diff options
95 files changed, 2010 insertions, 1311 deletions
diff --git a/SConstruct b/SConstruct index 601b2d6e80..5dec3f2020 100644 --- a/SConstruct +++ b/SConstruct @@ -759,7 +759,7 @@ if "env" in locals(): def print_elapsed_time(): elapsed_time_sec = round(time.time() - time_at_start, 3) time_ms = round((elapsed_time_sec % 1) * 1000) - print(f"[Time elapsed: {time.strftime('%H:%M:%S', time.gmtime(elapsed_time_sec))}.{time_ms:03}]") + print("[Time elapsed: {}.{:03}]".format(time.strftime("%H:%M:%S", time.gmtime(elapsed_time_sec)), time_ms)) atexit.register(print_elapsed_time) diff --git a/core/object/object.h b/core/object/object.h index 89385b81a3..296e07983d 100644 --- a/core/object/object.h +++ b/core/object/object.h @@ -44,13 +44,13 @@ #include "core/variant/callable_bind.h" #include "core/variant/variant.h" -#define VARIANT_ARG_LIST const Variant &p_arg1 = Variant(), const Variant &p_arg2 = Variant(), const Variant &p_arg3 = Variant(), const Variant &p_arg4 = Variant(), const Variant &p_arg5 = Variant() -#define VARIANT_ARG_PASS p_arg1, p_arg2, p_arg3, p_arg4, p_arg5 -#define VARIANT_ARG_DECLARE const Variant &p_arg1, const Variant &p_arg2, const Variant &p_arg3, const Variant &p_arg4, const Variant &p_arg5 -#define VARIANT_ARG_MAX 5 -#define VARIANT_ARGPTRS const Variant *argptr[5] = { &p_arg1, &p_arg2, &p_arg3, &p_arg4, &p_arg5 }; -#define VARIANT_ARGPTRS_PASS *argptr[0], *argptr[1], *argptr[2], *argptr[3], *argptr[4] -#define VARIANT_ARGS_FROM_ARRAY(m_arr) m_arr[0], m_arr[1], m_arr[2], m_arr[3], m_arr[4] +#define VARIANT_ARG_LIST const Variant &p_arg1 = Variant(), const Variant &p_arg2 = Variant(), const Variant &p_arg3 = Variant(), const Variant &p_arg4 = Variant(), const Variant &p_arg5 = Variant(), const Variant &p_arg6 = Variant(), const Variant &p_arg7 = Variant(), const Variant &p_arg8 = Variant() +#define VARIANT_ARG_PASS p_arg1, p_arg2, p_arg3, p_arg4, p_arg5, p_arg6, p_arg7, p_arg8 +#define VARIANT_ARG_DECLARE const Variant &p_arg1, const Variant &p_arg2, const Variant &p_arg3, const Variant &p_arg4, const Variant &p_arg5, const Variant &p_arg6, const Variant &p_arg7, const Variant &p_arg8 +#define VARIANT_ARG_MAX 8 +#define VARIANT_ARGPTRS const Variant *argptr[8] = { &p_arg1, &p_arg2, &p_arg3, &p_arg4, &p_arg5, &p_arg6, &p_arg7, &p_arg8 }; +#define VARIANT_ARGPTRS_PASS *argptr[0], *argptr[1], *argptr[2], *argptr[3], *argptr[4], *argptr[5], *argptr[6]], *argptr[7] +#define VARIANT_ARGS_FROM_ARRAY(m_arr) m_arr[0], m_arr[1], m_arr[2], m_arr[3], m_arr[4], m_arr[5], m_arr[6], m_arr[7] /** @author Juan Linietsky <reduzio@gmail.com> diff --git a/core/object/undo_redo.cpp b/core/object/undo_redo.cpp index 0b3d93dc3a..0532b2ae40 100644 --- a/core/object/undo_redo.cpp +++ b/core/object/undo_redo.cpp @@ -460,8 +460,8 @@ Variant UndoRedo::_add_do_method(const Variant **p_args, int p_argcount, Callabl v[i] = *p_args[i + 2]; } - static_assert(VARIANT_ARG_MAX == 5, "This code needs to be updated if VARIANT_ARG_MAX != 5"); - add_do_method(object, method, v[0], v[1], v[2], v[3], v[4]); + static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); + add_do_method(object, method, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]); return Variant(); } @@ -497,8 +497,8 @@ Variant UndoRedo::_add_undo_method(const Variant **p_args, int p_argcount, Calla v[i] = *p_args[i + 2]; } - static_assert(VARIANT_ARG_MAX == 5, "This code needs to be updated if VARIANT_ARG_MAX != 5"); - add_undo_method(object, method, v[0], v[1], v[2], v[3], v[4]); + static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); + add_undo_method(object, method, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]); return Variant(); } diff --git a/core/string/translation.cpp b/core/string/translation.cpp index 153f0190fd..678f8fb207 100644 --- a/core/string/translation.cpp +++ b/core/string/translation.cpp @@ -84,6 +84,7 @@ static const char *locale_list[] = { "ast_ES", // Asturian (Spain) "ayc_PE", // Southern Aymara (Peru) "ay_PE", // Aymara (Peru) + "az", // Azerbaijani "az_AZ", // Azerbaijani (Azerbaijan) "be", // Belarusian "be_BY", // Belarusian (Belarus) @@ -240,6 +241,7 @@ static const char *locale_list[] = { "ka_GE", // Georgian (Georgia) "kk_KZ", // Kazakh (Kazakhstan) "kl_GL", // Kalaallisut (Greenland) + "km", // Central Khmer "km_KH", // Central Khmer (Cambodia) "kn_IN", // Kannada (India) "kok_IN", // Konkani (India) @@ -390,6 +392,7 @@ static const char *locale_list[] = { "tr_CY", // Turkish (Cyprus) "tr_TR", // Turkish (Turkey) "ts_ZA", // Tsonga (South Africa) + "tt", // Tatar "tt_RU", // Tatar (Russia) "tzm", // Central Atlas Tamazight "tzm_MA", // Central Atlas Tamazight (Marrocos) @@ -458,6 +461,7 @@ static const char *locale_names[] = { "Asturian (Spain)", "Southern Aymara (Peru)", "Aymara (Peru)", + "Azerbaijani", "Azerbaijani (Azerbaijan)", "Belarusian", "Belarusian (Belarus)", @@ -614,6 +618,7 @@ static const char *locale_names[] = { "Georgian (Georgia)", "Kazakh (Kazakhstan)", "Kalaallisut (Greenland)", + "Central Khmer", "Central Khmer (Cambodia)", "Kannada (India)", "Konkani (India)", @@ -764,6 +769,7 @@ static const char *locale_names[] = { "Turkish (Cyprus)", "Turkish (Turkey)", "Tsonga (South Africa)", + "Tatar", "Tatar (Russia)", "Central Atlas Tamazight", "Central Atlas Tamazight (Marrocos)", diff --git a/core/variant/variant.h b/core/variant/variant.h index 373fe32921..6d1b4da9e8 100644 --- a/core/variant/variant.h +++ b/core/variant/variant.h @@ -502,7 +502,7 @@ public: static uint32_t get_builtin_method_hash(Variant::Type p_type, const StringName &p_method); void call(const StringName &p_method, const Variant **p_args, int p_argcount, Variant &r_ret, Callable::CallError &r_error); - Variant call(const StringName &p_method, const Variant &p_arg1 = Variant(), const Variant &p_arg2 = Variant(), const Variant &p_arg3 = Variant(), const Variant &p_arg4 = Variant(), const Variant &p_arg5 = Variant()); + Variant call(const StringName &p_method, const Variant &p_arg1 = Variant(), const Variant &p_arg2 = Variant(), const Variant &p_arg3 = Variant(), const Variant &p_arg4 = Variant(), const Variant &p_arg5 = Variant(), const Variant &p_arg6 = Variant(), const Variant &p_arg7 = Variant(), const Variant &p_arg8 = Variant()); static void call_static(Variant::Type p_type, const StringName &p_method, const Variant **p_args, int p_argcount, Variant &r_ret, Callable::CallError &r_error); diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml index fbd257cdba..c3ef9f2425 100644 --- a/doc/classes/ProjectSettings.xml +++ b/doc/classes/ProjectSettings.xml @@ -1569,12 +1569,16 @@ <member name="rendering/shadows/shadows/soft_shadow_quality.mobile" type="int" setter="" getter="" default="0"> Lower-end override for [member rendering/shadows/shadows/soft_shadow_quality] on mobile devices, due to performance concerns or driver support. </member> + <member name="rendering/textures/decals/filter" type="int" setter="" getter="" default="3"> + </member> <member name="rendering/textures/default_filters/anisotropic_filtering_level" type="int" setter="" getter="" default="2"> Sets the maximum number of samples to take when using anisotropic filtering on textures (as a power of two). A higher sample count will result in sharper textures at oblique angles, but is more expensive to compute. A value of [code]0[/code] forcibly disables anisotropic filtering, even on materials where it is enabled. </member> <member name="rendering/textures/default_filters/use_nearest_mipmap_filter" type="bool" setter="" getter="" default="false"> If [code]true[/code], uses nearest-neighbor mipmap filtering when using mipmaps (also called "bilinear filtering"), which will result in visible seams appearing between mipmap stages. This may increase performance in mobile as less memory bandwidth is used. If [code]false[/code], linear mipmap filtering (also called "trilinear filtering") is used. </member> + <member name="rendering/textures/light_projectors/filter" type="int" setter="" getter="" default="3"> + </member> <member name="rendering/textures/lossless_compression/force_png" type="bool" setter="" getter="" default="false"> If [code]true[/code], the texture importer will import lossless textures using the PNG format. Otherwise, it will default to using WebP. </member> diff --git a/doc/classes/RenderingServer.xml b/doc/classes/RenderingServer.xml index 6b45653bf2..31ced67ac4 100644 --- a/doc/classes/RenderingServer.xml +++ b/doc/classes/RenderingServer.xml @@ -1209,6 +1209,14 @@ <description> </description> </method> + <method name="decals_set_filter"> + <return type="void"> + </return> + <argument index="0" name="filter" type="int" enum="RenderingServer.DecalFilter"> + </argument> + <description> + </description> + </method> <method name="directional_light_create"> <return type="RID"> </return> @@ -2153,6 +2161,14 @@ Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to [member OmniLight3D.omni_shadow_mode]. </description> </method> + <method name="light_projectors_set_filter"> + <return type="void"> + </return> + <argument index="0" name="filter" type="int" enum="RenderingServer.LightProjectorFilter"> + </argument> + <description> + </description> + </method> <method name="light_set_bake_mode"> <return type="void"> </return> @@ -4865,6 +4881,16 @@ <constant name="MULTIMESH_TRANSFORM_3D" value="1" enum="MultimeshTransformFormat"> Use [Transform3D] to store MultiMesh transform. </constant> + <constant name="LIGHT_PROJECTOR_FILTER_NEAREST" value="0" enum="LightProjectorFilter"> + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS" value="1" enum="LightProjectorFilter"> + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR" value="2" enum="LightProjectorFilter"> + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS" value="3" enum="LightProjectorFilter"> + </constant> + <constant name="LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="LightProjectorFilter"> + </constant> <constant name="LIGHT_DIRECTIONAL" value="0" enum="LightType"> Is a directional (sun) light. </constant> @@ -4986,6 +5012,16 @@ </constant> <constant name="DECAL_TEXTURE_MAX" value="4" enum="DecalTexture"> </constant> + <constant name="DECAL_FILTER_NEAREST" value="0" enum="DecalFilter"> + </constant> + <constant name="DECAL_FILTER_NEAREST_MIPMAPS" value="1" enum="DecalFilter"> + </constant> + <constant name="DECAL_FILTER_LINEAR" value="2" enum="DecalFilter"> + </constant> + <constant name="DECAL_FILTER_LINEAR_MIPMAPS" value="3" enum="DecalFilter"> + </constant> + <constant name="DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC" value="4" enum="DecalFilter"> + </constant> <constant name="VOXEL_GI_QUALITY_LOW" value="0" enum="VoxelGIQuality"> </constant> <constant name="VOXEL_GI_QUALITY_HIGH" value="1" enum="VoxelGIQuality"> diff --git a/editor/action_map_editor.cpp b/editor/action_map_editor.cpp index 04c1c9951b..d3f3ecba54 100644 --- a/editor/action_map_editor.cpp +++ b/editor/action_map_editor.cpp @@ -581,7 +581,7 @@ void InputEventConfigurationDialog::set_allowed_input_types(int p_type_masks) { InputEventConfigurationDialog::InputEventConfigurationDialog() { allowed_input_types = INPUT_KEY | INPUT_MOUSE_BUTTON | INPUT_JOY_BUTTON | INPUT_JOY_MOTION; - set_title("Event Configuration"); + set_title(TTR("Event Configuration")); set_min_size(Size2i(550 * EDSCALE, 0)); // Min width VBoxContainer *main_vbox = memnew(VBoxContainer); @@ -595,7 +595,7 @@ InputEventConfigurationDialog::InputEventConfigurationDialog() { main_vbox->add_child(tab_container); CenterContainer *cc = memnew(CenterContainer); - cc->set_name("Listen for Input"); + cc->set_name(TTR("Listen for Input")); event_as_text = memnew(Label); event_as_text->set_align(Label::ALIGN_CENTER); cc->add_child(event_as_text); @@ -604,7 +604,7 @@ InputEventConfigurationDialog::InputEventConfigurationDialog() { // List of all input options to manually select from. VBoxContainer *manual_vbox = memnew(VBoxContainer); - manual_vbox->set_name("Manual Selection"); + manual_vbox->set_name(TTR("Manual Selection")); manual_vbox->set_v_size_flags(Control::SIZE_EXPAND_FILL); tab_container->add_child(manual_vbox); @@ -632,7 +632,7 @@ InputEventConfigurationDialog::InputEventConfigurationDialog() { Label *opts_label = memnew(Label); opts_label->set_theme_type_variation("HeaderSmall"); - opts_label->set_text("Additional Options"); + opts_label->set_text(TTR("Additional Options")); additional_options_container->add_child(opts_label); // Device Selection @@ -641,7 +641,7 @@ InputEventConfigurationDialog::InputEventConfigurationDialog() { Label *device_label = memnew(Label); device_label->set_theme_type_variation("HeaderSmall"); - device_label->set_text("Device:"); + device_label->set_text(TTR("Device:")); device_container->add_child(device_label); device_id_option = memnew(OptionButton); diff --git a/editor/create_dialog.cpp b/editor/create_dialog.cpp index 3b002961f9..bfbd697409 100644 --- a/editor/create_dialog.cpp +++ b/editor/create_dialog.cpp @@ -195,7 +195,8 @@ void CreateDialog::_update_search() { select_type(_top_result(candidates, search_text)); } else { favorite->set_disabled(true); - help_bit->set_text(""); + help_bit->set_text(vformat(TTR("No results for \"%s\"."), search_text)); + help_bit->get_rich_text()->set_self_modulate(Color(1, 1, 1, 0.5)); get_ok_button()->set_disabled(true); search_options->deselect_all(); } @@ -393,8 +394,15 @@ void CreateDialog::select_type(const String &p_type) { to_select->select(0); search_options->scroll_to_item(to_select); - if (EditorHelp::get_doc_data()->class_list.has(p_type)) { - help_bit->set_text(DTR(EditorHelp::get_doc_data()->class_list[p_type].brief_description)); + if (EditorHelp::get_doc_data()->class_list.has(p_type) && !DTR(EditorHelp::get_doc_data()->class_list[p_type].brief_description).is_empty()) { + // Display both class name and description, since the help bit may be displayed + // far away from the location (especially if the dialog was resized to be taller). + help_bit->set_text(vformat("[b]%s[/b]: %s", p_type, DTR(EditorHelp::get_doc_data()->class_list[p_type].brief_description))); + help_bit->get_rich_text()->set_self_modulate(Color(1, 1, 1, 1)); + } else { + // Use nested `vformat()` as translators shouldn't interfere with BBCode tags. + help_bit->set_text(vformat(TTR("No description available for %s."), vformat("[b]%s[/b]", p_type))); + help_bit->get_rich_text()->set_self_modulate(Color(1, 1, 1, 0.5)); } favorite->set_disabled(false); diff --git a/editor/editor_fonts.cpp b/editor/editor_fonts.cpp index 8968e562c1..1e3db1a7b0 100644 --- a/editor/editor_fonts.cpp +++ b/editor/editor_fonts.cpp @@ -37,19 +37,34 @@ #include "scene/resources/default_theme/default_theme.h" #include "scene/resources/font.h" -#define MAKE_FALLBACKS(m_name) \ - m_name->add_data(FontArabic); \ - m_name->add_data(FontBengali); \ - m_name->add_data(FontGeorgian); \ - m_name->add_data(FontMalayalam); \ - m_name->add_data(FontOriya); \ - m_name->add_data(FontSinhala); \ - m_name->add_data(FontTamil); \ - m_name->add_data(FontTelugu); \ - m_name->add_data(FontHebrew); \ - m_name->add_data(FontThai); \ - m_name->add_data(FontHindi); \ - m_name->add_data(FontJapanese); \ +#define MAKE_FALLBACKS(m_name) \ + m_name->add_data(FontArabic); \ + m_name->add_data(FontBengali); \ + m_name->add_data(FontDevanagari); \ + m_name->add_data(FontGeorgian); \ + m_name->add_data(FontHebrew); \ + m_name->add_data(FontMalayalam); \ + m_name->add_data(FontOriya); \ + m_name->add_data(FontSinhala); \ + m_name->add_data(FontTamil); \ + m_name->add_data(FontTelugu); \ + m_name->add_data(FontThai); \ + m_name->add_data(FontJapanese); \ + m_name->add_data(FontFallback); + +#define MAKE_FALLBACKS_BOLD(m_name) \ + m_name->add_data(FontArabicBold); \ + m_name->add_data(FontBengaliBold); \ + m_name->add_data(FontDevanagariBold); \ + m_name->add_data(FontGeorgianBold); \ + m_name->add_data(FontHebrewBold); \ + m_name->add_data(FontMalayalamBold); \ + m_name->add_data(FontOriyaBold); \ + m_name->add_data(FontSinhalaBold); \ + m_name->add_data(FontTamilBold); \ + m_name->add_data(FontTeluguBold); \ + m_name->add_data(FontThaiBold); \ + m_name->add_data(FontJapanese); \ m_name->add_data(FontFallback); // the custom spacings might only work with Noto Sans @@ -77,7 +92,7 @@ } \ m_name->set_spacing(Font::SPACING_TOP, -EDSCALE); \ m_name->set_spacing(Font::SPACING_BOTTOM, -EDSCALE); \ - MAKE_FALLBACKS(m_name); + MAKE_FALLBACKS_BOLD(m_name); #define MAKE_SOURCE_FONT(m_name) \ Ref<Font> m_name; \ @@ -175,36 +190,22 @@ void editor_register_fonts(Ref<Theme> p_theme) { memdelete(dir); - /* Droid Sans */ + /* Noto Sans UI */ Ref<FontData> DefaultFont; DefaultFont.instantiate(); - DefaultFont->load_memory(_font_NotoSansUI_Regular, _font_NotoSansUI_Regular_size, "ttf", default_font_size); + DefaultFont->load_memory(_font_NotoSans_Regular, _font_NotoSans_Regular_size, "ttf", default_font_size); DefaultFont->set_antialiased(font_antialiased); DefaultFont->set_hinting(font_hinting); DefaultFont->set_force_autohinter(true); //just looks better..i think? Ref<FontData> DefaultFontBold; DefaultFontBold.instantiate(); - DefaultFontBold->load_memory(_font_NotoSansUI_Bold, _font_NotoSansUI_Bold_size, "ttf", default_font_size); + DefaultFontBold->load_memory(_font_NotoSans_Bold, _font_NotoSans_Bold_size, "ttf", default_font_size); DefaultFontBold->set_antialiased(font_antialiased); DefaultFontBold->set_hinting(font_hinting); DefaultFontBold->set_force_autohinter(true); // just looks better..i think? - Ref<FontData> FontFallback; - FontFallback.instantiate(); - FontFallback->load_memory(_font_DroidSansFallback, _font_DroidSansFallback_size, "ttf", default_font_size); - FontFallback->set_antialiased(font_antialiased); - FontFallback->set_hinting(font_hinting); - FontFallback->set_force_autohinter(true); //just looks better..i think? - - Ref<FontData> FontJapanese; - FontJapanese.instantiate(); - FontJapanese->load_memory(_font_DroidSansJapanese, _font_DroidSansJapanese_size, "ttf", default_font_size); - FontJapanese->set_antialiased(font_antialiased); - FontJapanese->set_hinting(font_hinting); - FontJapanese->set_force_autohinter(true); //just looks better..i think? - Ref<FontData> FontArabic; FontArabic.instantiate(); FontArabic->load_memory(_font_NotoNaskhArabicUI_Regular, _font_NotoNaskhArabicUI_Regular_size, "ttf", default_font_size); @@ -212,13 +213,41 @@ void editor_register_fonts(Ref<Theme> p_theme) { FontArabic->set_hinting(font_hinting); FontArabic->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontArabicBold; + FontArabicBold.instantiate(); + FontArabicBold->load_memory(_font_NotoNaskhArabicUI_Bold, _font_NotoNaskhArabicUI_Bold_size, "ttf", default_font_size); + FontArabicBold->set_antialiased(font_antialiased); + FontArabicBold->set_hinting(font_hinting); + FontArabicBold->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontBengali; FontBengali.instantiate(); - FontBengali->load_memory(_font_NotoSansBengali_Regular, _font_NotoSansBengali_Regular_size, "ttf", default_font_size); + FontBengali->load_memory(_font_NotoSansBengaliUI_Regular, _font_NotoSansBengaliUI_Regular_size, "ttf", default_font_size); FontBengali->set_antialiased(font_antialiased); FontBengali->set_hinting(font_hinting); FontBengali->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontBengaliBold; + FontBengaliBold.instantiate(); + FontBengaliBold->load_memory(_font_NotoSansBengaliUI_Bold, _font_NotoSansBengaliUI_Bold_size, "ttf", default_font_size); + FontBengaliBold->set_antialiased(font_antialiased); + FontBengaliBold->set_hinting(font_hinting); + FontBengaliBold->set_force_autohinter(true); //just looks better..i think? + + Ref<FontData> FontDevanagari; + FontDevanagari.instantiate(); + FontDevanagari->load_memory(_font_NotoSansDevanagariUI_Regular, _font_NotoSansDevanagariUI_Regular_size, "ttf", default_font_size); + FontDevanagari->set_antialiased(font_antialiased); + FontDevanagari->set_hinting(font_hinting); + FontDevanagari->set_force_autohinter(true); //just looks better..i think? + + Ref<FontData> FontDevanagariBold; + FontDevanagariBold.instantiate(); + FontDevanagariBold->load_memory(_font_NotoSansDevanagariUI_Bold, _font_NotoSansDevanagariUI_Bold_size, "ttf", default_font_size); + FontDevanagariBold->set_antialiased(font_antialiased); + FontDevanagariBold->set_hinting(font_hinting); + FontDevanagariBold->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontGeorgian; FontGeorgian.instantiate(); FontGeorgian->load_memory(_font_NotoSansGeorgian_Regular, _font_NotoSansGeorgian_Regular_size, "ttf", default_font_size); @@ -226,6 +255,13 @@ void editor_register_fonts(Ref<Theme> p_theme) { FontGeorgian->set_hinting(font_hinting); FontGeorgian->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontGeorgianBold; + FontGeorgianBold.instantiate(); + FontGeorgianBold->load_memory(_font_NotoSansGeorgian_Bold, _font_NotoSansGeorgian_Bold_size, "ttf", default_font_size); + FontGeorgianBold->set_antialiased(font_antialiased); + FontGeorgianBold->set_hinting(font_hinting); + FontGeorgianBold->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontHebrew; FontHebrew.instantiate(); FontHebrew->load_memory(_font_NotoSansHebrew_Regular, _font_NotoSansHebrew_Regular_size, "ttf", default_font_size); @@ -233,6 +269,13 @@ void editor_register_fonts(Ref<Theme> p_theme) { FontHebrew->set_hinting(font_hinting); FontHebrew->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontHebrewBold; + FontHebrewBold.instantiate(); + FontHebrewBold->load_memory(_font_NotoSansHebrew_Bold, _font_NotoSansHebrew_Bold_size, "ttf", default_font_size); + FontHebrewBold->set_antialiased(font_antialiased); + FontHebrewBold->set_hinting(font_hinting); + FontHebrewBold->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontMalayalam; FontMalayalam.instantiate(); FontMalayalam->load_memory(_font_NotoSansMalayalamUI_Regular, _font_NotoSansMalayalamUI_Regular_size, "ttf", default_font_size); @@ -240,6 +283,13 @@ void editor_register_fonts(Ref<Theme> p_theme) { FontMalayalam->set_hinting(font_hinting); FontMalayalam->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontMalayalamBold; + FontMalayalamBold.instantiate(); + FontMalayalamBold->load_memory(_font_NotoSansMalayalamUI_Bold, _font_NotoSansMalayalamUI_Bold_size, "ttf", default_font_size); + FontMalayalamBold->set_antialiased(font_antialiased); + FontMalayalamBold->set_hinting(font_hinting); + FontMalayalamBold->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontOriya; FontOriya.instantiate(); FontOriya->load_memory(_font_NotoSansOriyaUI_Regular, _font_NotoSansOriyaUI_Regular_size, "ttf", default_font_size); @@ -247,6 +297,13 @@ void editor_register_fonts(Ref<Theme> p_theme) { FontOriya->set_hinting(font_hinting); FontOriya->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontOriyaBold; + FontOriyaBold.instantiate(); + FontOriyaBold->load_memory(_font_NotoSansOriyaUI_Bold, _font_NotoSansOriyaUI_Bold_size, "ttf", default_font_size); + FontOriyaBold->set_antialiased(font_antialiased); + FontOriyaBold->set_hinting(font_hinting); + FontOriyaBold->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontSinhala; FontSinhala.instantiate(); FontSinhala->load_memory(_font_NotoSansSinhalaUI_Regular, _font_NotoSansSinhalaUI_Regular_size, "ttf", default_font_size); @@ -254,6 +311,13 @@ void editor_register_fonts(Ref<Theme> p_theme) { FontSinhala->set_hinting(font_hinting); FontSinhala->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontSinhalaBold; + FontSinhalaBold.instantiate(); + FontSinhalaBold->load_memory(_font_NotoSansSinhalaUI_Bold, _font_NotoSansSinhalaUI_Bold_size, "ttf", default_font_size); + FontSinhalaBold->set_antialiased(font_antialiased); + FontSinhalaBold->set_hinting(font_hinting); + FontSinhalaBold->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontTamil; FontTamil.instantiate(); FontTamil->load_memory(_font_NotoSansTamilUI_Regular, _font_NotoSansTamilUI_Regular_size, "ttf", default_font_size); @@ -261,6 +325,13 @@ void editor_register_fonts(Ref<Theme> p_theme) { FontTamil->set_hinting(font_hinting); FontTamil->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontTamilBold; + FontTamilBold.instantiate(); + FontTamilBold->load_memory(_font_NotoSansTamilUI_Bold, _font_NotoSansTamilUI_Bold_size, "ttf", default_font_size); + FontTamilBold->set_antialiased(font_antialiased); + FontTamilBold->set_hinting(font_hinting); + FontTamilBold->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontTelugu; FontTelugu.instantiate(); FontTelugu->load_memory(_font_NotoSansTeluguUI_Regular, _font_NotoSansTeluguUI_Regular_size, "ttf", default_font_size); @@ -268,6 +339,13 @@ void editor_register_fonts(Ref<Theme> p_theme) { FontTelugu->set_hinting(font_hinting); FontTelugu->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontTeluguBold; + FontTeluguBold.instantiate(); + FontTeluguBold->load_memory(_font_NotoSansTeluguUI_Bold, _font_NotoSansTeluguUI_Bold_size, "ttf", default_font_size); + FontTeluguBold->set_antialiased(font_antialiased); + FontTeluguBold->set_hinting(font_hinting); + FontTeluguBold->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontThai; FontThai.instantiate(); FontThai->load_memory(_font_NotoSansThaiUI_Regular, _font_NotoSansThaiUI_Regular_size, "ttf", default_font_size); @@ -275,12 +353,30 @@ void editor_register_fonts(Ref<Theme> p_theme) { FontThai->set_hinting(font_hinting); FontThai->set_force_autohinter(true); //just looks better..i think? - Ref<FontData> FontHindi; - FontHindi.instantiate(); - FontHindi->load_memory(_font_NotoSansDevanagariUI_Regular, _font_NotoSansDevanagariUI_Regular_size, "ttf", default_font_size); - FontHindi->set_antialiased(font_antialiased); - FontHindi->set_hinting(font_hinting); - FontHindi->set_force_autohinter(true); //just looks better..i think? + Ref<FontData> FontThaiBold; + FontThaiBold.instantiate(); + FontThaiBold->load_memory(_font_NotoSansThaiUI_Bold, _font_NotoSansThaiUI_Bold_size, "ttf", default_font_size); + FontThaiBold->set_antialiased(font_antialiased); + FontThaiBold->set_hinting(font_hinting); + FontThaiBold->set_force_autohinter(true); //just looks better..i think? + + /* Droid Sans Fallback */ + + Ref<FontData> FontFallback; + FontFallback.instantiate(); + FontFallback->load_memory(_font_DroidSansFallback, _font_DroidSansFallback_size, "ttf", default_font_size); + FontFallback->set_antialiased(font_antialiased); + FontFallback->set_hinting(font_hinting); + FontFallback->set_force_autohinter(true); //just looks better..i think? + + /* Droid Sans Japanese */ + + Ref<FontData> FontJapanese; + FontJapanese.instantiate(); + FontJapanese->load_memory(_font_DroidSansJapanese, _font_DroidSansJapanese_size, "ttf", default_font_size); + FontJapanese->set_antialiased(font_antialiased); + FontJapanese->set_hinting(font_hinting); + FontJapanese->set_force_autohinter(true); //just looks better..i think? /* Hack */ diff --git a/editor/editor_log.cpp b/editor/editor_log.cpp index b64cc3f31c..6de7f6c425 100644 --- a/editor/editor_log.cpp +++ b/editor/editor_log.cpp @@ -398,22 +398,22 @@ EditorLog::EditorLog() { vb_right->add_child(memnew(HSeparator)); LogFilter *std_filter = memnew(LogFilter(MSG_TYPE_STD)); - std_filter->initialize_button("Toggle visibility of standard output messages.", callable_mp(this, &EditorLog::_set_filter_active)); + std_filter->initialize_button(TTR("Toggle visibility of standard output messages."), callable_mp(this, &EditorLog::_set_filter_active)); vb_right->add_child(std_filter->toggle_button); type_filter_map.insert(MSG_TYPE_STD, std_filter); LogFilter *error_filter = memnew(LogFilter(MSG_TYPE_ERROR)); - error_filter->initialize_button("Toggle visibility of errors.", callable_mp(this, &EditorLog::_set_filter_active)); + error_filter->initialize_button(TTR("Toggle visibility of errors."), callable_mp(this, &EditorLog::_set_filter_active)); vb_right->add_child(error_filter->toggle_button); type_filter_map.insert(MSG_TYPE_ERROR, error_filter); LogFilter *warning_filter = memnew(LogFilter(MSG_TYPE_WARNING)); - warning_filter->initialize_button("Toggle visibility of warnings.", callable_mp(this, &EditorLog::_set_filter_active)); + warning_filter->initialize_button(TTR("Toggle visibility of warnings."), callable_mp(this, &EditorLog::_set_filter_active)); vb_right->add_child(warning_filter->toggle_button); type_filter_map.insert(MSG_TYPE_WARNING, warning_filter); LogFilter *editor_filter = memnew(LogFilter(MSG_TYPE_EDITOR)); - editor_filter->initialize_button("Toggle visibility of editor messages.", callable_mp(this, &EditorLog::_set_filter_active)); + editor_filter->initialize_button(TTR("Toggle visibility of editor messages."), callable_mp(this, &EditorLog::_set_filter_active)); vb_right->add_child(editor_filter->toggle_button); type_filter_map.insert(MSG_TYPE_EDITOR, editor_filter); diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp index e18535a28c..6bdf428f81 100644 --- a/editor/editor_node.cpp +++ b/editor/editor_node.cpp @@ -508,6 +508,9 @@ void EditorNode::_update_from_settings() { float lod_threshold = GLOBAL_GET("rendering/mesh_lod/lod_change/threshold_pixels"); scene_root->set_lod_threshold(lod_threshold); + + RS::get_singleton()->decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter")))); + RS::get_singleton()->light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter")))); } void EditorNode::_notification(int p_what) { diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp index cea8081a5f..0c908be441 100644 --- a/editor/editor_themes.cpp +++ b/editor/editor_themes.cpp @@ -1024,6 +1024,7 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { theme->set_stylebox("read_only", "LineEdit", style_line_edit_disabled); theme->set_icon("clear", "LineEdit", theme->get_icon("GuiClose", "EditorIcons")); theme->set_color("read_only", "LineEdit", font_disabled_color); + theme->set_color("font_uneditable_color", "LineEdit", font_disabled_color); theme->set_color("font_color", "LineEdit", font_color); theme->set_color("font_selected_color", "LineEdit", mono_color); theme->set_color("caret_color", "LineEdit", font_color); @@ -1189,7 +1190,7 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { style_tooltip->set_default_margin(SIDE_TOP, default_margin_size * EDSCALE * 0.5); style_tooltip->set_default_margin(SIDE_RIGHT, default_margin_size * EDSCALE); style_tooltip->set_default_margin(SIDE_BOTTOM, default_margin_size * EDSCALE * 0.5); - style_tooltip->set_bg_color(mono_color.inverted() * Color(1, 1, 1, 0.8)); + style_tooltip->set_bg_color(mono_color.inverted()); style_tooltip->set_border_width_all(0); theme->set_color("font_color", "TooltipLabel", font_hover_color); theme->set_color("font_color_shadow", "TooltipLabel", Color(0, 0, 0, 0)); diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp index acfa873f62..cbce5bb3f5 100644 --- a/editor/plugins/animation_player_editor_plugin.cpp +++ b/editor/plugins/animation_player_editor_plugin.cpp @@ -1733,27 +1733,27 @@ AnimationPlayerEditor::AnimationPlayerEditor(EditorNode *p_editor, AnimationPlay onion.capture.material = Ref<ShaderMaterial>(memnew(ShaderMaterial)); onion.capture.shader = Ref<Shader>(memnew(Shader)); - onion.capture.shader->set_code(" \ - shader_type canvas_item; \ - \ - uniform vec4 bkg_color; \ - uniform vec4 dir_color; \ - uniform bool differences_only; \ - uniform sampler2D present; \ - \ - float zero_if_equal(vec4 a, vec4 b) { \ - return smoothstep(0.0, 0.005, length(a.rgb - b.rgb) / sqrt(3.0)); \ - } \ - \ - void fragment() { \ - vec4 capture_samp = texture(TEXTURE, UV); \ - vec4 present_samp = texture(present, UV); \ - float bkg_mask = zero_if_equal(capture_samp, bkg_color); \ - float diff_mask = 1.0 - zero_if_equal(present_samp, bkg_color); \ - diff_mask = min(1.0, diff_mask + float(!differences_only)); \ - COLOR = vec4(capture_samp.rgb * dir_color.rgb, bkg_mask * diff_mask); \ - } \ - "); + onion.capture.shader->set_code(R"( +shader_type canvas_item; + +uniform vec4 bkg_color; +uniform vec4 dir_color; +uniform bool differences_only; +uniform sampler2D present; + +float zero_if_equal(vec4 a, vec4 b) { + return smoothstep(0.0, 0.005, length(a.rgb - b.rgb) / sqrt(3.0)); +} + +void fragment() { + vec4 capture_samp = texture(TEXTURE, UV); + vec4 present_samp = texture(present, UV); + float bkg_mask = zero_if_equal(capture_samp, bkg_color); + float diff_mask = 1.0 - zero_if_equal(present_samp, bkg_color); + diff_mask = min(1.0, diff_mask + float(!differences_only)); + COLOR = vec4(capture_samp.rgb * dir_color.rgb, bkg_mask * diff_mask); +} +)"); RS::get_singleton()->material_set_shader(onion.capture.material->get_rid(), onion.capture.shader->get_rid()); } diff --git a/editor/plugins/animation_tree_editor_plugin.cpp