diff options
-rw-r--r-- | .travis.yml | 9 | ||||
-rw-r--r-- | SConstruct | 1 | ||||
-rw-r--r-- | core/math/face3.cpp | 2 | ||||
-rw-r--r-- | drivers/gles2/shaders/scene.glsl | 17 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 29 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.h | 2 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.cpp | 151 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_storage_gles3.h | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 119 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 29 | ||||
-rw-r--r-- | editor/plugins/canvas_item_editor_plugin.cpp | 7 | ||||
-rw-r--r-- | editor/plugins/canvas_item_editor_plugin.h | 1 | ||||
-rw-r--r-- | modules/mono/build_scripts/mono_configure.py | 5 | ||||
-rw-r--r-- | modules/regex/SCsub | 4 | ||||
-rw-r--r-- | platform/javascript/detect.py | 1 | ||||
-rw-r--r-- | platform/uwp/detect.py | 1 | ||||
-rw-r--r-- | scene/main/viewport.cpp | 2 |
17 files changed, 304 insertions, 77 deletions
diff --git a/.travis.yml b/.travis.yml index 8a6f80002b..7bf968ba4c 100644 --- a/.travis.yml +++ b/.travis.yml @@ -47,15 +47,6 @@ matrix: - &linux_deps [libasound2-dev, libgl1-mesa-dev, libglu1-mesa-dev, libx11-dev, libxcursor-dev, libxi-dev, libxinerama-dev, libxrandr-dev] - &linux_mono_deps [mono-devel, msbuild, nuget] - coverity_scan: - project: - name: "godotengine/godot" - description: "Godot Engine Coverity scans" - notification_email: coverity@godotengine.org - build_command_prepend: "" - build_command: "scons p=x11 -j2 $OPTIONS" - branch_pattern: coverity_scan - - name: Linux export template (release, Clang) stage: build env: PLATFORM=x11 TOOLS=no TARGET=release CACHE_NAME=${PLATFORM}-clang EXTRA_ARGS="warnings=extra werror=yes" diff --git a/SConstruct b/SConstruct index cdbb47faea..0e282a1f12 100644 --- a/SConstruct +++ b/SConstruct @@ -150,6 +150,7 @@ opts.Add(BoolVariable('builtin_mbedtls', "Use the built-in mbedTLS library", Tru opts.Add(BoolVariable('builtin_miniupnpc', "Use the built-in miniupnpc library", True)) opts.Add(BoolVariable('builtin_opus', "Use the built-in Opus library", True)) opts.Add(BoolVariable('builtin_pcre2', "Use the built-in PCRE2 library", True)) +opts.Add(BoolVariable('builtin_pcre2_with_jit', "Use JIT compiler for the built-in PCRE2 library", True)) opts.Add(BoolVariable('builtin_recast', "Use the built-in Recast library", True)) opts.Add(BoolVariable('builtin_squish', "Use the built-in squish library", True)) opts.Add(BoolVariable('builtin_xatlas', "Use the built-in xatlas library", True)) diff --git a/core/math/face3.cpp b/core/math/face3.cpp index ab09142b2d..666d214f98 100644 --- a/core/math/face3.cpp +++ b/core/math/face3.cpp @@ -393,7 +393,7 @@ Vector3 Face3::get_closest_point_to(const Vector3 &p_point) const { s = CLAMP(numer / denom, 0.f, 1.f); t = 1 - s; } else { - s = CLAMP(-e / c, 0.f, 1.f); + s = CLAMP(-d / a, 0.f, 1.f); t = 0.f; } } else { diff --git a/drivers/gles2/shaders/scene.glsl b/drivers/gles2/shaders/scene.glsl index e36e776881..2a220658a1 100644 --- a/drivers/gles2/shaders/scene.glsl +++ b/drivers/gles2/shaders/scene.glsl @@ -1547,7 +1547,11 @@ FRAGMENT_SHADER_CODE #endif // !USE_SHADOW_TO_OPACITY #ifdef BASE_PASS - //none + + // IBL precalculations + float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); + vec3 f0 = F0(metallic, specular, albedo); + vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); #ifdef AMBIENT_LIGHT_DISABLED ambient_light = vec3(0.0, 0.0, 0.0); @@ -1561,12 +1565,15 @@ FRAGMENT_SHADER_CODE ref_vec.z *= -1.0; specular_light = textureCubeLod(radiance_map, ref_vec, roughness * RADIANCE_MAX_LOD).xyz * bg_energy; +#ifndef USE_LIGHTMAP { vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, RADIANCE_MAX_LOD).xyz * bg_energy; + vec3 env_ambient = textureCubeLod(radiance_map, ambient_dir, 4.0).xyz * bg_energy; + env_ambient *= 1.0 - F; ambient_light = mix(ambient_color.rgb, env_ambient, ambient_sky_contribution); } +#endif #else @@ -1574,7 +1581,6 @@ FRAGMENT_SHADER_CODE specular_light = bg_color.rgb * bg_energy; #endif - #endif // AMBIENT_LIGHT_DISABLED ambient_light *= ambient_energy; @@ -1646,12 +1652,9 @@ FRAGMENT_SHADER_CODE const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, eye_position), 0.0, 1.0); float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - vec3 f0 = F0(metallic, specular, albedo); - specular_light *= env.x * f0 + env.y; + specular_light *= env.x * F + env.y; #endif } diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 0820997529..9815936d1e 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2011,7 +2011,7 @@ void RasterizerSceneGLES3::_set_cull(bool p_front, bool p_disabled, bool p_rever } } -void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) { +void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RasterizerStorageGLES3::Sky *p_sky, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows) { glBindBufferBase(GL_UNIFORM_BUFFER, 0, state.scene_ubo); //bind globals ubo @@ -2019,14 +2019,15 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements, int p_ if (!p_shadow && !p_directional_add) { glBindBufferBase(GL_UNIFORM_BUFFER, 2, state.env_radiance_ubo); //bind environment radiance info - if (p_base_env) { + if (p_sky != NULL) { glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 2); if (storage->config.use_texture_array_environment) { - glBindTexture(GL_TEXTURE_2D_ARRAY, p_base_env); + glBindTexture(GL_TEXTURE_2D_ARRAY, p_sky->radiance); } else { - glBindTexture(GL_TEXTURE_2D, p_base_env); + glBindTexture(GL_TEXTURE_2D, p_sky->radiance); } - + glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 6); + glBindTexture(GL_TEXTURE_2D, p_sky->irradiance); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP, true); state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP_ARRAY, storage->config.use_texture_array_environment); use_radiance_map = true; @@ -4231,7 +4232,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const _fill_render_list(p_cull_result, p_cull_count, true, false); render_list.sort_by_key(false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, true); - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, 0, false, false, true, false, false); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, NULL, false, false, true, false, false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); glColorMask(1, 1, 1, 1); @@ -4355,7 +4356,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const RasterizerStorageGLES3::Sky *sky = NULL; Ref<CameraFeed> feed; - GLuint env_radiance_tex = 0; if (state.debug_draw == VS::VIEWPORT_DEBUG_DRAW_OVERDRAW) { clear_color = Color(0, 0, 0, 0); @@ -4409,9 +4409,6 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const sky = storage->sky_owner.getornull(env->sky); - if (sky) { - env_radiance_tex = sky->radiance; - } break; case VS::ENV_BG_CANVAS: //copy canvas to 3d buffer and convert it to linear @@ -4505,7 +4502,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const } if (probe && probe->probe_ptr->interior) { - env_radiance_tex = 0; //for rendering probe interiors, radiance must not be used. + sky = NULL; //for rendering probe interiors, radiance must not be used. } state.texscreen_copied = false; @@ -4524,7 +4521,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (state.directional_light_count == 0) { directional_light = NULL; - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, false, shadow_atlas != NULL); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, false, shadow_atlas != NULL); } else { for (int i = 0; i < state.directional_light_count; i++) { directional_light = directional_lights[i]; @@ -4532,7 +4529,7 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const