operator String();
+ prev_line = prev_line.insert(closing_bracket_idx, text_to_insert);
+ text_editor->set_line(line - 1, prev_line);
+ } else {
+ const int indent = text_editor->get_indent_level(line) / text_editor->get_indent_size();
+ String annotation_indent;
+ if (!text_editor->is_indent_using_spaces()) {
+ annotation_indent = String("\t").repeat(indent);
+ } else {
+ annotation_indent = String(" ").repeat(text_editor->get_indent_size() * indent);
+ }
+ text_editor->insert_line_at(line, annotation_indent + "@warning_ignore(" + meta["code"].operator String() + ")");
+ }
+
+ _validate_script();
}
}
@@ -482,8 +505,20 @@ void ScriptTextEditor::_update_warnings() {
}
// Add script warnings.
- warnings_panel->push_table(2);
+ warnings_panel->push_table(3);
for (const ScriptLanguage::Warning &w : warnings) {
+ Dictionary ignore_meta;
+ ignore_meta["line"] = w.start_line;
+ ignore_meta["code"] = w.string_code.to_lower();
+ warnings_panel->push_cell();
+ warnings_panel->push_meta(ignore_meta);
+ warnings_panel->push_color(
+ warnings_panel->get_theme_color(SNAME("accent_color"), SNAME("Editor")).lerp(warnings_panel->get_theme_color(SNAME("mono_color"), SNAME("Editor")), 0.5f));
+ warnings_panel->add_text(TTR("[Ignore]"));
+ warnings_panel->pop(); // Color.
+ warnings_panel->pop(); // Meta ignore.
+ warnings_panel->pop(); // Cell.
+
warnings_panel->push_cell();
warnings_panel->push_meta(w.start_line - 1);
warnings_panel->push_color(warnings_panel->get_theme_color(SNAME("warning_color"), SNAME("Editor")));
diff --git a/modules/noise/noise.cpp b/modules/noise/noise.cpp
index ad3df0a016..d14b63f7c8 100644
--- a/modules/noise/noise.cpp
+++ b/modules/noise/noise.cpp
@@ -31,6 +31,8 @@
#include "noise.h"
Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt) const {
+ ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
+
int skirt_width = p_width * p_blend_skirt;
int skirt_height = p_height * p_blend_skirt;
int src_width = p_width + skirt_width;
@@ -55,6 +57,8 @@ uint8_t Noise::_alpha_blend<uint8_t>(uint8_t p_bg, uint8_t p_fg, int p_alpha) co
}
Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space) const {
+ ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
+
Vector<uint8_t> data;
data.resize(p_width * p_height);
diff --git a/platform/android/java/lib/src/org/godotengine/godot/Godot.java b/platform/android/java/lib/src/org/godotengine/godot/Godot.java
index 351e2e60a0..377881be85 100644
--- a/platform/android/java/lib/src/org/godotengine/godot/Godot.java
+++ b/platform/android/java/lib/src/org/godotengine/godot/Godot.java
@@ -666,14 +666,13 @@ public class Godot extends Fragment implements SensorEventListener, IDownloaderC
}
public String getClipboard() {
- String copiedText = "";
-
- if (mClipboard.hasPrimaryClip()) {
- ClipData.Item item = mClipboard.getPrimaryClip().getItemAt(0);
- copiedText = item.getText().toString();
- }
-
- return copiedText;
+ ClipData clipData = mClipboard.getPrimaryClip();
+ if (clipData == null)
+ return "";
+ CharSequence text = clipData.getItemAt(0).getText();
+ if (text == null)
+ return "";
+ return text.toString();
}
public void setClipboard(String p_text) {
diff --git a/scene/2d/physics_body_2d.cpp b/scene/2d/physics_body_2d.cpp
index 749754e6c5..677878d40f 100644
--- a/scene/2d/physics_body_2d.cpp
+++ b/scene/2d/physics_body_2d.cpp
@@ -1257,7 +1257,7 @@ void CharacterBody2D::_move_and_slide_grounded(double p_delta, bool p_was_on_flo
set_global_transform(gt);
}
// Determines if you are on the ground.
