diff options
7 files changed, 48 insertions, 22 deletions
diff --git a/doc/classes/AudioEffectCapture.xml b/doc/classes/AudioEffectCapture.xml index 5ab4403be5..7a7f1f8e8a 100644 --- a/doc/classes/AudioEffectCapture.xml +++ b/doc/classes/AudioEffectCapture.xml @@ -5,7 +5,7 @@ </brief_description> <description> AudioEffectCapture is an AudioEffect which copies all audio frames from the attached audio effect bus into its internal ring buffer. - Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network. + Application code should consume these audio frames from this ring buffer using [method get_buffer] and process it as needed, for example to capture data from a microphone, implement application defined effects, or to transmit audio over the network. When capturing audio data from a microphone, the format of the samples will be stereo 32-bit floating point PCM. </description> <tutorials> </tutorials> diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml index 48d0636df4..1514b82ff8 100644 --- a/doc/classes/EditorPlugin.xml +++ b/doc/classes/EditorPlugin.xml @@ -261,14 +261,28 @@ <method name="_get_state" qualifiers="virtual const"> <return type="Dictionary" /> <description> - Gets the state of your plugin editor. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). + Override this method to provide a state data you want to be saved, like view position, grid settings, folding, etc. This is used when saving the scene (so state is kept when opening it again) and for switching tabs (so state can be restored when the tab returns). This data is automatically saved for each scene in an [code]editstate[/code] file in the editor metadata folder. If you want to store global (scene-independent) editor data for your plugin, you can use [method _get_window_layout] instead. + Use [method _set_state] to restore your saved state. + [b]Note:[/b] This method should not be used to save important settings that should persist with the project. + [b]Note:[/b] You must implement [method _get_plugin_name] for the state to be stored and restored correctly. + [codeblock] + func _get_state(): + var state = {"zoom": zoom, "preferred_color": my_color} + return state + [/codeblock] </description> </method> <method name="_get_window_layout" qualifiers="virtual"> <return type="void" /> <argument index="0" name="configuration" type="ConfigFile" /> <description> - Gets the GUI layout of the plugin. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed(For example changing the position of a dock). + Override this method to provide the GUI layout of the plugin or any other data you want to be stored. This is used to save the project's editor layout when [method queue_save_layout] is called or the editor layout was changed (for example changing the position of a dock). The data is stored in the [code]editor_layout.cfg[/code] file in the editor metadata directory. + Use [method _set_window_layout] to restore your saved layout. + [codeblock] + func _get_window_layout(configuration): + configuration.set_value("MyPlugin", "window_position", $Window.position) + configuration.set_value("MyPlugin", "icon_color", $Icon.modulate) + [/codeblock] </description> </method> <method name="_handles" qualifiers="virtual const"> @@ -302,14 +316,25 @@ <return type="void" /> <argument index="0" name="state" type="Dictionary" /> <description> - Restore the state saved by [method _get_state]. + Restore the state saved by [method _get_state]. This method is called when the current scene tab is changed in the editor. + [b]Note:[/b] Your plugin must implement [method _get_plugin_name], otherwise it will not be recognized and this method will not be called. + [codeblock] + func _set_state(data): + zoom = data.get("zoom", 1.0) + preferred_color = data.get("my_color", Color.white) + [/codeblock] </description> </method> <method name="_set_window_layout" qualifiers="virtual"> <return type="void" /> <argument index="0" name="configuration" type="ConfigFile" /> <description> - Restore the plugin GUI layout saved by [method _get_window_layout]. + Restore the plugin GUI layout and data saved by [method _get_window_layout]. This method is called for every plugin on editor startup. Use the provided [code]configuration[/code] file to read your saved data. + [codeblock] + func _set_window_layout(configuration): + $Window.position = configuration.get_value("MyPlugin", "window_position", Vector2()) + $Icon.modulate = configuration.get_value("MyPlugin", "icon_color", Color.white) + [/codeblock] </description> </method> <method name="add_autoload_singleton"> diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index afff05c688..f6ffc8db53 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -1179,7 +1179,7 @@ void Environment::_bind_methods() { ADD_GROUP("Sky", "sky_"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1,degrees"), "set_sky_custom_fov", "get_sky_custom_fov"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "sky_rotation"), "set_sky_rotation", "get_sky_rotation"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "sky_rotation", PROPERTY_HINT_RANGE, "-360,360,0.1,or_lesser,or_greater,radians"), "set_sky_rotation", "get_sky_rotation"); // Ambient light diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index 0429687342..cfb30ef2f3 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -621,7 +621,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin //builtins - actions.renames["TIME"] = "scene_data.time"; + actions.renames["TIME"] = "scene_data_block.data.time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index a3cabb0693..f66ad529de 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -529,7 +529,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p //builtins - actions.renames["TIME"] = "scene_data.time"; + actions.renames["TIME"] = "scene_data_block.data.time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index 7adc5a23f2..3a237dbd8c 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -1531,7 +1531,7 @@ void RendererSceneSkyRD::draw(RendererSceneEnvironmentRD *p_env, bool p_can_cont projections = &camera; } - sky_transform = p_transform.basis * sky_transform; + sky_transform = sky_transform * p_transform.basis; if (shader_data->uses_quarter_res) { PipelineCacheRD *pipeline = &shader_data->pipelines[view_count > 1 ? SKY_VERSION_QUARTER_RES_MULTIVIEW : SKY_VERSION_QUARTER_RES]; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 9f27cea843..92c4fc3d67 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -384,14 +384,13 @@ void main() { instance_index_interp = instance_index; - SceneData scene_data = scene_data_block.data; mat4 model_matrix = instances.data[instance_index].transform; #if defined(MOTION_VECTORS) vertex_shader(instance_index, is_multimesh, scene_data_block.prev_data, instances.data[instance_index].prev_transform, prev_screen_position); - vertex_shader(instance_index, is_multimesh, scene_data, model_matrix, screen_position); + vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); #else vec4 screen_position; - vertex_shader(instance_index, is_multimesh, scene_data, model_matrix, screen_position); + vertex_shader(instance_index, is_multimesh, scene_data_block.data, model_matrix, screen_position); #endif } @@ -630,15 +629,7 @@ uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { #endif //!MODE_RENDER DEPTH -void main() { -#ifdef MODE_DUAL_PARABOLOID - - if (dp_clip > 0.0) - discard; -#endif - - SceneData scene_data = scene_data_block.data; - SceneData prev_scene_data = scene_data_block.prev_data; +void fragment_shader(in SceneData scene_data) { uint instance_index = instance_index_interp; //lay out everything, whatever is unused is optimized away anyway @@ -2048,7 +2039,7 @@ void main() { #endif //MODE_RENDER_DEPTH #ifdef MOTION_VECTORS vec2 position_clip = (screen_position.xy / screen_position.w) - scene_data.taa_jitter; - vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - prev_scene_data.taa_jitter; + vec2 prev_position_clip = (prev_screen_position.xy / prev_screen_position.w) - scene_data_block.prev_data.taa_jitter; vec2 position_uv = position_clip * vec2(0.5, 0.5); vec2 prev_position_uv = prev_position_clip * vec2(0.5, 0.5); @@ -2056,3 +2047,13 @@ void main() { motion_vector = position_uv - prev_position_uv; #endif } + +void main() { +#ifdef MODE_DUAL_PARABOLOID + + if (dp_clip > 0.0) + discard; +#endif + + fragment_shader(scene_data_block.data); +} |