summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--.github/workflows/linux_builds.yml17
-rw-r--r--COPYRIGHT.txt5
-rw-r--r--SConstruct1
-rw-r--r--core/input/input_event.cpp22
-rw-r--r--core/input/input_event.h6
-rw-r--r--core/input/input_map.cpp1
-rw-r--r--core/math/math_funcs.h4
-rw-r--r--core/math/random_pcg.cpp2
-rw-r--r--core/string/optimized_translation.cpp1
-rw-r--r--core/string/ustring.cpp65
-rw-r--r--core/string/ustring.h1
-rw-r--r--core/variant/callable.cpp20
-rw-r--r--core/variant/callable.h3
-rw-r--r--core/variant/variant_call.cpp79
-rw-r--r--core/variant/variant_op.cpp16
-rw-r--r--core/variant/variant_utility.cpp5
-rw-r--r--doc/classes/@GlobalScope.xml25
-rw-r--r--doc/classes/BaseMaterial3D.xml6
-rw-r--r--doc/classes/Callable.xml16
-rw-r--r--doc/classes/Curve.xml2
-rw-r--r--doc/classes/EditorPlugin.xml19
-rw-r--r--doc/classes/GPUParticles3D.xml20
-rw-r--r--doc/classes/InputEventMouseButton.xml2
-rw-r--r--doc/classes/ProjectSettings.xml8
-rw-r--r--doc/classes/RibbonTrailMesh.xml31
-rw-r--r--doc/classes/ScrollContainer.xml6
-rw-r--r--doc/classes/SubViewport.xml3
-rw-r--r--doc/classes/TubeTrailMesh.xml27
-rw-r--r--doc/classes/Viewport.xml3
-rw-r--r--drivers/vulkan/rendering_device_vulkan.cpp12
-rw-r--r--editor/animation_bezier_editor.cpp10
-rw-r--r--editor/animation_track_editor.cpp28
-rw-r--r--editor/animation_track_editor_plugins.cpp2
-rw-r--r--editor/editor_about.cpp29
-rw-r--r--editor/editor_about.h3
-rw-r--r--editor/editor_data.cpp12
-rw-r--r--editor/editor_data.h4
-rw-r--r--editor/editor_file_system.cpp12
-rw-r--r--editor/editor_file_system.h2
-rw-r--r--editor/editor_inspector.cpp16
-rw-r--r--editor/editor_log.cpp258
-rw-r--r--editor/editor_log.h108
-rw-r--r--editor/editor_node.cpp44
-rw-r--r--editor/editor_node.h4
-rw-r--r--editor/editor_plugin.cpp10
-rw-r--r--editor/editor_plugin.h3
-rw-r--r--editor/editor_properties.cpp2
-rw-r--r--editor/editor_spin_slider.cpp3
-rw-r--r--editor/filesystem_dock.cpp4
-rw-r--r--editor/icons/CombineLines.svg1
-rw-r--r--editor/import/resource_importer_scene.cpp149
-rw-r--r--editor/import/resource_importer_scene.h2
-rw-r--r--editor/import/scene_importer_mesh.cpp130
-rw-r--r--editor/import/scene_importer_mesh.h2
-rw-r--r--editor/plugins/audio_stream_editor_plugin.cpp17
-rw-r--r--editor/plugins/canvas_item_editor_plugin.cpp2
-rw-r--r--editor/plugins/editor_preview_plugins.cpp52
-rw-r--r--editor/plugins/tile_map_editor_plugin.cpp12
-rw-r--r--editor/project_manager.cpp32
-rw-r--r--editor/project_manager.h2
-rw-r--r--editor/settings_config_dialog.cpp21
-rw-r--r--modules/SCsub2
-rw-r--r--modules/csg/csg_shape.cpp2
-rw-r--r--modules/gdscript/gdscript_editor.cpp7
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/missing_argument.gd (renamed from modules/gdscript/tests/scripts/parser-errors/missing-argument.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/missing_argument.out (renamed from modules/gdscript/tests/scripts/parser-errors/missing-argument.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/missing_closing_expr_paren.gd (renamed from modules/gdscript/tests/scripts/parser-errors/missing-closing-expr-paren.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/missing_closing_expr_paren.out (renamed from modules/gdscript/tests/scripts/parser-errors/missing-closing-expr-paren.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/missing_colon.gd (renamed from modules/gdscript/tests/scripts/parser-errors/missing-colon.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/missing_colon.out (renamed from modules/gdscript/tests/scripts/parser-errors/missing-colon.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/missing_paren_after_args.gd (renamed from modules/gdscript/tests/scripts/parser-errors/missing-paren-after-args.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/missing_paren_after_args.out (renamed from modules/gdscript/tests/scripts/parser-errors/missing-paren-after-args.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/mixing_tabs_spaces.gd (renamed from modules/gdscript/tests/scripts/parser-errors/mixing-tabs-spaces.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/mixing_tabs_spaces.out (renamed from modules/gdscript/tests/scripts/parser-errors/mixing-tabs-spaces.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/nothing_after_dollar.gd (renamed from modules/gdscript/tests/scripts/parser-errors/nothing-after-dollar.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/nothing_after_dollar.out (renamed from modules/gdscript/tests/scripts/parser-errors/nothing-after-dollar.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar.gd (renamed from modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar.out (renamed from modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar_slash.gd (renamed from modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar-slash.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar_slash.out (renamed from modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar-slash.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/features/semicolon_as_end_statement.gd (renamed from modules/gdscript/tests/scripts/parser-features/semicolon-as-end-statement.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/features/semicolon_as_end_statement.out (renamed from modules/gdscript/tests/scripts/parser-features/semicolon-as-end-statement.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/features/trailing_comma_in_function_args.gd (renamed from modules/gdscript/tests/scripts/parser-features/trailing-comma-in-function-args.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/features/trailing_comma_in_function_args.out (renamed from modules/gdscript/tests/scripts/parser-features/trailing-comma-in-function-args.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/features/variable_declaration.gd (renamed from modules/gdscript/tests/scripts/parser-features/variable-declaration.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/features/variable_declaration.out (renamed from modules/gdscript/tests/scripts/parser-features/variable-declaration.out)0
-rw-r--r--modules/gdscript/tests/scripts/parser/warnings/unused_variable.gd (renamed from modules/gdscript/tests/scripts/parser-warnings/unused-variable.gd)0
-rw-r--r--modules/gdscript/tests/scripts/parser/warnings/unused_variable.out (renamed from modules/gdscript/tests/scripts/parser-warnings/unused-variable.out)0
-rw-r--r--modules/gltf/gltf_document.cpp6
-rw-r--r--modules/lightmapper_rd/lightmapper_rd.cpp86
-rw-r--r--modules/lightmapper_rd/lightmapper_rd.h2
-rw-r--r--modules/lightmapper_rd/lm_common_inc.glsl7
-rw-r--r--modules/lightmapper_rd/lm_compute.glsl21
-rw-r--r--modules/raycast/SCsub169
-rw-r--r--modules/raycast/lightmap_raycaster.cpp29
-rw-r--r--modules/tinyexr/image_saver_tinyexr.cpp2
-rw-r--r--modules/visual_script/visual_script_builtin_funcs.cpp2
-rw-r--r--modules/visual_script/visual_script_editor.cpp2
-rw-r--r--modules/websocket/websocket_client.cpp32
-rw-r--r--modules/xatlas_unwrap/register_types.cpp210
-rw-r--r--platform/android/display_server_android.cpp2
-rw-r--r--platform/iphone/display_server_iphone.h2
-rw-r--r--platform/iphone/display_server_iphone.mm2
-rw-r--r--platform/javascript/display_server_javascript.cpp4
-rw-r--r--platform/linuxbsd/detect.py4
-rw-r--r--platform/linuxbsd/display_server_x11.cpp4
-rw-r--r--platform/osx/display_server_osx.mm2
-rw-r--r--platform/windows/display_server_windows.cpp8
-rw-r--r--scene/2d/tile_map.cpp11
-rw-r--r--scene/3d/gpu_particles_3d.cpp8
-rw-r--r--scene/gui/gradient_edit.cpp2
-rw-r--r--scene/gui/item_list.cpp4
-rw-r--r--scene/gui/line_edit.cpp16
-rw-r--r--scene/gui/line_edit.h2
-rw-r--r--scene/gui/rich_text_label.cpp16
-rw-r--r--scene/gui/rich_text_label.h2
-rw-r--r--scene/gui/scroll_container.cpp115
-rw-r--r--scene/gui/scroll_container.h22
-rw-r--r--scene/gui/text_edit.cpp22
-rw-r--r--scene/gui/tree.cpp12
-rw-r--r--scene/gui/tree.h2
-rw-r--r--scene/main/http_request.cpp37
-rw-r--r--scene/main/node.cpp8
-rw-r--r--scene/main/viewport.cpp29
-rw-r--r--scene/main/viewport.h8
-rw-r--r--scene/resources/mesh.cpp134
-rw-r--r--scene/resources/mesh.h2
-rw-r--r--scene/resources/physics_material.cpp4
-rw-r--r--scene/resources/primitive_meshes.cpp8
-rw-r--r--servers/physics_2d/area_pair_2d_sw.cpp102
-rw-r--r--servers/physics_2d/area_pair_2d_sw.h32
-rw-r--r--servers/physics_2d/body_2d_sw.cpp35
-rw-r--r--servers/physics_2d/body_pair_2d_sw.cpp89
-rw-r--r--servers/physics_2d/body_pair_2d_sw.h24
-rw-r--r--servers/physics_2d/collision_object_2d_sw.h4
-rw-r--r--servers/physics_2d/constraint_2d_sw.h1
-rw-r--r--servers/physics_2d/joints_2d_sw.cpp92
-rw-r--r--servers/physics_2d/joints_2d_sw.h31
-rw-r--r--servers/physics_2d/step_2d_sw.cpp157
-rw-r--r--servers/physics_2d/step_2d_sw.h15
-rw-r--r--servers/physics_3d/area_pair_3d_sw.cpp102
-rw-r--r--servers/physics_3d/area_pair_3d_sw.h16
-rw-r--r--servers/physics_3d/body_3d_sw.cpp35
-rw-r--r--servers/physics_3d/body_pair_3d_sw.cpp137
-rw-r--r--servers/physics_3d/body_pair_3d_sw.h38
-rw-r--r--servers/physics_3d/constraint_3d_sw.h7
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp29
-rw-r--r--servers/physics_3d/joints/cone_twist_joint_3d_sw.h6
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp25
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.h9
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.cpp37
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.h6
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.cpp13
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.h6
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.cpp45
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.h6
-rw-r--r--servers/physics_3d/joints_3d_sw.h9
-rw-r--r--servers/physics_3d/soft_body_3d_sw.h5
-rw-r--r--servers/physics_3d/step_3d_sw.cpp227
-rw-r--r--servers/physics_3d/step_3d_sw.h16
-rw-r--r--servers/rendering/renderer_rd/SCsub1
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp12
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h3
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp27
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/SCsub5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp2163
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h604
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp833
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h203
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp11
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp171
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h15
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl102
-rw-r--r--servers/rendering/renderer_rd/shaders/decal_data_inc.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl87
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl58
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl1342
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl242
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl1023
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl1476
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl220
-rw-r--r--servers/rendering/renderer_rd/shaders/volumetric_fog.glsl1
-rw-r--r--servers/rendering/renderer_scene_cull.cpp23
-rw-r--r--servers/rendering_server.cpp14
-rw-r--r--thirdparty/oidn/core/transfer_function.cpp107
-rw-r--r--thirdparty/oidn/patches/godot-changes-c58c5216.patch68
189 files changed, 9767 insertions, 2910 deletions
diff --git a/.github/workflows/linux_builds.yml b/.github/workflows/linux_builds.yml
index 7b144e6e43..0982d768d6 100644
--- a/.github/workflows/linux_builds.yml
+++ b/.github/workflows/linux_builds.yml
@@ -70,6 +70,23 @@ jobs:
run: |
./bin/godot.linuxbsd.opt.tools.64 --test
+ # Download, unzip and setup SwiftShader library [d4550ab8d3f]
+ - name: Download SwiftShader
+ run: |
+ wget https://github.com/qarmin/gtk_library_store/releases/download/3.24.0/swiftshader.zip
+ unzip swiftshader.zip
+ rm swiftshader.zip
+ curr="$(pwd)/libvk_swiftshader.so"
+ sed -i "s|PATH_TO_CHANGE|$curr|" vk_swiftshader_icd.json
+
+ # Check class reference
+ - name: Check for class reference updates
+ run: |
+ echo "Running --doctool to see if this changes the public API without updating the documentation."
+ echo -e "If a diff is shown, it means that your code/doc changes are incomplete and you should update the class reference with --doctool.\n\n"
+ VK_ICD_FILENAMES=$(pwd)/vk_swiftshader_icd.json DRI_PRIME=0 xvfb-run bin/godot.linuxbsd.opt.tools.64 --doctool . 2>&1 > /dev/null || true
+ git diff --color --exit-code
+
- uses: actions/upload-artifact@v2
with:
name: ${{ github.job }}
diff --git a/COPYRIGHT.txt b/COPYRIGHT.txt
index 9e63da3fc4..cfd983bb0a 100644
--- a/COPYRIGHT.txt
+++ b/COPYRIGHT.txt
@@ -131,6 +131,11 @@ Comment: doctest
Copyright: 2016-2020, Viktor Kirilov
License: Expat
+Files: ./thirdparty/embree-aarch64/
+Comment: Embree-aarch64
+Copyright: 2009-2021 Intel Corporation
+License: Apache-2.0
+
Files: ./thirdparty/enet/
Comment: ENet
Copyright: 2002-2020, Lee Salzman
diff --git a/SConstruct b/SConstruct
index 2d9802f293..6516b42e59 100644
--- a/SConstruct
+++ b/SConstruct
@@ -145,6 +145,7 @@ opts.Add(BoolVariable("use_precise_math_checks", "Math checks use very precise e
# Thirdparty libraries
opts.Add(BoolVariable("builtin_bullet", "Use the built-in Bullet library", True))
opts.Add(BoolVariable("builtin_certs", "Use the built-in SSL certificates bundles", True))
+opts.Add(BoolVariable("builtin_embree", "Use the built-in Embree library", True))
opts.Add(BoolVariable("builtin_enet", "Use the built-in ENet library", True))
opts.Add(BoolVariable("builtin_freetype", "Use the built-in FreeType library", True))
opts.Add(BoolVariable("builtin_glslang", "Use the built-in glslang library", True))
diff --git a/core/input/input_event.cpp b/core/input/input_event.cpp
index 99cc51b95e..46629d742e 100644
--- a/core/input/input_event.cpp
+++ b/core/input/input_event.cpp
@@ -545,12 +545,12 @@ bool InputEventMouseButton::is_pressed() const {
return pressed;
}
-void InputEventMouseButton::set_doubleclick(bool p_doubleclick) {
- doubleclick = p_doubleclick;
+void InputEventMouseButton::set_double_click(bool p_double_click) {
+ double_click = p_double_click;
}
-bool InputEventMouseButton::is_doubleclick() const {
- return doubleclick;
+bool InputEventMouseButton::is_double_click() const {
+ return double_click;
}
Ref<InputEvent> InputEventMouseButton::xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs) const {
@@ -569,7 +569,7 @@ Ref<InputEvent> InputEventMouseButton::xformed_by(const Transform2D &p_xform, co
mb->set_button_mask(get_button_mask());
mb->set_pressed(pressed);
- mb->set_doubleclick(doubleclick);
+ mb->set_double_click(double_click);
mb->set_factor(factor);
mb->set_button_index(button_index);
@@ -636,7 +636,7 @@ String InputEventMouseButton::as_text() const {
}
// Double Click
- if (doubleclick) {
+ if (double_click) {
full_string += " (" + RTR("Double Click") + ")";
}
@@ -645,7 +645,7 @@ String InputEventMouseButton::as_text() const {
String InputEventMouseButton::to_string() {
String p = is_pressed() ? "true" : "false";
- String d = doubleclick ? "true" : "false";
+ String d = double_click ? "true" : "false";
int idx = get_button_index();
String button_string = itos(idx);
@@ -671,7 +671,7 @@ String InputEventMouseButton::to_string() {
// Work around the fact vformat can only take 5 substitutions but 6 need to be passed.
String index_and_mods = vformat("button_index=%s mods=%s", button_index, mods);
- return vformat("InputEventMouseButton: %s pressed=%s position=(%s) button_mask=%s doubleclick=%s", index_and_mods, p, String(get_position()), itos(get_button_mask()), d);
+ return vformat("InputEventMouseButton: %s pressed=%s position=(%s) button_mask=%s double_click=%s", index_and_mods, p, String(get_position()), itos(get_button_mask()), d);
}
void InputEventMouseButton::_bind_methods() {
@@ -684,13 +684,13 @@ void InputEventMouseButton::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_pressed", "pressed"), &InputEventMouseButton::set_pressed);
// ClassDB::bind_method(D_METHOD("is_pressed"), &InputEventMouseButton::is_pressed);
- ClassDB::bind_method(D_METHOD("set_doubleclick", "doubleclick"), &InputEventMouseButton::set_doubleclick);
- ClassDB::bind_method(D_METHOD("is_doubleclick"), &InputEventMouseButton::is_doubleclick);
+ ClassDB::bind_method(D_METHOD("set_double_click", "double_click"), &InputEventMouseButton::set_double_click);
+ ClassDB::bind_method(D_METHOD("is_double_click"), &InputEventMouseButton::is_double_click);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "factor"), "set_factor", "get_factor");
ADD_PROPERTY(PropertyInfo(Variant::INT, "button_index"), "set_button_index", "get_button_index");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "pressed"), "set_pressed", "is_pressed");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "doubleclick"), "set_doubleclick", "is_doubleclick");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "double_click"), "set_double_click", "is_double_click");
}
///////////////////////////////////
diff --git a/core/input/input_event.h b/core/input/input_event.h
index 94aa68db33..5a33ee7b9c 100644
--- a/core/input/input_event.h
+++ b/core/input/input_event.h
@@ -294,7 +294,7 @@ class InputEventMouseButton : public InputEventMouse {
float factor = 1;
int button_index = 0;
bool pressed = false; //otherwise released
- bool doubleclick = false; //last even less than doubleclick time
+ bool double_click = false; //last even less than double click time
protected:
static void _bind_methods();
@@ -309,8 +309,8 @@ public:
void set_pressed(bool p_pressed);
virtual bool is_pressed() const override;
- void set_doubleclick(bool p_doubleclick);
- bool is_doubleclick() const;
+ void set_double_click(bool p_double_click);
+ bool is_double_click() const;
virtual Ref<InputEvent> xformed_by(const Transform2D &p_xform, const Vector2 &p_local_ofs = Vector2()) const override;
virtual bool action_match(const Ref<InputEvent> &p_event, bool *p_pressed, float *p_strength, float *p_raw_strength, float p_deadzone) const override;
diff --git a/core/input/input_map.cpp b/core/input/input_map.cpp
index aab4e6593c..7421909650 100644
--- a/core/input/input_map.cpp
+++ b/core/input/input_map.cpp
@@ -474,6 +474,7 @@ const OrderedHashMap<String, List<Ref<InputEvent>>> &InputMap::get_builtins() {
inputs = List<Ref<InputEvent>>();
inputs.push_back(InputEventKey::create_reference(KEY_TAB));
+ inputs.push_back(InputEventKey::create_reference(KEY_ENTER));
default_builtin_cache.insert("ui_text_completion_accept", inputs);
// Newlines
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 8cf13efdb6..c0d7649b65 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -218,8 +218,8 @@ public:
return value;
}
- static _ALWAYS_INLINE_ int posmod(int p_x, int p_y) {
- int value = p_x % p_y;
+ static _ALWAYS_INLINE_ int64_t posmod(int64_t p_x, int64_t p_y) {
+ int64_t value = p_x % p_y;
if ((value < 0 && p_y > 0) || (value > 0 && p_y < 0)) {
value += p_y;
}
diff --git a/core/math/random_pcg.cpp b/core/math/random_pcg.cpp
index 1152c4e834..681c2a9717 100644
--- a/core/math/random_pcg.cpp
+++ b/core/math/random_pcg.cpp
@@ -39,7 +39,7 @@ RandomPCG::RandomPCG(uint64_t p_seed, uint64_t p_inc) :
}
void RandomPCG::randomize() {
- seed((OS::get_singleton()->get_unix_time() + OS::get_singleton()->get_ticks_usec()) * pcg.state + PCG_DEFAULT_INC_64);
+ seed(((uint64_t)OS::get_singleton()->get_unix_time() + OS::get_singleton()->get_ticks_usec()) * pcg.state + PCG_DEFAULT_INC_64);
}
double RandomPCG::random(double p_from, double p_to) {
diff --git a/core/string/optimized_translation.cpp b/core/string/optimized_translation.cpp
index 53d0a8924d..268562d971 100644
--- a/core/string/optimized_translation.cpp
+++ b/core/string/optimized_translation.cpp
@@ -46,6 +46,7 @@ void OptimizedTranslation::generate(const Ref<Translation> &p_from) {
// This method compresses a Translation instance.
// Right now, it doesn't handle context or plurals, so Translation subclasses using plurals or context (i.e TranslationPO) shouldn't be compressed.
#ifdef TOOLS_ENABLED
+ ERR_FAIL_COND(p_from.is_null());
List<StringName> keys;
p_from->get_message_list(&keys);
diff --git a/core/string/ustring.cpp b/core/string/ustring.cpp
index a3bbb5ac18..bdb66526a4 100644
--- a/core/string/ustring.cpp
+++ b/core/string/ustring.cpp
@@ -240,6 +240,71 @@ String String::word_wrap(int p_chars_per_line) const {
return ret;
}
+Error String::parse_url(String &r_scheme, String &r_host, int &r_port, String &r_path) const {
+ // Splits the URL into scheme, host, port, path. Strip credentials when present.
+ String base = *this;
+ r_scheme = "";
+ r_host = "";
+ r_port = 0;
+ r_path = "";
+ int pos = base.find("://");
+ // Scheme
+ if (pos != -1) {
+ r_scheme = base.substr(0, pos + 3).to_lower();
+ base = base.substr(pos + 3, base.length() - pos - 3);
+ }
+ pos = base.find("/");
+ // Path
+ if (pos != -1) {
+ r_path = base.substr(pos, base.length() - pos);
+ base = base.substr(0, pos);
+ }
+ // Host
+ pos = base.find("@");
+ if (pos != -1) {
+ // Strip credentials
+ base = base.substr(pos + 1, base.length() - pos - 1);
+ }
+ if (base.begins_with("[")) {
+ // Literal IPv6
+ pos = base.rfind("]");
+ if (pos == -1) {
+ return ERR_INVALID_PARAMETER;
+ }
+ r_host = base.substr(1, pos - 1);
+ base = base.substr(pos + 1, base.length() - pos - 1);
+ } else {
+ // Anything else
+ if (base.get_slice_count(":") > 1) {
+ return ERR_INVALID_PARAMETER;
+ }
+ pos = base.rfind(":");
+ if (pos == -1) {
+ r_host = base;
+ base = "";
+ } else {
+ r_host = base.substr(0, pos);
+ base = base.substr(pos, base.length() - pos);
+ }
+ }
+ if (r_host.is_empty()) {
+ return ERR_INVALID_PARAMETER;
+ }
+ r_host = r_host.to_lower();
+ // Port
+ if (base.begins_with(":")) {
+ base = base.substr(1, base.length() - 1);
+ if (!base.is_valid_integer()) {
+ return ERR_INVALID_PARAMETER;
+ }
+ r_port = base.to_int();
+ if (r_port < 1 || r_port > 65535) {
+ return ERR_INVALID_PARAMETER;
+ }
+ }
+ return OK;
+}
+
void String::copy_from(const char *p_cstr) {
// copy Latin-1 encoded c-string directly
if (!p_cstr) {
diff --git a/core/string/ustring.h b/core/string/ustring.h
index 1e362d7683..a56845deff 100644
--- a/core/string/ustring.h
+++ b/core/string/ustring.h
@@ -416,6 +416,7 @@ public:
String c_unescape() const;
String json_escape() const;
String word_wrap(int p_chars_per_line) const;
+ Error parse_url(String &r_scheme, String &r_host, int &r_port, String &r_path) const;
String property_name_encode() const;
diff --git a/core/variant/callable.cpp b/core/variant/callable.cpp
index a1d9c5ed2f..e06b3e07ef 100644
--- a/core/variant/callable.cpp
+++ b/core/variant/callable.cpp
@@ -54,6 +54,20 @@ void Callable::call(const Variant **p_arguments, int p_argcount, Variant &r_retu
}
}
+void Callable::rpc(int p_id, const Variant **p_arguments, int p_argcount, CallError &r_call_error) const {
+ if (is_null()) {
+ r_call_error.error = CallError::CALL_ERROR_INSTANCE_IS_NULL;
+ r_call_error.argument = 0;
+ r_call_error.expected = 0;
+ } else if (!is_custom()) {
+ r_call_error.error = CallError::CALL_ERROR_INVALID_METHOD;
+ r_call_error.argument = 0;
+ r_call_error.expected = 0;
+ } else {
+ custom->rpc(p_id, p_arguments, p_argcount, r_call_error);
+ }
+}
+
Callable Callable::bind(const Variant **p_arguments, int p_argcount) const {
Vector<Variant> args;
args.resize(p_argcount);
@@ -283,6 +297,12 @@ Callable::~Callable() {
}
}
+void CallableCustom::rpc(int p_peer_id, const Variant **p_arguments, int p_argcount, Callable::CallError &r_call_error) const {
+ r_call_error.error = Callable::CallError::CALL_ERROR_INVALID_METHOD;
+ r_call_error.argument = 0;
+ r_call_error.expected = 0;
+}
+
const Callable *CallableCustom::get_base_comparator() const {
return nullptr;
}
diff --git a/core/variant/callable.h b/core/variant/callable.h
index 090fd888e2..d91bebfa5f 100644
--- a/core/variant/callable.h
+++ b/core/variant/callable.h
@@ -70,6 +70,8 @@ public:
void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, CallError &r_call_error) const;
void call_deferred(const Variant **p_arguments, int p_argcount) const;
+ void rpc(int p_id, const Variant **p_arguments, int p_argcount, CallError &r_call_error) const;
+
_FORCE_INLINE_ bool is_null() const {
return method == StringName() && object == 0;
}
@@ -124,6 +126,7 @@ public:
virtual CompareLessFunc get_compare_less_func() const = 0;
virtual ObjectID get_object() const = 0; //must always be able to provide an object
virtual void call(const Variant **p_arguments, int p_argcount, Variant &r_return_value, Callable::CallError &r_call_error) const = 0;
+ virtual void rpc(int p_peer_id, const Variant **p_arguments, int p_argcount, Callable::CallError &r_call_error) const;
virtual const Callable *get_base_comparator() const;
CallableCustom();
diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp
index deaccc6304..455e924568 100644
--- a/core/variant/variant_call.cpp
+++ b/core/variant/variant_call.cpp
@@ -493,6 +493,58 @@ static _FORCE_INLINE_ void vc_ptrcall(void (*method)(T *, P...), void *p_base, c
} \
};
+#define VARARG_CLASS1(m_class, m_method_name, m_method_ptr, m_arg_type) \
+ struct Method_##m_class##_##m_method_name { \
+ static void call(Variant *base, const Variant **p_args, int p_argcount, Variant &r_ret, const Vector<Variant> &p_defvals, Callable::CallError &r_error) { \
+ m_method_ptr(base, p_args, p_argcount, r_ret, r_error); \
+ } \
+ static void validated_call(Variant *base, const Variant **p_args, int p_argcount, Variant *r_ret) { \
+ Callable::CallError ce; \
+ m_method_ptr(base, p_args, p_argcount, *r_ret, ce); \
+ } \
+ static void ptrcall(void *p_base, const void **p_args, void *r_ret, int p_argcount) { \
+ LocalVector<Variant> vars; \
+ vars.resize(p_argcount); \
+ LocalVector<const Variant *> vars_ptrs; \
+ vars_ptrs.resize(p_argcount); \
+ for (int i = 0; i < p_argcount; i++) { \
+ vars[i] = PtrToArg<Variant>::convert(p_args[i]); \
+ vars_ptrs[i] = &vars[i]; \
+ } \
+ Variant base = PtrToArg<m_class>::convert(p_base); \
+ Variant ret; \
+ Callable::CallError ce; \
+ m_method_ptr(&base, (const Variant **)&vars_ptrs[0], p_argcount, ret, ce); \
+ } \
+ static int get_argument_count() { \
+ return 1; \
+ } \
+ static Variant::Type get_argument_type(int p_arg) { \
+ return m_arg_type; \
+ } \
+ static Variant::Type get_return_type() { \
+ return Variant::NIL; \
+ } \
+ static bool has_return_type() { \
+ return false; \
+ } \
+ static bool is_const() { \
+ return true; \
+ } \
+ static bool is_static() { \
+ return false; \
+ } \
+ static bool is_vararg() { \
+ return true; \
+ } \
+ static Variant::Type get_base_type() { \
+ return GetTypeInfo<m_class>::VARIANT_TYPE; \
+ } \
+ static StringName get_name() { \
+ return #m_method_name; \
+ } \
+ };
+
struct _VariantCall {
static String func_PackedByteArray_get_string_from_ascii(PackedByteArray *p_instance) {
String s;
@@ -792,6 +844,27 @@ struct _VariantCall {
callable->call_deferred(p_args, p_argcount);
}
+ static void func_Callable_rpc(Variant *v, const Variant **p_args, int p_argcount, Variant &r_ret, Callable::CallError &r_error) {
+ Callable *callable = VariantGetInternalPtr<Callable>::get_ptr(v);
+ callable->rpc(0, p_args, p_argcount, r_error);
+ }
+
+ static void func_Callable_rpc_id(Variant *v, const Variant **p_args, int p_argcount, Variant &r_ret, Callable::CallError &r_error) {
+ if (p_argcount == 0) {
+ r_error.error = Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS;
+ r_error.argument = 0;
+ r_error.expected = 1;
+
+ } else if (p_args[0]->get_type() != Variant::INT) {
+ r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
+ r_error.argument = 0;
+ r_error.expected = Variant::INT;
+ } else {
+ Callable *callable = VariantGetInternalPtr<Callable>::get_ptr(v);
+ callable->rpc(*p_args[0], &p_args[1], p_argcount - 1, r_error);
+ }
+ }
+
static void func_Callable_bind(Variant *v, const Variant **p_args, int p_argcount, Variant &r_ret, Callable::CallError &r_error) {
Callable *callable = VariantGetInternalPtr<Callable>::get_ptr(v);
r_ret = callable->bind(p_args, p_argcount);
@@ -1219,6 +1292,10 @@ Variant Variant::get_constant_value(Variant::Type p_type, const StringName &p_va
VARARG_CLASS(m_type, m_name, m_method, m_has_return, m_ret_type) \
register_builtin_method<Method_##m_type##_##m_name>(sarray(), Vector<Variant>());
+#define bind_custom1(m_type, m_name, m_method, m_arg_type, m_arg_name) \
+ VARARG_CLASS1(m_type, m_name, m_method, m_arg_type) \
+ register_builtin_method<Method_##m_type##_##m_name>(sarray(m_arg_name), Vector<Variant>());
+
static void _register_variant_builtin_methods() {
_VariantCall::constant_data = memnew_arr(_VariantCall::ConstantData, Variant::VARIANT_MAX);
builtin_method_info = memnew_arr(BuiltinMethodMap, Variant::VARIANT_MAX);
@@ -1532,6 +1609,8 @@ static void _register_variant_builtin_methods() {
bind_custom(Callable, call, _VariantCall::func_Callable_call, true, Variant);
bind_custom(Callable, call_deferred, _VariantCall::func_Callable_call_deferred, false, Variant);
+ bind_custom(Callable, rpc, _VariantCall::func_Callable_rpc, false, Variant);
+ bind_custom1(Callable, rpc_id, _VariantCall::func_Callable_rpc_id, Variant::INT, "peer_id");
bind_custom(Callable, bind, _VariantCall::func_Callable_bind, true, Callable);
/* Signal */
diff --git a/core/variant/variant_op.cpp b/core/variant/variant_op.cpp
index 6cbc98d14d..8cfa793c0e 100644
--- a/core/variant/variant_op.cpp
+++ b/core/variant/variant_op.cpp
@@ -257,6 +257,14 @@ public:
static void evaluate(const Variant &p_left, const Variant &p_right, Variant *r_ret, bool &r_valid) {
const A &a = *VariantGetInternalPtr<A>::get_ptr(&p_left);
const B &b = *VariantGetInternalPtr<B>::get_ptr(&p_right);
+
+#if defined(DEBUG_ENABLED)
+ if (b < 0 || a < 0) {
+ *r_ret = "Invalid operands for bit shifting. Only positive operands are supported.";
+ r_valid = false;
+ return;
+ }
+#endif
*r_ret = a << b;
r_valid = true;
}
@@ -276,6 +284,14 @@ public:
static void evaluate(const Variant &p_left, const Variant &p_right, Variant *r_ret, bool &r_valid) {
const A &a = *VariantGetInternalPtr<A>::get_ptr(&p_left);
const B &b = *VariantGetInternalPtr<B>::get_ptr(&p_right);
+
+#if defined(DEBUG_ENABLED)
+ if (b < 0 || a < 0) {
+ *r_ret = "Invalid operands for bit shifting. Only positive operands are supported.";
+ r_valid = false;
+ return;
+ }
+#endif
*r_ret = a >> b;
r_valid = true;
}
diff --git a/core/variant/variant_utility.cpp b/core/variant/variant_utility.cpp
index f154ab1ed6..553f2b23a2 100644
--- a/core/variant/variant_utility.cpp
+++ b/core/variant/variant_utility.cpp
@@ -93,6 +93,10 @@ struct VariantUtilityFunctions {
return Math::fposmod(b, r);
}
+ static inline int64_t posmod(int64_t b, int64_t r) {
+ return Math::posmod(b, r);
+ }
+
static inline double floor(double x) {
return Math::floor(x);
}
@@ -1154,6 +1158,7 @@ void Variant::_register_variant_utility_functions() {
FUNCBINDR(sqrt, sarray("x"), Variant::UTILITY_FUNC_TYPE_MATH);
FUNCBINDR(fmod, sarray("x", "y"), Variant::UTILITY_FUNC_TYPE_MATH);
FUNCBINDR(fposmod, sarray("x", "y"), Variant::UTILITY_FUNC_TYPE_MATH);
+ FUNCBINDR(posmod, sarray("x", "y"), Variant::UTILITY_FUNC_TYPE_MATH);
FUNCBINDR(floor, sarray("x"), Variant::UTILITY_FUNC_TYPE_MATH);
FUNCBINDR(ceil, sarray("x"), Variant::UTILITY_FUNC_TYPE_MATH);
FUNCBINDR(round, sarray("x"), Variant::UTILITY_FUNC_TYPE_MATH);
diff --git a/doc/classes/@GlobalScope.xml b/doc/classes/@GlobalScope.xml
index 95108f1613..af66a11fe5 100644
--- a/doc/classes/@GlobalScope.xml
+++ b/doc/classes/@GlobalScope.xml
@@ -652,6 +652,31 @@
Converts a 2D point expressed in the polar coordinate system (a distance from the origin [code]r[/code] and an angle [code]th[/code]) to the cartesian coordinate system (X and Y axis).
</description>
</method>
+ <method name="posmod">
+ <return type="int">
+ </return>
+ <argument index="0" name="x" type="int">
+ </argument>
+ <argument index="1" name="y" type="int">
+ </argument>
+ <description>
+ Returns the integer modulus of [code]x/y[/code] that wraps equally in positive and negative.
+ [codeblock]
+ for i in range(-3, 4):
+ print("%2d %2d %2d" % [i, i % 3, posmod(i, 3)])
+ [/codeblock]
+ Produces:
+ [codeblock]
+ -3 0 0
+ -2 -2 1
+ -1 -1 2
+ 0 0 0
+ 1 1 1
+ 2 2 2
+ 3 0 0
+ [/codeblock]
+ </description>
+ </method>
<method name="pow">
<return type="float">
</return>
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index fa9068e2ad..0a7b4c5dab 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -364,6 +364,8 @@
<member name="transparency" type="int" setter="set_transparency" getter="get_transparency" enum="BaseMaterial3D.Transparency" default="0">
If [code]true[/code], transparency is enabled on the body. See also [member blend_mode].
</member>
+ <member name="use_particle_trails" type="bool" setter="set_flag" getter="get_flag" default="false">
+ </member>
<member name="use_point_size" type="bool" setter="set_flag" getter="get_flag" default="false">
If [code]true[/code], render point size can be changed.
[b]Note:[/b] this is only effective for objects whose geometry is point-based rather than triangle-based. See also [member point_size].
@@ -655,7 +657,9 @@
<constant name="FLAG_SUBSURFACE_MODE_SKIN" value="18" enum="Flags">
Enables the skin mode for subsurface scattering which is used to improve the look of subsurface scattering when used for human skin.
</constant>
- <constant name="FLAG_MAX" value="19" enum="Flags">
+ <constant name="FLAG_PARTICLE_TRAILS_MODE" value="19" enum="Flags">
+ </constant>
+ <constant name="FLAG_MAX" value="20" enum="Flags">
Represents the size of the [enum Flags] enum.
</constant>
<constant name="DIFFUSE_BURLEY" value="0" enum="DiffuseMode">
diff --git a/doc/classes/Callable.xml b/doc/classes/Callable.xml
index 0cfbd0270c..cbab1a8f50 100644
--- a/doc/classes/Callable.xml
+++ b/doc/classes/Callable.xml
@@ -151,6 +151,22 @@
Returns [code]true[/code] if both [Callable]s invoke the same custom target.
</description>
</method>
+ <method name="rpc" qualifiers="vararg const">
+ <return type="void">
+ </return>
+ <description>
+ Perform an RPC (Remote Procedure Call). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling it on unsupported functions will result in an error.
+ </description>
+ </method>
+ <method name="rpc_id" qualifiers="vararg const">
+ <return type="void">
+ </return>
+ <argument index="0" name="peer_id" type="int">
+ </argument>
+ <description>
+ Perform an RPC (Remote Procedure Call) on a specific peer ID (see multiplayer documentation for reference). This is used for multiplayer and is normally not available unless the function being called has been marked as [i]RPC[/i]. Calling it on unsupported functions will result in an error.
+ </description>
+ </method>
<method name="unbind" qualifiers="const">
<return type="Callable">
</return>
diff --git a/doc/classes/Curve.xml b/doc/classes/Curve.xml
index 26872e1f8e..e47c420a3b 100644
--- a/doc/classes/Curve.xml
+++ b/doc/classes/Curve.xml
@@ -108,7 +108,7 @@
Returns the Y value for the point that would exist at the X position [code]offset[/code] along the curve.
</description>
</method>
- <method name="interpolate_baked">
+ <method name="interpolate_baked" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="offset" type="float">
diff --git a/doc/classes/EditorPlugin.xml b/doc/classes/EditorPlugin.xml
index 61f1761249..f6f51df7c0 100644
--- a/doc/classes/EditorPlugin.xml
+++ b/doc/classes/EditorPlugin.xml
@@ -157,6 +157,16 @@
Registers a custom translation parser plugin for extracting translatable strings from custom files.
</description>
</method>
+ <method name="add_undo_redo_inspector_hook_callback">
+ <return type="void">
+ </return>
+ <argument index="0" name="callable" type="Callable">
+ </argument>
+ <description>
+ Hooks a callback into the undo/redo action creation when a property is modified in the inspector. This allows, for example, to save other properties that may be lost when a given property is modified.