- _snap_on_floor(true, false);
+ _snap_on_floor(true, false, true);
velocity = Vector2();
last_motion = Vector2();
motion = Vector2();
@@ -1396,8 +1396,8 @@ void CharacterBody2D::_move_and_slide_floating(double p_delta) {
}
}
-void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
- if (on_floor || !was_on_floor || vel_dir_facing_up) {
+void CharacterBody2D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor) {
+ if (on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
return;
}
@@ -1409,7 +1409,8 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
PhysicsServer2D::MotionResult result;
if (move_and_collide(parameters, result, true, false)) {
- if (result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) {
+ if ((result.get_angle(up_direction) <= floor_max_angle + FLOOR_ANGLE_THRESHOLD) ||
+ (p_wall_as_floor && result.get_angle(-up_direction) > floor_max_angle + FLOOR_ANGLE_THRESHOLD)) {
on_floor = true;
floor_normal = result.collision_normal;
_set_platform_data(result);
@@ -1430,8 +1431,8 @@ void CharacterBody2D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
}
}
-bool CharacterBody2D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
- if (up_direction == Vector2() || on_floor || !was_on_floor || vel_dir_facing_up) {
+bool CharacterBody2D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (up_direction == Vector2() || on_floor || !p_was_on_floor || p_vel_dir_facing_up) {
return false;
}
diff --git a/scene/2d/physics_body_2d.h b/scene/2d/physics_body_2d.h
index 8d9e31d4dd..1e4483b4d0 100644
--- a/scene/2d/physics_body_2d.h
+++ b/scene/2d/physics_body_2d.h
@@ -441,11 +441,11 @@ private:
Ref<KinematicCollision2D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision2D> _get_last_slide_collision();
const Vector2 &get_up_direction() const;
- bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
+ bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
void set_up_direction(const Vector2 &p_up_direction);
void _set_collision_direction(const PhysicsServer2D::MotionResult &p_result);
void _set_platform_data(const PhysicsServer2D::MotionResult &p_result);
- void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
+ void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up, bool p_wall_as_floor = false);
protected:
void _notification(int p_what);
diff --git a/scene/3d/label_3d.cpp b/scene/3d/label_3d.cpp
index 7dc90da4be..9375190151 100644
--- a/scene/3d/label_3d.cpp
+++ b/scene/3d/label_3d.cpp
@@ -69,6 +69,12 @@ void Label3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_uppercase", "enable"), &Label3D::set_uppercase);
ClassDB::bind_method(D_METHOD("is_uppercase"), &Label3D::is_uppercase);
+ ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &Label3D::set_render_priority);
+ ClassDB::bind_method(D_METHOD("get_render_priority"), &Label3D::get_render_priority);
+
+ ClassDB::bind_method(D_METHOD("set_outline_render_priority", "priority"), &Label3D::set_outline_render_priority);
+ ClassDB::bind_method(D_METHOD("get_outline_render_priority"), &Label3D::get_outline_render_priority);
+
ClassDB::bind_method(D_METHOD("set_font", "font"), &Label3D::set_font);
ClassDB::bind_method(D_METHOD("get_font"), &Label3D::get_font);
@@ -90,6 +96,9 @@ void Label3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &Label3D::set_pixel_size);
ClassDB::bind_method(D_METHOD("get_pixel_size"), &Label3D::get_pixel_size);
+ ClassDB::bind_method(D_METHOD("set_offset", "offset"), &Label3D::set_offset);
+ ClassDB::bind_method(D_METHOD("get_offset"), &Label3D::get_offset);
+
ClassDB::bind_method(D_METHOD("set_draw_flag", "flag", "enabled"), &Label3D::set_draw_flag);
ClassDB::bind_method(D_METHOD("get_draw_flag", "flag"), &Label3D::get_draw_flag);
@@ -112,6 +121,7 @@ void Label3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_im_update"), &Label3D::_im_update);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "pixel_size", PROPERTY_HINT_RANGE, "0.0001,128,0.0001"), "set_pixel_size", "get_pixel_size");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "offset"), "set_offset", "get_offset");
ADD_GROUP("Flags", "");
ADD_PROPERTY(PropertyInfo(Variant::INT, "billboard", PROPERTY_HINT_ENUM, "Disabled,Enabled,Y-Billboard"), "set_billboard_mode", "get_billboard_mode");
@@ -122,6 +132,8 @@ void Label3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_cut", PROPERTY_HINT_ENUM, "Disabled,Discard,Opaque Pre-Pass"), "set_alpha_cut_mode", "get_alpha_cut_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "alpha_scissor_threshold", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_alpha_scissor_threshold", "get_alpha_scissor_threshold");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RS::MATERIAL_RENDER_PRIORITY_MIN) + "," + itos(RS::MATERIAL_RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "outline_render_priority", PROPERTY_HINT_RANGE, itos(RS::MATERIAL_RENDER_PRIORITY_MIN) + "," + itos(RS::MATERIAL_RENDER_PRIORITY_MAX) + ",1"), "set_outline_render_priority", "get_outline_render_priority");
ADD_GROUP("Text", "");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate"), "set_modulate", "get_modulate");
@@ -304,7 +316,7 @@ Ref<TriangleMesh> Label3D::generate_triangle_mesh() const {
} break;
}
- Rect2 final_rect = Rect2(offset, Size2(max_line_w, total_h));
+ Rect2 final_rect = Rect2(offset + lbl_offset, Size2(max_line_w, total_h));
if (final_rect.size.x == 0 || final_rect.size.y == 0) {
return Ref<TriangleMesh>();
@@ -551,7 +563,7 @@ void Label3D::_shape() {
} break;
}
- Vector2 offset = Vector2(0, vbegin);
+ Vector2 offset = Vector2(0, vbegin + lbl_offset.y * pixel_size);
for (int i = 0; i < lines_rid.size(); i++) {
const Glyph *glyphs = TS->shaped_text_get_glyphs(lines_rid[i]);
int gl_size = TS->shaped_text_get_glyph_count(lines_rid[i]);
@@ -569,19 +581,20 @@ void Label3D::_shape() {
offset.x = -line_width;
} break;
}
+ offset.x += lbl_offset.x * pixel_size;
offset.y -= (TS->shaped_text_get_ascent(lines_rid[i]) + font->get_spacing(TextServer::SPACING_TOP)) * pixel_size;
if (outline_modulate.a != 0.0 && outline_size > 0) {
// Outline surfaces.