glEnable(GL_BLEND); } _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); - _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, false, false, i > 0, shadow_atlas != NULL); + _render_list(render_list.elements, render_list.element_count, p_cam_transform, p_cam_projection, sky, false, false, false, i > 0, shadow_atlas != NULL); } } @@ -4610,12 +4607,12 @@ void RasterizerSceneGLES3::render_scene(const Transform &p_cam_transform, const if (state.directional_light_count == 0) { directional_light = NULL; - _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL); + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, false, shadow_atlas != NULL); } else { for (int i = 0; i < state.directional_light_count; i++) { directional_light = directional_lights[i]; _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0); - _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL); + _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, sky, false, true, false, i > 0, shadow_atlas != NULL); } } @@ -4898,7 +4895,7 @@ void RasterizerSceneGLES3::render_shadow(RID p_light, RID p_shadow_atlas, int p_ if (light->reverse_cull) { flip_facing = !flip_facing; } - _render_list(render_list.elements, render_list.element_count, light_transform, light_projection, 0, flip_facing, false, true, false, false); + _render_list(render_list.elements, render_list.element_count, light_transform, light_projection, NULL, flip_facing, false, true, false, false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH, false); state.scene_shader.set_conditional(SceneShaderGLES3::RENDER_DEPTH_DUAL_PARABOLOID, false); diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h index e6d2449653..a756ce251e 100644 --- a/drivers/gles3/rasterizer_scene_gles3.h +++ b/drivers/gles3/rasterizer_scene_gles3.h @@ -837,7 +837,7 @@ public: _FORCE_INLINE_ void _render_geometry(RenderList::Element *e); _FORCE_INLINE_ void _setup_light(RenderList::Element *e, const Transform &p_view_transform); - void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, GLuint p_base_env, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows); + void _render_list(RenderList::Element **p_elements, int p_element_count, const Transform &p_view_transform, const CameraMatrix &p_projection, RasterizerStorageGLES3::Sky *p_sky, bool p_reverse_cull, bool p_alpha_pass, bool p_shadow, bool p_directional_add, bool p_directional_shadows); _FORCE_INLINE_ void _add_geometry(RasterizerStorageGLES3::Geometry *p_geometry, InstanceBase *p_instance, RasterizerStorageGLES3::GeometryOwner *p_owner, int p_material, bool p_depth_pass, bool p_shadow_pass); diff --git a/drivers/gles3/rasterizer_storage_gles3.cpp b/drivers/gles3/rasterizer_storage_gles3.cpp index 625bfb4554..71a3a79eb3 100644 --- a/drivers/gles3/rasterizer_storage_gles3.cpp +++ b/drivers/gles3/rasterizer_storage_gles3.cpp @@ -1757,6 +1757,7 @@ RID RasterizerStorageGLES3::sky_create() { Sky *sky = memnew(Sky); sky->radiance = 0; + sky->irradiance = 0; return sky_owner.make_rid(sky); } @@ -1768,7 +1769,9 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra if (sky->panorama.is_valid()) { sky->panorama = RID(); glDeleteTextures(1, &sky->radiance); + glDeleteTextures(1, &sky->irradiance); sky->radiance = 0; + sky->irradiance = 0; } sky->panorama = p_panorama; @@ -1791,10 +1794,14 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); //need this for proper sampling + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 10); + // Need Mipmaps regardless of whether they are set in import by user + glGenerateMipmap(texture->target); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_REPEAT); + glTexParameterf(texture->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + glTexParameterf(texture->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR_MIPMAP_LINEAR); if (config.srgb_decode_supported && texture->srgb && !texture->using_srgb) { @@ -1808,6 +1815,66 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra #endif } + { + //Irradiance map + glActiveTexture(GL_TEXTURE1); + glGenTextures(1, &sky->irradiance); + glBindTexture(GL_TEXTURE_2D, sky->irradiance); + + GLuint tmp_fb; + + glGenFramebuffers(1, &tmp_fb); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); + + int size = 64; + + bool use_float = config.framebuffer_half_float_supported; + + GLenum internal_format = use_float ? GL_RGBA16F : GL_RGB10_A2; + GLenum format = GL_RGBA; + GLenum type = use_float ? GL_HALF_FLOAT : GL_UNSIGNED_INT_2_10_10_10_REV; + + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL); + + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(texture->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->irradiance, 0); + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, true); + shaders.cubemap_filter.bind(); + + // Very large Panoramas require way too much effort to compute irradiance so use a mipmap + // level that corresponds to a panorama of 1024x512 + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, MAX(Math::log(float(texture->width)) / Math::log(2.0f) - 10.0f, 0.0f)); + + for (int i = 0; i < 2; i++) { + glViewport(0, i * size, size, size); + glBindVertexArray(resources.quadie_array); + + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::Z_FLIP, i > 0); + + glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + glBindVertexArray(0); + } + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::COMPUTE_IRRADIANCE, false); + + glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); + glDeleteFramebuffers(1, &tmp_fb); + } + + // Now compute radiance + glActiveTexture(GL_TEXTURE1); glGenTextures(1, &sky->radiance); @@ -1833,8 +1900,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glTexImage3D(GL_TEXTURE_2D_ARRAY, 0, internal_format, size, size * 2, array_level, 0, format, type, NULL); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_LINEAR); GLuint tmp_fb2; GLuint tmp_tex; @@ -1846,8 +1913,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glBindTexture(GL_TEXTURE_2D, tmp_tex); glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameterf(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); #ifdef DEBUG_ENABLED GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); @@ -1858,25 +1925,25 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); - if (j == 0) { + if (j < 3) { shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, true); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false); shaders.cubemap_filter.bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(texture->target, texture->tex_id); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4)); } else { shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, true); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false); shaders.cubemap_filter.bind(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D_ARRAY, sky->radiance); shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_ARRAY_INDEX, j - 1); //read from previous to ensure better blur + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(size / 2)); } for (int i = 0; i < 2; i++) { @@ -1902,7 +1969,6 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, false); shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID_ARRAY, false); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DIRECT_WRITE, false); //restore ranges glActiveTexture(GL_TEXTURE0); @@ -1947,23 +2013,64 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, mipmaps - 1); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + + GLuint tmp_fb2; + GLuint tmp_tex; + { + // Need a temporary framebuffer for rendering so we can read from previous iterations + glGenFramebuffers(1, &tmp_fb2); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); + glGenTextures(1, &tmp_tex); + glBindTexture(GL_TEXTURE_2D, tmp_tex); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); +#ifdef DEBUG_ENABLED + GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); + ERR_FAIL_COND(status != GL_FRAMEBUFFER_COMPLETE); +#endif + } lod = 0; mm_level = mipmaps; size = p_radiance_size; - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); - shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); - shaders.cubemap_filter.bind(); - while (mm_level) { - + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, sky->radiance, lod); + #ifdef DEBUG_ENABLED GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); #endif + glBindTexture(GL_TEXTURE_2D, tmp_tex); + glTexImage2D(GL_TEXTURE_2D, 0, internal_format, size, size * 2, 0, format, type, NULL); + glBindFramebuffer(GL_FRAMEBUFFER, tmp_fb2); + glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, tmp_tex, 0); + if (lod < 3) { + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, false); + shaders.cubemap_filter.bind(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(texture->target, texture->tex_id); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(texture->width / 4)); + } else { + + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_PANORAMA, false); + shaders.cubemap_filter.set_conditional(CubemapFilterShaderGLES3::USE_SOURCE_DUAL_PARABOLOID, true); + shaders.cubemap_filter.bind(); + glActiveTexture(GL_TEXTURE0); + glBindTexture(GL_TEXTURE_2D, sky->radiance); + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_MIP_LEVEL, lod - 1); //read from previous to ensure better blur + shaders.cubemap_filter.set_uniform(CubemapFilterShaderGLES3::SOURCE_RESOLUTION, float(size)); + } for (int i = 0; i < 2; i++) { glViewport(0, i * size, size, size); @@ -1976,6 +2083,14 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glBindVertexArray(0); } + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, tmp_fb); + glFramebufferTextureLayer(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, sky->radiance, 0, lod); + glBindFramebuffer(GL_READ_FRAMEBUFFER, tmp_fb2); + glReadBuffer(GL_COLOR_ATTACHMENT0); + glBlitFramebuffer(0, 0, size, size * 2, 0, 0, size, size * 2, GL_COLOR_BUFFER_BIT, GL_NEAREST); + glBindFramebuffer(GL_READ_FRAMEBUFFER, 0); + glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0); + if (size > 1) size >>= 1; lod++; @@ -1995,6 +2110,8 @@ void RasterizerStorageGLES3::sky_set_texture(RID p_sky, RID p_panorama, int p_ra glBindFramebuffer(GL_FRAMEBUFFER, RasterizerStorageGLES3::system_fbo); glDeleteFramebuffers(1, &tmp_fb); + glDeleteFramebuffers(1, &tmp_fb2); + glDeleteTextures(1, &tmp_tex); } } diff --git a/drivers/gles3/rasterizer_storage_gles3.h b/drivers/gles3/rasterizer_storage_gles3.h index 3b1021d0e1..350b259b2b 100644 --- a/drivers/gles3/rasterizer_storage_gles3.h +++ b/drivers/gles3/rasterizer_storage_gles3.h @@ -388,6 +388,7 @@ public: RID panorama; GLuint radiance; + GLuint irradiance; int radiance_size; }; diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 619e29b130..d83a109cb9 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -30,12 +30,22 @@ uniform sampler2DArray source_dual_paraboloid_array; //texunit:0 uniform int source_array_index; #endif -#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) +#ifdef USE_SOURCE_DUAL_PARABOLOID +uniform sampler2D source_dual_paraboloid; //texunit:0 +#endif + +#if defined(USE_SOURCE_DUAL_PARABOLOID) || defined(COMPUTE_IRRADIANCE) +uniform int source_mip_level; +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID) uniform samplerCube source_cube; //texunit:0 #endif uniform int face_id; uniform float roughness; +uniform float source_resolution; + in highp vec2 uv_interp; layout(location = 0) out vec4 frag_color; @@ -133,6 +143,19 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) { return TangentX * H.x + TangentY * H.y + N * H.z; } +float DistributionGGX(vec3 N, vec3 H, float roughness) { + float a = roughness * roughness; + float a2 = a * a; + float NdotH = max(dot(N, H), 