+ The callback should have 4 arguments: [Object] [code]undo_redo[/code], [Object] [code]modified_object[/code], [String] [code]property[/code] and [Variant] [code]new_value[/code]. They are, respectively, the [UndoRedo] object used by the inspector, the currently modified object, the name of the modified property and the new value the property is about to take.
+ </description>
+ </method>
<method name="apply_changes" qualifiers="virtual">
<return type="void">
</return>
@@ -622,6 +632,15 @@
Removes a registered custom translation parser plugin.
</description>
</method>
+ <method name="remove_undo_redo_inspector_hook_callback">
+ <return type="void">
+ </return>
+ <argument index="0" name="callable" type="Callable">
+ </argument>
+ <description>
+ Removes a callback previsously added by [method add_undo_redo_inspector_hook_callback].
+ </description>
+ </method>
<method name="save_external_data" qualifiers="virtual">
<return type="void">
</return>
diff --git a/doc/classes/GPUParticles3D.xml b/doc/classes/GPUParticles3D.xml
index aea106af50..e5d6581ddc 100644
--- a/doc/classes/GPUParticles3D.xml
+++ b/doc/classes/GPUParticles3D.xml
@@ -87,18 +87,22 @@
<member name="draw_passes" type="int" setter="set_draw_passes" getter="get_draw_passes" default="1">
The number of draw passes when rendering particles.
</member>
+ <member name="draw_skin" type="Skin" setter="set_skin" getter="get_skin">
+ </member>
<member name="emitting" type="bool" setter="set_emitting" getter="is_emitting" default="true">
If [code]true[/code], particles are being emitted.
</member>
<member name="explosiveness" type="float" setter="set_explosiveness_ratio" getter="get_explosiveness_ratio" default="0.0">
Time ratio between each emission. If [code]0[/code], particles are emitted continuously. If [code]1[/code], all particles are emitted simultaneously.
</member>
- <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="0">
+ <member name="fixed_fps" type="int" setter="set_fixed_fps" getter="get_fixed_fps" default="30">
The particle system's frame rate is fixed to a value. For instance, changing the value to 2 will make the particles render at 2 frames per second. Note this does not slow down the simulation of the particle system itself.
</member>
<member name="fract_delta" type="bool" setter="set_fractional_delta" getter="get_fractional_delta" default="true">
If [code]true[/code], results in fractional delta calculation which has a smoother particles display effect.
</member>
+ <member name="interpolate" type="bool" setter="set_interpolate" getter="get_interpolate" default="true">
+ </member>
<member name="lifetime" type="float" setter="set_lifetime" getter="get_lifetime" default="1.0">
Amount of time each particle will exist.
</member>
@@ -122,6 +126,12 @@
</member>
<member name="sub_emitter" type="NodePath" setter="set_sub_emitter" getter="get_sub_emitter" default="NodePath(&quot;&quot;)">
</member>
+ <member name="trail_enabled" type="bool" setter="set_enable_trail" getter="is_trail_enabled" default="false">
+ </member>
+ <member name="trail_length_secs" type="float" setter="set_trail_length" getter="get_trail_length" default="0.3">
+ </member>
+ <member name="transform_align" type="int" setter="set_transform_align" getter="get_transform_align" enum="GPUParticles3D.TransformAlign" default="0">
+ </member>
<member name="visibility_aabb" type="AABB" setter="set_visibility_aabb" getter="get_visibility_aabb" default="AABB( -4, -4, -4, 8, 8, 8 )">
The [AABB] that determines the node's region which needs to be visible on screen for the particle system to be active.
Grow the box if particles suddenly appear/disappear when the node enters/exits the screen. The [AABB] can be grown via code or with the [b]Particles → Generate AABB[/b] editor tool.
@@ -150,5 +160,13 @@
<constant name="MAX_DRAW_PASSES" value="4">
Maximum number of draw passes supported.
</constant>
+ <constant name="TRANSFORM_ALIGN_DISABLED" value="0" enum="TransformAlign">
+ </constant>
+ <constant name="TRANSFORM_ALIGN_Z_BILLBOARD" value="1" enum="TransformAlign">
+ </constant>
+ <constant name="TRANSFORM_ALIGN_Y_TO_VELOCITY" value="2" enum="TransformAlign">
+ </constant>
+ <constant name="TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY" value="3" enum="TransformAlign">
+ </constant>
</constants>
</class>
diff --git a/doc/classes/InputEventMouseButton.xml b/doc/classes/InputEventMouseButton.xml
index d7e92f8bca..be71b42567 100644
--- a/doc/classes/InputEventMouseButton.xml
+++ b/doc/classes/InputEventMouseButton.xml
@@ -15,7 +15,7 @@
<member name="button_index" type="int" setter="set_button_index" getter="get_button_index" default="0">
The mouse button identifier, one of the [enum MouseButton] button or button wheel constants.
</member>
- <member name="doubleclick" type="bool" setter="set_doubleclick" getter="is_doubleclick" default="false">
+ <member name="double_click" type="bool" setter="set_double_click" getter="is_double_click" default="false">
If [code]true[/code], the mouse button's state is a double-click.
</member>
<member name="factor" type="float" setter="set_factor" getter="get_factor" default="1.0">
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 00966ca097..005873c2ff 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -1356,10 +1356,6 @@
[b]FIXME:[/b] No longer valid after DisplayServer split:
In such cases, this property is not updated, so use [code]OS.get_current_video_driver[/code] to query it at run-time.
</member>
- <member name="rendering/driver/rd_renderer/use_low_end_renderer" type="bool" setter="" getter="" default="false">
- </member>
- <member name="rendering/driver/rd_renderer/use_low_end_renderer.mobile" type="bool" setter="" getter="" default="true">
- </member>
<member name="rendering/driver/threads/thread_model" type="int" setter="" getter="" default="1">
Thread model for rendering. Rendering on a thread can vastly improve performance, but synchronizing to the main thread can cause a bit more jitter.
</member>
@@ -1583,6 +1579,10 @@
</member>
<member name="rendering/vulkan/descriptor_pools/max_descriptors_per_pool" type="int" setter="" getter="" default="64">
</member>
+ <member name="rendering/vulkan/rendering/back_end" type="int" setter="" getter="" default="0">
+ </member>
+ <member name="rendering/vulkan/rendering/back_end.mobile" type="int" setter="" getter="" default="1">
+ </member>
<member name="rendering/vulkan/staging_buffer/block_size_kb" type="int" setter="" getter="" default="256">
</member>
<member name="rendering/vulkan/staging_buffer/max_size_mb" type="int" setter="" getter="" default="128">
diff --git a/doc/classes/RibbonTrailMesh.xml b/doc/classes/RibbonTrailMesh.xml
new file mode 100644
index 0000000000..771f2e444b
--- /dev/null
+++ b/doc/classes/RibbonTrailMesh.xml
@@ -0,0 +1,31 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="RibbonTrailMesh" inherits="PrimitiveMesh" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="curve" type="Curve" setter="set_curve" getter="get_curve">
+ </member>
+ <member name="section_length" type="float" setter="set_section_length" getter="get_section_length" default="0.2">
+ </member>
+ <member name="section_segments" type="int" setter="set_section_segments" getter="get_section_segments" default="3">
+ </member>
+ <member name="sections" type="int" setter="set_sections" getter="get_sections" default="5">
+ </member>
+ <member name="shape" type="int" setter="set_shape" getter="get_shape" enum="RibbonTrailMesh.Shape" default="1">
+ </member>
+ <member name="size" type="float" setter="set_size" getter="get_size" default="1.0">
+ </member>
+ </members>
+ <constants>
+ <constant name="SHAPE_FLAT" value="0" enum="Shape">
+ </constant>
+ <constant name="SHAPE_CROSS" value="1" enum="Shape">
+ </constant>
+ </constants>
+</class>
diff --git a/doc/classes/ScrollContainer.xml b/doc/classes/ScrollContainer.xml
index 9c5634f43a..40e29ac74b 100644
--- a/doc/classes/ScrollContainer.xml
+++ b/doc/classes/ScrollContainer.xml
@@ -39,12 +39,18 @@
<member name="scroll_horizontal_enabled" type="bool" setter="set_enable_h_scroll" getter="is_h_scroll_enabled" default="true">
If [code]true[/code], enables horizontal scrolling.
</member>
+ <member name="scroll_horizontal_visible" type="bool" setter="set_h_scroll_visible" getter="is_h_scroll_visible" default="true">
+ If [code]false[/code], hides the horizontal scrollbar.
+ </member>
<member name="scroll_vertical" type="int" setter="set_v_scroll" getter="get_v_scroll" default="0">
The current vertical scroll value.
</member>
<member name="scroll_vertical_enabled" type="bool" setter="set_enable_v_scroll" getter="is_v_scroll_enabled" default="true">
If [code]true[/code], enables vertical scrolling.
</member>
+ <member name="scroll_vertical_visible" type="bool" setter="set_v_scroll_visible" getter="is_v_scroll_visible" default="true">
+ If [code]false[/code], hides the vertical scrollbar.
+ </member>
</members>
<signals>
<signal name="scroll_ended">
diff --git a/doc/classes/SubViewport.xml b/doc/classes/SubViewport.xml
index 376082f417..b6e9eda1d1 100644
--- a/doc/classes/SubViewport.xml
+++ b/doc/classes/SubViewport.xml
@@ -34,9 +34,6 @@
<member name="size_2d_override_stretch" type="bool" setter="set_size_2d_override_stretch" getter="is_size_2d_override_stretch_enabled" default="false">
If [code]true[/code], the 2D size override affects stretch as well.
</member>
- <member name="xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
- If [code]true[/code], the sub-viewport will be used in AR/VR process.
- </member>
</members>
<constants>
<constant name="CLEAR_MODE_ALWAYS" value="0" enum="ClearMode">
diff --git a/doc/classes/TubeTrailMesh.xml b/doc/classes/TubeTrailMesh.xml
new file mode 100644
index 0000000000..2782791a62
--- /dev/null
+++ b/doc/classes/TubeTrailMesh.xml
@@ -0,0 +1,27 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="TubeTrailMesh" inherits="PrimitiveMesh" version="4.0">
+ <brief_description>
+ </brief_description>
+ <description>
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ </methods>
+ <members>
+ <member name="curve" type="Curve" setter="set_curve" getter="get_curve">
+ </member>
+ <member name="radial_steps" type="int" setter="set_radial_steps" getter="get_radial_steps" default="8">
+ </member>
+ <member name="radius" type="float" setter="set_radius" getter="get_radius" default="1.0">
+ </member>
+ <member name="section_length" type="float" setter="set_section_length" getter="get_section_length" default="0.2">
+ </member>
+ <member name="section_rings" type="int" setter="set_section_rings" getter="get_section_rings" default="3">
+ </member>
+ <member name="sections" type="int" setter="set_sections" getter="get_sections" default="5">
+ </member>
+ </members>
+ <constants>
+ </constants>
+</class>
diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml
index cce5705379..1c33274cb0 100644
--- a/doc/classes/Viewport.xml
+++ b/doc/classes/Viewport.xml
@@ -269,6 +269,9 @@
</member>
<member name="use_occlusion_culling" type="bool" setter="set_use_occlusion_culling" getter="is_using_occlusion_culling" default="false">
</member>
+ <member name="use_xr" type="bool" setter="set_use_xr" getter="is_using_xr" default="false">
+ If [code]true[/code], the viewport will use the primary XR interface to render XR output. When applicable this can result in a stereoscopic image and the resulting render being output to a headset.
+ </member>
<member name="world_2d" type="World2D" setter="set_world_2d" getter="get_world_2d">
The custom [World2D] which can be used as 2D environment source.
</member>
diff --git a/drivers/vulkan/rendering_device_vulkan.cpp b/drivers/vulkan/rendering_device_vulkan.cpp
index b664ccdd3c..30cc01fd10 100644
--- a/drivers/vulkan/rendering_device_vulkan.cpp
+++ b/drivers/vulkan/rendering_device_vulkan.cpp
@@ -7986,7 +7986,11 @@ void RenderingDeviceVulkan::_free_rids(T &p_owner, const char *p_type) {
List<RID> owned;
p_owner.get_owned_list(&owned);
if (owned.size()) {
- WARN_PRINT(itos(owned.size()) + " RIDs of type '" + p_type + "' were leaked.");
+ if (owned.size() == 1) {
+ WARN_PRINT(vformat("1 RID of type \"%s\" was leaked.", p_type));
+ } else {
+ WARN_PRINT(vformat("%d RIDs of type \"%s\" were leaked.", owned.size(), p_type));
+ }
for (List<RID>::Element *E = owned.front(); E; E = E->next()) {
free(E->get());
}
@@ -8199,7 +8203,11 @@ void RenderingDeviceVulkan::finalize() {
List<RID> owned;
texture_owner.get_owned_list(&owned);
if (owned.size()) {
- WARN_PRINT(itos(owned.size()) + " RIDs of type 'Texture' were leaked.");
+ if (owned.size() == 1) {
+ WARN_PRINT("1 RID of type \"Texture\" was leaked.");
+ } else {
+ WARN_PRINT(vformat("%d RIDs of type \"Texture\" were leaked.", owned.size()));
+ }
//free shared first
for (List<RID>::Element *E = owned.front(); E;) {
List<RID>::Element *N = E->next();
diff --git a/editor/animation_bezier_editor.cpp b/editor/animation_bezier_editor.cpp
index ab8ae71904..67b52bf0ca 100644
--- a/editor/animation_bezier_editor.cpp
+++ b/editor/animation_bezier_editor.cpp
@@ -762,7 +762,7 @@ void AnimationBezierTrackEdit::_gui_input(const Ref<InputEvent> &p_event) {
undo_redo->create_action(TTR("Add Bezier Point"));
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, time, new_point);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, time);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", track, time);
undo_redo->commit_action();
//then attempt to move
@@ -857,7 +857,7 @@ void AnimationBezierTrackEdit::_gui_input(const Ref<InputEvent> &p_event) {
continue; //already in selection, don't save
}
- undo_redo->add_do_method(animation.ptr(), "track_remove_key_at_position", track, newtime);
+ undo_redo->add_do_method(animation.ptr(), "track_remove_key_at_time", track, newtime);
AnimMoveRestore amr;
amr.key = animation->track_get_key_value(track, idx);
@@ -888,7 +888,7 @@ void AnimationBezierTrackEdit::_gui_input(const Ref<InputEvent> &p_event) {
if (newpos<0)
continue; //no remove what no inserted
*/
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, newpos);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", track, newpos);
}
// 5-(undo) reinsert keys
@@ -1038,7 +1038,7 @@ void AnimationBezierTrackEdit::_menu_selected(int p_index) {
undo_redo->create_action(TTR("Add Bezier Point"));
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, time, new_point);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, time);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", track, time);
undo_redo->commit_action();
} break;
@@ -1074,7 +1074,7 @@ void AnimationBezierTrackEdit::duplicate_selection() {
int existing_idx = animation->track_find_key(track, dst_time, true);
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, dst_time, animation->track_get_key_value(track, E->get()), animation->track_get_key_transition(track, E->get()));
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, dst_time);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", track, dst_time);
Pair<int, float> p;
p.first = track;
diff --git a/editor/animation_track_editor.cpp b/editor/animation_track_editor.cpp
index 9db2f0a287..89f77f3c77 100644
--- a/editor/animation_track_editor.cpp
+++ b/editor/animation_track_editor.cpp
@@ -134,7 +134,7 @@ public:
undo_redo->add_do_method(animation.ptr(), "track_remove_key", track, key);
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, new_time, val, trans);
undo_redo->add_do_method(this, "_key_ofs_changed", animation, key_ofs, new_time);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, new_time);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", track, new_time);
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", track, key_ofs, val, trans);
undo_redo->add_undo_method(this, "_key_ofs_changed", animation, new_time, key_ofs);
@@ -758,7 +758,7 @@ public:
undo_redo->add_do_method(animation.ptr(), "track_remove_key", track, key);
undo_redo->add_do_method(animation.ptr(), "track_insert_key", track, new_time, val, trans);
undo_redo->add_do_method(this, "_key_ofs_changed", animation, key_ofs, new_time);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", track, new_time);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", track, new_time);
undo_redo->add_undo_method(animation.ptr(), "track_insert_key", track, key_ofs, val, trans);
undo_redo->add_undo_method(this, "_key_ofs_changed", animation, new_time, key_ofs);
@@ -3979,7 +3979,7 @@ AnimationTrackEditor::TrackIndices AnimationTrackEditor::_confirm_insert(InsertD
undo_redo->add_undo_method(animation.ptr(), "remove_track", animation->get_track_count());
p_next_tracks.normal++;
} else {
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", p_id.track_idx, time);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", p_id.track_idx, time);
int existing = animation->track_find_key(p_id.track_idx, time, true);
if (existing != -1) {
Variant v = animation->track_get_key_value(p_id.track_idx, existing);
@@ -4568,7 +4568,7 @@ void AnimationTrackEditor::_insert_key_from_track(float p_ofs, int p_track) {
undo_redo->create_action(TTR("Add Transform Track Key"));
undo_redo->add_do_method(animation.ptr(), "transform_track_insert_key", p_track, p_ofs, loc, rot, scale);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", p_track, p_ofs);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", p_track, p_ofs);
undo_redo->commit_action();
} break;
@@ -4580,7 +4580,7 @@ void AnimationTrackEditor::_insert_key_from_track(float p_ofs, int p_track) {
undo_redo->create_action(TTR("Add Track Key"));
undo_redo->add_do_method(animation.ptr(), "track_insert_key", p_track, p_ofs, value);
undo_redo->add_undo_method(this, "_clear_selection_for_anim", animation);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", p_track, p_ofs);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", p_track, p_ofs);
undo_redo->commit_action();
} break;
@@ -4611,7 +4611,7 @@ void AnimationTrackEditor::_insert_key_from_track(float p_ofs, int p_track) {
undo_redo->create_action(TTR("Add Track Key"));
undo_redo->add_do_method(animation.ptr(), "track_insert_key", p_track, p_ofs, arr);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", p_track, p_ofs);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", p_track, p_ofs);
undo_redo->commit_action();
} break;
@@ -4623,7 +4623,7 @@ void AnimationTrackEditor::_insert_key_from_track(float p_ofs, int p_track) {
undo_redo->create_action(TTR("Add Track Key"));
undo_redo->add_do_method(animation.ptr(), "track_insert_key", p_track, p_ofs, ak);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", p_track, p_ofs);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", p_track, p_ofs);
undo_redo->commit_action();
} break;
case Animation::TYPE_ANIMATION: {
@@ -4631,7 +4631,7 @@ void AnimationTrackEditor::_insert_key_from_track(float p_ofs, int p_track) {
undo_redo->create_action(TTR("Add Track Key"));
undo_redo->add_do_method(animation.ptr(), "track_insert_key", p_track, p_ofs, anim);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", p_track, p_ofs);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", p_track, p_ofs);
undo_redo->commit_action();
} break;
}
@@ -4669,7 +4669,7 @@ void AnimationTrackEditor::_add_method_key(const String &p_method) {
undo_redo->create_action(TTR("Add Method Track Key"));
undo_redo->add_do_method(animation.ptr(), "track_insert_key", insert_key_from_track_call_track, insert_key_from_track_call_ofs, d);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", insert_key_from_track_call_track, insert_key_from_track_call_ofs);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", insert_key_from_track_call_track, insert_key_from_track_call_ofs);
undo_redo->commit_action();
return;
@@ -4879,7 +4879,7 @@ void AnimationTrackEditor::_move_selection_commit() {
continue; //already in selection, don't save
}
- undo_redo->add_do_method(animation.ptr(), "track_remove_key_at_position", E->key().track, newtime);
+ undo_redo->add_do_method(animation.ptr(), "track_remove_key_at_time", E->key().track, newtime);
_AnimMoveRestore amr;
amr.key = animation->track_get_key_value(E->key().track, idx);
@@ -4899,7 +4899,7 @@ void AnimationTrackEditor::_move_selection_commit() {
// 4 - (undo) remove inserted keys
for (Map<SelectedKey, KeyInfo>::Element *E = selection.back(); E; E = E->prev()) {
float newpos = snap_time(E->get().pos + motion);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", E->key().track, newpos);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", E->key().track, newpos);
}
// 5 - (undo) reinsert keys
@@ -5096,7 +5096,7 @@ void AnimationTrackEditor::_anim_duplicate_keys(bool transpose) {
int existing_idx = animation->track_find_key(dst_track, dst_time, true);
undo_redo->add_do_method(animation.ptr(), "track_insert_key", dst_track, dst_time, animation->track_get_key_value(E->key().track, E->key().key), animation->track_get_key_transition(E->key().track, E->key().key));
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", dst_track, dst_time);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", dst_track, dst_time);
Pair<int, float> p;
p.first = dst_track;
@@ -5344,7 +5344,7 @@ void AnimationTrackEditor::_edit_menu_pressed(int p_option) {
continue; //already in selection, don't save
}
- undo_redo->add_do_method(animation.ptr(), "track_remove_key_at_position", E->key().track, newtime);
+ undo_redo->add_do_method(animation.ptr(), "track_remove_key_at_time", E->key().track, newtime);
_AnimMoveRestore amr;
amr.key = animation->track_get_key_value(E->key().track, idx);
@@ -5365,7 +5365,7 @@ void AnimationTrackEditor::_edit_menu_pressed(int p_option) {
// 4-(undo) remove inserted keys
for (Map<SelectedKey, KeyInfo>::Element *E = selection.back(); E; E = E->prev()) {
float newpos = _NEW_POS(E->get().pos);
- undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_position", E->key().track, newpos);
+ undo_redo->add_undo_method(animation.ptr(), "track_remove_key_at_time", E->key().track, newpos);
}
// 5-(undo) reinsert keys
diff --git a/editor/animation_track_editor_plugins.cpp b/editor/animation_track_editor_plugins.cpp
index 506a327ffc..ae79299331 100644
--- a/editor/animation_track_editor_plugins.cpp
+++ b/editor/animation_track_editor_plugins.cpp
@@ -1024,7 +1024,7 @@ void AnimationTrackEditTypeAudio::drop_data(const Point2 &p_point, const Variant
get_undo_redo()->create_action(TTR("Add Audio Track Clip"));
get_undo_redo()->add_do_method(get_animation().ptr(), "audio_track_insert_key", get_track(), ofs, stream);
- get_undo_redo()->add_undo_method(get_animation().ptr(), "track_remove_key_at_position", get_track(), ofs);
+ get_undo_redo()->add_undo_method(get_animation().ptr(), "track_remove_key_at_time", get_track(), ofs);
get_undo_redo()->commit_action();
update();
diff --git a/editor/editor_about.cpp b/editor/editor_about.cpp
index d962658484..7527514dca 100644
--- a/editor/editor_about.cpp
+++ b/editor/editor_about.cpp
@@ -37,6 +37,9 @@
#include "core/version.h"
#include "core/version_hash.gen.h"
+// The metadata key used to store and retrieve the version text to copy to the clipboard.
+static const String META_TEXT_TO_COPY = "text_to_copy";
+
void EditorAbout::_theme_changed() {
const Ref<Font> font = get_theme_font("source", "EditorFonts");
const int font_size = get_theme_font_size("source_size", "EditorFonts");
@@ -63,7 +66,12 @@ void EditorAbout::_license_tree_selected() {
_tpl_text->set_text(selected->get_metadata(0));
}
+void EditorAbout::_version_button_pressed() {
+ DisplayServer::get_singleton()->clipboard_set(version_btn->get_meta(META_TEXT_TO_COPY));
+}
+
void EditorAbout::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("_version_button_pressed"), &EditorAbout::_version_button_pressed);
}
TextureRect *EditorAbout::get_logo() const {
@@ -124,17 +132,32 @@ EditorAbout::EditorAbout() {
_logo = memnew(TextureRect);
hbc->add_child(_logo);
+ VBoxContainer *version_info_vbc = memnew(VBoxContainer);
+
+ // Add a dummy control node for spacing.
+ Control *v_spacer = memnew(Control);
+ version_info_vbc->add_child(v_spacer);
+
+ version_btn = memnew(LinkButton);
String hash = String(VERSION_HASH);
if (hash.length() != 0) {
hash = "." + hash.left(9);
}
+ version_btn->set_text(VERSION_FULL_NAME + hash);
+ // Set the text to copy in metadata as it slightly differs from the button's text.
+ version_btn->set_meta(META_TEXT_TO_COPY, "v" VERSION_FULL_BUILD + hash);
+ version_btn->set_underline_mode(LinkButton::UNDERLINE_MODE_ON_HOVER);
+ version_btn->set_tooltip(TTR("Click to copy."));
+ version_btn->connect("pressed", callable_mp(this, &EditorAbout::_version_button_pressed));
+ version_info_vbc->add_child(version_btn);
Label *about_text = memnew(Label);
about_text->set_v_size_flags(Control::SIZE_SHRINK_CENTER);
- about_text->set_text(VERSION_FULL_NAME + hash +
- String::utf8("\n\xc2\xa9 2007-2021 Juan Linietsky, Ariel Manzur.\n\xc2\xa9 2014-2021 ") +
+ about_text->set_text(String::utf8("\xc2\xa9 2007-2021 Juan Linietsky, Ariel Manzur.\n\xc2\xa9 2014-2021 ") +
TTR("Godot Engine contributors") + "\n");
- hbc->add_child(about_text);
+ version_info_vbc->add_child(about_text);
+
+ hbc->add_child(version_info_vbc);
TabContainer *tc = memnew(TabContainer);
tc->set_custom_minimum_size(Size2(950, 400) * EDSCALE);
diff --git a/editor/editor_about.h b/editor/editor_about.h
index 2823220a8a..b76a2ada34 100644
--- a/editor/editor_about.h
+++ b/editor/editor_about.h
@@ -34,6 +34,7 @@
#include "scene/gui/control.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/item_list.h"
+#include "scene/gui/link_button.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/scroll_container.h"
#include "scene/gui/separator.h"
@@ -53,8 +54,10 @@ class EditorAbout : public AcceptDialog {
private:
void _license_tree_selected();
+ void _version_button_pressed();
ScrollContainer *_populate_list(const String &p_name, const List<String> &p_sections, const char *const *const p_src[], const int p_flag_single_column = 0);
+ LinkButton *version_btn;
Tree *_tpl_tree;
RichTextLabel *_license_text;
RichTextLabel *_tpl_text;
diff --git a/editor/editor_data.cpp b/editor/editor_data.cpp
index fa4703d425..6405af3876 100644
--- a/editor/editor_data.cpp
+++ b/editor/editor_data.cpp
@@ -426,6 +426,18 @@ UndoRedo &EditorData::get_undo_redo() {
return undo_redo;
}
+void EditorData::add_undo_redo_inspector_hook_callback(Callable p_callable) {
+ undo_redo_callbacks.push_back(p_callable);
+}
+
+void EditorData::remove_undo_redo_inspector_hook_callback(Callable p_callable) {
+ undo_redo_callbacks.erase(p_callable);
+}
+
+const Vector<Callable> EditorData::get_undo_redo_inspector_hook_callback() {
+ return undo_redo_callbacks;
+}
+
void EditorData::remove_editor_plugin(EditorPlugin *p_plugin) {
p_plugin->undo_redo = nullptr;
editor_plugins.erase(p_plugin);
diff --git a/editor/editor_data.h b/editor/editor_data.h
index dbe729d9d9..2ece94d6a3 100644
--- a/editor/editor_data.h
+++ b/editor/editor_data.h
@@ -132,6 +132,7 @@ private:
List<PropertyData> clipboard;
UndoRedo undo_redo;
+ Vector<Callable> undo_redo_callbacks;
void _cleanup_history();
@@ -166,6 +167,9 @@ public:
EditorPlugin *get_editor_plugin(int p_idx);
UndoRedo &get_undo_redo();
+ void add_undo_redo_inspector_hook_callback(Callable p_callable); // Callbacks shoud have 4 args: (Object* undo_redo, Object *modified_object, String property, Varian new_value)
+ void remove_undo_redo_inspector_hook_callback(Callable p_callable);
+ const Vector<Callable> get_undo_redo_inspector_hook_callback();
void save_editor_global_states();
void restore_editor_global_states();
diff --git a/editor/editor_file_system.cpp b/editor/editor_file_system.cpp
index 59d3b09678..495bdd42f7 100644
--- a/editor/editor_file_system.cpp
+++ b/editor/editor_file_system.cpp
@@ -68,6 +68,11 @@ int EditorFileSystemDirectory::find_dir_index(const String &p_dir) const {
return -1;
}
+void EditorFileSystemDirectory::force_update() {
+ // We set modified_time to 0 to force `EditorFileSystem::_scan_fs_changes` to search changes in the directory
+ modified_time = 0;
+}
+
int EditorFileSystemDirectory::get_subdir_count() const {
return subdirs.size();
}
@@ -854,9 +859,11 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, const
//then scan files and directories and check what's different
- DirAccess *da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
+ DirAccessRef da = DirAccess::create(DirAccess::ACCESS_RESOURCES);
+
+ Error ret = da->change_dir(cd);
+ ERR_FAIL_COND_MSG(ret != OK, "Cannot change to '" + cd + "' folder.");
- da->change_dir(cd);
da->list_dir_begin();
while (true) {
String f = da->get_next();
@@ -944,7 +951,6 @@ void EditorFileSystem::_scan_fs_changes(EditorFileSystemDirectory *p_dir, const
}
da->list_dir_end();
- memdelete(da);
}
for (int i = 0; i < p_dir->files.size(); i++) {
diff --git a/editor/editor_file_system.h b/editor/editor_file_system.h
index 9c9076106c..855c320856 100644
--- a/editor/editor_file_system.h
+++ b/editor/editor_file_system.h
@@ -102,6 +102,8 @@ public:
int find_file_index(const String &p_file) const;
int find_dir_index(const String &p_dir) const;
+ void force_update();
+
EditorFileSystemDirectory();
~EditorFileSystemDirectory();
};
diff --git a/editor/editor_inspector.cpp b/editor/editor_inspector.cpp
index 738b2f9f82..5bb3c8b4d0 100644
--- a/editor/editor_inspector.cpp
+++ b/editor/editor_inspector.cpp
@@ -2266,6 +2266,22 @@ void EditorInspector::_edit_set(const String &p_name, const Variant &p_value, bo
undo_redo->add_do_property(object, p_name, p_value);
undo_redo->add_undo_property(object, p_name, object->get(p_name));
+ Variant v_undo_redo = (Object *)undo_redo;
+ Variant v_object = object;
+ Variant v_name = p_name;
+ for (int i = 0; i < EditorNode::get_singleton()->get_editor_data().get_undo_redo_inspector_hook_callback().size(); i++) {
+ const Callable &callback = EditorNode::get_singleton()->get_editor_data().get_undo_redo_inspector_hook_callback()[i];
+
+ const Variant *p_arguments[] = { &v_undo_redo, &v_object, &v_name, &p_value };
+ Variant return_value;
+ Callable::CallError call_error;
+
+ callback.call(p_arguments, 4, return_value, call_error);
+ if (call_error.error != Callable::CallError::CALL_OK) {
+ ERR_PRINT("Invalid UndoRedo callback.");
+ }
+ }
+
if (p_refresh_all) {
undo_redo->add_do_method(this, "_edit_request_change", object, "");
undo_redo->add_undo_method(this, "_edit_request_change", object, "");
diff --git a/editor/editor_log.cpp b/editor/editor_log.cpp
index 7b94016fb6..9f188b53c4 100644
--- a/editor/editor_log.cpp
+++ b/editor/editor_log.cpp
@@ -63,6 +63,18 @@ void EditorLog::_notification(int p_what) {
log->add_theme_font_override("normal_font", get_theme_font("output_source", "EditorFonts"));
log->add_theme_font_size_override("normal_font_size", get_theme_font_size("output_source_size", "EditorFonts"));
log->add_theme_color_override("selection_color", get_theme_color("accent_color", "Editor") * Color(1, 1, 1, 0.4));
+ log->add_theme_font_override("bold_font", get_theme_font("bold", "EditorFonts"));
+
+ type_filter_map[MSG_TYPE_STD]->toggle_button->set_icon(get_theme_icon("Popup", "EditorIcons"));
+ type_filter_map[MSG_TYPE_ERROR]->toggle_button->set_icon(get_theme_icon("StatusError", "EditorIcons"));
+ type_filter_map[MSG_TYPE_WARNING]->toggle_button->set_icon(get_theme_icon("StatusWarning", "EditorIcons"));
+ type_filter_map[MSG_TYPE_EDITOR]->toggle_button->set_icon(get_theme_icon("Edit", "EditorIcons"));
+
+ clear_button->set_icon(get_theme_icon("Clear", "EditorIcons"));
+ copy_button->set_icon(get_theme_icon("ActionCopy", "EditorIcons"));
+ collapse_button->set_icon(get_theme_icon("CombineLines", "EditorIcons"));
+ show_search_button->set_icon(get_theme_icon("Search", "EditorIcons"));
+
} else if (p_what == NOTIFICATION_THEME_CHANGED) {
Ref<Font> df_output_code = get_theme_font("output_source", "EditorFonts");
if (df_output_code.is_valid()) {
@@ -75,8 +87,15 @@ void EditorLog::_notification(int p_what) {
}
}
+void EditorLog::_set_collapse(bool p_collapse) {
+ collapse = p_collapse;
+ _rebuild_log();
+}
+
void EditorLog::_clear_request() {
log->clear();
+ messages.clear();
+ _reset_message_counts();
tool_button->set_icon(Ref<Texture2D>());
}
@@ -96,13 +115,83 @@ void EditorLog::clear() {
_clear_request();
}
-void EditorLog::copy() {
- _copy_request();
+void EditorLog::_process_message(const String &p_msg, MessageType p_type) {
+ if (messages.size() > 0 && messages[messages.size() - 1].text == p_msg) {
+ // If previous message is the same as the new one, increase previous count rather than adding another
+ // instance to the messages list.
+ LogMessage &previous = messages.write[messages.size() - 1];
+ previous.count++;
+
+ _add_log_line(previous, collapse);
+ } else {
+ // Different message to the previous one received.
+ LogMessage message(p_msg, p_type);
+ _add_log_line(message);
+ messages.push_back(message);
+ }
+
+ type_filter_map[p_type]->set_message_count(type_filter_map[p_type]->get_message_count() + 1);
}
void EditorLog::add_message(const String &p_msg, MessageType p_type) {
- bool restore = p_type != MSG_TYPE_STD;
- switch (p_type) {
+ // Make text split by new lines their own message.
+ // See #41321 for reasoning. At time of writing, multiple print()'s in running projects
+ // get grouped together and sent to the editor log as one message. This can mess with the
+ // search functionality (see the comments on the PR above for more details). This behaviour
+ // also matches that of other IDE's.
+ Vector<String> lines = p_msg.split("\n", false);
+
+ for (int i = 0; i < lines.size(); i++) {
+ _process_message(lines[i], p_type);
+ }
+}
+
+void EditorLog::set_tool_button(Button *p_tool_button) {
+ tool_button = p_tool_button;
+}
+
+void EditorLog::_undo_redo_cbk(void *p_self, const String &p_name) {
+ EditorLog *self = (EditorLog *)p_self;
+ self->add_message(p_name, EditorLog::MSG_TYPE_EDITOR);
+}
+
+void EditorLog::_rebuild_log() {
+ log->clear();
+
+ for (int msg_idx = 0; msg_idx < messages.size(); msg_idx++) {
+ LogMessage msg = messages[msg_idx];
+
+ if (collapse) {
+ // If collapsing, only log one instance of the message.
+ _add_log_line(msg);
+ } else {
+ // If not collapsing, log each instance on a line.
+ for (int i = 0; i < msg.count; i++) {
+ _add_log_line(msg);
+ }
+ }
+ }
+}
+
+void EditorLog::_add_log_line(LogMessage &p_message, bool p_replace_previous) {
+ // Only add the message to the log if it passes the filters.
+ bool filter_active = type_filter_map[p_message.type]->active;
+ String search_text = search_box->get_text();
+ bool search_match = search_text == String() || p_message.text.findn(search_text) > -1;
+
+ if (!filter_active || !search_match) {
+ return;
+ }
+
+ if (p_replace_previous) {
+ // Remove last line if replacing, as it will be replace by the next added line.
+ log->remove_line(log->get_line_count() - 1);
+ log->increment_line_count();
+ } else {
+ log->add_newline();
+ }
+
+ switch (p_message.type) {
case MSG_TYPE_STD: {
} break;
case MSG_TYPE_ERROR: {
@@ -125,21 +214,42 @@ void EditorLog::add_message(const String &p_msg, MessageType p_type) {
} break;
}
- log->add_text(p_msg);
- log->add_newline();
+ // If collapsing, add the count of this message in bold at the start of the line.
+ if (collapse && p_message.count > 1) {
+ log->push_bold();
+ log->add_text(vformat("(%s) ", itos(p_message.count)));
+ log->pop();
+ }
- if (restore) {
+ log->add_text(p_message.text);
+
+ // Need to use pop() to exit out of the RichTextLabels current "push" stack.
+ // We only "push" in the above switch when message type != STD, so only pop when that is the case.
+ if (p_message.type != MSG_TYPE_STD) {
log->pop();
}
}
-void EditorLog::set_tool_button(Button *p_tool_button) {
- tool_button = p_tool_button;
+void EditorLog::_set_filter_active(bool p_active, MessageType p_message_type) {
+ type_filter_map[p_message_type]->active = p_active;
+ _rebuild_log();
}
-void EditorLog::_undo_redo_cbk(void *p_self, const String &p_name) {
- EditorLog *self = (EditorLog *)p_self;
- self->add_message(p_name, EditorLog::MSG_TYPE_EDITOR);
+void EditorLog::_set_search_visible(bool p_visible) {
+ search_box->set_visible(p_visible);
+ if (p_visible) {
+ search_box->grab_focus();
+ }
+}
+
+void EditorLog::_search_changed(const String &p_text) {
+ _rebuild_log();
+}
+
+void EditorLog::_reset_message_counts() {
+ for (Map<MessageType, LogFilter *>::Element *E = type_filter_map.front(); E; E = E->next()) {
+ E->value()->set_message_count(0);
+ }
}
void EditorLog::_bind_methods() {
@@ -148,37 +258,108 @@ void EditorLog::_bind_methods() {
}
EditorLog::EditorLog() {
- VBoxContainer *vb = this;
-
- HBoxContainer *hb = memnew(HBoxContainer);
- vb->add_child(hb);
- title = memnew(Label);
- title->set_text(TTR("Output:"));
- title->set_h_size_flags(SIZE_EXPAND_FILL);
- hb->add_child(title);
-
- copybutton = memnew(Button);
- hb->add_child(copybutton);
- copybutton->set_text(TTR("Copy"));
- copybutton->set_shortcut(ED_SHORTCUT("editor/copy_output", TTR("Copy Selection"), KEY_MASK_CMD | KEY_C));
- copybutton->set_shortcut_context(this);
- copybutton->connect("pressed", callable_mp(this, &EditorLog::_copy_request));
-
- clearbutton = memnew(Button);
- hb->add_child(clearbutton);
- clearbutton->set_text(TTR("Clear"));
- clearbutton->set_shortcut(ED_SHORTCUT("editor/clear_output", TTR("Clear Output"), KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_K));
- clearbutton->set_shortcut_context(this);
- clearbutton->connect("pressed", callable_mp(this, &EditorLog::_clear_request));
+ HBoxContainer *hb = this;
+ VBoxContainer *vb_left = memnew(VBoxContainer);
+ vb_left->set_custom_minimum_size(Size2(0, 180) * EDSCALE);
+ vb_left->set_v_size_flags(SIZE_EXPAND_FILL);
+ vb_left->set_h_size_flags(SIZE_EXPAND_FILL);
+ hb->add_child(vb_left);
+
+ // Log - Rich Text Label.
log = memnew(RichTextLabel);
log->set_scroll_follow(true);
log->set_selection_enabled(true);
log->set_focus_mode(FOCUS_CLICK);
- log->set_custom_minimum_size(Size2(0, 180) * EDSCALE);
log->set_v_size_flags(SIZE_EXPAND_FILL);
log->set_h_size_flags(SIZE_EXPAND_FILL);
- vb->add_child(log);
+ vb_left->add_child(log);
+
+ // Search box
+ search_box = memnew(LineEdit);
+ search_box->set_h_size_flags(Control::SIZE_EXPAND_FILL);
+ search_box->set_placeholder(TTR("Filter messages"));
+ search_box->set_right_icon(get_theme_icon("Search", "EditorIcons"));
+ search_box->set_clear_button_enabled(true);
+ search_box->set_visible(true);
+ search_box->connect("text_changed", callable_mp(this, &EditorLog::_search_changed));
+ vb_left->add_child(search_box);
+
+ VBoxContainer *vb_right = memnew(VBoxContainer);
+ hb->add_child(vb_right);
+
+ // Tools grid
+ HBoxContainer *hb_tools = memnew(HBoxContainer);
+ hb_tools->set_h_size_flags(SIZE_SHRINK_CENTER);
+ vb_right->add_child(hb_tools);
+
+ // Clear.