Vector2 ol_offset = offset;
for (int j = 0; j < gl_size; j++) {
- _generate_glyph_surfaces(glyphs[j], ol_offset, outline_modulate, -1, outline_size);
+ _generate_glyph_surfaces(glyphs[j], ol_offset, outline_modulate, outline_render_priority, outline_size);
}
}
// Main text surfaces.
for (int j = 0; j < gl_size; j++) {
- _generate_glyph_surfaces(glyphs[j], offset, modulate, 0);
+ _generate_glyph_surfaces(glyphs[j], offset, modulate, render_priority);
}
offset.y -= (TS->shaped_text_get_descent(lines_rid[i]) + line_spacing + font->get_spacing(TextServer::SPACING_BOTTOM)) * pixel_size;
}
@@ -727,6 +740,30 @@ bool Label3D::is_uppercase() const {
return uppercase;
}
+void Label3D::set_render_priority(int p_priority) {
+ ERR_FAIL_COND(p_priority < RS::MATERIAL_RENDER_PRIORITY_MIN || p_priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
+ if (render_priority != p_priority) {
+ render_priority = p_priority;
+ _queue_update();
+ }
+}
+
+int Label3D::get_render_priority() const {
+ return render_priority;
+}
+
+void Label3D::set_outline_render_priority(int p_priority) {
+ ERR_FAIL_COND(p_priority < RS::MATERIAL_RENDER_PRIORITY_MIN || p_priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
+ if (outline_render_priority != p_priority) {
+ outline_render_priority = p_priority;
+ _queue_update();
+ }
+}
+
+int Label3D::get_outline_render_priority() const {
+ return outline_render_priority;
+}
+
void Label3D::_font_changed() {
dirty_font = true;
_queue_update();
@@ -863,6 +900,17 @@ real_t Label3D::get_pixel_size() const {
return pixel_size;
}
+void Label3D::set_offset(const Point2 &p_offset) {
+ if (lbl_offset != p_offset) {
+ lbl_offset = p_offset;
+ _queue_update();
+ }
+}
+
+Point2 Label3D::get_offset() const {
+ return lbl_offset;
+}
+
void Label3D::set_line_spacing(float p_line_spacing) {
if (line_spacing != p_line_spacing) {
line_spacing = p_line_spacing;
diff --git a/scene/3d/label_3d.h b/scene/3d/label_3d.h
index cbc5c3c649..86b8faa617 100644
--- a/scene/3d/label_3d.h
+++ b/scene/3d/label_3d.h
@@ -97,6 +97,9 @@ private:
int font_size = 16;
Ref<Font> font_override;
Color modulate = Color(1, 1, 1, 1);
+ Point2 lbl_offset;
+ int outline_render_priority = -1;
+ int render_priority = 0;
int outline_size = 0;
Color outline_modulate = Color(0, 0, 0, 1);
@@ -149,6 +152,12 @@ public:
void set_vertical_alignment(VerticalAlignment p_alignment);
VerticalAlignment get_vertical_alignment() const;
+ void set_render_priority(int p_priority);
+ int get_render_priority() const;
+
+ void set_outline_render_priority(int p_priority);
+ int get_outline_render_priority() const;
+
void set_text(const String &p_string);
String get_text() const;
@@ -199,6 +208,9 @@ public:
void set_pixel_size(real_t p_amount);
real_t get_pixel_size() const;
+ void set_offset(const Point2 &p_offset);
+ Point2 get_offset() const;
+
void set_draw_flag(DrawFlags p_flag, bool p_enable);
bool get_draw_flag(DrawFlags p_flag) const;
diff --git a/scene/3d/physics_body_3d.cpp b/scene/3d/physics_body_3d.cpp
index ecc00fe765..989b2cbec6 100644
--- a/scene/3d/physics_body_3d.cpp
+++ b/scene/3d/physics_body_3d.cpp
@@ -1565,8 +1565,8 @@ void CharacterBody3D::_move_and_slide_floating(double p_delta) {
}
}
-void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up) {
- if (collision_state.floor || !was_on_floor || vel_dir_facing_up) {
+void CharacterBody3D::_snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
return;
}
@@ -1600,8 +1600,8 @@ void CharacterBody3D::_snap_on_floor(bool was_on_floor, bool vel_dir_facing_up)
}
}
-bool CharacterBody3D::_on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up) {
- if (up_direction == Vector3() || collision_state.floor || !was_on_floor || vel_dir_facing_up) {
+bool CharacterBody3D::_on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up) {
+ if (up_direction == Vector3() || collision_state.floor || !p_was_on_floor || p_vel_dir_facing_up) {
return false;
}
diff --git a/scene/3d/physics_body_3d.h b/scene/3d/physics_body_3d.h
index 6ace681021..e64987b73e 100644
--- a/scene/3d/physics_body_3d.h
+++ b/scene/3d/physics_body_3d.h
@@ -474,11 +474,11 @@ private:
Ref<KinematicCollision3D> _get_slide_collision(int p_bounce);
Ref<KinematicCollision3D> _get_last_slide_collision();
const Vector3 &get_up_direction() const;
- bool _on_floor_if_snapped(bool was_on_floor, bool vel_dir_facing_up);
+ bool _on_floor_if_snapped(bool p_was_on_floor, bool p_vel_dir_facing_up);
