diff options
-rw-r--r-- | doc/classes/DirectionalLight3D.xml | 4 | ||||
-rw-r--r-- | doc/classes/Light3D.xml | 2 | ||||
-rw-r--r-- | doc/classes/TextParagraph.xml | 2 | ||||
-rw-r--r-- | doc/classes/XRInterfaceExtension.xml | 5 | ||||
-rw-r--r-- | editor/editor_toaster.cpp | 10 | ||||
-rw-r--r-- | editor/plugins/node_3d_editor_plugin.cpp | 10 | ||||
-rw-r--r-- | scene/gui/rich_text_label.cpp | 2 | ||||
-rw-r--r-- | scene/gui/text_edit.cpp | 2 | ||||
-rw-r--r-- | scene/resources/text_paragraph.cpp | 4 | ||||
-rw-r--r-- | scene/resources/text_paragraph.h | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp | 12 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl | 56 | ||||
-rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 2 | ||||
-rw-r--r-- | servers/xr/xr_interface_extension.cpp | 2 |
15 files changed, 61 insertions, 56 deletions
diff --git a/doc/classes/DirectionalLight3D.xml b/doc/classes/DirectionalLight3D.xml index 7c006ad3a6..f2a6e5b6f8 100644 --- a/doc/classes/DirectionalLight3D.xml +++ b/doc/classes/DirectionalLight3D.xml @@ -11,7 +11,7 @@ </tutorials> <members> <member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled" default="false"> - If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. + If [code]true[/code], shadow detail is sacrificed in exchange for smoother transitions between splits. This is ignored when [member directional_shadow_mode] is [code]SHADOW_ORTHOGONAL[/code]. </member> <member name="directional_shadow_fade_start" type="float" setter="set_param" getter="get_param" default="0.8"> Proportion of [member directional_shadow_max_distance] at which point the shadow starts to fade. At [member directional_shadow_max_distance] the shadow will disappear. @@ -29,7 +29,7 @@ The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code]. </member> <member name="directional_shadow_split_2" type="float" setter="set_param" getter="get_param" default="0.2"> - The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_2_SPLITS[/code] or [code]SHADOW_PARALLEL_4_SPLITS[/code]. + The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]. </member> <member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param" default="0.5"> The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used when [member directional_shadow_mode] is [code]SHADOW_PARALLEL_4_SPLITS[/code]. diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml index 52359b0ede..dbda22d618 100644 --- a/doc/classes/Light3D.xml +++ b/doc/classes/Light3D.xml @@ -32,7 +32,7 @@ If [code]true[/code], the light only appears in the editor and will not be visible at runtime. </member> <member name="light_angular_distance" type="float" setter="set_param" getter="get_param" default="0.0"> - The light's angular size in degrees. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. + The light's angular size in degrees. Increasing this will make shadows softer at greater distances. Only available for [DirectionalLight3D]s. For reference, the Sun from the Earth is approximately [code]0.5[/code]. </member> <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light3D.BakeMode" default="1"> The light's bake mode. See [enum BakeMode]. diff --git a/doc/classes/TextParagraph.xml b/doc/classes/TextParagraph.xml index e06dfee698..5bd6b0572c 100644 --- a/doc/classes/TextParagraph.xml +++ b/doc/classes/TextParagraph.xml @@ -199,7 +199,7 @@ Returns width (for horizontal layout) or height (for vertical) of the line of text. </description> </method> - <method name="get_non_wraped_size" qualifiers="const"> + <method name="get_non_wrapped_size" qualifiers="const"> <return type="Vector2" /> <description> Returns the size of the bounding box of the paragraph, without line breaks. diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml index 3b5d8e2f10..d2bb6aa59a 100644 --- a/doc/classes/XRInterfaceExtension.xml +++ b/doc/classes/XRInterfaceExtension.xml @@ -81,11 +81,6 @@ <description> </description> </method> - <method name="_get_tracking_status" qualifiers="virtual const"> - <return type="int" /> - <description> - </description> - </method> <method name="_get_transform_for_view" qualifiers="virtual"> <return type="Transform3D" /> <argument index="0" name="view" type="int" /> diff --git a/editor/editor_toaster.cpp b/editor/editor_toaster.cpp index 0d45a7f1d8..9de0ea40fe 100644 --- a/editor/editor_toaster.cpp +++ b/editor/editor_toaster.cpp @@ -35,7 +35,7 @@ #include "editor_toaster.h" -EditorToaster *EditorToaster::singleton; +EditorToaster *EditorToaster::singleton = nullptr; void EditorToaster::_notification(int p_what) { switch (p_what) { @@ -90,8 +90,10 @@ void EditorToaster::_notification(int p_what) { // Hide element if it is not visible anymore. if (modulate.a <= 0) { - element.key->hide(); - needs_update = true; + if (element.key->is_visible()) { + element.key->hide(); + needs_update = true; + } } } @@ -141,7 +143,7 @@ void EditorToaster::_notification(int p_what) { } void EditorToaster::_error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, bool p_editor_notify, ErrorHandlerType p_type) { - if (!EditorToaster::get_singleton()) { + if (!EditorToaster::get_singleton() || !EditorToaster::get_singleton()->is_inside_tree()) { return; } diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index 32a8bbf406..0096152cfe 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -2228,18 +2228,28 @@ void Node3DEditorViewport::_sinput(const Ref<InputEvent> &p_event) { } if (ED_IS_SHORTCUT("spatial_editor/orbit_view_down", p_event)) { cursor.x_rot -= Math_PI / 12.0; + view_type = VIEW_TYPE_USER; + _update_name(); } if (ED_IS_SHORTCUT("spatial_editor/orbit_view_up", p_event)) { cursor.x_rot += Math_PI / 12.0; + view_type = VIEW_TYPE_USER; + _update_name(); } if (ED_IS_SHORTCUT("spatial_editor/orbit_view_right", p_event)) { cursor.y_rot -= Math_PI / 12.0; + view_type = VIEW_TYPE_USER; + _update_name(); } if (ED_IS_SHORTCUT("spatial_editor/orbit_view_left", p_event)) { cursor.y_rot += Math_PI / 12.0; + view_type = VIEW_TYPE_USER; + _update_name(); } if (ED_IS_SHORTCUT("spatial_editor/orbit_view_180", p_event)) { cursor.y_rot += Math_PI; + view_type = VIEW_TYPE_USER; + _update_name(); } if (ED_IS_SHORTCUT("spatial_editor/focus_origin", p_event)) { _menu_option(VIEW_CENTER_TO_ORIGIN); diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp index 4588966d88..93d1eb5ba4 100644 --- a/scene/gui/rich_text_label.cpp +++ b/scene/gui/rich_text_label.cpp @@ -486,7 +486,7 @@ void RichTextLabel::_shape_line(ItemFrame *p_frame, int p_line, const Ref<Font> remaining_characters -= cell_ch; table->columns.write[column].min_width = MAX(table->columns[column].min_width, ceil(frame->lines[i].text_buf->get_size().x)); - table->columns.write[column].max_width = MAX(table->columns[column].max_width, ceil(frame->lines[i].text_buf->get_non_wraped_size().x)); + table->columns.write[column].max_width = MAX(table->columns[column].max_width, ceil(frame->lines[i].text_buf->get_non_wrapped_size().x)); } idx++; } diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp index f03eebd543..55c18980f9 100644 --- a/scene/gui/text_edit.cpp +++ b/scene/gui/text_edit.cpp @@ -4039,7 +4039,7 @@ int TextEdit::get_visible_line_count() const { } int TextEdit::get_total_visible_line_count() const { - /* Returns the total number of (lines + wraped - hidden). */ + /* Returns the total number of (lines + wrapped - hidden). */ if (!_is_hiding_enabled() && get_line_wrapping_mode() == LineWrappingMode::LINE_WRAPPING_NONE) { return text.size(); } diff --git a/scene/resources/text_paragraph.cpp b/scene/resources/text_paragraph.cpp index b2e18e2451..fae1de94d3 100644 --- a/scene/resources/text_paragraph.cpp +++ b/scene/resources/text_paragraph.cpp @@ -84,7 +84,7 @@ void TextParagraph::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width"), "set_width", "get_width"); - ClassDB::bind_method(D_METHOD("get_non_wraped_size"), &TextParagraph::get_non_wraped_size); + ClassDB::bind_method(D_METHOD("get_non_wrapped_size"), &TextParagraph::get_non_wrapped_size); ClassDB::bind_method(D_METHOD("get_size"), &TextParagraph::get_size); ClassDB::bind_method(D_METHOD("get_rid"), &TextParagraph::get_rid); @@ -417,7 +417,7 @@ float TextParagraph::get_width() const { return width; } -Size2 TextParagraph::get_non_wraped_size() const { +Size2 TextParagraph::get_non_wrapped_size() const { const_cast<TextParagraph *>(this)->_shape_lines(); if (TS->shaped_text_get_orientation(rid) == TextServer::ORIENTATION_HORIZONTAL) { return Size2(TS->shaped_text_get_size(rid).x, TS->shaped_text_get_size(rid).y + spacing_top + spacing_bottom); diff --git a/scene/resources/text_paragraph.h b/scene/resources/text_paragraph.h index 69c50559df..701c9a17cd 100644 --- a/scene/resources/text_paragraph.h +++ b/scene/resources/text_paragraph.h @@ -120,7 +120,7 @@ public: void set_max_lines_visible(int p_lines); int get_max_lines_visible() const; - Size2 get_non_wraped_size() const; + Size2 get_non_wrapped_size() const; Size2 get_size() const; diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 6b84ab908d..0deb822e86 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -328,6 +328,8 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p push_constant.uv_offset = 0; } + bool should_request_redraw = false; + for (uint32_t i = p_from_element; i < p_to_element; i++) { const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i]; const RenderElementInfo &element_info = p_params->element_info[i]; @@ -365,6 +367,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p