+ clear_button = memnew(Button);
+ clear_button->set_flat(true);
+ clear_button->set_focus_mode(FOCUS_NONE);
+ clear_button->set_shortcut(ED_SHORTCUT("editor/clear_output", TTR("Clear Output"), KEY_MASK_CMD | KEY_MASK_SHIFT | KEY_K));
+ clear_button->set_shortcut_context(this);
+ clear_button->connect("pressed", callable_mp(this, &EditorLog::_clear_request));
+ hb_tools->add_child(clear_button);
+
+ // Copy.
+ copy_button = memnew(Button);
+ copy_button->set_flat(true);
+ copy_button->set_focus_mode(FOCUS_NONE);
+ copy_button->set_shortcut(ED_SHORTCUT("editor/copy_output", TTR("Copy Selection"), KEY_MASK_CMD | KEY_C));
+ copy_button->set_shortcut_context(this);
+ copy_button->connect("pressed", callable_mp(this, &EditorLog::_copy_request));
+ hb_tools->add_child(copy_button);
+
+ // A second hbox to make a 2x2 grid of buttons.
+ HBoxContainer *hb_tools2 = memnew(HBoxContainer);
+ hb_tools2->set_h_size_flags(SIZE_SHRINK_CENTER);
+ vb_right->add_child(hb_tools2);
+
+ // Collapse.
+ collapse_button = memnew(Button);
+ collapse_button->set_flat(true);
+ collapse_button->set_focus_mode(FOCUS_NONE);
+ collapse_button->set_tooltip(TTR("Collapse duplicate messages into one log entry. Shows number of occurences."));
+ collapse_button->set_toggle_mode(true);
+ collapse_button->set_pressed(false);
+ collapse_button->connect("toggled", callable_mp(this, &EditorLog::_set_collapse));
+ hb_tools2->add_child(collapse_button);
+
+ // Show Search.
+ show_search_button = memnew(Button);
+ show_search_button->set_flat(true);
+ show_search_button->set_focus_mode(FOCUS_NONE);
+ show_search_button->set_toggle_mode(true);
+ show_search_button->set_pressed(true);
+ show_search_button->set_shortcut(ED_SHORTCUT("editor/open_search", TTR("Open the search box."), KEY_MASK_CMD | KEY_F));
+ show_search_button->set_shortcut_context(this);
+ show_search_button->connect("toggled", callable_mp(this, &EditorLog::_set_search_visible));
+ hb_tools2->add_child(show_search_button);
+
+ // Message Type Filters.
+ 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));
+ 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));
+ 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));
+ 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));
+ vb_right->add_child(editor_filter->toggle_button);
+ type_filter_map.insert(MSG_TYPE_EDITOR, editor_filter);
+
add_message(VERSION_FULL_NAME " (c) 2007-2021 Juan Linietsky, Ariel Manzur & Godot Contributors.");
eh.errfunc = _error_handler;
@@ -187,8 +368,6 @@ EditorLog::EditorLog() {
current = Thread::get_caller_id();
- add_theme_constant_override("separation", get_theme_constant("separation", "VBoxContainer"));
-
EditorNode::get_undo_redo()->set_commit_notify_callback(_undo_redo_cbk, this);
}
@@ -197,4 +376,7 @@ void EditorLog::deinit() {
}
EditorLog::~EditorLog() {
+ for (Map<MessageType, LogFilter *>::Element *E = type_filter_map.front(); E; E = E->next()) {
+ memdelete(E->get());
+ }
}
diff --git a/editor/editor_log.h b/editor/editor_log.h
index 79dfb3ffaa..89d00d0fa0 100644
--- a/editor/editor_log.h
+++ b/editor/editor_log.h
@@ -36,19 +36,92 @@
#include "scene/gui/button.h"
#include "scene/gui/control.h"
#include "scene/gui/label.h"
+#include "scene/gui/line_edit.h"
#include "scene/gui/panel_container.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/texture_button.h"
#include "scene/gui/texture_rect.h"
-class EditorLog : public VBoxContainer {
- GDCLASS(EditorLog, VBoxContainer);
+class EditorLog : public HBoxContainer {
+ GDCLASS(EditorLog, HBoxContainer);
+
+public:
+ enum MessageType {
+ MSG_TYPE_STD,
+ MSG_TYPE_ERROR,
+ MSG_TYPE_WARNING,
+ MSG_TYPE_EDITOR,
+ };
+
+private:
+ struct LogMessage {
+ String text;
+ MessageType type;
+ int count = 1;
+
+ LogMessage() {}
+
+ LogMessage(const String p_text, MessageType p_type) :
+ text(p_text),
+ type(p_type) {
+ }
+ };
+
+ // Encapsulates all data and functionality regarding filters.
+ struct LogFilter {
+ private:
+ // Force usage of set method since it has functionality built-in.
+ int message_count = 0;
+
+ public:
+ MessageType type;
+ Button *toggle_button = nullptr;
+ bool active = true;
+
+ void initialize_button(const String &p_tooltip, Callable p_toggled_callback) {
+ toggle_button = memnew(Button);
+ toggle_button->set_toggle_mode(true);
+ toggle_button->set_pressed(true);
+ toggle_button->set_text(itos(message_count));
+ toggle_button->set_tooltip(TTR(p_tooltip));
+ // Don't tint the icon even when in "pressed" state.
+ toggle_button->add_theme_color_override("icon_color_pressed", Color(1, 1, 1, 1));
+ toggle_button->set_focus_mode(FOCUS_NONE);
+ // When toggled call the callback and pass the MessageType this button is for.
+ toggle_button->connect("toggled", p_toggled_callback, varray(type));
+ }
+
+ int get_message_count() {
+ return message_count;
+ }
+
+ void set_message_count(int p_count) {
+ message_count = p_count;
+ toggle_button->set_text(itos(message_count));
+ }
+
+ LogFilter(MessageType p_type) :
+ type(p_type) {
+ }
+ };
+
+ Vector<LogMessage> messages;
+ // Maps MessageTypes to LogFilters for convenient access and storage (don't need 1 member per filter).
+ Map<MessageType, LogFilter *> type_filter_map;
- Button *clearbutton;
- Button *copybutton;
- Label *title;
RichTextLabel *log;
- HBoxContainer *title_hb;
+
+ Button *clear_button;
+ Button *copy_button;
+
+ Button *collapse_button;
+ bool collapse = false;
+
+ Button *show_search_button;
+ LineEdit *search_box;
+
+ // Reference to the "Output" button on the toolbar so we can update it's icon when
+ // Warnings or Errors are encounetered.
Button *tool_button;
static void _error_handler(void *p_self, const char *p_func, const char *p_file, int p_line, const char *p_error, const char *p_errorexp, ErrorHandlerType p_type);
@@ -62,26 +135,33 @@ class EditorLog : public VBoxContainer {
void _copy_request();
static void _undo_redo_cbk(void *p_self, const String &p_name);
+ void _rebuild_log();
+ void _add_log_line(LogMessage &p_message, bool p_replace_previous = false);
+
+ void _set_filter_active(bool p_active, MessageType p_message_type);
+ void _set_search_visible(bool p_visible);
+ void _search_changed(const String &p_text);
+
+ void _process_message(const String &p_msg, MessageType p_type);
+ void _reset_message_counts();
+
+ void _set_collapse(bool p_collapse);
+
protected:
static void _bind_methods();
void _notification(int p_what);
public:
- enum MessageType {
- MSG_TYPE_STD,
- MSG_TYPE_ERROR,
- MSG_TYPE_WARNING,
- MSG_TYPE_EDITOR
- };
-
void add_message(const String &p_msg, MessageType p_type = MSG_TYPE_STD);
void set_tool_button(Button *p_tool_button);
void deinit();
void clear();
- void copy();
+
EditorLog();
~EditorLog();
};
+VARIANT_ENUM_CAST(EditorLog::MessageType);
+
#endif // EDITOR_LOG_H
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 6137617564..8eeabf9cfd 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -46,11 +46,13 @@
#include "core/string/print_string.h"
#include "core/string/translation.h"
#include "core/version.h"
+#include "core/version_hash.gen.h"
#include "main/main.h"
#include "scene/gui/center_container.h"
#include "scene/gui/control.h"
#include "scene/gui/dialogs.h"
#include "scene/gui/file_dialog.h"
+#include "scene/gui/link_button.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/panel.h"
#include "scene/gui/panel_container.h"
@@ -184,6 +186,9 @@
EditorNode *EditorNode::singleton = nullptr;
+// The metadata key used to store and retrieve the version text to copy to the clipboard.
+static const String META_TEXT_TO_COPY = "text_to_copy";
+
void EditorNode::disambiguate_filenames(const Vector<String> p_full_paths, Vector<String> &r_filenames) {
// Keep track of a list of "index sets," i.e. sets of indices
// within disambiguated_scene_names which contain the same name.
@@ -989,6 +994,10 @@ void EditorNode::_reload_project_settings() {
void EditorNode::_vp_resized() {
}
+void EditorNode::_version_button_pressed() {
+ DisplayServer::get_singleton()->clipboard_set(version_btn->get_meta(META_TEXT_TO_COPY));
+}
+
void EditorNode::_node_renamed() {
if (get_inspector()) {
get_inspector()->update_tree();
@@ -1399,8 +1408,9 @@ void EditorNode::_save_scene_with_preview(String p_file, int p_idx) {
} else {
// The 3D editor may be disabled as a feature, but scenes can still be opened.
// This check prevents the preview from regenerating in case those scenes are then saved.
+ // The preview will be generated if no feature profile is set (as the 3D editor is enabled by default).
Ref<EditorFeatureProfile> profile = feature_profile_manager->get_current_profile();
- if (profile.is_valid() && !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_3D)) {
+ if (!profile.is_valid() || !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_3D)) {
img = Node3DEditor::get_singleton()->get_editor_viewport(0)->get_viewport_node()->get_texture()->get_image();
}
}
@@ -4855,7 +4865,7 @@ void EditorNode::_scene_tab_input(const Ref<InputEvent> &p_input) {
_scene_tab_closed(scene_tabs->get_hovered_tab());
}
} else {
- if ((mb->get_button_index() == MOUSE_BUTTON_LEFT && mb->is_doubleclick()) || (mb->get_button_index() == MOUSE_BUTTON_MIDDLE && mb->is_pressed())) {
+ if ((mb->get_button_index() == MOUSE_BUTTON_LEFT && mb->is_double_click()) || (mb->get_button_index() == MOUSE_BUTTON_MIDDLE && mb->is_pressed())) {
_menu_option_confirm(FILE_NEW_SCENE, true);
}
}
@@ -5559,6 +5569,8 @@ void EditorNode::_bind_methods() {
ClassDB::bind_method("_screenshot", &EditorNode::_screenshot);
ClassDB::bind_method("_save_screenshot", &EditorNode::_save_screenshot);
+ ClassDB::bind_method("_version_button_pressed", &EditorNode::_version_button_pressed);
+
ADD_SIGNAL(MethodInfo("play_pressed"));
ADD_SIGNAL(MethodInfo("pause_pressed"));
ADD_SIGNAL(MethodInfo("stop_pressed"));
@@ -6617,11 +6629,31 @@ EditorNode::EditorNode() {
bottom_panel_hb_editors->set_h_size_flags(Control::SIZE_EXPAND_FILL);
bottom_panel_hb->add_child(bottom_panel_hb_editors);
- version_label = memnew(Label);
- version_label->set_text(VERSION_FULL_CONFIG);
+ VBoxContainer *version_info_vbc = memnew(VBoxContainer);
+ bottom_panel_hb->add_child(version_info_vbc);
+
+ // Add a dummy control node for vertical spacing.
+ Control *v_spacer = memnew(Control);
+ version_info_vbc->add_child(v_spacer);
+
+ version_btn = memnew(LinkButton);
+ version_btn->set_text(VERSION_FULL_CONFIG);
+ String hash = String(VERSION_HASH);
+ if (hash.length() != 0) {
+ hash = "." + hash.left(9);
+ }
+ // Set the text to copy in metadata as it slightly differs from the button's text.
+ version_btn->set_meta(META_TEXT_TO_COPY, "v" VERSION_FULL_BUILD + hash);
// Fade out the version label to be less prominent, but still readable
- version_label->set_self_modulate(Color(1, 1, 1, 0.6));
- bottom_panel_hb->add_child(version_label);
+ version_btn->set_self_modulate(Color(1, 1, 1, 0.65));
+ version_btn->set_underline_mode(LinkButton::UNDERLINE_MODE_ON_HOVER);
+ version_btn->set_tooltip(TTR("Click to copy."));
+ version_btn->connect("pressed", callable_mp(this, &EditorNode::_version_button_pressed));
+ version_info_vbc->add_child(version_btn);
+
+ // Add a dummy control node for horizontal spacing.
+ Control *h_spacer = memnew(Control);
+ bottom_panel_hb->add_child(h_spacer);
bottom_panel_raise = memnew(Button);
bottom_panel_raise->set_flat(true);
diff --git a/editor/editor_node.h b/editor/editor_node.h
index 7e16936f5d..d06851cb4f 100644
--- a/editor/editor_node.h
+++ b/editor/editor_node.h
@@ -40,6 +40,7 @@
#include "editor/inspector_dock.h"
#include "editor/property_editor.h"
#include "editor/scene_tree_dock.h"
+#include "scene/gui/link_button.h"
typedef void (*EditorNodeInitCallback)();
typedef void (*EditorPluginInitializeCallback)();
@@ -424,7 +425,7 @@ private:
HBoxContainer *bottom_panel_hb;
HBoxContainer *bottom_panel_hb_editors;
VBoxContainer *bottom_panel_vb;
- Label *version_label;
+ LinkButton *version_btn;
Button *bottom_panel_raise;
Tree *disk_changed_list;
@@ -477,6 +478,7 @@ private:
void _close_messages();
void _show_messages();
void _vp_resized();
+ void _version_button_pressed();
int _save_external_resources();
diff --git a/editor/editor_plugin.cpp b/editor/editor_plugin.cpp
index eabcbacd9a..6b96cb0f5c 100644
--- a/editor/editor_plugin.cpp
+++ b/editor/editor_plugin.cpp
@@ -703,6 +703,14 @@ bool EditorPlugin::get_remove_list(List<Node *> *p_list) {
void EditorPlugin::restore_global_state() {}
void EditorPlugin::save_global_state() {}
+void EditorPlugin::add_undo_redo_inspector_hook_callback(Callable p_callable) {
+ EditorNode::get_singleton()->get_editor_data().add_undo_redo_inspector_hook_callback(p_callable);
+}
+
+void EditorPlugin::remove_undo_redo_inspector_hook_callback(Callable p_callable) {
+ EditorNode::get_singleton()->get_editor_data().remove_undo_redo_inspector_hook_callback(p_callable);
+}
+
void EditorPlugin::add_translation_parser_plugin(const Ref<EditorTranslationParserPlugin> &p_parser) {
EditorTranslationParser::get_singleton()->add_parser(p_parser, EditorTranslationParser::CUSTOM);
}
@@ -862,6 +870,8 @@ void EditorPlugin::_bind_methods() {
ClassDB::bind_method(D_METHOD("hide_bottom_panel"), &EditorPlugin::hide_bottom_panel);
ClassDB::bind_method(D_METHOD("get_undo_redo"), &EditorPlugin::_get_undo_redo);
+ ClassDB::bind_method(D_METHOD("add_undo_redo_inspector_hook_callback", "callable"), &EditorPlugin::add_undo_redo_inspector_hook_callback);
+ ClassDB::bind_method(D_METHOD("remove_undo_redo_inspector_hook_callback", "callable"), &EditorPlugin::remove_undo_redo_inspector_hook_callback);
ClassDB::bind_method(D_METHOD("queue_save_layout"), &EditorPlugin::queue_save_layout);
ClassDB::bind_method(D_METHOD("add_translation_parser_plugin", "parser"), &EditorPlugin::add_translation_parser_plugin);
ClassDB::bind_method(D_METHOD("remove_translation_parser_plugin", "parser"), &EditorPlugin::remove_translation_parser_plugin);
diff --git a/editor/editor_plugin.h b/editor/editor_plugin.h
index 67b163eabf..37412e5ebe 100644
--- a/editor/editor_plugin.h
+++ b/editor/editor_plugin.h
@@ -225,6 +225,9 @@ public:
EditorInterface *get_editor_interface();
ScriptCreateDialog *get_script_create_dialog();
+ void add_undo_redo_inspector_hook_callback(Callable p_callable);
+ void remove_undo_redo_inspector_hook_callback(Callable p_callable);
+
int update_overlays() const;
void queue_save_layout();
diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp
index 652deb1804..47c0e31da6 100644
--- a/editor/editor_properties.cpp
+++ b/editor/editor_properties.cpp
@@ -929,7 +929,7 @@ EditorPropertyFloat::EditorPropertyFloat() {
void EditorPropertyEasing::_drag_easing(const Ref<InputEvent> &p_ev) {
const Ref<InputEventMouseButton> mb = p_ev;
if (mb.is_valid()) {
- if (mb->is_doubleclick() && mb->get_button_index() == MOUSE_BUTTON_LEFT) {
+ if (mb->is_double_click() && mb->get_button_index() == MOUSE_BUTTON_LEFT) {
_setup_spin();
}
diff --git a/editor/editor_spin_slider.cpp b/editor/editor_spin_slider.cpp
index 8577ccb9db..dba53a9708 100644
--- a/editor/editor_spin_slider.cpp
+++ b/editor/editor_spin_slider.cpp
@@ -70,7 +70,6 @@ void EditorSpinSlider::_gui_input(const Ref<InputEvent> &p_event) {
grabbing_spinner_dist_cache = 0;
pre_grab_value = get_value();
grabbing_spinner = false;
- grabbing_spinner_mouse_pos = Input::get_singleton()->get_mouse_position();
}
} else {
if (grabbing_spinner_attempt) {
@@ -283,6 +282,8 @@ void EditorSpinSlider::_notification(int p_what) {
Rect2 grabber_rect = Rect2(ofs + gofs, svofs + 1, grabber_w, 2 * EDSCALE);
draw_rect(grabber_rect, c);
+ grabbing_spinner_mouse_pos = get_global_position() + grabber_rect.position + grabber_rect.size * 0.5;
+
bool display_grabber = (mouse_over_spin || mouse_over_grabber) && !grabbing_spinner && !value_input_popup->is_visible();
if (grabber->is_visible() != display_grabber) {
if (display_grabber) {
diff --git a/editor/filesystem_dock.cpp b/editor/filesystem_dock.cpp
index 899070f036..09424647fe 100644
--- a/editor/filesystem_dock.cpp
+++ b/editor/filesystem_dock.cpp
@@ -1465,6 +1465,10 @@ void FileSystemDock::_folder_removed(String p_folder) {
}
current_path->set_text(path);
+ EditorFileSystemDirectory *efd = EditorFileSystem::get_singleton()->get_filesystem_path(path);
+ if (efd) {
+ efd->force_update();
+ }
}
void FileSystemDock::_rename_operation_confirm() {
diff --git a/editor/icons/CombineLines.svg b/editor/icons/CombineLines.svg
new file mode 100644
index 0000000000..124814ae88
--- /dev/null
+++ b/editor/icons/CombineLines.svg
@@ -0,0 +1 @@
+<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><path d="M1 2v2h14V2zm7 5v2h7V7zm0 5v2h7v-2zM4.976 14V9h2l-1.5-2-1.5-2-1.5 2-1.5 2h2v5z" fill="#e0e0e0"/></svg>
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index 4bb56beaeb..96002400f3 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -1136,7 +1136,7 @@ Ref<Animation> ResourceImporterScene::import_animation_from_other_importer(Edito
return importer->import_animation(p_path, p_flags, p_bake_fps);
}
-void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<uint8_t> &r_dst_lightmap_cache) {
+void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches) {
EditorSceneImporterMeshNode3D *src_mesh_node = Object::cast_to<EditorSceneImporterMeshNode3D>(p_node);
if (src_mesh_node) {
//is mesh
@@ -1216,7 +1216,28 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_m
n = n->get_parent_spatial();
}
- //use xf as transform for mesh, and bake it
+ Vector<uint8_t> lightmap_cache;
+ src_mesh_node->get_mesh()->lightmap_unwrap_cached(xf, p_lightmap_texel_size, p_src_lightmap_cache, lightmap_cache);
+
+ if (!lightmap_cache.is_empty()) {
+ if (r_lightmap_caches.is_empty()) {
+ r_lightmap_caches.push_back(lightmap_cache);
+ } else {
+ String new_md5 = String::md5(lightmap_cache.ptr()); // MD5 is stored at the beginning of the cache data
+
+ for (int i = 0; i < r_lightmap_caches.size(); i++) {
+ String md5 = String::md5(r_lightmap_caches[i].ptr());
+ if (new_md5 < md5) {
+ r_lightmap_caches.insert(i, lightmap_cache);
+ break;
+ }
+
+ if (new_md5 == md5) {
+ break;
+ }
+ }
+ }
+ }
}
if (save_to_file != String()) {
@@ -1265,7 +1286,7 @@ void ResourceImporterScene::_generate_meshes(Node *p_node, const Dictionary &p_m
}
for (int i = 0; i < p_node->get_child_count(); i++) {
- _generate_meshes(p_node->get_child(i), p_mesh_data, p_generate_lods, p_create_shadow_meshes, p_light_bake_mode, p_lightmap_texel_size, p_src_lightmap_cache, r_dst_lightmap_cache);
+ _generate_meshes(p_node->get_child(i), p_mesh_data, p_generate_lods, p_create_shadow_meshes, p_light_bake_mode, p_lightmap_texel_size, p_src_lightmap_cache, r_lightmap_caches);
}
}
@@ -1433,7 +1454,7 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
float lightmap_texel_size = MAX(0.001, texel_size);
Vector<uint8_t> src_lightmap_cache;
- Vector<uint8_t> dst_lightmap_cache;
+ Vector<Vector<uint8_t>> mesh_lightmap_caches;
{
src_lightmap_cache = FileAccess::get_file_as_array(p_source_file + ".unwrap_cache", &err);
@@ -1446,124 +1467,20 @@ Error ResourceImporterScene::import(const String &p_source_file, const String &p
if (subresources.has("meshes")) {
mesh_data = subresources["meshes"];
}
- _generate_meshes(scene, mesh_data, gen_lods, create_shadow_meshes, LightBakeMode(light_bake_mode), lightmap_texel_size, src_lightmap_cache, dst_lightmap_cache);
+ _generate_meshes(scene, mesh_data, gen_lods, create_shadow_meshes, LightBakeMode(light_bake_mode), lightmap_texel_size, src_lightmap_cache, mesh_lightmap_caches);
- if (dst_lightmap_cache.size()) {
+ if (mesh_lightmap_caches.size()) {
FileAccessRef f = FileAccess::open(p_source_file + ".unwrap_cache", FileAccess::WRITE);
if (f) {
- f->store_buffer(dst_lightmap_cache.ptr(), dst_lightmap_cache.size());
- }
- }
- err = OK;
-
-#if 0
- if (light_bake_mode == 2 /* || generate LOD */) {
- Map<Ref<ArrayMesh>, Transform> meshes;
- _find_meshes(scene, meshes);
-
- String file_id = src_path.get_file();
- String cache_file_path = base_path.plus_file(file_id + ".unwrap_cache");
-
- Vector<unsigned char> cache_data;
-
- if (FileAccess::exists(cache_file_path)) {
- Error err2;
- FileAccess *file = FileAccess::open(cache_file_path, FileAccess::READ, &err2);
-
- if (err2) {
- if (file) {
- memdelete(file);
- }
- } else {
- int cache_size = file->get_len();
- cache_data.resize(cache_size);
- file->get_buffer(cache_data.ptrw(), cache_size);
+ f->store_32(mesh_lightmap_caches.size());
+ for (int i = 0; i < mesh_lightmap_caches.size(); i++) {
+ String md5 = String::md5(mesh_lightmap_caches[i].ptr());
+ f->store_buffer(mesh_lightmap_caches[i].ptr(), mesh_lightmap_caches[i].size());
}
- }
-
- Map<String, unsigned int> used_unwraps;
-
- EditorProgress progress2("gen_lightmaps", TTR("Generating Lightmaps"), meshes.size());
- int step = 0;
- for (Map<Ref<ArrayMesh>, Transform>::Element *E = meshes.front(); E; E = E->next()) {
- Ref<ArrayMesh> mesh = E->key();
- String name = mesh->get_name();
- if (name == "") { //should not happen but..
- name = "Mesh " + itos(step);
- }
-
- progress2.step(TTR("Generating for Mesh: ") + name + " (" + itos(step) + "/" + itos(meshes.size()) + ")", step);
-
- int *ret_cache_data = (int *)cache_data.ptrw();
- unsigned int ret_cache_size = cache_data.size();
- bool ret_used_cache = true; // Tell the unwrapper to use the cache
- Error err2 = mesh->lightmap_unwrap_cached(ret_cache_data, ret_cache_size, ret_used_cache, E->get(), texel_size);
-
- if (err2 != OK) {
- EditorNode::add_io_error("Mesh '" + name + "' failed lightmap generation. Please fix geometry.");
- } else {
-` String hash = String::md5((unsigned char *)ret_cache_data);
- used_unwraps.insert(hash, ret_cache_size);
-
- if (!ret_used_cache) {
- // Cache was not used, add the generated entry to the current cache
- if (cache_data.is_empty()) {
- cache_data.resize(4 + ret_cache_size);
- int *data = (int *)cache_data.ptrw();
- data[0] = 1;
- memcpy(&data[1], ret_cache_data, ret_cache_size);
- } else {
- int current_size = cache_data.size();
- cache_data.resize(cache_data.size() + ret_cache_size);
- unsigned char *ptrw = cache_data.ptrw();
- memcpy(&ptrw[current_size], ret_cache_data, ret_cache_size);
- int *data = (int *)ptrw;
- data[0] += 1;
- }
- }
- }
- step++;
- }
-
- Error err2;
- FileAccess *file = FileAccess::open(cache_file_path, FileAccess::WRITE, &err2);
-
- if (err2) {
- if (file) {
- memdelete(file);
- }
- } else {
- // Store number of entries
- file->store_32(used_unwraps.size());
-
- // Store cache entries
- const int *cache = (int *)cache_data.ptr();
- unsigned int r_idx = 1;
- for (int i = 0; i < cache[0]; ++i) {
- unsigned char *entry_start = (unsigned char *)&cache[r_idx];
- String entry_hash = String::md5(entry_start);
- if (used_unwraps.has(entry_hash)) {
- unsigned int entry_size = used_unwraps[entry_hash];
- file->store_buffer(entry_start, entry_size);
- }
-
- r_idx += 4; // hash
- r_idx += 2; // size hint
-
- int vertex_count = cache[r_idx];
- r_idx += 1; // vertex count
- r_idx += vertex_count; // vertex
- r_idx += vertex_count * 2; // uvs
-
- int index_count = cache[r_idx];
- r_idx += 1; // index count
- r_idx += index_count; // indices
- }
-
- file->close();
+ f->close();
}
}
-#endif
+ err = OK;
progress.step(TTR("Running Custom Script..."), 2);
diff --git a/editor/import/resource_importer_scene.h b/editor/import/resource_importer_scene.h
index 00039f2ac6..8cb84abce2 100644
--- a/editor/import/resource_importer_scene.h
+++ b/editor/import/resource_importer_scene.h
@@ -119,7 +119,7 @@ class ResourceImporterScene : public ResourceImporter {
};
void _replace_owner(Node *p_node, Node *p_scene, Node *p_new_owner);
- void _generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<uint8_t> &r_dst_lightmap_cache);
+ void _generate_meshes(Node *p_node, const Dictionary &p_mesh_data, bool p_generate_lods, bool p_create_shadow_meshes, LightBakeMode p_light_bake_mode, float p_lightmap_texel_size, const Vector<uint8_t> &p_src_lightmap_cache, Vector<Vector<uint8_t>> &r_lightmap_caches);
void _add_shapes(Node *p_node, const List<Ref<Shape3D>> &p_shapes);
public:
diff --git a/editor/import/scene_importer_mesh.cpp b/editor/import/scene_importer_mesh.cpp
index 28fdd4ddbd..bc7e8a1626 100644
--- a/editor/import/scene_importer_mesh.cpp
+++ b/editor/import/scene_importer_mesh.cpp
@@ -583,7 +583,7 @@ Ref<NavigationMesh> EditorSceneImporterMesh::create_navigation_mesh() {
return nm;
}
-extern bool (*array_mesh_lightmap_unwrap_callback)(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y, int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache);
+extern bool (*array_mesh_lightmap_unwrap_callback)(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, const uint8_t *p_cache_data, bool *r_use_cache, uint8_t **r_mesh_cache, int *r_mesh_cache_size, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y);
struct EditorSceneImporterMeshLightmapSurface {
Ref<Material> material;
@@ -593,22 +593,24 @@ struct EditorSceneImporterMeshLightmapSurface {
String name;
};
-Error EditorSceneImporterMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache, const Transform &p_base_transform, float p_texel_size) {
+Error EditorSceneImporterMesh::lightmap_unwrap_cached(const Transform &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache) {
ERR_FAIL_COND_V(!array_mesh_lightmap_unwrap_callback, ERR_UNCONFIGURED);
ERR_FAIL_COND_V_MSG(blend_shapes.size() != 0, ERR_UNAVAILABLE, "Can't unwrap mesh with blend shapes.");
- Vector<float> vertices;
- Vector<float> normals;
- Vector<int> indices;
- Vector<float> uv;
- Vector<Pair<int, int>> uv_indices;
+ LocalVector<float> vertices;
+ LocalVector<float> normals;
+ LocalVector<int> indices;
+ LocalVector<float> uv;
+ LocalVector<Pair<int, int>> uv_indices;
Vector<EditorSceneImporterMeshLightmapSurface> lightmap_surfaces;
// Keep only the scale
- Transform transform = p_base_transform;
- transform.origin = Vector3();
- transform.looking_at(Vector3(1, 0, 0), Vector3(0, 1, 0));
+ Basis basis = p_base_transform.get_basis();
+ Vector3 scale = Vector3(basis.get_axis(0).length(), basis.get_axis(1).length(), basis.get_axis(2).length());
+
+ Transform transform;
+ transform.scale(scale);
Basis normal_basis = transform.basis.inverse().transposed();
@@ -623,15 +625,10 @@ Error EditorSceneImporterMesh::lightmap_unwrap_cached(int *&r_cache_data, unsign
SurfaceTool::create_vertex_array_from_triangle_arrays(arrays, s.vertices, &s.format);
- Vector<Vector3> rvertices = arrays[Mesh::ARRAY_VERTEX];
+ PackedVector3Array rvertices = arrays[Mesh::ARRAY_VERTEX];
int vc = rvertices.size();
- const Vector3 *r = rvertices.ptr();
-
- Vector<Vector3> rnormals = arrays[Mesh::ARRAY_NORMAL];
-
- ERR_FAIL_COND_V_MSG(rnormals.size() == 0, ERR_UNAVAILABLE, "Normals are required for lightmap unwrap.");
- const Vector3 *rn = rnormals.ptr();
+ PackedVector3Array rnormals = arrays[Mesh::ARRAY_NORMAL];
int vertex_ofs = vertices.size() / 3;
@@ -640,24 +637,29 @@ Error EditorSceneImporterMesh::lightmap_unwrap_cached(int *&r_cache_data, unsign
uv_indices.resize(vertex_ofs + vc);
for (int j = 0; j < vc; j++) {
- Vector3 v = transform.xform(r[j]);
- Vector3 n = normal_basis.xform(rn[j]).normalized();
-
- vertices.write[(j + vertex_ofs) * 3 + 0] = v.x;
- vertices.write[(j + vertex_ofs) * 3 + 1] = v.y;
- vertices.write[(j + vertex_ofs) * 3 + 2] = v.z;
- normals.write[(j + vertex_ofs) * 3 + 0] = n.x;
- normals.write[(j + vertex_ofs) * 3 + 1] = n.y;
- normals.write[(j + vertex_ofs) * 3 + 2] = n.z;
- uv_indices.write[j + vertex_ofs] = Pair<int, int>(i, j);
+ Vector3 v = transform.xform(rvertices[j]);
+ Vector3 n = normal_basis.xform(rnormals[j]).normalized();
+
+ vertices[(j + vertex_ofs) * 3 + 0] = v.x;
+ vertices[(j + vertex_ofs) * 3 + 1] = v.y;
+ vertices[(j + vertex_ofs) * 3 + 2] = v.z;
+ normals[(j + vertex_ofs) * 3 + 0] = n.x;
+ normals[(j + vertex_ofs) * 3 + 1] = n.y;
+ normals[(j + vertex_ofs) * 3 + 2] = n.z;
+ uv_indices[j + vertex_ofs] = Pair<int, int>(i, j);
}
- Vector<int> rindices = arrays[Mesh::ARRAY_INDEX];
+ PackedInt32Array rindices = arrays[Mesh::ARRAY_INDEX];
int ic = rindices.size();
+ float eps = 1.19209290e-7F; // Taken from xatlas.h
if (ic == 0) {
for (int j = 0; j < vc / 3; j++) {
- if (Face3(r[j * 3 + 0], r[j * 3 + 1], r[j * 3 + 2]).is_degenerate()) {
+ Vector3 p0 = transform.xform(rvertices[j * 3 + 0]);
+ Vector3 p1 = transform.xform(rvertices[j * 3 + 1]);
+ Vector3 p2 = transform.xform(rvertices[j * 3 + 2]);
+
+ if ((p0 - p1).length_squared() < eps || (p1 - p2).length_squared() < eps || (p2 - p0).length_squared() < eps) {
continue;
}
@@ -667,15 +669,18 @@ Error EditorSceneImporterMesh::lightmap_unwrap_cached(int *&r_cache_data, unsign
}
} else {
- const int *ri = rindices.ptr();
-
for (int j = 0; j < ic / 3; j++) {
- if (Face3(r[ri[j * 3 + 0]], r[ri[j * 3 + 1]], r[ri[j * 3 + 2]]).is_degenerate()) {
+ Vector3 p0 = transform.xform(rvertices[rindices[j * 3 + 0]]);
+ Vector3 p1 = transform.xform(rvertices[rindices[j * 3 + 1]]);
+ Vector3 p2 = transform.xform(rvertices[rindices[j * 3 + 2]]);
+
+ if ((p0 - p1).length_squared() < eps || (p1 - p2).length_squared() < eps || (p2 - p0).length_squared() < eps) {
continue;
}
- indices.push_back(vertex_ofs + ri[j * 3 + 0]);
- indices.push_back(vertex_ofs + ri[j * 3 + 1]);
- indices.push_back(vertex_ofs + ri[j * 3 + 2]);
+
+ indices.push_back(vertex_ofs + rindices[j * 3 + 0]);
+ indices.push_back(vertex_ofs + rindices[j * 3 + 1]);
+ indices.push_back(vertex_ofs + rindices[j * 3 + 2]);
}
}
@@ -684,6 +689,9 @@ Error EditorSceneImporterMesh::lightmap_unwrap_cached(int *&r_cache_data, unsign
//unwrap
+ bool use_cache = true; // Used to request cache generation and to know if cache was used
+ uint8_t *gen_cache;
+ int gen_cache_size;
float *gen_uvs;
int *gen_vertices;
int *gen_indices;
@@ -692,7 +700,7 @@ Error EditorSceneImporterMesh::lightmap_unwrap_cached(int *&r_cache_data, unsign
int size_x;
int size_y;
- bool ok = array_mesh_lightmap_unwrap_callback(p_texel_size, vertices.ptr(), normals.ptr(), vertices.size() / 3, indices.ptr(), indices.size(), &gen_uvs, &gen_vertices, &gen_vertex_count, &gen_indices, &gen_index_count, &size_x, &size_y, r_cache_data, r_cache_size, r_used_cache);
+ bool ok = array_mesh_lightmap_unwrap_callback(p_texel_size, vertices.ptr(), normals.ptr(), vertices.size() / 3, indices.ptr(), indices.size(), p_src_cache.ptr(), &use_cache, &gen_cache, &gen_cache_size, &gen_uvs, &gen_vertices, &gen_vertex_count, &gen_indices, &gen_index_count, &size_x, &size_y);
if (!ok) {
return ERR_CANT_CREATE;
@@ -702,7 +710,7 @@ Error EditorSceneImporterMesh::lightmap_unwrap_cached(int *&r_cache_data, unsign
clear();
//create surfacetools for each surface..