b/editor/plugins/animation_tree_editor_plugin.cpp index e90665f84d..9c28e023dd 100644 --- a/editor/plugins/animation_tree_editor_plugin.cpp +++ b/editor/plugins/animation_tree_editor_plugin.cpp @@ -79,7 +79,7 @@ void AnimationTreeEditor::_update_path() { group.instantiate(); Button *b = memnew(Button); - b->set_text("Root"); + b->set_text(TTR("Root")); b->set_toggle_mode(true); b->set_button_group(group); b->set_pressed(true); diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp index aedcf16fa5..d5ef13e426 100644 --- a/editor/plugins/canvas_item_editor_plugin.cpp +++ b/editor/plugins/canvas_item_editor_plugin.cpp @@ -1197,7 +1197,17 @@ bool CanvasItemEditor::_gui_input_zoom_or_pan(const Ref<InputEvent> &p_event, bo Ref<InputEventKey> k = p_event; if (k.is_valid()) { if (k->is_pressed()) { - if (ED_GET_SHORTCUT("canvas_item_editor/zoom_100_percent")->is_shortcut(p_event)) { + if (ED_GET_SHORTCUT("canvas_item_editor/zoom_3.125_percent")->is_shortcut(p_event)) { + _update_zoom((1.0 / 32.0) * MAX(1, EDSCALE)); + } else if (ED_GET_SHORTCUT("canvas_item_editor/zoom_6.25_percent")->is_shortcut(p_event)) { + _update_zoom((1.0 / 16.0) * MAX(1, EDSCALE)); + } else if (ED_GET_SHORTCUT("canvas_item_editor/zoom_12.5_percent")->is_shortcut(p_event)) { + _update_zoom((1.0 / 8.0) * MAX(1, EDSCALE)); + } else if (ED_GET_SHORTCUT("canvas_item_editor/zoom_25_percent")->is_shortcut(p_event)) { + _update_zoom((1.0 / 4.0) * MAX(1, EDSCALE)); + } else if (ED_GET_SHORTCUT("canvas_item_editor/zoom_50_percent")->is_shortcut(p_event)) { + _update_zoom((1.0 / 2.0) * MAX(1, EDSCALE)); + } else if (ED_GET_SHORTCUT("canvas_item_editor/zoom_100_percent")->is_shortcut(p_event)) { _update_zoom(1.0 * MAX(1, EDSCALE)); } else if (ED_GET_SHORTCUT("canvas_item_editor/zoom_200_percent")->is_shortcut(p_event)) { _update_zoom(2.0 * MAX(1, EDSCALE)); @@ -5630,6 +5640,11 @@ CanvasItemEditor::CanvasItemEditor(EditorNode *p_editor) { // those shortcuts one by one. // Resetting zoom to 100% is a duplicate shortcut of `canvas_item_editor/reset_zoom`, // but it ensures both 1 and Ctrl + 0 can be used to reset zoom. + ED_SHORTCUT("canvas_item_editor/zoom_3.125_percent", TTR("Zoom to 3.125%"), KEY_MASK_SHIFT | KEY_5); + ED_SHORTCUT("canvas_item_editor/zoom_6.25_percent", TTR("Zoom to 6.25%"), KEY_MASK_SHIFT | KEY_4); + ED_SHORTCUT("canvas_item_editor/zoom_12.5_percent", TTR("Zoom to 12.5%"), KEY_MASK_SHIFT | KEY_3); + ED_SHORTCUT("canvas_item_editor/zoom_25_percent", TTR("Zoom to 25%"), KEY_MASK_SHIFT | KEY_2); + ED_SHORTCUT("canvas_item_editor/zoom_50_percent", TTR("Zoom to 50%"), KEY_MASK_SHIFT | KEY_1); ED_SHORTCUT("canvas_item_editor/zoom_100_percent", TTR("Zoom to 100%"), KEY_1); ED_SHORTCUT("canvas_item_editor/zoom_200_percent", TTR("Zoom to 200%"), KEY_2); ED_SHORTCUT("canvas_item_editor/zoom_400_percent", TTR("Zoom to 400%"), KEY_3); diff --git a/editor/plugins/curve_editor_plugin.cpp b/editor/plugins/curve_editor_plugin.cpp index 7d07e99c2f..07ff0eb346 100644 --- a/editor/plugins/curve_editor_plugin.cpp +++ b/editor/plugins/curve_editor_plugin.cpp @@ -393,7 +393,8 @@ int CurveEditor::get_point_at(Vector2 pos) const { } const Curve &curve = **_curve_ref; - const float r = _hover_radius * _hover_radius; + const float true_hover_radius = Math::round(_hover_radius * EDSCALE); + const float r = true_hover_radius * true_hover_radius; for (int i = 0; i < curve.get_point_count(); ++i) { Vector2 p = get_view_pos(curve.get_point_position(i)); @@ -558,7 +559,7 @@ Vector2 CurveEditor::get_tangent_view_pos(int i, TangentIndex tangent) const { Vector2 point_pos = get_view_pos(_curve_ref->get_point_position(i)); Vector2 control_pos = get_view_pos(_curve_ref->get_point_position(i) + dir); - return point_pos + _tangents_length * (control_pos - point_pos).normalized(); + return point_pos + Math::round(_tangents_length * EDSCALE) * (control_pos - point_pos).normalized(); } Vector2 CurveEditor::get_view_pos(Vector2 world_pos) const { @@ -703,13 +704,13 @@ void CurveEditor::_draw() { if (i != 0) { Vector2 control_pos = get_tangent_view_pos(i, TANGENT_LEFT); draw_line(get_view_pos(pos), control_pos, tangent_color, Math::round(EDSCALE)); - draw_rect(Rect2(control_pos, Vector2(1, 1)).grow(2), tangent_color); + draw_rect(Rect2(control_pos, Vector2(1, 1)).grow(Math::round(2 * EDSCALE)), tangent_color); } if (i != curve.get_point_count() - 1) { Vector2 control_pos = get_tangent_view_pos(i, TANGENT_RIGHT); draw_line(get_view_pos(pos), control_pos, tangent_color, Math::round(EDSCALE)); - draw_rect(Rect2(control_pos, Vector2(1, 1)).grow(2), tangent_color); + draw_rect(Rect2(control_pos, Vector2(1, 1)).grow(Math::round(2 * EDSCALE)), tangent_color); } } @@ -732,7 +733,7 @@ void CurveEditor::_draw() { for (int i = 0; i < curve.get_point_count(); ++i) { Vector2 pos = curve.get_point_position(i); - draw_rect(Rect2(get_view_pos(pos), Vector2(1, 1)).grow(3), i == _selected_point ? selected_point_color : point_color); + draw_rect(Rect2(get_view_pos(pos), Vector2(1, 1)).grow(Math::round(3 * EDSCALE)), i == _selected_point ? selected_point_color : point_color); // TODO Circles are prettier. Needs a fix! Or a texture //draw_circle(pos, 2, point_color); } @@ -742,7 +743,7 @@ void CurveEditor::_draw() { if (_hover_point != -1) { const Color hover_color = line_color; Vector2 pos = curve.get_point_position(_hover_point); - draw_rect(Rect2(get_view_pos(pos), Vector2(1, 1)).grow(_hover_radius), hover_color, false, Math::round(EDSCALE)); + draw_rect(Rect2(get_view_pos(pos), Vector2(1, 1)).grow(Math::round(_hover_radius * EDSCALE)), hover_color, false, Math::round(EDSCALE)); } // Help text diff --git a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp index 71598b904b..a4436525fb 100644 --- a/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp +++ b/editor/plugins/gpu_particles_collision_sdf_editor_plugin.cpp @@ -131,7 +131,7 @@ void GPUParticlesCollisionSDFEditorPlugin::_sdf_save_path_and_bake(const String if (col_sdf) { Ref<Image> bake_img = col_sdf->bake(); if (bake_img.is_null()) { - EditorNode::get_singleton()->show_warning("Bake Error."); + EditorNode::get_singleton()->show_warning(TTR("Bake Error.")); return; } diff --git a/editor/plugins/input_event_editor_plugin.cpp b/editor/plugins/input_event_editor_plugin.cpp index f1aa10844b..d3d2de92f5 100644 --- a/editor/plugins/input_event_editor_plugin.cpp +++ b/editor/plugins/input_event_editor_plugin.cpp @@ -86,7 +86,7 @@ InputEventConfigContainer::InputEventConfigContainer() { mc->add_child(hb); open_config_button = memnew(Button); - open_config_button->set_text("Configure"); + open_config_button->set_text(TTR("Configure")); open_config_button->connect("pressed", callable_mp(this, &InputEventConfigContainer::_configure_pressed)); hb->add_child(open_config_button); diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp index c341783d54..0764a4c46c 100644 --- a/editor/plugins/node_3d_editor_plugin.cpp +++ b/editor/plugins/node_3d_editor_plugin.cpp @@ -5381,35 +5381,37 @@ void Node3DEditor::_init_indicators() { } Ref<Shader> grid_shader = memnew(Shader); - grid_shader->set_code( - "\n" - "shader_type spatial; \n" - "render_mode unshaded; \n" - "uniform bool orthogonal; \n" - "uniform float grid_size; \n" - "\n" - "void vertex() { \n" - " // From FLAG_SRGB_VERTEX_COLOR \n" - " if (!OUTPUT_IS_SRGB) { \n" - " COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045))); \n" - " } \n" - "} \n" - "\n" - "void fragment() { \n" - " ALBEDO = COLOR.rgb; \n" - " vec3 dir = orthogonal ? -vec3(0, 0, 1) : VIEW; \n" - " float angle_fade = abs(dot(dir, NORMAL)); \n" - " angle_fade = smoothstep(0.05, 0.2, angle_fade); \n" - " \n" - " vec3 world_pos = (CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz; \n" - " vec3 world_normal = (CAMERA_MATRIX * vec4(NORMAL, 0.0)).xyz; \n" - " vec3 camera_world_pos = CAMERA_MATRIX[3].xyz; \n" - " vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal); \n" - " float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size); \n" - " dist_fade = smoothstep(0.02, 0.3, dist_fade); \n" - " \n" - " ALPHA = COLOR.a * dist_fade * angle_fade; \n" - "}"); + grid_shader->set_code(R"( +shader_type spatial; + +render_mode unshaded; + +uniform bool orthogonal; +uniform float grid_size; + +void vertex() { + // From FLAG_SRGB_VERTEX_COLOR. + if (!OUTPUT_IS_SRGB) { + COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045))); + } +} + +void fragment() { + ALBEDO = COLOR.rgb; + vec3 dir = orthogonal ? -vec3(0, 0, 1) : VIEW; + float angle_fade = abs(dot(dir, NORMAL)); + angle_fade = smoothstep(0.05, 0.2, angle_fade); + + vec3 world_pos = (CAMERA_MATRIX * vec4(VERTEX, 1.0)).xyz; + vec3 world_normal = (CAMERA_MATRIX * vec4(NORMAL, 0.0)).xyz; + vec3 camera_world_pos = CAMERA_MATRIX[3].xyz; + vec3 camera_world_pos_on_plane = camera_world_pos * (1.0 - world_normal); + float dist_fade = 1.0 - (distance(world_pos, camera_world_pos_on_plane) / grid_size); + dist_fade = smoothstep(0.02, 0.3, dist_fade); + + ALPHA = COLOR.a * dist_fade * angle_fade; +} +)"); for (int i = 0; i < 3; i++) { grid_mat[i].instantiate(); @@ -5621,33 +5623,35 @@ void Node3DEditor::_init_indicators() { Ref<Shader> rotate_shader = memnew(Shader); - rotate_shader->set_code( - "\n" - "shader_type spatial; \n" - "render_mode unshaded, depth_test_disabled; \n" - "uniform vec4 albedo; \n" - "\n" - "mat3 orthonormalize(mat3 m) { \n" - " vec3 x = normalize(m[0]); \n" - " vec3 y = normalize(m[1] - x * dot(x, m[1])); \n" - " vec3 z = m[2] - x * dot(x, m[2]); \n" - " z = normalize(z - y * (dot(y,m[2]))); \n" - " return mat3(x,y,z); \n" - "} \n" - "\n" - "void vertex() { \n" - " mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX)); \n" - " vec3 n = mv * VERTEX; \n" - " float orientation = dot(vec3(0,0,-1),n); \n" - " if (orientation <= 0.005) { \n" - " VERTEX += NORMAL*0.02; \n" - " } \n" - "} \n" - "\n" - "void fragment() { \n" - " ALBEDO = albedo.rgb; \n" - " ALPHA = albedo.a; \n" - "}"); + rotate_shader->set_code(R"( +shader_type spatial; + +render_mode unshaded, depth_test_disabled; + +uniform vec4 albedo; + +mat3 orthonormalize(mat3 m) { + vec3 x = normalize(m[0]); + vec3 y = normalize(m[1] - x * dot(x, m[1])); + vec3 z = m[2] - x * dot(x, m[2]); + z = normalize(z - y * (dot(y,m[2]))); + return mat3(x,y,z); +} + +void vertex() { + mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX)); + vec3 n = mv * VERTEX; + float orientation = dot(vec3(0, 0, -1), n); + if (orientation <= 0.005) { + VERTEX += NORMAL * 0.02; + } +} + +void fragment() { + ALBEDO = albedo.rgb; + ALPHA = albedo.a; +} +)"); Ref<ShaderMaterial> rotate_mat = memnew(ShaderMaterial); rotate_mat->set_render_priority(Material::RENDER_PRIORITY_MAX); @@ -5667,34 +5671,36 @@ void Node3DEditor::_init_indicators() { Ref<ShaderMaterial> border_mat = rotate_mat->duplicate(); Ref<Shader> border_shader = memnew(Shader); - border_shader->set_code( - "\n" - "shader_type spatial; \n" - "render_mode unshaded, depth_test_disabled; \n" - "uniform vec4 albedo; \n" - "\n" - "mat3 orthonormalize(mat3 m) { \n" - " vec3 x = normalize(m[0]); \n" - " vec3 y = normalize(m[1] - x * dot(x, m[1])); \n" - " vec3 z = m[2] - x * dot(x, m[2]); \n" - " z = normalize(z - y * (dot(y,m[2]))); \n" - " return mat3(x,y,z); \n" - "} \n" - "\n" - "void vertex() { \n" - " mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX)); \n" - " mv = inverse(mv); \n" - " VERTEX += NORMAL*0.008; \n" - " vec3 camera_dir_local = mv * vec3(0,0,1); \n" - " vec3 camera_up_local = mv * vec3(0,1,0); \n" - " mat3 rotation_matrix = mat3(cross(camera_dir_local, camera_up_local), camera_up_local, camera_dir_local); \n" - " VERTEX = rotation_matrix * VERTEX; \n" - "} \n" - "\n" - "void fragment() { \n" - " ALBEDO = albedo.rgb; \n" - " ALPHA = albedo.a; \n" - "}"); + border_shader->set_code(R"( +shader_type spatial; + +render_mode unshaded, depth_test_disabled; + +uniform vec4 albedo; + +mat3 orthonormalize(mat3 m) { + vec3 x = normalize(m[0]); + vec3 y = normalize(m[1] - x * dot(x, m[1])); + vec3 z = m[2] - x * dot(x, m[2]); + z = normalize(z - y * (dot(y,m[2]))); + return mat3(x,y,z); +} + +void vertex() { + mat3 mv = orthonormalize(mat3(MODELVIEW_MATRIX)); + mv = inverse(mv); + VERTEX += NORMAL*0.008; + vec3 camera_dir_local = mv * vec3(0,0,1); + vec3 camera_up_local = mv * vec3(0,1,0); + mat3 rotation_matrix = mat3(cross(camera_dir_local, camera_up_local), camera_up_local, camera_dir_local); + VERTEX = rotation_matrix * VERTEX; +} + +void fragment() { + ALBEDO = albedo.rgb; + ALPHA = albedo.a; +} +)"); border_mat->set_shader(border_shader); border_mat->set_shader_param("albedo", Color(0.75, 0.75, 0.75, col.a / 3.0)); @@ -6248,7 +6254,7 @@ void Node3DEditor::_add_sun_to_scene(bool p_already_added_environment) { ERR_FAIL_COND(!base); Node *new_sun = preview_sun->duplicate(); - undo_redo->create_action("Add Preview Sun to Scene"); + undo_redo->create_action(TTR("Add Preview Sun to Scene")); undo_redo->add_do_method(base, "add_child", new_sun); // Move to the beginning of the scene tree since more "global" nodes // generally look better when placed at the top. @@ -6278,7 +6284,7 @@ void Node3DEditor::_add_environment_to_scene(bool p_already_added_sun) { WorldEnvironment *new_env = memnew(WorldEnvironment); new_env->set_environment(preview_environment->get_environment()->duplicate(true)); - undo_redo->create_action("Add Preview Environment to Scene"); + undo_redo->create_action(TTR("Add Preview Environment to Scene")); undo_redo->add_do_method(base, "add_child", new_env); // Move to the beginning of the scene tree since more "global" nodes // generally look better when placed at the top. @@ -7155,9 +7161,21 @@ Node3DEditor::Node3DEditor(EditorNode *p_editor) { sun_direction->connect("draw", callable_mp(this, &Node3DEditor::_sun_direction_draw)); sun_direction->set_default_cursor_shape(CURSOR_MOVE); - String sun_dir_shader_code = "shader_type canvas_item; uniform vec3 sun_direction; uniform vec3 sun_color; void fragment() { vec3 n; n.xy = UV * 2.0 - 1.0; n.z = sqrt(max(0.0, 1.0 - dot(n.xy, n.xy))); COLOR.rgb = dot(n,sun_direction) * sun_color; COLOR.a = 1.0 - smoothstep(0.99,1.0,length(n.xy)); }"; sun_direction_shader.instantiate(); - sun_direction_shader->set_code(sun_dir_shader_code); + sun_direction_shader->set_code(R"( +shader_type canvas_item; + +uniform vec3 sun_direction; +uniform vec3 sun_color; + +void fragment() { + vec3 n; + n.xy = UV * 2.0 - 1.0; + n.z = sqrt(max(0.0, 1.0 - dot(n.xy, n.xy))); + COLOR.rgb = dot(n, sun_direction) * sun_color; + COLOR.a = 1.0 - smoothstep(0.99, 1.0, length(n.xy)); +} +)"); sun_direction_material.instantiate(); sun_direction_material->set_shader(sun_direction_shader); sun_direction_material->set_shader_param("sun_direction", Vector3(0, 0, 1)); diff --git a/editor/plugins/sprite_2d_editor_plugin.cpp b/editor/plugins/sprite_2d_editor_plugin.cpp index 9a62b22d63..0f889ce33d 100644 --- a/editor/plugins/sprite_2d_editor_plugin.cpp +++ b/editor/plugins/sprite_2d_editor_plugin.cpp @@ -521,7 +521,7 @@ Sprite2DEditor::Sprite2DEditor() { debug_uv_dialog = memnew(ConfirmationDialog); debug_uv_dialog->get_ok_button()->set_text(TTR("Create Mesh2D")); - debug_uv_dialog->set_title("Mesh 2D Preview"); + debug_uv_dialog->set_title(TTR("Mesh 2D Preview")); VBoxContainer *vb = memnew(VBoxContainer); debug_uv_dialog->add_child(vb); ScrollContainer *scroll = memnew(ScrollContainer); diff --git a/editor/plugins/sub_viewport_preview_editor_plugin.cpp b/editor/plugins/sub_viewport_preview_editor_plugin.cpp index 5fd173cae3..75c47bda2e 100644 --- a/editor/plugins/sub_viewport_preview_editor_plugin.cpp +++ b/editor/plugins/sub_viewport_preview_editor_plugin.cpp @@ -38,6 +38,7 @@ void EditorInspectorPluginSubViewportPreview::parse_begin(Object *p_object) { SubViewport *sub_viewport = Object::cast_to<SubViewport>(p_object); TexturePreview *sub_viewport_preview = memnew(TexturePreview(sub_viewport->get_texture(), false)); + // Otherwise `sub_viewport_preview`'s `texture_display` doesn't update properly when `sub_viewport`'s size changes. sub_viewport->connect("size_changed", callable_mp((CanvasItem *)sub_viewport_preview->get_texture_display(), &CanvasItem::update)); add_custom_control(sub_viewport_preview); } diff --git a/editor/plugins/texture_3d_editor_plugin.cpp b/editor/plugins/texture_3d_editor_plugin.cpp index 096062fc8b..3987cdd6a0 100644 --- a/editor/plugins/texture_3d_editor_plugin.cpp +++ b/editor/plugins/texture_3d_editor_plugin.cpp @@ -77,16 +77,17 @@ void Texture3DEditor::_update_material() { } void Texture3DEditor::_make_shaders() { - String shader_3d = "" - "shader_type canvas_item;\n" - "uniform sampler3D tex;\n" - "uniform float layer;\n" - "void fragment() {\n" - " COLOR = textureLod(tex,vec3(UV,layer),0.0);\n" - "}"; - shader.instantiate(); - shader->set_code(shader_3d); + shader->set_code(R"( +shader_type canvas_item; + +uniform sampler3D tex; +uniform float layer; + +void fragment() { + COLOR = textureLod(tex, vec3(UV, layer), 0.0); +} +)"); material.instantiate(); material->set_shader(shader); } diff --git a/editor/plugins/texture_editor_plugin.cpp b/editor/plugins/texture_editor_plugin.cpp index 6ee652098d..4029d6785c 100644 --- a/editor/plugins/texture_editor_plugin.cpp +++ b/editor/plugins/texture_editor_plugin.cpp @@ -37,10 +37,8 @@ TextureRect *TexturePreview::get_texture_display() { } TexturePreview::TexturePreview(Ref<Texture2D> p_texture, bool p_show_metadata) { - Ref<Theme> theme = EditorNode::get_singleton()->get_editor_theme(); - TextureRect *checkerboard = memnew(TextureRect); - checkerboard->set_texture(theme->get_icon("Checkerboard", "EditorIcons")); + checkerboard->set_texture(get_theme_icon("Checkerboard", "EditorIcons")); checkerboard->set_stretch_mode(TextureRect::STRETCH_TILE); checkerboard->set_texture_repeat(CanvasItem::TEXTURE_REPEAT_ENABLED); checkerboard->set_custom_minimum_size(Size2(0.0, 256.0) * EDSCALE); @@ -70,10 +68,10 @@ TexturePreview::TexturePreview(Ref<Texture2D> p_texture, bool p_show_metadata) { metadata_label->add_theme_font_size_override("font_size", 16 * EDSCALE); metadata_label->add_theme_color_override("font_outline_color", Color::named("black")); metadata_label->add_theme_constant_override("outline_size", 2 * EDSCALE); - Ref<Font> metadata_label_font = theme->get_font("expression", "EditorFonts"); + Ref<Font> metadata_label_font = get_theme_font("expression", "EditorFonts"); metadata_label->add_theme_font_override("font", metadata_label_font); - // it's okay that these colors are static since the grid color is static too + // It's okay that these colors are static since the grid color is static too. metadata_label->add_theme_color_override("font_color", Color::named("white")); metadata_label->add_theme_color_override("font_color_shadow", Color::named("black")); diff --git a/editor/plugins/texture_layered_editor_plugin.cpp b/editor/plugins/texture_layered_editor_plugin.cpp index fb50e1c4a6..80359452ac 100644 --- a/editor/plugins/texture_layered_editor_plugin.cpp +++ b/editor/plugins/texture_layered_editor_plugin.cpp @@ -104,43 +104,46 @@ void TextureLayeredEditor::_update_material() { } void TextureLayeredEditor::_make_shaders() { - String shader_2d_array = "" - "shader_type canvas_item;\n" - "uniform sampler2DArray tex;\n" - "uniform float layer;\n" - "void fragment() {\n" - " COLOR = textureLod(tex,vec3(UV,layer),0.0);\n" - "}"; - shaders[0].instantiate(); - shaders[0]->set_code(shader_2d_array); - - String shader_cube = "" - "shader_type canvas_item;\n" - "uniform samplerCube tex;\n" - "uniform vec3 normal;\n" - "uniform mat3 rot;\n" - "void fragment() {\n" - " vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n" - " COLOR = textureLod(tex,n,0.0);\n" - "}"; + shaders[0]->set_code(R"( +shader_type canvas_item; + +uniform sampler2DArray tex; +uniform float layer; + +void fragment() { + COLOR = textureLod(tex, vec3(UV, layer), 0.0); +} +)"); shaders[1].instantiate(); - shaders[1]->set_code(shader_cube); - - String shader_cube_array = "" - "shader_type canvas_item;\n" - "uniform samplerCubeArray tex;\n" - "uniform vec3 normal;\n" - "uniform mat3 rot;\n" - "uniform float layer;\n" - "void fragment() {\n" - " vec3 n = rot * normalize(vec3(normal.xy*(UV * 2.0 - 1.0),normal.z));\n" - " COLOR = textureLod(tex,vec4(n,layer),0.0);\n" - "}"; + shaders[1]->set_code(R"( +shader_type canvas_item; + +uniform samplerCube tex; +uniform vec3 normal; +uniform mat3 rot; + +void fragment() { + vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z)); + COLOR = textureLod(tex, n, 0.0); +} +)"); shaders[2].instantiate(); - shaders[2]->set_code(shader_cube_array); + shaders[2]->set_code(R"( +shader_type canvas_item; + +uniform samplerCubeArray tex; +uniform vec3 normal; +uniform mat3 rot; +uniform float layer; + +void fragment() { + vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z)); + COLOR = textureLod(tex, vec4(n, layer), 0.0); +} +)"); for (int i = 0; i < 3; i++) { materials[i].instantiate(); diff --git a/editor/plugins/theme_editor_plugin.cpp b/editor/plugins/theme_editor_plugin.cpp index 4a4816e3b8..9338ea6ddd 100644 --- a/editor/plugins/theme_editor_plugin.cpp +++ b/editor/plugins/theme_editor_plugin.cpp @@ -1459,13 +1459,16 @@ void ThemeItemEditorDialog::_item_tree_button_pressed(Object *p_item, int p_colu _update_edit_item_tree(edited_item_type); } -void ThemeItemEditorDialog::_add_theme_type() { - edited_theme->add_icon_type(edit_add_type_value->get_text()); - edited_theme->add_stylebox_type(edit_add_type_value->get_text()); - edited_theme->add_font_type(edit_add_type_value->get_text()); - edited_theme->add_font_size_type(edit_add_type_value->get_text()); - edited_theme->add_color_type(edit_add_type_value->get_text()); - edited_theme->add_constant_type(edit_add_type_value->get_text()); +void ThemeItemEditorDialog::_add_theme_type(const String &p_new_text) { + const String new_type = edit_add_type_value->get_text().strip_edges(); + edit_add_type_value->clear(); + + edited_theme->add_icon_type(new_type); + edited_theme->add_stylebox_type(new_type); + edited_theme->add_font_type(new_type); + edited_theme->add_font_size_type(new_type); + edited_theme->add_color_type(new_type); + edited_theme->add_constant_type(new_type); _update_edit_types(); // Force emit a change so that other parts of the editor can update. @@ -1776,11 +1779,12 @@ ThemeItemEditorDialog::ThemeItemEditorDialog() { edit_dialog_side_vb->add_child(edit_add_type_hb); edit_add_type_value = memnew(LineEdit); edit_add_type_value->set_h_size_flags(Control::SIZE_EXPAND_FILL); + edit_add_type_value->connect("text_submitted", callable_mp(this, &ThemeItemEditorDialog::_add_theme_type)); edit_add_type_hb->add_child(edit_add_type_value); Button *edit_add_type_button = memnew(Button); edit_add_type_button->set_text(TTR("Add")); edit_add_type_hb->add_child(edit_add_type_button); - edit_add_type_button->connect("pressed", callable_mp(this, &ThemeItemEditorDialog::_add_theme_type)); + edit_add_type_button->connect("pressed", callable_mp(this, &ThemeItemEditorDialog::_add_theme_type), varray("")); VBoxContainer *edit_items_vb = memnew(VBoxContainer); edit_items_vb->set_h_size_flags(Control::SIZE_EXPAND_FILL); diff --git a/editor/plugins/theme_editor_plugin.h b/editor/plugins/theme_editor_plugin.h index 3c114a375a..e78b244a42 100644 --- a/editor/plugins/theme_editor_plugin.h +++ b/editor/plugins/theme_editor_plugin.h @@ -239,7 +239,7 @@ class ThemeItemEditorDialog : public AcceptDialog { void _update_edit_item_tree(String p_item_type); void _item_tree_button_pressed(Object *p_item, int p_column, int p_id); - void _add_theme_type(); + void _add_theme_type(const String &p_new_text); void _add_theme_item(Theme::DataType p_data_type, String p_item_name, String p_item_type); void _remove_data_type_items(Theme::DataType p_data_type, String p_item_type); void _remove_class_items(); diff --git a/editor/plugins/tiles/tile_data_editors.cpp b/editor/plugins/tiles/tile_data_editors.cpp index 8cfc4990ea..dd2922286f 100644 --- a/editor/plugins/tiles/tile_data_editors.cpp +++ b/editor/plugins/tiles/tile_data_editors.cpp @@ -1050,7 +1050,7 @@ void TileDataDefaultEditor::_notification(int p_what) { TileDataDefaultEditor::TileDataDefaultEditor() { label = memnew(Label); - label->set_text("Painting:"); + label->set_text(TTR("Painting:")); add_child(label); toolbar->add_child(memnew(VSeparator)); diff --git a/editor/plugins/version_control_editor_plugin.cpp b/editor/plugins/version_control_editor_plugin.cpp index 25b08a1509..5804f54649 100644 --- a/editor/plugins/version_control_editor_plugin.cpp +++ b/editor/plugins/version_control_editor_plugin.cpp @@ -164,7 +164,7 @@ void VersionControlEditorPlugin::_refresh_stage_area() { _refresh_file_diff(); } } - commit_status->set_text("New changes detected"); + commit_status->set_text(TTR("New changes detected")); } } else { WARN_PRINT("No VCS addon is initialized. Select a Version Control Addon from Project menu."); @@ -270,9 +270,9 @@ void VersionControlEditorPlugin::_clear_file_diff() { void VersionControlEditorPlugin::_update_stage_status() { String status; if (staged_files_count == 1) { - status = "Stage contains 1 file"; + status = TTR("Stage contains 1 file"); } else { - status = "Stage contains " + String::num_int64(staged_files_count) + " files"; + status = vformat(TTR("Stage contains %d files"), staged_files_count); } commit_status->set_text(status); } @@ -280,9 +280,9 @@ void VersionControlEditorPlugin::_update_stage_status() { void VersionControlEditorPlugin::_update_commit_status() { String status; if (staged_files_count == 1) { - status = "Committed 1 file"; + status = TTR("Committed 1 file"); } else { - status = "Committed " + String::num_int64(staged_files_count) + " files "; + status = vformat(TTR("Committed %d files"), staged_files_count); } commit_status->set_text(status); staged_files_count = 0; diff --git a/editor/project_export.cpp b/editor/project_export.cpp index b8e1613fca..1e818b9d43 100644 --- a/editor/project_export.cpp +++ b/editor/project_export.cpp @@ -1153,7 +1153,7 @@ ProjectExportDialog::ProjectExportDialog() { enc_directory = memnew(CheckButton); enc_directory->connect("toggled", callable_mp(this, &ProjectExportDialog::_enc_directory_changed)); - enc_directory->set_text("Encrypt Index (File Names and Info)"); + enc_directory->set_text(TTR("Encrypt Index (File Names and Info)")); sec_vb->add_child(enc_directory); enc_in_filters = memnew(LineEdit); @@ -1219,7 +1219,7 @@ ProjectExportDialog::ProjectExportDialog() { export_all_dialog = memnew(ConfirmationDialog); add_child(export_all_dialog); - export_all_dialog->set_title("Export All"); + export_all_dialog->set_title(TTR("Export All")); export_all_dialog->set_text(TTR("Choose an export mode:")); export_all_dialog->get_ok_button()->hide(); export_all_dialog->add_button(TTR("Debug"), true, "debug"); @@ -1253,7 +1253,7 @@ ProjectExportDialog::ProjectExportDialog() { export_error2->set_text(" - " + TTR("Export templates for this platform are missing:") + " "); error_dialog = memnew(AcceptDialog); - error_dialog->set_title("Error"); + error_dialog->set_title(TTR("Error")); error_dialog->set_text(TTR("Export templates for this platform are missing/corrupted:") + " "); main_vb->add_child(error_dialog); error_dialog->hide(); diff --git a/editor/shader_globals_editor.cpp b/editor/shader_globals_editor.cpp index eba96e5967..a844678cea 100644 --- a/editor/shader_globals_editor.cpp +++ b/editor/shader_globals_editor.cpp @@ -84,7 +84,7 @@ protected: UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo(); - undo_redo->create_action("Set Shader Global Variable"); + undo_redo->create_action(TTR("Set Shader Global Variable")); undo_redo->add_do_method(RS::get_singleton(), "global_variable_set", p_name, p_value); undo_redo->add_undo_method(RS::get_singleton(), "global_variable_set", p_name, existing); RS::GlobalVariableType type = RS::get_singleton()->global_variable_get_type(p_name); @@ -395,7 +395,7 @@ void ShaderGlobalsEditor::_variable_added() { Variant value = create_var(RS::GlobalVariableType(variable_type->get_selected())); - undo_redo->create_action("Add Shader Global Variable"); + undo_redo->create_action(TTR("Add Shader Global Variable")); undo_redo->add_do_method(RS::get_singleton(), "global_variable_add", var, RS::GlobalVariableType(variable_type->get_selected()), value); undo_redo->add_undo_method(RS::get_singleton(), "global_variable_remove", var); Dictionary gv; @@ -413,7 +413,7 @@ void ShaderGlobalsEditor::_variable_deleted(const String &p_variable) { print_line("deleted " + p_variable); UndoRedo *undo_redo = EditorNode::get_singleton()->get_undo_redo(); - undo_redo->create_action("Add Shader Global Variable"); + undo_redo->create_action(TTR("Add Shader Global Variable")); undo_redo->add_do_method(RS::get_singleton(), "global_variable_remove", p_variable); undo_redo->add_undo_method(RS::get_singleton(), "global_variable_add", p_variable, RS::get_singleton()->global_variable_get_type(p_variable), RS::get_singleton()->global_variable_get(p_variable)); diff --git a/modules/visual_script/visual_script_editor.cpp b/modules/visual_script/visual_script_editor.cpp index de63700c4c..b18d0fdb4b 100644 --- a/modules/visual_script/visual_script_editor.cpp +++ b/modules/visual_script/visual_script_editor.cpp @@ -2172,6 +2172,11 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da } if (String(d["type"]) == "files") { +#ifdef OSX_ENABLED + bool use_preload = Input::get_singleton()->is_key_pressed(KEY_META); +#else + bool use_preload = Input::get_singleton()->is_key_pressed(KEY_CTRL); +#endif Vector2 pos = _get_pos_in_graph(p_point); Array files = d["files"]; @@ -2187,13 +2192,22 @@ void VisualScriptEditor::drop_data_fw(const Point2 &p_point, const Variant &p_da if (!res.is_valid()) { continue; } + Ref<Script> drop_script = ResourceLoader::load(files[i]); + if (drop_script.is_valid() && drop_script->is_tool() && drop_script->get_instance_base_type() == "VisualScriptCustomNode" && !use_preload) { + Ref<VisualScriptCustomNode> vscn; + vscn.instantiate(); + vscn->set_script(drop_script); + + undo_redo->add_do_method(script.ptr(), "add_node", new_id, vscn, pos); + undo_redo->add_undo_method(script.ptr(), "remove_node", new_id); + } else { + Ref<VisualScriptPreload> prnode; + prnode.instantiate(); + prnode->set_preload(res); - Ref<VisualScriptPreload> prnode; - prnode.instantiate(); - prnode->set_preload(res); - - undo_redo->add_do_method(script.ptr(), "add_node", new_id, prnode, pos); - undo_redo->add_undo_method(script.ptr(), "remove_node", new_id); + undo_redo->add_do_method(script.ptr(), "add_node", new_id, prnode, pos); + undo_redo->add_undo_method(script.ptr(), "remove_node", new_id); + } new_ids.push_back(new_id); new_id++; pos += Vector2(20, 20); diff --git a/platform/android/java_godot_lib_jni.cpp b/platform/android/java_godot_lib_jni.cpp index 583d3342a0..ce7a49e53c 100644 --- a/platform/android/java_godot_lib_jni.cpp +++ b/platform/android/java_godot_lib_jni.cpp @@ -438,8 +438,8 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_GodotLib_calldeferred(JNIEnv * env->DeleteLocalRef(obj); }; - static_assert(VARIANT_ARG_MAX == 5, "This code needs to be updated if VARIANT_ARG_MAX != 5"); - obj->call_deferred(str_method, args[0], args[1], args[2], args[3], args[4]); + static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); + obj->call_deferred(str_method, args[0], args[1], args[2], args[3], args[4], args[5], args[6], args[7]); // something env->PopLocalFrame(nullptr); } diff --git a/scene/animation/animation_player.cpp b/scene/animation/animation_player.cpp index 5d731629ca..14ca325c25 100644 --- a/scene/animation/animation_player.cpp +++ b/scene/animation/animation_player.cpp @@ -557,6 +557,7 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float } #endif + static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); if (can_call) { if (method_call_mode == ANIMATION_METHOD_CALL_DEFERRED) { MessageQueue::get_singleton()->push_call( @@ -566,7 +567,10 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float s >= 2 ? params[1] : Variant(), s >= 3 ? params[2] : Variant(), s >= 4 ? params[3] : Variant(), - s >= 5 ? params[4] : Variant()); + s >= 5 ? params[4] : Variant(), + s >= 6 ? params[5] : Variant(), + s >= 7 ? params[6] : Variant(), + s >= 8 ? params[7] : Variant()); } else { nc->node->call( method, @@ -574,7 +578,10 @@ void AnimationPlayer::_animation_process_animation(AnimationData *p_anim, float s >= 2 ? params[1] : Variant(), s >= 3 ? params[2] : Variant(), s >= 4 ? params[3] : Variant(), - s >= 5 ? params[4] : Variant()); + s >= 5 ? params[4] : Variant(), + s >= 6 ? params[5] : Variant(), + s >= 7 ? params[6] : Variant(), + s >= 8 ? params[7] : Variant()); } } } diff --git a/scene/animation/animation_tree.cpp b/scene/animation/animation_tree.cpp index ef3a8840d0..72448fc4f7 100644 --- a/scene/animation/animation_tree.cpp +++ b/scene/animation/animation_tree.cpp @@ -985,6 +985,7 @@ void AnimationTree::_process_graph(float p_delta) { int s = params.size(); + static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); ERR_CONTINUE(s > VARIANT_ARG_MAX); if (can_call) { t->object->call_deferred( @@ -993,7 +994,10 @@ void AnimationTree::_process_graph(float p_delta) { s >= 2 ? params[1] : Variant(), s >= 3 ? params[2] : Variant(), s >= 4 ? params[3] : Variant(), - s >= 5 ? params[4] : Variant()); + s >= 5 ? params[4] : Variant(), + s >= 6 ? params[5] : Variant(), + s >= 7 ? params[6] : Variant(), + s >= 8 ? params[7] : Variant()); } } diff --git a/scene/debugger/scene_debugger.cpp b/scene/debugger/scene_debugger.cpp index 1e121ab6e5..fd5637be11 100644 --- a/scene/debugger/scene_debugger.cpp +++ b/scene/debugger/scene_debugger.cpp @@ -145,12 +145,12 @@ Error SceneDebugger::parse_message(void *p_user, const String &p_msg, const Arra live_editor->_res_set_func(p_args[0], p_args[1], p_args[2]); } else if (p_msg == "live_node_call") { - ERR_FAIL_COND_V(p_args.size() < 7, ERR_INVALID_DATA); - live_editor->_node_call_func(p_args[0], p_args[1], p_args[2], p_args[3], p_args[4], p_args[5], p_args[6]); + ERR_FAIL_COND_V(p_args.size() < 10, ERR_INVALID_DATA); + live_editor->_node_call_func(p_args[0], p_args[1], p_args[2], p_args[3], p_args[4], p_args[5], p_args[6], p_args[7], p_args[8], p_args[9]); } else if (p_msg == "live_res_call") { - ERR_FAIL_COND_V(p_args.size() < 7, ERR_INVALID_DATA); - live_editor->_res_call_func(p_args[0], p_args[1], p_args[2], p_args[3], p_args[4], p_args[5], p_args[6]); + ERR_FAIL_COND_V(p_args.size() < 10, ERR_INVALID_DATA); + live_editor->_res_call_func(p_args[0], p_args[1], p_args[2], p_args[3], p_args[4], p_args[5], p_args[6], p_args[7], p_args[8], p_args[9]); } else if (p_msg == "live_create_node") { ERR_FAIL_COND_V(p_args.size() < 3, ERR_INVALID_DATA); diff --git a/scene/gui/color_picker.cpp b/scene/gui/color_picker.cpp index eaad887032..261480bcdd 100644 --- a/scene/gui/color_picker.cpp +++ b/scene/gui/color_picker.cpp @@ -97,43 +97,49 @@ Ref<Shader> ColorPicker::circle_shader; void ColorPicker::init_shaders() { wheel_shader.instantiate(); - wheel_shader->set_code( - "shader_type canvas_item;" - "void fragment() {" - " float x = UV.x - 0.5;" - " float y = UV.y - 0.5;" - " float a = atan(y, x);" - " x += 0.001;" - " y += 0.001;" - " float b = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);" - " x -= 0.002;" - " float b2 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);" - " y -= 0.002;" - " float b3 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);" - " x += 0.002;" - " float b4 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);" - " COLOR = vec4(clamp((abs(fract(((a - TAU) / TAU) + vec3(3.0, 2.0, 1.0) / 3.0) * 6.0 - 3.0) - 1.0), 0.0, 1.0), (b + b2 + b3 + b4) / 4.00);" - "}"); + wheel_shader->set_code(R"( +shader_type canvas_item; + +void fragment() { + float x = UV.x - 0.5; + float y = UV.y - 0.5; + float a = atan(y, x); + x += 0.001; + y += 0.001; + float b = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42); + x -= 0.002; + float b2 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42); + y -= 0.002; + float b3 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42); + x += 0.002; + float b4 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42); + + COLOR = vec4(clamp((abs(fract(((a - TAU) / TAU) + vec3(3.0, 2.0, 1.0) / 3.0) * 6.0 - 3.0) - 1.0), 0.0, 1.0), (b + b2 + b3 + b4) / 4.00); +} +)"); circle_shader.instantiate(); - circle_shader->set_code( - "shader_type canvas_item;" - "uniform float v = 1.0;" - "void fragment() {" - " float x = UV.x - 0.5;" - " float y = UV.y - 0.5;" - " float a = atan(y, x);" - " x += 0.001;" - " y += 0.001;" - " float b = float(sqrt(x * x + y * y) < 0.5);" - " x -= 0.002;" - " float b2 = float(sqrt(x * x + y * y) < 0.5);" - " y -= 0.002;" - " float b3 = float(sqrt(x * x + y * y) < 0.5);" - " x += 0.002;" - " float b4 = float(sqrt(x * x + y * y) < 0.5);" - " COLOR = vec4(mix(vec3(1.0), clamp(abs(fract(vec3((a - TAU) / TAU) + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - vec3(3.0)) - vec3(1.0), 0.0, 1.0), ((float(sqrt(x * x + y * y)) * 2.0)) / 1.0) * vec3(v), (b + b2 + b3 + b4) / 4.00);" - "}"); + circle_shader->set_code(R"( +shader_type canvas_item; + +uniform float v = 1.0; + +void fragment() { + float x = UV.x - 0.5; + float y = UV.y - 0.5; + float a = atan(y, x); + x += 0.001; + y += 0.001; + float b = float(sqrt(x * x + y * y) < 0.5); + x -= 0.002; + float b2 = float(sqrt(x * x + y * y) < 0.5); + y -= 0.002; + float b3 = float(sqrt(x * x + y * y) < 0.5); + x += 0.002; + float b4 = float(sqrt(x * x + y * y) < 0.5); + + COLOR = vec4(mix(vec3(1.0), clamp(abs(fract(vec3((a - TAU) / TAU) + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - vec3(3.0)) - vec3(1.0), 0.0, 1.0), ((float(sqrt(x * x + y * y)) * 2.0)) / 1.0) * vec3(v), (b + b2 + b3 + b4) / 4.00); +})"); } void ColorPicker::finish_shaders() { diff --git a/scene/main/canvas_item.cpp b/scene/main/canvas_item.cpp index f81a3ef630..c3fd62640a 100644 --- a/scene/main/canvas_item.cpp +++ b/scene/main/canvas_item.cpp @@ -128,24 +128,21 @@ void CanvasItemMaterial::_update_shader() { if (particles_animation) { code += "uniform int particles_anim_h_frames;\n"; code += "uniform int particles_anim_v_frames;\n"; - code += "uniform bool particles_anim_loop;\n"; + code += "uniform bool particles_anim_loop;\n\n"; code += "void vertex() {\n"; - - code += "\tfloat h_frames = float(particles_anim_h_frames);\n"; - code += "\tfloat v_frames = float(particles_anim_v_frames);\n"; - - code += "\tVERTEX.xy /= vec2(h_frames, v_frames);\n"; - - code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n"; - code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"; - code += "\tif (!particles_anim_loop) {\n"; - code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n"; - code += "\t} else {\n"; - code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n"; - code += "\t}"; - code += "\tUV /= vec2(h_frames, v_frames);\n"; - code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n"; + code += " float h_frames = float(particles_anim_h_frames);\n"; + code += " float v_frames = float(particles_anim_v_frames);\n"; + code += " VERTEX.xy /= vec2(h_frames, v_frames);\n"; + code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n"; + code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"; + code += " if (!particles_anim_loop) {\n"; + code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n"; + code += " } else {\n"; + code += " particle_frame = mod(particle_frame, particle_total_frames);\n"; + code += " }"; + code += " UV /= vec2(h_frames, v_frames);\n"; + code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n"; code += "}\n"; } diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp index 2a5be0314d..cc947560a2 100644 --- a/scene/main/scene_tree.cpp +++ b/scene/main/scene_tree.cpp @@ -169,8 +169,8 @@ void SceneTree::_flush_ugc() { v[i] = E->get()[i]; } - static_assert(VARIANT_ARG_MAX == 5, "This code needs to be updated if VARIANT_ARG_MAX != 5"); - call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4]); + static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); + call_group_flags(GROUP_CALL_REALTIME, E->key().group, E->key().call, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]); unique_group_calls.erase(E); } @@ -927,8 +927,8 @@ Variant SceneTree::_call_group_flags(const Variant **p_args, int p_argcount, Cal v[i] = *p_args[i + 3]; } - static_assert(VARIANT_ARG_MAX == 5, "This code needs to be updated if VARIANT_ARG_MAX != 5"); - call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4]); + static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); + call_group_flags(flags, group, method, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]); return Variant(); } @@ -947,8 +947,8 @@ Variant SceneTree::_call_group(const Variant **p_args, int p_argcount, Callable: v[i] = *p_args[i + 2]; } - static_assert(VARIANT_ARG_MAX == 5, "This code needs to be updated if VARIANT_ARG_MAX != 5"); - call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4]); + static_assert(VARIANT_ARG_MAX == 8, "This code needs to be updated if VARIANT_ARG_MAX != 8"); + call_group_flags(0, group, method, v[0], v[1], v[2], v[3], v[4], v[5], v[6], v[7]); return Variant(); } diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index a264c2d1eb..7d49533afd 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -757,148 +757,148 @@ void BaseMaterial3D::_update_shader() { code += "void vertex() {\n"; if (flags[FLAG_SRGB_VERTEX_COLOR]) { - code += "\tif (!OUTPUT_IS_SRGB) {\n"; - code += "\t\tCOLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n"; - code += "\t}\n"; + code += " if (!OUTPUT_IS_SRGB) {\n"; + code += " COLOR.rgb = mix(pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb * (1.0 / 12.92), lessThan(COLOR.rgb, vec3(0.04045)));\n"; + code += " }\n"; } if (flags[FLAG_USE_POINT_SIZE]) { - code += "\tPOINT_SIZE=point_size;\n"; + code += " POINT_SIZE=point_size;\n"; } if (shading_mode == SHADING_MODE_PER_VERTEX) { - code += "\tROUGHNESS=roughness;\n"; + code += " ROUGHNESS=roughness;\n"; } if (!flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tUV=UV*uv1_scale.xy+uv1_offset.xy;\n"; + code += " UV=UV*uv1_scale.xy+uv1_offset.xy;\n"; } switch (billboard_mode) { case BILLBOARD_DISABLED: { } break; case BILLBOARD_ENABLED: { - code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n"; + code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { - code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; } } break; case BILLBOARD_FIXED_Y: { - code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n"; + code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { - code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } else { - code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n"; + code += " MODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n"; } } break; case BILLBOARD_PARTICLES: { //make billboard - code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n"; + code += " mat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n"; //rotate by rotation - code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += " mat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; //set modelview - code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n"; + code += " MODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n"; //handle animation - code += "\tfloat h_frames = float(particles_anim_h_frames);\n"; - code += "\tfloat v_frames = float(particles_anim_v_frames);\n"; - code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n"; - code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"; - code += "\tif (!particles_anim_loop) {\n"; - code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n"; - code += "\t} else {\n"; - code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n"; - code += "\t}"; - code += "\tUV /= vec2(h_frames, v_frames);\n"; - code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n"; + code += " float h_frames = float(particles_anim_h_frames);\n"; + code += " float v_frames = float(particles_anim_v_frames);\n"; + code += " float particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n"; + code += " float particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"; + code += " if (!particles_anim_loop) {\n"; + code += " particle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n"; + code += " } else {\n"; + code += " particle_frame = mod(particle_frame, particle_total_frames);\n"; + code += " }"; + code += " UV /= vec2(h_frames, v_frames);\n"; + code += " UV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n"; } break; case BILLBOARD_MAX: break; // Internal value, skip. } if (flags[FLAG_FIXED_SIZE]) { - code += "\tif (PROJECTION_MATRIX[3][3] != 0.0) {\n"; + code += " if (PROJECTION_MATRIX[3][3] != 0.0) {\n"; //orthogonal matrix, try to do about the same //with viewport size - code += "\t\tfloat h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n"; - code += "\t\tfloat sc = (h * 2.0); //consistent with Y-fov\n"; - code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n"; - code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n"; - code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n"; - code += "\t} else {\n"; + code += " float h = abs(1.0 / (2.0 * PROJECTION_MATRIX[1][1]));\n"; + code += " float sc = (h * 2.0); //consistent with Y-fov\n"; + code += " MODELVIEW_MATRIX[0]*=sc;\n"; + code += " MODELVIEW_MATRIX[1]*=sc;\n"; + code += " MODELVIEW_MATRIX[2]*=sc;\n"; + code += " } else {\n"; //just scale by depth - code += "\t\tfloat sc = -(MODELVIEW_MATRIX)[3].z;\n"; - code += "\t\tMODELVIEW_MATRIX[0]*=sc;\n"; - code += "\t\tMODELVIEW_MATRIX[1]*=sc;\n"; - code += "\t\tMODELVIEW_MATRIX[2]*=sc;\n"; - code += "\t}\n"; + code += " float sc = -(MODELVIEW_MATRIX)[3].z;\n"; + code += " MODELVIEW_MATRIX[0]*=sc;\n"; + code += " MODELVIEW_MATRIX[1]*=sc;\n"; + code += " MODELVIEW_MATRIX[2]*=sc;\n"; + code += " }\n"; } if (detail_uv == DETAIL_UV_2 && !flags[FLAG_UV2_USE_TRIPLANAR]) { - code += "\tUV2=UV2*uv2_scale.xy+uv2_offset.xy;\n"; + code += " UV2=UV2*uv2_scale.xy+uv2_offset.xy;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { //generate tangent and binormal in world space - code += "\tTANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n"; - code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n"; - code += "\tTANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n"; - code += "\tTANGENT = normalize(TANGENT);\n"; + code += " TANGENT = vec3(0.0,0.0,-1.0) * abs(NORMAL.x);\n"; + code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.y);\n"; + code += " TANGENT+= vec3(1.0,0.0,0.0) * abs(NORMAL.z);\n"; + code += " TANGENT = normalize(TANGENT);\n"; - code += "\tBINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n"; - code += "\tBINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n"; - code += "\tBINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n"; - code += "\tBINORMAL = normalize(BINORMAL);\n"; + code += " BINORMAL = vec3(0.0,1.0,0.0) * abs(NORMAL.x);\n"; + code += " BINORMAL+= vec3(0.0,0.0,-1.0) * abs(NORMAL.y);\n"; + code += " BINORMAL+= vec3(0.0,1.0,0.0) * abs(NORMAL.z);\n"; + code += " BINORMAL = normalize(BINORMAL);\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { if (flags[FLAG_UV1_USE_WORLD_TRIPLANAR]) { - code += "\tuv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n"; - code += "\tuv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n"; + code += " uv1_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL),vec3(uv1_blend_sharpness));\n"; + code += " uv1_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv1_scale + uv1_offset;\n"; } else { - code += "\tuv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"; - code += "\tuv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n"; + code += " uv1_power_normal=pow(abs(NORMAL),vec3(uv1_blend_sharpness));\n"; + code += " uv1_triplanar_pos = VERTEX * uv1_scale + uv1_offset;\n"; } - code += "\tuv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n"; - code += "\tuv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n"; + code += " uv1_power_normal/=dot(uv1_power_normal,vec3(1.0));\n"; + code += " uv1_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n"; } if (flags[FLAG_UV2_USE_TRIPLANAR]) { if (flags[FLAG_UV2_USE_WORLD_TRIPLANAR]) { - code += "\tuv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n"; - code += "\tuv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n"; + code += " uv2_power_normal=pow(abs(mat3(WORLD_MATRIX) * NORMAL), vec3(uv2_blend_sharpness));\n"; + code += " uv2_triplanar_pos = (WORLD_MATRIX * vec4(VERTEX, 1.0f)).xyz * uv2_scale + uv2_offset;\n"; } else { - code += "\tuv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"; - code += "\tuv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n"; + code += " uv2_power_normal=pow(abs(NORMAL), vec3(uv2_blend_sharpness));\n"; + code += " uv2_triplanar_pos = VERTEX * uv2_scale + uv2_offset;\n"; } - code += "\tuv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n"; - code += "\tuv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n"; + code += " uv2_power_normal/=dot(uv2_power_normal,vec3(1.0));\n"; + code += " uv2_triplanar_pos *= vec3(1.0,-1.0, 1.0);\n"; } if (grow_enabled) { - code += "\tVERTEX+=NORMAL*grow;\n"; + code += " VERTEX+=NORMAL*grow;\n"; } code += "}\n"; code += "\n\n"; if (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR]) { code += "vec4 triplanar_texture(sampler2D p_sampler,vec3 p_weights,vec3 p_triplanar_pos) {\n"; - code += "\tvec4 samp=vec4(0.0);\n"; - code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n"; - code += "\tsamp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n"; - code += "\tsamp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n"; - code += "\treturn samp;\n"; + code += " vec4 samp=vec4(0.0);\n"; + code += " samp+= texture(p_sampler,p_triplanar_pos.xy) * p_weights.z;\n"; + code += " samp+= texture(p_sampler,p_triplanar_pos.xz) * p_weights.y;\n"; + code += " samp+= texture(p_sampler,p_triplanar_pos.zy * vec2(-1.0,1.0)) * p_weights.x;\n"; + code += " return samp;\n"; code += "}\n"; } code += "\n\n"; code += "void fragment() {\n"; if (!flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec2 base_uv = UV;\n"; + code += " vec2 base_uv = UV;\n"; } if ((features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) || (features[FEATURE_AMBIENT_OCCLUSION] && flags[FLAG_AO_ON_UV2]) || (features[FEATURE_EMISSION] && flags[FLAG_EMISSION_ON_UV2])) { - code += "\tvec2 base_uv2 = UV2;\n"; + code += " vec2 base_uv2 = UV2;\n"; } if (features[FEATURE_HEIGHT_MAPPING] && flags[FLAG_UV1_USE_TRIPLANAR]) { @@ -916,317 +916,317 @@ void BaseMaterial3D::_update_shader() { } if (!RenderingServer::get_singleton()->is_low_end() && features[FEATURE_HEIGHT_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //heightmap not supported with triplanar - code += "\t{\n"; - code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-) + code += " {\n"; + code += " vec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*heightmap_flip.x,-BINORMAL*heightmap_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-) if (deep_parallax) { - code += "\t\tfloat num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n"; - code += "\t\tfloat layer_depth = 1.0 / num_layers;\n"; - code += "\t\tfloat current_layer_depth = 0.0;\n"; - code += "\t\tvec2 P = view_dir.xy * heightmap_scale;\n"; - code += "\t\tvec2 delta = P / num_layers;\n"; - code += "\t\tvec2 ofs = base_uv;\n"; + code += " float num_layers = mix(float(heightmap_max_layers),float(heightmap_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n"; + code += " float layer_depth = 1.0 / num_layers;\n"; + code += " float current_layer_depth = 0.0;\n"; + code += " vec2 P = view_dir.xy * heightmap_scale;\n"; + code += " vec2 delta = P / num_layers;\n"; + code += " vec2 ofs = base_uv;\n"; if (flags[FLAG_INVERT_HEIGHTMAP]) { - code += "\t\tfloat depth = texture(texture_heightmap, ofs).r;\n"; + code += " float depth = texture(texture_heightmap, ofs).r;\n"; } else { - code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, ofs).r;\n"; + code += " float depth = 1.0 - texture(texture_heightmap, ofs).r;\n"; } - code += "\t\tfloat current_depth = 0.0;\n"; - code += "\t\twhile(current_depth < depth) {\n"; - code += "\t\t\tofs -= delta;\n"; + code += " float current_depth = 0.0;\n"; + code += " while(current_depth < depth) {\n"; + code += " ofs -= delta;\n"; if (flags[FLAG_INVERT_HEIGHTMAP]) { - code += "\t\t\tdepth = texture(texture_heightmap, ofs).r;\n"; + code += " depth = texture(texture_heightmap, ofs).r;\n"; } else { - code += "\t\t\tdepth = 1.0 - texture(texture_heightmap, ofs).r;\n"; + code += " depth = 1.0 - texture(texture_heightmap, ofs).r;\n"; } - code += "\t\t\tcurrent_depth += layer_depth;\n"; - code += "\t\t}\n"; - code += "\t\tvec2 prev_ofs = ofs + delta;\n"; - code += "\t\tfloat after_depth = depth - current_depth;\n"; + code += " current_depth += layer_depth;\n"; + code += " }\n"; + code += " vec2 prev_ofs = ofs + delta;\n"; + code += " float after_depth = depth - current_depth;\n"; if (flags[FLAG_INVERT_HEIGHTMAP]) { - code += "\t\tfloat before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n"; + code += " float before_depth = texture(texture_heightmap, prev_ofs).r - current_depth + layer_depth;\n"; } else { - code += "\t\tfloat before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n"; + code += " float before_depth = ( 1.0 - texture(texture_heightmap, prev_ofs).r ) - current_depth + layer_depth;\n"; } - code += "\t\tfloat weight = after_depth / (after_depth - before_depth);\n"; - code += "\t\tofs = mix(ofs,prev_ofs,weight);\n"; + code += " float weight = after_depth / (after_depth - before_depth);\n"; + code += " ofs = mix(ofs,prev_ofs,weight);\n"; } else { if (flags[FLAG_INVERT_HEIGHTMAP]) { - code += "\t\tfloat depth = texture(texture_heightmap, base_uv).r;\n"; + code += " float depth = texture(texture_heightmap, base_uv).r;\n"; } else { - code += "\t\tfloat depth = 1.0 - texture(texture_heightmap, base_uv).r;\n"; + code += " float depth = 1.0 - texture(texture_heightmap, base_uv).r;\n"; } - code += "\t\tvec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale);\n"; + code += " vec2 ofs = base_uv - view_dir.xy / view_dir.z * (depth * heightmap_scale);\n"; } - code += "\t\tbase_uv=ofs;\n"; + code += " base_uv=ofs;\n"; if (features[FEATURE_DETAIL] && detail_uv == DETAIL_UV_2) { - code += "\t\tbase_uv2-=ofs;\n"; + code += " base_uv2-=ofs;\n"; } - code += "\t}\n"; + code += " }\n"; } if (flags[FLAG_USE_POINT_SIZE]) { - code += "\tvec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n"; + code += " vec4 albedo_tex = texture(texture_albedo,POINT_COORD);\n"; } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n"; + code += " vec4 albedo_tex = triplanar_texture(texture_albedo,uv1_power_normal,uv1_triplanar_pos);\n"; } else { - code += "\tvec4 albedo_tex = texture(texture_albedo,base_uv);\n"; + code += " vec4 albedo_tex = texture(texture_albedo,base_uv);\n"; } } if (flags[FLAG_ALBEDO_TEXTURE_FORCE_SRGB]) { - code += "\talbedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n"; + code += " albedo_tex.rgb = mix(pow((albedo_tex.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)),vec3(2.4)),albedo_tex.rgb.rgb * (1.0 / 12.92),lessThan(albedo_tex.rgb,vec3(0.04045)));\n"; } if (flags[FLAG_ALBEDO_FROM_VERTEX_COLOR]) { - code += "\talbedo_tex *= COLOR;\n"; + code += " albedo_tex *= COLOR;\n"; } - code += "\tALBEDO = albedo.rgb * albedo_tex.rgb;\n"; + code += " ALBEDO = albedo.rgb * albedo_tex.rgb;\n"; if (!orm) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tfloat metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n"; + code += " float metallic_tex = dot(triplanar_texture(texture_metallic,uv1_power_normal,uv1_triplanar_pos),metallic_texture_channel);\n"; } else { - code += "\tfloat metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n"; + code += " float metallic_tex = dot(texture(texture_metallic,base_uv),metallic_texture_channel);\n"; } - code += "\tMETALLIC = metallic_tex * metallic;\n"; + code += " METALLIC = metallic_tex * metallic;\n"; switch (roughness_texture_channel) { case TEXTURE_CHANNEL_RED: { - code += "\tvec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n"; + code += " vec4 roughness_texture_channel = vec4(1.0,0.0,0.0,0.0);\n"; } break; case TEXTURE_CHANNEL_GREEN: { - code += "\tvec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n"; + code += " vec4 roughness_texture_channel = vec4(0.0,1.0,0.0,0.0);\n"; } break; case TEXTURE_CHANNEL_BLUE: { - code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n"; + code += " vec4 roughness_texture_channel = vec4(0.0,0.0,1.0,0.0);\n"; } break; case TEXTURE_CHANNEL_ALPHA: { - code += "\tvec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n"; + code += " vec4 roughness_texture_channel = vec4(0.0,0.0,0.0,1.0);\n"; } break; case TEXTURE_CHANNEL_GRAYSCALE: { - code += "\tvec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n"; + code += " vec4 roughness_texture_channel = vec4(0.333333,0.333333,0.333333,0.0);\n"; } break; case TEXTURE_CHANNEL_MAX: break; // Internal value, skip. } if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tfloat roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n"; + code += " float roughness_tex = dot(triplanar_texture(texture_roughness,uv1_power_normal,uv1_triplanar_pos),roughness_texture_channel);\n"; } else { - code += "\tfloat roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n"; + code += " float roughness_tex = dot(texture(texture_roughness,base_uv),roughness_texture_channel);\n"; } - code += "\tROUGHNESS = roughness_tex * roughness;\n"; - code += "\tSPECULAR = specular;\n"; + code += " ROUGHNESS = roughness_tex * roughness;\n"; + code += " SPECULAR = specular;\n"; } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n"; + code += " vec4 orm_tex = triplanar_texture(texture_orm,uv1_power_normal,uv1_triplanar_pos);\n"; } else { - code += "\tvec4 orm_tex = texture(texture_orm,base_uv);\n"; + code += " vec4 orm_tex = texture(texture_orm,base_uv);\n"; } - code += "\tROUGHNESS = orm_tex.g;\n"; - code += "\tMETALLIC = orm_tex.b;\n"; + code += " ROUGHNESS = orm_tex.g;\n"; + code += " METALLIC = orm_tex.b;\n"; } if (features[FEATURE_NORMAL_MAPPING]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tNORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; + code += " NORMAL_MAP = triplanar_texture(texture_normal,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; } else { - code += "\tNORMAL_MAP = texture(texture_normal,base_uv).rgb;\n"; + code += " NORMAL_MAP = texture(texture_normal,base_uv).rgb;\n"; } - code += "\tNORMAL_MAP_DEPTH = normal_scale;\n"; + code += " NORMAL_MAP_DEPTH = normal_scale;\n"; } if (features[FEATURE_EMISSION]) { if (flags[FLAG_EMISSION_ON_UV2]) { if (flags[FLAG_UV2_USE_TRIPLANAR]) { - code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n"; + code += " vec3 emission_tex = triplanar_texture(texture_emission,uv2_power_normal,uv2_triplanar_pos).rgb;\n"; } else { - code += "\tvec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n"; + code += " vec3 emission_tex = texture(texture_emission,base_uv2).rgb;\n"; } } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; + code += " vec3 emission_tex = triplanar_texture(texture_emission,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; } else { - code += "\tvec3 emission_tex = texture(texture_emission,base_uv).rgb;\n"; + code += " vec3 emission_tex = texture(texture_emission,base_uv).rgb;\n"; } } if (emission_op == EMISSION_OP_ADD) { - code += "\tEMISSION = (emission.rgb+emission_tex)*emission_energy;\n"; + code += " EMISSION = (emission.rgb+emission_tex)*emission_energy;\n"; } else { - code += "\tEMISSION = (emission.rgb*emission_tex)*emission_energy;\n"; + code += " EMISSION = (emission.rgb*emission_tex)*emission_energy;\n"; } } if (features[FEATURE_REFRACTION]) { if (features[FEATURE_NORMAL_MAPPING]) { - code += "\tvec3 unpacked_normal = NORMAL_MAP;\n"; - code += "\tunpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n"; - code += "\tunpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n"; - code += "\tvec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n"; + code += " vec3 unpacked_normal = NORMAL_MAP;\n"; + code += " unpacked_normal.xy = unpacked_normal.xy * 2.0 - 1.0;\n"; + code += " unpacked_normal.z = sqrt(max(0.0, 1.0 - dot(unpacked_normal.xy, unpacked_normal.xy)));\n"; + code += " vec3 ref_normal = normalize( mix(NORMAL,TANGENT * unpacked_normal.x + BINORMAL * unpacked_normal.y + NORMAL * unpacked_normal.z,NORMAL_MAP_DEPTH) );\n"; } else { - code += "\tvec3 ref_normal = NORMAL;\n"; + code += " vec3 ref_normal = NORMAL;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n"; + code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(triplanar_texture(texture_refraction,uv1_power_normal,uv1_triplanar_pos),refraction_texture_channel) * refraction;\n"; } else { - code += "\tvec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n"; + code += " vec2 ref_ofs = SCREEN_UV - ref_normal.xy * dot(texture(texture_refraction,base_uv),refraction_texture_channel) * refraction;\n"; } - code += "\tfloat ref_amount = 1.0 - albedo.a * albedo_tex.a;\n"; - code += "\tEMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n"; - code += "\tALBEDO *= 1.0 - ref_amount;\n"; - code += "\tALPHA = 1.0;\n"; + code += " float ref_amount = 1.0 - albedo.a * albedo_tex.a;\n"; + code += " EMISSION += textureLod(SCREEN_TEXTURE,ref_ofs,ROUGHNESS * 8.0).rgb * ref_amount;\n"; + code += " ALBEDO *= 1.0 - ref_amount;\n"; + code += " ALPHA = 1.0;\n"; } else if (transparency != TRANSPARENCY_DISABLED || flags[FLAG_USE_SHADOW_TO_OPACITY] || (distance_fade == DISTANCE_FADE_PIXEL_ALPHA) || proximity_fade_enabled) { - code += "\tALPHA = albedo.a * albedo_tex.a;\n"; + code += " ALPHA = albedo.a * albedo_tex.a;\n"; } if (transparency == TRANSPARENCY_ALPHA_HASH) { - code += "\tALPHA_HASH_SCALE = alpha_hash_scale;\n"; + code += " ALPHA_HASH_SCALE = alpha_hash_scale;\n"; } else if (transparency == TRANSPARENCY_ALPHA_SCISSOR) { - code += "\tALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n"; + code += " ALPHA_SCISSOR_THRESHOLD = alpha_scissor_threshold;\n"; } if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF && (transparency == TRANSPARENCY_ALPHA_HASH || transparency == TRANSPARENCY_ALPHA_SCISSOR)) { - code += "\tALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n"; - code += "\tALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n"; + code += " ALPHA_ANTIALIASING_EDGE = alpha_antialiasing_edge;\n"; + code += " ALPHA_TEXTURE_COORDINATE = UV * vec2(albedo_texture_size);\n"; } if (proximity_fade_enabled) { - code += "\tfloat depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n"; - code += "\tvec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n"; - code += "\tworld_pos.xyz/=world_pos.w;\n"; - code += "\tALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n"; + code += " float depth_tex = textureLod(DEPTH_TEXTURE,SCREEN_UV,0.0).r;\n"; + code += " vec4 world_pos = INV_PROJECTION_MATRIX * vec4(SCREEN_UV*2.0-1.0,depth_tex*2.0-1.0,1.0);\n"; + code += " world_pos.xyz/=world_pos.w;\n"; + code += " ALPHA*=clamp(1.0-smoothstep(world_pos.z+proximity_fade_distance,world_pos.z,VERTEX.z),0.0,1.0);\n"; } if (distance_fade != DISTANCE_FADE_DISABLED) { if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { if (!RenderingServer::get_singleton()->is_low_end()) { - code += "\t{\n"; + code += " {\n"; if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { - code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; + code += " float fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; } else { - code += "\t\tfloat fade_distance=-VERTEX.z;\n"; + code += " float fade_distance=-VERTEX.z;\n"; } - code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n"; - code += "\t\tint x = int(FRAGCOORD.x) % 4;\n"; - code += "\t\tint y = int(FRAGCOORD.y) % 4;\n"; - code += "\t\tint index = x + y * 4;\n"; - code += "\t\tfloat limit = 0.0;\n\n"; - code += "\t\tif (x < 8) {\n"; - code += "\t\t\tif (index == 0) limit = 0.0625;\n"; - code += "\t\t\tif (index == 1) limit = 0.5625;\n"; - code += "\t\t\tif (index == 2) limit = 0.1875;\n"; - code += "\t\t\tif (index == 3) limit = 0.6875;\n"; - code += "\t\t\tif (index == 4) limit = 0.8125;\n"; - code += "\t\t\tif (index == 5) limit = 0.3125;\n"; - code += "\t\t\tif (index == 6) limit = 0.9375;\n"; - code += "\t\t\tif (index == 7) limit = 0.4375;\n"; - code += "\t\t\tif (index == 8) limit = 0.25;\n"; - code += "\t\t\tif (index == 9) limit = 0.75;\n"; - code += "\t\t\tif (index == 10) limit = 0.125;\n"; - code += "\t\t\tif (index == 11) limit = 0.625;\n"; - code += "\t\t\tif (index == 12) limit = 1.0;\n"; - code += "\t\t\tif (index == 13) limit = 0.5;\n"; - code += "\t\t\tif (index == 14) limit = 0.875;\n"; - code += "\t\t\tif (index == 15) limit = 0.375;\n"; - code += "\t\t}\n\n"; - code += "\tif (fade < limit)\n"; - code += "\t\tdiscard;\n"; - code += "\t}\n\n"; + code += " float fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n"; + code += " int x = int(FRAGCOORD.x) % 4;\n"; + code += " int y = int(FRAGCOORD.y) % 4;\n"; + code += " int index = x + y * 4;\n"; + code += " float limit = 0.0;\n\n"; + code += " if (x < 8) {\n"; + code += " if (index == 0) limit = 0.0625;\n"; + code += " if (index == 1) limit = 0.5625;\n"; + code += " if (index == 2) limit = 