0.0); + float NdotH2 = NdotH * NdotH; + + float nom = a2; + float denom = (NdotH2 * (a2 - 1.0) + 1.0); + denom = M_PI * denom * denom; + + return nom / denom; +} + // http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html float GGX(float NdotV, float a) { float k = a / 2.0; @@ -160,10 +183,12 @@ vec2 Hammersley(uint i, uint N) { #ifdef LOW_QUALITY #define SAMPLE_COUNT 64u +#define SAMPLE_DELTA 0.05 #else -#define SAMPLE_COUNT 1024u +#define SAMPLE_COUNT 512u +#define SAMPLE_DELTA 0.01 #endif @@ -171,7 +196,7 @@ uniform bool z_flip; #ifdef USE_SOURCE_PANORAMA -vec4 texturePanorama(vec3 normal, sampler2D pano) { +vec4 texturePanorama(vec3 normal, sampler2D pano, float mipLevel) { vec2 st = vec2( atan(normal.x, normal.z), @@ -182,7 +207,7 @@ vec4 texturePanorama(vec3 normal, sampler2D pano) { st /= vec2(M_PI * 2.0, M_PI); - return textureLod(pano, st, 0.0); + return textureLod(pano, st, mipLevel); } #endif @@ -202,6 +227,20 @@ vec4 textureDualParaboloidArray(vec3 normal) { #endif +#ifdef USE_SOURCE_DUAL_PARABOLOID +vec4 textureDualParaboloid(vec3 normal) { + + vec3 norm = normalize(normal); + norm.xy /= 1.0 + abs(norm.z); + norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); + if (norm.z < 0.0) { + norm.y = 0.5 - norm.y + 0.5; + } + return textureLod(source_dual_paraboloid, norm.xy, float(source_mip_level)); +} + +#endif + void main() { #ifdef USE_DUAL_PARABOLOID @@ -225,7 +264,7 @@ void main() { #ifdef USE_SOURCE_PANORAMA - frag_color = vec4(texturePanorama(N, source_panorama).rgb, 1.0); + frag_color = vec4(texturePanorama(N, source_panorama, 0.0).rgb, 1.0); #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY @@ -233,12 +272,51 @@ void main() { frag_color = vec4(textureDualParaboloidArray(N).rgb, 1.0); #endif -#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) +#ifdef USE_SOURCE_DUAL_PARABOLOID + + frag_color = vec4(textureDualParaboloid(N).rgb, 1.0); +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID) N.y = -N.y; frag_color = vec4(texture(N, source_cube).rgb, 1.0); #endif +#else // USE_DIRECT_WRITE + +#ifdef COMPUTE_IRRADIANCE + + vec3 irradiance = vec3(0.0); + + // tangent space calculation from origin point + vec3 UpVector = vec3(0.0, 1.0, 0.0); + vec3 TangentX = cross(UpVector, N); + vec3 TangentY = cross(N, TangentX); + + float num_samples = 0.0f; + + for (float phi = 0.0; phi < 2.0 * M_PI; phi += SAMPLE_DELTA) { + for (float theta = 0.0; theta < 0.5 * M_PI; theta += SAMPLE_DELTA) { + // Calculate sample positions + vec3 tangentSample = vec3(sin(theta) * cos(phi), sin(theta) * sin(phi), cos(theta)); + // Find world vector of sample position + vec3 H = tangentSample.x * TangentX + tangentSample.y * TangentY + tangentSample.z * N; + + vec2 st = vec2(atan(H.x, H.z), acos(H.y)); + if (st.x < 0.0) { + st.x += M_PI * 2.0; + } + st /= vec2(M_PI * 2.0, M_PI); + + irradiance += texture(source_panorama, st, source_mip_level).rgb * cos(theta) * sin(theta); + num_samples++; + } + } + irradiance = M_PI * irradiance * (1.0 / float(num_samples)); + + frag_color = vec4(irradiance, 1.0); + #else vec4 sum = vec4(0.0, 0.0, 0.0, 0.0); @@ -246,15 +324,26 @@ void main() { for (uint sampleNum = 0u; sampleNum < SAMPLE_COUNT; sampleNum++) { vec2 xi = Hammersley(sampleNum, SAMPLE_COUNT); - vec3 H = ImportanceSampleGGX(xi, roughness, N); + vec3 H = normalize(ImportanceSampleGGX(xi, roughness, N)); vec3 V = N; - vec3 L = (2.0 * dot(V, H) * H - V); + vec3 L = normalize(2.0 * dot(V, H) * H - V); - float ndotl = clamp(dot(N, L), 0.0, 1.0); + float ndotl = max(dot(N, L), 0.0); if (ndotl > 0.0) { + + float D = DistributionGGX(N, H, roughness); + float ndoth = max(dot(N, H), 0.0); + float hdotv = max(dot(H, V), 0.0); + float pdf = D * ndoth / (4.0 * hdotv) + 0.0001; + + float saTexel = 4.0 * M_PI / (6.0 * source_resolution * source_resolution); + float saSample = 1.0 / (float(SAMPLE_COUNT) * pdf + 0.0001); + + float mipLevel = roughness == 0.0 ? 