- Vector<Ref<SurfaceTool>> surfaces_tools;
+ LocalVector<Ref<SurfaceTool>> surfaces_tools;
for (int i = 0; i < lightmap_surfaces.size(); i++) {
Ref<SurfaceTool> st;
@@ -714,11 +722,12 @@ Error EditorSceneImporterMesh::lightmap_unwrap_cached(int *&r_cache_data, unsign
}
print_verbose("Mesh: Gen indices: " + itos(gen_index_count));
+
//go through all indices
for (int i = 0; i < gen_index_count; i += 3) {
- ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 0]], uv_indices.size(), ERR_BUG);
- ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 1]], uv_indices.size(), ERR_BUG);
- ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 2]], uv_indices.size(), ERR_BUG);
+ ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 0]], (int)uv_indices.size(), ERR_BUG);
+ ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 1]], (int)uv_indices.size(), ERR_BUG);
+ ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 2]], (int)uv_indices.size(), ERR_BUG);
ERR_FAIL_COND_V(uv_indices[gen_vertices[gen_indices[i + 0]]].first != uv_indices[gen_vertices[gen_indices[i + 1]]].first || uv_indices[gen_vertices[gen_indices[i + 0]]].first != uv_indices[gen_vertices[gen_indices[i + 2]]].first, ERR_BUG);
@@ -728,49 +737,54 @@ Error EditorSceneImporterMesh::lightmap_unwrap_cached(int *&r_cache_data, unsign
SurfaceTool::Vertex v = lightmap_surfaces[surface].vertices[uv_indices[gen_vertices[gen_indices[i + j]]].second];
if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_COLOR) {
- surfaces_tools.write[surface]->set_color(v.color);
+ surfaces_tools[surface]->set_color(v.color);
}
if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_TEX_UV) {
- surfaces_tools.write[surface]->set_uv(v.uv);
+ surfaces_tools[surface]->set_uv(v.uv);
}
if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_NORMAL) {
- surfaces_tools.write[surface]->set_normal(v.normal);
+ surfaces_tools[surface]->set_normal(v.normal);
}
if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_TANGENT) {
Plane t;
t.normal = v.tangent;
t.d = v.binormal.dot(v.normal.cross(v.tangent)) < 0 ? -1 : 1;
- surfaces_tools.write[surface]->set_tangent(t);
+ surfaces_tools[surface]->set_tangent(t);
}
if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_BONES) {
- surfaces_tools.write[surface]->set_bones(v.bones);
+ surfaces_tools[surface]->set_bones(v.bones);
}
if (lightmap_surfaces[surface].format & Mesh::ARRAY_FORMAT_WEIGHTS) {
- surfaces_tools.write[surface]->set_weights(v.weights);
+ surfaces_tools[surface]->set_weights(v.weights);
}
Vector2 uv2(gen_uvs[gen_indices[i + j] * 2 + 0], gen_uvs[gen_indices[i + j] * 2 + 1]);
- surfaces_tools.write[surface]->set_uv2(uv2);
+ surfaces_tools[surface]->set_uv2(uv2);
- surfaces_tools.write[surface]->add_vertex(v.vertex);
+ surfaces_tools[surface]->add_vertex(v.vertex);
}
}
//generate surfaces
-
- for (int i = 0; i < surfaces_tools.size(); i++) {
- surfaces_tools.write[i]->index();
- Array arrays = surfaces_tools.write[i]->commit_to_arrays();
- add_surface(surfaces_tools.write[i]->get_primitive(), arrays, Array(), Dictionary(), surfaces_tools.write[i]->get_material(), surfaces_tools.write[i]->get_meta("name"));
+ for (unsigned int i = 0; i < surfaces_tools.size(); i++) {
+ surfaces_tools[i]->index();
+ Array arrays = surfaces_tools[i]->commit_to_arrays();
+ add_surface(surfaces_tools[i]->get_primitive(), arrays, Array(), Dictionary(), surfaces_tools[i]->get_material(), surfaces_tools[i]->get_meta("name"));
}
set_lightmap_size_hint(Size2(size_x, size_y));
- if (!r_used_cache) {
- //free stuff
- ::free(gen_vertices);
- ::free(gen_indices);
- ::free(gen_uvs);
+ if (gen_cache_size > 0) {
+ r_dst_cache.resize(gen_cache_size);
+ memcpy(r_dst_cache.ptrw(), gen_cache, gen_cache_size);
+ memfree(gen_cache);
+ }
+
+ if (!use_cache) {
+ // Cache was not used, free the buffers
+ memfree(gen_vertices);
+ memfree(gen_indices);
+ memfree(gen_uvs);
}
return OK;
diff --git a/editor/import/scene_importer_mesh.h b/editor/import/scene_importer_mesh.h
index 3326fab55d..b3e8137e0a 100644
--- a/editor/import/scene_importer_mesh.h
+++ b/editor/import/scene_importer_mesh.h
@@ -105,7 +105,7 @@ public:
Vector<Ref<Shape3D>> convex_decompose() const;
Ref<Shape3D> create_trimesh_shape() const;
Ref<NavigationMesh> create_navigation_mesh();
- Error lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache, const Transform &p_base_transform, float p_texel_size);
+ Error lightmap_unwrap_cached(const Transform &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache);
void set_lightmap_size_hint(const Size2i &p_size);
Size2i get_lightmap_size_hint() const;
diff --git a/editor/plugins/audio_stream_editor_plugin.cpp b/editor/plugins/audio_stream_editor_plugin.cpp
index 3553450672..3b54b30b54 100644
--- a/editor/plugins/audio_stream_editor_plugin.cpp
+++ b/editor/plugins/audio_stream_editor_plugin.cpp
@@ -32,6 +32,7 @@
#include "core/config/project_settings.h"
#include "core/io/resource_loader.h"
+#include "core/os/keyboard.h"
#include "editor/audio_stream_preview.h"
#include "editor/editor_scale.h"
#include "editor/editor_settings.h"
@@ -144,23 +145,26 @@ void AudioStreamEditor::_draw_indicator() {
Rect2 rect = _preview->get_rect();
float len = stream->get_length();
float ofs_x = _current / len * rect.size.width;
- _indicator->draw_line(Point2(ofs_x, 0), Point2(ofs_x, rect.size.height), get_theme_color("accent_color", "Editor"), 1);
+ const Color color = get_theme_color("accent_color", "Editor");
+ _indicator->draw_line(Point2(ofs_x, 0), Point2(ofs_x, rect.size.height), color, Math::round(2 * EDSCALE));
+ _indicator->draw_texture(
+ get_theme_icon("TimelineIndicator", "EditorIcons"),
+ Point2(ofs_x - get_theme_icon("TimelineIndicator", "EditorIcons")->get_width() * 0.5, 0),
+ color);
_current_label->set_text(String::num(_current, 2).pad_decimals(2) + " /");
}
void AudioStreamEditor::_on_input_indicator(Ref<InputEvent> p_event) {
- Ref<InputEventMouseButton> mb = p_event;
-
- if (mb.is_valid()) {
+ const Ref<InputEventMouseButton> mb = p_event;
+ if (mb.is_valid() && mb->get_button_index() == MOUSE_BUTTON_LEFT) {
if (mb->is_pressed()) {
_seek_to(mb->get_position().x);
}
_dragging = mb->is_pressed();
}
- Ref<InputEventMouseMotion> mm = p_event;
-
+ const Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid()) {
if (_dragging) {
_seek_to(mm->get_position().x);
@@ -228,6 +232,7 @@ AudioStreamEditor::AudioStreamEditor() {
hbox->add_child(_play_button);
_play_button->set_focus_mode(Control::FOCUS_NONE);
_play_button->connect("pressed", callable_mp(this, &AudioStreamEditor::_play));
+ _play_button->set_shortcut(ED_SHORTCUT("inspector/audio_preview_play_pause", TTR("Audio Preview Play/Pause"), KEY_SPACE));
_stop_button = memnew(Button);
_stop_button->set_flat(true);
diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp
index 6ac47595dc..261621e10a 100644
--- a/editor/plugins/canvas_item_editor_plugin.cpp
+++ b/editor/plugins/canvas_item_editor_plugin.cpp
@@ -1654,7 +1654,7 @@ bool CanvasItemEditor::_gui_input_open_scene_on_double_click(const Ref<InputEven
Ref<InputEventMouseButton> b = p_event;
// Open a sub-scene on double-click
- if (b.is_valid() && b->get_button_index() == MOUSE_BUTTON_LEFT && b->is_pressed() && b->is_doubleclick() && tool == TOOL_SELECT) {
+ if (b.is_valid() && b->get_button_index() == MOUSE_BUTTON_LEFT && b->is_pressed() && b->is_double_click() && tool == TOOL_SELECT) {
List<CanvasItem *> selection = _get_edited_canvas_items();
if (selection.size() == 1) {
CanvasItem *canvas_item = selection[0];
diff --git a/editor/plugins/editor_preview_plugins.cpp b/editor/plugins/editor_preview_plugins.cpp
index 87eeb82101..a319a595c7 100644
--- a/editor/plugins/editor_preview_plugins.cpp
+++ b/editor/plugins/editor_preview_plugins.cpp
@@ -504,6 +504,7 @@ Ref<Texture2D> EditorScriptPreviewPlugin::generate(const RES &p_from, const Size
Color keyword_color = EditorSettings::get_singleton()->get("text_editor/highlighting/keyword_color");
Color text_color = EditorSettings::get_singleton()->get("text_editor/highlighting/text_color");
Color symbol_color = EditorSettings::get_singleton()->get("text_editor/highlighting/symbol_color");
+ Color comment_color = EditorSettings::get_singleton()->get("text_editor/highlighting/comment_color");
if (bg_color.a == 0) {
bg_color = Color(0, 0, 0, 0);
@@ -523,33 +524,42 @@ Ref<Texture2D> EditorScriptPreviewPlugin::generate(const RES &p_from, const Size
bool prev_is_text = false;
bool in_keyword = false;
+ bool in_comment = false;
for (int i = 0; i < code.length(); i++) {
char32_t c = code[i];
if (c > 32) {
if (col < thumbnail_size) {
Color color = text_color;
- if (c != '_' && ((c >= '!' && c <= '/') || (c >= ':' && c <= '@') || (c >= '[' && c <= '`') || (c >= '{' && c <= '~') || c == '\t')) {
- //make symbol a little visible
- color = symbol_color;
- in_keyword = false;
- } else if (!prev_is_text && _is_text_char(c)) {
- int pos = i;
+ if (c == '#') {
+ in_comment = true;
+ }
- while (_is_text_char(code[pos])) {
- pos++;
- }
- String word = code.substr(i, pos - i);
- if (keywords.has(word)) {
- in_keyword = true;
+ if (in_comment) {
+ color = comment_color;
+ } else {
+ if (c != '_' && ((c >= '!' && c <= '/') || (c >= ':' && c <= '@') || (c >= '[' && c <= '`') || (c >= '{' && c <= '~') || c == '\t')) {
+ //make symbol a little visible
+ color = symbol_color;
+ in_keyword = false;
+ } else if (!prev_is_text && _is_text_char(c)) {
+ int pos = i;
+
+ while (_is_text_char(code[pos])) {
+ pos++;
+ }
+ String word = code.substr(i, pos - i);
+ if (keywords.has(word)) {
+ in_keyword = true;
+ }
+
+ } else if (!_is_text_char(c)) {
+ in_keyword = false;
}
- } else if (!_is_text_char(c)) {
- in_keyword = false;
- }
-
- if (in_keyword) {
- color = keyword_color;
+ if (in_keyword) {
+ color = keyword_color;
+ }
}
Color ul = color;
@@ -559,11 +569,14 @@ Ref<Texture2D> EditorScriptPreviewPlugin::generate(const RES &p_from, const Size
prev_is_text = _is_text_char(c);
}
+ col++;
} else {
prev_is_text = false;
in_keyword = false;
if (c == '\n') {
+ in_comment = false;
+
col = x0;
line++;
if (line >= available_height / 2) {
@@ -571,9 +584,10 @@ Ref<Texture2D> EditorScriptPreviewPlugin::generate(const RES &p_from, const Size
}
} else if (c == '\t') {
col += 3;
+ } else {
+ col++;
}
}
- col++;
}
post_process_preview(img);
diff --git a/editor/plugins/tile_map_editor_plugin.cpp b/editor/plugins/tile_map_editor_plugin.cpp
index bd721244ea..1d6ff92e0c 100644
--- a/editor/plugins/tile_map_editor_plugin.cpp
+++ b/editor/plugins/tile_map_editor_plugin.cpp
@@ -573,6 +573,7 @@ void TileMapEditor::_update_palette() {
entries2.sort_custom<SwapComparator>();
Ref<Texture2D> tex = tileset->tile_get_texture(sel_tile);
+ Color modulate = tileset->tile_get_modulate(sel_tile);
for (int i = 0; i < entries2.size(); i++) {
manual_palette->add_item(String());
@@ -588,6 +589,7 @@ void TileMapEditor::_update_palette() {
}
manual_palette->set_item_icon(manual_palette->get_item_count() - 1, tex);
+ manual_palette->set_item_icon_modulate(manual_palette->get_item_count() - 1, modulate);
}
manual_palette->set_item_metadata(manual_palette->get_item_count() - 1, entries2[i]);
@@ -658,11 +660,15 @@ Vector<Vector2> TileMapEditor::_bucket_fill(const Point2i &p_start, bool erase,
}
// Check if the tile variation is the same
- Vector2 prev_position = node->get_cell_autotile_coord(p_start.x, p_start.y);
if (ids.size() == 1 && ids[0] == prev_id) {
int current = manual_palette->get_current();
- Vector2 position = manual_palette->get_item_metadata(current);
- if (prev_position == position) {
+ if (current == -1) {
+ // Same ID, no variation selected, nothing to change
+ return Vector<Vector2>();
+ }
+ Vector2 prev_autotile_coord = node->get_cell_autotile_coord(p_start.x, p_start.y);
+ Vector2 autotile_coord = manual_palette->get_item_metadata(current);
+ if (autotile_coord == prev_autotile_coord) {
// Same ID and variation, nothing to change
return Vector<Vector2>();
}
diff --git a/editor/project_manager.cpp b/editor/project_manager.cpp
index e51e8ee82e..2b75144ac7 100644
--- a/editor/project_manager.cpp
+++ b/editor/project_manager.cpp
@@ -1762,7 +1762,7 @@ void ProjectList::_panel_input(const Ref<InputEvent> &p_ev, Node *p_hb) {
emit_signal(SIGNAL_SELECTION_CHANGED);
- if (!mb->get_control() && mb->is_doubleclick()) {
+ if (!mb->get_control() && mb->is_double_click()) {
emit_signal(SIGNAL_PROJECT_ASK_OPEN);
}
}
@@ -2371,6 +2371,7 @@ void ProjectManager::_on_search_term_changed(const String &p_term) {
void ProjectManager::_bind_methods() {
ClassDB::bind_method("_unhandled_key_input", &ProjectManager::_unhandled_key_input);
ClassDB::bind_method("_update_project_buttons", &ProjectManager::_update_project_buttons);
+ ClassDB::bind_method("_version_button_pressed", &ProjectManager::_version_button_pressed);
}
void ProjectManager::_open_asset_library() {
@@ -2378,6 +2379,10 @@ void ProjectManager::_open_asset_library() {
tabs->set_current_tab(1);
}
+void ProjectManager::_version_button_pressed() {
+ DisplayServer::get_singleton()->clipboard_set(version_btn->get_text());
+}
+
ProjectManager::ProjectManager() {
// load settings
if (!EditorSettings::get_singleton()) {
@@ -2601,15 +2606,30 @@ ProjectManager::ProjectManager() {
settings_hb->set_h_grow_direction(Control::GROW_DIRECTION_BEGIN);
settings_hb->set_anchors_and_offsets_preset(Control::PRESET_TOP_RIGHT);
- Label *version_label = memnew(Label);
+ // A VBoxContainer that contains a dummy Control node to adjust the LinkButton's vertical position.
+ VBoxContainer *spacer_vb = memnew(VBoxContainer);
+ settings_hb->add_child(spacer_vb);
+
+ Control *v_spacer = memnew(Control);
+ spacer_vb->add_child(v_spacer);
+
+ version_btn = memnew(LinkButton);
String hash = String(VERSION_HASH);
if (hash.length() != 0) {
hash = "." + hash.left(9);
}
- version_label->set_text("v" VERSION_FULL_BUILD "" + hash);
- version_label->set_self_modulate(Color(1, 1, 1, 0.6));
- version_label->set_align(Label::ALIGN_CENTER);
- settings_hb->add_child(version_label);
+ version_btn->set_text("v" VERSION_FULL_BUILD + hash);
+ // Fade the version label to be less prominent, but still readable.
+ version_btn->set_self_modulate(Color(1, 1, 1, 0.6));
+ version_btn->set_underline_mode(LinkButton::UNDERLINE_MODE_ON_HOVER);
+ version_btn->set_tooltip(TTR("Click to copy."));
+ version_btn->connect("pressed", callable_mp(this, &ProjectManager::_version_button_pressed));
+ spacer_vb->add_child(version_btn);
+
+ // Add a small horizontal spacer between the version and language buttons
+ // to distinguish them.
+ Control *h_spacer = memnew(Control);
+ settings_hb->add_child(h_spacer);
language_btn = memnew(OptionButton);
language_btn->set_flat(true);
diff --git a/editor/project_manager.h b/editor/project_manager.h
index a66b7c4ab6..0fc69bd313 100644
--- a/editor/project_manager.h
+++ b/editor/project_manager.h
@@ -89,6 +89,7 @@ class ProjectManager : public Control {
ProjectDialog *npdialog;
OptionButton *language_btn;
+ LinkButton *version_btn;
void _open_asset_library();
void _scan_projects();
@@ -123,6 +124,7 @@ class ProjectManager : public Control {
void _unhandled_key_input(const Ref<InputEvent> &p_ev);
void _files_dropped(PackedStringArray p_files, int p_screen);
+ void _version_button_pressed();
void _on_order_option_changed(int p_idx);
void _on_tab_changed(int p_tab);
void _on_search_term_changed(const String &p_term);
diff --git a/editor/settings_config_dialog.cpp b/editor/settings_config_dialog.cpp
index 81af4996ed..541ec224b9 100644
--- a/editor/settings_config_dialog.cpp
+++ b/editor/settings_config_dialog.cpp
@@ -270,16 +270,17 @@ void EditorSettingsDialog::_update_shortcuts() {
Array events; // Need to get the list of events into an array so it can be set as metadata on the item.
Vector<String> event_strings;
- List<Ref<InputEvent>> defaults = InputMap::get_singleton()->get_builtins().find(action_name).value();
- // Remove all non-key events from the defaults.
- for (List<Ref<InputEvent>>::Element *I = defaults.front(); I; I = I->next()) {
+ List<Ref<InputEvent>> all_default_events = InputMap::get_singleton()->get_builtins().find(action_name).value();
+ List<Ref<InputEventKey>> key_default_events;
+ // Remove all non-key events from the defaults. Only check keys, since we are in the editor.
+ for (List<Ref<InputEvent>>::Element *I = all_default_events.front(); I; I = I->next()) {
Ref<InputEventKey> k = I->get();
- if (k.is_null()) {
- I->erase();
+ if (k.is_valid()) {
+ key_default_events.push_back(k);
}
}
- bool same_as_defaults = defaults.size() == action.inputs.size(); // Initially this is set to just whether the arrays are equal. Later we check the events if needed.
+ bool same_as_defaults = key_default_events.size() == action.inputs.size(); // Initially this is set to just whether the arrays are equal. Later we check the events if needed.
int count = 0;
for (List<Ref<InputEvent>>::Element *I = action.inputs.front(); I; I = I->next()) {
@@ -288,12 +289,8 @@ void EditorSettingsDialog::_update_shortcuts() {
event_strings.push_back(I->get()->as_text());
// Only check if the events have been the same so far - once one fails, we don't need to check any more.
- if (same_as_defaults) {
- Ref<InputEventKey> k = defaults[count];
- // Only check keys, since we are in the editor.
- if (k.is_valid() && !defaults[count]->shortcut_match(I->get())) {
- same_as_defaults = false;
- }
+ if (same_as_defaults && !key_default_events[count]->shortcut_match(I->get())) {
+ same_as_defaults = false;
}
count++;
}
diff --git a/modules/SCsub b/modules/SCsub
index 64da3bd0be..5ff4623743 100644
--- a/modules/SCsub
+++ b/modules/SCsub
@@ -10,6 +10,7 @@ env_modules = env.Clone()
Export("env_modules")
# Header with MODULE_*_ENABLED defines.
+env.Depends("modules_enabled.gen.h", Value(env.module_list))
env.CommandNoCache(
"modules_enabled.gen.h",
Value(env.module_list),
@@ -23,6 +24,7 @@ env.CommandNoCache(
# Header to be included in `tests/test_main.cpp` to run module-specific tests.
if env["tests"]:
+ env.Depends("modules_tests.gen.h", Value(env.module_list))
env.CommandNoCache(
"modules_tests.gen.h",
Value(env.module_list),
diff --git a/modules/csg/csg_shape.cpp b/modules/csg/csg_shape.cpp
index e448891eb6..541b7036ac 100644
--- a/modules/csg/csg_shape.cpp
+++ b/modules/csg/csg_shape.cpp
@@ -2229,7 +2229,7 @@ void CSGPolygon3D::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "depth", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_depth", "get_depth");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "spin_degrees", PROPERTY_HINT_RANGE, "1,360,0.1"), "set_spin_degrees", "get_spin_degrees");
ADD_PROPERTY(PropertyInfo(Variant::INT, "spin_sides", PROPERTY_HINT_RANGE, "3,64,1"), "set_spin_sides", "get_spin_sides");
- ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path"), "set_path_node", "get_path_node");
+ ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "path_node", PROPERTY_HINT_NODE_PATH_VALID_TYPES, "Path3D"), "set_path_node", "get_path_node");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "path_interval", PROPERTY_HINT_EXP_RANGE, "0.001,1000.0,0.001,or_greater"), "set_path_interval", "get_path_interval");
ADD_PROPERTY(PropertyInfo(Variant::INT, "path_rotation", PROPERTY_HINT_ENUM, "Polygon,Path,PathFollow"), "set_path_rotation", "get_path_rotation");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "path_local"), "set_path_local", "is_path_local");
diff --git a/modules/gdscript/gdscript_editor.cpp b/modules/gdscript/gdscript_editor.cpp
index f70020d165..099abd35a7 100644
--- a/modules/gdscript/gdscript_editor.cpp
+++ b/modules/gdscript/gdscript_editor.cpp
@@ -738,7 +738,12 @@ static void _list_available_types(bool p_inherit_only, GDScriptParser::Completio
static void _find_identifiers_in_suite(const GDScriptParser::SuiteNode *p_suite, Map<String, ScriptCodeCompletionOption> &r_result) {
for (int i = 0; i < p_suite->locals.size(); i++) {
- ScriptCodeCompletionOption option(p_suite->locals[i].name, ScriptCodeCompletionOption::KIND_VARIABLE);
+ ScriptCodeCompletionOption option;
+ if (p_suite->locals[i].type == GDScriptParser::SuiteNode::Local::CONSTANT) {
+ option = ScriptCodeCompletionOption(p_suite->locals[i].name, ScriptCodeCompletionOption::KIND_CONSTANT);
+ } else {
+ option = ScriptCodeCompletionOption(p_suite->locals[i].name, ScriptCodeCompletionOption::KIND_VARIABLE);
+ }
r_result.insert(option.display, option);
}
if (p_suite->parent_block) {
diff --git a/modules/gdscript/tests/scripts/parser-errors/missing-argument.gd b/modules/gdscript/tests/scripts/parser/errors/missing_argument.gd
index c56ad94095..c56ad94095 100644
--- a/modules/gdscript/tests/scripts/parser-errors/missing-argument.gd
+++ b/modules/gdscript/tests/scripts/parser/errors/missing_argument.gd
diff --git a/modules/gdscript/tests/scripts/parser-errors/missing-argument.out b/modules/gdscript/tests/scripts/parser/errors/missing_argument.out
index fc2a891109..fc2a891109 100644
--- a/modules/gdscript/tests/scripts/parser-errors/missing-argument.out
+++ b/modules/gdscript/tests/scripts/parser/errors/missing_argument.out
diff --git a/modules/gdscript/tests/scripts/parser-errors/missing-closing-expr-paren.gd b/modules/gdscript/tests/scripts/parser/errors/missing_closing_expr_paren.gd
index a1077e1985..a1077e1985 100644
--- a/modules/gdscript/tests/scripts/parser-errors/missing-closing-expr-paren.gd
+++ b/modules/gdscript/tests/scripts/parser/errors/missing_closing_expr_paren.gd
diff --git a/modules/gdscript/tests/scripts/parser-errors/missing-closing-expr-paren.out b/modules/gdscript/tests/scripts/parser/errors/missing_closing_expr_paren.out
index 7326afa33d..7326afa33d 100644
--- a/modules/gdscript/tests/scripts/parser-errors/missing-closing-expr-paren.out
+++ b/modules/gdscript/tests/scripts/parser/errors/missing_closing_expr_paren.out
diff --git a/modules/gdscript/tests/scripts/parser-errors/missing-colon.gd b/modules/gdscript/tests/scripts/parser/errors/missing_colon.gd
index 62cb633e9e..62cb633e9e 100644
--- a/modules/gdscript/tests/scripts/parser-errors/missing-colon.gd
+++ b/modules/gdscript/tests/scripts/parser/errors/missing_colon.gd
diff --git a/modules/gdscript/tests/scripts/parser-errors/missing-colon.out b/modules/gdscript/tests/scripts/parser/errors/missing_colon.out
index 687b963bc8..687b963bc8 100644
--- a/modules/gdscript/tests/scripts/parser-errors/missing-colon.out
+++ b/modules/gdscript/tests/scripts/parser/errors/missing_colon.out
diff --git a/modules/gdscript/tests/scripts/parser-errors/missing-paren-after-args.gd b/modules/gdscript/tests/scripts/parser/errors/missing_paren_after_args.gd
index 116b0151da..116b0151da 100644
--- a/modules/gdscript/tests/scripts/parser-errors/missing-paren-after-args.gd
+++ b/modules/gdscript/tests/scripts/parser/errors/missing_paren_after_args.gd
diff --git a/modules/gdscript/tests/scripts/parser-errors/missing-paren-after-args.out b/modules/gdscript/tests/scripts/parser/errors/missing_paren_after_args.out
index 34ea7ac323..34ea7ac323 100644
--- a/modules/gdscript/tests/scripts/parser-errors/missing-paren-after-args.out
+++ b/modules/gdscript/tests/scripts/parser/errors/missing_paren_after_args.out
diff --git a/modules/gdscript/tests/scripts/parser-errors/mixing-tabs-spaces.gd b/modules/gdscript/tests/scripts/parser/errors/mixing_tabs_spaces.gd
index 9ad77f1432..9ad77f1432 100644
--- a/modules/gdscript/tests/scripts/parser-errors/mixing-tabs-spaces.gd
+++ b/modules/gdscript/tests/scripts/parser/errors/mixing_tabs_spaces.gd
diff --git a/modules/gdscript/tests/scripts/parser-errors/mixing-tabs-spaces.out b/modules/gdscript/tests/scripts/parser/errors/mixing_tabs_spaces.out
index 6390de9788..6390de9788 100644
--- a/modules/gdscript/tests/scripts/parser-errors/mixing-tabs-spaces.out
+++ b/modules/gdscript/tests/scripts/parser/errors/mixing_tabs_spaces.out
diff --git a/modules/gdscript/tests/scripts/parser-errors/nothing-after-dollar.gd b/modules/gdscript/tests/scripts/parser/errors/nothing_after_dollar.gd
index 3875ce3936..3875ce3936 100644
--- a/modules/gdscript/tests/scripts/parser-errors/nothing-after-dollar.gd
+++ b/modules/gdscript/tests/scripts/parser/errors/nothing_after_dollar.gd
diff --git a/modules/gdscript/tests/scripts/parser-errors/nothing-after-dollar.out b/modules/gdscript/tests/scripts/parser/errors/nothing_after_dollar.out
index b3dc181a22..b3dc181a22 100644
--- a/modules/gdscript/tests/scripts/parser-errors/nothing-after-dollar.out
+++ b/modules/gdscript/tests/scripts/parser/errors/nothing_after_dollar.out
diff --git a/modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar.gd b/modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar.gd
index 6fd2692d47..6fd2692d47 100644
--- a/modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar.gd
+++ b/modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar.gd
diff --git a/modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar.out b/modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar.out
index b3dc181a22..b3dc181a22 100644
--- a/modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar.out
+++ b/modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar.out
diff --git a/modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar-slash.gd b/modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar_slash.gd
index 1836d42226..1836d42226 100644
--- a/modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar-slash.gd
+++ b/modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar_slash.gd
diff --git a/modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar-slash.out b/modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar_slash.out
index dcb4ccecb0..dcb4ccecb0 100644
--- a/modules/gdscript/tests/scripts/parser-errors/wrong-value-after-dollar-slash.out
+++ b/modules/gdscript/tests/scripts/parser/errors/wrong_value_after_dollar_slash.out
diff --git a/modules/gdscript/tests/scripts/parser-features/semicolon-as-end-statement.gd b/modules/gdscript/tests/scripts/parser/features/semicolon_as_end_statement.gd
index 08f2eedb2d..08f2eedb2d 100644
--- a/modules/gdscript/tests/scripts/parser-features/semicolon-as-end-statement.gd
+++ b/modules/gdscript/tests/scripts/parser/features/semicolon_as_end_statement.gd
diff --git a/modules/gdscript/tests/scripts/parser-features/semicolon-as-end-statement.out b/modules/gdscript/tests/scripts/parser/features/semicolon_as_end_statement.out
index fc03f3efe8..fc03f3efe8 100644
--- a/modules/gdscript/tests/scripts/parser-features/semicolon-as-end-statement.out
+++ b/modules/gdscript/tests/scripts/parser/features/semicolon_as_end_statement.out
diff --git a/modules/gdscript/tests/scripts/parser-features/trailing-comma-in-function-args.gd b/modules/gdscript/tests/scripts/parser/features/trailing_comma_in_function_args.gd
index 6097b11b10..6097b11b10 100644
--- a/modules/gdscript/tests/scripts/parser-features/trailing-comma-in-function-args.gd
+++ b/modules/gdscript/tests/scripts/parser/features/trailing_comma_in_function_args.gd
diff --git a/modules/gdscript/tests/scripts/parser-features/trailing-comma-in-function-args.out b/modules/gdscript/tests/scripts/parser/features/trailing_comma_in_function_args.out
index 94e2ec2af8..94e2ec2af8 100644
--- a/modules/gdscript/tests/scripts/parser-features/trailing-comma-in-function-args.out
+++ b/modules/gdscript/tests/scripts/parser/features/trailing_comma_in_function_args.out
diff --git a/modules/gdscript/tests/scripts/parser-features/variable-declaration.gd b/modules/gdscript/tests/scripts/parser/features/variable_declaration.gd
index 3b48f10ca7..3b48f10ca7 100644
--- a/modules/gdscript/tests/scripts/parser-features/variable-declaration.gd
+++ b/modules/gdscript/tests/scripts/parser/features/variable_declaration.gd
diff --git a/modules/gdscript/tests/scripts/parser-features/variable-declaration.out b/modules/gdscript/tests/scripts/parser/features/variable_declaration.out
index 2e0a63c024..2e0a63c024 100644
--- a/modules/gdscript/tests/scripts/parser-features/variable-declaration.out
+++ b/modules/gdscript/tests/scripts/parser/features/variable_declaration.out
diff --git a/modules/gdscript/tests/scripts/parser-warnings/unused-variable.gd b/modules/gdscript/tests/scripts/parser/warnings/unused_variable.gd
index 68e3bd424f..68e3bd424f 100644
--- a/modules/gdscript/tests/scripts/parser-warnings/unused-variable.gd
+++ b/modules/gdscript/tests/scripts/parser/warnings/unused_variable.gd
diff --git a/modules/gdscript/tests/scripts/parser-warnings/unused-variable.out b/modules/gdscript/tests/scripts/parser/warnings/unused_variable.out
index 270e0e69c0..270e0e69c0 100644
--- a/modules/gdscript/tests/scripts/parser-warnings/unused-variable.out
+++ b/modules/gdscript/tests/scripts/parser/warnings/unused_variable.out
diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp
index 5cb8e2974b..e67e29f7b4 100644
--- a/modules/gltf/gltf_document.cpp
+++ b/modules/gltf/gltf_document.cpp
@@ -2389,9 +2389,9 @@ Error GLTFDocument::_serialize_meshes(Ref<GLTFState> state) {
for (int i = 0; i < ret_size; i++) {
Color tangent;
tangent.r = tarr[(i * 4) + 0];
- tangent.r = tarr[(i * 4) + 1];
- tangent.r = tarr[(i * 4) + 2];
- tangent.r = tarr[(i * 4) + 3];
+ tangent.g = tarr[(i * 4) + 1];
+ tangent.b = tarr[(i * 4) + 2];
+ tangent.a = tarr[(i * 4) + 3];
}
t["TANGENT"] = _encode_accessor_as_color(state, attribs, true);
}
diff --git a/modules/lightmapper_rd/lightmapper_rd.cpp b/modules/lightmapper_rd/lightmapper_rd.cpp
index 9394e5c47e..3b0fbb1c47 100644
--- a/modules/lightmapper_rd/lightmapper_rd.cpp
+++ b/modules/lightmapper_rd/lightmapper_rd.cpp
@@ -162,8 +162,8 @@ Lightmapper::BakeError LightmapperRD::_blit_meshes_into_atlas(int p_max_texture_
MeshInstance &mi = mesh_instances.write[m_i];
Size2i s = Size2i(mi.data.albedo_on_uv2->get_width(), mi.data.albedo_on_uv2->get_height());
sizes.push_back(s);
- atlas_size.width = MAX(atlas_size.width, s.width);
- atlas_size.height = MAX(atlas_size.height, s.height);
+ atlas_size.width = MAX(atlas_size.width, s.width + 2);
+ atlas_size.height = MAX(atlas_size.height, s.height + 2);
}
int max = nearest_power_of_2_templated(atlas_size.width);
@@ -186,10 +186,12 @@ Lightmapper::BakeError LightmapperRD::_blit_meshes_into_atlas(int p_max_texture_
//determine best texture array atlas size by bruteforce fitting
while (atlas_size.x <= p_max_texture_size && atlas_size.y <= p_max_texture_size) {
- Vector<Vector2i> source_sizes = sizes;
+ Vector<Vector2i> source_sizes;
Vector<int> source_indices;
- source_indices.resize(source_sizes.size());
+ source_sizes.resize(sizes.size());
+ source_indices.resize(sizes.size());
for (int i = 0; i < source_indices.size(); i++) {
+ source_sizes.write[i] = sizes[i] + Vector2i(2, 2); // Add padding between lightmaps
source_indices.write[i] = i;
}
Vector<Vector3i> atlas_offsets;
@@ -207,7 +209,7 @@ Lightmapper::BakeError LightmapperRD::_blit_meshes_into_atlas(int p_max_texture_
if (ofs.z > 0) {
//valid
ofs.z = slices;
- atlas_offsets.write[sidx] = ofs;
+ atlas_offsets.write[sidx] = ofs + Vector3i(1, 1, 0); // Center lightmap in the reserved oversized region
} else {
new_indices.push_back(sidx);
new_sources.push_back(source_sizes[i]);
@@ -272,7 +274,7 @@ Lightmapper::BakeError LightmapperRD::_blit_meshes_into_atlas(int p_max_texture_
return BAKE_OK;
}
-void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &box_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &grid_texture_sdf, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata) {
+void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &box_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata) {
HashMap<Vertex, uint32_t, VertexHash> vertex_map;
//fill triangles array and vertex array
@@ -482,14 +484,6 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i
img->save_png("res://grid_layer_" + itos(1000 + i).substr(1, 3) + ".png");
}
#endif
- if (p_step_function) {
- p_step_function(0.45, TTR("Generating Signed Distance Field"), p_bake_userdata, true);
- }
-
- //generate SDF for raytracing
- Vector<uint32_t> euclidean_pos = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), false);
- Vector<uint32_t> euclidean_neg = Geometry3D::generate_edf(solid, Vector3i(grid_size, grid_size, grid_size), true);
- Vector<int8_t> sdf8 = Geometry3D::generate_sdf8(euclidean_pos, euclidean_neg);
/*****************************/
/*** CREATE GPU STRUCTURES ***/
@@ -551,10 +545,6 @@ void LightmapperRD::_create_acceleration_structures(RenderingDevice *rd, Size2i
tf.format = RD::DATA_FORMAT_R32G32_UINT;
texdata.write[0] = grid_indices.to_byte_array();
grid_texture = rd->texture_create(tf, RD::TextureView(), texdata);
- //sdf
- tf.format = RD::DATA_FORMAT_R8_SNORM;
- texdata.write[0] = sdf8.to_byte_array();
- grid_texture_sdf = rd->texture_create(tf, RD::TextureView(), texdata);
}
}
@@ -755,8 +745,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
light_environment_tex = rd->texture_create(tfp, RD::TextureView(), tdata);
#ifdef DEBUG_TEXTURES
- panorama_tex->convert(Image::FORMAT_RGB8);
- panorama_tex->save_png("res://0_panorama.png");
+ panorama_tex->save_exr("res://0_panorama.exr", false);
#endif
}
}
@@ -770,7 +759,6 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
RID lights_buffer;
RID triangle_cell_indices_buffer;
RID grid_texture;
- RID grid_texture_sdf;
RID seams_buffer;
RID probe_positions_buffer;
@@ -783,11 +771,10 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
rd->free(lights_buffer); \
rd->free(triangle_cell_indices_buffer); \
rd->free(grid_texture); \
- rd->free(grid_texture_sdf); \
rd->free(seams_buffer); \
rd->free(probe_positions_buffer);
- _create_acceleration_structures(rd, atlas_size, atlas_slices, bounds, grid_size, probe_positions, p_generate_probes, slice_triangle_count, slice_seam_count, vertex_buffer, triangle_buffer, box_buffer, lights_buffer, triangle_cell_indices_buffer, probe_positions_buffer, grid_texture, grid_texture_sdf, seams_buffer, p_step_function, p_bake_userdata);
+ _create_acceleration_structures(rd, atlas_size, atlas_slices, bounds, grid_size, probe_positions, p_generate_probes, slice_triangle_count, slice_seam_count, vertex_buffer, triangle_buffer, box_buffer, lights_buffer, triangle_cell_indices_buffer, probe_positions_buffer, grid_texture, seams_buffer, p_step_function, p_bake_userdata);
if (p_step_function) {
p_step_function(0.47, TTR("Preparing shaders"), p_bake_userdata, true);
@@ -883,27 +870,20 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 9;
- u.ids.push_back(grid_texture_sdf);
- base_uniforms.push_back(u);
- }
- {
- RD::Uniform u;
- u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 10;
u.ids.push_back(albedo_array_tex);
base_uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- u.binding = 11;
+ u.binding = 10;
u.ids.push_back(emission_array_tex);
base_uniforms.push_back(u);
}
{
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
- u.binding = 12;
+ u.binding = 11;
u.ids.push_back(sampler);