0.1875;\n"; + code += " if (index == 3) limit = 0.6875;\n"; + code += " if (index == 4) limit = 0.8125;\n"; + code += " if (index == 5) limit = 0.3125;\n"; + code += " if (index == 6) limit = 0.9375;\n"; + code += " if (index == 7) limit = 0.4375;\n"; + code += " if (index == 8) limit = 0.25;\n"; + code += " if (index == 9) limit = 0.75;\n"; + code += " if (index == 10) limit = 0.125;\n"; + code += " if (index == 11) limit = 0.625;\n"; + code += " if (index == 12) limit = 1.0;\n"; + code += " if (index == 13) limit = 0.5;\n"; + code += " if (index == 14) limit = 0.875;\n"; + code += " if (index == 15) limit = 0.375;\n"; + code += " }\n\n"; + code += " if (fade < limit)\n"; + code += " discard;\n"; + code += " }\n\n"; } } else { - code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n"; + code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n"; } } if (features[FEATURE_RIM]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n"; + code += " vec2 rim_tex = triplanar_texture(texture_rim,uv1_power_normal,uv1_triplanar_pos).xy;\n"; } else { - code += "\tvec2 rim_tex = texture(texture_rim,base_uv).xy;\n"; + code += " vec2 rim_tex = texture(texture_rim,base_uv).xy;\n"; } - code += "\tRIM = rim*rim_tex.x;"; - code += "\tRIM_TINT = rim_tint*rim_tex.y;\n"; + code += " RIM = rim*rim_tex.x;"; + code += " RIM_TINT = rim_tint*rim_tex.y;\n"; } if (features[FEATURE_CLEARCOAT]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n"; + code += " vec2 clearcoat_tex = triplanar_texture(texture_clearcoat,uv1_power_normal,uv1_triplanar_pos).xy;\n"; } else { - code += "\tvec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n"; + code += " vec2 clearcoat_tex = texture(texture_clearcoat,base_uv).xy;\n"; } - code += "\tCLEARCOAT = clearcoat*clearcoat_tex.x;"; - code += "\tCLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n"; + code += " CLEARCOAT = clearcoat*clearcoat_tex.x;"; + code += " CLEARCOAT_GLOSS = clearcoat_gloss*clearcoat_tex.y;\n"; } if (features[FEATURE_ANISOTROPY]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n"; + code += " vec3 anisotropy_tex = triplanar_texture(texture_flowmap,uv1_power_normal,uv1_triplanar_pos).rga;\n"; } else { - code += "\tvec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n"; + code += " vec3 anisotropy_tex = texture(texture_flowmap,base_uv).rga;\n"; } - code += "\tANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n"; - code += "\tANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n"; + code += " ANISOTROPY = anisotropy_ratio*anisotropy_tex.b;\n"; + code += " ANISOTROPY_FLOW = anisotropy_tex.rg*2.0-1.0;\n"; } if (features[FEATURE_AMBIENT_OCCLUSION]) { if (!orm) { if (flags[FLAG_AO_ON_UV2]) { if (flags[FLAG_UV2_USE_TRIPLANAR]) { - code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n"; + code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv2_power_normal,uv2_triplanar_pos),ao_texture_channel);\n"; } else { - code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n"; + code += " AO = dot(texture(texture_ambient_occlusion,base_uv2),ao_texture_channel);\n"; } } else { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tAO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n"; + code += " AO = dot(triplanar_texture(texture_ambient_occlusion,uv1_power_normal,uv1_triplanar_pos),ao_texture_channel);\n"; } else { - code += "\tAO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n"; + code += " AO = dot(texture(texture_ambient_occlusion,base_uv),ao_texture_channel);\n"; } } } else { - code += "\tAO = orm_tex.r;\n"; + code += " AO = orm_tex.r;\n"; } - code += "\tAO_LIGHT_AFFECT = ao_light_affect;\n"; + code += " AO_LIGHT_AFFECT = ao_light_affect;\n"; } if (features[FEATURE_SUBSURFACE_SCATTERING]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tfloat sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n"; + code += " float sss_tex = triplanar_texture(texture_subsurface_scattering,uv1_power_normal,uv1_triplanar_pos).r;\n"; } else { - code += "\tfloat sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n"; + code += " float sss_tex = texture(texture_subsurface_scattering,base_uv).r;\n"; } - code += "\tSSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n"; + code += " SSS_STRENGTH=subsurface_scattering_strength*sss_tex;\n"; } if (features[FEATURE_SUBSURFACE_TRANSMITTANCE]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n"; + code += " vec4 trans_color_tex = triplanar_texture(texture_subsurface_transmittance,uv1_power_normal,uv1_triplanar_pos);\n"; } else { - code += "\tvec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n"; + code += " vec4 trans_color_tex = texture(texture_subsurface_transmittance,base_uv);\n"; } - code += "\tSSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n"; + code += " SSS_TRANSMITTANCE_COLOR=transmittance_color*trans_color_tex;\n"; - code += "\tSSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n"; - code += "\tSSS_TRANSMITTANCE_BOOST=transmittance_boost;\n"; + code += " SSS_TRANSMITTANCE_DEPTH=transmittance_depth;\n"; + code += " SSS_TRANSMITTANCE_BOOST=transmittance_boost;\n"; } if (features[FEATURE_BACKLIGHT]) { if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; + code += " vec3 backlight_tex = triplanar_texture(texture_backlight,uv1_power_normal,uv1_triplanar_pos).rgb;\n"; } else { - code += "\tvec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n"; + code += " vec3 backlight_tex = texture(texture_backlight,base_uv).rgb;\n"; } - code += "\tBACKLIGHT = (backlight.rgb+backlight_tex);\n"; + code += " BACKLIGHT = (backlight.rgb+backlight_tex);\n"; } if (features[FEATURE_DETAIL]) { @@ -1234,41 +1234,41 @@ void BaseMaterial3D::_update_shader() { if (triplanar) { String tp_uv = detail_uv == DETAIL_UV_1 ? "uv1" : "uv2"; - code += "\tvec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n"; - code += "\tvec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n"; + code += " vec4 detail_tex = triplanar_texture(texture_detail_albedo," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n"; + code += " vec4 detail_norm_tex = triplanar_texture(texture_detail_normal," + tp_uv + "_power_normal," + tp_uv + "_triplanar_pos);\n"; } else { String det_uv = detail_uv == DETAIL_UV_1 ? "base_uv" : "base_uv2"; - code += "\tvec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n"; - code += "\tvec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n"; + code += " vec4 detail_tex = texture(texture_detail_albedo," + det_uv + ");\n"; + code += " vec4 detail_norm_tex = texture(texture_detail_normal," + det_uv + ");\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { - code += "\tvec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n"; + code += " vec4 detail_mask_tex = triplanar_texture(texture_detail_mask,uv1_power_normal,uv1_triplanar_pos);\n"; } else { - code += "\tvec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n"; + code += " vec4 detail_mask_tex = texture(texture_detail_mask,base_uv);\n"; } switch (detail_blend_mode) { case BLEND_MODE_MIX: { - code += "\tvec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n"; + code += " vec3 detail = mix(ALBEDO.rgb,detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_ADD: { - code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n"; + code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb+detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_SUB: { - code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n"; + code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb-detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_MUL: { - code += "\tvec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n"; + code += " vec3 detail = mix(ALBEDO.rgb,ALBEDO.rgb*detail_tex.rgb,detail_tex.a);\n"; } break; case BLEND_MODE_MAX: break; // Internal value, skip. } - code += "\tvec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n"; - code += "\tNORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n"; - code += "\tALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n"; + code += " vec3 detail_norm = mix(NORMAL_MAP,detail_norm_tex.rgb,detail_tex.a);\n"; + code += " NORMAL_MAP = mix(NORMAL_MAP,detail_norm,detail_mask_tex.r);\n"; + code += " ALBEDO.rgb = mix(ALBEDO.rgb,detail,detail_mask_tex.r);\n"; } code += "}\n"; diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp index 89b3336118..b34d3feb47 100644 --- a/scene/resources/sky_material.cpp +++ b/scene/resources/sky_material.cpp @@ -181,68 +181,75 @@ void ProceduralSkyMaterial::_bind_methods() { } ProceduralSkyMaterial::ProceduralSkyMaterial() { - String code = "shader_type sky;\n\n"; - - code += "uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0);\n"; - code += "uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0);\n"; - code += "uniform float sky_curve : hint_range(0, 1) = 0.09;\n"; - code += "uniform float sky_energy = 1.0;\n\n"; - code += "uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0);\n"; - code += "uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0);\n"; - code += "uniform float ground_curve : hint_range(0, 1) = 0.02;\n"; - code += "uniform float ground_energy = 1.0;\n\n"; - code += "uniform float sun_angle_max = 1.74;\n"; - code += "uniform float sun_curve : hint_range(0, 1) = 0.05;\n\n"; - code += "void sky() {\n"; - code += "\tfloat v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0));\n"; - code += "\tfloat c = (1.0 - v_angle / (PI * 0.5));\n"; - code += "\tvec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0));\n"; - code += "\tsky *= sky_energy;\n"; - code += "\tif (LIGHT0_ENABLED) {\n"; - code += "\t\tfloat sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR));\n"; - code += "\t\tif (sun_angle < LIGHT0_SIZE) {\n"; - code += "\t\t\tsky = LIGHT0_COLOR * LIGHT0_ENERGY;\n"; - code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; - code += "\t\t\tfloat c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE);\n"; - code += "\t\t\tsky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; - code += "\t\t}\n"; - code += "\t}\n"; - code += "\tif (LIGHT1_ENABLED) {\n"; - code += "\t\tfloat sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR));\n"; - code += "\t\tif (sun_angle < LIGHT1_SIZE) {\n"; - code += "\t\t\tsky = LIGHT1_COLOR * LIGHT1_ENERGY;\n"; - code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; - code += "\t\t\tfloat c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE);\n"; - code += "\t\t\tsky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; - code += "\t\t}\n"; - code += "\t}\n"; - code += "\tif (LIGHT2_ENABLED) {\n"; - code += "\t\tfloat sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR));\n"; - code += "\t\tif (sun_angle < LIGHT2_SIZE) {\n"; - code += "\t\t\tsky = LIGHT2_COLOR * LIGHT2_ENERGY;\n"; - code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; - code += "\t\t\tfloat c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE);\n"; - code += "\t\t\tsky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; - code += "\t\t}\n"; - code += "\t}\n"; - code += "\tif (LIGHT3_ENABLED) {\n"; - code += "\t\tfloat sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR));\n"; - code += "\t\tif (sun_angle < LIGHT3_SIZE) {\n"; - code += "\t\t\tsky = LIGHT3_COLOR * LIGHT3_ENERGY;\n"; - code += "\t\t} else if (sun_angle < sun_angle_max) {\n"; - code += "\t\t\tfloat c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE);\n"; - code += "\t\t\tsky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0));\n"; - code += "\t\t}\n"; - code += "\t}\n"; - code += "\tc = (v_angle - (PI * 0.5)) / (PI * 0.5);\n"; - code += "\tvec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0));\n"; - code += "\tground *= ground_energy;\n"; - code += "\tCOLOR = mix(ground, sky, step(0.0, EYEDIR.y));\n"; - code += "}\n"; - shader = RS::get_singleton()->shader_create(); - RS::get_singleton()->shader_set_code(shader, code); + RS::get_singleton()->shader_set_code(shader, R"( +shader_type sky; + +uniform vec4 sky_top_color : hint_color = vec4(0.35, 0.46, 0.71, 1.0); +uniform vec4 sky_horizon_color : hint_color = vec4(0.55, 0.69, 0.81, 1.0); +uniform float sky_curve : hint_range(0, 1) = 0.09; +uniform float sky_energy = 1.0; +uniform vec4 ground_bottom_color : hint_color = vec4(0.12, 0.12, 0.13, 1.0); +uniform vec4 ground_horizon_color : hint_color = vec4(0.37, 0.33, 0.31, 1.0); +uniform float ground_curve : hint_range(0, 1) = 0.02; +uniform float ground_energy = 1.0; +uniform float sun_angle_max = 1.74; +uniform float sun_curve : hint_range(0, 1) = 0.05; + +void sky() { + float v_angle = acos(clamp(EYEDIR.y, -1.0, 1.0)); + float c = (1.0 - v_angle / (PI * 0.5)); + vec3 sky = mix(sky_horizon_color.rgb, sky_top_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / sky_curve), 0.0, 1.0)); + sky *= sky_energy; + + if (LIGHT0_ENABLED) { + float sun_angle = acos(dot(LIGHT0_DIRECTION, EYEDIR)); + if (sun_angle < LIGHT0_SIZE) { + sky = LIGHT0_COLOR * LIGHT0_ENERGY; + } else if (sun_angle < sun_angle_max) { + float c2 = (sun_angle - LIGHT0_SIZE) / (sun_angle_max - LIGHT0_SIZE); + sky = mix(LIGHT0_COLOR * LIGHT0_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); + } + } + + if (LIGHT1_ENABLED) { + float sun_angle = acos(dot(LIGHT1_DIRECTION, EYEDIR)); + if (sun_angle < LIGHT1_SIZE) { + sky = LIGHT1_COLOR * LIGHT1_ENERGY; + } else if (sun_angle < sun_angle_max) { + float c2 = (sun_angle - LIGHT1_SIZE) / (sun_angle_max - LIGHT1_SIZE); + sky = mix(LIGHT1_COLOR * LIGHT1_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); + } + } + + if (LIGHT2_ENABLED) { + float sun_angle = acos(dot(LIGHT2_DIRECTION, EYEDIR)); + if (sun_angle < LIGHT2_SIZE) { + sky = LIGHT2_COLOR * LIGHT2_ENERGY; + } else if (sun_angle < sun_angle_max) { + float c2 = (sun_angle - LIGHT2_SIZE) / (sun_angle_max - LIGHT2_SIZE); + sky = mix(LIGHT2_COLOR * LIGHT2_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); + } + } + + if (LIGHT3_ENABLED) { + float sun_angle = acos(dot(LIGHT3_DIRECTION, EYEDIR)); + if (sun_angle < LIGHT3_SIZE) { + sky = LIGHT3_COLOR * LIGHT3_ENERGY; + } else if (sun_angle < sun_angle_max) { + float c2 = (sun_angle - LIGHT3_SIZE) / (sun_angle_max - LIGHT3_SIZE); + sky = mix(LIGHT3_COLOR * LIGHT3_ENERGY, sky, clamp(1.0 - pow(1.0 - c2, 1.0 / sun_curve), 0.0, 1.0)); + } + } + + c = (v_angle - (PI * 0.5)) / (PI * 0.5); + vec3 ground = mix(ground_horizon_color.rgb, ground_bottom_color.rgb, clamp(1.0 - pow(1.0 - c, 1.0 / ground_curve), 0.0, 1.0)); + ground *= ground_energy; + + COLOR = mix(ground, sky, step(0.0, EYEDIR.y)); +} +)"); RS::get_singleton()->material_set_shader(_get_material(), shader); @@ -298,16 +305,17 @@ void PanoramaSkyMaterial::_bind_methods() { } PanoramaSkyMaterial::PanoramaSkyMaterial() { - String code = "shader_type sky;\n\n"; + shader = RS::get_singleton()->shader_create(); - code += "uniform sampler2D source_panorama : filter_linear;\n"; - code += "void sky() {\n"; - code += "\tCOLOR = texture(source_panorama, SKY_COORDS).rgb;\n"; - code += "}"; + RS::get_singleton()->shader_set_code(shader, R"( +shader_type sky; - shader = RS::get_singleton()->shader_create(); +uniform sampler2D source_panorama : filter_linear; - RS::get_singleton()->shader_set_code(shader, code); +void sky() { + COLOR = texture(source_panorama, SKY_COORDS).rgb; +} +)"); RS::get_singleton()->material_set_shader(_get_material(), shader); } @@ -484,102 +492,102 @@ void PhysicalSkyMaterial::_bind_methods() { } PhysicalSkyMaterial::PhysicalSkyMaterial() { - String code = "shader_type sky;\n\n"; - - code += "uniform float rayleigh : hint_range(0, 64) = 2.0;\n"; - code += "uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0);\n"; - code += "uniform float mie : hint_range(0, 1) = 0.005;\n"; - code += "uniform float mie_eccentricity : hint_range(-1, 1) = 0.8;\n"; - code += "uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0);\n\n"; - - code += "uniform float turbidity : hint_range(0, 1000) = 10.0;\n"; - code += "uniform float sun_disk_scale : hint_range(0, 360) = 1.0;\n"; - code += "uniform vec4 ground_color : hint_color = vec4(1.0);\n"; - code += "uniform float exposure : hint_range(0, 128) = 0.1;\n"; - code += "uniform float dither_strength : hint_range(0, 10) = 1.0;\n\n"; - - code += "uniform sampler2D night_sky : hint_black;"; - - code += "const vec3 UP = vec3( 0.0, 1.0, 0.0 );\n\n"; - - code += "// Sun constants\n"; - code += "const float SUN_ENERGY = 1000.0;\n\n"; - - code += "// optical length at zenith for molecules\n"; - code += "const float rayleigh_zenith_size = 8.4e3;\n"; - code += "const float mie_zenith_size = 1.25e3;\n\n"; - - code += "float henyey_greenstein(float cos_theta, float g) {\n"; - code += "\tconst float k = 0.0795774715459;\n"; - code += "\treturn k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5));\n"; - code += "}\n\n"; - - code += "// From: https://www.shadertoy.com/view/4sfGzS credit to iq\n"; - code += "float hash(vec3 p) {\n"; - code += "\tp = fract( p * 0.3183099 + 0.1 );\n"; - code += "\tp *= 17.0;\n"; - code += "\treturn fract(p.x * p.y * p.z * (p.x + p.y + p.z));\n"; - code += "}\n\n"; - - code += "void sky() {\n"; - code += "\tif (LIGHT0_ENABLED) {\n"; - code += "\t\tfloat zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 );\n"; - code += "\t\tfloat sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY;\n"; - code += "\t\tfloat sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0);\n\n"; - - code += "\t\t// rayleigh coefficients\n"; - code += "\t\tfloat rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) );\n"; - code += "\t\tvec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001;\n"; - code += "\t\t// mie coefficients from Preetham\n"; - code += "\t\tvec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434;\n\n"; - - code += "\t\t// optical length\n"; - code += "\t\tfloat zenith = acos(max(0.0, dot(UP, EYEDIR)));\n"; - code += "\t\tfloat optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253));\n"; - code += "\t\tfloat rayleigh_scatter = rayleigh_zenith_size * optical_mass;\n"; - code += "\t\tfloat mie_scatter = mie_zenith_size * optical_mass;\n\n"; - - code += "\t\t// light extinction based on thickness of atmosphere\n"; - code += "\t\tvec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter));\n\n"; - - code += "\t\t// in scattering\n"; - code += "\t\tfloat cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION));\n\n"; - - code += "\t\tfloat rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0));\n"; - code += "\t\tvec3 betaRTheta = rayleigh_beta * rayleigh_phase;\n\n"; - - code += "\t\tfloat mie_phase = henyey_greenstein(cos_theta, mie_eccentricity);\n"; - code += "\t\tvec3 betaMTheta = mie_beta * mie_phase;\n\n"; - - code += "\t\tvec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5));\n"; - code += "\t\t// Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js\n"; - code += "\t\tLin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0));\n\n"; - - code += "\t\t// Hack in the ground color\n"; - code += "\t\tLin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR)));\n\n"; - - code += "\t\t// Solar disk and out-scattering\n"; - code += "\t\tfloat sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale);\n"; - code += "\t\tfloat sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5);\n"; - code += "\t\tfloat sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta);\n"; - code += "\t\tvec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR;\n"; - code += "\t\tL0 += texture(night_sky, SKY_COORDS).xyz * extinction;\n\n"; - - code += "\t\tvec3 color = (Lin + L0) * 0.04;\n"; - code += "\t\tCOLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade))));\n"; - code += "\t\tCOLOR *= exposure;\n"; - code += "\t\t// Make optional, eliminates banding\n"; - code += "\t\tCOLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength;\n"; - code += "\t} else {\n"; - code += "\t\t// There is no sun, so display night_sky and nothing else\n"; - code += "\t\tCOLOR = texture(night_sky, SKY_COORDS).xyz * 0.04;\n"; - code += "\t\tCOLOR *= exposure;\n"; - code += "\t}\n"; - code += "}\n"; - shader = RS::get_singleton()->shader_create(); - RS::get_singleton()->shader_set_code(shader, code); + RS::get_singleton()->shader_set_code(shader, R"( +shader_type sky; + +uniform float rayleigh : hint_range(0, 64) = 2.0; +uniform vec4 rayleigh_color : hint_color = vec4(0.056, 0.14, 0.3, 1.0); +uniform float mie : hint_range(0, 1) = 0.005; +uniform float mie_eccentricity : hint_range(-1, 1) = 0.8; +uniform vec4 mie_color : hint_color = vec4(0.36, 0.56, 0.82, 1.0); + +uniform float turbidity : hint_range(0, 1000) = 10.0; +uniform float sun_disk_scale : hint_range(0, 360) = 1.0; +uniform vec4 ground_color : hint_color = vec4(1.0); +uniform float exposure : hint_range(0, 128) = 0.1; +uniform float dither_strength : hint_range(0, 10) = 1.0; + +uniform sampler2D night_sky : hint_black; + +const vec3 UP = vec3( 0.0, 1.0, 0.0 ); + +// Sun constants +const float SUN_ENERGY = 1000.0; + +// Optical length at zenith for molecules. +const float rayleigh_zenith_size = 8.4e3; +const float mie_zenith_size = 1.25e3; + +float henyey_greenstein(float cos_theta, float g) { + const float k = 0.0795774715459; + return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5)); +} + +// 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() { + if (LIGHT0_ENABLED) { + float zenith_angle = clamp( dot(UP, normalize(LIGHT0_DIRECTION)), -1.0, 1.0 ); + float sun_energy = max(0.0, 1.0 - exp(-((PI * 0.5) - acos(zenith_angle)))) * SUN_ENERGY * LIGHT0_ENERGY; + float sun_fade = 1.0 - clamp(1.0 - exp(LIGHT0_DIRECTION.y), 0.0, 1.0); + + // Rayleigh coefficients. + float rayleigh_coefficient = rayleigh - ( 1.0 * ( 1.0 - sun_fade ) ); + vec3 rayleigh_beta = rayleigh_coefficient * rayleigh_color.rgb * 0.0001; + // mie coefficients from Preetham + vec3 mie_beta = turbidity * mie * mie_color.rgb * 0.000434; + + // Optical length. + float zenith = acos(max(0.0, dot(UP, EYEDIR))); + float optical_mass = 1.0 / (cos(zenith) + 0.15 * pow(93.885 - degrees(zenith), -1.253)); + float rayleigh_scatter = rayleigh_zenith_size * optical_mass; + float mie_scatter = mie_zenith_size * optical_mass; + + // Light extinction based on thickness of atmosphere. + vec3 extinction = exp(-(rayleigh_beta * rayleigh_scatter + mie_beta * mie_scatter)); + + // In scattering. + float cos_theta = dot(EYEDIR, normalize(LIGHT0_DIRECTION)); + + float rayleigh_phase = (3.0 / (16.0 * PI)) * (1.0 + pow(cos_theta * 0.5 + 0.5, 2.0)); + vec3 betaRTheta = rayleigh_beta * rayleigh_phase; + + float mie_phase = henyey_greenstein(cos_theta, mie_eccentricity); + vec3 betaMTheta = mie_beta * mie_phase; + + vec3 Lin = pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * (1.0 - extinction), vec3(1.5)); + // Hack from https://github.com/mrdoob/three.js/blob/master/examples/jsm/objects/Sky.js + Lin *= mix(vec3(1.0), pow(sun_energy * ((betaRTheta + betaMTheta) / (rayleigh_beta + mie_beta)) * extinction, vec3(0.5)), clamp(pow(1.0 - zenith_angle, 5.0), 0.0, 1.0)); + + // Hack in the ground color. + Lin *= mix(ground_color.rgb, vec3(1.0), smoothstep(-0.1, 0.1, dot(UP, EYEDIR))); + + // Solar disk and out-scattering. + float sunAngularDiameterCos = cos(LIGHT0_SIZE * sun_disk_scale); + float sunAngularDiameterCos2 = cos(LIGHT0_SIZE * sun_disk_scale*0.5); + float sundisk = smoothstep(sunAngularDiameterCos, sunAngularDiameterCos2, cos_theta); + vec3 L0 = (sun_energy * 1900.0 * extinction) * sundisk * LIGHT0_COLOR; + L0 += texture(night_sky, SKY_COORDS).xyz * extinction; + + vec3 color = (Lin + L0) * 0.04; + COLOR = pow(color, vec3(1.0 / (1.2 + (1.2 * sun_fade)))); + COLOR *= exposure; + // Make optional, eliminates banding. + COLOR += (hash(EYEDIR * 1741.9782) * 0.08 - 0.04) * 0.016 * dither_strength; + } else { + // There is no sun, so display night_sky and nothing else. + COLOR = texture(night_sky, SKY_COORDS).xyz * 0.04; + COLOR *= exposure; + } +} +)"); RS::get_singleton()->material_set_shader(_get_material(), shader); diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp index ae09872171..0f6412e6e9 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -352,14 +352,14 @@ String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader:: for (int i = 0; i < get_output_port_count(); i++) { output_vars.push_back(p_output_vars[i]); } - String code = "\t{\n"; + String code = " {\n"; String _code = (String)get_script_instance()->call("_get_code", input_vars, output_vars, (int)p_mode, (int)p_type); bool nend = _code.ends_with("\n"); - _code = _code.insert(0, "\t\t"); - _code = _code.replace("\n", "\n\t\t"); + _code = _code.insert(0, " "); + _code = _code.replace("\n", "\n "); code += _code; if (!nend) { - code += "\n\t}"; + code += "\n }"; } else { code.remove(code.size() - 1); code += "}"; @@ -900,7 +900,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port String expr = ""; expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n"; expr += global_expression->generate_global(get_mode(), Type(i), -1); - expr = expr.replace("\n", "\n\t"); + expr = expr.replace("\n", "\n "); expr += "\n"; global_expressions += expr; } @@ -935,13 +935,13 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port ERR_FAIL_COND_V(err != OK, String()); if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR) { - code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n"; + code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " );\n"; } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_SCALAR_INT) { - code += "\tCOLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n"; + code += " COLOR.rgb = vec3(float(n_out" + itos(p_node) + "p" + itos(p_port) + "));\n"; } else if (node->get_output_port_type(p_port) == VisualShaderNode::PORT_TYPE_BOOLEAN) { - code += "\tCOLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n"; + code += " COLOR.rgb = vec3(n_out" + itos(p_node) + "p" + itos(p_port) + " ? 1.0 : 0.0);\n"; } else { - code += "\tCOLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n"; + code += " COLOR.rgb = n_out" + itos(p_node) + "p" + itos(p_port) + ";\n"; } code += "}\n"; @@ -1302,7 +1302,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui if (vsnode->is_disabled()) { code += "// " + vsnode->get_caption() + ":" + itos(node) + "\n"; - code += "\t// Node is disabled and code is not generated.\n"; + code += " // Node is disabled and code is not generated.\n"; return OK; } @@ -1432,19 +1432,19 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui if (defval.get_type() == Variant::FLOAT) { float val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); - node_code += "\tfloat " + inputs[i] + " = " + vformat("%.5f", val) + ";\n"; + node_code += " float " + inputs[i] + " = " + vformat("%.5f", val) + ";\n"; } else if (defval.get_type() == Variant::INT) { int val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); - node_code += "\tint " + inputs[i] + " = " + itos(val) + ";\n"; + node_code += " int " + inputs[i] + " = " + itos(val) + ";\n"; } else if (defval.get_type() == Variant::BOOL) { bool val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); - node_code += "\tbool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n"; + node_code += " bool " + inputs[i] + " = " + (val ? "true" : "false") + ";\n"; } else if (defval.get_type() == Variant::VECTOR3) { Vector3 val = defval; inputs[i] = "n_in" + itos(node) + "p" + itos(i); - node_code += "\tvec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z); + node_code += " vec3 " + inputs[i] + " = " + vformat("vec3(%.5f, %.5f, %.5f);\n", val.x, val.y, val.z); } else if (defval.get_type() == Variant::TRANSFORM3D) { Transform3D val = defval; val.basis.transpose(); @@ -1459,7 +1459,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui values.push_back(val.origin.y); values.push_back(val.origin.z); bool err = false; - node_code += "\tmat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err); + node_code += " mat4 " + inputs[i] + " = " + String("mat4(vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 0.0), vec4(%.5f, %.5f, %.5f, 1.0));\n").sprintf(values, &err); } else { //will go empty, node is expected to know what it is doing at this point and handle it } @@ -1522,19 +1522,19 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui outputs[i] = "n_out" + itos(node) + "p" + itos(j); switch (vsnode->get_output_port_type(i)) { case VisualShaderNode::PORT_TYPE_SCALAR: - code += "\tfloat " + outputs[i] + ";\n"; + code += " float " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_SCALAR_INT: - code += "\tint " + outputs[i] + ";\n"; + code += " int " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_VECTOR: - code += "\tvec3 " + outputs[i] + ";\n"; + code += " vec3 " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_BOOLEAN: - code += "\tbool " + outputs[i] + ";\n"; + code += " bool " + outputs[i] + ";\n"; break; case VisualShaderNode::PORT_TYPE_TRANSFORM: - code += "\tmat4 " + outputs[i] + ";\n"; + code += " mat4 " + outputs[i] + ";\n"; break; default: { } @@ -1564,7 +1564,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui new_line_inserted = true; } String r = "n_out" + itos(node) + "p" + itos(i + 1); - code += "\tfloat " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n"; + code += " float " + r + " = n_out" + itos(node) + "p" + itos(i) + ".r;\n"; outputs[i + 1] = r; } @@ -1574,7 +1574,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui new_line_inserted = true; } String g = "n_out" + itos(node) + "p" + itos(i + 2); - code += "\tfloat " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n"; + code += " float " + g + " = n_out" + itos(node) + "p" + itos(i) + ".g;\n"; outputs[i + 2] = g; } @@ -1584,7 +1584,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui new_line_inserted = true; } String b = "n_out" + itos(node) + "p" + itos(i + 3); - code += "\tfloat " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n"; + code += " float " + b + " = n_out" + itos(node) + "p" + itos(i) + ".b;\n"; outputs[i + 3] = b; } @@ -1701,7 +1701,7 @@ void VisualShader::_update_shader() const { String expr = ""; expr += "// " + global_expression->get_caption() + ":" + itos(index++) + "\n"; expr += global_expression->generate_global(get_mode(), Type(i), -1); - expr = expr.replace("\n", "\n\t"); + expr = expr.replace("\n", "\n "); expr += "\n"; global_expressions += expr; } @@ -1814,112 +1814,112 @@ void VisualShader::_update_shader() const { code += "void start() {\n"; if (has_start || has_start_custom) { - code += "\tuint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n"; - code += "\tvec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n"; - code += "\tfloat __radians;\n"; - code += "\tvec3 __vec3_buff1;\n"; - code += "\tvec3 __vec3_buff2;\n"; - code += "\tfloat __scalar_buff1;\n"; - code += "\tfloat __scalar_buff2;\n"; - code += "\tvec3 __ndiff = normalize(__diff);\n\n"; + code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n"; + code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n"; + code += " float __radians;\n"; + code += " vec3 __vec3_buff1;\n"; + code += " vec3 __vec3_buff2;\n"; + code += " float __scalar_buff1;\n"; + code += " float __scalar_buff2;\n"; + code += " vec3 __ndiff = normalize(__diff);\n\n"; } if (has_start) { - code += "\t{\n"; - code += code_map[TYPE_START].replace("\n\t", "\n\t\t"); - code += "\t}\n"; + code += " {\n"; + code += code_map[TYPE_START].replace("\n ", "\n "); + code += " }\n"; if (has_start_custom) { - code += "\t\n"; + code += " \n"; } } if (has_start_custom) { - code += "\t{\n"; - code += code_map[TYPE_START_CUSTOM].replace("\n\t", "\n\t\t"); - code += "\t}\n"; + code += " {\n"; + code += code_map[TYPE_START_CUSTOM].replace("\n ", "\n "); + code += " }\n"; } code += "}\n\n"; code += "void process() {\n"; if (has_process || has_process_custom || has_collide) { - code += "\tuint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n"; - code += "\tvec3 __vec3_buff1;\n"; - code += "\tvec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n"; - code += "\tvec3 __ndiff = normalize(__diff);\n\n"; + code += " uint __seed = __hash(NUMBER + uint(1) + RANDOM_SEED);\n"; + code += " vec3 __vec3_buff1;\n"; + code += " vec3 __diff = TRANSFORM[3].xyz - EMISSION_TRANSFORM[3].xyz;\n"; + code += " vec3 __ndiff = normalize(__diff);\n\n"; } - code += "\t{\n"; - String tab = "\t"; + code += " {\n"; + String tab = " "; if (has_collide) { - code += "\t\tif (COLLIDED) {\n\n"; - code += code_map[TYPE_COLLIDE].replace("\n\t", "\n\t\t\t"); + code += " if (COLLIDED) {\n\n"; + code += code_map[TYPE_COLLIDE].replace("\n ", "\n "); if (has_process) { - code += "\t\t} else {\n\n"; - tab += "\t"; + code += " } else {\n\n"; + tab += " "; } } if (has_process) { - code += code_map[TYPE_PROCESS].replace("\n\t", "\n\t" + tab); + code += code_map[TYPE_PROCESS].replace("\n ", "\n " + tab); } if (has_collide) { - code += "\t\t}\n"; + code += " }\n"; } - code += "\t}\n"; + code += " }\n"; if (has_process_custom) { - code += "\t{\n\n"; - code += code_map[TYPE_PROCESS_CUSTOM].replace("\n\t", "\n\t\t"); - code += "\t}\n"; + code += " {\n\n"; + code += code_map[TYPE_PROCESS_CUSTOM].replace("\n ", "\n "); + code += " }\n"; } code += "}\n\n"; global_compute_code += "float __rand_from_seed(inout uint seed) {\n"; - global_compute_code += "\tint k;\n"; - global_compute_code += "\tint s = int(seed);\n"; - global_compute_code += "\tif (s == 0)\n"; - global_compute_code += "\ts = 305420679;\n"; - global_compute_code += "\tk = s / 127773;\n"; - global_compute_code += "\ts = 16807 * (s - k * 127773) - 2836 * k;\n"; - global_compute_code += "\tif (s < 0)\n"; - global_compute_code += "\t\ts += 2147483647;\n"; - global_compute_code += "\tseed = uint(s);\n"; - global_compute_code += "\treturn float(seed % uint(65536)) / 65535.0;\n"; + global_compute_code += " int k;\n"; + global_compute_code += " int s = int(seed);\n"; + global_compute_code += " if (s == 0)\n"; + global_compute_code += " s = 305420679;\n"; + global_compute_code += " k = s / 127773;\n"; + global_compute_code += " s = 16807 * (s - k * 127773) - 2836 * k;\n"; + global_compute_code += " if (s < 0)\n"; + global_compute_code += " s += 2147483647;\n"; + global_compute_code += " seed = uint(s);\n"; + global_compute_code += " return float(seed % uint(65536)) / 65535.0;\n"; global_compute_code += "}\n\n"; global_compute_code += "float __rand_from_seed_m1_p1(inout uint seed) {\n"; - global_compute_code += "\treturn __rand_from_seed(seed) * 2.0 - 1.0;\n"; + global_compute_code += " return __rand_from_seed(seed) * 2.0 - 1.0;\n"; global_compute_code += "}\n\n"; global_compute_code += "float __randf_range(inout uint seed, float from, float to) {\n"; - global_compute_code += "\treturn __rand_from_seed(seed) * (to - from) + from;\n"; + global_compute_code += " return __rand_from_seed(seed) * (to - from) + from;\n"; global_compute_code += "}\n\n"; global_compute_code += "vec3 __randv_range(inout uint seed, vec3 from, vec3 to) {\n"; - global_compute_code += "\treturn vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n"; + global_compute_code += " return vec3(__randf_range(seed, from.x, to.x), __randf_range(seed, from.y, to.y), __randf_range(seed, from.z, to.z));\n"; global_compute_code += "}\n\n"; global_compute_code += "uint __hash(uint x) {\n"; - global_compute_code += "\tx = ((x >> uint(16)) ^ x) * uint(73244475);\n"; - global_compute_code += "\tx = ((x >> uint(16)) ^ x) * uint(73244475);\n"; - global_compute_code += "\tx = (x >> uint(16)) ^ x;\n"; - global_compute_code += "\treturn x;\n"; + global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n"; + global_compute_code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n"; + global_compute_code += " x = (x >> uint(16)) ^ x;\n"; + global_compute_code += " return x;\n"; global_compute_code += "}\n\n"; global_compute_code += "mat3 __build_rotation_mat3(vec3 axis, float angle) {\n"; - global_compute_code += "\taxis = normalize(axis);\n"; - global_compute_code += "\tfloat s = sin(angle);\n"; - global_compute_code += "\tfloat c = cos(angle);\n"; - global_compute_code += "\tfloat oc = 1.0 - c;\n"; - global_compute_code += "\treturn mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n"; + global_compute_code += " axis = normalize(axis);\n"; + global_compute_code += " float s = sin(angle);\n"; + global_compute_code += " float c = cos(angle);\n"; + global_compute_code += " float oc = 1.0 - c;\n"; + global_compute_code += " return mat3(vec3(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s), vec3(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s), vec3(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c));\n"; global_compute_code += "}\n\n"; global_compute_code += "mat4 __build_rotation_mat4(vec3 axis, float angle) {\n"; - global_compute_code += "\taxis = normalize(axis);\n"; - global_compute_code += "\tfloat s = sin(angle);\n"; - global_compute_code += "\tfloat c = cos(angle);\n"; - global_compute_code += "\tfloat oc = 1.0 - c;\n"; - global_compute_code += "\treturn mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n"; + global_compute_code += " axis = normalize(axis);\n"; + global_compute_code += " float s = sin(angle);\n"; + global_compute_code += " float c = cos(angle);\n"; + global_compute_code += " float oc = 1.0 - c;\n"; + global_compute_code += " return mat4(vec4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0), vec4(oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0), vec4(oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0), vec4(0, 0, 0, 1));\n"; global_compute_code += "}\n\n"; global_compute_code += "vec3 __get_random_unit_vec3(inout uint seed) {\n"; - global_compute_code += "\treturn normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n"; + global_compute_code += " return normalize(vec3(__rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed), __rand_from_seed_m1_p1(seed)));\n"; global_compute_code += "}\n\n"; } @@ -2380,7 +2380,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T while (preview_ports[idx].mode != Shader::MODE_MAX) { if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) { - code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n"; + code = " " + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n"; break; } idx++; @@ -2389,19 +2389,19 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T if (code == String()) { switch (get_output_port_type(0)) { case PORT_TYPE_SCALAR: { - code = "\t" + p_output_vars[0] + " = 0.0;\n"; + code = " " + p_output_vars[0] + " = 0.0;\n"; } break; case PORT_TYPE_SCALAR_INT: { - code = "\t" + p_output_vars[0] + " = 0;\n"; + code = " " + p_output_vars[0] + " = 0;\n"; } break; case PORT_TYPE_VECTOR: { - code = "\t" + p_output_vars[0] + " = vec3(0.0);\n"; + code = " " + p_output_vars[0] + " = vec3(0.0);\n"; } break; case PORT_TYPE_TRANSFORM: { - code = "\t" + p_output_vars[0] + " = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + code = " " + p_output_vars[0] + " = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } break; case PORT_TYPE_BOOLEAN: { - code = "\t" + p_output_vars[0] + " = false;\n"; + code = " " + p_output_vars[0] + " = false;\n"; } break; default: //default (none found) is scalar break; @@ -2417,14 +2417,14 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T while (ports[idx].mode != Shader::MODE_MAX) { if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) { - code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n"; + code = " " + p_output_vars[0] + " = " + ports[idx].string + ";\n"; break; } idx++; } if (code == String()) { - code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar + code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar } return code; @@ -2748,20 +2748,20 @@ String VisualShaderNodeUniformRef::generate_code(Shader::Mode p_mode, VisualShad switch (uniform_type) { case UniformType::UNIFORM_TYPE_FLOAT: if (uniform_name == "[None]") { - return "\t" + p_output_vars[0] + " = 0.0;\n"; + return " " + p_output_vars[0] + " = 0.0;\n"; } - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_INT: - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_BOOLEAN: - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_VECTOR: - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_TRANSFORM: - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; case UniformType::UNIFORM_TYPE_COLOR: { - String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; - code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; + String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; + code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; return code; } break; case UniformType::UNIFORM_TYPE_SAMPLER: @@ -2957,9 +2957,9 @@ String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader:: if (p_input_vars[count] != String()) { String s = ports[idx].string; if (s.find(":") != -1) { - code += "\t" + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n"; + code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n"; } else { - code += "\t" + s + " = " + p_input_vars[count] + ";\n"; + code += " " + s + " = " + p_input_vars[count] + ";\n"; } } count++; @@ -3634,11 +3634,11 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad String _expression = expression; _expression = _expression.insert(0, "\n"); - _expression = _expression.replace("\n", "\n\t\t"); + _expression = _expression.replace("\n", "\n "); static Vector<String> pre_symbols; if (pre_symbols.is_empty()) { - pre_symbols.push_back("\t"); + pre_symbols.push_back(" "); pre_symbols.push_back(","); pre_symbols.push_back(";"); pre_symbols.push_back("{"); @@ -3658,7 +3658,7 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad static Vector<String> post_symbols; if (post_symbols.is_empty()) { - post_symbols.push_back("\t"); + post_symbols.push_back(" "); post_symbols.push_back("\n"); post_symbols.push_back(","); post_symbols.push_back(";"); @@ -3717,14 +3717,14 @@ String VisualShaderNodeExpression::generate_code(Shader::Mode p_mode, VisualShad default: continue; } - output_initializer += "\t" + p_output_vars[i] + " = " + tk + ";\n"; + output_initializer += " " + p_output_vars[i] + " = " + tk + ";\n"; } String code; code += output_initializer; - code += "\t{"; + code += " {"; code += _expression; - code += "\n\t}\n"; + code += "\n }\n"; return code; } diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index c090ce78ee..6fd6fd8f3b 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -66,7 +66,7 @@ String VisualShaderNodeFloatConstant::get_output_port_name(int p_port) const { } String VisualShaderNodeFloatConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n"; + return " " + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n"; } void VisualShaderNodeFloatConstant::set_constant(float p_value) { @@ -125,7 +125,7 @@ String VisualShaderNodeIntConstant::get_output_port_name(int p_port) const { } String VisualShaderNodeIntConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = " + itos(constant) + ";\n"; + return " " + p_output_vars[0] + " = " + itos(constant) + ";\n"; } void VisualShaderNodeIntConstant::set_constant(int p_value) { @@ -184,7 +184,7 @@ String VisualShaderNodeBooleanConstant::get_output_port_name(int p_port) const { } String VisualShaderNodeBooleanConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n"; + return " " + p_output_vars[0] + " = " + (constant ? "true" : "false") + ";\n"; } void VisualShaderNodeBooleanConstant::set_constant(bool p_value) { @@ -251,8 +251,8 @@ bool VisualShaderNodeColorConstant::is_output_port_expandable(int p_port) const String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n"; - code += "\t" + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n"; + code += " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.r, constant.g, constant.b) + ";\n"; + code += " " + p_output_vars[1] + " = " + vformat("%.6f", constant.a) + ";\n"; return code; } @@ -313,7 +313,7 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const { } String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n"; + return " " + p_output_vars[0] + " = " + vformat("vec3(%.6f, %.6f, %.6f)", constant.x, constant.y, constant.z) + ";\n"; } void VisualShaderNodeVec3Constant::set_constant(Vector3 p_value) { @@ -375,7 +375,7 @@ String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, Vis Transform3D t = constant; t.basis.transpose(); - String code = "\t" + p_output_vars[0] + " = mat4("; + String code = " " + p_output_vars[0] + " = mat4("; code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[0].x, t.basis[0].y, t.basis[0].z); code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[1].x, t.basis[1].y, t.basis[1].z); code += vformat("vec4(%.6f, %.6f, %.6f, 0.0), ", t.basis[2].x, t.basis[2].y, t.basis[2].z); @@ -523,20 +523,20 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; + code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; } else { - code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; + code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { - code += "\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; + code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } - code += "\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; - code += "\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; + code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; + code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; return code; } @@ -544,98 +544,98 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: String id = p_input_vars[2]; String code; - code += "\t{\n"; + code += " {\n"; if (id == String()) { - code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n"; + code += " vec4 " + id + "_tex_read = vec4(0.0);\n"; } else { if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; + code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { - code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; + code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { - code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; + code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } - code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; - code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; + code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; + code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; } - code += "\t}\n"; + code += " }\n"; return code; } if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) { - String code = "\t{\n"; + String code = " {\n"; if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n"; + code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n"; } else { - code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n"; + code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n"; } else { - code += "\t\tvec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; + code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } - code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; - code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = _tex_read.rgb;\n"; + code += " " + p_output_vars[1] + " = _tex_read.a;\n"; + code += " }\n"; return code; } if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { - String code = "\t{\n"; + String code = " {\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n"; + code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n"; } else { - code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n"; + code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n"; } else { - code += "\t\tvec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; + code += " vec4 _tex_read = textureLod(TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } - code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; - code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = _tex_read.rgb;\n"; + code += " " + p_output_vars[1] + " = _tex_read.a;\n"; + code += " }\n"; return code; } if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) { - String code = "\t{\n"; + String code = " {\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n"; + code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n"; } else { - code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n"; + code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n"; } else { - code += "\t\tvec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; + code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } - code += "\t\t" + p_output_vars[0] + " = _tex_read.rgb;\n"; - code += "\t\t" + p_output_vars[1] + " = _tex_read.a;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = _tex_read.rgb;\n"; + code += " " + p_output_vars[1] + " = _tex_read.a;\n"; + code += " }\n"; return code; } @@ -643,44 +643,44 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader: { if (source == SOURCE_DEPTH) { String code; - code += "\t" + p_output_vars[0] + " = 0.0;\n"; - code += "\t" + p_output_vars[1] + " = 1.0;\n"; + code += " " + p_output_vars[0] + " = 0.0;\n"; + code += " " + p_output_vars[1] + " = 1.0;\n"; return code; } } if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) { - String code = "\t{\n"; + String code = " {\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n"; + code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n"; } else { - code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n"; + code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tfloat _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n"; + code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n"; } else { - code += "\t\tfloat _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n"; + code += " float _depth = textureLod(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ").r;\n"; } - code += "\t\t" + p_output_vars[0] + " = _depth;\n"; - code += "\t\t" + p_output_vars[1] + " = 1.0;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = _depth;\n"; + code += " " + p_output_vars[1] + " = 1.0;\n"; + code += " }\n"; return code; } else if (source == SOURCE_DEPTH) { String code; - code += "\t" + p_output_vars[0] + " = 0.0;\n"; - code += "\t" + p_output_vars[1] + " = 1.0;\n"; + code += " " + p_output_vars[0] + " = 0.0;\n"; + code += " " + p_output_vars[1] + " = 1.0;\n"; return code; } //none String code; - code += "\t" + p_output_vars[0] + " = vec3(0.0);\n"; - code += "\t" + p_output_vars[1] + " = 1.0;\n"; + code += " " + p_output_vars[0] + " = vec3(0.0);\n"; + code += " " + p_output_vars[1] + " = 1.0;\n"; return code; } @@ -856,11 +856,11 @@ String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, Visual String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { if (p_input_vars[0] == String()) { - return "\t" + p_output_vars[0] + " = 0.0;\n"; + return " " + p_output_vars[0] + " = 0.0;\n"; } String id = make_unique_id(p_type, p_id, "curve"); String code; - code += "\t" + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).r;\n"; return code; } @@ -940,11 +940,11 @@ String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, Vis String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { if (p_input_vars[0] == String()) { - return "\t" + p_output_vars[0] + " = vec3(0.0);\n"; + return " " + p_output_vars[0] + " = vec3(0.0);\n"; } String id = make_unique_id(p_type, p_id, "curve3d"); String code; - code += "\t" + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n"; + code += " " + p_output_vars[0] + " = texture(" + id + ", vec2(" + p_input_vars[0] + ")).rgb;\n"; return code; } @@ -1040,7 +1040,7 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader String code; if (source == SOURCE_TEXTURE || source == SOURCE_PORT) { String id; - code += "\t{\n"; + code += " {\n"; if (source == SOURCE_TEXTURE) { id = make_unique_id(p_type, p_id, "tex3d"); } else { @@ -1049,27 +1049,27 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader if (id != String()) { if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; + code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { - code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; + code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += "\t\tvec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } } else { - code += "\t\tvec4 " + id + "_tex_read = vec4(0.0);\n"; + code += " vec4 " + id + "_tex_read = vec4(0.0);\n"; } - code += "\t\t" + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; - code += "\t\t" + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = " + id + "_tex_read.rgb;\n"; + code += " " + p_output_vars[1] + " = " + id + "_tex_read.a;\n"; + code += " }\n"; return code; } - code += "\t" + p_output_vars[0] + " = vec3(0.0);\n"; - code += "\t" + p_output_vars[1] + " = 1.0;\n"; + code += " " + p_output_vars[0] + " = vec3(0.0);\n"; + code += " " + p_output_vars[1] + " = 1.0;\n"; return code; } @@ -1325,33 +1325,33 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader: return String(); } - code += "\t{\n"; + code += " {\n"; if (id == String()) { - code += "\t\tvec4 " + id + "_read = vec4(0.0);\n"; - code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; - code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; - code += "\t}\n"; + code += " vec4 " + id + "_read = vec4(0.0);\n"; + code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; + code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; + code += " }\n"; return code; } if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; + code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n"; } else { - code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n"; + code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; + code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n"; } else { - code += "\t\tvec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " vec4 " + id + "_read = textureLod(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } - code += "\t\t" + p_output_vars[0] + " = " + id + "_read.rgb;\n"; - code += "\t\t" + p_output_vars[1] + " = " + id + "_read.a;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n"; + code += " " + p_output_vars[1] + " = " + id + "_read.a;\n"; + code += " }\n"; return code; } @@ -1465,7 +1465,7 @@ String VisualShaderNodeFloatOp::get_output_port_name(int p_port) const { } String VisualShaderNodeFloatOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - String code = "\t" + p_output_vars[0] + " = "; + String code = " " + p_output_vars[0] + " = "; switch (op) { case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; @@ -1571,7 +1571,7 @@ String VisualShaderNodeIntOp::get_output_port_name(int p_port) const { } String VisualShaderNodeIntOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - String code = "\t" + p_output_vars[0] + " = "; + String code = " " + p_output_vars[0] + " = "; switch (op) { case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; @@ -1665,7 +1665,7 @@ String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - String code = "\t" + p_output_vars[0] + " = "; + String code = " " + p_output_vars[0] + " = "; switch (op) { case OP_ADD: code += p_input_vars[0] + " + " + p_input_vars[1] + ";\n"; @@ -1783,64 +1783,64 @@ String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader: static const char *axisn[3] = { "x", "y", "z" }; switch (op) { case OP_SCREEN: { - code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") * (vec3(1.0) - " + p_input_vars[1] + ");\n"; } break; case OP_DIFFERENCE: { - code += "\t" + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ");\n"; } break; case OP_DARKEN: { - code += "\t" + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = min(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } break; case OP_LIGHTEN: { - code += "\t" + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = max(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } break; case OP_OVERLAY: { for (int i = 0; i < 3; i++) { - code += "\t{\n"; - code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; - code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; - code += "\t\tif (base < 0.5) {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n"; - code += "\t\t} else {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"; - code += "\t\t}\n"; - code += "\t}\n"; + code += " {\n"; + code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; + code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; + code += " if (base < 0.5) {\n"; + code += " " + p_output_vars[0] + "." + axisn[i] + " = 2.0 * base * blend;\n"; + code += " } else {\n"; + code += " " + p_output_vars[0] + "." + axisn[i] + " = 1.0 - 2.0 * (1.0 - blend) * (1.0 - base);\n"; + code += " }\n"; + code += " }\n"; } } break; case OP_DODGE: { - code += "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = (" + p_input_vars[0] + ") / (vec3(1.0) - " + p_input_vars[1] + ");\n"; } break; case OP_BURN: { - code += "\t" + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n"; + code += " " + p_output_vars[0] + " = vec3(1.0) - (vec3(1.0) - " + p_input_vars[0] + ") / (" + p_input_vars[1] + ");\n"; } break; case OP_SOFT_LIGHT: { for (int i = 0; i < 3; i++) { - code += "\t{\n"; - code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; - code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; - code += "\t\tif (base < 0.5) {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n"; - code += "\t\t} else {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n"; - code += "\t\t}\n"; - code += "\t}\n"; + code += " {\n"; + code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; + code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; + code += " if (base < 0.5) {\n"; + code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (blend + 0.5));\n"; + code += " } else {\n"; + code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - (blend - 0.5)));\n"; + code += " }\n"; + code += " }\n"; } } break; case OP_HARD_LIGHT: { for (int i = 0; i < 3; i++) { - code += "\t{\n"; - code += "\t\tfloat base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; - code += "\t\tfloat blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; - code += "\t\tif (base < 0.5) {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n"; - code += "\t\t} else {\n"; - code += "\t\t\t" + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n"; - code += "\t\t}\n"; - code += "\t}\n"; + code += " {\n"; + code += " float base = " + p_input_vars[0] + "." + axisn[i] + ";\n"; + code += " float blend = " + p_input_vars[1] + "." + axisn[i] + ";\n"; + code += " if (base < 0.5) {\n"; + code += " " + p_output_vars[0] + "." + axisn[i] + " = (base * (2.0 * blend));\n"; + code += " } else {\n"; + code += " " + p_output_vars[0] + "." + axisn[i] + " = (1.0 - (1.0 - base) * (1.0 - 2.0 * (blend - 0.5)));\n"; + code += " }\n"; + code += " }\n"; } } break; @@ -1947,13 +1947,13 @@ String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const { String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { if (op == OP_AxB) { - return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; + return " " + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; } else if (op == OP_BxA) { - return "\t" + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n"; + return " " + p_output_vars[0] + " = " + p_input_vars[1] + " * " + p_input_vars[0] + ";\n"; } else if (op == OP_AxB_COMP) { - return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } else { - return "\t" + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n"; + return " " + p_output_vars[0] + " = matrixCompMult(" + p_input_vars[1] + ", " + p_input_vars[0] + ");\n"; } } @@ -2021,13 +2021,13 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { if (op == OP_AxB) { - return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n"; + return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0)).xyz;\n"; } else if (op == OP_BxA) { - return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n"; + return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 1.0) * " + p_input_vars[0] + ").xyz;\n"; } else if (op == OP_3x3_AxB) { - return "\t" + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n"; + return " " + p_output_vars[0] + " = (" + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 0.0)).xyz;\n"; } else { - return "\t" + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n"; + return " " + p_output_vars[0] + " = (vec4(" + p_input_vars[1] + ", 0.0) * " + p_input_vars[0] + ").xyz;\n"; } } @@ -2129,7 +2129,7 @@ String VisualShaderNodeFloatFunc::generate_code(Shader::Mode p_mode, VisualShade "1.0 - $" }; - return "\t" + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; + return " " + p_output_vars[0] + " = " + String(scalar_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; } void VisualShaderNodeFloatFunc::set_function(Function p_func) { @@ -2228,7 +2228,7 @@ String VisualShaderNodeIntFunc::generate_code(Shader::Mode p_mode, VisualShader: "sign($)" }; - return "\t" + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; + return " " + p_output_vars[0] + " = " + String(int_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; } void VisualShaderNodeIntFunc::set_function(Function p_func) { @@ -2333,25 +2333,25 @@ String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShad String code; if (func == FUNC_RGB2HSV) { - code += "\t{\n"; - code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; - code += "\t\tvec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n"; - code += "\t\tvec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"; - code += "\t\tvec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"; - code += "\t\tfloat d = q.x - min(q.w, q.y);\n"; - code += "\t\tfloat e = 1.0e-10;\n"; - code += "\t\t" + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"; - code += "\t}\n"; + code += " {\n"; + code += " vec3 c = " + p_input_vars[0] + ";\n"; + code += " vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);\n"; + code += " vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));\n"; + code += " vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));\n"; + code += " float d = q.x - min(q.w, q.y);\n"; + code += " float e = 1.0e-10;\n"; + code += " " + p_output_vars[0] + " = vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x);\n"; + code += " }\n"; } else if (func == FUNC_HSV2RGB) { - code += "\t{\n"; - code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; - code += "\t\tvec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"; - code += "\t\tvec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"; - code += "\t\t" + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"; - code += "\t}\n"; + code += " {\n"; + code += " vec3 c = " + p_input_vars[0] + ";\n"; + code += " vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);\n"; + code += " vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);\n"; + code += " " + p_output_vars[0] + " = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);\n"; + code += " }\n"; } else { - code += "\t" + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; + code += " " + p_output_vars[0] + " = " + String(vec_func_id[func]).replace("$", p_input_vars[0]) + ";\n"; } return code; @@ -2461,22 +2461,22 @@ String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShade switch (func) { case FUNC_GRAYSCALE: - code += "\t{\n"; - code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; - code += "\t\tfloat max1 = max(c.r, c.g);\n"; - code += "\t\tfloat max2 = max(max1, c.b);\n"; - code += "\t\tfloat max3 = max(max1, max2);\n"; - code += "\t\t" + p_output_vars[0] + " = vec3(max3, max3, max3);\n"; - code += "\t}\n"; + code += " {\n"; + code += " vec3 c = " + p_input_vars[0] + ";\n"; + code += " float max1 = max(c.r, c.g);\n"; + code += " float max2 = max(max1, c.b);\n"; + code += " float max3 = max(max1, max2);\n"; + code += " " + p_output_vars[0] + " = vec3(max3, max3, max3);\n"; + code += " }\n"; break; case FUNC_SEPIA: - code += "\t{\n"; - code += "\t\tvec3 c = " + p_input_vars[0] + ";\n"; - code += "\t\tfloat r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n"; - code += "\t\tfloat g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n"; - code += "\t\tfloat b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n"; - code += "\t\t" + p_output_vars[0] + " = vec3(r, g, b);\n"; - code += "\t}\n"; + code += " {\n"; + code += " vec3 c = " + p_input_vars[0] + ";\n"; + code += " float r = (c.r * .393) + (c.g *.769) + (c.b * .189);\n"; + code += " float g = (c.r * .349) + (c.g *.686) + (c.b * .168);\n"; + code += " float b = (c.r * .272) + (c.g *.534) + (c.b * .131);\n"; + code += " " + p_output_vars[0] + " = vec3(r, g, b);\n"; + code += " }\n"; break; } @@ -2550,7 +2550,7 @@ String VisualShaderNodeTransformFunc::generate_code(Shader::Mode p_mode, VisualS }; String code; - code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; + code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } @@ -2668,10 +2668,10 @@ String VisualShaderNodeUVFunc::generate_code(Shader::Mode p_mode, VisualShader:: switch (func) { case FUNC_PANNING: { - code += vformat("\t%s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv); + code += vformat(" %s = fma(%s, %s, %s);\n", p_output_vars[0], offset_pivot, scale, uv); } break; case FUNC_SCALING: { - code += vformat("\t%s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot); + code += vformat(" %s = fma((%s - %s), %s, %s);\n", p_output_vars[0], uv, offset_pivot, scale, offset_pivot); } break; case FUNC_MAX: break; @@ -2751,7 +2751,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const { } String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + return " " + p_output_vars[0] + " = dot(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } VisualShaderNodeDotProduct::VisualShaderNodeDotProduct() { @@ -2790,7 +2790,7 