void set_up_direction(const Vector3 &p_up_direction);
void _set_collision_direction(const PhysicsServer3D::MotionResult &p_result, CollisionState &r_state, CollisionState p_apply_state = CollisionState(true, true, true));
void _set_platform_data(const PhysicsServer3D::MotionCollision &p_collision);
- void _snap_on_floor(bool was_on_floor, bool vel_dir_facing_up);
+ void _snap_on_floor(bool p_was_on_floor, bool p_vel_dir_facing_up);
protected:
void _notification(int p_what);
diff --git a/scene/3d/sprite_3d.cpp b/scene/3d/sprite_3d.cpp
index 6a8fa9327c..223da13b71 100644
--- a/scene/3d/sprite_3d.cpp
+++ b/scene/3d/sprite_3d.cpp
@@ -134,6 +134,16 @@ Color SpriteBase3D::get_modulate() const {
return modulate;
}
+void SpriteBase3D::set_render_priority(int p_priority) {
+ ERR_FAIL_COND(p_priority < RS::MATERIAL_RENDER_PRIORITY_MIN || p_priority > RS::MATERIAL_RENDER_PRIORITY_MAX);
+ render_priority = p_priority;
+ _queue_update();
+}
+
+int SpriteBase3D::get_render_priority() const {
+ return render_priority;
+}
+
void SpriteBase3D::set_pixel_size(real_t p_amount) {
pixel_size = p_amount;
_queue_update();
@@ -295,6 +305,9 @@ void SpriteBase3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_modulate", "modulate"), &SpriteBase3D::set_modulate);
ClassDB::bind_method(D_METHOD("get_modulate"), &SpriteBase3D::get_modulate);
+ ClassDB::bind_method(D_METHOD("set_render_priority", "priority"), &SpriteBase3D::set_render_priority);
+ ClassDB::bind_method(D_METHOD("get_render_priority"), &SpriteBase3D::get_render_priority);
+
ClassDB::bind_method(D_METHOD("set_pixel_size", "pixel_size"), &SpriteBase3D::set_pixel_size);
ClassDB::bind_method(D_METHOD("get_pixel_size"), &SpriteBase3D::get_pixel_size);
@@ -335,6 +348,7 @@ void SpriteBase3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "fixed_size"), "set_draw_flag", "get_draw_flag", FLAG_FIXED_SIZE);
ADD_PROPERTY(PropertyInfo(Variant::INT, "alpha_cut", PROPERTY_HINT_ENUM, "Disabled,Discard,Opaque Pre-Pass"), "set_alpha_cut_mode", "get_alpha_cut_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "render_priority", PROPERTY_HINT_RANGE, itos(RS::MATERIAL_RENDER_PRIORITY_MIN) + "," + itos(RS::MATERIAL_RENDER_PRIORITY_MAX) + ",1"), "set_render_priority", "get_render_priority");
BIND_ENUM_CONSTANT(FLAG_TRANSPARENT);
BIND_ENUM_CONSTANT(FLAG_SHADED);
@@ -614,6 +628,10 @@ void Sprite3D::_draw() {
RS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
last_texture = texture->get_rid();
}
+ if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
+ RS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
+ RS::get_singleton()->mesh_surface_set_material(mesh, 0, get_material());
+ }
}
void Sprite3D::set_texture(const Ref<Texture2D> &p_texture) {
@@ -976,6 +994,10 @@ void AnimatedSprite3D::_draw() {
RS::get_singleton()->material_set_param(get_material(), "texture_albedo", texture->get_rid());
last_texture = texture->get_rid();
}
+ if (get_alpha_cut_mode() == ALPHA_CUT_DISABLED) {
+ RS::get_singleton()->material_set_render_priority(get_material(), get_render_priority());
+ RS::get_singleton()->mesh_surface_set_material(mesh, 0, get_material());
+ }
}
void AnimatedSprite3D::_validate_property(PropertyInfo &property) const {
diff --git a/scene/3d/sprite_3d.h b/scene/3d/sprite_3d.h
index 047ed5a40d..351384cc15 100644
--- a/scene/3d/sprite_3d.h
+++ b/scene/3d/sprite_3d.h
@@ -71,6 +71,7 @@ private:
bool vflip = false;
Color modulate = Color(1, 1, 1, 1);
+ int render_priority = 0;
Vector3::Axis axis = Vector3::AXIS_Z;
real_t pixel_size = 0.01;
@@ -120,6 +121,9 @@ public:
void set_flip_v(bool p_flip);
bool is_flipped_v() const;
+ void set_render_priority(int p_priority);
+ int get_render_priority() const;
+
void set_modulate(const Color &p_color);
Color get_modulate() const;
diff --git a/scene/animation/tween.cpp b/scene/animation/tween.cpp
index 9bd1624e89..24fbc1e431 100644
--- a/scene/animation/tween.cpp
+++ b/scene/animation/tween.cpp
@@ -278,14 +278,15 @@ bool Tween::step(float p_delta) {
bool step_active = false;
total_time += rem_delta;
+#ifdef DEBUG_ENABLED
+ float initial_delta = rem_delta;
+ bool potential_infinite = false;
+#endif
+
while (rem_delta > 0 && running) {
float step_delta = rem_delta;
step_active = false;
-#ifdef DEBUG_ENABLED
- float prev_delta = rem_delta;
-#endif
-
for (Ref<Tweener> &tweener : tweeners.write[current_step]) {
// Modified inside Tweener.step().