base_uniforms.push_back(u);
}
@@ -937,13 +917,11 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
Ref<Image> img;
img.instance();
img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAF, s);
- img->convert(Image::FORMAT_RGBA8);
- img->save_png("res://1_position_" + itos(i) + ".png");
+ img->save_exr("res://1_position_" + itos(i) + ".exr", false);
s = rd->texture_get_data(normal_tex, i);
img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
- img->convert(Image::FORMAT_RGBA8);
- img->save_png("res://1_normal_" + itos(i) + ".png");
+ img->save_exr("res://1_normal_" + itos(i) + ".exr", false);
}
#endif
@@ -966,27 +944,27 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
}
ERR_FAIL_COND_V(err != OK, BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES);
- //unoccluder
+ // Unoccluder
RID compute_shader_unocclude = rd->shader_create_from_bytecode(compute_shader->get_bytecode("unocclude"));
ERR_FAIL_COND_V(compute_shader_unocclude.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); // internal check, should not happen
RID compute_shader_unocclude_pipeline = rd->compute_pipeline_create(compute_shader_unocclude);
- //direct light
+ // Direct light
RID compute_shader_primary = rd->shader_create_from_bytecode(compute_shader->get_bytecode("primary"));
ERR_FAIL_COND_V(compute_shader_primary.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); // internal check, should not happen
RID compute_shader_primary_pipeline = rd->compute_pipeline_create(compute_shader_primary);
- //indirect light
+ // Indirect light
RID compute_shader_secondary = rd->shader_create_from_bytecode(compute_shader->get_bytecode("secondary"));
ERR_FAIL_COND_V(compute_shader_secondary.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen
RID compute_shader_secondary_pipeline = rd->compute_pipeline_create(compute_shader_secondary);
- //dilate
+ // Dilate
RID compute_shader_dilate = rd->shader_create_from_bytecode(compute_shader->get_bytecode("dilate"));
ERR_FAIL_COND_V(compute_shader_dilate.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen
RID compute_shader_dilate_pipeline = rd->compute_pipeline_create(compute_shader_dilate);
- //dilate
+ // Light probes
RID compute_shader_light_probes = rd->shader_create_from_bytecode(compute_shader->get_bytecode("light_probes"));
ERR_FAIL_COND_V(compute_shader_light_probes.is_null(), BAKE_ERROR_LIGHTMAP_CANT_PRE_BAKE_MESHES); //internal check, should not happen
RID compute_shader_light_probes_pipeline = rd->compute_pipeline_create(compute_shader_light_probes);
@@ -1153,8 +1131,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
Ref<Image> img;
img.instance();
img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
- img->convert(Image::FORMAT_RGBA8);
- img->save_png("res://2_light_primary_" + itos(i) + ".png");
+ img->save_exr("res://2_light_primary_" + itos(i) + ".exr", false);
}
#endif
@@ -1212,7 +1189,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
RD::Uniform u;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
u.binding = 6;
- u.ids.push_back(light_environment_tex); //reuse unocclude tex
+ u.ids.push_back(light_environment_tex);
uniforms.push_back(u);
}
}
@@ -1298,7 +1275,15 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
}
}
}
+
+ if (b == 0) {
+ // This disables the environment for subsequent bounces
+ push_constant.environment_xform[3] = -99.0f;
+ }
}
+
+ // Restore the correct environment transform
+ push_constant.environment_xform[3] = 0.0f;
}
/* LIGHPROBES */
@@ -1449,8 +1434,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
Ref<Image> img;
img.instance();
img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
- img->convert(Image::FORMAT_RGBA8);
- img->save_png("res://4_light_secondary_" + itos(i) + ".png");
+ img->save_exr("res://4_light_secondary_" + itos(i) + ".exr", false);
}
#endif
@@ -1582,6 +1566,11 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
clear_colors.push_back(Color(0, 0, 0, 1));
for (int i = 0; i < atlas_slices; i++) {
int subslices = (p_bake_sh ? 4 : 1);
+
+ if (slice_seam_count[i] == 0) {
+ continue;
+ }
+
for (int k = 0; k < subslices; k++) {
RasterSeamsPushConstant seams_push_constant;
seams_push_constant.slice = uint32_t(i * subslices + k);
@@ -1654,8 +1643,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
Ref<Image> img;
img.instance();
img->create(atlas_size.width, atlas_size.height, false, Image::FORMAT_RGBAH, s);
- img->convert(Image::FORMAT_RGBA8);
- img->save_png("res://5_blendseams" + itos(i) + ".png");
+ img->save_exr("res://5_blendseams" + itos(i) + ".exr", false);
}
#endif
if (p_step_function) {
@@ -1682,7 +1670,7 @@ LightmapperRD::BakeError LightmapperRD::bake(BakeQuality p_quality, bool p_use_d
Ref<Image> img2;
img2.instance();
img2->create(probe_values.size(), 1, false, Image::FORMAT_RGBAF, probe_data);
- img2->save_png("res://6_lightprobes.png");
+ img2->save_exr("res://6_lightprobes.exr", false);
}
#endif
}
diff --git a/modules/lightmapper_rd/lightmapper_rd.h b/modules/lightmapper_rd/lightmapper_rd.h
index f2a826a447..7ab7f34464 100644
--- a/modules/lightmapper_rd/lightmapper_rd.h
+++ b/modules/lightmapper_rd/lightmapper_rd.h
@@ -231,7 +231,7 @@ class LightmapperRD : public Lightmapper {
Vector<Color> probe_values;
BakeError _blit_meshes_into_atlas(int p_max_texture_size, Vector<Ref<Image>> &albedo_images, Vector<Ref<Image>> &emission_images, AABB &bounds, Size2i &atlas_size, int &atlas_slices, BakeStepFunc p_step_function, void *p_bake_userdata);
- void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &box_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &grid_texture_sdf, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata);
+ void _create_acceleration_structures(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, AABB &bounds, int grid_size, Vector<Probe> &probe_positions, GenerateProbes p_generate_probes, Vector<int> &slice_triangle_count, Vector<int> &slice_seam_count, RID &vertex_buffer, RID &triangle_buffer, RID &box_buffer, RID &lights_buffer, RID &triangle_cell_indices_buffer, RID &probe_positions_buffer, RID &grid_texture, RID &seams_buffer, BakeStepFunc p_step_function, void *p_bake_userdata);
void _raster_geometry(RenderingDevice *rd, Size2i atlas_size, int atlas_slices, int grid_size, AABB bounds, float p_bias, Vector<int> slice_triangle_count, RID position_tex, RID unocclude_tex, RID normal_tex, RID raster_depth_buffer, RID rasterize_shader, RID raster_base_uniform);
public:
diff --git a/modules/lightmapper_rd/lm_common_inc.glsl b/modules/lightmapper_rd/lm_common_inc.glsl
index f8a0cd16de..1581639036 100644
--- a/modules/lightmapper_rd/lm_common_inc.glsl
+++ b/modules/lightmapper_rd/lm_common_inc.glsl
@@ -84,9 +84,8 @@ layout(set = 0, binding = 7, std430) restrict readonly buffer Probes {
probe_positions;
layout(set = 0, binding = 8) uniform utexture3D grid;
-layout(set = 0, binding = 9) uniform texture3D grid_sdf;
-layout(set = 0, binding = 10) uniform texture2DArray albedo_tex;
-layout(set = 0, binding = 11) uniform texture2DArray emission_tex;
+layout(set = 0, binding = 9) uniform texture2DArray albedo_tex;
+layout(set = 0, binding = 10) uniform texture2DArray emission_tex;
-layout(set = 0, binding = 12) uniform sampler linear_sampler;
+layout(set = 0, binding = 11) uniform sampler linear_sampler;
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index 3dd96893fb..9ca40535f9 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -96,15 +96,22 @@ params;
bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, vec3 p2, out float r_distance, out vec3 r_barycentric) {
const vec3 e0 = p1 - p0;
const vec3 e1 = p0 - p2;
- vec3 triangleNormal = cross(e1, e0);
+ vec3 triangle_normal = cross(e1, e0);
- const vec3 e2 = (1.0 / dot(triangleNormal, dir)) * (p0 - from);
+ float n_dot_dir = dot(triangle_normal, dir);
+
+ if (abs(n_dot_dir) < 0.01) {
+ return false;
+ }
+
+ const vec3 e2 = (p0 - from) / n_dot_dir;
const vec3 i = cross(dir, e2);
r_barycentric.y = dot(i, e1);
r_barycentric.z = dot(i, e0);
r_barycentric.x = 1.0 - (r_barycentric.z + r_barycentric.y);
- r_distance = dot(triangleNormal, e2);
+ r_distance = dot(triangle_normal, e2);
+
return (r_distance > params.bias) && (r_distance < max_dist) && all(greaterThanEqual(r_barycentric, vec3(0.0)));
}
@@ -307,8 +314,6 @@ void main() {
continue;
}
- d /= lights.data[i].range;
-
attenuation = get_omni_attenuation(d, 1.0 / lights.data[i].range, lights.data[i].attenuation);
if (lights.data[i].type == LIGHT_TYPE_SPOT) {
@@ -410,7 +415,7 @@ void main() {
uint tidx;
vec3 barycentric;
- vec3 light;
+ vec3 light = vec3(0.0);
if (trace_ray(position + ray_dir * params.bias, position + ray_dir * length(params.world_size), tidx, barycentric)) {
//hit a triangle
vec2 uv0 = vertices.data[triangles.data[tidx].indices.x].uv;
@@ -419,8 +424,8 @@ void main() {
vec3 uvw = vec3(barycentric.x * uv0 + barycentric.y * uv1 + barycentric.z * uv2, float(triangles.data[tidx].slice));
light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
- } else {
- //did not hit a triangle, reach out for the sky
+ } else if (params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce
+ // Did not hit a triangle, reach out for the sky
vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
vec2 st = vec2(
diff --git a/modules/raycast/SCsub b/modules/raycast/SCsub
index 68e9df5263..57120bff26 100644
--- a/modules/raycast/SCsub
+++ b/modules/raycast/SCsub
@@ -3,84 +3,101 @@
Import("env")
Import("env_modules")
-embree_src = [
- "common/sys/sysinfo.cpp",
- "common/sys/alloc.cpp",
- "common/sys/filename.cpp",
- "common/sys/library.cpp",
- "common/sys/thread.cpp",
- "common/sys/string.cpp",
- "common/sys/regression.cpp",
- "common/sys/mutex.cpp",
- "common/sys/condition.cpp",
- "common/sys/barrier.cpp",
- "common/math/constants.cpp",
- "common/simd/sse.cpp",
- "common/lexers/stringstream.cpp",
- "common/lexers/tokenstream.cpp",
- "common/tasking/taskschedulerinternal.cpp",
- "common/algorithms/parallel_for.cpp",
- "common/algorithms/parallel_reduce.cpp",
- "common/algorithms/parallel_prefix_sum.cpp",
- "common/algorithms/parallel_for_for.cpp",
- "common/algorithms/parallel_for_for_prefix_sum.cpp",
- "common/algorithms/parallel_partition.cpp",
- "common/algorithms/parallel_sort.cpp",
- "common/algorithms/parallel_set.cpp",
- "common/algorithms/parallel_map.cpp",
- "common/algorithms/parallel_filter.cpp",
- "kernels/common/device.cpp",
- "kernels/common/stat.cpp",
- "kernels/common/acceln.cpp",
- "kernels/common/accelset.cpp",
- "kernels/common/state.cpp",
- "kernels/common/rtcore.cpp",
- "kernels/common/rtcore_builder.cpp",
- "kernels/common/scene.cpp",
- "kernels/common/alloc.cpp",
- "kernels/common/geometry.cpp",
- "kernels/common/scene_triangle_mesh.cpp",
- "kernels/geometry/primitive4.cpp",
- "kernels/builders/primrefgen.cpp",
- "kernels/bvh/bvh.cpp",
- "kernels/bvh/bvh_statistics.cpp",
- "kernels/bvh/bvh4_factory.cpp",
- "kernels/bvh/bvh8_factory.cpp",
- "kernels/bvh/bvh_collider.cpp",
- "kernels/bvh/bvh_rotate.cpp",
- "kernels/bvh/bvh_refit.cpp",
- "kernels/bvh/bvh_builder.cpp",
- "kernels/bvh/bvh_builder_morton.cpp",
- "kernels/bvh/bvh_builder_sah.cpp",
- "kernels/bvh/bvh_builder_sah_spatial.cpp",
- "kernels/bvh/bvh_builder_sah_mb.cpp",
- "kernels/bvh/bvh_builder_twolevel.cpp",
- "kernels/bvh/bvh_intersector1_bvh4.cpp",
-]
-
-embree_dir = "#thirdparty/embree-aarch64/"
-
-env_embree = env_modules.Clone()
-embree_sources = [embree_dir + file for file in embree_src]
-env_embree.Prepend(CPPPATH=[embree_dir, embree_dir + "include"])
-env_embree.Append(CPPFLAGS=["-DEMBREE_TARGET_SSE2", "-DEMBREE_LOWEST_ISA", "-DTASKING_INTERNAL", "-DNDEBUG"])
-
-if not env_embree.msvc:
- env_embree.Append(CPPFLAGS=["-msse2", "-mxsave"])
+env_raycast = env_modules.Clone()
+
+# Thirdparty source files
+
+thirdparty_obj = []
+
+if env["builtin_embree"]:
+ thirdparty_dir = "#thirdparty/embree-aarch64/"
+
+ embree_src = [
+ "common/sys/sysinfo.cpp",
+ "common/sys/alloc.cpp",
+ "common/sys/filename.cpp",
+ "common/sys/library.cpp",
+ "common/sys/thread.cpp",
+ "common/sys/string.cpp",
+ "common/sys/regression.cpp",
+ "common/sys/mutex.cpp",
+ "common/sys/condition.cpp",
+ "common/sys/barrier.cpp",
+ "common/math/constants.cpp",
+ "common/simd/sse.cpp",
+ "common/lexers/stringstream.cpp",
+ "common/lexers/tokenstream.cpp",
+ "common/tasking/taskschedulerinternal.cpp",
+ "common/algorithms/parallel_for.cpp",
+ "common/algorithms/parallel_reduce.cpp",
+ "common/algorithms/parallel_prefix_sum.cpp",
+ "common/algorithms/parallel_for_for.cpp",
+ "common/algorithms/parallel_for_for_prefix_sum.cpp",
+ "common/algorithms/parallel_partition.cpp",
+ "common/algorithms/parallel_sort.cpp",
+ "common/algorithms/parallel_set.cpp",
+ "common/algorithms/parallel_map.cpp",
+ "common/algorithms/parallel_filter.cpp",
+ "kernels/common/device.cpp",
+ "kernels/common/stat.cpp",
+ "kernels/common/acceln.cpp",
+ "kernels/common/accelset.cpp",
+ "kernels/common/state.cpp",
+ "kernels/common/rtcore.cpp",
+ "kernels/common/rtcore_builder.cpp",
+ "kernels/common/scene.cpp",
+ "kernels/common/alloc.cpp",
+ "kernels/common/geometry.cpp",
+ "kernels/common/scene_triangle_mesh.cpp",
+ "kernels/geometry/primitive4.cpp",
+ "kernels/builders/primrefgen.cpp",
+ "kernels/bvh/bvh.cpp",
+ "kernels/bvh/bvh_statistics.cpp",
+ "kernels/bvh/bvh4_factory.cpp",
+ "kernels/bvh/bvh8_factory.cpp",
+ "kernels/bvh/bvh_collider.cpp",
+ "kernels/bvh/bvh_rotate.cpp",
+ "kernels/bvh/bvh_refit.cpp",
+ "kernels/bvh/bvh_builder.cpp",
+ "kernels/bvh/bvh_builder_morton.cpp",
+ "kernels/bvh/bvh_builder_sah.cpp",
+ "kernels/bvh/bvh_builder_sah_spatial.cpp",
+ "kernels/bvh/bvh_builder_sah_mb.cpp",
+ "kernels/bvh/bvh_builder_twolevel.cpp",
+ "kernels/bvh/bvh_intersector1_bvh4.cpp",
+ ]
+
+ thirdparty_sources = [thirdparty_dir + file for file in embree_src]
+
+ env_raycast.Prepend(CPPPATH=[thirdparty_dir, thirdparty_dir + "include"])
+ env_raycast.Append(CPPDEFINES=["EMBREE_TARGET_SSE2", "EMBREE_LOWEST_ISA", "TASKING_INTERNAL", "NDEBUG"])
+
+ if not env.msvc:
+ if env["arch"] in ["x86", "x86_64"]:
+ env_raycast.Append(CPPFLAGS=["-msse2", "-mxsave"])
+
+ if env["platform"] == "windows":
+ env_raycast.Append(CPPFLAGS=["-mstackrealign"])
+
if env["platform"] == "windows":
- env_embree.Append(CPPFLAGS=["-mstackrealign"])
+ if env.msvc:
+ env.Append(LINKFLAGS=["psapi.lib"])
+ env_raycast.Append(CPPDEFINES=["__SSE2__", "__SSE__"])
+ else:
+ env.Append(LIBS=["psapi"])
-if env["platform"] == "windows":
- if env.msvc:
- env.Append(LINKFLAGS=["psapi.lib"])
- env_embree.Append(CPPFLAGS=["-D__SSE2__", "-D__SSE__"])
- else:
- env.Append(LIBS=["psapi"])
+ env_thirdparty = env_raycast.Clone()
+ env_thirdparty.disable_warnings()
+ env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
+ env.modules_sources += thirdparty_obj
-env_embree.disable_warnings()
-env_embree.add_source_files(env.modules_sources, embree_sources)
-env_raycast = env_modules.Clone()
-env_raycast.Prepend(CPPPATH=[embree_dir, embree_dir + "include", embree_dir + "common"])
+# Godot source files
+
+module_obj = []
+
+env_raycast.add_source_files(module_obj, "*.cpp")
+env.modules_sources += module_obj
-env_raycast.add_source_files(env.modules_sources, "*.cpp")
+# Needed to force rebuilding the module files when the thirdparty library is updated.
+env.Depends(module_obj, thirdparty_obj)
diff --git a/modules/raycast/lightmap_raycaster.cpp b/modules/raycast/lightmap_raycaster.cpp
index 9039622d3d..56bdb5900b 100644
--- a/modules/raycast/lightmap_raycaster.cpp
+++ b/modules/raycast/lightmap_raycaster.cpp
@@ -32,14 +32,8 @@
#include "lightmap_raycaster.h"
-// From Embree.
-#include <math/vec2.h>
-#include <math/vec3.h>
-
#include <pmmintrin.h>
-using namespace embree;
-
LightmapRaycaster *LightmapRaycasterEmbree::create_embree_raycaster() {
return memnew(LightmapRaycasterEmbree);
}
@@ -127,25 +121,24 @@ void LightmapRaycasterEmbree::add_mesh(const Vector<Vector3> &p_vertices, const
ERR_FAIL_COND(vertex_count % 3 != 0);
ERR_FAIL_COND(vertex_count != p_uv2s.size());
+ ERR_FAIL_COND(!p_normals.is_empty() && vertex_count != p_normals.size());
- Vec3fa *embree_vertices = (Vec3fa *)rtcSetNewGeometryBuffer(embree_mesh, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, sizeof(Vec3fa), vertex_count);
- Vec2fa *embree_light_uvs = (Vec2fa *)rtcSetNewGeometryBuffer(embree_mesh, RTC_BUFFER_TYPE_VERTEX_ATTRIBUTE, 0, RTC_FORMAT_FLOAT2, sizeof(Vec2fa), vertex_count);
- uint32_t *embree_triangles = (uint32_t *)rtcSetNewGeometryBuffer(embree_mesh, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT3, sizeof(uint32_t) * 3, vertex_count / 3);
+ Vector3 *embree_vertices = (Vector3 *)rtcSetNewGeometryBuffer(embree_mesh, RTC_BUFFER_TYPE_VERTEX, 0, RTC_FORMAT_FLOAT3, sizeof(Vector3), vertex_count);
+ memcpy(embree_vertices, p_vertices.ptr(), sizeof(Vector3) * vertex_count);
- Vec3fa *embree_normals = nullptr;
- if (!p_normals.is_empty()) {
- embree_normals = (Vec3fa *)rtcSetNewGeometryBuffer(embree_mesh, RTC_BUFFER_TYPE_VERTEX_ATTRIBUTE, 1, RTC_FORMAT_FLOAT3, sizeof(Vec3fa), vertex_count);
- }
+ Vector2 *embree_light_uvs = (Vector2 *)rtcSetNewGeometryBuffer(embree_mesh, RTC_BUFFER_TYPE_VERTEX_ATTRIBUTE, 0, RTC_FORMAT_FLOAT2, sizeof(Vector2), vertex_count);
+ memcpy(embree_light_uvs, p_uv2s.ptr(), sizeof(Vector2) * vertex_count);
+ uint32_t *embree_triangles = (uint32_t *)rtcSetNewGeometryBuffer(embree_mesh, RTC_BUFFER_TYPE_INDEX, 0, RTC_FORMAT_UINT3, sizeof(uint32_t) * 3, vertex_count / 3);
for (int i = 0; i < vertex_count; i++) {
- embree_vertices[i] = Vec3fa(p_vertices[i].x, p_vertices[i].y, p_vertices[i].z);
- embree_light_uvs[i] = Vec2fa(p_uv2s[i].x, p_uv2s[i].y);
- if (embree_normals != nullptr) {
- embree_normals[i] = Vec3fa(p_normals[i].x, p_normals[i].y, p_normals[i].z);
- }
embree_triangles[i] = i;
}
+ if (!p_normals.is_empty()) {
+ Vector3 *embree_normals = (Vector3 *)rtcSetNewGeometryBuffer(embree_mesh, RTC_BUFFER_TYPE_VERTEX_ATTRIBUTE, 1, RTC_FORMAT_FLOAT3, sizeof(Vector3), vertex_count);
+ memcpy(embree_normals, p_normals.ptr(), sizeof(Vector3) * vertex_count);
+ }
+
rtcCommitGeometry(embree_mesh);
rtcSetGeometryIntersectFilterFunction(embree_mesh, filter_function);
rtcSetGeometryUserData(embree_mesh, this);
diff --git a/modules/tinyexr/image_saver_tinyexr.cpp b/modules/tinyexr/image_saver_tinyexr.cpp
index f747763248..6a2fb0f666 100644
--- a/modules/tinyexr/image_saver_tinyexr.cpp
+++ b/modules/tinyexr/image_saver_tinyexr.cpp
@@ -169,7 +169,7 @@ Error save_exr(const String &p_path, const Ref<Image> &p_img, bool p_grayscale)
{ 0 }, // R
{ 1, 0 }, // GR
{ 2, 1, 0 }, // BGR
- { 2, 1, 0, 3 } // BGRA
+ { 3, 2, 1, 0 } // ABGR
};
int channel_count = get_channel_count(format);
diff --git a/modules/visual_script/visual_script_builtin_funcs.cpp b/modules/visual_script/visual_script_builtin_funcs.cpp
index 7ca14fbca8..3b24de433c 100644
--- a/modules/visual_script/visual_script_builtin_funcs.cpp
+++ b/modules/visual_script/visual_script_builtin_funcs.cpp
@@ -723,7 +723,7 @@ void VisualScriptBuiltinFunc::exec_func(BuiltinFunc p_func, const Variant **p_in
case VisualScriptBuiltinFunc::MATH_POSMOD: {
VALIDATE_ARG_NUM(0);
VALIDATE_ARG_NUM(1);
- *r_return = Math::posmod((int)*p_inputs[0], (int)*p_inputs[1]);
+ *r_return = Math::posmod((int64_t)*p_inputs[0], (int64_t)*p_inputs[1]);
} break;
case VisualScriptBuiltinFunc::MATH_FLOOR: {
VALIDATE_ARG_NUM(0);
diff --git a/modules/visual_script/visual_script_editor.cpp b/modules/visual_script/visual_script_editor.cpp
index 02ec9ccd06..527eb0abc9 100644
--- a/modules/visual_script/visual_script_editor.cpp
+++ b/modules/visual_script/visual_script_editor.cpp
@@ -1875,7 +1875,7 @@ void VisualScriptEditor::_members_gui_input(const Ref<InputEvent> &p_event) {
}
Ref<InputEventMouseButton> btn = p_event;
- if (btn.is_valid() && btn->is_doubleclick()) {
+ if (btn.is_valid() && btn->is_double_click()) {
TreeItem *ti = members->get_selected();
if (ti && ti->get_parent() == members->get_root()->get_children()) { // to check if it's a function
_center_on_node(script->get_function_node_id(ti->get_metadata(0)));
diff --git a/modules/websocket/websocket_client.cpp b/modules/websocket/websocket_client.cpp
index 425013f811..1e9183ebfa 100644
--- a/modules/websocket/websocket_client.cpp
+++ b/modules/websocket/websocket_client.cpp
@@ -43,34 +43,18 @@ Error WebSocketClient::connect_to_url(String p_url, const Vector<String> p_proto
String host = p_url;
String path = "/";
- int p_len = -1;
+ String scheme = "";
int port = 80;
- bool ssl = false;
- if (host.begins_with("wss://")) {
- ssl = true; // we should implement this
- host = host.substr(6, host.length() - 6);
- port = 443;
- } else {
- ssl = false;
- if (host.begins_with("ws://")) {
- host = host.substr(5, host.length() - 5);
- }
- }
+ Error err = p_url.parse_url(scheme, host, port, path);
+ ERR_FAIL_COND_V_MSG(err != OK, err, "Invalid URL: " + p_url);
- // Path
- p_len = host.find("/");
- if (p_len != -1) {
- path = host.substr(p_len, host.length() - p_len);
- host = host.substr(0, p_len);
+ bool ssl = false;
+ if (scheme == "wss://") {
+ ssl = true;
}
-
- // Port
- p_len = host.rfind(":");
- if (p_len != -1 && p_len == host.find(":")) {
- port = host.substr(p_len, host.length() - p_len).to_int();
- host = host.substr(0, p_len);
+ if (port == 0) {
+ port = ssl ? 443 : 80;
}
-
return connect_to_host(host, path, port, ssl, p_protocols, p_custom_headers);
}
diff --git a/modules/xatlas_unwrap/register_types.cpp b/modules/xatlas_unwrap/register_types.cpp
index e1f9521a48..8913ef1b65 100644
--- a/modules/xatlas_unwrap/register_types.cpp
+++ b/modules/xatlas_unwrap/register_types.cpp
@@ -29,26 +29,19 @@
/*************************************************************************/
#include "register_types.h"
-
-#include "core/error/error_macros.h"
-
#include "core/crypto/crypto_core.h"
-
#include "thirdparty/xatlas/xatlas.h"
-#include <stdio.h>
-#include <stdlib.h>
+extern bool (*array_mesh_lightmap_unwrap_callback)(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, const uint8_t *p_cache_data, bool *r_use_cache, uint8_t **r_mesh_cache, int *r_mesh_cache_size, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y);
-extern bool (*array_mesh_lightmap_unwrap_callback)(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y, int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache);
-
-bool xatlas_mesh_lightmap_unwrap_callback(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, float **r_uvs, int **r_vertices, int *r_vertex_count, int **r_indices, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y, int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache) {
+bool xatlas_mesh_lightmap_unwrap_callback(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, const uint8_t *p_cache_data, bool *r_use_cache, uint8_t **r_mesh_cache, int *r_mesh_cache_size, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y) {
CryptoCore::MD5Context ctx;
ctx.start();
ctx.update((unsigned char *)&p_texel_size, sizeof(float));
ctx.update((unsigned char *)p_indices, sizeof(int) * p_index_count);
- ctx.update((unsigned char *)p_vertices, sizeof(float) * p_vertex_count);
- ctx.update((unsigned char *)p_normals, sizeof(float) * p_vertex_count);
+ ctx.update((unsigned char *)p_vertices, sizeof(float) * p_vertex_count * 3);
+ ctx.update((unsigned char *)p_normals, sizeof(float) * p_vertex_count * 3);
unsigned char hash[16];
ctx.finish(hash);
@@ -56,38 +49,37 @@ bool xatlas_mesh_lightmap_unwrap_callback(float p_texel_size, const float *p_ver
bool cached = false;
unsigned int cache_idx = 0;
- if (r_used_cache && r_cache_size) {
- //Check if hash is in cache data
+ *r_mesh_cache = nullptr;
+ *r_mesh_cache_size = 0;
- int *cache_data = r_cache_data;
+ if (p_cache_data) {
+ //Check if hash is in cache data
+ int *cache_data = (int *)p_cache_data;
int n_entries = cache_data[0];
- unsigned int r_idx = 1;
+ unsigned int read_idx = 1;
for (int i = 0; i < n_entries; ++i) {
- if (memcmp(&cache_data[r_idx], hash, 16) == 0) {
+ if (memcmp(&cache_data[read_idx], hash, 16) == 0) {
cached = true;
- cache_idx = r_idx;
+ cache_idx = read_idx;
break;
}
- r_idx += 4; // hash
- r_idx += 2; // size hint
+ read_idx += 4; // hash
+ read_idx += 2; // size hint
- int vertex_count = cache_data[r_idx];
- r_idx += 1; // vertex count
- r_idx += vertex_count; // vertex
- r_idx += vertex_count * 2; // uvs
+ int vertex_count = cache_data[read_idx];
+ read_idx += 1; // vertex count
+ read_idx += vertex_count; // vertex
+ read_idx += vertex_count * 2; // uvs
- int index_count = cache_data[r_idx];
- r_idx += 1; // index count
- r_idx += index_count; // indices
+ int index_count = cache_data[read_idx];
+ read_idx += 1; // index count
+ read_idx += index_count; // indices
}
}
- if (r_used_cache && cached) {
- int *cache_data = r_cache_data;
-
- // Return cache data pointer to the caller
- r_cache_data = &cache_data[cache_idx];
+ if (cached) {
+ int *cache_data = (int *)p_cache_data;
cache_idx += 4;
@@ -99,96 +91,92 @@ bool xatlas_mesh_lightmap_unwrap_callback(float p_texel_size, const float *p_ver
// Load vertices
*r_vertex_count = cache_data[cache_idx];
cache_idx++;
- *r_vertices = &cache_data[cache_idx];
+ *r_vertex = &cache_data[cache_idx];
cache_idx += *r_vertex_count;
// Load UVs
- *r_uvs = (float *)&cache_data[cache_idx];
+ *r_uv = (float *)&cache_data[cache_idx];
cache_idx += *r_vertex_count * 2;
// Load indices
*r_index_count = cache_data[cache_idx];
cache_idx++;
- *r_indices = &cache_data[cache_idx];
-
- // Return cache data size to the caller
- r_cache_size = sizeof(int) * (4 + 2 + 1 + *r_vertex_count + (*r_vertex_count * 2) + 1 + *r_index_count); // hash + size hint + vertex_count + vertices + uvs + index_count + indices
- r_used_cache = true;
- return true;
- }
-
- //set up input mesh
- xatlas::MeshDecl input_mesh;
- input_mesh.indexData = p_indices;
- input_mesh.indexCount = p_index_count;
- input_mesh.indexFormat = xatlas::IndexFormat::UInt32;
-
- input_mesh.vertexCount = p_vertex_count;
- input_mesh.vertexPositionData = p_vertices;
- input_mesh.vertexPositionStride = sizeof(float) * 3;
- input_mesh.vertexNormalData = p_normals;
- input_mesh.vertexNormalStride = sizeof(uint32_t) * 3;
- input_mesh.vertexUvData = nullptr;
- input_mesh.vertexUvStride = 0;
-
- xatlas::ChartOptions chart_options;
- xatlas::PackOptions pack_options;
-
- pack_options.maxChartSize = 4096;
- pack_options.blockAlign = true;
- pack_options.padding = 1;
- pack_options.texelsPerUnit = 1.0 / p_texel_size;
+ *r_index = &cache_data[cache_idx];
+ } else {
+ // set up input mesh
+ xatlas::MeshDecl input_mesh;
+ input_mesh.indexData = p_indices;
+ input_mesh.indexCount = p_index_count;
+ input_mesh.indexFormat = xatlas::IndexFormat::UInt32;
+
+ input_mesh.vertexCount = p_vertex_count;
+ input_mesh.vertexPositionData = p_vertices;
+ input_mesh.vertexPositionStride = sizeof(float) * 3;
+ input_mesh.vertexNormalData = p_normals;
+ input_mesh.vertexNormalStride = sizeof(uint32_t) * 3;
+ input_mesh.vertexUvData = NULL;
+ input_mesh.vertexUvStride = 0;
+
+ xatlas::ChartOptions chart_options;
+ chart_options.fixWinding = true;
+
+ xatlas::PackOptions pack_options;
+ pack_options.padding = 1;
+ pack_options.maxChartSize = 4094; // Lightmap atlassing needs 2 for padding between meshes, so 4096-2
+ pack_options.blockAlign = true;
+ pack_options.texelsPerUnit = 1.0 / p_texel_size;
+
+ xatlas::Atlas *atlas = xatlas::Create();
+
+ xatlas::AddMeshError err = xatlas::AddMesh(atlas, input_mesh, 1);
+ ERR_FAIL_COND_V_MSG(err != xatlas::AddMeshError::Success, false, xatlas::StringForEnum(err));
+
+ xatlas::Generate(atlas, chart_options, pack_options);
+
+ *r_size_hint_x = atlas->width;
+ *r_size_hint_y = atlas->height;
+
+ float w = *r_size_hint_x;
+ float h = *r_size_hint_y;
+
+ if (w == 0 || h == 0) {
+ xatlas::Destroy(atlas);
+ return false; //could not bake because there is no area
+ }
- xatlas::Atlas *atlas = xatlas::Create();
- printf("Adding mesh..\n");
- xatlas::AddMeshError err = xatlas::AddMesh(atlas, input_mesh, 1);
- ERR_FAIL_COND_V_MSG(err != xatlas::AddMeshError::Success, false, xatlas::StringForEnum(err));
+ const xatlas::Mesh &output = atlas->meshes[0];
+
+ *r_vertex = (int *)memalloc(sizeof(int) * output.vertexCount);
+ ERR_FAIL_NULL_V_MSG(*r_vertex, false, "Out of memory.");
+ *r_uv = (float *)memalloc(sizeof(float) * output.vertexCount * 2);
+ ERR_FAIL_NULL_V_MSG(*r_uv, false, "Out of memory.");
+ *r_index = (int *)memalloc(sizeof(int) * output.indexCount);
+ ERR_FAIL_NULL_V_MSG(*r_index, false, "Out of memory.");
+
+ float max_x = 0;
+ float max_y = 0;
+ for (uint32_t i = 0; i < output.vertexCount; i++) {
+ (*r_vertex)[i] = output.vertexArray[i].xref;
+ (*r_uv)[i * 2 + 0] = output.vertexArray[i].uv[0] / w;
+ (*r_uv)[i * 2 + 1] = output.vertexArray[i].uv[1] / h;
+ max_x = MAX(max_x, output.vertexArray[i].uv[0]);
+ max_y = MAX(max_y, output.vertexArray[i].uv[1]);
+ }
- printf("Generate..\n");
- xatlas::Generate(atlas, chart_options, pack_options);
+ *r_vertex_count = output.vertexCount;
- *r_size_hint_x = atlas->width;
- *r_size_hint_y = atlas->height;
+ for (uint32_t i = 0; i < output.indexCount; i++) {
+ (*r_index)[i] = output.indexArray[i];
+ }
- float w = *r_size_hint_x;
- float h = *r_size_hint_y;
+ *r_index_count = output.indexCount;
- if (w == 0 || h == 0) {
xatlas::Destroy(atlas);
- return false; //could not bake because there is no area
- }
-
- const xatlas::Mesh &output = atlas->meshes[0];
-
- *r_vertices = (int *)malloc(sizeof(int) * output.vertexCount);
- ERR_FAIL_NULL_V_MSG(*r_vertices, false, "Out of memory.");
- *r_uvs = (float *)malloc(sizeof(float) * output.vertexCount * 2);
- ERR_FAIL_NULL_V_MSG(*r_uvs, false, "Out of memory.");
- *r_indices = (int *)malloc(sizeof(int) * output.indexCount);
- ERR_FAIL_NULL_V_MSG(*r_indices, false, "Out of memory.");
-
- float max_x = 0.0;
- float max_y = 0.0;
- for (uint32_t i = 0; i < output.vertexCount; i++) {
- (*r_vertices)[i] = output.vertexArray[i].xref;
- (*r_uvs)[i * 2 + 0] = output.vertexArray[i].uv[0] / w;
- (*r_uvs)[i * 2 + 1] = output.vertexArray[i].uv[1] / h;
- max_x = MAX(max_x, output.vertexArray[i].uv[0]);
- max_y = MAX(max_y, output.vertexArray[i].uv[1]);
}
- printf("Final texture size: %f,%f - max %f,%f\n", w, h, max_x, max_y);
- *r_vertex_count = output.vertexCount;
+ if (*r_use_cache) {
+ // Build cache data for current mesh
- for (uint32_t i = 0; i < output.indexCount; i++) {
- (*r_indices)[i] = output.indexArray[i];
- }
-
- *r_index_count = output.indexCount;
-
- xatlas::Destroy(atlas);
-
- if (r_used_cache) {
unsigned int new_cache_size = 4 + 2 + 1 + *r_vertex_count + (*r_vertex_count * 2) + 1 + *r_index_count; // hash + size hint + vertex_count + vertices + uvs + index_count + indices
new_cache_size *= sizeof(int);
int *new_cache_data = (int *)memalloc(new_cache_size);
@@ -208,11 +196,11 @@ bool xatlas_mesh_lightmap_unwrap_callback(float p_texel_size, const float *p_ver
new_cache_idx++;
// vertices
- memcpy(&new_cache_data[new_cache_idx], *r_vertices, sizeof(int) * *r_vertex_count);
+ memcpy(&new_cache_data[new_cache_idx], *r_vertex, sizeof(int) * (*r_vertex_count));
new_cache_idx += *r_vertex_count;
// uvs
- memcpy(&new_cache_data[new_cache_idx], *r_uvs, sizeof(float) * *r_vertex_count * 2);
+ memcpy(&new_cache_data[new_cache_idx], *r_uv, sizeof(float) * (*r_vertex_count) * 2);
new_cache_idx += *r_vertex_count * 2;
// index count
@@ -220,15 +208,15 @@ bool xatlas_mesh_lightmap_unwrap_callback(float p_texel_size, const float *p_ver
new_cache_idx++;
// indices
- memcpy(&new_cache_data[new_cache_idx], *r_indices, sizeof(int) * *r_index_count);
- new_cache_idx += *r_index_count;
+ memcpy(&new_cache_data[new_cache_idx], *r_index, sizeof(int) * (*r_index_count));
// Return cache data to the caller
- r_cache_data = new_cache_data;
- r_cache_size = new_cache_size;
- r_used_cache = false;
+ *r_mesh_cache = (uint8_t *)new_cache_data;
+ *r_mesh_cache_size = new_cache_size;
}
+ *r_use_cache = cached; // Return whether cache was used.
+
return true;
}
diff --git a/platform/android/display_server_android.cpp b/platform/android/display_server_android.cpp
index dd001baba9..51cea39a43 100644
--- a/platform/android/display_server_android.cpp
+++ b/platform/android/display_server_android.cpp
@@ -778,7 +778,7 @@ void DisplayServerAndroid::process_double_tap(int event_android_button_mask, Poi
ev->set_pressed(event_button_mask != 0);
ev->set_button_index(_button_index_from_mask(event_button_mask));
ev->set_button_mask(event_button_mask);
- ev->set_doubleclick(true);
+ ev->set_double_click(true);
Input::get_singleton()->accumulate_input_event(ev);
}
diff --git a/platform/iphone/display_server_iphone.h b/platform/iphone/display_server_iphone.h
index 31a44723a5..7bf1557873 100644
--- a/platform/iphone/display_server_iphone.h
+++ b/platform/iphone/display_server_iphone.h
@@ -99,7 +99,7 @@ public:
// MARK: Touches
- void touch_press(int p_idx, int p_x, int p_y, bool p_pressed, bool p_doubleclick);
+ void touch_press(int p_idx, int p_x, int p_y, bool p_pressed, bool p_double_click);
void touch_drag(int p_idx, int p_prev_x, int p_prev_y, int p_x, int p_y);
void touches_cancelled(int p_idx);
diff --git a/platform/iphone/display_server_iphone.mm b/platform/iphone/display_server_iphone.mm
index b590ce065c..a852bea207 100644
--- a/platform/iphone/display_server_iphone.mm
+++ b/platform/iphone/display_server_iphone.mm
@@ -222,7 +222,7 @@ void DisplayServerIPhone::_window_callback(const Callable &p_callable, const Var
// MARK: Touches
-void DisplayServerIPhone::touch_press(int p_idx, int p_x, int p_y, bool p_pressed, bool p_doubleclick) {
+void DisplayServerIPhone::touch_press(int p_idx, int p_x, int p_y, bool p_pressed, bool p_double_click) {
if (!GLOBAL_DEF("debug/disable_touch", false)) {
Ref<InputEventScreenTouch> ev;
ev.instance();
diff --git a/platform/javascript/display_server_javascript.cpp b/platform/javascript/display_server_javascript.cpp
index 0031650360..234e42376d 100644
--- a/platform/javascript/display_server_javascript.cpp
+++ b/platform/javascript/display_server_javascript.cpp
@@ -215,14 +215,14 @@ EM_BOOL DisplayServerJavaScript::mouse_button_callback(int p_event_type, const E
display->last_click_ms = 0;
display->last_click_pos = Point2(-100, -100);
display->last_click_button_index = -1;
- ev->set_doubleclick(true);
+ ev->set_double_click(true);
}
} else {
display->last_click_button_index = ev->get_button_index();
}
- if (!ev->is_doubleclick()) {
+ if (!ev->is_double_click()) {
display->last_click_ms += diff;
display->last_click_pos = ev->get_position();
}
diff --git a/platform/linuxbsd/detect.py b/platform/linuxbsd/detect.py
index adbbcaac31..1876960c57 100644
--- a/platform/linuxbsd/detect.py
+++ b/platform/linuxbsd/detect.py
@@ -325,6 +325,10 @@ def configure(env):
if not env["builtin_pcre2"]:
env.ParseConfig("pkg-config libpcre2-32 --cflags --libs")
+ if not env["builtin_embree"]:
+ # No pkgconfig file so far, hardcode expected lib name.