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n"; + return " " + p_output_vars[0] + " = length(" + p_input_vars[0] + ");\n"; } VisualShaderNodeVectorLen::VisualShaderNodeVectorLen() { @@ -2828,7 +2828,7 @@ String VisualShaderNodeDeterminant::get_output_port_name(int p_port) const { } String VisualShaderNodeDeterminant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n"; + return " " + p_output_vars[0] + " = determinant(" + p_input_vars[0] + ");\n"; } VisualShaderNodeDeterminant::VisualShaderNodeDeterminant() { @@ -2873,7 +2873,7 @@ String VisualShaderNodeScalarDerivativeFunc::generate_code(Shader::Mode p_mode, }; String code; - code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; + code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } @@ -2945,7 +2945,7 @@ String VisualShaderNodeVectorDerivativeFunc::generate_code(Shader::Mode p_mode, }; String code; - code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; + code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } @@ -3033,7 +3033,7 @@ String VisualShaderNodeClamp::get_output_port_name(int p_port) const { } String VisualShaderNodeClamp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + return " " + p_output_vars[0] + " = clamp(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } void VisualShaderNodeClamp::set_op_type(OpType p_op_type) { @@ -3132,7 +3132,7 @@ String VisualShaderNodeFaceForward::get_output_port_name(int p_port) const { } String VisualShaderNodeFaceForward::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + return " " + p_output_vars[0] + " = faceforward(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeFaceForward::VisualShaderNodeFaceForward() { @@ -3179,7 +3179,7 @@ String VisualShaderNodeOuterProduct::get_output_port_name(int p_port) const { } String VisualShaderNodeOuterProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n"; + return " " + p_output_vars[0] + " = outerProduct(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0));\n"; } VisualShaderNodeOuterProduct::VisualShaderNodeOuterProduct() { @@ -3283,7 +3283,7 @@ VisualShaderNodeStep::OpType VisualShaderNodeStep::get_op_type() const { } String VisualShaderNodeStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + return " " + p_output_vars[0] + " = step(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } Vector<StringName> VisualShaderNodeStep::get_editable_properties() const { @@ -3410,7 +3410,7 @@ VisualShaderNodeSmoothStep::OpType VisualShaderNodeSmoothStep::get_op_type() con } String VisualShaderNodeSmoothStep::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + return " " + p_output_vars[0] + " = smoothstep(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } Vector<StringName> VisualShaderNodeSmoothStep::get_editable_properties() const { @@ -3473,7 +3473,7 @@ String VisualShaderNodeVectorDistance::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorDistance::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + return " " + p_output_vars[0] + " = distance(" + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } VisualShaderNodeVectorDistance::VisualShaderNodeVectorDistance() { @@ -3523,7 +3523,7 @@ String VisualShaderNodeVectorRefract::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorRefract::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + return " " + p_output_vars[0] + " = refract(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorRefract::VisualShaderNodeVectorRefract() { @@ -3626,7 +3626,7 @@ VisualShaderNodeMix::OpType VisualShaderNodeMix::get_op_type() const { } String VisualShaderNodeMix::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + return " " + p_output_vars[0] + " = mix(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } Vector<StringName> VisualShaderNodeMix::get_editable_properties() const { @@ -3690,7 +3690,7 @@ String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const { } String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + return " " + p_output_vars[0] + " = vec3(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } VisualShaderNodeVectorCompose::VisualShaderNodeVectorCompose() { @@ -3738,7 +3738,7 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const } String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n"; + return " " + p_output_vars[0] + " = mat4(vec4(" + p_input_vars[0] + ", 0.0), vec4(" + p_input_vars[1] + ", 0.0), vec4(" + p_input_vars[2] + ", 0.0), vec4(" + p_input_vars[3] + ", 1.0));\n"; } VisualShaderNodeTransformCompose::VisualShaderNodeTransformCompose() { @@ -3785,9 +3785,9 @@ String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const { String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n"; - code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n"; - code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n"; + code += " " + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n"; + code += " " + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n"; + code += " " + p_output_vars[2] + " = " + p_input_vars[0] + ".z;\n"; return code; } @@ -3835,10 +3835,10 @@ String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) cons String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n"; - code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n"; - code += "\t" + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n"; - code += "\t" + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n"; + code += " " + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n"; + code += " " + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n"; + code += " " + p_output_vars[2] + " = " + p_input_vars[0] + "[2].xyz;\n"; + code += " " + p_output_vars[3] + " = " + p_input_vars[0] + "[3].xyz;\n"; return code; } @@ -3893,7 +3893,7 @@ String VisualShaderNodeFloatUniform::generate_global(Shader::Mode p_mode, Visual } String VisualShaderNodeFloatUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } bool VisualShaderNodeFloatUniform::is_show_prop_names() const { @@ -4064,7 +4064,7 @@ String VisualShaderNodeIntUniform::generate_global(Shader::Mode p_mode, VisualSh } String VisualShaderNodeIntUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } bool VisualShaderNodeIntUniform::is_show_prop_names() const { @@ -4250,7 +4250,7 @@ String VisualShaderNodeBooleanUniform::generate_global(Shader::Mode p_mode, Visu } String VisualShaderNodeBooleanUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } bool VisualShaderNodeBooleanUniform::is_show_prop_names() const { @@ -4350,8 +4350,8 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual } String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - String code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; - code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; + String code = " " + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; + code += " " + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; return code; } @@ -4448,7 +4448,7 @@ String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualS } String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } void VisualShaderNodeVec3Uniform::_bind_methods() { @@ -4552,7 +4552,7 @@ String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, Vi } String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; + return " " + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } void VisualShaderNodeTransformUniform::_bind_methods() { @@ -4684,23 +4684,23 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual } String id = get_uniform_name(); - String code = "\t{\n"; + String code = " {\n"; if (p_input_vars[0] == String()) { // Use UV by default. if (p_input_vars[1] == String()) { - code += "\t\tvec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n"; + code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n"; } else { - code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; + code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n"; } } else if (p_input_vars[1] == String()) { //no lod - code += "\t\tvec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; + code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n"; } else { - code += "\t\tvec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; + code += " vec4 n_tex_read = textureLod(" + id + ", " + p_input_vars[0] + ".xy, " + p_input_vars[1] + ");\n"; } - code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n"; - code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n"; + code += " " + p_output_vars[1] + " = n_tex_read.a;\n"; + code += " }\n"; return code; } @@ -4805,20 +4805,20 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_node(Shader: String code; code += "// TRIPLANAR FUNCTION GLOBAL CODE\n"; - code += "\tvec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n"; - code += "\t\tvec4 samp = vec4(0.0);\n"; - code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n"; - code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n"; - code += "\t\tsamp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n"; - code += "\t\treturn samp;\n"; - code += "\t}\n"; + code += " vec4 triplanar_texture(sampler2D p_sampler, vec3 p_weights, vec3 p_triplanar_pos) {\n"; + code += " vec4 samp = vec4(0.0);\n"; + code += " samp += texture(p_sampler, p_triplanar_pos.xy) * p_weights.z;\n"; + code += " samp += texture(p_sampler, p_triplanar_pos.xz) * p_weights.y;\n"; + code += " samp += texture(p_sampler, p_triplanar_pos.zy * vec2(-1.0, 1.0)) * p_weights.x;\n"; + code += " return samp;\n"; + code += " }\n"; code += "\n"; - code += "\tuniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n"; - code += "\tuniform vec3 triplanar_offset;\n"; - code += "\tuniform float triplanar_sharpness = 0.5;\n"; + code += " uniform vec3 triplanar_scale = vec3(1.0, 1.0, 1.0);\n"; + code += " uniform vec3 triplanar_offset;\n"; + code += " uniform float triplanar_sharpness = 0.5;\n"; code += "\n"; - code += "\tvarying vec3 triplanar_power_normal;\n"; - code += "\tvarying vec3 triplanar_pos;\n"; + code += " varying vec3 triplanar_power_normal;\n"; + code += " varying vec3 triplanar_pos;\n"; return code; } @@ -4827,11 +4827,11 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader: String code; if (p_type == VisualShader::TYPE_VERTEX) { - code += "\t// TRIPLANAR FUNCTION VERTEX CODE\n"; - code += "\t\ttriplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n"; - code += "\t\ttriplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n"; - code += "\t\ttriplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n"; - code += "\t\ttriplanar_pos *= vec3(1.0, -1.0, 1.0);\n"; + code += " // TRIPLANAR FUNCTION VERTEX CODE\n"; + code += " triplanar_power_normal = pow(abs(NORMAL), vec3(triplanar_sharpness));\n"; + code += " triplanar_power_normal /= dot(triplanar_power_normal, vec3(1.0));\n"; + code += " triplanar_pos = VERTEX * triplanar_scale + triplanar_offset;\n"; + code += " triplanar_pos *= vec3(1.0, -1.0, 1.0);\n"; } return code; @@ -4839,21 +4839,21 @@ String VisualShaderNodeTextureUniformTriplanar::generate_global_per_func(Shader: String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String id = get_uniform_name(); - String code = "\t{\n"; + String code = " {\n"; if (p_input_vars[0] == String() && p_input_vars[1] == String()) { - code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n"; + code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n"; } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) { - code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n"; + code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n"; } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) { - code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n"; + code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n"; } else { - code += "\t\tvec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; + code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n"; } - code += "\t\t" + p_output_vars[0] + " = n_tex_read.rgb;\n"; - code += "\t\t" + p_output_vars[1] + " = n_tex_read.a;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = n_tex_read.rgb;\n"; + code += " " + p_output_vars[1] + " = n_tex_read.a;\n"; + code += " }\n"; return code; } @@ -5130,18 +5130,18 @@ String VisualShaderNodeIf::get_output_port_name(int p_port) const { String VisualShaderNodeIf::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += "\tif(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b - code += "\t{\n"; - code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[3] + ";\n"; - code += "\t}\n"; - code += "\telse if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b - code += "\t{\n"; - code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[5] + ";\n"; - code += "\t}\n"; - code += "\telse\n"; // a > b (or a >= b if abs(a - b) < tolerance is false) - code += "\t{\n"; - code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[4] + ";\n"; - code += "\t}\n"; + code += " if(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ")\n"; // abs(a - b) < tolerance eg. a == b + code += " {\n"; + code += " " + p_output_vars[0] + " = " + p_input_vars[3] + ";\n"; + code += " }\n"; + code += " else if(" + p_input_vars[0] + " < " + p_input_vars[1] + ")\n"; // a < b + code += " {\n"; + code += " " + p_output_vars[0] + " = " + p_input_vars[5] + ";\n"; + code += " }\n"; + code += " else\n"; // a > b (or a >= b if abs(a - b) < tolerance is false) + code += " {\n"; + code += " " + p_output_vars[0] + " = " + p_input_vars[4] + ";\n"; + code += " }\n"; return code; } @@ -5282,14 +5282,14 @@ void VisualShaderNodeSwitch::_bind_methods() { // static String VisualShaderNodeSwitch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += "\tif(" + p_input_vars[0] + ")\n"; - code += "\t{\n"; - code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[1] + ";\n"; - code += "\t}\n"; - code += "\telse\n"; - code += "\t{\n"; - code += "\t\t" + p_output_vars[0] + " = " + p_input_vars[2] + ";\n"; - code += "\t}\n"; + code += " if(" + p_input_vars[0] + ")\n"; + code += " {\n"; + code += " " + p_output_vars[0] + " = " + p_input_vars[1] + ";\n"; + code += " }\n"; + code += " else\n"; + code += " {\n"; + code += " " + p_output_vars[0] + " = " + p_input_vars[2] + ";\n"; + code += " }\n"; return code; } @@ -5374,12 +5374,12 @@ String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader: } if (is_input_port_connected(2)) { - return "\t" + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n"; + return " " + p_output_vars[0] + " = " + p_input_vars[2] + " ? (pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ")) : (pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + "));\n"; } else { if (get_input_port_default_value(2)) { - return "\t" + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n"; + return " " + p_output_vars[0] + " = pow(clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n"; } else { - return "\t" + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n"; + return " " + p_output_vars[0] + " = pow(1.0 - clamp(dot(" + normal + ", " + view + "), 0.0, 1.0), " + p_input_vars[3] + ");\n"; } } } @@ -5435,7 +5435,7 @@ String VisualShaderNodeIs::generate_code(Shader::Mode p_mode, VisualShader::Type }; String code; - code += "\t" + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; + code += " " + p_output_vars[0] + " = " + String(funcs[func]).replace("$", p_input_vars[0]) + ";\n"; return code; } @@ -5562,37 +5562,37 @@ String VisualShaderNodeCompare::generate_code(Shader::Mode p_mode, VisualShader: switch (ctype) { case CTYPE_SCALAR: if (func == FUNC_EQUAL) { - code += "\t" + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");"; + code += " " + p_output_vars[0] + " = (abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");"; } else if (func == FUNC_NOT_EQUAL) { - code += "\t" + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");"; + code += " " + p_output_vars[0] + " = !(abs(" + p_input_vars[0] + " - " + p_input_vars[1] + ") < " + p_input_vars[2] + ");"; } else { - code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; + code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; } break; case CTYPE_SCALAR_INT: - code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; + code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; break; case CTYPE_VECTOR: - code += "\t{\n"; - code += "\t\tbvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n"; - code += "\t\t" + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n"; - code += "\t}\n"; + code += " {\n"; + code += " bvec3 _bv = " + String(funcs[func]).replace("$", p_input_vars[0] + ", " + p_input_vars[1]) + ";\n"; + code += " " + p_output_vars[0] + " = " + String(conds[condition]).replace("$", "_bv") + ";\n"; + code += " }\n"; break; case CTYPE_BOOLEAN: if (func > FUNC_NOT_EQUAL) { - return "\t" + p_output_vars[0] + " = false;\n"; + return " " + p_output_vars[0] + " = false;\n"; } - code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; + code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; break; case CTYPE_TRANSFORM: if (func > FUNC_NOT_EQUAL) { - return "\t" + p_output_vars[0] + " = false;\n"; + return " " + p_output_vars[0] + " = false;\n"; } - code += "\t" + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; + code += " " + p_output_vars[0] + " = " + (p_input_vars[0] + " $ " + p_input_vars[1]).replace("$", ops[func]) + ";\n"; break; default: @@ -5748,7 +5748,7 @@ String VisualShaderNodeMultiplyAdd::get_output_port_name(int p_port) const { } String VisualShaderNodeMultiplyAdd::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; + return " " + p_output_vars[0] + " = fma(" + p_input_vars[0] + ", " + p_input_vars[1] + ", " + p_input_vars[2] + ");\n"; } void VisualShaderNodeMultiplyAdd::set_op_type(OpType p_op_type) { @@ -5836,34 +5836,34 @@ String VisualShaderNodeBillboard::generate_code(Shader::Mode p_mode, VisualShade switch (billboard_type) { case BILLBOARD_TYPE_ENABLED: - code += "\t{\n"; - code += "\t\tmat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n"; + code += " {\n"; + code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], CAMERA_MATRIX[1], CAMERA_MATRIX[2], WORLD_MATRIX[3]);\n"; if (keep_scale) { - code += "\t\t__mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } - code += "\t\t" + p_output_vars[0] + " = __mvm;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = __mvm;\n"; + code += " }\n"; break; case BILLBOARD_TYPE_FIXED_Y: - code += "\t{\n"; - code += "\t\tmat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n"; + code += " {\n"; + code += " mat4 __mvm = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0], WORLD_MATRIX[1], vec4(normalize(cross(CAMERA_MATRIX[0].xyz, WORLD_MATRIX[1].xyz)), 0.0), WORLD_MATRIX[3]);\n"; if (keep_scale) { - code += "\t\t__mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += " __mvm = __mvm * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } else { - code += "\t\t__mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += " __mvm = __mvm * mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0 / length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } - code += "\t\t" + p_output_vars[0] + " = __mvm;\n"; - code += "\t}\n"; + code += " " + p_output_vars[0] + " = __mvm;\n"; + code += " }\n"; break; case BILLBOARD_TYPE_PARTICLES: - code += "\t{\n"; - code += "\t\tmat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n"; - code += "\t\t__wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; - code += "\t\t" + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n"; - code += "\t}\n"; + code += " {\n"; + code += " mat4 __wm = mat4(normalize(CAMERA_MATRIX[0]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[1]) * length(WORLD_MATRIX[0]), normalize(CAMERA_MATRIX[2]) * length(WORLD_MATRIX[2]), WORLD_MATRIX[3]);\n"; + code += " __wm = __wm * mat4(vec4(cos(INSTANCE_CUSTOM.x), -sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += " " + p_output_vars[0] + " = INV_CAMERA_MATRIX * __wm;\n"; + code += " }\n"; break; default: - code += "\t" + p_output_vars[0] + " = mat4(1.0);\n"; + code += " " + p_output_vars[0] + " = mat4(1.0);\n"; break; } diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp index 29d583a82a..2250cf8d95 100644 --- a/scene/resources/visual_shader_particle_nodes.cpp +++ b/scene/resources/visual_shader_particle_nodes.cpp @@ -76,14 +76,14 @@ String VisualShaderNodeParticleSphereEmitter::get_input_port_name(int p_port) co String VisualShaderNodeParticleSphereEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code; code += "vec3 __get_random_point_in_sphere(inout uint seed, float radius, float inner_radius) {\n"; - code += "\treturn __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n"; + code += " return __get_random_unit_vec3(seed) * __randf_range(seed, inner_radius, radius);\n"; code += "}\n\n"; return code; } String VisualShaderNodeParticleSphereEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += "\t" + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; + code += " " + p_output_vars[0] + " = __get_random_point_in_sphere(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; return code; } @@ -119,15 +119,15 @@ String VisualShaderNodeParticleBoxEmitter::get_input_port_name(int p_port) const String VisualShaderNodeParticleBoxEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code; code += "vec3 __get_random_point_in_box(inout uint seed, vec3 extents) {\n"; - code += "\tvec3 half_extents = extents / 2.0;\n"; - code += "\treturn vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n"; + code += " vec3 half_extents = extents / 2.0;\n"; + code += " return vec3(__randf_range(seed, -half_extents.x, half_extents.x), __randf_range(seed, -half_extents.y, half_extents.y), __randf_range(seed, -half_extents.z, half_extents.z));\n"; code += "}\n\n"; return code; } String VisualShaderNodeParticleBoxEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += "\t" + p_output_vars[0] + " = __get_random_point_in_box(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n"; + code += " " + p_output_vars[0] + " = __get_random_point_in_box(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ");\n"; return code; } @@ -163,16 +163,16 @@ String VisualShaderNodeParticleRingEmitter::get_input_port_name(int p_port) cons String VisualShaderNodeParticleRingEmitter::generate_global_per_node(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { String code; code += "vec3 __get_random_point_on_ring(inout uint seed, float radius, float inner_radius, float height) {\n"; - code += "\tfloat angle = __rand_from_seed(seed) * PI * 2.0;\n"; - code += "\tvec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n"; - code += "\treturn vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n"; + code += " float angle = __rand_from_seed(seed) * PI * 2.0;\n"; + code += " vec2 ring = vec2(sin(angle), cos(angle)) * __randf_range(seed, inner_radius, radius);\n"; + code += " return vec3(ring.x, __randf_range(seed, min(0.0, height), max(0.0, height)), ring.y);\n"; code += "}\n\n"; return code; } String VisualShaderNodeParticleRingEmitter::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code = "\t" + p_output_vars[0] + " = __get_random_point_on_ring(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n"; + code = " " + p_output_vars[0] + " = __get_random_point_on_ring(__seed, " + (p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0]) + ", " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ");\n"; return code; } @@ -242,9 +242,9 @@ String VisualShaderNodeParticleMultiplyByAxisAngle::get_output_port_name(int p_p String VisualShaderNodeParticleMultiplyByAxisAngle::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; if (degrees_mode) { - code += "\t" + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n"; + code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", radians(" + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ")) * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n"; } else { - code += "\t" + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n"; + code += " " + p_output_vars[0] + " = __build_rotation_mat3(" + (p_input_vars[1].is_empty() ? ("vec3" + (String)get_input_port_default_value(1)) : p_input_vars[1]) + ", " + (p_input_vars[2].is_empty() ? (String)get_input_port_default_value(2) : p_input_vars[2]) + ") * " + (p_input_vars[0].is_empty() ? "vec3(0.0)" : p_input_vars[0]) + ";\n"; } return code; } @@ -315,16 +315,16 @@ String VisualShaderNodeParticleConeVelocity::get_output_port_name(int p_port) co String VisualShaderNodeParticleConeVelocity::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += "\t__radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; - code += "\t__scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; - code += "\t__scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; - code += "\t__vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n"; - code += "\t__scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n"; - code += "\t__scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n"; - code += "\t__vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n"; - code += "\t__vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n"; - code += "\t__vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n"; - code += "\t" + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n"; + code += " __radians = radians(" + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ");\n"; + code += " __scalar_buff1 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; + code += " __scalar_buff2 = __rand_from_seed_m1_p1(__seed) * __radians;\n"; + code += " __vec3_buff1 = " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + ";\n"; + code += " __scalar_buff1 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.x, __vec3_buff1.z) : sign(__vec3_buff1.x) * (PI / 2.0);\n"; + code += " __scalar_buff2 += __vec3_buff1.z != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.z)) : (__vec3_buff1.x != 0.0 ? atan(__vec3_buff1.y, abs(__vec3_buff1.x)) : sign(__vec3_buff1.y) * (PI / 2.0));\n"; + code += " __vec3_buff1 = vec3(sin(__scalar_buff1), 0.0, cos(__scalar_buff1));\n"; + code += " __vec3_buff2 = vec3(0.0, sin(__scalar_buff2), cos(__scalar_buff2));\n"; + code += " __vec3_buff2.z = __vec3_buff2.z / max(0.0001, sqrt(abs(__vec3_buff2.z)));\n"; + code += " " + p_output_vars[0] + " = normalize(vec3(__vec3_buff1.x * __vec3_buff2.z, __vec3_buff2.y, __vec3_buff1.z * __vec3_buff2.z));\n"; return code; } @@ -394,9 +394,9 @@ String VisualShaderNodeParticleRandomness::get_input_port_name(int p_port) const String VisualShaderNodeParticleRandomness::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; if (op_type == OP_TYPE_SCALAR) { - code += vformat("\t%s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]); + code += vformat(" %s = __randf_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]); } else if (op_type == OP_TYPE_VECTOR) { - code += vformat("\t%s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]); + code += vformat(" %s = __randv_range(__seed, %s, %s);\n", p_output_vars[0], p_input_vars[0].is_empty() ? (String)get_input_port_default_value(0) : p_input_vars[0], p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]); } return code; } @@ -491,14 +491,14 @@ String VisualShaderNodeParticleAccelerator::generate_code(Shader::Mode p_mode, V String code; switch (mode) { case MODE_LINEAR: - code += "\t" + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n"; + code += " " + p_output_vars[0] + " = length(VELOCITY) > 0.0 ? " + "normalize(VELOCITY) * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n"; break; case MODE_RADIAL: - code += "\t" + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n"; + code += " " + p_output_vars[0] + " = length(__diff) > 0.0 ? __ndiff * " + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ") : vec3(0.0);\n"; break; case MODE_TANGENTIAL: - code += "\t__vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n"; - code += "\t" + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n"; + code += " __vec3_buff1 = cross(__ndiff, normalize(" + (p_input_vars[2].is_empty() ? "vec3" + (String)get_input_port_default_value(2) : p_input_vars[2]) + "));\n"; + code += " " + p_output_vars[0] + " = length(__vec3_buff1) > 0.0 ? normalize(__vec3_buff1) * (" + (p_input_vars[0].is_empty() ? "vec3" + (String)get_input_port_default_value(0) : p_input_vars[0]) + " * mix(1.0, __rand_from_seed(__seed), " + (p_input_vars[1].is_empty() ? (String)get_input_port_default_value(1) : p_input_vars[1]) + ")) : vec3(0.0);\n"; break; case MODE_MAX: break; @@ -693,7 +693,7 @@ bool VisualShaderNodeParticleOutput::is_port_separator(int p_index) const { String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - String tab = "\t"; + String tab = " "; if (shader_type == VisualShader::TYPE_START_CUSTOM || shader_type == VisualShader::TYPE_PROCESS_CUSTOM) { if (!p_input_vars[0].is_empty()) { // custom.rgb @@ -718,7 +718,7 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual if (!p_input_vars[0].is_empty()) { // active (begin) code += tab + "ACTIVE = " + p_input_vars[0] + ";\n"; code += tab + "if(ACTIVE) {\n"; - tab += "\t"; + tab += " "; } if (!p_input_vars[1].is_empty()) { // velocity code += tab + "VELOCITY = " + p_input_vars[1] + ";\n"; @@ -734,14 +734,14 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual if (shader_type == VisualShader::TYPE_START) { code += tab + "if (RESTART_POSITION) {\n"; if (!p_input_vars[4].is_empty()) { - code += tab + "\tTRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n"; + code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(" + p_input_vars[4] + ", 1.0));\n"; } else { - code += tab + "\tTRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + code += tab + " TRANSFORM = mat4(vec4(1.0, 0.0, 0.0, 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } - code += tab + "\tif (RESTART_VELOCITY) {\n"; - code += tab + "\t\tVELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n"; - code += tab + "\t}\n"; - code += tab + "\tTRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n"; + code += tab + " if (RESTART_VELOCITY) {\n"; + code += tab + " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n"; + code += tab + " }\n"; + code += tab + " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n"; code += tab + "}\n"; } else if (shader_type == VisualShader::TYPE_COLLIDE) { // position if (!p_input_vars[4].is_empty()) { @@ -779,7 +779,7 @@ String VisualShaderNodeParticleOutput::generate_code(Shader::Mode p_mode, Visual } } if (!p_input_vars[0].is_empty()) { // active (end) - code += "\t}\n"; + code += " }\n"; } } return code; @@ -926,12 +926,12 @@ String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualSh if (!is_input_port_connected(0)) { default_condition = true; if (get_input_port_default_value(0)) { - tab = "\t"; + tab = " "; } else { return code; } } else { - tab = "\t\t"; + tab = " "; } String transform; @@ -1008,13 +1008,13 @@ String VisualShaderNodeParticleEmit::generate_code(Shader::Mode p_mode, VisualSh } if (!default_condition) { - code += "\tif (" + p_input_vars[0] + ") {\n"; + code += " if (" + p_input_vars[0] + ") {\n"; } code += tab + "emit_subparticle(" + transform + ", " + velocity + ", vec4(" + color + ", " + alpha + "), vec4(" + custom + ", " + custom_alpha + "), " + flags + ");\n"; if (!default_condition) { - code += "\t}\n"; + code += " }\n"; } return code; diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp index d25e32b070..14c655b129 100644 --- a/scene/resources/visual_shader_sdf_nodes.cpp +++ b/scene/resources/visual_shader_sdf_nodes.cpp @@ -61,7 +61,7 @@ String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const { } String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; + return " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; } VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() { @@ -105,7 +105,7 @@ String VisualShaderNodeScreenUVToSDF::get_input_port_default_hint(int p_port) co } String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; + return " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; } VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() { @@ -142,7 +142,7 @@ String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const { } String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n"; + return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n"; } VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() { @@ -179,7 +179,7 @@ String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const } String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { - return "\t" + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; + return " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n"; } VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() { @@ -240,40 +240,40 @@ String VisualShaderNodeSDFRaymarch::get_output_port_name(int p_port) const { String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { String code; - code += "\t{\n"; + code += " {\n"; if (p_input_vars[0] == String()) { - code += "\t\tvec2 __from_pos = vec2(0.0f);\n"; + code += " vec2 __from_pos = vec2(0.0f);\n"; } else { - code += "\t\tvec2 __from_pos = " + p_input_vars[0] + ".xy;\n"; + code += " vec2 __from_pos = " + p_input_vars[0] + ".xy;\n"; } if (p_input_vars[1] == String()) { - code += "\t\tvec2 __to_pos = vec2(0.0f);\n"; + code += " vec2 __to_pos = vec2(0.0f);\n"; } else { - code += "\t\tvec2 __to_pos = " + p_input_vars[1] + ".xy;\n"; + code += " vec2 __to_pos = " + p_input_vars[1] + ".xy;\n"; } - code += "\n\t\tvec2 __at = __from_pos;\n"; - code += "\t\tfloat __max_dist = distance(__from_pos, __to_pos);\n"; - code += "\t\tvec2 __dir = normalize(__to_pos - __from_pos);\n\n"; - - code += "\t\tfloat __accum = 0.0f;\n"; - code += "\t\twhile(__accum < __max_dist) {\n"; - code += "\t\t\tfloat __d = texture_sdf(__at);\n"; - code += "\t\t\t__accum += __d;\n"; - code += "\t\t\tif (__d < 0.01f) {\n"; - code += "\t\t\t\tbreak;\n"; - code += "\t\t\t}\n"; - code += "\t\t\t__at += __d * __dir;\n"; - code += "\t\t}\n"; - - code += "\t\tfloat __dist = min(__max_dist, __accum);\n"; - code += "\t\t" + p_output_vars[0] + " = __dist;\n"; - code += "\t\t" + p_output_vars[1] + " = __accum < __max_dist;\n"; - code += "\t\t" + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n"; - - code += "\t}\n"; + code += "\n vec2 __at = __from_pos;\n"; + code += " float __max_dist = distance(__from_pos, __to_pos);\n"; + code += " vec2 __dir = normalize(__to_pos - __from_pos);\n\n"; + + code += " float __accum = 0.0f;\n"; + code += " while(__accum < __max_dist) {\n"; + code += " float __d = texture_sdf(__at);\n"; + code += " __accum += __d;\n"; + code += " if (__d < 0.01f) {\n"; + code += " break;\n"; + code += " }\n"; + code += " __at += __d * __dir;\n"; + code += " }\n"; + + code += " float __dist = min(__max_dist, __accum);\n"; + code += " " + p_output_vars[0] + " = __dist;\n"; + code += " " + p_output_vars[1] + " = __accum < __max_dist;\n"; + code += " " + p_output_vars[2] + " = vec3(__from_pos + __dir * __dist, 0.0f);\n"; + + code += " }\n"; return code; } diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h index 3f751cfbe8..b7cf0983af 100644 --- a/servers/rendering/rasterizer_dummy.h +++ b/servers/rendering/rasterizer_dummy.h @@ -201,6 +201,9 @@ public: void update() override {} void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) override {} + virtual void decals_set_filter(RS::DecalFilter p_filter) override {} + virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override {} + RasterizerSceneDummy() {} ~RasterizerSceneDummy() {} }; 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 b457f5d122..ac20515c28 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -589,11 +589,6 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); - scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get(); - scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get(); - scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get(); - scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get(); - Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y; @@ -1942,13 +1937,67 @@ void RenderForwardClustered::_update_render_base_uniform_set() { { RD::Uniform u; u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (decals_get_filter()) { + case RS::DECAL_FILTER_NEAREST: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.ids.push_back(sampler); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (light_projectors_get_filter()) { + case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.ids.push_back(sampler); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_omni_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 4; + u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_spot_light_buffer()); uniforms.push_back(u); @@ -1956,35 +2005,35 @@ void RenderForwardClustered::_update_render_base_uniform_set() { { RD::Uniform u; - u.binding = 5; + u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_reflection_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 6; + u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.ids.push_back(get_directional_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 7; + u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(scene_state.lightmap_buffer); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 8; + u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(scene_state.lightmap_capture_buffer); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 9; + u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = storage->decal_atlas_get_texture(); u.ids.push_back(decal_atlas); @@ -1992,7 +2041,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() { } { RD::Uniform u; - u.binding = 10; + u.binding = 12; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = storage->decal_atlas_get_texture_srgb(); u.ids.push_back(decal_atlas); @@ -2000,7 +2049,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() { } { RD::Uniform u; - u.binding = 11; + u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_decal_buffer()); uniforms.push_back(u); @@ -2009,7 +2058,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() { { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 12; + u.binding = 14; u.ids.push_back(storage->global_variables_get_storage_buffer()); uniforms.push_back(u); } @@ -2017,7 +2066,7 @@ void RenderForwardClustered::_update_render_base_uniform_set() { { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 13; + u.binding = 15; u.ids.push_back(sdfgi_get_ubo()); uniforms.push_back(u); } @@ -2939,6 +2988,48 @@ void RenderForwardClustered::geometry_instance_set_softshadow_projector_pairing( _geometry_instance_mark_dirty(ginstance); } +void RenderForwardClustered::_update_shader_quality_settings() { + Vector<RD::PipelineSpecializationConstant> spec_constants; + + RD::PipelineSpecializationConstant sc; + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT; + + sc.constant_id = SPEC_CONSTANT_SOFT_SHADOW_SAMPLES; + sc.int_value = soft_shadow_samples_get(); + + spec_constants.push_back(sc); + + sc.constant_id = SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES; + sc.int_value = penumbra_shadow_samples_get(); + + spec_constants.push_back(sc); + + sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES; + sc.int_value = directional_soft_shadow_samples_get(); + + spec_constants.push_back(sc); + + sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES; + sc.int_value = directional_penumbra_shadow_samples_get(); + + spec_constants.push_back(sc); + + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = SPEC_CONSTANT_DECAL_FILTER; + sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + + spec_constants.push_back(sc); + + sc.constant_id = SPEC_CONSTANT_PROJECTOR_FILTER; + sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + + spec_constants.push_back(sc); + + scene_shader.set_default_specialization_constants(spec_constants); + + _base_uniforms_changed(); //also need this +} + RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) : RendererSceneRenderRD(p_storage) { singleton = this; @@ -2976,6 +3067,8 @@ RenderForwardClustered::RenderForwardClustered(RendererStorageRD *p_storage) : } render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances"); + + _update_shader_quality_settings(); } RenderForwardClustered::~RenderForwardClustered() { diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index b70cefd980..6682c5e9b0 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -51,6 +51,15 @@ class RenderForwardClustered : public RendererSceneRenderRD { }; enum { + SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6, + SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7, + SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 8, + SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 9, + SPEC_CONSTANT_DECAL_FILTER = 10, + SPEC_CONSTANT_PROJECTOR_FILTER = 11, + }; + + enum { SDFGI_MAX_CASCADES = 8, MAX_VOXEL_GI_INSTANCESS = 8, MAX_LIGHTMAPS = 8, @@ -222,11 +231,6 @@ class RenderForwardClustered : public RendererSceneRenderRD { float penumbra_shadow_kernel[128]; float soft_shadow_kernel[128]; - uint32_t directional_penumbra_shadow_samples; - uint32_t directional_soft_shadow_samples; - uint32_t penumbra_shadow_samples; - uint32_t soft_shadow_samples; - float ambient_light_color_energy[4]; float ambient_color_sky_mix; @@ -573,6 +577,8 @@ class RenderForwardClustered : public RendererSceneRenderRD { RenderList render_list[RENDER_LIST_MAX]; + virtual void _update_shader_quality_settings() override; + protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; 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 706a75e641..333e87bdbd 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 @@ -324,7 +324,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } RID shader_variant = shader_singleton->shader.version_get_shader(version, k); - pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0); + pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants); } } } @@ -408,7 +408,8 @@ RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_s return shader_singleton->shader.version_get_native_source_code(version); } -SceneShaderForwardClustered::ShaderData::ShaderData() { +SceneShaderForwardClustered::ShaderData::ShaderData() : + shader_list_element(this) { valid = false; uses_screen_texture = false; } @@ -424,6 +425,7 @@ SceneShaderForwardClustered::ShaderData::~ShaderData() { RendererStorageRD::ShaderData *SceneShaderForwardClustered::_create_shader_func() { ShaderData *shader_data = memnew(ShaderData); + singleton->shader_list.add(&shader_data->shader_list_element); return shader_data; } @@ -681,7 +683,19 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin //default material and shader default_shader = storage->shader_allocate(); storage->shader_initialize(default_shader); - storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n"); + storage->shader_set_code(default_shader, R"( +shader_type spatial; + +void vertex() { + ROUGHNESS = 0.8; +} + +void fragment() { + ALBEDO = vec3(0.6); + ROUGHNESS = 0.8; + METALLIC = 0.2; +} +)"); default_material = storage->material_allocate(); storage->material_initialize(default_material); storage->material_set_shader(default_material, default_shader); @@ -698,7 +712,16 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin overdraw_material_shader = storage->shader_allocate(); storage->shader_initialize(overdraw_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. - storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }"); + storage->shader_set_code(overdraw_material_shader, R"( +shader_type spatial; + +render_mode blend_add, unshaded; + +void fragment() { + ALBEDO = vec3(0.4, 0.8, 0.8); + ALPHA = 0.1; +} +)"); overdraw_material = storage->material_allocate(); storage->material_initialize(overdraw_material); storage->material_set_shader(overdraw_material, overdraw_material_shader); @@ -728,3 +751,16 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin shadow_sampler = RD::get_singleton()->sampler_create(sampler); } } + +void SceneShaderForwardClustered::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) { + default_specialization_constants = p_constants; + for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) { + for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) { + for (int j = 0; j < RS::PRIMITIVE_MAX; j++) { + for (int k = 0; k < SHADER_VERSION_MAX; k++) { + E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants); + } + } + } + } +} diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h index 8dfd18cca5..8d75f30a20 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -160,10 +160,13 @@ public: virtual Variant get_default_parameter(const StringName &p_parameter) const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; + SelfList<ShaderData> shader_list_element; ShaderData(); virtual ~ShaderData(); }; + SelfList<ShaderData>::List shader_list; + RendererStorageRD::ShaderData *_create_shader_func(); static RendererStorageRD::ShaderData *_create_shader_funcs() { return static_cast<SceneShaderForwardClustered *>(singleton)->_create_shader_func(); @@ -209,10 +212,12 @@ public: RID overdraw_material_uniform_set; ShaderData *overdraw_material_shader_ptr = nullptr; + Vector<RD::PipelineSpecializationConstant> default_specialization_constants; SceneShaderForwardClustered(); ~SceneShaderForwardClustered(); void init(RendererStorageRD *p_storage, const String p_defines); + void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants); }; } // namespace RendererSceneRenderImplementation diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 4985fd1687..438bbff53c 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -899,13 +899,67 @@ void RenderForwardMobile::_update_render_base_uniform_set() { { RD::Uniform u; u.binding = 3; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (decals_get_filter()) { + case RS::DECAL_FILTER_NEAREST: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_NEAREST_MIPMAPS: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.ids.push_back(sampler); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 4; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + RID sampler; + switch (light_projectors_get_filter()) { + case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { + sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + } break; + } + + u.ids.push_back(sampler); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.binding = 5; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_omni_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 4; + u.binding = 6; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_spot_light_buffer()); uniforms.push_back(u); @@ -913,35 +967,35 @@ void RenderForwardMobile::_update_render_base_uniform_set() { { RD::Uniform u; - u.binding = 5; + u.binding = 7; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_reflection_probe_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 6; + u.binding = 8; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.ids.push_back(get_directional_light_buffer()); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 7; + u.binding = 9; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(scene_state.lightmap_buffer); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 8; + u.binding = 10; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(scene_state.lightmap_capture_buffer); uniforms.push_back(u); } { RD::Uniform u; - u.binding = 9; + u.binding = 11; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = storage->decal_atlas_get_texture(); u.ids.push_back(decal_atlas); @@ -949,7 +1003,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() { } { RD::Uniform u; - u.binding = 10; + u.binding = 12; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; RID decal_atlas = storage->decal_atlas_get_texture_srgb(); u.ids.push_back(decal_atlas); @@ -957,7 +1011,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() { } { RD::Uniform u; - u.binding = 11; + u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; u.ids.push_back(get_decal_buffer()); uniforms.push_back(u); @@ -966,7 +1020,7 @@ void RenderForwardMobile::_update_render_base_uniform_set() { { RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 12; + u.binding = 14; u.ids.push_back(storage->global_variables_get_storage_buffer()); uniforms.push_back(u); } @@ -1203,11 +1257,6 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, RendererStorageRD::store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel); RendererStorageRD::store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel); - scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get(); - scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get(); - scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get(); - scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get(); - Size2 screen_pixel_size = Vector2(1.0, 1.0) / Size2(p_screen_size); scene_state.ubo.screen_pixel_size[0] = screen_pixel_size.x; scene_state.ubo.screen_pixel_size[1] = screen_pixel_size.y; @@ -2237,6 +2286,48 @@ uint32_t RenderForwardMobile::get_max_elements() const { RenderForwardMobile *RenderForwardMobile::singleton = nullptr; +void RenderForwardMobile::_update_shader_quality_settings() { + Vector<RD::PipelineSpecializationConstant> spec_constants; + + RD::PipelineSpecializationConstant sc; + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_INT; + + sc.constant_id = SPEC_CONSTANT_SOFT_SHADOW_SAMPLES; + sc.int_value = soft_shadow_samples_get(); + + spec_constants.push_back(sc); + + sc.constant_id = SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES; + sc.int_value = penumbra_shadow_samples_get(); + + spec_constants.push_back(sc); + + sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES; + sc.int_value = directional_soft_shadow_samples_get(); + + spec_constants.push_back(sc); + + sc.constant_id = SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES; + sc.int_value = directional_penumbra_shadow_samples_get(); + + spec_constants.push_back(sc); + + sc.type = RD::PIPELINE_SPECIALIZATION_CONSTANT_TYPE_BOOL; + sc.constant_id = SPEC_CONSTANT_DECAL_FILTER; + sc.bool_value = decals_get_filter() == RS::DECAL_FILTER_NEAREST_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS || decals_get_filter() == RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + + spec_constants.push_back(sc); + + sc.constant_id = SPEC_CONSTANT_PROJECTOR_FILTER; + sc.bool_value = light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS || light_projectors_get_filter() == RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC; + + spec_constants.push_back(sc); + + scene_shader.set_default_specialization_constants(spec_constants); + + _base_uniforms_changed(); //also need this +} + RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) : RendererSceneRenderRD(p_storage) { singleton = this; @@ -2272,6 +2363,8 @@ RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) : // !BAS! maybe we need a mobile version of this setting? render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances"); + + _update_shader_quality_settings(); } RenderForwardMobile::~RenderForwardMobile() { diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 5d28cdb5d3..973925d562 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -65,6 +65,15 @@ protected: }; enum { + SPEC_CONSTANT_SOFT_SHADOW_SAMPLES = 6, + SPEC_CONSTANT_PENUMBRA_SHADOW_SAMPLES = 7, + SPEC_CONSTANT_DIRECTIONAL_SOFT_SHADOW_SAMPLES = 8, + SPEC_CONSTANT_DIRECTIONAL_PENUMBRA_SHADOW_SAMPLES = 9, + SPEC_CONSTANT_DECAL_FILTER = 10, + SPEC_CONSTANT_PROJECTOR_FILTER = 11, + }; + + enum { MAX_LIGHTMAPS = 8, MAX_RDL_CULL = 8, // maximum number of reflection probes, decals or lights we can cull per geometry instance INSTANCE_DATA_BUFFER_MIN_SIZE = 4096 @@ -228,11 +237,6 @@ protected: float penumbra_shadow_kernel[128]; float soft_shadow_kernel[128]; - uint32_t directional_penumbra_shadow_samples; - uint32_t directional_soft_shadow_samples; - uint32_t penumbra_shadow_samples; - uint32_t soft_shadow_samples; - float ambient_light_color_energy[4]; float ambient_color_sky_mix; @@ -569,6 +573,8 @@ protected: _FORCE_INLINE_ void _fill_push_constant_instance_indices(GeometryInstanceForwardMobile::PushConstant *p_push_constant, const GeometryInstanceForwardMobile *p_instance); + void _update_shader_quality_settings() override; + public: static void _geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker); static void _geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker); 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 7709c8aadc..bcdcb05653 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 @@ -318,7 +318,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { } RID shader_variant = shader_singleton->shader.version_get_shader(version, k); - pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0); + pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants); } } } @@ -402,7 +402,8 @@ RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_sour return shader_singleton->shader.version_get_native_source_code(version); } -SceneShaderForwardMobile::ShaderData::ShaderData() { +SceneShaderForwardMobile::ShaderData::ShaderData() : + shader_list_element(this) { valid = false; uses_screen_texture = false; } @@ -418,6 +419,7 @@ SceneShaderForwardMobile::ShaderData::~ShaderData() { RendererStorageRD::ShaderData *SceneShaderForwardMobile::_create_shader_func() { ShaderData *shader_data = memnew(ShaderData); + singleton->shader_list.add(&shader_data->shader_list_element); return shader_data; } @@ -671,7 +673,19 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p //default material and shader default_shader = storage->shader_allocate(); storage->shader_initialize(default_shader); - storage->shader_set_code(default_shader, "shader_type spatial; void vertex() { ROUGHNESS = 0.8; } void fragment() { ALBEDO=vec3(0.6); ROUGHNESS=0.8; METALLIC=0.2; } \n"); + storage->shader_set_code(default_shader, R"( +shader_type spatial; + +void vertex() { + ROUGHNESS = 0.8; +} + +void fragment() { + ALBEDO = vec3(0.6); + ROUGHNESS = 0.8; + METALLIC = 0.2; +} +)"); default_material = storage->material_allocate(); storage->material_initialize(default_material); storage->material_set_shader(default_material, default_shader); @@ -687,7 +701,16 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p overdraw_material_shader = storage->shader_allocate(); storage->shader_initialize(overdraw_material_shader); // Use relatively low opacity so that more "layers" of overlapping objects can be distinguished. - storage->shader_set_code(overdraw_material_shader, "shader_type spatial;\nrender_mode blend_add,unshaded;\n void fragment() { ALBEDO=vec3(0.4,0.8,0.8); ALPHA=0.1; }"); + storage->shader_set_code(overdraw_material_shader, R"( +shader_type spatial; + +render_mode blend_add, unshaded; + +void fragment() { + ALBEDO = vec3(0.4, 0.8, 0.8); + ALPHA = 0.1; +} +)"); overdraw_material = storage->material_allocate(); storage->material_initialize(overdraw_material); storage->material_set_shader(overdraw_material, overdraw_material_shader); @@ -718,6 +741,19 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p } } +void SceneShaderForwardMobile::set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants) { + default_specialization_constants = p_constants; + for (SelfList<ShaderData> *E = shader_list.first(); E; E = E->next()) { + for (int i = 0; i < ShaderData::CULL_VARIANT_MAX; i++) { + for (int j = 0; j < RS::PRIMITIVE_MAX; j++) { + for (int k = 0; k < SHADER_VERSION_MAX; k++) { + E->self()->pipelines[i][j][k].update_specialization_constants(default_specialization_constants); + } + } + } + } +} + SceneShaderForwardMobile::~SceneShaderForwardMobile() { RD::get_singleton()->free(default_vec4_xform_buffer); RD::get_singleton()->free(shadow_sampler); diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h index 5c9e35fd0d..e1c10f0206 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h @@ -151,6 +151,8 @@ public: virtual Variant get_default_parameter(const StringName &p_parameter) const; virtual RS::ShaderNativeSourceCode get_native_source_code() const; + SelfList<ShaderData> shader_list_element; + ShaderData(); virtual ~ShaderData(); }; @@ -174,6 +176,8 @@ public: virtual ~MaterialData(); }; + SelfList<ShaderData>::List shader_list; + RendererStorageRD::MaterialData *_create_material_func(ShaderData *p_shader); static RendererStorageRD::MaterialData *_create_material_funcs(RendererStorageRD::ShaderData *p_shader) { return static_cast<SceneShaderForwardMobile *>(singleton)->_create_material_func(static_cast<ShaderData *>(p_shader)); @@ -202,7 +206,10 @@ public: SceneShaderForwardMobile(); ~SceneShaderForwardMobile(); + Vector<RD::PipelineSpecializationConstant> default_specialization_constants; + void init(RendererStorageRD *p_storage, const String p_defines); + void set_default_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_constants); }; } // namespace RendererSceneRenderImplementation diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp index 2bdd523920..aefe926cb0 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp @@ -68,6 +68,9 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD } void PipelineCacheRD::_clear() { +#ifndef _MSC_VER +#warning Clear should probably recompile all the variants already compiled instead to avoid stalls? needs discussion +#endif if (versions) { for (uint32_t i = 0; i < version_count; i++) { //shader may be gone, so this may not be valid @@ -94,6 +97,10 @@ void PipelineCacheRD::setup(RID p_shader, RD::RenderPrimitive p_primitive, const dynamic_state_flags = p_dynamic_state_flags; base_specialization_constants = p_base_specialization_constants; } +void PipelineCacheRD::update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants) { + base_specialization_constants = p_base_specialization_constants; + _clear(); +} void PipelineCacheRD::update_shader(RID p_shader) { ERR_FAIL_COND(p_shader.is_null()); diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h index 71e26283e1..e52f47fa47 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.h +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h @@ -66,6 +66,7 @@ class PipelineCacheRD { public: void setup(RID p_shader, RD::RenderPrimitive p_primitive, const RD::PipelineRasterizationState &p_rasterization_state, RD::PipelineMultisampleState p_multisample, const RD::PipelineDepthStencilState &p_depth_stencil_state, const RD::PipelineColorBlendState &p_blend_state, int p_dynamic_state_flags = 0, const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants = Vector<RD::PipelineSpecializationConstant>()); + void update_specialization_constants(const Vector<RD::PipelineSpecializationConstant> &p_base_specialization_constants); void update_shader(RID p_shader); _FORCE_INLINE_ RID get_render_pipeline(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe = false, uint32_t p_render_pass = 0, uint32_t p_bool_specializations = 0) { diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 1e3dbe69a3..6a66e9fa01 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -2570,8 +2570,19 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { default_canvas_group_shader = storage->shader_allocate(); storage->shader_initialize(default_canvas_group_shader); - storage->shader_set_code(default_canvas_group_shader, "shader_type canvas_item; \nvoid fragment() {\n\tvec4 c = textureLod(SCREEN_TEXTURE,SCREEN_UV,0.0); if (c.a > 0.0001) c.rgb/=c.a; COLOR *= c; \n}\n"); + storage->shader_set_code(default_canvas_group_shader, R"( +shader_type canvas_item; +void fragment() { + vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + + if (c.a > 0.0001) { + c.rgb /= c.a; + } + + COLOR *= c; +} +)"); default_canvas_group_material = storage->material_allocate(); storage->material_initialize(default_canvas_group_material); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 7b5f448c18..4870f5f397 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -2259,6 +2259,8 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) { get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples); get_vogel_disk(soft_shadow_kernel, soft_shadow_samples); } + + _update_shader_quality_settings(); } void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) { @@ -2299,6 +2301,23 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples); get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples); } + + _update_shader_quality_settings(); +} + +void RendererSceneRenderRD::decals_set_filter(RenderingServer::DecalFilter p_filter) { + if (decals_filter == p_filter) { + return; + } + decals_filter = p_filter; + _update_shader_quality_settings(); +} +void RendererSceneRenderRD::light_projectors_set_filter(RenderingServer::LightProjectorFilter p_filter) { + if (light_projectors_filter == p_filter) { + return; + } + light_projectors_filter = p_filter; + _update_shader_quality_settings(); } int RendererSceneRenderRD::get_roughness_layers() const { @@ -4287,6 +4306,9 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { environment_set_volumetric_fog_volume_size(GLOBAL_GET("rendering/environment/volumetric_fog/volume_size"), GLOBAL_GET("rendering/environment/volumetric_fog/volume_depth")); environment_set_volumetric_fog_filter_active(GLOBAL_GET("rendering/environment/volumetric_fog/use_filter")); + decals_set_filter(RS::DecalFilter(int(GLOBAL_GET("rendering/textures/decals/filter")))); + light_projectors_set_filter(RS::LightProjectorFilter(int(GLOBAL_GET("rendering/textures/light_projectors/filter")))); + cull_argument.set_page_pool(&cull_argument_pool); } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index cd2056d390..5e0281002d 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -165,6 +165,8 @@ protected: virtual void _map_forward_id(ForwardIDType p_type, ForwardID p_id, uint32_t p_index) {} virtual bool _uses_forward_ids() const { return false; } + virtual void _update_shader_quality_settings() {} + private: RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED; static RendererSceneRenderRD *singleton; @@ -305,6 +307,8 @@ private: int directional_soft_shadow_samples = 0; int penumbra_shadow_samples = 0; int soft_shadow_samples = 0; + RS::DecalFilter decals_filter = RS::DECAL_FILTER_LINEAR_MIPMAPS; + RS::LightProjectorFilter light_projectors_filter = RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS; /* DIRECTIONAL SHADOW */ @@ -1197,6 +1201,10 @@ public: virtual void shadows_quality_set(RS::ShadowQuality p_quality) override; virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality) override; + + virtual void decals_set_filter(RS::DecalFilter p_filter) override; + virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override; + _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; } _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; } _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; } @@ -1212,6 +1220,9 @@ public: _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; } _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; } + _FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; } + _FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; } + int get_roughness_layers() const; bool is_using_radiance_cubemap_array() const; diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index e701219617..bc1603a219 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -757,7 +757,13 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { sky_shader.default_shader = storage->shader_allocate(); storage->shader_initialize(sky_shader.default_shader); - storage->shader_set_code(sky_shader.default_shader, "shader_type sky; void sky() { COLOR = vec3(0.0); } \n"); + storage->shader_set_code(sky_shader.default_shader, R"( +shader_type sky; + +void sky() { + COLOR = vec3(0.0); +} +)"); sky_shader.default_material = storage->material_allocate(); storage->material_initialize(sky_shader.default_material); @@ -838,7 +844,15 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { sky_scene_state.fog_shader = storage->shader_allocate(); storage->shader_initialize(sky_scene_state.fog_shader); - storage->shader_set_code(sky_scene_state.fog_shader, "shader_type sky; uniform vec4 clear_color; void sky() { COLOR = clear_color.rgb; } \n"); + storage->shader_set_code(sky_scene_state.fog_shader, R"( +shader_type sky; + +uniform vec4 clear_color; + +void sky() { + COLOR = clear_color.rgb; +} +)"); sky_scene_state.fog_material = storage->material_allocate(); storage->material_initialize(sky_scene_state.fog_material); diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 8e79f33dfa..2657fa3ae8 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -9388,7 +9388,13 @@ RendererStorageRD::RendererStorageRD() { // default material and shader for particles shader particles_shader.default_shader = shader_allocate(); shader_initialize(particles_shader.default_shader); - shader_set_code(particles_shader.default_shader, "shader_type particles; void process() { COLOR = vec4(1.0); } \n"); + shader_set_code(particles_shader.default_shader, R"( +shader_type particles; + +void process() { + COLOR = vec4(1.0); +} +)"); particles_shader.default_material = material_allocate(); material_initialize(particles_shader.default_material); material_set_shader(particles_shader.default_material, particles_shader.default_shader); diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp index b347197289..1dde92d8ff 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp +++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp @@ -1351,7 +1351,13 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide if (err != OK) { Vector<String> shader = p_code.split("\n"); for (int i = 0; i < shader.size(); i++) { - print_line(itos(i + 1) + " " + shader[i]); + if (i + 1 == parser.get_error_line()) { + // Mark the error line to be visible without having to look at + // the trace at the end. + print_line(vformat("E%4d-> %s", i + 1, shader[i])); + } else { + print_line(vformat("%5d | %s", i + 1, shader[i])); + } } _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 763c3895a9..ef1c9bacfb 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -356,13 +356,24 @@ void main() { #VERSION_DEFINES -/* Specialization Constants */ +/* Specialization Constants (Toggles) */ layout(constant_id = 0) const bool sc_use_forward_gi = false; layout(constant_id = 1) const bool sc_use_light_projector = false; layout(constant_id = 2) const bool sc_use_light_soft_shadows = false; layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false; +/* Specialization Constants (Values) */ + +layout(constant_id = 6) const uint sc_soft_shadow_samples = 4; +layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4; + +layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4; +layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4; + +layout(constant_id = 10) const bool sc_decal_use_mipmaps = true; +layout(constant_id = 11) const bool sc_projector_use_mipmaps = true; + #include "scene_forward_clustered_inc.glsl" /* Varyings */ @@ -796,25 +807,35 @@ void main() { continue; //out of decal } - //we need ddx/ddy for mipmaps, so simulate them - vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; - vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; - float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade); if (decals.data[decal_index].normal_fade > 0.0) { fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5); } + //we need ddx/ddy for mipmaps, so simulate them + vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz; + vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz; + if (decals.data[decal_index].albedo_rect != vec4(0.0)) { //has albedo - vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); + vec4 decal_albedo; + if (sc_decal_use_mipmaps) { + decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw); + } else { + decal_albedo = textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, 0.0); + } decal_albedo *= decals.data[decal_index].modulate; decal_albedo.a *= fade; albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix); if (decals.data[decal_index].normal_rect != vec4(0.0)) { - vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; + vec3 decal_normal; + if (sc_decal_use_mipmaps) { + decal_normal = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz; + } else { + decal_normal = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, 0.0).xyz; + } decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy))); //convert to view space, use xzy because y is up @@ -824,7 +845,12 @@ void main() { } if (decals.data[decal_index].orm_rect != vec4(0.0)) { - vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; + vec3 decal_orm; + if (sc_decal_use_mipmaps) { + decal_orm = textureGrad(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz; + } else { + decal_orm = textureLod(sampler2D(decal_atlas, decal_sampler), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, 0.0).xyz; + } ao = mix(ao, decal_orm.r, decal_albedo.a); roughness = mix(roughness, decal_orm.g, decal_albedo.a); metallic = mix(metallic, decal_orm.b, decal_albedo.a); @@ -833,7 +859,11 @@ void main() { if (decals.data[decal_index].emission_rect != vec4(0.0)) { //emission is additive, so its independent from albedo - emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; + if (sc_decal_use_mipmaps) { + emission += textureGrad(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade; + } else { + emission += textureLod(sampler2D(decal_atlas_srgb, decal_sampler), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, 0.0).xyz * decals.data[decal_index].emission_energy * fade; + } } } } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index 6599a42bab..3a05275652 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -52,6 +52,10 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12]; layout(set = 0, binding = 2) uniform sampler shadow_sampler; +layout(set = 0, binding = 3) uniform sampler decal_sampler; + +layout(set = 0, binding = 4) uniform sampler light_projector_sampler; + #define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5) #define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6) #define INSTANCE_FLAGS_USE_SDFGI (1 << 7) @@ -67,22 +71,22 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler; //3 bits of stride #define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF -layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights { +layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { LightData data[]; } omni_lights; -layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights { +layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights { LightData data[]; } spot_lights; -layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData { +layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData { ReflectionData data[]; } reflections; -layout(set = 0, binding = 6, std140) uniform DirectionalLights { +layout(set = 0, binding = 8, std140) uniform DirectionalLights { DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; @@ -94,7 +98,7 @@ struct Lightmap { mat3 normal_xform; }; -layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps { +layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { Lightmap data[]; } lightmaps; @@ -103,20 +107,20 @@ struct LightmapCapture { vec4 sh[9]; }; -layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures { +layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures { LightmapCapture data[]; } lightmap_captures; -layout(set = 0, binding = 9) uniform texture2D decal_atlas; -layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb; +layout(set = 0, binding = 11) uniform texture2D decal_atlas; +layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb; -layout(set = 0, binding = 11, std430) restrict readonly buffer Decals { +layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { DecalData data[]; } decals; -layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData { vec4 data[]; } global_variables; @@ -128,7 +132,7 @@ struct SDFVoxelGICascadeData { float to_cell; // 1/bounds * grid_size }; -layout(set = 0, binding = 13, std140) uniform SDFGI { +layout(set = 0, binding = 15, std140) uniform SDFGI { vec3 grid_size; uint max_cascades; @@ -179,11 +183,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData { vec4 penumbra_shadow_kernel[32]; vec4 soft_shadow_kernel[32]; - uint directional_penumbra_shadow_samples; - uint directional_soft_shadow_samples; - uint penumbra_shadow_samples; - uint soft_shadow_samples; - vec4 ambient_light_color_energy; float ambient_color_sky_mix; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 79790b1bfe..7039ea2942 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -301,7 +301,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve float depth = coord.z; //if only one sample is taken, take it from the center - if (scene_data.directional_soft_shadow_samples == 1) { + if (sc_directional_soft_shadow_samples == 1) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -315,11 +315,11 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve float avg = 0.0; - for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) { + for (uint i = 0; i < sc_directional_soft_shadow_samples; i++) { avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0)); } - return avg * (1.0 / float(scene_data.directional_soft_shadow_samples)); + return avg * (1.0 / float(sc_directional_soft_shadow_samples)); } float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) { @@ -327,7 +327,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) { float depth = coord.z; //if only one sample is taken, take it from the center - if (scene_data.soft_shadow_samples == 1) { + if (sc_soft_shadow_samples == 1) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -341,11 +341,11 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) { float avg = 0.0; - for (uint i = 0; i < scene_data.soft_shadow_samples; i++) { + for (uint i = 0; i < sc_soft_shadow_samples; i++) { avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0)); } - return avg * (1.0 / float(scene_data.soft_shadow_samples)); + return avg * (1.0 / float(sc_soft_shadow_samples)); } float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) { @@ -361,7 +361,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr)); } - for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) { + for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; if (d < pssm_coord.z) { @@ -377,12 +377,12 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex tex_scale *= penumbra; float s = 0.0; - for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) { + for (uint i = 0; i < sc_directional_penumbra_shadow_samples; i++) { vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale; s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0)); } - return s / float(scene_data.directional_penumbra_shadow_samples); + return s / float(sc_directional_penumbra_shadow_samples); } else { //no blockers found, so no shadow @@ -448,7 +448,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale; bitangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale; - for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) { + for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy; vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y; @@ -485,7 +485,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { z_norm -= omni_lights.data[idx].inv_radius * omni_lights.data[idx].shadow_bias; shadow = 0.0; - for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) { + for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy; vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y; @@ -506,7 +506,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0)); } - shadow /= float(scene_data.penumbra_shadow_samples); + shadow /= float(sc_penumbra_shadow_samples); } else { //no blockers found, so no shadow @@ -626,40 +626,45 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v local_v.xy = local_v.xy * 0.5 + 0.5; vec2 proj_uv = local_v.xy * atlas_rect.zw; - vec2 proj_uv_ddx; - vec2 proj_uv_ddy; - { - vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz; - local_v_ddx = normalize(local_v_ddx); + if (sc_projector_use_mipmaps) { + vec2 proj_uv_ddx; + vec2 proj_uv_ddy; + { + vec3 local_v_ddx = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)).xyz; + local_v_ddx = normalize(local_v_ddx); - if (local_v_ddx.z >= 0.0) { - local_v_ddx.z += 1.0; - } else { - local_v_ddx.z = 1.0 - local_v_ddx.z; - } + if (local_v_ddx.z >= 0.0) { + local_v_ddx.z += 1.0; + } else { + local_v_ddx.z = 1.0 - local_v_ddx.z; + } - local_v_ddx.xy /= local_v_ddx.z; - local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5; + local_v_ddx.xy /= local_v_ddx.z; + local_v_ddx.xy = local_v_ddx.xy * 0.5 + 0.5; - proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv; + proj_uv_ddx = local_v_ddx.xy * atlas_rect.zw - proj_uv; - vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz; - local_v_ddy = normalize(local_v_ddy); + vec3 local_v_ddy = (omni_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)).xyz; + local_v_ddy = normalize(local_v_ddy); - if (local_v_ddy.z >= 0.0) { - local_v_ddy.z += 1.0; - } else { - local_v_ddy.z = 1.0 - local_v_ddy.z; - } + if (local_v_ddy.z >= 0.0) { + local_v_ddy.z += 1.0; + } else { + local_v_ddy.z = 1.0 - local_v_ddy.z; + } - local_v_ddy.xy /= local_v_ddy.z; - local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5; + local_v_ddy.xy /= local_v_ddy.z; + local_v_ddy.xy = local_v_ddy.xy * 0.5 + 0.5; - proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv; - } + proj_uv_ddy = local_v_ddy.xy * atlas_rect.zw - proj_uv; + } - vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy); - color *= proj.rgb * proj.a; + vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + atlas_rect.xy, proj_uv_ddx, proj_uv_ddy); + color *= proj.rgb * proj.a; + } else { + vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + atlas_rect.xy, 0.0); + color *= proj.rgb * proj.a; + } } light_attenuation *= shadow; @@ -736,7 +741,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { float uv_size = spot_lights.data[idx].soft_shadow_size * z_norm * spot_lights.data[idx].soft_shadow_scale; vec2 clamp_max = spot_lights.data[idx].atlas_rect.xy + spot_lights.data[idx].atlas_rect.zw; - for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) { + for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r; @@ -753,13 +758,13 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { uv_size *= penumbra; shadow = 0.0; - for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) { + for (uint i = 0; i < sc_penumbra_shadow_samples; i++) { vec2 suv = shadow_uv + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size; suv = clamp(suv, spot_lights.data[idx].atlas_rect.xy, clamp_max); shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, splane.z, 1.0)); } - shadow /= float(scene_data.penumbra_shadow_samples); + shadow /= float(sc_penumbra_shadow_samples); } else { //no blockers found, so no shadow @@ -861,17 +866,22 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v vec2 proj_uv = normal_to_panorama(splane.xyz) * spot_lights.data[idx].projector_rect.zw; - //ensure we have proper mipmaps - vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)); - splane_ddx /= splane_ddx.w; - vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv; + if (sc_projector_use_mipmaps) { + //ensure we have proper mipmaps + vec4 splane_ddx = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddx, 1.0)); + splane_ddx /= splane_ddx.w; + vec2 proj_uv_ddx = normal_to_panorama(splane_ddx.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv; - vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)); - splane_ddy /= splane_ddy.w; - vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv; + vec4 splane_ddy = (spot_lights.data[idx].shadow_matrix * vec4(vertex + vertex_ddy, 1.0)); + splane_ddy /= splane_ddy.w; + vec2 proj_uv_ddy = normal_to_panorama(splane_ddy.xyz) * spot_lights.data[idx].projector_rect.zw - proj_uv; - vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy); - color *= proj.rgb * proj.a; + vec4 proj = textureGrad(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, proj_uv_ddx, proj_uv_ddy); + color *= proj.rgb * proj.a; + } else { + vec4 proj = textureLod(sampler2D(decal_atlas_srgb, light_projector_sampler), proj_uv + spot_lights.data[idx].projector_rect.xy, 0.0); + color *= proj.rgb * proj.a; + } } light_attenuation *= shadow; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index c28493d9e3..7e72ece5dc 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -372,10 +372,23 @@ void main() { /* Specialization Constants */ -//unused but there for compatibility +/* Specialization Constants (Toggles) */ + layout(constant_id = 0) const bool sc_use_forward_gi = false; layout(constant_id = 1) const bool sc_use_light_projector = false; layout(constant_id = 2) const bool sc_use_light_soft_shadows = false; +layout(constant_id = 3) const bool sc_use_directional_soft_shadows = false; + +/* Specialization Constants (Values) */ + +layout(constant_id = 6) const uint sc_soft_shadow_samples = 4; +layout(constant_id = 7) const uint sc_penumbra_shadow_samples = 4; + +layout(constant_id = 8) const uint sc_directional_soft_shadow_samples = 4; +layout(constant_id = 9) const uint sc_directional_penumbra_shadow_samples = 4; + +layout(constant_id = 10) const bool sc_decal_use_mipmaps = true; +layout(constant_id = 11) const bool sc_projector_use_mipmaps = true; /* Include our forward mobile UBOs definitions etc. */ #include "scene_forward_mobile_inc.glsl" diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl index d4ebcbeec4..1b8e21551c 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -51,6 +51,9 @@ layout(set = 0, binding = 1) uniform sampler material_samplers[12]; layout(set = 0, binding = 2) uniform sampler shadow_sampler; +layout(set = 0, binding = 3) uniform sampler decal_sampler; +layout(set = 0, binding = 4) uniform sampler light_projector_sampler; + #define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 5) #define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6) #define INSTANCE_FLAGS_USE_SDFGI (1 << 7) @@ -66,22 +69,22 @@ layout(set = 0, binding = 2) uniform sampler shadow_sampler; //3 bits of stride #define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF -layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights { +layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { LightData data[]; } omni_lights; -layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights { +layout(set = 0, binding = 6, std430) restrict readonly buffer SpotLights { LightData data[]; } spot_lights; -layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData { +layout(set = 0, binding = 7, std430) restrict readonly buffer ReflectionProbeData { ReflectionData data[]; } reflections; -layout(set = 0, binding = 6, std140) uniform DirectionalLights { +layout(set = 0, binding = 8, std140) uniform DirectionalLights { DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; } directional_lights; @@ -93,7 +96,7 @@ struct Lightmap { mat3 normal_xform; }; -layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps { +layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps { Lightmap data[]; } lightmaps; @@ -102,20 +105,20 @@ struct LightmapCapture { vec4 sh[9]; }; -layout(set = 0, binding = 8, std140) restrict readonly buffer LightmapCaptures { +layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures { LightmapCapture data[]; } lightmap_captures; -layout(set = 0, binding = 9) uniform texture2D decal_atlas; -layout(set = 0, binding = 10) uniform texture2D decal_atlas_srgb; +layout(set = 0, binding = 11) uniform texture2D decal_atlas; +layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb; -layout(set = 0, binding = 11, std430) restrict readonly buffer Decals { +layout(set = 0, binding = 13, std430) restrict readonly buffer Decals { DecalData data[]; } decals; -layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData { +layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData { vec4 data[]; } global_variables; @@ -141,11 +144,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData { vec4 penumbra_shadow_kernel[32]; vec4 soft_shadow_kernel[32]; - uint directional_penumbra_shadow_samples; - uint directional_soft_shadow_samples; - uint penumbra_shadow_samples; - uint soft_shadow_samples; - vec4 ambient_light_color_energy; float ambient_color_sky_mix; diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h index 8273e53d46..972637d183 100644 --- a/servers/rendering/renderer_scene.h +++ b/servers/rendering/renderer_scene.h @@ -212,6 +212,9 @@ public: virtual void render_probes() = 0; virtual void update_visibility_notifiers() = 0; + virtual void decals_set_filter(RS::DecalFilter p_filter) = 0; + virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0; + virtual bool free(RID p_rid) = 0; RendererScene(); diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index b9009c9f59..96fe6ce25c 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -1143,6 +1143,9 @@ public: PASS1(set_debug_draw_mode, RS::ViewportDebugDraw) + PASS1(decals_set_filter, RS::DecalFilter) + PASS1(light_projectors_set_filter, RS::LightProjectorFilter) + virtual void update(); bool free(RID p_rid); diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index 0cf34773ef..2000afa0d3 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -262,6 +262,9 @@ public: virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0; + virtual void decals_set_filter(RS::DecalFilter p_filter) = 0; + virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) = 0; + virtual void update() = 0; virtual ~RendererSceneRender() {} }; diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h index 79665dcdd2..282b0564da 100644 --- a/servers/rendering/rendering_server_default.h +++ b/servers/rendering/rendering_server_default.h @@ -656,6 +656,8 @@ public: FUNC1(shadows_quality_set, ShadowQuality); FUNC1(directional_shadow_quality_set, ShadowQuality); + FUNC1(decals_set_filter, RS::DecalFilter); + FUNC1(light_projectors_set_filter, RS::LightProjectorFilter); /* SCENARIO API */ diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index a88fad9fe1..a39d0e89ee 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -1854,6 +1854,14 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("light_directional_set_blend_splits", "light", "enable"), &RenderingServer::light_directional_set_blend_splits); ClassDB::bind_method(D_METHOD("light_directional_set_sky_only", "light", "enable"), &RenderingServer::light_directional_set_sky_only); + ClassDB::bind_method(D_METHOD("light_projectors_set_filter", "filter"), &RenderingServer::light_projectors_set_filter); + + BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST); + BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS); + BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR); + BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS); + BIND_ENUM_CONSTANT(LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC); + BIND_ENUM_CONSTANT(LIGHT_DIRECTIONAL); BIND_ENUM_CONSTANT(LIGHT_OMNI); BIND_ENUM_CONSTANT(LIGHT_SPOT); @@ -1939,12 +1947,20 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("decal_set_fade", "decal", "above", "below"), &RenderingServer::decal_set_fade); ClassDB::bind_method(D_METHOD("decal_set_normal_fade", "decal", "fade"), &RenderingServer::decal_set_normal_fade); + ClassDB::bind_method(D_METHOD("decals_set_filter", "filter"), &RenderingServer::decals_set_filter); + BIND_ENUM_CONSTANT(DECAL_TEXTURE_ALBEDO); BIND_ENUM_CONSTANT(DECAL_TEXTURE_NORMAL); BIND_ENUM_CONSTANT(DECAL_TEXTURE_ORM); BIND_ENUM_CONSTANT(DECAL_TEXTURE_EMISSION); BIND_ENUM_CONSTANT(DECAL_TEXTURE_MAX); + BIND_ENUM_CONSTANT(DECAL_FILTER_NEAREST); + BIND_ENUM_CONSTANT(DECAL_FILTER_NEAREST_MIPMAPS); + BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR); + BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS); + BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC); + /* VOXEL GI API */ ClassDB::bind_method(D_METHOD("voxel_gi_create"), &RenderingServer::voxel_gi_create); @@ -2814,6 +2830,11 @@ RenderingServer::RenderingServer() { ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/amount", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/amount", PROPERTY_HINT_RANGE, "0.01,4.0,0.01")); ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/limit", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/limit", PROPERTY_HINT_RANGE, "0.01,1.0,0.01")); + GLOBAL_DEF("rendering/textures/decals/filter", DECAL_FILTER_LINEAR_MIPMAPS); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/decals/filter", PropertyInfo(Variant::INT, "rendering/textures/decals/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Nearest+Mipmaps,Linear,Linear+Mipmaps,Linear+Mipmaps Anisotropic (Slow)")); + GLOBAL_DEF("rendering/textures/light_projectors/filter", LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/light_projectors/filter", PropertyInfo(Variant::INT, "rendering/textures/light_projectors/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Nearest+Mipmaps,Linear,Linear+Mipmaps,Linear+Mipmaps Anisotropic (Slow)")); + GLOBAL_DEF_RST("rendering/occlusion_culling/occlusion_rays_per_thread", 512); GLOBAL_DEF_RST("rendering/occlusion_culling/bvh_build_quality", 2); ProjectSettings::get_singleton()->set_custom_property_info("rendering/occlusion_culling/bvh_build_quality", PropertyInfo(Variant::INT, "rendering/occlusion_culling/bvh_build_quality", PROPERTY_HINT_ENUM, "Low,Medium,High")); diff --git a/servers/rendering_server.h b/servers/rendering_server.h index e13b81f698..28aee1b575 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -483,6 +483,17 @@ public: virtual void shadows_quality_set(ShadowQuality p_quality) = 0; virtual void directional_shadow_quality_set(ShadowQuality p_quality) = 0; + + enum LightProjectorFilter { + LIGHT_PROJECTOR_FILTER_NEAREST, + LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS, + LIGHT_PROJECTOR_FILTER_LINEAR, + LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS, + LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC, + }; + + virtual void light_projectors_set_filter(LightProjectorFilter p_filter) = 0; + /* PROBE API */ virtual RID reflection_probe_create() = 0; @@ -535,6 +546,16 @@ public: virtual void decal_set_fade(RID p_decal, float p_above, float p_below) = 0; virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0; + enum DecalFilter { + DECAL_FILTER_NEAREST, + DECAL_FILTER_NEAREST_MIPMAPS, + DECAL_FILTER_LINEAR, + DECAL_FILTER_LINEAR_MIPMAPS, + DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC, + }; + + virtual void decals_set_filter(DecalFilter p_quality) = 0; + /* VOXEL GI API */ virtual RID voxel_gi_create() = 0; @@ -1499,10 +1520,12 @@ VARIANT_ENUM_CAST(RenderingServer::LightParam); VARIANT_ENUM_CAST(RenderingServer::LightBakeMode); VARIANT_ENUM_CAST(RenderingServer::LightOmniShadowMode); VARIANT_ENUM_CAST(RenderingServer::LightDirectionalShadowMode); +VARIANT_ENUM_CAST(RenderingServer::LightProjectorFilter); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeUpdateMode); VARIANT_ENUM_CAST(RenderingServer::ReflectionProbeAmbientMode); VARIANT_ENUM_CAST(RenderingServer::VoxelGIQuality); VARIANT_ENUM_CAST(RenderingServer::DecalTexture); +VARIANT_ENUM_CAST(RenderingServer::DecalFilter); VARIANT_ENUM_CAST(RenderingServer::ParticlesMode); VARIANT_ENUM_CAST(RenderingServer::ParticlesTransformAlign); VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder); diff --git a/tests/test_text_server.h b/tests/test_text_server.h index 3d700f8ec4..cac022e33f 100644 --- a/tests/test_text_server.h +++ b/tests/test_text_server.h @@ -55,7 +55,7 @@ TEST_SUITE("[[TextServer]") { for (int i = 0; i < TextServerManager::get_interface_count(); i++) { TextServer *ts = TextServerManager::initialize(i, err); - RID font = ts->create_font_memory(_font_NotoSansUI_Regular, _font_NotoSansUI_Regular_size, "ttf"); + RID font = ts->create_font_memory(_font_NotoSans_Regular, _font_NotoSans_Regular_size, "ttf"); TEST_FAIL_COND(font == RID(), "Loading font failed."); ts->free(font); } @@ -66,7 +66,7 @@ TEST_SUITE("[[TextServer]") { TextServer *ts = TextServerManager::initialize(i, err); Vector<RID> font; - font.push_back(ts->create_font_memory(_font_NotoSansUI_Regular, _font_NotoSansUI_Regular_size, "ttf")); + font.push_back(ts->create_font_memory(_font_NotoSans_Regular, _font_NotoSans_Regular_size, "ttf")); font.push_back(ts->create_font_memory(_font_NotoSansThaiUI_Regular, _font_NotoSansThaiUI_Regular_size, "ttf")); String test = U"คนอ้วน khon uan ראה"; @@ -112,7 +112,7 @@ TEST_SUITE("[[TextServer]") { } Vector<RID> font; - font.push_back(ts->create_font_memory(_font_NotoSansUI_Regular, _font_NotoSansUI_Regular_size, "ttf")); + font.push_back(ts->create_font_memory(_font_NotoSans_Regular, _font_NotoSans_Regular_size, "ttf")); font.push_back(ts->create_font_memory(_font_NotoNaskhArabicUI_Regular, _font_NotoNaskhArabicUI_Regular_size, "ttf")); String test = U"Arabic (اَلْعَرَبِيَّةُ, al-ʿarabiyyah)"; @@ -156,7 +156,7 @@ TEST_SUITE("[[TextServer]") { // 5^ 10^ Vector<RID> font; - font.push_back(ts->create_font_memory(_font_NotoSansUI_Regular, _font_NotoSansUI_Regular_size, "ttf")); + font.push_back(ts->create_font_memory(_font_NotoSans_Regular, _font_NotoSans_Regular_size, "ttf")); font.push_back(ts->create_font_memory(_font_NotoSansThaiUI_Regular, _font_NotoSansThaiUI_Regular_size, "ttf")); RID ctx = ts->create_shaped_text(); @@ -186,7 +186,7 @@ TEST_SUITE("[[TextServer]") { TextServer *ts = TextServerManager::initialize(i, err); Vector<RID> font; - font.push_back(ts->create_font_memory(_font_NotoSansUI_Regular, _font_NotoSansUI_Regular_size, "ttf")); + font.push_back(ts->create_font_memory(_font_NotoSans_Regular, _font_NotoSans_Regular_size, "ttf")); font.push_back(ts->create_font_memory(_font_NotoNaskhArabicUI_Regular, _font_NotoNaskhArabicUI_Regular_size, "ttf")); String test_1 = U"الحمد"; diff --git a/thirdparty/README.md b/thirdparty/README.md index 31e88180d0..9c56bb8b6e 100644 --- a/thirdparty/README.md +++ b/thirdparty/README.md @@ -123,9 +123,9 @@ Files extracted from upstream source: ## fonts -- `NotoSans*.ttf`, `NotoNaskhArabicUI_Regular.ttf`: - * Upstream: https://github.com/googlei18n/noto-fonts - * Version: 1.06 (2017) +- `NotoSans*.ttf`, `NotoNaskhArabicUI_*.ttf`: + * Upstream: https://github.com/googlefonts/noto-fonts + * Version: v2017-10-24-phase3-second-cleanup * License: OFL-1.1 * Comment: Use UI font variant if available, because it has tight vertical metrics and good for UI. diff --git a/thirdparty/fonts/NotoNaskhArabicUI_Bold.ttf b/thirdparty/fonts/NotoNaskhArabicUI_Bold.ttf Binary files differnew file mode 100644 index 0000000000..5576af7fee --- /dev/null +++ b/thirdparty/fonts/NotoNaskhArabicUI_Bold.ttf diff --git a/thirdparty/fonts/NotoNaskhArabicUI_Regular.ttf b/thirdparty/fonts/NotoNaskhArabicUI_Regular.ttf Binary files differindex 67713c697e..9b7a93d136 100644 --- a/thirdparty/fonts/NotoNaskhArabicUI_Regular.ttf +++ b/thirdparty/fonts/NotoNaskhArabicUI_Regular.ttf diff --git a/thirdparty/fonts/NotoSansBengaliUI_Bold.ttf b/thirdparty/fonts/NotoSansBengaliUI_Bold.ttf Binary files differnew file mode 100644 index 0000000000..dc61efefd5 --- /dev/null +++ b/thirdparty/fonts/NotoSansBengaliUI_Bold.ttf diff --git a/thirdparty/fonts/NotoSansBengali_Regular.ttf b/thirdparty/fonts/NotoSansBengaliUI_Regular.ttf Binary files differindex daeabcf817..d43c292ad6 100644 --- a/thirdparty/fonts/NotoSansBengali_Regular.ttf +++ b/thirdparty/fonts/NotoSansBengaliUI_Regular.ttf diff --git a/thirdparty/fonts/NotoSansDevanagariUI_Bold.ttf b/thirdparty/fonts/NotoSansDevanagariUI_Bold.ttf Binary files differnew file mode 100644 index 0000000000..74791aa469 --- /dev/null +++ b/thirdparty/fonts/NotoSansDevanagariUI_Bold.ttf diff --git a/thirdparty/fonts/NotoSansDevanagariUI_Regular.ttf b/thirdparty/fonts/NotoSansDevanagariUI_Regular.ttf Binary files differindex 1f9fb2e857..e48dced0c9 100644 --- a/thirdparty/fonts/NotoSansDevanagariUI_Regular.ttf +++ b/thirdparty/fonts/NotoSansDevanagariUI_Regular.ttf diff --git a/thirdparty/fonts/NotoSansGeorgian_Bold.ttf b/thirdparty/fonts/NotoSansGeorgian_Bold.ttf Binary files differnew file mode 100644 index 0000000000..5443d04cfa --- /dev/null +++ b/thirdparty/fonts/NotoSansGeorgian_Bold.ttf diff --git a/thirdparty/fonts/NotoSansHebrew_Bold.ttf b/thirdparty/fonts/NotoSansHebrew_Bold.ttf Binary files differnew file mode 100644 index 0000000000..08ef5dc749 --- /dev/null +++ b/thirdparty/fonts/NotoSansHebrew_Bold.ttf diff --git a/thirdparty/fonts/NotoSansHebrew_Regular.ttf b/thirdparty/fonts/NotoSansHebrew_Regular.ttf Binary files differindex 5027f5c228..0a89e9d21f 100644 --- a/thirdparty/fonts/NotoSansHebrew_Regular.ttf +++ b/thirdparty/fonts/NotoSansHebrew_Regular.ttf diff --git a/thirdparty/fonts/NotoSansMalayalamUI_Bold.ttf b/thirdparty/fonts/NotoSansMalayalamUI_Bold.ttf Binary files differnew file mode 100644 index 0000000000..42e5d56f3f --- /dev/null +++ b/thirdparty/fonts/NotoSansMalayalamUI_Bold.ttf diff --git a/thirdparty/fonts/NotoSansOriyaUI_Bold.ttf b/thirdparty/fonts/NotoSansOriyaUI_Bold.ttf Binary files differnew file mode 100644 index 0000000000..36323f79ef --- /dev/null +++ b/thirdparty/fonts/NotoSansOriyaUI_Bold.ttf diff --git a/thirdparty/fonts/NotoSansSinhalaUI_Bold.ttf b/thirdparty/fonts/NotoSansSinhalaUI_Bold.ttf Binary files differnew file mode 100644 index 0000000000..ecfff97e05 --- /dev/null +++ b/thirdparty/fonts/NotoSansSinhalaUI_Bold.ttf diff --git a/thirdparty/fonts/NotoSansTamilUI_Bold.ttf b/thirdparty/fonts/NotoSansTamilUI_Bold.ttf Binary files differnew file mode 100644 index 0000000000..16bcd57081 --- /dev/null +++ b/thirdparty/fonts/NotoSansTamilUI_Bold.ttf diff --git a/thirdparty/fonts/NotoSansTeluguUI_Bold.ttf b/thirdparty/fonts/NotoSansTeluguUI_Bold.ttf Binary files differnew file mode 100644 index 0000000000..16ac368795 --- /dev/null +++ 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a/thirdparty/fonts/NotoSans_Bold.ttf b/thirdparty/fonts/NotoSans_Bold.ttf Binary files differnew file mode 100644 index 0000000000..1db7886e94 --- /dev/null +++ b/thirdparty/fonts/NotoSans_Bold.ttf diff --git a/thirdparty/fonts/NotoSans_Regular.ttf b/thirdparty/fonts/NotoSans_Regular.ttf Binary files differnew file mode 100644 index 0000000000..0a01a062f0 --- /dev/null +++ b/thirdparty/fonts/NotoSans_Regular.ttf |