float temp_delta = rem_delta;
@@ -310,17 +311,21 @@ bool Tween::step(float p_delta) {
emit_signal(SNAME("loop_finished"), loops_done);
current_step = 0;
start_tweeners();
+#ifdef DEBUG_ENABLED
+ if (loops <= 0 && Math::is_equal_approx(rem_delta, initial_delta)) {
+ if (!potential_infinite) {
+ potential_infinite = true;
+ } else {
+ // Looped twice without using any time, this is 100% certain infinite loop.
+ ERR_FAIL_V_MSG(false, "Infinite loop detected. Check set_loops() description for more info.");
+ }
+ }
+#endif
}
} else {
start_tweeners();
}
}
-
-#ifdef DEBUG_ENABLED
- if (Math::is_equal_approx(rem_delta, prev_delta) && running && loops <= 0) {
- ERR_FAIL_V_MSG(false, "Infinite loop detected. Check set_loops() description for more info.");
- }
-#endif
}
return true;
@@ -850,7 +855,7 @@ bool CallbackTweener::step(float &r_delta) {
Callable::CallError ce;
callback.call(nullptr, 0, result, ce);
if (ce.error != Callable::CallError::CALL_OK) {
- ERR_FAIL_V_MSG(false, "Error calling method from CallbackTweener: " + Variant::get_call_error_text(callback.get_object(), callback.get_method(), nullptr, 0, ce));
+ ERR_FAIL_V_MSG(false, "Error calling method from CallbackTweener: " + Variant::get_callable_error_text(callback, nullptr, 0, ce));
}
finished = true;
@@ -921,7 +926,7 @@ bool MethodTweener::step(float &r_delta) {
Callable::CallError ce;
callback.call(argptr, 1, result, ce);
if (ce.error != Callable::CallError::CALL_OK) {
- ERR_FAIL_V_MSG(false, "Error calling method from MethodTweener: " + Variant::get_call_error_text(callback.get_object(), callback.get_method(), argptr, 1, ce));
+ ERR_FAIL_V_MSG(false, "Error calling method from MethodTweener: " + Variant::get_callable_error_text(callback, argptr, 1, ce));
}
if (time < duration) {
diff --git a/scene/animation/tween.h b/scene/animation/tween.h
index 5c1567d510..40268405cf 100644
--- a/scene/animation/tween.h
+++ b/scene/animation/tween.h
@@ -116,6 +116,9 @@ private:
bool valid = false;
bool default_parallel = false;
bool parallel_enabled = false;
+#ifdef DEBUG_ENABLED
+ bool is_infinite = false;
+#endif
typedef real_t (*interpolater)(real_t t, real_t b, real_t c, real_t d);
static interpolater interpolaters[TRANS_MAX][EASE_MAX];
diff --git a/scene/gui/code_edit.cpp b/scene/gui/code_edit.cpp
index d18a9a75de..fdcd7116f3 100644
--- a/scene/gui/code_edit.cpp
+++ b/scene/gui/code_edit.cpp
@@ -994,7 +994,8 @@ void CodeEdit::_new_line(bool p_split_current_line, bool p_above) {
}
/* Make sure this is the last char, trailing whitespace or comments are okay. */
- if (should_indent && (!is_whitespace(c) && is_in_comment(cl, cc) == -1)) {
+ /* Increment column for comments because the delimiter (#) should be ignored. */
+ if (should_indent && (!is_whitespace(c) && is_in_comment(cl, line_col + 1) == -1)) {
should_indent = false;
}
}
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 82f18d1a42..a151d3cb33 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -981,12 +981,12 @@ bool SceneTree::has_group(const StringName &p_identifier) const {
Node *SceneTree::get_first_node_in_group(const StringName &p_group) {
Map<StringName, Group>::Element *E = group_map.find(p_group);
if (!E) {
- return nullptr; //no group
+ return nullptr; // No group.
}
- _update_group_order(E->get()); //update order just in case
+ _update_group_order(E->get()); // Update order just in case.