+ env.Append(LIBS=["embree3"])
+
## Flags
if os.system("pkg-config --exists alsa") == 0: # 0 means found
diff --git a/platform/linuxbsd/display_server_x11.cpp b/platform/linuxbsd/display_server_x11.cpp
index 8dc1b41702..12f030bd58 100644
--- a/platform/linuxbsd/display_server_x11.cpp
+++ b/platform/linuxbsd/display_server_x11.cpp
@@ -3162,14 +3162,14 @@ void DisplayServerX11::process_events() {
last_click_ms = 0;
last_click_pos = Point2i(-100, -100);
last_click_button_index = -1;
- mb->set_doubleclick(true);
+ mb->set_double_click(true);
}
} else if (mb->get_button_index() < 4 || mb->get_button_index() > 7) {
last_click_button_index = mb->get_button_index();
}
- if (!mb->is_doubleclick()) {
+ if (!mb->is_double_click()) {
last_click_ms += diff;
last_click_pos = Point2i(event.xbutton.x, event.xbutton.y);
}
diff --git a/platform/osx/display_server_osx.mm b/platform/osx/display_server_osx.mm
index 61bb26c2a8..473ae95036 100644
--- a/platform/osx/display_server_osx.mm
+++ b/platform/osx/display_server_osx.mm
@@ -830,7 +830,7 @@ static void _mouseDownEvent(DisplayServer::WindowID window_id, NSEvent *event, i
mb->set_global_position(pos);
mb->set_button_mask(DS_OSX->last_button_state);
if (index == MOUSE_BUTTON_LEFT && pressed) {
- mb->set_doubleclick([event clickCount] == 2);
+ mb->set_double_click([event clickCount] == 2);
}
Input::get_singleton()->accumulate_input_event(mb);
diff --git a/platform/windows/display_server_windows.cpp b/platform/windows/display_server_windows.cpp
index 8789e6dfb4..4b859da340 100644
--- a/platform/windows/display_server_windows.cpp
+++ b/platform/windows/display_server_windows.cpp
@@ -2412,17 +2412,17 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
case WM_LBUTTONDBLCLK: {
mb->set_pressed(true);
mb->set_button_index(1);
- mb->set_doubleclick(true);
+ mb->set_double_click(true);
} break;
case WM_RBUTTONDBLCLK: {
mb->set_pressed(true);
mb->set_button_index(2);
- mb->set_doubleclick(true);
+ mb->set_double_click(true);
} break;
case WM_MBUTTONDBLCLK: {
mb->set_pressed(true);
mb->set_button_index(3);
- mb->set_doubleclick(true);
+ mb->set_double_click(true);
} break;
case WM_MOUSEWHEEL: {
mb->set_pressed(true);
@@ -2470,7 +2470,7 @@ LRESULT DisplayServerWindows::WndProc(HWND hWnd, UINT uMsg, WPARAM wParam, LPARA
mb->set_button_index(MOUSE_BUTTON_XBUTTON1);
else
mb->set_button_index(MOUSE_BUTTON_XBUTTON2);
- mb->set_doubleclick(true);
+ mb->set_double_click(true);
} break;
default: {
return 0;
diff --git a/scene/2d/tile_map.cpp b/scene/2d/tile_map.cpp
index 4565543ec3..532a795b7c 100644
--- a/scene/2d/tile_map.cpp
+++ b/scene/2d/tile_map.cpp
@@ -1526,6 +1526,12 @@ Vector2 TileMap::map_to_world(const Vector2 &p_pos, bool p_ignore_ofs) const {
Vector2 TileMap::world_to_map(const Vector2 &p_pos) const {
Vector2 ret = get_cell_transform().affine_inverse().xform(p_pos);
+ // Account for precision errors on the border (GH-23250).
+ // 0.00005 is 5*CMP_EPSILON, results would start being unpredictable if
+ // cell size is > 15,000, but we can hardly have more precision anyway with
+ // floating point.
+ ret += Vector2(0.00005, 0.00005);
+
switch (half_offset) {
case HALF_OFFSET_X: {
if (int(floor(ret.y)) & 1) {
@@ -1552,11 +1558,6 @@ Vector2 TileMap::world_to_map(const Vector2 &p_pos) const {
}
}
- // Account for precision errors on the border (GH-23250).
- // 0.00005 is 5*CMP_EPSILON, results would start being unpredictable if
- // cell size is > 15,000, but we can hardly have more precision anyway with
- // floating point.
- ret += Vector2(0.00005, 0.00005);
return ret.floor();
}
diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp
index ab85338f36..5339b8a8da 100644
--- a/scene/3d/gpu_particles_3d.cpp
+++ b/scene/3d/gpu_particles_3d.cpp
@@ -605,10 +605,10 @@ void GPUParticles3D::_bind_methods() {
BIND_CONSTANT(MAX_DRAW_PASSES);
- BIND_CONSTANT(TRANSFORM_ALIGN_DISABLED);
- BIND_CONSTANT(TRANSFORM_ALIGN_Z_BILLBOARD);
- BIND_CONSTANT(TRANSFORM_ALIGN_Y_TO_VELOCITY);
- BIND_CONSTANT(TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY);
+ BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_DISABLED);
+ BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_Z_BILLBOARD);
+ BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_Y_TO_VELOCITY);
+ BIND_ENUM_CONSTANT(TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY);
}
GPUParticles3D::GPUParticles3D() {
diff --git a/scene/gui/gradient_edit.cpp b/scene/gui/gradient_edit.cpp
index e72709e847..ebefb2938f 100644
--- a/scene/gui/gradient_edit.cpp
+++ b/scene/gui/gradient_edit.cpp
@@ -107,7 +107,7 @@ void GradientEdit::_gui_input(const Ref<InputEvent> &p_event) {
Ref<InputEventMouseButton> mb = p_event;
//Show color picker on double click.
- if (mb.is_valid() && mb->get_button_index() == 1 && mb->is_doubleclick() && mb->is_pressed()) {
+ if (mb.is_valid() && mb->get_button_index() == 1 && mb->is_double_click() && mb->is_pressed()) {
grabbed = _get_point_from_pos(mb->get_position().x);
_show_color_picker();
accept_event();
diff --git a/scene/gui/item_list.cpp b/scene/gui/item_list.cpp
index 86d070f9b1..4fddb4b661 100644
--- a/scene/gui/item_list.cpp
+++ b/scene/gui/item_list.cpp
@@ -600,7 +600,7 @@ void ItemList::_gui_input(const Ref<InputEvent> &p_event) {
emit_signal("item_rmb_selected", i, get_local_mouse_position());
}
} else {
- if (!mb->is_doubleclick() && !mb->get_command() && select_mode == SELECT_MULTI && items[i].selectable && !items[i].disabled && items[i].selected && mb->get_button_index() == MOUSE_BUTTON_LEFT) {
+ if (!mb->is_double_click() && !mb->get_command() && select_mode == SELECT_MULTI && items[i].selectable && !items[i].disabled && items[i].selected && mb->get_button_index() == MOUSE_BUTTON_LEFT) {
defer_select_single = i;
return;
}
@@ -622,7 +622,7 @@ void ItemList::_gui_input(const Ref<InputEvent> &p_event) {
if (mb->get_button_index() == MOUSE_BUTTON_RIGHT) {
emit_signal("item_rmb_selected", i, get_local_mouse_position());
- } else if (/*select_mode==SELECT_SINGLE &&*/ mb->is_doubleclick()) {
+ } else if (/*select_mode==SELECT_SINGLE &&*/ mb->is_double_click()) {
emit_signal("item_activated", i);
}
}
diff --git a/scene/gui/line_edit.cpp b/scene/gui/line_edit.cpp
index 1aff5d5390..eb836b3bf7 100644
--- a/scene/gui/line_edit.cpp
+++ b/scene/gui/line_edit.cpp
@@ -260,15 +260,15 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) {
} else {
if (selecting_enabled) {
- if (!b->is_doubleclick() && (OS::get_singleton()->get_ticks_msec() - selection.last_dblclk) < 600) {
+ if (!b->is_double_click() && (OS::get_singleton()->get_ticks_msec() - selection.last_dblclk) < 600) {
// Triple-click select all.
selection.enabled = true;
selection.begin = 0;
selection.end = text.length();
- selection.doubleclick = true;
+ selection.double_click = true;
selection.last_dblclk = 0;
caret_column = selection.begin;
- } else if (b->is_doubleclick()) {
+ } else if (b->is_double_click()) {
// Double-click select word.
Vector<Vector2i> words = TS->shaped_text_get_word_breaks(text_rid);
for (int i = 0; i < words.size(); i++) {
@@ -276,7 +276,7 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) {
selection.enabled = true;
selection.begin = words[i].x;
selection.end = words[i].y;
- selection.doubleclick = true;
+ selection.double_click = true;
selection.last_dblclk = OS::get_singleton()->get_ticks_msec();
caret_column = selection.end;
break;
@@ -308,11 +308,11 @@ void LineEdit::_gui_input(Ref<InputEvent> p_event) {
}
}
- if ((!selection.creating) && (!selection.doubleclick)) {
+ if ((!selection.creating) && (!selection.double_click)) {
deselect();
}
selection.creating = false;
- selection.doubleclick = false;
+ selection.double_click = false;
show_virtual_keyboard();
}
@@ -1532,7 +1532,7 @@ void LineEdit::deselect() {
selection.start_column = 0;
selection.enabled = false;
selection.creating = false;
- selection.doubleclick = false;
+ selection.double_click = false;
update();
}
@@ -1659,7 +1659,7 @@ void LineEdit::select(int p_from, int p_to) {
selection.begin = p_from;
selection.end = p_to;
selection.creating = false;
- selection.doubleclick = false;
+ selection.double_click = false;
update();
}
diff --git a/scene/gui/line_edit.h b/scene/gui/line_edit.h
index f4f0ff0629..12fec2f98b 100644
--- a/scene/gui/line_edit.h
+++ b/scene/gui/line_edit.h
@@ -134,7 +134,7 @@ private:
int start_column = 0;
bool enabled = false;
bool creating = false;
- bool doubleclick = false;
+ bool double_click = false;
bool drag_attempt = false;
uint64_t last_dblclk = 0;
} selection;
diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp
index c763ae6bd6..e8a908c30e 100644
--- a/scene/gui/rich_text_label.cpp
+++ b/scene/gui/rich_text_label.cpp
@@ -1482,7 +1482,7 @@ void RichTextLabel::_gui_input(Ref<InputEvent> p_event) {
}
if (b->get_button_index() == MOUSE_BUTTON_LEFT) {
- if (b->is_pressed() && !b->is_doubleclick()) {
+ if (b->is_pressed() && !b->is_double_click()) {
scroll_updated = false;
ItemFrame *c_frame = nullptr;
int c_line = 0;
@@ -1514,8 +1514,8 @@ void RichTextLabel::_gui_input(Ref<InputEvent> p_event) {
}
}
}
- } else if (b->is_pressed() && b->is_doubleclick() && selection.enabled) {
- //doubleclick: select word
+ } else if (b->is_pressed() && b->is_double_click() && selection.enabled) {
+ //double_click: select word
ItemFrame *c_frame = nullptr;
int c_line = 0;
@@ -1549,7 +1549,7 @@ void RichTextLabel::_gui_input(Ref<InputEvent> p_event) {
} else if (!b->is_pressed()) {
selection.click_item = nullptr;
- if (!b->is_doubleclick() && !scroll_updated) {
+ if (!b->is_double_click() && !scroll_updated) {
Item *c_item = nullptr;
bool outside = true;
@@ -2612,6 +2612,14 @@ void RichTextLabel::pop() {
current = current->parent;
}
+// Creates a new line without adding an ItemNewline to the previous line.
+// Useful when wanting to calling remove_line and add a new line immediately after.
+void RichTextLabel::increment_line_count() {
+ _validate_line_caches(main);
+ current_frame->lines.resize(current_frame->lines.size() + 1);
+ _invalidate_current_line(current_frame);
+}
+
void RichTextLabel::clear() {
main->_clear_children();
current = main;
diff --git a/scene/gui/rich_text_label.h b/scene/gui/rich_text_label.h
index e3e457d1f2..afc88e070a 100644
--- a/scene/gui/rich_text_label.h
+++ b/scene/gui/rich_text_label.h
@@ -483,6 +483,8 @@ public:
void push_cell();
void pop();
+ void increment_line_count();
+
void clear();
void set_offset(int p_pixel);
diff --git a/scene/gui/scroll_container.cpp b/scene/gui/scroll_container.cpp
index 73c6371658..67dcf458b0 100644
--- a/scene/gui/scroll_container.cpp
+++ b/scene/gui/scroll_container.cpp
@@ -299,7 +299,7 @@ void ScrollContainer::_update_dimensions() {
child_max_size.x = MAX(child_max_size.x, minsize.x);
child_max_size.y = MAX(child_max_size.y, minsize.y);
- Rect2 r = Rect2(-scroll, minsize);
+ Rect2 r = Rect2(-Size2(get_h_scroll(), get_v_scroll()), minsize);
if (!scroll_h || (!h_scroll->is_visible_in_tree() && c->get_h_size_flags() & SIZE_EXPAND)) {
r.position.x = 0;
if (c->get_h_size_flags() & SIZE_EXPAND) {
@@ -434,40 +434,16 @@ void ScrollContainer::update_scrollbars() {
Size2 min = child_max_size;
- bool hide_scroll_v = !scroll_v || min.height <= size.height;
- bool hide_scroll_h = !scroll_h || min.width <= size.width;
-
- v_scroll->set_max(min.height);
- if (hide_scroll_v) {
- v_scroll->set_page(size.height);
- v_scroll->hide();
- scroll.y = 0;
- } else {
- v_scroll->show();
- if (hide_scroll_h) {
- v_scroll->set_page(size.height);
- } else {
- v_scroll->set_page(size.height - hmin.height);
- }
-
- scroll.y = v_scroll->get_value();
- }
+ bool hide_scroll_h = !scroll_h || min.width <= size.width || !h_scroll_visible;
+ bool hide_scroll_v = !scroll_v || min.height <= size.height || !v_scroll_visible;
h_scroll->set_max(min.width);
- if (hide_scroll_h) {
- h_scroll->set_page(size.width);
- h_scroll->hide();
- scroll.x = 0;
- } else {
- h_scroll->show();
- if (hide_scroll_v) {
- h_scroll->set_page(size.width);
- } else {
- h_scroll->set_page(size.width - vmin.width);
- }
+ h_scroll->set_page(size.width - (hide_scroll_v ? 0 : vmin.width));
+ h_scroll->set_visible(!hide_scroll_h);
- scroll.x = h_scroll->get_value();
- }
+ v_scroll->set_max(min.height);
+ v_scroll->set_page(size.height - (hide_scroll_h ? 0 : hmin.height));
+ v_scroll->set_visible(!hide_scroll_v);
// Avoid scrollbar overlapping.
h_scroll->set_anchor_and_offset(SIDE_RIGHT, ANCHOR_END, hide_scroll_v ? 0 : -vmin.width);
@@ -475,13 +451,28 @@ void ScrollContainer::update_scrollbars() {
}
void ScrollContainer::_scroll_moved(float) {
- scroll.x = h_scroll->get_value();
- scroll.y = v_scroll->get_value();
queue_sort();
-
update();
};
+void ScrollContainer::set_h_scroll(int p_pos) {
+ h_scroll->set_value(p_pos);
+ _cancel_drag();
+}
+
+int ScrollContainer::get_h_scroll() const {
+ return h_scroll->get_value();
+}
+
+void ScrollContainer::set_v_scroll(int p_pos) {
+ v_scroll->set_value(p_pos);
+ _cancel_drag();
+}
+
+int ScrollContainer::get_v_scroll() const {
+ return v_scroll->get_value();
+}
+
void ScrollContainer::set_enable_h_scroll(bool p_enable) {
if (scroll_h == p_enable) {
return;
@@ -510,22 +501,30 @@ bool ScrollContainer::is_v_scroll_enabled() const {
return scroll_v;
}
-int ScrollContainer::get_v_scroll() const {
- return v_scroll->get_value();
+void ScrollContainer::set_h_scroll_visible(bool p_visible) {
+ if (h_scroll_visible == p_visible) {
+ return;
+ }
+
+ h_scroll_visible = p_visible;
+ update_scrollbars();
}
-void ScrollContainer::set_v_scroll(int p_pos) {
- v_scroll->set_value(p_pos);
- _cancel_drag();
+bool ScrollContainer::is_h_scroll_visible() const {
+ return h_scroll_visible;
}
-int ScrollContainer::get_h_scroll() const {
- return h_scroll->get_value();
+void ScrollContainer::set_v_scroll_visible(bool p_visible) {
+ if (v_scroll_visible == p_visible) {
+ return;
+ }
+
+ v_scroll_visible = p_visible;
+ update_scrollbars();
}
-void ScrollContainer::set_h_scroll(int p_pos) {
- h_scroll->set_value(p_pos);
- _cancel_drag();
+bool ScrollContainer::is_v_scroll_visible() const {
+ return v_scroll_visible;
}
int ScrollContainer::get_deadzone() const {
@@ -581,17 +580,29 @@ VScrollBar *ScrollContainer::get_v_scrollbar() {
void ScrollContainer::_bind_methods() {
ClassDB::bind_method(D_METHOD("_gui_input"), &ScrollContainer::_gui_input);
- ClassDB::bind_method(D_METHOD("set_enable_h_scroll", "enable"), &ScrollContainer::set_enable_h_scroll);
- ClassDB::bind_method(D_METHOD("is_h_scroll_enabled"), &ScrollContainer::is_h_scroll_enabled);
- ClassDB::bind_method(D_METHOD("set_enable_v_scroll", "enable"), &ScrollContainer::set_enable_v_scroll);
- ClassDB::bind_method(D_METHOD("is_v_scroll_enabled"), &ScrollContainer::is_v_scroll_enabled);
ClassDB::bind_method(D_METHOD("_update_scrollbar_position"), &ScrollContainer::_update_scrollbar_position);
+
ClassDB::bind_method(D_METHOD("set_h_scroll", "value"), &ScrollContainer::set_h_scroll);
ClassDB::bind_method(D_METHOD("get_h_scroll"), &ScrollContainer::get_h_scroll);
+
ClassDB::bind_method(D_METHOD("set_v_scroll", "value"), &ScrollContainer::set_v_scroll);
ClassDB::bind_method(D_METHOD("get_v_scroll"), &ScrollContainer::get_v_scroll);
+
+ ClassDB::bind_method(D_METHOD("set_enable_h_scroll", "enable"), &ScrollContainer::set_enable_h_scroll);
+ ClassDB::bind_method(D_METHOD("is_h_scroll_enabled"), &ScrollContainer::is_h_scroll_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_enable_v_scroll", "enable"), &ScrollContainer::set_enable_v_scroll);
+ ClassDB::bind_method(D_METHOD("is_v_scroll_enabled"), &ScrollContainer::is_v_scroll_enabled);
+
+ ClassDB::bind_method(D_METHOD("set_h_scroll_visible", "visible"), &ScrollContainer::set_h_scroll_visible);
+ ClassDB::bind_method(D_METHOD("is_h_scroll_visible"), &ScrollContainer::is_h_scroll_visible);
+
+ ClassDB::bind_method(D_METHOD("set_v_scroll_visible", "visible"), &ScrollContainer::set_v_scroll_visible);
+ ClassDB::bind_method(D_METHOD("is_v_scroll_visible"), &ScrollContainer::is_v_scroll_visible);
+
ClassDB::bind_method(D_METHOD("set_deadzone", "deadzone"), &ScrollContainer::set_deadzone);
ClassDB::bind_method(D_METHOD("get_deadzone"), &ScrollContainer::get_deadzone);
+
ClassDB::bind_method(D_METHOD("set_follow_focus", "enabled"), &ScrollContainer::set_follow_focus);
ClassDB::bind_method(D_METHOD("is_following_focus"), &ScrollContainer::is_following_focus);
@@ -604,10 +615,12 @@ void ScrollContainer::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "follow_focus"), "set_follow_focus", "is_following_focus");
ADD_GROUP("Scroll", "scroll_");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_horizontal_enabled"), "set_enable_h_scroll", "is_h_scroll_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "scroll_horizontal"), "set_h_scroll", "get_h_scroll");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_vertical_enabled"), "set_enable_v_scroll", "is_v_scroll_enabled");
ADD_PROPERTY(PropertyInfo(Variant::INT, "scroll_vertical"), "set_v_scroll", "get_v_scroll");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_horizontal_enabled"), "set_enable_h_scroll", "is_h_scroll_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_vertical_enabled"), "set_enable_v_scroll", "is_v_scroll_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_horizontal_visible"), "set_h_scroll_visible", "is_h_scroll_visible");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "scroll_vertical_visible"), "set_v_scroll_visible", "is_v_scroll_visible");
ADD_PROPERTY(PropertyInfo(Variant::INT, "scroll_deadzone"), "set_deadzone", "get_deadzone");
GLOBAL_DEF("gui/common/default_scroll_deadzone", 0);
diff --git a/scene/gui/scroll_container.h b/scene/gui/scroll_container.h
index e7d73bab0a..f61df70b85 100644
--- a/scene/gui/scroll_container.h
+++ b/scene/gui/scroll_container.h
@@ -42,7 +42,6 @@ class ScrollContainer : public Container {
VScrollBar *v_scroll;
Size2 child_max_size;
- Size2 scroll;
void update_scrollbars();
@@ -50,16 +49,17 @@ class ScrollContainer : public Container {
Vector2 drag_accum;
Vector2 drag_from;
Vector2 last_drag_accum;
- float last_drag_time = 0.0;
- float time_since_motion = 0.0;
+ float time_since_motion = 0.0f;
bool drag_touching = false;
bool drag_touching_deaccel = false;
- bool click_handled = false;
bool beyond_deadzone = false;
bool scroll_h = true;
bool scroll_v = true;
+ bool h_scroll_visible = true;
+ bool v_scroll_visible = true;
+
int deadzone = 0;
bool follow_focus = false;
@@ -80,11 +80,11 @@ protected:
void _ensure_focused_visible(Control *p_node);
public:
- int get_v_scroll() const;
- void set_v_scroll(int p_pos);
-
- int get_h_scroll() const;
void set_h_scroll(int p_pos);
+ int get_h_scroll() const;
+
+ void set_v_scroll(int p_pos);
+ int get_v_scroll() const;
void set_enable_h_scroll(bool p_enable);
bool is_h_scroll_enabled() const;
@@ -92,6 +92,12 @@ public:
void set_enable_v_scroll(bool p_enable);
bool is_v_scroll_enabled() const;
+ void set_h_scroll_visible(bool p_visible);
+ bool is_h_scroll_visible() const;
+
+ void set_v_scroll_visible(bool p_visible);
+ bool is_v_scroll_visible() const;
+
int get_deadzone() const;
void set_deadzone(int p_deadzone);
diff --git a/scene/gui/text_edit.cpp b/scene/gui/text_edit.cpp
index 4f508423b3..ded912591f 100644
--- a/scene/gui/text_edit.cpp
+++ b/scene/gui/text_edit.cpp
@@ -2054,6 +2054,7 @@ void TextEdit::indent_selected_lines_left() {
if (is_selection_active() && get_selection_to_column() == 0) {
end_line--;
}
+ String first_line_text = get_line(start_line);
String last_line_text = get_line(end_line);
for (int i = start_line; i <= end_line; i++) {
@@ -2078,10 +2079,17 @@ void TextEdit::indent_selected_lines_left() {
}
}
- // Fix selection and cursor being off by one on the last line.
- if (is_selection_active() && last_line_text != get_line(end_line)) {
- select(selection.from_line, selection.from_column - removed_characters,
- selection.to_line, initial_selection_end_column - removed_characters);
+ if (is_selection_active()) {
+ // Fix selection being off by one on the first line.
+ if (first_line_text != get_line(start_line)) {
+ select(selection.from_line, selection.from_column - removed_characters,
+ selection.to_line, initial_selection_end_column);
+ }
+ // Fix selection being off by one on the last line.
+ if (last_line_text != get_line(end_line)) {
+ select(selection.from_line, selection.from_column,
+ selection.to_line, initial_selection_end_column - removed_characters);
+ }
}
cursor_set_column(initial_cursor_column - removed_characters, false);
end_complex_operation();
@@ -2895,7 +2903,7 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
completion_current = completion_options[completion_index];
update();
- if (mb->is_doubleclick()) {
+ if (mb->is_double_click()) {
_confirm_completion();
}
}
@@ -3018,12 +3026,12 @@ void TextEdit::_gui_input(const Ref<InputEvent> &p_gui_input) {
selection.selecting_column = col;
}
- if (!mb->is_doubleclick() && (OS::get_singleton()->get_ticks_msec() - last_dblclk) < 600 && cursor.line == prev_line) {
+ if (!mb->is_double_click() && (OS::get_singleton()->get_ticks_msec() - last_dblclk) < 600 && cursor.line == prev_line) {
// Triple-click select line.
selection.selecting_mode = SelectionMode::SELECTION_MODE_LINE;
_update_selection_mode_line();
last_dblclk = 0;
- } else if (mb->is_doubleclick() && text[cursor.line].length()) {
+ } else if (mb->is_double_click() && text[cursor.line].length()) {
// Double-click select word.
selection.selecting_mode = SelectionMode::SELECTION_MODE_WORD;
_update_selection_mode_word();
diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp
index 73fd9dbcd7..6404f6fc0d 100644
--- a/scene/gui/tree.cpp
+++ b/scene/gui/tree.cpp
@@ -1388,7 +1388,7 @@ int Tree::draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2
}
}
- if ((select_mode == SELECT_ROW && selected_item == p_item) || p_item->cells[i].selected) {
+ if ((select_mode == SELECT_ROW && selected_item == p_item) || p_item->cells[i].selected || !p_item->has_meta("__focus_rect")) {
Rect2i r(cell_rect.position, cell_rect.size);
p_item->set_meta("__focus_rect", Rect2(r.position, r.size));
@@ -1866,7 +1866,7 @@ void Tree::_range_click_timeout() {
}
}
-int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, bool p_doubleclick, TreeItem *p_item, int p_button, const Ref<InputEventWithModifiers> &p_mod) {
+int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, bool p_double_click, TreeItem *p_item, int p_button, const Ref<InputEventWithModifiers> &p_mod) {
int item_h = compute_item_height(p_item) + cache.vseparation;
bool skip = (p_item == root && hide_root);
@@ -1963,7 +1963,7 @@ int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, bool
if (p_button == MOUSE_BUTTON_LEFT || (p_button == MOUSE_BUTTON_RIGHT && allow_rmb_select)) {
/* process selection */
- if (p_doubleclick && (!c.editable || c.mode == TreeItem::CELL_MODE_CUSTOM || c.mode == TreeItem::CELL_MODE_ICON /*|| c.mode==TreeItem::CELL_MODE_CHECK*/)) { //it's confusing for check
+ if (p_double_click && (!c.editable || c.mode == TreeItem::CELL_MODE_CUSTOM || c.mode == TreeItem::CELL_MODE_ICON /*|| c.mode==TreeItem::CELL_MODE_CHECK*/)) { //it's confusing for check
propagate_mouse_activated = true;
@@ -2167,7 +2167,7 @@ int Tree::propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, bool
TreeItem *c = p_item->children;
while (c) {
- int child_h = propagate_mouse_event(new_pos, x_ofs, y_ofs, p_doubleclick, c, p_button, p_mod);
+ int child_h = propagate_mouse_event(new_pos, x_ofs, y_ofs, p_double_click, c, p_button, p_mod);
if (child_h < 0) {
return -1; // break, stop propagating, no need to anymore
@@ -2846,7 +2846,7 @@ void Tree::_gui_input(Ref<InputEvent> p_event) {
propagate_mouse_activated = false;
blocked++;
- propagate_mouse_event(pos + cache.offset, 0, 0, b->is_doubleclick(), root, b->get_button_index(), b);
+ propagate_mouse_event(pos + cache.offset, 0, 0, b->is_double_click(), root, b->get_button_index(), b);
blocked--;
if (pressing_for_editor) {
@@ -4262,7 +4262,7 @@ void Tree::_bind_methods() {
ADD_SIGNAL(MethodInfo("item_custom_button_pressed"));
ADD_SIGNAL(MethodInfo("item_double_clicked"));
ADD_SIGNAL(MethodInfo("item_collapsed", PropertyInfo(Variant::OBJECT, "item", PROPERTY_HINT_RESOURCE_TYPE, "TreeItem")));
- //ADD_SIGNAL( MethodInfo("item_doubleclicked" ) );
+ //ADD_SIGNAL( MethodInfo("item_double_clicked" ) );
ADD_SIGNAL(MethodInfo("button_pressed", PropertyInfo(Variant::OBJECT, "item", PROPERTY_HINT_RESOURCE_TYPE, "TreeItem"), PropertyInfo(Variant::INT, "column"), PropertyInfo(Variant::INT, "id")));
ADD_SIGNAL(MethodInfo("custom_popup_edited", PropertyInfo(Variant::BOOL, "arrow_clicked")));
ADD_SIGNAL(MethodInfo("item_activated"));
diff --git a/scene/gui/tree.h b/scene/gui/tree.h
index d1407e24d4..a40817b752 100644
--- a/scene/gui/tree.h
+++ b/scene/gui/tree.h
@@ -390,7 +390,7 @@ private:
void draw_item_rect(TreeItem::Cell &p_cell, const Rect2i &p_rect, const Color &p_color, const Color &p_icon_color, int p_ol_size, const Color &p_ol_color);
int draw_item(const Point2i &p_pos, const Point2 &p_draw_ofs, const Size2 &p_draw_size, TreeItem *p_item);
void select_single_item(TreeItem *p_selected, TreeItem *p_current, int p_col, TreeItem *p_prev = nullptr, bool *r_in_range = nullptr, bool p_force_deselect = false);
- int propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, bool p_doubleclick, TreeItem *p_item, int p_button, const Ref<InputEventWithModifiers> &p_mod);
+ int propagate_mouse_event(const Point2i &p_pos, int x_ofs, int y_ofs, bool p_double_click, TreeItem *p_item, int p_button, const Ref<InputEventWithModifiers> &p_mod);
void _text_editor_enter(String p_text);
void _text_editor_modal_close();
void value_editor_changed(double p_value);
diff --git a/scene/main/http_request.cpp b/scene/main/http_request.cpp
index 08ab71e7fa..884696d58d 100644
--- a/scene/main/http_request.cpp
+++ b/scene/main/http_request.cpp
@@ -40,9 +40,7 @@ Error HTTPRequest::_request() {
}
Error HTTPRequest::_parse_url(const String &p_url) {
- url = p_url;
use_ssl = false;
-
request_string = "";
port = 80;
request_sent = false;
@@ -52,35 +50,20 @@ Error HTTPRequest::_parse_url(const String &p_url) {
downloaded.set(0);
redirections = 0;
- String url_lower = url.to_lower();
- if (url_lower.begins_with("http://")) {
- url = url.substr(7, url.length() - 7);
- } else if (url_lower.begins_with("https://")) {
- url = url.substr(8, url.length() - 8);
+ String scheme;
+ Error err = p_url.parse_url(scheme, url, port, request_string);
+ ERR_FAIL_COND_V_MSG(err != OK, err, "Error parsing URL: " + p_url + ".");
+ if (scheme == "https://") {
use_ssl = true;
- port = 443;
- } else {
- ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Malformed URL: " + url + ".");
+ } else if (scheme != "http://") {
+ ERR_FAIL_V_MSG(ERR_INVALID_PARAMETER, "Invalid URL scheme: " + scheme + ".");
}
-
- ERR_FAIL_COND_V_MSG(url.length() < 1, ERR_INVALID_PARAMETER, "URL too short: " + url + ".");
-
- int slash_pos = url.find("/");
-
- if (slash_pos != -1) {
- request_string = url.substr(slash_pos, url.length());
- url = url.substr(0, slash_pos);
- } else {
- request_string = "/";
+ if (port == 0) {
+ port = use_ssl ? 443 : 80;
}
-
- int colon_pos = url.find(":");
- if (colon_pos != -1) {
- port = url.substr(colon_pos + 1, url.length()).to_int();
- url = url.substr(0, colon_pos);
- ERR_FAIL_COND_V(port < 1 || port > 65535, ERR_INVALID_PARAMETER);
+ if (request_string.is_empty()) {
+ request_string = "/";
}
-
return OK;
}
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index b7313749d6..c90d3e4a32 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -591,7 +591,7 @@ Variant Node::_rpc_bind(const Variant **p_args, int p_argcount, Callable::CallEr
if (p_args[0]->get_type() != Variant::STRING_NAME) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_error.argument = 0;
- r_error.expected = Variant::STRING;
+ r_error.expected = Variant::STRING_NAME;
return Variant();
}
@@ -620,7 +620,7 @@ Variant Node::_rpc_id_bind(const Variant **p_args, int p_argcount, Callable::Cal
if (p_args[1]->get_type() != Variant::STRING_NAME) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_error.argument = 1;
- r_error.expected = Variant::STRING;
+ r_error.expected = Variant::STRING_NAME;
return Variant();
}
@@ -643,7 +643,7 @@ Variant Node::_rpc_unreliable_bind(const Variant **p_args, int p_argcount, Calla
if (p_args[0]->get_type() != Variant::STRING_NAME) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_error.argument = 0;
- r_error.expected = Variant::STRING;
+ r_error.expected = Variant::STRING_NAME;
return Variant();
}
@@ -672,7 +672,7 @@ Variant Node::_rpc_unreliable_id_bind(const Variant **p_args, int p_argcount, Ca
if (p_args[1]->get_type() != Variant::STRING_NAME) {
r_error.error = Callable::CallError::CALL_ERROR_INVALID_ARGUMENT;
r_error.argument = 1;
- r_error.expected = Variant::STRING;
+ r_error.expected = Variant::STRING_NAME;
return Variant();
}
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index f1613f2fe5..f861e3064c 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -1412,6 +1412,16 @@ void Viewport::_update_canvas_items(Node *p_node) {
}
}
+void Viewport::set_use_xr(bool p_use_xr) {
+ use_xr = p_use_xr;
+
+ RS::get_singleton()->viewport_set_use_xr(viewport, use_xr);
+}
+
+bool Viewport::is_using_xr() {
+ return use_xr;
+}
+
Ref<ViewportTexture> Viewport::get_texture() const {
return default_texture;
}
@@ -1830,6 +1840,7 @@ void Viewport::_gui_input_event(Ref<InputEvent> p_event) {
Control *over = nullptr;
Point2 mpos = mb->get_position();
+ gui.last_mouse_pos = mpos;
if (mb->is_pressed()) {
Size2 pos = mpos;
if (gui.mouse_focus_mask) {
@@ -3498,6 +3509,9 @@ void Viewport::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_render_info", "info"), &Viewport::get_render_info);
+ ClassDB::bind_method(D_METHOD("set_use_xr", "use"), &Viewport::set_use_xr);
+ ClassDB::bind_method(D_METHOD("is_using_xr"), &Viewport::is_using_xr);
+
ClassDB::bind_method(D_METHOD("get_texture"), &Viewport::get_texture);
ClassDB::bind_method(D_METHOD("set_physics_object_picking", "enable"), &Viewport::set_physics_object_picking);
@@ -3578,6 +3592,7 @@ void Viewport::_bind_methods() {
ClassDB::bind_method(D_METHOD("_process_picking"), &Viewport::_process_picking);
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_xr"), "set_use_xr", "is_using_xr");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "own_world_3d"), "set_use_own_world_3d", "is_using_own_world_3d");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_3d", PROPERTY_HINT_RESOURCE_TYPE, "World3D"), "set_world_3d", "get_world_3d");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "world_2d", PROPERTY_HINT_RESOURCE_TYPE, "World2D", 0), "set_world_2d", "get_world_2d");
@@ -3746,16 +3761,6 @@ Viewport::~Viewport() {
/////////////////////////////////
-void SubViewport::set_use_xr(bool p_use_xr) {
- xr = p_use_xr;
-
- RS::get_singleton()->viewport_set_use_xr(get_viewport_rid(), xr);
-}
-
-bool SubViewport::is_using_xr() {
- return xr;
-}
-
void SubViewport::set_size(const Size2i &p_size) {
_set_size(p_size, _get_size_2d_override(), Rect2i(), _stretch_transform(), true);
}
@@ -3828,9 +3833,6 @@ void SubViewport::_notification(int p_what) {
}
void SubViewport::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_use_xr", "use"), &SubViewport::set_use_xr);
- ClassDB::bind_method(D_METHOD("is_using_xr"), &SubViewport::is_using_xr);
-
ClassDB::bind_method(D_METHOD("set_size", "size"), &SubViewport::set_size);
ClassDB::bind_method(D_METHOD("get_size"), &SubViewport::get_size);
@@ -3846,7 +3848,6 @@ void SubViewport::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_clear_mode", "mode"), &SubViewport::set_clear_mode);
ClassDB::bind_method(D_METHOD("get_clear_mode"), &SubViewport::get_clear_mode);
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "xr"), "set_use_xr", "is_using_xr");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size_2d_override"), "set_size_2d_override", "get_size_2d_override");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "size_2d_override_stretch"), "set_size_2d_override_stretch", "is_size_2d_override_stretch_enabled");
diff --git a/scene/main/viewport.h b/scene/main/viewport.h
index 6786b70a6b..2e88e1251d 100644
--- a/scene/main/viewport.h
+++ b/scene/main/viewport.h
@@ -234,6 +234,7 @@ private:
Size2i size;
Size2i size_2d_override;
bool size_allocated = false;
+ bool use_xr = false;
RID contact_2d_debug;
RID contact_3d_debug_multimesh;
@@ -534,6 +535,9 @@ public:
void set_transparent_background(bool p_enable);
bool has_transparent_background() const;
+ void set_use_xr(bool p_use_xr);
+ bool is_using_xr();
+
Ref<ViewportTexture> get_texture() const;
void set_shadow_atlas_size(int p_size);
@@ -656,7 +660,6 @@ public:
private:
UpdateMode update_mode = UPDATE_WHEN_VISIBLE;
ClearMode clear_mode = CLEAR_MODE_ALWAYS;
- bool xr = false;
bool size_2d_override_stretch = false;
protected:
@@ -672,9 +675,6 @@ public:
void set_size_2d_override(const Size2i &p_size);
Size2i get_size_2d_override() const;
- void set_use_xr(bool p_use_xr);
- bool is_using_xr();
-
void set_size_2d_override_stretch(bool p_enable);
bool is_size_2d_override_stretch_enabled() const;
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index d31dbc877b..33ad15b938 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -1401,7 +1401,7 @@ void ArrayMesh::regen_normal_maps() {
}
//dirty hack
-bool (*array_mesh_lightmap_unwrap_callback)(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y, int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache);
+bool (*array_mesh_lightmap_unwrap_callback)(float p_texel_size, const float *p_vertices, const float *p_normals, int p_vertex_count, const int *p_indices, int p_index_count, const uint8_t *p_cache_data, bool *r_use_cache, uint8_t **r_mesh_cache, int *r_mesh_cache_size, float **r_uv, int **r_vertex, int *r_vertex_count, int **r_index, int *r_index_count, int *r_size_hint_x, int *r_size_hint_y) = NULL;
struct ArrayMeshLightmapSurface {
Ref<Material> material;
@@ -1411,28 +1411,28 @@ struct ArrayMeshLightmapSurface {
};
Error ArrayMesh::lightmap_unwrap(const Transform &p_base_transform, float p_texel_size) {
- int *cache_data = nullptr;
- unsigned int cache_size = 0;
- bool use_cache = false; // Don't use cache
- return lightmap_unwrap_cached(cache_data, cache_size, use_cache, p_base_transform, p_texel_size);
+ Vector<uint8_t> null_cache;
+ return lightmap_unwrap_cached(p_base_transform, p_texel_size, null_cache, null_cache, false);
}
-Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache, const Transform &p_base_transform, float p_texel_size) {
+Error ArrayMesh::lightmap_unwrap_cached(const Transform &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache, bool p_generate_cache) {
ERR_FAIL_COND_V(!array_mesh_lightmap_unwrap_callback, ERR_UNCONFIGURED);
ERR_FAIL_COND_V_MSG(blend_shapes.size() != 0, ERR_UNAVAILABLE, "Can't unwrap mesh with blend shapes.");
- Vector<float> vertices;
- Vector<float> normals;
- Vector<int> indices;
- Vector<float> uv;
- Vector<Pair<int, int>> uv_indices;
+ LocalVector<float> vertices;
+ LocalVector<float> normals;
+ LocalVector<int> indices;
+ LocalVector<float> uv;
+ LocalVector<Pair<int, int>> uv_indices;
Vector<ArrayMeshLightmapSurface> lightmap_surfaces;
// Keep only the scale
- Transform transform = p_base_transform;
- transform.origin = Vector3();
- transform.looking_at(Vector3(1, 0, 0), Vector3(0, 1, 0));
+ Basis basis = p_base_transform.get_basis();
+ Vector3 scale = Vector3(basis.get_axis(0).length(), basis.get_axis(1).length(), basis.get_axis(2).length());
+
+ Transform transform;
+ transform.scale(scale);
Basis normal_basis = transform.basis.inverse().transposed();
@@ -1446,14 +1446,12 @@ Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cach
Array arrays = surface_get_arrays(i);
s.material = surface_get_material(i);
- SurfaceTool::create_vertex_array_from_triangle_arrays(arrays, s.vertices);
+ SurfaceTool::create_vertex_array_from_triangle_arrays(arrays, s.vertices, &s.format);
- Vector<Vector3> rvertices = arrays[Mesh::ARRAY_VERTEX];
+ PackedVector3Array rvertices = arrays[Mesh::ARRAY_VERTEX];
int vc = rvertices.size();
- const Vector3 *r = rvertices.ptr();
- Vector<Vector3> rnormals = arrays[Mesh::ARRAY_NORMAL];
- const Vector3 *rn = rnormals.ptr();
+ PackedVector3Array rnormals = arrays[Mesh::ARRAY_NORMAL];
int vertex_ofs = vertices.size() / 3;
@@ -1462,24 +1460,29 @@ Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cach
uv_indices.resize(vertex_ofs + vc);
for (int j = 0; j < vc; j++) {
- Vector3 v = transform.xform(r[j]);
- Vector3 n = normal_basis.xform(rn[j]).normalized();
-
- vertices.write[(j + vertex_ofs) * 3 + 0] = v.x;
- vertices.write[(j + vertex_ofs) * 3 + 1] = v.y;
- vertices.write[(j + vertex_ofs) * 3 + 2] = v.z;
- normals.write[(j + vertex_ofs) * 3 + 0] = n.x;
- normals.write[(j + vertex_ofs) * 3 + 1] = n.y;
- normals.write[(j + vertex_ofs) * 3 + 2] = n.z;
- uv_indices.write[j + vertex_ofs] = Pair<int, int>(i, j);
+ Vector3 v = transform.xform(rvertices[j]);
+ Vector3 n = normal_basis.xform(rnormals[j]).normalized();
+
+ vertices[(j + vertex_ofs) * 3 + 0] = v.x;
+ vertices[(j + vertex_ofs) * 3 + 1] = v.y;
+ vertices[(j + vertex_ofs) * 3 + 2] = v.z;
+ normals[(j + vertex_ofs) * 3 + 0] = n.x;
+ normals[(j + vertex_ofs) * 3 + 1] = n.y;
+ normals[(j + vertex_ofs) * 3 + 2] = n.z;
+ uv_indices[j + vertex_ofs] = Pair<int, int>(i, j);
}
- Vector<int> rindices = arrays[Mesh::ARRAY_INDEX];
+ PackedInt32Array rindices = arrays[Mesh::ARRAY_INDEX];
int ic = rindices.size();
+ float eps = 1.19209290e-7F; // Taken from xatlas.h
if (ic == 0) {
for (int j = 0; j < vc / 3; j++) {
- if (Face3(r[j * 3 + 0], r[j * 3 + 1], r[j * 3 + 2]).is_degenerate()) {
+ Vector3 p0 = transform.xform(rvertices[j * 3 + 0]);
+ Vector3 p1 = transform.xform(rvertices[j * 3 + 1]);
+ Vector3 p2 = transform.xform(rvertices[j * 3 + 2]);
+
+ if ((p0 - p1).length_squared() < eps || (p1 - p2).length_squared() < eps || (p2 - p0).length_squared() < eps) {
continue;
}
@@ -1489,15 +1492,18 @@ Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cach
}
} else {
- const int *ri = rindices.ptr();
-
for (int j = 0; j < ic / 3; j++) {
- if (Face3(r[ri[j * 3 + 0]], r[ri[j * 3 + 1]], r[ri[j * 3 + 2]]).is_degenerate()) {
+ Vector3 p0 = transform.xform(rvertices[rindices[j * 3 + 0]]);
+ Vector3 p1 = transform.xform(rvertices[rindices[j * 3 + 1]]);
+ Vector3 p2 = transform.xform(rvertices[rindices[j * 3 + 2]]);
+
+ if ((p0 - p1).length_squared() < eps || (p1 - p2).length_squared() < eps || (p2 - p0).length_squared() < eps) {
continue;
}
- indices.push_back(vertex_ofs + ri[j * 3 + 0]);
- indices.push_back(vertex_ofs + ri[j * 3 + 1]);
- indices.push_back(vertex_ofs + ri[j * 3 + 2]);
+
+ indices.push_back(vertex_ofs + rindices[j * 3 + 0]);
+ indices.push_back(vertex_ofs + rindices[j * 3 + 1]);
+ indices.push_back(vertex_ofs + rindices[j * 3 + 2]);
}
}
@@ -1506,6 +1512,9 @@ Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cach
//unwrap
+ bool use_cache = p_generate_cache; // Used to request cache generation and to know if cache was used
+ uint8_t *gen_cache;
+ int gen_cache_size;
float *gen_uvs;
int *gen_vertices;
int *gen_indices;
@@ -1514,17 +1523,16 @@ Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cach
int size_x;
int size_y;
- bool ok = array_mesh_lightmap_unwrap_callback(p_texel_size, vertices.ptr(), normals.ptr(), vertices.size() / 3, indices.ptr(), indices.size(), &gen_uvs, &gen_vertices, &gen_vertex_count, &gen_indices, &gen_index_count, &size_x, &size_y, r_cache_data, r_cache_size, r_used_cache);
+ bool ok = array_mesh_lightmap_unwrap_callback(p_texel_size, vertices.ptr(), normals.ptr(), vertices.size() / 3, indices.ptr(), indices.size(), p_src_cache.ptr(), &use_cache, &gen_cache, &gen_cache_size, &gen_uvs, &gen_vertices, &gen_vertex_count, &gen_indices, &gen_index_count, &size_x, &size_y);
if (!ok) {
return ERR_CANT_CREATE;
}
- //remove surfaces
clear_surfaces();
//create surfacetools for each surface..