continue; } + //request a redraw if one of the shaders uses TIME + if (shader->uses_time) { + should_request_redraw = true; + } + //find cull variant SceneShaderForwardClustered::ShaderData::CullVariant cull_variant; @@ -500,6 +507,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count); i += element_info.repeat - 1; //skip equal elements } + + // Make the actual redraw request + if (should_request_redraw) { + RenderingServerDefault::redraw_request(); + } } void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 329deeb1ae..d128578d0b 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -3026,7 +3026,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base); int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3); - light_data.blend_splits = storage->light_directional_get_blend_splits(base); + light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base); for (int j = 0; j < 4; j++) { Rect2 atlas_rect = li->shadow_transform[j].atlas_rect; CameraMatrix matrix = li->shadow_transform[j].camera; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 5261868155..987960069b 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -1270,21 +1270,21 @@ void main() { float shadow = 1.0; - //version with soft shadows, more expensive if (directional_lights.data[i].shadow_enabled) { - if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { - float depth_z = -vertex.z; - - vec3 shadow_color = vec3(0.0); - vec3 light_dir = directional_lights.data[i].direction; + float depth_z = -vertex.z; + vec3 light_dir = directional_lights.data[i].direction; + vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ +#define BIAS_FUNC(m_var, m_idx) \ + m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ + vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ + normal_bias -= light_dir * dot(light_dir, normal_bias); \ m_var.xyz += normal_bias; - uint blend_index = 0; + //version with soft shadows, more expensive + if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { + uint blend_count = 0; + const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); @@ -1299,10 +1299,10 @@ void main() { float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - blend_index++; + blend_count++; } - if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) { + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 1) @@ -1316,7 +1316,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1324,10 +1324,10 @@ void main() { shadow = mix(shadow, s, blend); } - blend_index++; + blend_count++; } - if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) { + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) @@ -1341,7 +1341,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1349,10 +1349,10 @@ void main() { shadow = mix(shadow, s, blend); } - blend_index++; + blend_count++; } - if (blend_index < 2) { + if (blend_count < blend_max) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) @@ -1366,7 +1366,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1375,21 +1375,9 @@ void main() { } } -#undef BIAS_FUNC } else { //no soft shadows - float depth_z = -vertex.z; - vec4 pssm_coord; - vec3 light_dir = directional_lights.data[i].direction; - vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); - -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ - m_var.xyz += normal_bias; - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); @@ -1448,11 +1436,11 @@ void main() { float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); shadow = mix(shadow, shadow2, pssm_blend); } + } - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance #undef BIAS_FUNC - } } // shadows if (i < 4) { diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index bae98f8884..a7886bb6b1 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -2076,7 +2076,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in // This trick here is what stabilizes the shadow (make potential jaggies to not move) // at the cost of some wasted resolution. Still, the quality increase is very well worth it. - const real_t unit = radius * 2.0 / texture_size; + const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size; x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit); x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit); y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit); diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp index 341ba32245..80576ac607 100644 --- a/servers/xr/xr_interface_extension.cpp +++ b/servers/xr/xr_interface_extension.cpp @@ -41,8 +41,6 @@ void XRInterfaceExtension::_bind_methods() { GDVIRTUAL_BIND(_initialize); GDVIRTUAL_BIND(_uninitialize); - GDVIRTUAL_BIND(_get_tracking_status); - GDVIRTUAL_BIND(_supports_play_area_mode, "mode"); GDVIRTUAL_BIND(_get_play_area_mode); GDVIRTUAL_BIND(_set_play_area_mode, "mode"); |