- if (E->get().nodes.size() == 0) {
+ if (E->get().nodes.is_empty()) {
return nullptr;
}
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index 4681d3d6e3..7874d77298 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -144,6 +144,15 @@ float ProceduralSkyMaterial::get_sun_curve() const {
return sun_curve;
}
+void ProceduralSkyMaterial::set_dither_strength(float p_dither_strength) {
+ dither_strength = p_dither_strength;
+ RS::get_singleton()->material_set_param(_get_material(), "dither_strength", dither_strength);
+}
+
+float ProceduralSkyMaterial::get_dither_strength() const {
+ return dither_strength;
+}
+
Shader::Mode ProceduralSkyMaterial::get_shader_mode() const {
return Shader::MODE_SKY;
}
@@ -199,6 +208,9 @@ void ProceduralSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_sun_curve", "curve"), &ProceduralSkyMaterial::set_sun_curve);
ClassDB::bind_method(D_METHOD("get_sun_curve"), &ProceduralSkyMaterial::get_sun_curve);
+ ClassDB::bind_method(D_METHOD("set_dither_strength", "strength"), &ProceduralSkyMaterial::set_dither_strength);
+ ClassDB::bind_method(D_METHOD("get_dither_strength"), &ProceduralSkyMaterial::get_dither_strength);
+
ADD_GROUP("Sky", "sky_");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_top_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_top_color", "get_sky_top_color");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "sky_horizon_color", PROPERTY_HINT_COLOR_NO_ALPHA), "set_sky_horizon_color", "get_sky_horizon_color");
@@ -216,6 +228,9 @@ void ProceduralSkyMaterial::_bind_methods() {
ADD_GROUP("Sun", "sun_");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_angle_max", PROPERTY_HINT_RANGE, "0,360,0.01"), "set_sun_angle_max", "get_sun_angle_max");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sun_curve", PROPERTY_HINT_EXP_EASING), "set_sun_curve", "get_sun_curve");
+
+ ADD_GROUP("", "");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dither_strength", PROPERTY_HINT_RANGE, "0,10,0.01"), "set_dither_strength", "get_dither_strength");
}
void ProceduralSkyMaterial::cleanup_shader() {
@@ -247,6 +262,14 @@ uniform float ground_curve : hint_range(0, 1) = 0.02;
uniform float ground_energy = 1.0;
uniform float sun_angle_max = 30.0;
uniform float sun_curve : hint_range(0, 1) = 0.15;
+uniform float dither_strength : hint_range(0, 10) = 1.0;
+
+// From: https://www.shadertoy.com/view/4sfGzS credit to iq
+float hash(vec3 p) {
+ p = fract( p * 0.3183099 + 0.1 );
+ p *= 17.0;
+ return fract(p.x * p.y * p.z * (p.x + p.y + p.z));
+}
void sky() {
float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));
@@ -302,6 +325,9 @@ void sky() {
ground *= ground_energy;
COLOR = mix(ground, sky, step(0.0, EYEDIR.y));
+
+ // Make optional, eliminates banding.
+ COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;
}
)");
}
@@ -322,6 +348,7 @@ ProceduralSkyMaterial::ProceduralSkyMaterial() {
set_sun_angle_max(30.0);
set_sun_curve(0.15);
+ set_dither_strength(1.0);
}
ProceduralSkyMaterial::~ProceduralSkyMaterial() {
diff --git a/scene/resources/sky_material.h b/scene/resources/sky_material.h
index 5c791a185a..8112892ceb 100644
--- a/scene/resources/sky_material.h
+++ b/scene/resources/sky_material.h
@@ -52,6 +52,7 @@ private:
float sun_angle_max;
float sun_curve;
+ float dither_strength;
static Mutex shader_mutex;
static RID shader;
@@ -98,6 +99,9 @@ public:
void set_sun_curve(float p_curve);
float get_sun_curve() const;
+ void set_dither_strength(float p_dither_strength);
+ float get_dither_strength() const;
+
virtual Shader::Mode get_shader_mode() const override;
virtual RID get_shader_rid() const override;
virtual RID get_rid() const override;
diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
index 7eb15f418b..e5642116bb 100644
--- a/servers/rendering/renderer_rd/effects/tone_mapper.cpp
+++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp
@@ -151,37 +151,37 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
mode += 6;
}
- RID default_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RID default_mipmap_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_color;
u_source_color.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_source_color.binding = 0;
- u_source_color.append_id(default_shader);
+ u_source_color.append_id(default_sampler);
u_source_color.append_id(p_source_color);
RD::Uniform u_exposure_texture;
u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_exposure_texture.binding = 0;
- u_exposure_texture.append_id(default_shader);
+ u_exposure_texture.append_id(default_sampler);
u_exposure_texture.append_id(p_settings.exposure_texture);
RD::Uniform u_glow_texture;
u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_glow_texture.binding = 0;
- u_glow_texture.append_id(default_mipmap_shader);
+ u_glow_texture.append_id(default_mipmap_sampler);
u_glow_texture.append_id(p_settings.glow_texture);
RD::Uniform u_glow_map;
u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_glow_map.binding = 1;
- u_glow_map.append_id(default_mipmap_shader);
+ u_glow_map.append_id(default_mipmap_sampler);
u_glow_map.append_id(p_settings.glow_map);
RD::Uniform u_color_correction_texture;