0.0 : 0.5 * log2(saSample / saTexel); + #ifdef USE_SOURCE_PANORAMA - sum.rgb += texturePanorama(L, source_panorama).rgb * ndotl; + sum.rgb += texturePanorama(L, source_panorama, mipLevel).rgb * ndotl; #endif #ifdef USE_SOURCE_DUAL_PARABOLOID_ARRAY @@ -262,7 +351,12 @@ void main() { sum.rgb += textureDualParaboloidArray(L).rgb * ndotl; #endif -#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) +#ifdef USE_SOURCE_DUAL_PARABOLOID + + sum.rgb += textureDualParaboloid(L).rgb * ndotl; +#endif + +#if !defined(USE_SOURCE_DUAL_PARABOLOID_ARRAY) && !defined(USE_SOURCE_PANORAMA) && !defined(USE_SOURCE_DUAL_PARABOLOID) L.y = -L.y; sum.rgb += textureLod(source_cube, L, 0.0).rgb * ndotl; #endif @@ -273,5 +367,6 @@ void main() { frag_color = vec4(sum.rgb, 1.0); -#endif +#endif // COMPUTE_IRRADIANCE +#endif // USE_DIRECT_WRITE } diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 403de25dd0..e1b0e9f595 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -627,6 +627,8 @@ layout(std140) uniform Radiance { // ubo:2 #define RADIANCE_MAX_LOD 5.0 +uniform sampler2D irradiance_map; // texunit:-6 + #ifdef USE_RADIANCE_MAP_ARRAY uniform sampler2DArray radiance_map; // texunit:-2 @@ -1766,6 +1768,11 @@ FRAGMENT_SHADER_CODE vec3 eye_vec = view; + // IBL precalculations + float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0); + vec3 f0 = F0(metallic, specular, albedo); + vec3 F = f0 + (max(vec3(1.0 - roughness), f0) - f0) * pow(1.0 - ndotv, 5.0); + #ifdef USE_RADIANCE_MAP #ifdef AMBIENT_LIGHT_DISABLED @@ -1775,22 +1782,27 @@ FRAGMENT_SHADER_CODE { //read radiance from dual paraboloid - vec3 ref_vec = reflect(-eye_vec, normal); //2.0 * ndotv * normal - view; // reflect(v, n); + vec3 ref_vec = reflect(-eye_vec, normal); ref_vec = normalize((radiance_inverse_xform * vec4(ref_vec, 0.0)).xyz); vec3 radiance = textureDualParaboloid(radiance_map, ref_vec, roughness) * bg_energy; env_reflection_light = radiance; } - //no longer a cubemap - //vec3 radiance = textureLod(radiance_cube, r, lod).xyz * ( brdf.x + brdf.y); } #ifndef USE_LIGHTMAP { - vec3 ambient_dir = normalize((radiance_inverse_xform * vec4(normal, 0.0)).xyz); - vec3 env_ambient = textureDualParaboloid(radiance_map, ambient_dir, 1.0) * bg_energy; + vec3 norm = normal; + norm = normalize((radiance_inverse_xform * vec4(norm, 0.0)).xyz); + norm.xy /= 1.0 + abs(norm.z); + norm.xy = norm.xy * vec2(0.5, 0.25) + vec2(0.5, 0.25); + if (norm.z > 0.0) { + norm.y = 0.5 - norm.y + 0.5; + } + + vec3 env_ambient = texture(irradiance_map, norm.xy).rgb * bg_energy; + env_ambient *= 1.0 - F; ambient_light = mix(ambient_light_color.rgb, env_ambient, radiance_ambient_contribution); - //ambient_light=vec3(0.0,0.0,0.0); } #endif #endif //AMBIENT_LIGHT_DISABLED @@ -1892,12 +1904,9 @@ FRAGMENT_SHADER_CODE const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022); const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04); vec4 r = roughness * c0 + c1; - float ndotv = clamp(dot(normal, eye_vec), 0.0, 1.0); float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y; vec2 env = vec2(-1.04, 1.04) * a004 + r.zw; - - vec3 f0 = F0(metallic, specular, albedo); - specular_light *= env.x * f0 + env.y; + specular_light *= env.x * F + env.y; #endif } diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp index fcbd68a60f..b3415c423e 100644 --- a/editor/plugins/canvas_item_editor_plugin.cpp +++ b/editor/plugins/canvas_item_editor_plugin.cpp @@ -794,6 +794,7 @@ bool CanvasItemEditor::_select_click_on_item(CanvasItem *item, Point2 p_click_po editor_selection->add_node(item); // Reselect if (Engine::get_singleton()->is_editor_hint()) { + selected_from_canvas = true; editor->call("edit_node", item); } } @@ -3911,6 +3912,11 @@ void CanvasItemEditor::_selection_changed() { } anchors_mode = (nbValidControls == nbAnchorsMode); anchor_mode_button->set_pressed(anchors_mode); + + if (!selected_from_canvas) { + drag_type = DRAG_NONE; + } + selected_from_canvas = false; } void CanvasItemEditor::edit(CanvasItem *p_canvas_item) { @@ -5253,6 +5259,7 @@ CanvasItemEditor::CanvasItemEditor(EditorNode *p_editor) { snap_target[0] = SNAP_TARGET_NONE; snap_target[1] = SNAP_TARGET_NONE; + selected_from_canvas = false; anchors_mode = false; skeleton_show_bones = true; diff --git a/editor/plugins/canvas_item_editor_plugin.h b/editor/plugins/canvas_item_editor_plugin.h index 3ba66c00f9..74adb882d1 100644 --- a/editor/plugins/canvas_item_editor_plugin.h +++ b/editor/plugins/canvas_item_editor_plugin.h @@ -252,6 +252,7 @@ private: Point2 view_offset; Point2 previous_update_view_offset; + bool selected_from_canvas; bool anchors_mode; Point2 grid_offset; diff --git a/modules/mono/build_scripts/mono_configure.py b/modules/mono/build_scripts/mono_configure.py index e83c3f19a6..5388061f84 100644 --- a/modules/mono/build_scripts/mono_configure.py +++ b/modules/mono/build_scripts/mono_configure.py @@ -432,6 +432,11 @@ def copy_mono_shared_libs(env, mono_root, target_mono_root_dir): os.makedirs(target_mono_bin_dir) copy(os.path.join(mono_root, 'bin', 'MonoPosixHelper.dll'), target_mono_bin_dir) + + # For newer versions + btls_dll_path = os.path.join(mono_root, 'bin', 'libmono-btls-shared.dll') + if os.path.isfile(btls_dll_path): + copy(btls_dll_path, target_mono_bin_dir) else: target_mono_lib_dir = get_android_out_dir(env) if platform == 'android' else os.path.join(target_mono_root_dir, 'lib') diff --git a/modules/regex/SCsub b/modules/regex/SCsub index 1be5af02a5..6238cd3d9f 100644 --- a/modules/regex/SCsub +++ b/modules/regex/SCsub @@ -6,12 +6,10 @@ Import('env_modules') env_regex = env_modules.Clone() if env['builtin_pcre2']: - jit_blacklist = ['javascript', 'uwp'] - thirdparty_dir = '#thirdparty/pcre2/src/' thirdparty_flags = ['PCRE2_STATIC', 'HAVE_CONFIG_H'] - if 'platform' in env and env['platform'] not in jit_blacklist: + if env['builtin_pcre2_with_jit']: thirdparty_flags.append('SUPPORT_JIT') thirdparty_sources = [ diff --git a/platform/javascript/detect.py b/platform/javascript/detect.py index a63fa90067..c05b765c5e 100644 --- a/platform/javascript/detect.py +++ b/platform/javascript/detect.py @@ -24,6 +24,7 @@ def get_opts(): def get_flags(): return [ ('tools', False), + ('builtin_pcre2_with_jit', False), # Disabling the mbedtls module reduces file size. # The module has little use due to the limited networking functionality # in this platform. For the available networking methods, the browser diff --git a/platform/uwp/detect.py b/platform/uwp/detect.py index 7da93eafae..000bd18e7d 100644 --- a/platform/uwp/detect.py +++ b/platform/uwp/detect.py @@ -34,6 +34,7 @@ def get_flags(): return [ ('tools', False), ('xaudio2', True), + ('builtin_pcre2_with_jit', False), ] diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp index 563fcb9961..3ad44a4a2e 100644 --- a/scene/main/viewport.cpp +++ b/scene/main/viewport.cpp @@ -3187,7 +3187,7 @@ void Viewport::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "transparent_bg"), "set_transparent_background", "has_transparent_background"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "handle_input_locally"), "set_handle_input_locally", "is_handling_input_locally"); ADD_GROUP("Rendering", ""); - ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,External 2x,External 4x"), "set_msaa", "get_msaa"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "msaa", PROPERTY_HINT_ENUM, "Disabled,2x,4x,8x,16x,AndroidVR 2x,AndroidVR 4x"), "set_msaa", "get_msaa"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hdr"), "set_hdr", "get_hdr"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "disable_3d"), "set_disable_3d", "is_3d_disabled"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "keep_3d_linear"), "set_keep_3d_linear", "get_keep_3d_linear"); |