- Vector<Ref<SurfaceTool>> surfaces_tools;
+ LocalVector<Ref<SurfaceTool>> surfaces_tools;
for (int i = 0; i < lightmap_surfaces.size(); i++) {
Ref<SurfaceTool> st;
@@ -1535,11 +1543,12 @@ Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cach
}
print_verbose("Mesh: Gen indices: " + itos(gen_index_count));
+
//go through all indices
for (int i = 0; i < gen_index_count; i += 3) {
- ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 0]], uv_indices.size(), ERR_BUG);
- ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 1]], uv_indices.size(), ERR_BUG);
- ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 2]], uv_indices.size(), ERR_BUG);
+ ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 0]], (int)uv_indices.size(), ERR_BUG);
+ ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 1]], (int)uv_indices.size(), ERR_BUG);
+ ERR_FAIL_INDEX_V(gen_vertices[gen_indices[i + 2]], (int)uv_indices.size(), ERR_BUG);
ERR_FAIL_COND_V(uv_indices[gen_vertices[gen_indices[i + 0]]].first != uv_indices[gen_vertices[gen_indices[i + 1]]].first || uv_indices[gen_vertices[gen_indices[i + 0]]].first != uv_indices[gen_vertices[gen_indices[i + 2]]].first, ERR_BUG);
@@ -1549,48 +1558,53 @@ Error ArrayMesh::lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cach
SurfaceTool::Vertex v = lightmap_surfaces[surface].vertices[uv_indices[gen_vertices[gen_indices[i + j]]].second];
if (lightmap_surfaces[surface].format & ARRAY_FORMAT_COLOR) {
- surfaces_tools.write[surface]->set_color(v.color);
+ surfaces_tools[surface]->set_color(v.color);
}
if (lightmap_surfaces[surface].format & ARRAY_FORMAT_TEX_UV) {
- surfaces_tools.write[surface]->set_uv(v.uv);
+ surfaces_tools[surface]->set_uv(v.uv);
}
if (lightmap_surfaces[surface].format & ARRAY_FORMAT_NORMAL) {
- surfaces_tools.write[surface]->set_normal(v.normal);
+ surfaces_tools[surface]->set_normal(v.normal);
}
if (lightmap_surfaces[surface].format & ARRAY_FORMAT_TANGENT) {
Plane t;
t.normal = v.tangent;
t.d = v.binormal.dot(v.normal.cross(v.tangent)) < 0 ? -1 : 1;
- surfaces_tools.write[surface]->set_tangent(t);
+ surfaces_tools[surface]->set_tangent(t);
}
if (lightmap_surfaces[surface].format & ARRAY_FORMAT_BONES) {
- surfaces_tools.write[surface]->set_bones(v.bones);
+ surfaces_tools[surface]->set_bones(v.bones);
}
if (lightmap_surfaces[surface].format & ARRAY_FORMAT_WEIGHTS) {
- surfaces_tools.write[surface]->set_weights(v.weights);
+ surfaces_tools[surface]->set_weights(v.weights);
}
Vector2 uv2(gen_uvs[gen_indices[i + j] * 2 + 0], gen_uvs[gen_indices[i + j] * 2 + 1]);
- surfaces_tools.write[surface]->set_uv2(uv2);
+ surfaces_tools[surface]->set_uv2(uv2);
- surfaces_tools.write[surface]->add_vertex(v.vertex);
+ surfaces_tools[surface]->add_vertex(v.vertex);
}
}
//generate surfaces
-
- for (int i = 0; i < surfaces_tools.size(); i++) {
- surfaces_tools.write[i]->index();
- surfaces_tools.write[i]->commit(Ref<ArrayMesh>((ArrayMesh *)this), lightmap_surfaces[i].format);
+ for (unsigned int i = 0; i < surfaces_tools.size(); i++) {
+ surfaces_tools[i]->index();
+ surfaces_tools[i]->commit(Ref<ArrayMesh>((ArrayMesh *)this), lightmap_surfaces[i].format);
}
set_lightmap_size_hint(Size2(size_x, size_y));
- if (!r_used_cache) {
- //free stuff
- ::free(gen_vertices);
- ::free(gen_indices);
- ::free(gen_uvs);
+ if (gen_cache_size > 0) {
+ r_dst_cache.resize(gen_cache_size);
+ memcpy(r_dst_cache.ptrw(), gen_cache, gen_cache_size);
+ memfree(gen_cache);
+ }
+
+ if (!use_cache) {
+ // Cache was not used, free the buffers
+ memfree(gen_vertices);
+ memfree(gen_indices);
+ memfree(gen_uvs);
}
return OK;
diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h
index 13019c691d..aa830d7b50 100644
--- a/scene/resources/mesh.h
+++ b/scene/resources/mesh.h
@@ -263,7 +263,7 @@ public:
void regen_normal_maps();
Error lightmap_unwrap(const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
- Error lightmap_unwrap_cached(int *&r_cache_data, unsigned int &r_cache_size, bool &r_used_cache, const Transform &p_base_transform = Transform(), float p_texel_size = 0.05);
+ Error lightmap_unwrap_cached(const Transform &p_base_transform, float p_texel_size, const Vector<uint8_t> &p_src_cache, Vector<uint8_t> &r_dst_cache, bool p_generate_cache = true);
virtual void reload_from_file() override;
diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp
index d65b0c8927..31df35aa51 100644
--- a/scene/resources/physics_material.cpp
+++ b/scene/resources/physics_material.cpp
@@ -43,9 +43,9 @@ void PhysicsMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_absorbent", "absorbent"), &PhysicsMaterial::set_absorbent);
ClassDB::bind_method(D_METHOD("is_absorbent"), &PhysicsMaterial::is_absorbent);
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_friction", "get_friction");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "friction", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_friction", "get_friction");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "rough"), "set_rough", "is_rough");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_bounce", "get_bounce");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bounce", PROPERTY_HINT_RANGE, "0,1,0.01,or_greater"), "set_bounce", "get_bounce");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "absorbent"), "set_absorbent", "is_absorbent");
}
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index 78cbb5d90f..c3d84aeda2 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -2075,16 +2075,14 @@ void RibbonTrailMesh::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_shape"), &RibbonTrailMesh::get_shape);
ADD_PROPERTY(PropertyInfo(Variant::INT, "shape", PROPERTY_HINT_ENUM, "Flat,Cross"), "set_shape", "get_shape");
-
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "size", PROPERTY_HINT_RANGE, "0.001,100.0,0.001,or_greater"), "set_size", "get_size");
-
ADD_PROPERTY(PropertyInfo(Variant::INT, "sections", PROPERTY_HINT_RANGE, "2,128,1"), "set_sections", "get_sections");
-
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "section_length", PROPERTY_HINT_RANGE, "0.001,1024.0,0.001,or_greater"), "set_section_length", "get_section_length");
-
ADD_PROPERTY(PropertyInfo(Variant::INT, "section_segments", PROPERTY_HINT_RANGE, "1,128,1"), "set_section_segments", "get_section_segments");
-
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve", "get_curve");
+
+ BIND_ENUM_CONSTANT(SHAPE_FLAT)
+ BIND_ENUM_CONSTANT(SHAPE_CROSS)
}
RibbonTrailMesh::RibbonTrailMesh() {
diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/area_pair_2d_sw.cpp
index 21ad57e344..eb9fc0e800 100644
--- a/servers/physics_2d/area_pair_2d_sw.cpp
+++ b/servers/physics_2d/area_pair_2d_sw.cpp
@@ -40,31 +40,48 @@ bool AreaPair2DSW::setup(real_t p_step) {
result = true;
}
+ process_collision = false;
if (result != colliding) {
- if (result) {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
- body->add_area(area);
- }
- if (area->has_monitor_callback()) {
- area->add_body_to_query(body, body_shape, area_shape);
- }
-
- } else {
- if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
- body->remove_area(area);
- }
- if (area->has_monitor_callback()) {
- area->remove_body_from_query(body, body_shape, area_shape);
- }
+ if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ process_collision = true;
+ } else if (area->has_monitor_callback()) {
+ process_collision = true;
}
colliding = result;
}
- return false; //never do any post solving
+ return process_collision;
+}
+
+bool AreaPair2DSW::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ body->add_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->add_body_to_query(body, body_shape, area_shape);
+ }
+ } else {
+ if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) {
+ body->remove_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->remove_body_from_query(body, body_shape, area_shape);
+ }
+ }
+
+ return false; // Never do any post solving.
}
void AreaPair2DSW::solve(real_t p_step) {
+ // Nothing to do.
}
AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape) {
@@ -72,7 +89,6 @@ AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area,
area = p_area;
body_shape = p_body_shape;
area_shape = p_area_shape;
- colliding = false;
body->add_constraint(this, 0);
area->add_constraint(this);
if (p_body->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) { //need to be active to process pair
@@ -103,33 +119,48 @@ bool Area2Pair2DSW::setup(real_t p_step) {
result = true;
}
+ process_collision = false;
if (result != colliding) {
- if (result) {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
- area_b->add_area_to_query(area_a, shape_a, shape_b);
- }
-
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->add_area_to_query(area_b, shape_b, shape_a);
- }
-
- } else {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
- area_b->remove_area_from_query(area_a, shape_a, shape_b);
- }
-
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->remove_area_from_query(area_b, shape_b, shape_a);
- }
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ process_collision = true;
+ } else if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ process_collision = true;
}
colliding = result;
}
- return false; //never do any post solving
+ return process_collision;
+}
+
+bool Area2Pair2DSW::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ area_b->add_area_to_query(area_a, shape_a, shape_b);
+ }
+
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ area_a->add_area_to_query(area_b, shape_b, shape_a);
+ }
+ } else {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
+
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ area_a->remove_area_from_query(area_b, shape_b, shape_a);
+ }
+ }
+
+ return false; // Never do any post solving.
}
void Area2Pair2DSW::solve(real_t p_step) {
+ // Nothing to do.
}
Area2Pair2DSW::Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b) {
@@ -137,7 +168,6 @@ Area2Pair2DSW::Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area
area_b = p_area_b;
shape_a = p_shape_a;
shape_b = p_shape_b;
- colliding = false;
area_a->add_constraint(this);
area_b->add_constraint(this);
}
diff --git a/servers/physics_2d/area_pair_2d_sw.h b/servers/physics_2d/area_pair_2d_sw.h
index 4015aad5d1..4632a307d9 100644
--- a/servers/physics_2d/area_pair_2d_sw.h
+++ b/servers/physics_2d/area_pair_2d_sw.h
@@ -36,30 +36,34 @@
#include "constraint_2d_sw.h"
class AreaPair2DSW : public Constraint2DSW {
- Body2DSW *body;
- Area2DSW *area;
- int body_shape;
- int area_shape;
- bool colliding;
+ Body2DSW *body = nullptr;
+ Area2DSW *area = nullptr;
+ int body_shape = 0;
+ int area_shape = 0;
+ bool colliding = false;
+ bool process_collision = false;
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape);
~AreaPair2DSW();
};
class Area2Pair2DSW : public Constraint2DSW {
- Area2DSW *area_a;
- Area2DSW *area_b;
- int shape_a;
- int shape_b;
- bool colliding;
+ Area2DSW *area_a = nullptr;
+ Area2DSW *area_b = nullptr;
+ int shape_a = 0;
+ int shape_b = 0;
+ bool colliding = false;
+ bool process_collision = false;
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b);
~Area2Pair2DSW();
diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/body_2d_sw.cpp
index 9306fea70c..f78a487e27 100644
--- a/servers/physics_2d/body_2d_sw.cpp
+++ b/servers/physics_2d/body_2d_sw.cpp
@@ -104,31 +104,17 @@ void Body2DSW::set_active(bool p_active) {
}
active = p_active;
- if (!p_active) {
- if (get_space()) {
- get_space()->body_remove_from_active_list(&active_list);
- }
- } else {
+
+ if (active) {
if (mode == PhysicsServer2D::BODY_MODE_STATIC) {
- return; //static bodies can't become active
- }
- if (get_space()) {
+ // Static bodies can't be active.
+ active = false;
+ } else if (get_space()) {
get_space()->body_add_to_active_list(&active_list);
}
-
- //still_time=0;
- }
- /*
- if (!space)
- return;
-
- for(int i=0;i<get_shape_count();i++) {
- Shape &s=shapes[i];
- if (s.bpid>0) {
- get_space()->get_broadphase()->set_active(s.bpid,active);
- }
+ } else if (get_space()) {
+ get_space()->body_remove_from_active_list(&active_list);
}
-*/
}
void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, real_t p_value) {
@@ -370,13 +356,6 @@ void Body2DSW::set_space(Space2DSW *p_space) {
if (active) {
get_space()->body_add_to_active_list(&active_list);
}
- /*
- _update_queries();
- if (is_active()) {
- active=false;
- set_active(true);
- }
- */
}
first_integration = false;
diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/body_pair_2d_sw.cpp
index da70ac7d4b..ff31825b83 100644
--- a/servers/physics_2d/body_pair_2d_sw.cpp
+++ b/servers/physics_2d/body_pair_2d_sw.cpp
@@ -87,10 +87,13 @@ void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vecto
int least_deep = -1;
real_t min_depth = 1e10;
+ const Transform2D &transform_A = A->get_transform();
+ const Transform2D &transform_B = B->get_transform();
+
for (int i = 0; i <= contact_count; i++) {
Contact &c = (i == contact_count) ? contact : contacts[i];
- Vector2 global_A = A->get_transform().basis_xform(c.local_A);
- Vector2 global_B = B->get_transform().basis_xform(c.local_B) + offset_B;
+ Vector2 global_A = transform_A.basis_xform(c.local_A);
+ Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B;
Vector2 axis = global_A - global_B;
real_t depth = axis.dot(c.normal);
@@ -124,6 +127,9 @@ void BodyPair2DSW::_validate_contacts() {
real_t max_separation = space->get_contact_max_separation();
real_t max_separation2 = max_separation * max_separation;
+ const Transform2D &transform_A = A->get_transform();
+ const Transform2D &transform_B = B->get_transform();
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
@@ -134,8 +140,8 @@ void BodyPair2DSW::_validate_contacts() {
} else {
c.reused = false;
- Vector2 global_A = A->get_transform().basis_xform(c.local_A);
- Vector2 global_B = B->get_transform().basis_xform(c.local_B) + offset_B;
+ Vector2 global_A = transform_A.basis_xform(c.local_A);
+ Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B;
Vector2 axis = global_A - global_B;
real_t depth = axis.dot(c.normal);
@@ -220,14 +226,16 @@ real_t combine_friction(Body2DSW *A, Body2DSW *B) {
}
bool BodyPair2DSW::setup(real_t p_step) {
- //cannot collide
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
}
- bool report_contacts_only = false;
- if ((A->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC)) {
+ report_contacts_only = false;
+ if (!dynamic_A && !dynamic_B) {
if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) {
report_contacts_only = true;
} else {
@@ -246,12 +254,12 @@ bool BodyPair2DSW::setup(real_t p_step) {
_validate_contacts();
- Vector2 offset_A = A->get_transform().get_origin();
+ const Vector2 &offset_A = A->get_transform().get_origin();
Transform2D xform_Au = A->get_transform().untranslated();
Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A);
Transform2D xform_Bu = B->get_transform();
- xform_Bu.elements[2] -= A->get_transform().get_origin();
+ xform_Bu.elements[2] -= offset_A;
Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B);
Shape2DSW *shape_A_ptr = A->get_shape(shape_A);
@@ -272,13 +280,13 @@ bool BodyPair2DSW::setup(real_t p_step) {
if (!collided) {
//test ccd (currently just a raycast)
- if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
+ if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && dynamic_A) {
if (_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B)) {
collided = true;
}
}
- if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
+ if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && dynamic_B) {
if (_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A, true)) {
collided = true;
}
@@ -338,9 +346,21 @@ bool BodyPair2DSW::setup(real_t p_step) {
}
}
+ return true;
+}
+
+bool BodyPair2DSW::pre_solve(real_t p_step) {
+ if (!collided || oneway_disabled) {
+ return false;
+ }
+
real_t max_penetration = space->get_contact_max_allowed_penetration();
real_t bias = 0.3;
+
+ Shape2DSW *shape_A_ptr = A->get_shape(shape_A);
+ Shape2DSW *shape_B_ptr = B->get_shape(shape_B);
+
if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
if (shape_A_ptr->get_custom_bias() == 0) {
bias = shape_B_ptr->get_custom_bias();
@@ -351,21 +371,23 @@ bool BodyPair2DSW::setup(real_t p_step) {
}
}
- cc = 0;
-
real_t inv_dt = 1.0 / p_step;
bool do_process = false;
+ const Vector2 &offset_A = A->get_transform().get_origin();
+ const Transform2D &transform_A = A->get_transform();
+ const Transform2D &transform_B = B->get_transform();
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
-
c.active = false;
- Vector2 global_A = xform_Au.xform(c.local_A);
- Vector2 global_B = xform_Bu.xform(c.local_B);
+ Vector2 global_A = transform_A.basis_xform(c.local_A);
+ Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B;
- real_t depth = c.normal.dot(global_A - global_B);
+ Vector2 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
if (depth <= 0 || !c.reused) {
continue;
@@ -396,8 +418,6 @@ bool BodyPair2DSW::setup(real_t p_step) {
continue;
}
- c.active = true;
-
// Precompute normal mass, tangent mass, and bias.
real_t rnA = c.rA.dot(c.normal);
real_t rnB = c.rB.dot(c.normal);
@@ -421,8 +441,12 @@ bool BodyPair2DSW::setup(real_t p_step) {
// Apply normal + friction impulse
Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent;
- A->apply_impulse(-P, c.rA);
- B->apply_impulse(P, c.rB);
+ if (dynamic_A) {
+ A->apply_impulse(-P, c.rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(P, c.rB);
+ }
}
#endif
@@ -434,6 +458,7 @@ bool BodyPair2DSW::setup(real_t p_step) {
c.bounce = c.bounce * dv.dot(c.normal);
}
+ c.active = true;
do_process = true;
}
@@ -441,13 +466,12 @@ bool BodyPair2DSW::setup(real_t p_step) {
}
void BodyPair2DSW::solve(real_t p_step) {
- if (!collided) {
+ if (!collided || oneway_disabled) {
return;
}
for (int i = 0; i < contact_count; ++i) {
Contact &c = contacts[i];
- cc++;
if (!c.active) {
continue;
@@ -474,8 +498,12 @@ void BodyPair2DSW::solve(real_t p_step) {
Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- A->apply_bias_impulse(-jb, c.rA);
- B->apply_bias_impulse(jb, c.rB);
+ if (dynamic_A) {
+ A->apply_bias_impulse(-jb, c.rA);
+ }
+ if (dynamic_B) {
+ B->apply_bias_impulse(jb, c.rB);
+ }
real_t jn = -(c.bounce + vn) * c.mass_normal;
real_t jnOld = c.acc_normal_impulse;
@@ -490,8 +518,12 @@ void BodyPair2DSW::solve(real_t p_step) {
Vector2 j = c.normal * (c.acc_normal_impulse - jnOld) + tangent * (c.acc_tangent_impulse - jtOld);
- A->apply_impulse(-j, c.rA);
- B->apply_impulse(j, c.rB);
+ if (dynamic_A) {
+ A->apply_impulse(-j, c.rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, c.rB);
+ }
}
}
@@ -504,9 +536,6 @@ BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_sh
space = A->get_space();
A->add_constraint(this, 0);
B->add_constraint(this, 1);
- contact_count = 0;
- collided = false;
- oneway_disabled = false;
}
BodyPair2DSW::~BodyPair2DSW() {
diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/body_pair_2d_sw.h
index 31ab9b9017..4b42b44c92 100644
--- a/servers/physics_2d/body_pair_2d_sw.h
+++ b/servers/physics_2d/body_pair_2d_sw.h
@@ -44,13 +44,16 @@ class BodyPair2DSW : public Constraint2DSW {
Body2DSW *B;
};
- Body2DSW *_arr[2];
+ Body2DSW *_arr[2] = { nullptr, nullptr };
};
- int shape_A;
- int shape_B;
+ int shape_A = 0;
+ int shape_B = 0;
- Space2DSW *space;
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
+ Space2DSW *space = nullptr;
struct Contact {
Vector2 position;
@@ -73,10 +76,10 @@ class BodyPair2DSW : public Constraint2DSW {
Vector2 sep_axis;
Contact contacts[MAX_CONTACTS];
- int contact_count;
- bool collided;
- bool oneway_disabled;
- int cc;
+ int contact_count = 0;
+ bool collided = false;
+ bool oneway_disabled = false;
+ bool report_contacts_only = false;
bool _test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result = false);
void _validate_contacts();
@@ -84,8 +87,9 @@ class BodyPair2DSW : public Constraint2DSW {
_FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B);
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B);
~BodyPair2DSW();
diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/collision_object_2d_sw.h
index 2db3961f41..c395e59694 100644
--- a/servers/physics_2d/collision_object_2d_sw.h
+++ b/servers/physics_2d/collision_object_2d_sw.h
@@ -143,8 +143,8 @@ public:
return shapes[p_index].metadata;
}
- _FORCE_INLINE_ Transform2D get_transform() const { return transform; }
- _FORCE_INLINE_ Transform2D get_inv_transform() const { return inv_transform; }
+ _FORCE_INLINE_ const Transform2D &get_transform() const { return transform; }
+ _FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; }
_FORCE_INLINE_ Space2DSW *get_space() const { return space; }
void set_shape_as_disabled(int p_idx, bool p_disabled);
diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/constraint_2d_sw.h
index b724deb48e..5e8dfbe570 100644
--- a/servers/physics_2d/constraint_2d_sw.h
+++ b/servers/physics_2d/constraint_2d_sw.h
@@ -63,6 +63,7 @@ public:
_FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
virtual bool setup(real_t p_step) = 0;
+ virtual bool pre_solve(real_t p_step) = 0;
virtual void solve(real_t p_step) = 0;
virtual ~Constraint2DSW() {}
diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/joints_2d_sw.cpp
index 20d4b9aa1a..eaec582f9b 100644
--- a/servers/physics_2d/joints_2d_sw.cpp
+++ b/servers/physics_2d/joints_2d_sw.cpp
@@ -97,7 +97,10 @@ normal_relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB, Vecto
}
bool PinJoint2DSW::setup(real_t p_step) {
- if ((A->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC)) {
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
return false;
}
@@ -148,12 +151,6 @@ bool PinJoint2DSW::setup(real_t p_step) {
bias = delta * -(get_bias() == 0 ? space->get_constraint_bias() : get_bias()) * (1.0 / p_step);
- // apply accumulated impulse
- A->apply_impulse(-P, rA);
- if (B) {
- B->apply_impulse(P, rB);
- }
-
return true;
}
@@ -161,6 +158,18 @@ inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) {
return Vector2(p_other * p_vec.y, -p_other * p_vec.x);
}
+bool PinJoint2DSW::pre_solve(real_t p_step) {
+ // Apply accumulated impulse.
+ if (dynamic_A) {
+ A->apply_impulse(-P, rA);
+ }
+ if (B && dynamic_B) {
+ B->apply_impulse(P, rB);
+ }
+
+ return true;
+}
+
void PinJoint2DSW::solve(real_t p_step) {
// compute relative velocity
Vector2 vA = A->get_linear_velocity() - custom_cross(rA, A->get_angular_velocity());
@@ -174,8 +183,10 @@ void PinJoint2DSW::solve(real_t p_step) {
Vector2 impulse = M.basis_xform(bias - rel_vel - Vector2(softness, softness) * P);
- A->apply_impulse(-impulse, rA);
- if (B) {
+ if (dynamic_A) {
+ A->apply_impulse(-impulse, rA);
+ }
+ if (B && dynamic_B) {
B->apply_impulse(impulse, rB);
}
@@ -262,14 +273,19 @@ mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) {
}
bool GrooveJoint2DSW::setup(real_t p_step) {
- if ((A->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC)) {
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
return false;
}
+ Space2DSW *space = A->get_space();
+ ERR_FAIL_COND_V(!space, false);
+
// calculate endpoints in worldspace
Vector2 ta = A->get_transform().xform(A_groove_1);
Vector2 tb = A->get_transform().xform(A_groove_2);
- Space2DSW *space = A->get_space();
// calculate axis
Vector2 n = -(tb - ta).orthogonal().normalized();
@@ -308,14 +324,22 @@ bool GrooveJoint2DSW::setup(real_t p_step) {
real_t _b = get_bias();
gbias = (delta * -(_b == 0 ? space->get_constraint_bias() : _b) * (1.0 / p_step)).clamped(get_max_bias());
- // apply accumulated impulse
- A->apply_impulse(-jn_acc, rA);
- B->apply_impulse(jn_acc, rB);
-
correct = true;
return true;
}
+bool GrooveJoint2DSW::pre_solve(real_t p_step) {
+ // Apply accumulated impulse.
+ if (dynamic_A) {
+ A->apply_impulse(-jn_acc, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(jn_acc, rB);
+ }
+
+ return true;
+}
+
void GrooveJoint2DSW::solve(real_t p_step) {
// compute impulse
Vector2 vr = relative_velocity(A, B, rA, rB);
@@ -328,8 +352,12 @@ void GrooveJoint2DSW::solve(real_t p_step) {
j = jn_acc - jOld;
- A->apply_impulse(-j, rA);
- B->apply_impulse(j, rB);
+ if (dynamic_A) {
+ A->apply_impulse(-j, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, rB);
+ }
}
GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b) :
@@ -351,7 +379,10 @@ GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_
//////////////////////////////////////////////
bool DampedSpringJoint2DSW::setup(real_t p_step) {
- if ((A->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer2D::BODY_MODE_KINEMATIC)) {
+ dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
return false;
}
@@ -373,12 +404,21 @@ bool DampedSpringJoint2DSW::setup(real_t p_step) {
target_vrn = 0.0f;
v_coef = 1.0f - Math::exp(-damping * (p_step)*k);
- // apply spring force
+ // Calculate spring force.
real_t f_spring = (rest_length - dist) * stiffness;
- Vector2 j = n * f_spring * (p_step);
+ j = n * f_spring * (p_step);
- A->apply_impulse(-j, rA);
- B->apply_impulse(j, rB);
+ return true;
+}
+
+bool DampedSpringJoint2DSW::pre_solve(real_t p_step) {
+ // Apply spring force.
+ if (dynamic_A) {
+ A->apply_impulse(-j, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, rB);
+ }
return true;
}
@@ -393,8 +433,12 @@ void DampedSpringJoint2DSW::solve(real_t p_step) {
target_vrn = vrn + v_damp;
Vector2 j = n * v_damp * n_mass;
- A->apply_impulse(-j, rA);
- B->apply_impulse(j, rB);
+ if (dynamic_A) {
+ A->apply_impulse(-j, rA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, rB);
+ }
}
void DampedSpringJoint2DSW::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) {
diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/joints_2d_sw.h
index 628de972ae..ccc5c585a0 100644
--- a/servers/physics_2d/joints_2d_sw.h
+++ b/servers/physics_2d/joints_2d_sw.h
@@ -39,6 +39,10 @@ class Joint2DSW : public Constraint2DSW {
real_t bias;
real_t max_bias;
+protected:
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
public:
_FORCE_INLINE_ void set_max_force(real_t p_force) { max_force = p_force; }
_FORCE_INLINE_ real_t get_max_force() const { return max_force; }
@@ -49,8 +53,9 @@ public:
_FORCE_INLINE_ void set_max_bias(real_t p_bias) { max_bias = p_bias; }
_FORCE_INLINE_ real_t get_max_bias() const { return max_bias; }
- virtual bool setup(real_t p_step) { return false; }
- virtual void solve(real_t p_step) {}
+ virtual bool setup(real_t p_step) override { return false; }
+ virtual bool pre_solve(real_t p_step) override { return false; }
+ virtual void solve(real_t p_step) override {}
void copy_settings_from(Joint2DSW *p_joint);
@@ -90,10 +95,11 @@ class PinJoint2DSW : public Joint2DSW {
real_t softness;
public:
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_PIN; }
+ virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_PIN; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer2D::PinJointParam p_param) const;
@@ -126,10 +132,11 @@ class GrooveJoint2DSW : public Joint2DSW {
bool correct;
public:
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_GROOVE; }
+ virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_GROOVE; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b);
};
@@ -153,15 +160,17 @@ class DampedSpringJoint2DSW : public Joint2DSW {
Vector2 rA, rB;
Vector2 n;
+ Vector2 j;
real_t n_mass;
real_t target_vrn;
real_t v_coef;
public:
- virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_DAMPED_SPRING; }
+ virtual PhysicsServer2D::JointType get_type() const override { return PhysicsServer2D::JOINT_TYPE_DAMPED_SPRING; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value);
real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const;
diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/step_2d_sw.cpp
index 406d750776..b8cb4cddc5 100644
--- a/servers/physics_2d/step_2d_sw.cpp
+++ b/servers/physics_2d/step_2d_sw.cpp
@@ -29,45 +29,59 @@
/*************************************************************************/
#include "step_2d_sw.h"
+
#include "core/os/os.h"
#define BODY_ISLAND_COUNT_RESERVE 128
#define BODY_ISLAND_SIZE_RESERVE 512
#define ISLAND_COUNT_RESERVE 128
#define ISLAND_SIZE_RESERVE 512
+#define CONSTRAINT_COUNT_RESERVE 1024
void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island) {
p_body->set_island_step(_step);
- p_body_island.push_back(p_body);
- // Faster with reversed iterations.
- for (const List<Pair<Constraint2DSW *, int>>::Element *E = p_body->get_constraint_list().back(); E; E = E->prev()) {
- Constraint2DSW *c = (Constraint2DSW *)E->get().first;
- if (c->get_island_step() == _step) {
- continue; //already processed
+ if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) {
+ // Only dynamic bodies are tested for activation.
+ p_body_island.push_back(p_body);
+ }
+
+ for (const List<Pair<Constraint2DSW *, int>>::Element *E = p_body->get_constraint_list().front(); E; E = E->next()) {
+ Constraint2DSW *constraint = (Constraint2DSW *)E->get().first;
+ if (constraint->get_island_step() == _step) {
+ continue; // Already processed.
}
- c->set_island_step(_step);
- p_constraint_island.push_back(c);
+ constraint->set_island_step(_step);
+ p_constraint_island.push_back(constraint);
+ all_constraints.push_back(constraint);
- for (int i = 0; i < c->get_body_count(); i++) {
+ for (int i = 0; i < constraint->get_body_count(); i++) {
if (i == E->get().second) {
continue;
}
- Body2DSW *b = c->get_body_ptr()[i];
- if (b->get_island_step() == _step || b->get_mode() == PhysicsServer2D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) {
- continue; //no go
+ Body2DSW *other_body = constraint->get_body_ptr()[i];
+ if (other_body->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ if (other_body->get_mode() == PhysicsServer2D::BODY_MODE_STATIC) {
+ continue; // Static bodies don't connect islands.
}
- _populate_island(c->get_body_ptr()[i], p_body_island, p_constraint_island);
+ _populate_island(other_body, p_body_island, p_constraint_island);
}
}
}
-void Step2DSW::_setup_island(LocalVector<Constraint2DSW *> &p_constraint_island, real_t p_delta) {
+void Step2DSW::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
+ Constraint2DSW *constraint = all_constraints[p_constraint_index];
+ constraint->setup(delta);
+}
+
+void Step2DSW::_pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const {
uint32_t constraint_count = p_constraint_island.size();
uint32_t valid_constraint_count = 0;
for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
Constraint2DSW *constraint = p_constraint_island[constraint_index];
- if (p_constraint_island[constraint_index]->setup(p_delta)) {
+ if (p_constraint_island[constraint_index]->pre_solve(delta)) {
// Keep this constraint for solving.
p_constraint_island[valid_constraint_count++] = constraint;
}
@@ -75,27 +89,25 @@ void Step2DSW::_setup_island(LocalVector<Constraint2DSW *> &p_constraint_island,
p_constraint_island.resize(valid_constraint_count);
}
-void Step2DSW::_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island, int p_iterations, real_t p_delta) {
- for (int i = 0; i < p_iterations; i++) {
- uint32_t constraint_count = p_constraint_island.size();
+void Step2DSW::_solve_island(uint32_t p_island_index, void *p_userdata) const {
+ const LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[p_island_index];
+
+ for (int i = 0; i < iterations; i++) {
+ uint32_t constraint_count = constraint_island.size();
for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
- p_constraint_island[constraint_index]->solve(p_delta);
+ constraint_island[constraint_index]->solve(delta);
}
}
}
-void Step2DSW::_check_suspend(const LocalVector<Body2DSW *> &p_body_island, real_t p_delta) {
+void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const {
bool can_sleep = true;
uint32_t body_count = p_body_island.size();
for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
Body2DSW *body = p_body_island[body_index];
- if (body->get_mode() == PhysicsServer2D::BODY_MODE_STATIC || body->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) {
- continue; // Ignore for static.