u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_color_correction_texture.binding = 0;
- u_color_correction_texture.append_id(default_shader);
+ u_color_correction_texture.append_id(default_sampler);
u_color_correction_texture.append_id(p_settings.color_correction_texture);
RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
@@ -233,8 +233,8 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
tonemap.push_constant.use_debanding = p_settings.use_debanding;
tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
- RID default_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
- RID default_mipmap_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_color;
u_source_color.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
@@ -244,25 +244,25 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
RD::Uniform u_exposure_texture;
u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_exposure_texture.binding = 0;
- u_exposure_texture.append_id(default_shader);
+ u_exposure_texture.append_id(default_sampler);
u_exposure_texture.append_id(p_settings.exposure_texture);
RD::Uniform u_glow_texture;
u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_glow_texture.binding = 0;
- u_glow_texture.append_id(default_mipmap_shader);
+ u_glow_texture.append_id(default_mipmap_sampler);
u_glow_texture.append_id(p_settings.glow_texture);
RD::Uniform u_glow_map;
u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_glow_map.binding = 1;
- u_glow_map.append_id(default_mipmap_shader);
+ u_glow_map.append_id(default_mipmap_sampler);
u_glow_map.append_id(p_settings.glow_map);
RD::Uniform u_color_correction_texture;
u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_color_correction_texture.binding = 0;
- u_color_correction_texture.append_id(default_shader);
+ u_color_correction_texture.append_id(default_sampler);
u_color_correction_texture.append_id(p_settings.color_correction_texture);
RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index d939a0d641..c3747ffabc 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -388,26 +388,60 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
float *gui = reinterpret_cast<float *>(data);
if (p_array_size > 0) {
- const PackedVector3Array &a = value;
- int s = a.size();
+ if (value.get_type() == Variant::PACKED_COLOR_ARRAY) {
+ const PackedColorArray &a = value;
+ int s = a.size();
- for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
- if (i < s) {
- gui[j] = a[i].x;
- gui[j + 1] = a[i].y;
- gui[j + 2] = a[i].z;
- } else {
- gui[j] = 0;
- gui[j + 1] = 0;
- gui[j + 2] = 0;
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ Color color = a[i];
+ if (p_linear_color) {
+ color = color.srgb_to_linear();
+ }
+ gui[j] = color.r;
+ gui[j + 1] = color.g;
+ gui[j + 2] = color.b;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
+ }
+ } else {
+ const PackedVector3Array &a = value;
+ int s = a.size();
+
+ for (int i = 0, j = 0; i < p_array_size; i++, j += 4) {
+ if (i < s) {
+ gui[j] = a[i].x;
+ gui[j + 1] = a[i].y;
+ gui[j + 2] = a[i].z;
+ } else {
+ gui[j] = 0;
+ gui[j + 1] = 0;
+ gui[j + 2] = 0;
+ }
+ gui[j + 3] = 0; // ignored
}
- gui[j + 3] = 0; // ignored
}
} else {
- Vector3 v = value;
- gui[0] = v.x;
- gui[1] = v.y;
- gui[2] = v.z;
+ if (value.get_type() == Variant::COLOR) {
+ Color v = value;
+
+ if (p_linear_color) {
+ v = v.srgb_to_linear();
+ }
+
+ gui[0] = v.r;
+ gui[1] = v.g;
+ gui[2] = v.b;
+ } else {
+ Vector3 v = value;
+ gui[0] = v.x;
+ gui[1] = v.y;
+ gui[2] = v.z;
+ }
}
} break;
case ShaderLanguage::TYPE_VEC4: {
@@ -921,7 +955,7 @@ void MaterialData::update_uniform_buffer(const Map<StringName, ShaderLanguage::S
//value=E.value.default_value;
} else {
//zero because it was not provided
- if (E.value.type == ShaderLanguage::TYPE_VEC4 && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
//colors must be set as black, with alpha as 1.0
_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data, p_use_linear_color);
} else {
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 54d1a6fd8d..1fd7062d6e 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -3548,13 +3548,25 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 3;
- PackedVector3Array array = PackedVector3Array();
- for (int i = 0; i < array_size; i += 3) {
- array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
+ if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ PackedColorArray array = PackedColorArray();
+ for (int i = 0; i < array_size; i += 3) {
+ array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
+ }
+ value = Variant(array);
+ } else {
+ PackedVector3Array array = PackedVector3Array();
+ for (int i = 0; i < array_size; i += 3) {
+ array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
+ }
+ value = Variant(array);
}
- value = Variant(array);
} else {
- value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
+ if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ value = Variant(Color(p_value[0].real, p_value[1].real, p_value[2].real));
+ } else {
+ value = Variant(Vector3(p_value[0].real, p_value[1].real, p_value[2].real));
+ }
}
break;
case ShaderLanguage::TYPE_VEC4:
@@ -3760,9 +3772,19 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform
break;
case ShaderLanguage::TYPE_VEC3:
if (p_uniform.array_size > 0) {
- pi.type = Variant::PACKED_VECTOR3_ARRAY;
+ if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
+ pi.type = Variant::PACKED_COLOR_ARRAY;
+ } else {
+ pi.type = Variant::PACKED_VECTOR3_ARRAY;
+ }
} else {
- pi.type = Variant::VECTOR3;
+ if (p_uniform.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR) {
+ pi.hint = PROPERTY_HINT_COLOR_NO_ALPHA;
+ pi.type = Variant::COLOR;
+ } else {
+ pi.type = Variant::VECTOR3;
+ }
}
break;
case ShaderLanguage::TYPE_VEC4: {
@@ -8001,8 +8023,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct
} else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) {
uniform2.hint = ShaderNode::Uniform::HINT_BLACK_ALBEDO;
} else if (tk.type == TK_HINT_COLOR) {
- if (type != TYPE_VEC4) {
- _set_error(vformat(RTR("Color hint is for '%s' only."), "vec4"));
+ if (type != TYPE_VEC3 && type != TYPE_VEC4) {
+ _set_error(vformat(RTR("Color hint is for '%s' or '%s' only."), "vec3", "vec4"));
return ERR_PARSE_ERROR;
}
uniform2.hint = ShaderNode::Uniform::HINT_COLOR;
@@ -9514,7 +9536,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_
} break;
case COMPLETION_HINT: {
- if (completion_base == DataType::TYPE_VEC4) {
+ if (completion_base == DataType::TYPE_VEC3 || completion_base == DataType::TYPE_VEC4) {
ScriptLanguage::CodeCompletionOption option("hint_color", ScriptLanguage::CODE_COMPLETION_KIND_PLAIN_TEXT);
r_options->push_back(option);
} else if ((completion_base == DataType::TYPE_INT || completion_base == DataType::TYPE_FLOAT) && !completion_base_array) {
diff --git a/tests/scene/test_code_edit.h b/tests/scene/test_code_edit.h
index 574cacda95..62931cd4dd 100644
--- a/tests/scene/test_code_edit.h
+++ b/tests/scene/test_code_edit.h
@@ -2179,8 +2179,24 @@ TEST_CASE("[SceneTree][CodeEdit] indent") {
SEND_GUI_ACTION(code_edit, "ui_text_newline");
CHECK(code_edit->get_line(0) == "test: # string");
CHECK(code_edit->get_line(1) == "");
+ code_edit->remove_string_delimiter("#");
+
+ /* Non-whitespace prevents auto-indentation. */
+ code_edit->add_comment_delimiter("#", "");
+ code_edit->set_text("");
+ code_edit->insert_text_at_caret("test := 0 # comment");
+ SEND_GUI_ACTION(code_edit, "ui_text_newline");
+ CHECK(code_edit->get_line(0) == "test := 0 # comment");
+ CHECK(code_edit->get_line(1) == "");
code_edit->remove_comment_delimiter("#");
+ /* Even when there's no comments. */
+ code_edit->set_text("");
+ code_edit->insert_text_at_caret("test := 0");
+ SEND_GUI_ACTION(code_edit, "ui_text_newline");
+ CHECK(code_edit->get_line(0) == "test := 0");
+ CHECK(code_edit->get_line(1) == "");
+
/* If between brace pairs an extra line is added. */
code_edit->set_text("");
code_edit->insert_text_at_caret("test{}");
@@ -2256,8 +2272,24 @@ TEST_CASE("[SceneTree][CodeEdit] indent") {
SEND_GUI_ACTION(code_edit, "ui_text_newline");
CHECK(code_edit->get_line(0) == "test: # string");
CHECK(code_edit->get_line(1) == "");
+ code_edit->remove_string_delimiter("#");
+
+ /* Non-whitespace prevents auto-indentation. */
+ code_edit->add_comment_delimiter("#", "");
+ code_edit->set_text("");
+ code_edit->insert_text_at_caret("test := 0 # comment");
+ SEND_GUI_ACTION(code_edit, "ui_text_newline");
+ CHECK(code_edit->get_line(0) == "test := 0 # comment");
+ CHECK(code_edit->get_line(1) == "");
code_edit->remove_comment_delimiter("#");
+ /* Even when there's no comments. */
+ code_edit->set_text("");
+ code_edit->insert_text_at_caret("test := 0");
+ SEND_GUI_ACTION(code_edit, "ui_text_newline");
+ CHECK(code_edit->get_line(0) == "test := 0");
+ CHECK(code_edit->get_line(1) == "");
+
/* If between brace pairs an extra line is added. */
code_edit->set_text("");
code_edit->insert_text_at_caret("test{}");
diff --git a/tests/test_macros.h b/tests/test_macros.h
index 6e7a84bfb2..9cb9624d52 100644
--- a/tests/test_macros.h
+++ b/tests/test_macros.h
@@ -63,22 +63,22 @@
// Stringify all `Variant` compatible types for doctest output by default.
// https://github.com/onqtam/doctest/blob/master/doc/markdown/stringification.md
-#define DOCTEST_STRINGIFY_VARIANT(m_type) \
- template <> \
- struct doctest::StringMaker<m_type> { \
- static doctest::String convert(const m_type &p_val) { \
- const Variant val = p_val; \
- return val.get_construct_string().utf8().get_data(); \
- } \
+#define DOCTEST_STRINGIFY_VARIANT(m_type) \
+ template <> \
+ struct doctest::StringMaker<m_type> { \
+ static doctest::String convert(const m_type &p_val) { \
+ const Variant val = p_val; \
+ return val.operator ::String().utf8().get_data(); \
+ } \
};
-#define DOCTEST_STRINGIFY_VARIANT_POINTER(m_type) \
- template <> \
- struct doctest::StringMaker<m_type> { \
- static doctest::String convert(const m_type *p_val) { \
- const Variant val = p_val; \
- return val.get_construct_string().utf8().get_data(); \
- } \
+#define DOCTEST_STRINGIFY_VARIANT_POINTER(m_type) \
+ template <> \
+ struct doctest::StringMaker<m_type> { \
+ static doctest::String convert(const m_type *p_val) { \
+ const Variant val = p_val; \
+ return val.operator ::String().utf8().get_data(); \
+ } \
};
DOCTEST_STRINGIFY_VARIANT(Variant);