- }
-
- if (!body->sleep_test(p_delta)) {
+ if (!body->sleep_test(delta)) {
can_sleep = false;
}
}
@@ -104,10 +116,6 @@ void Step2DSW::_check_suspend(const LocalVector<Body2DSW *> &p_body_island, real
for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
Body2DSW *body = p_body_island[body_index];
- if (body->get_mode() == PhysicsServer2D::BODY_MODE_STATIC || body->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC) {
- continue; // Ignore for static.
- }
-
bool active = body->is_active();
if (active == can_sleep) {
@@ -121,6 +129,9 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
p_space->setup(); //update inertias, etc
+ iterations = p_iterations;
+ delta = p_delta;
+
const SelfList<Body2DSW>::List *body_list = &p_space->get_active_body_list();
/* INTEGRATE FORCES */
@@ -145,12 +156,39 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
- /* GENERATE CONSTRAINT ISLANDS */
+ /* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */
+
+ uint32_t island_count = 0;
+
+ const SelfList<Area2DSW>::List &aml = p_space->get_moved_area_list();
+
+ while (aml.first()) {
+ for (const Set<Constraint2DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
+ Constraint2DSW *constraint = E->get();
+ if (constraint->get_island_step() == _step) {
+ continue;
+ }
+ constraint->set_island_step(_step);
+
+ // Each constraint can be on a separate island for areas as there's no solving phase.
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
+ }
+ LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+
+ all_constraints.push_back(constraint);
+ constraint_island.push_back(constraint);
+ }
+ p_space->area_remove_from_moved_list((SelfList<Area2DSW> *)aml.first()); //faster to remove here
+ }
+
+ /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */
b = body_list->first();
uint32_t body_island_count = 0;
- uint32_t island_count = 0;
while (b) {
Body2DSW *body = b->self();
@@ -174,7 +212,9 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
_populate_island(body, body_island, constraint_island);
- body_islands.push_back(body_island);
+ if (body_island.is_empty()) {
+ --body_island_count;
+ }
if (constraint_island.is_empty()) {
--island_count;
@@ -185,37 +225,16 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
p_space->set_island_count((int)island_count);
- const SelfList<Area2DSW>::List &aml = p_space->get_moved_area_list();
-
- while (aml.first()) {
- for (const Set<Constraint2DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
- Constraint2DSW *c = E->get();
- if (c->get_island_step() == _step) {
- continue;
- }
- c->set_island_step(_step);
- ++island_count;
- if (constraint_islands.size() < island_count) {
- constraint_islands.resize(island_count);
- }
- LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1];
- constraint_island.clear();
- constraint_island.push_back(c);
- }
- p_space->area_remove_from_moved_list((SelfList<Area2DSW> *)aml.first()); //faster to remove here
- }
-
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
- /* SETUP CONSTRAINT ISLANDS */
+ /* SETUP CONSTRAINTS / PROCESS COLLISIONS */
- for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
- _setup_island(constraint_islands[island_index], p_delta);
- }
+ uint32_t total_contraint_count = all_constraints.size();
+ work_pool.do_work(total_contraint_count, this, &Step2DSW::_setup_contraint, nullptr);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
@@ -223,10 +242,21 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
- /* SOLVE CONSTRAINT ISLANDS */
+ /* PRE-SOLVE CONSTRAINT ISLANDS */
+ // Warning: This doesn't run on threads, because it involves thread-unsafe processing.
for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
- _solve_island(constraint_islands[island_index], p_iterations, p_delta);
+ _pre_solve_island(constraint_islands[island_index]);
+ }
+
+ /* SOLVE CONSTRAINT ISLANDS */
+
+ // Warning: _solve_island modifies the constraint islands for optimization purpose,
+ // their content is not reliable after these calls and shouldn't be used anymore.
+ if (island_count > 1) {
+ work_pool.do_work(island_count, this, &Step2DSW::_solve_island, nullptr);
+ } else if (island_count > 0) {
+ _solve_island(0);
}
{ //profile
@@ -247,7 +277,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
/* SLEEP / WAKE UP ISLANDS */
for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) {
- _check_suspend(body_islands[island_index], p_delta);
+ _check_suspend(body_islands[island_index]);
}
{ //profile
@@ -256,6 +286,8 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) {
//profile_begtime=profile_endtime;
}
+ all_constraints.clear();
+
p_space->update();
p_space->unlock();
_step++;
@@ -266,4 +298,11 @@ Step2DSW::Step2DSW() {
body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
constraint_islands.reserve(ISLAND_COUNT_RESERVE);
+ all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
+
+ work_pool.init();
+}
+
+Step2DSW::~Step2DSW() {
+ work_pool.finish();
}
diff --git a/servers/physics_2d/step_2d_sw.h b/servers/physics_2d/step_2d_sw.h
index 5af4a36f52..c51fd73a79 100644
--- a/servers/physics_2d/step_2d_sw.h
+++ b/servers/physics_2d/step_2d_sw.h
@@ -34,21 +34,30 @@
#include "space_2d_sw.h"
#include "core/templates/local_vector.h"
+#include "core/templates/thread_work_pool.h"
class Step2DSW {
uint64_t _step;
+ int iterations = 0;
+ real_t delta = 0.0;
+
+ ThreadWorkPool work_pool;
+
LocalVector<LocalVector<Body2DSW *>> body_islands;
LocalVector<LocalVector<Constraint2DSW *>> constraint_islands;
+ LocalVector<Constraint2DSW *> all_constraints;
void _populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island);
- void _setup_island(LocalVector<Constraint2DSW *> &p_constraint_island, real_t p_delta);
- void _solve_island(LocalVector<Constraint2DSW *> &p_constraint_island, int p_iterations, real_t p_delta);
- void _check_suspend(const LocalVector<Body2DSW *> &p_body_island, real_t p_delta);
+ void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
+ void _pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const;
+ void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr) const;
+ void _check_suspend(LocalVector<Body2DSW *> &p_body_island) const;
public:
void step(Space2DSW *p_space, real_t p_delta, int p_iterations);
Step2DSW();
+ ~Step2DSW();
};
#endif // STEP_2D_SW_H
diff --git a/servers/physics_3d/area_pair_3d_sw.cpp b/servers/physics_3d/area_pair_3d_sw.cpp
index 4de5f1ba47..2073df7dee 100644
--- a/servers/physics_3d/area_pair_3d_sw.cpp
+++ b/servers/physics_3d/area_pair_3d_sw.cpp
@@ -40,31 +40,48 @@ bool AreaPair3DSW::setup(real_t p_step) {
result = true;
}
+ process_collision = false;
if (result != colliding) {
- if (result) {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- body->add_area(area);
- }
- if (area->has_monitor_callback()) {
- area->add_body_to_query(body, body_shape, area_shape);
- }
-
- } else {
- if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
- body->remove_area(area);
- }
- if (area->has_monitor_callback()) {
- area->remove_body_from_query(body, body_shape, area_shape);
- }
+ if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ process_collision = true;
+ } else if (area->has_monitor_callback()) {
+ process_collision = true;
}
colliding = result;
}
- return false; //never do any post solving
+ return process_collision;
+}
+
+bool AreaPair3DSW::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ body->add_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->add_body_to_query(body, body_shape, area_shape);
+ }
+ } else {
+ if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) {
+ body->remove_area(area);
+ }
+
+ if (area->has_monitor_callback()) {
+ area->remove_body_from_query(body, body_shape, area_shape);
+ }
+ }
+
+ return false; // Never do any post solving.
}
void AreaPair3DSW::solve(real_t p_step) {
+ // Nothing to do.
}
AreaPair3DSW::AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area, int p_area_shape) {
@@ -72,7 +89,6 @@ AreaPair3DSW::AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area,
area = p_area;
body_shape = p_body_shape;
area_shape = p_area_shape;
- colliding = false;
body->add_constraint(this, 0);
area->add_constraint(this);
if (p_body->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
@@ -103,33 +119,48 @@ bool Area2Pair3DSW::setup(real_t p_step) {
result = true;
}
+ process_collision = false;
if (result != colliding) {
- if (result) {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
- area_b->add_area_to_query(area_a, shape_a, shape_b);
- }
-
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->add_area_to_query(area_b, shape_b, shape_a);
- }
-
- } else {
- if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
- area_b->remove_area_from_query(area_a, shape_a, shape_b);
- }
-
- if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
- area_a->remove_area_from_query(area_b, shape_b, shape_a);
- }
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ process_collision = true;
+ } else if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ process_collision = true;
}
colliding = result;
}
- return false; //never do any post solving
+ return process_collision;
+}
+
+bool Area2Pair3DSW::pre_solve(real_t p_step) {
+ if (!process_collision) {
+ return false;
+ }
+
+ if (colliding) {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ area_b->add_area_to_query(area_a, shape_a, shape_b);
+ }
+
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ area_a->add_area_to_query(area_b, shape_b, shape_a);
+ }
+ } else {
+ if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) {
+ area_b->remove_area_from_query(area_a, shape_a, shape_b);
+ }
+
+ if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) {
+ area_a->remove_area_from_query(area_b, shape_b, shape_a);
+ }
+ }
+
+ return false; // Never do any post solving.
}
void Area2Pair3DSW::solve(real_t p_step) {
+ // Nothing to do.
}
Area2Pair3DSW::Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area_b, int p_shape_b) {
@@ -137,7 +168,6 @@ Area2Pair3DSW::Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area
area_b = p_area_b;
shape_a = p_shape_a;
shape_b = p_shape_b;
- colliding = false;
area_a->add_constraint(this);
area_b->add_constraint(this);
}
diff --git a/servers/physics_3d/area_pair_3d_sw.h b/servers/physics_3d/area_pair_3d_sw.h
index fbdaa25cbb..596d893082 100644
--- a/servers/physics_3d/area_pair_3d_sw.h
+++ b/servers/physics_3d/area_pair_3d_sw.h
@@ -40,11 +40,13 @@ class AreaPair3DSW : public Constraint3DSW {
Area3DSW *area;
int body_shape;
int area_shape;
- bool colliding;
+ bool colliding = false;
+ bool process_collision = false;
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area, int p_area_shape);
~AreaPair3DSW();
@@ -55,11 +57,13 @@ class Area2Pair3DSW : public Constraint3DSW {
Area3DSW *area_b;
int shape_a;
int shape_b;
- bool colliding;
+ bool colliding = false;
+ bool process_collision = false;
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area_b, int p_shape_b);
~Area2Pair3DSW();
diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/body_3d_sw.cpp
index d54345821d..4357c474e4 100644
--- a/servers/physics_3d/body_3d_sw.cpp
+++ b/servers/physics_3d/body_3d_sw.cpp
@@ -145,31 +145,17 @@ void Body3DSW::set_active(bool p_active) {
}
active = p_active;
- if (!p_active) {
- if (get_space()) {
- get_space()->body_remove_from_active_list(&active_list);
- }
- } else {
+
+ if (active) {
if (mode == PhysicsServer3D::BODY_MODE_STATIC) {
- return; //static bodies can't become active
- }
- if (get_space()) {
+ // Static bodies can't be active.
+ active = false;
+ } else if (get_space()) {
get_space()->body_add_to_active_list(&active_list);
}
-
- //still_time=0;
+ } else if (get_space()) {
+ get_space()->body_remove_from_active_list(&active_list);
}
- /*
- if (!space)
- return;
-
- for(int i=0;i<get_shape_count();i++) {
- Shape &s=shapes[i];
- if (s.bpid>0) {
- get_space()->get_broadphase()->set_active(s.bpid,active);
- }
- }
-*/
}
void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, real_t p_value) {
@@ -392,13 +378,6 @@ void Body3DSW::set_space(Space3DSW *p_space) {
if (active) {
get_space()->body_add_to_active_list(&active_list);
}
- /*
- _update_queries();
- if (is_active()) {
- active=false;
- set_active(true);
- }
- */
}
first_integration = true;
diff --git a/servers/physics_3d/body_pair_3d_sw.cpp b/servers/physics_3d/body_pair_3d_sw.cpp
index 28c854466f..cdb3da665e 100644
--- a/servers/physics_3d/body_pair_3d_sw.cpp
+++ b/servers/physics_3d/body_pair_3d_sw.cpp
@@ -212,14 +212,16 @@ real_t combine_friction(Body3DSW *A, Body3DSW *B) {
}
bool BodyPair3DSW::setup(real_t p_step) {
- //cannot collide
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
}
- bool report_contacts_only = false;
- if ((A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC)) {
+ report_contacts_only = false;
+ if (!dynamic_A && !dynamic_B) {
if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) {
report_contacts_only = true;
} else {
@@ -237,7 +239,7 @@ bool BodyPair3DSW::setup(real_t p_step) {
validate_contacts();
- Vector3 offset_A = A->get_transform().get_origin();
+ const Vector3 &offset_A = A->get_transform().get_origin();
Transform xform_Au = Transform(A->get_transform().basis, Vector3());
Transform xform_A = xform_Au * A->get_shape_transform(shape_A);
@@ -248,27 +250,37 @@ bool BodyPair3DSW::setup(real_t p_step) {
Shape3DSW *shape_A_ptr = A->get_shape(shape_A);
Shape3DSW *shape_B_ptr = B->get_shape(shape_B);
- bool collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
- this->collided = collided;
+ collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
if (!collided) {
//test ccd (currently just a raycast)
- if (A->is_continuous_collision_detection_enabled() && A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC && B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ if (A->is_continuous_collision_detection_enabled() && dynamic_A && !dynamic_B) {
_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B);
}
- if (B->is_continuous_collision_detection_enabled() && B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC && A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ if (B->is_continuous_collision_detection_enabled() && dynamic_B && !dynamic_A) {
_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A);
}
return false;
}
+ return true;
+}
+
+bool BodyPair3DSW::pre_solve(real_t p_step) {
+ if (!collided) {
+ return false;
+ }
+
real_t max_penetration = space->get_contact_max_allowed_penetration();
real_t bias = (real_t)0.3;
+ Shape3DSW *shape_A_ptr = A->get_shape(shape_A);
+ Shape3DSW *shape_B_ptr = B->get_shape(shape_B);
+
if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) {
if (shape_A_ptr->get_custom_bias() == 0) {
bias = shape_B_ptr->get_custom_bias();
@@ -283,22 +295,26 @@ bool BodyPair3DSW::setup(real_t p_step) {
bool do_process = false;
+ const Basis &basis_A = A->get_transform().basis;
+ const Basis &basis_B = B->get_transform().basis;
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
c.active = false;
- Vector3 global_A = xform_Au.xform(c.local_A);
- Vector3 global_B = xform_Bu.xform(c.local_B);
+ Vector3 global_A = basis_A.xform(c.local_A);
+ Vector3 global_B = basis_B.xform(c.local_B) + offset_B;
- real_t depth = c.normal.dot(global_A - global_B);
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
if (depth <= 0) {
continue;
}
#ifdef DEBUG_ENABLED
-
if (space->is_debugging_contacts()) {
+ const Vector3 &offset_A = A->get_transform().get_origin();
space->add_debug_contact(global_A + offset_A);
space->add_debug_contact(global_B + offset_A);
}
@@ -338,8 +354,12 @@ bool BodyPair3DSW::setup(real_t p_step) {
c.depth = depth;
Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
- A->apply_impulse(-j_vec, c.rA + A->get_center_of_mass());
- B->apply_impulse(j_vec, c.rB + B->get_center_of_mass());
+ if (dynamic_A) {
+ A->apply_impulse(-j_vec, c.rA + A->get_center_of_mass());
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j_vec, c.rB + B->get_center_of_mass());
+ }
c.acc_bias_impulse = 0;
c.acc_bias_impulse_center_of_mass = 0;
@@ -361,6 +381,8 @@ void BodyPair3DSW::solve(real_t p_step) {
return;
}
+ const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
if (!c.active) {
@@ -384,8 +406,12 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), MAX_BIAS_ROTATION / p_step);
- B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), MAX_BIAS_ROTATION / p_step);
+ if (dynamic_A) {
+ A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), max_bias_av);
+ }
+ if (dynamic_B) {
+ B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), max_bias_av);
+ }
crbA = A->get_biased_angular_velocity().cross(c.rA);
crbB = B->get_biased_angular_velocity().cross(c.rB);
@@ -400,8 +426,12 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
- A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
- B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
+ if (dynamic_A) {
+ A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
+ }
+ if (dynamic_B) {
+ B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
+ }
}
c.active = true;
@@ -421,8 +451,12 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 j = c.normal * (c.acc_normal_impulse - jnOld);
- A->apply_impulse(-j, c.rA + A->get_center_of_mass());
- B->apply_impulse(j, c.rB + B->get_center_of_mass());
+ if (dynamic_A) {
+ A->apply_impulse(-j, c.rA + A->get_center_of_mass());
+ }
+ if (dynamic_B) {
+ B->apply_impulse(j, c.rB + B->get_center_of_mass());
+ }
c.active = true;
}
@@ -464,8 +498,12 @@ void BodyPair3DSW::solve(real_t p_step) {
jt = c.acc_tangent_impulse - jtOld;
- A->apply_impulse(-jt, c.rA + A->get_center_of_mass());
- B->apply_impulse(jt, c.rB + B->get_center_of_mass());
+ if (dynamic_A) {
+ A->apply_impulse(-jt, c.rA + A->get_center_of_mass());
+ }
+ if (dynamic_B) {
+ B->apply_impulse(jt, c.rB + B->get_center_of_mass());
+ }
c.active = true;
}
@@ -481,8 +519,6 @@ BodyPair3DSW::BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_sh
space = A->get_space();
A->add_constraint(this, 0);
B->add_constraint(this, 1);
- contact_count = 0;
- collided = false;
}
BodyPair3DSW::~BodyPair3DSW() {
@@ -564,6 +600,8 @@ void BodySoftBodyPair3DSW::validate_contacts() {
}
bool BodySoftBodyPair3DSW::setup(real_t p_step) {
+ body_dynamic = (body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
if (!body->test_collision_mask(soft_body) || body->has_exception(soft_body->get_self()) || soft_body->has_exception(body->get_self())) {
collided = false;
return false;
@@ -585,12 +623,22 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
Shape3DSW *shape_A_ptr = body->get_shape(body_shape);
Shape3DSW *shape_B_ptr = soft_body->get_shape(0);
- bool collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
- this->collided = collided;
+ collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis);
+
+ return collided;
+}
+
+bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) {
+ if (!collided) {
+ return false;
+ }
real_t max_penetration = space->get_contact_max_allowed_penetration();
real_t bias = (real_t)0.3;
+
+ Shape3DSW *shape_A_ptr = body->get_shape(body_shape);
+
if (shape_A_ptr->get_custom_bias()) {
bias = shape_A_ptr->get_custom_bias();
}
@@ -599,6 +647,8 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
bool do_process = false;
+ const Transform &transform_A = body->get_transform();
+
uint32_t contact_count = contacts.size();
for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
Contact &c = contacts[contact_index];
@@ -609,10 +659,10 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
continue;
}
- Vector3 global_A = xform_Au.xform(c.local_A);
+ Vector3 global_A = transform_A.xform(c.local_A);
Vector3 global_B = soft_body->get_node_position(c.index_B) + c.local_B;
-
- real_t depth = c.normal.dot(global_A - global_B);
+ Vector3 axis = global_A - global_B;
+ real_t depth = axis.dot(c.normal);
if (depth <= 0) {
continue;
@@ -629,7 +679,7 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
}
#endif
- c.rA = global_A - xform_Au.origin - body->get_center_of_mass();
+ c.rA = global_A - transform_A.origin - body->get_center_of_mass();
c.rB = global_B;
if (body->can_report_contacts()) {
@@ -637,7 +687,7 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
body->add_contact(global_A, -c.normal, depth, body_shape, global_B, 0, soft_body->get_instance_id(), soft_body->get_self(), crA);
}
- if (body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ if (body_dynamic) {
body->set_active(true);
}
@@ -651,7 +701,9 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) {
c.depth = depth;
Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
- body->apply_impulse(-j_vec, c.rA + body->get_center_of_mass());
+ if (body_dynamic) {
+ body->apply_impulse(-j_vec, c.rA + body->get_center_of_mass());
+ }
soft_body->apply_node_impulse(c.index_B, j_vec);
c.acc_bias_impulse = 0;
c.acc_bias_impulse_center_of_mass = 0;
@@ -675,6 +727,8 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
return;
}
+ const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+
uint32_t contact_count = contacts.size();
for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
Contact &c = contacts[contact_index];
@@ -697,7 +751,9 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- body->apply_bias_impulse(-jb, c.rA + body->get_center_of_mass(), MAX_BIAS_ROTATION / p_step);
+ if (body_dynamic) {
+ body->apply_bias_impulse(-jb, c.rA + body->get_center_of_mass(), max_bias_av);
+ }
soft_body->apply_node_bias_impulse(c.index_B, jb);
crbA = body->get_biased_angular_velocity().cross(c.rA);
@@ -712,7 +768,9 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
- body->apply_bias_impulse(-jb_com, body->get_center_of_mass(), 0.0f);
+ if (body_dynamic) {
+ body->apply_bias_impulse(-jb_com, body->get_center_of_mass(), 0.0f);
+ }
soft_body->apply_node_bias_impulse(c.index_B, jb_com);
}
@@ -732,7 +790,9 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
Vector3 j = c.normal * (c.acc_normal_impulse - jnOld);
- body->apply_impulse(-j, c.rA + body->get_center_of_mass());
+ if (body_dynamic) {
+ body->apply_impulse(-j, c.rA + body->get_center_of_mass());
+ }
soft_body->apply_node_impulse(c.index_B, j);
c.active = true;
@@ -773,7 +833,9 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
jt = c.acc_tangent_impulse - jtOld;
- body->apply_impulse(-jt, c.rA + body->get_center_of_mass());
+ if (body_dynamic) {
+ body->apply_impulse(-jt, c.rA + body->get_center_of_mass());
+ }
soft_body->apply_node_impulse(c.index_B, jt);
c.active = true;
@@ -781,7 +843,8 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
}
}
-BodySoftBodyPair3DSW::BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B) {
+BodySoftBodyPair3DSW::BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B) :
+ BodyContact3DSW(&body, 1) {
body = p_A;
soft_body = p_B;
body_shape = p_shape_A;
diff --git a/servers/physics_3d/body_pair_3d_sw.h b/servers/physics_3d/body_pair_3d_sw.h
index 74dddfa6aa..3f425ba2d7 100644
--- a/servers/physics_3d/body_pair_3d_sw.h
+++ b/servers/physics_3d/body_pair_3d_sw.h
@@ -57,9 +57,9 @@ protected:
};
Vector3 sep_axis;
- bool collided;
+ bool collided = false;
- Space3DSW *space;
+ Space3DSW *space = nullptr;
BodyContact3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) :
Constraint3DSW(p_body_ptr, p_body_count) {
@@ -77,16 +77,21 @@ class BodyPair3DSW : public BodyContact3DSW {
Body3DSW *B;
};
- Body3DSW *_arr[2];
+ Body3DSW *_arr[2] = { nullptr, nullptr };
};
- int shape_A;
- int shape_B;
+ int shape_A = 0;
+ int shape_B = 0;
+
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
+ bool report_contacts_only = false;
Vector3 offset_B; //use local A coordinates to avoid numerical issues on collision detection
Contact contacts[MAX_CONTACTS];
- int contact_count;
+ int contact_count = 0;
static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata);
@@ -96,18 +101,21 @@ class BodyPair3DSW : public BodyContact3DSW {
bool _test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform &p_xform_A, Body3DSW *p_B, int p_shape_B, const Transform &p_xform_B);
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_shape_B);
~BodyPair3DSW();
};
class BodySoftBodyPair3DSW : public BodyContact3DSW {
- Body3DSW *body;
- SoftBody3DSW *soft_body;
+ Body3DSW *body = nullptr;
+ SoftBody3DSW *soft_body = nullptr;
- int body_shape;
+ int body_shape = 0;
+
+ bool body_dynamic = false;
LocalVector<Contact> contacts;
@@ -118,8 +126,12 @@ class BodySoftBodyPair3DSW : public BodyContact3DSW {
void validate_contacts();
public:
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual bool pre_solve(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
+
+ virtual SoftBody3DSW *get_soft_body_ptr(int p_index) const override { return soft_body; }
+ virtual int get_soft_body_count() const override { return 1; }
BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B);
~BodySoftBodyPair3DSW();
diff --git a/servers/physics_3d/constraint_3d_sw.h b/servers/physics_3d/constraint_3d_sw.h
index 16a31e167d..7b44726ef5 100644
--- a/servers/physics_3d/constraint_3d_sw.h
+++ b/servers/physics_3d/constraint_3d_sw.h
@@ -31,7 +31,8 @@
#ifndef CONSTRAINT_SW_H
#define CONSTRAINT_SW_H
-#include "body_3d_sw.h"
+class Body3DSW;
+class SoftBody3DSW;
class Constraint3DSW {
Body3DSW **_body_ptr;
@@ -61,6 +62,9 @@ public:
_FORCE_INLINE_ Body3DSW **get_body_ptr() const { return _body_ptr; }
_FORCE_INLINE_ int get_body_count() const { return _body_count; }
+ virtual SoftBody3DSW *get_soft_body_ptr(int p_index) const { return nullptr; }
+ virtual int get_soft_body_count() const { return 0; }
+
_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }
@@ -68,6 +72,7 @@ public:
_FORCE_INLINE_ bool is_disabled_collisions_between_bodies() const { return disabled_collisions_between_bodies; }
virtual bool setup(real_t p_step) = 0;
+ virtual bool pre_solve(real_t p_step) = 0;
virtual void solve(real_t p_step) = 0;
virtual ~Constraint3DSW() {}
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
index 167f797bfe..e9efddf165 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp
@@ -109,7 +109,10 @@ ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Trans
}
bool ConeTwistJoint3DSW::setup(real_t p_timestep) {
- if ((A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC)) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
return false;
}
@@ -265,8 +268,12 @@ void ConeTwistJoint3DSW::solve(real_t p_timestep) {
real_t impulse = depth * tau / p_timestep * jacDiagABInv - rel_vel * jacDiagABInv;
m_appliedImpulse += impulse;
Vector3 impulse_vector = normal * impulse;
- A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
- B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
}
}
@@ -287,8 +294,12 @@ void ConeTwistJoint3DSW::solve(real_t p_timestep) {
Vector3 impulse = m_swingAxis * impulseMag;
- A->apply_torque_impulse(impulse);
- B->apply_torque_impulse(-impulse);
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
}
// solve twist limit
@@ -303,8 +314,12 @@ void ConeTwistJoint3DSW::solve(real_t p_timestep) {
Vector3 impulse = m_twistAxis * impulseMag;
- A->apply_torque_impulse(impulse);
- B->apply_torque_impulse(-impulse);
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
}
}
}
diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
index 4e4d4e7f0c..b871ea50db 100644
--- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
+++ b/servers/physics_3d/joints/cone_twist_joint_3d_sw.h
@@ -102,10 +102,10 @@ public:
bool m_solveSwingLimit;
public:
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_CONE_TWIST; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_CONE_TWIST; }
- virtual bool setup(real_t p_timestep);
- virtual void solve(real_t p_timestep);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &rbAFrame, const Transform &rbBFrame);
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
index a86e8b4e76..7c504764a7 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
@@ -82,7 +82,7 @@ int G6DOFRotationalLimitMotor3DSW::testLimitValue(real_t test_value) {
real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits(
real_t timeStep, Vector3 &axis, real_t jacDiagABInv,
- Body3DSW *body0, Body3DSW *body1) {
+ Body3DSW *body0, Body3DSW *body1, bool p_body0_dynamic, bool p_body1_dynamic) {
if (!needApplyTorques()) {
return 0.0f;
}
@@ -138,8 +138,10 @@ real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits(
Vector3 motorImp = clippedMotorImpulse * axis;
- body0->apply_torque_impulse(motorImp);
- if (body1) {
+ if (p_body0_dynamic) {
+ body0->apply_torque_impulse(motorImp);
+ }
+ if (body1 && p_body1_dynamic) {
body1->apply_torque_impulse(-motorImp);
}
@@ -154,6 +156,7 @@ real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis(
real_t jacDiagABInv,
Body3DSW *body1, const Vector3 &pointInA,
Body3DSW *body2, const Vector3 &pointInB,
+ bool p_body1_dynamic, bool p_body2_dynamic,
int limit_index,
const Vector3 &axis_normal_on_a,
const Vector3 &anchorPos) {
@@ -205,8 +208,12 @@ real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis(
normalImpulse = m_accumulatedImpulse[limit_index] - oldNormalImpulse;
Vector3 impulse_vector = axis_normal_on_a * normalImpulse;
- body1->apply_impulse(impulse_vector, rel_pos1);
- body2->apply_impulse(-impulse_vector, rel_pos2);
+ if (p_body1_dynamic) {
+ body1->apply_impulse(impulse_vector, rel_pos1);
+ }
+ if (p_body2_dynamic) {
+ body2->apply_impulse(-impulse_vector, rel_pos2);
+ }
return normalImpulse;
}
@@ -303,7 +310,10 @@ bool Generic6DOFJoint3DSW::testAngularLimitMotor(int axis_index) {
}
bool Generic6DOFJoint3DSW::setup(real_t p_timestep) {
- if ((A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC)) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
return false;
}
@@ -384,6 +394,7 @@ void Generic6DOFJoint3DSW::solve(real_t p_timestep) {
jacDiagABInv,
A, pointInA,
B, pointInB,
+ dynamic_A, dynamic_B,
i, linear_axis, m_AnchorPos);
}
}
@@ -398,7 +409,7 @@ void Generic6DOFJoint3DSW::solve(real_t p_timestep) {
angularJacDiagABInv = real_t(1.) / m_jacAng[i].getDiagonal();
- m_angularLimits[i].solveAngularLimits(m_timeStep, angular_axis, angularJacDiagABInv, A, B);
+ m_angularLimits[i].solveAngularLimits(m_timeStep, angular_axis, angularJacDiagABInv, A, B, dynamic_A, dynamic_B);
}
}
}
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
index d61a033231..8af76cefc2 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
@@ -120,7 +120,7 @@ public:
int testLimitValue(real_t test_value);
//! apply the correction impulses for two bodies
- real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, Body3DSW *body0, Body3DSW *body1);
+ real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, Body3DSW *body0, Body3DSW *body1, bool p_body0_dynamic, bool p_body1_dynamic);
};
class G6DOFTranslationalLimitMotor3DSW {
@@ -166,6 +166,7 @@ public:
real_t jacDiagABInv,
Body3DSW *body1, const Vector3 &pointInA,
Body3DSW *body2, const Vector3 &pointInB,
+ bool p_body1_dynamic, bool p_body2_dynamic,
int limit_index,
const Vector3 &axis_normal_on_a,
const Vector3 &anchorPos);
@@ -234,10 +235,10 @@ protected:
public:
Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &frameInA, const Transform &frameInB, bool useLinearReferenceFrameA);
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_6DOF; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_6DOF; }
- virtual bool setup(real_t p_timestep);
- virtual void solve(real_t p_timestep);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
//! Calcs global transform of the offsets
/*!
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
index 90b82f4680..bb8858c28a 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
@@ -155,7 +155,10 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivo
}
bool HingeJoint3DSW::setup(real_t p_step) {
- if ((A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC)) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
return false;
}
@@ -279,8 +282,12 @@ void HingeJoint3DSW::solve(real_t p_step) {
real_t impulse = depth * tau / p_step * jacDiagABInv - rel_vel * jacDiagABInv;
m_appliedImpulse += impulse;
Vector3 impulse_vector = normal * impulse;
- A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
- B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
}
}
@@ -322,8 +329,12 @@ void HingeJoint3DSW::solve(real_t p_step) {
angularError *= (real_t(1.) / denom2) * relaxation;
}
- A->apply_torque_impulse(-velrelOrthog + angularError);
- B->apply_torque_impulse(velrelOrthog - angularError);
+ if (dynamic_A) {
+ A->apply_torque_impulse(-velrelOrthog + angularError);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(velrelOrthog - angularError);
+ }
// solve limit
if (m_solveLimit) {
@@ -337,8 +348,12 @@ void HingeJoint3DSW::solve(real_t p_step) {
impulseMag = m_accLimitImpulse - temp;
Vector3 impulse = axisA * impulseMag * m_limitSign;
- A->apply_torque_impulse(impulse);
- B->apply_torque_impulse(-impulse);
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
}
}
@@ -359,8 +374,12 @@ void HingeJoint3DSW::solve(real_t p_step) {
clippedMotorImpulse = clippedMotorImpulse < -m_maxMotorImpulse ? -m_maxMotorImpulse : clippedMotorImpulse;
Vector3 motorImp = clippedMotorImpulse * axisA;
- A->apply_torque_impulse(motorImp + angularLimit);
- B->apply_torque_impulse(-motorImp - angularLimit);
+ if (dynamic_A) {
+ A->apply_torque_impulse(motorImp + angularLimit);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-motorImp - angularLimit);
+ }
}
}
}
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/hinge_joint_3d_sw.h
index b6117aa0bc..2100f5de44 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.h
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.h
@@ -96,10 +96,10 @@ class HingeJoint3DSW : public Joint3DSW {
real_t m_appliedImpulse;
public:
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_HINGE; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_HINGE; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
real_t get_hinge_angle();
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
index 75d87992d1..8eb84d1c2f 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
@@ -50,7 +50,10 @@ subject to the following restrictions:
#include "pin_joint_3d_sw.h"
bool PinJoint3DSW::setup(real_t p_step) {
- if ((A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC)) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
return false;
}
@@ -123,8 +126,12 @@ void PinJoint3DSW::solve(real_t p_step) {
m_appliedImpulse += impulse;
Vector3 impulse_vector = normal * impulse;
- A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
- B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, pivotAInW - A->get_transform().origin);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, pivotBInW - B->get_transform().origin);
+ }
normal[i] = 0;
}
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/pin_joint_3d_sw.h
index 1875983527..3d91452850 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.h
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.h
@@ -74,10 +74,10 @@ class PinJoint3DSW : public Joint3DSW {
Vector3 m_pivotInB;
public:
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_PIN; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_PIN; }
- virtual bool setup(real_t p_step);
- virtual void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
void set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer3D::PinJointParam p_param) const;
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.cpp b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
index 2e1ee8e770..8bd1951311 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
@@ -127,7 +127,10 @@ SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform &
//-----------------------------------------------------------------------------
bool SliderJoint3DSW::setup(real_t p_step) {
- if ((A->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC) && (B->get_mode() <= PhysicsServer3D::BODY_MODE_KINEMATIC)) {
+ dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+ dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
+
+ if (!dynamic_A && !dynamic_B) {
return false;
}
@@ -200,8 +203,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
// calcutate and apply impulse
real_t normalImpulse = softness * (restitution * depth / p_step - damping * rel_vel) * m_jacLinDiagABInv[i];
Vector3 impulse_vector = normal * normalImpulse;
- A->apply_impulse(impulse_vector, m_relPosA);
- B->apply_impulse(-impulse_vector, m_relPosB);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, m_relPosA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, m_relPosB);
+ }
if (m_poweredLinMotor && (!i)) { // apply linear motor
if (m_accumulatedLinMotorImpulse < m_maxLinMotorForce) {
real_t desiredMotorVel = m_targetLinMotorVelocity;
@@ -221,8 +228,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
m_accumulatedLinMotorImpulse = new_acc;
// apply clamped impulse
impulse_vector = normal * normalImpulse;
- A->apply_impulse(impulse_vector, m_relPosA);
- B->apply_impulse(-impulse_vector, m_relPosB);
+ if (dynamic_A) {
+ A->apply_impulse(impulse_vector, m_relPosA);
+ }
+ if (dynamic_B) {
+ B->apply_impulse(-impulse_vector, m_relPosB);
+ }
}
}
}
@@ -256,8 +267,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
angularError *= (real_t(1.) / denom2) * m_restitutionOrthoAng * m_softnessOrthoAng;
}
// apply impulse
- A->apply_torque_impulse(-velrelOrthog + angularError);
- B->apply_torque_impulse(velrelOrthog - angularError);
+ if (dynamic_A) {
+ A->apply_torque_impulse(-velrelOrthog + angularError);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(velrelOrthog - angularError);
+ }
real_t impulseMag;
//solve angular limits
if (m_solveAngLim) {
@@ -268,8 +283,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
impulseMag *= m_kAngle * m_softnessDirAng;
}
Vector3 impulse = axisA * impulseMag;
- A->apply_torque_impulse(impulse);
- B->apply_torque_impulse(-impulse);
+ if (dynamic_A) {
+ A->apply_torque_impulse(impulse);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-impulse);
+ }
//apply angular motor
if (m_poweredAngMotor) {
if (m_accumulatedAngMotorImpulse < m_maxAngMotorForce) {
@@ -294,8 +313,12 @@ void SliderJoint3DSW::solve(real_t p_step) {
m_accumulatedAngMotorImpulse = new_acc;
// apply clamped impulse
Vector3 motorImp = angImpulse * axisA;
- A->apply_torque_impulse(motorImp);
- B->apply_torque_impulse(-motorImp);
+ if (dynamic_A) {
+ A->apply_torque_impulse(motorImp);
+ }
+ if (dynamic_B) {
+ B->apply_torque_impulse(-motorImp);
+ }
}
}
} // SliderJointSW::solveConstraint()
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.h b/servers/physics_3d/joints/slider_joint_3d_sw.h
index f52f6ace27..ef5891d0f9 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.h
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.h
@@ -240,10 +240,10 @@ public:
void set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value);
real_t get_param(PhysicsServer3D::SliderJointParam p_param) const;
- bool setup(real_t p_step);
- void solve(real_t p_step);
+ virtual bool setup(real_t p_step) override;
+ virtual void solve(real_t p_step) override;
- virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_SLIDER; }
+ virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_SLIDER; }
};
#endif // SLIDER_JOINT_SW_H
diff --git a/servers/physics_3d/joints_3d_sw.h b/servers/physics_3d/joints_3d_sw.h
index 225a71aca9..e2514674ea 100644
--- a/servers/physics_3d/joints_3d_sw.h
+++ b/servers/physics_3d/joints_3d_sw.h
@@ -35,9 +35,14 @@
#include "constraint_3d_sw.h"
class Joint3DSW : public Constraint3DSW {
+protected:
+ bool dynamic_A = false;
+ bool dynamic_B = false;
+
public:
- virtual bool setup(real_t p_step) { return false; }
- virtual void solve(real_t p_step) {}
+ virtual bool setup(real_t p_step) override { return false; }
+ virtual bool pre_solve(real_t p_step) override { return true; }
+ virtual void solve(real_t p_step) override {}
void copy_settings_from(Joint3DSW *p_joint) {
set_self(p_joint->get_self());
diff --git a/servers/physics_3d/soft_body_3d_sw.h b/servers/physics_3d/soft_body_3d_sw.h
index 6c0451ff45..98e554218b 100644
--- a/servers/physics_3d/soft_body_3d_sw.h
+++ b/servers/physics_3d/soft_body_3d_sw.h
@@ -106,6 +106,8 @@ class SoftBody3DSW : public CollisionObject3DSW {
VSet<RID> exceptions;
+ uint64_t island_step = 0;
+
public:
SoftBody3DSW();
@@ -124,6 +126,9 @@ public:
_FORCE_INLINE_ bool has_exception(const RID &p_exception) const { return exceptions.has(p_exception); }
_FORCE_INLINE_ const VSet<RID> &get_exceptions() const { return exceptions; }
+ _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; }
+ _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; }
+
virtual void set_space(Space3DSW *p_space);
void set_mesh(const Ref<Mesh> &p_mesh);
diff --git a/servers/physics_3d/step_3d_sw.cpp b/servers/physics_3d/step_3d_sw.cpp
index 06f3227eab..ba18bac611 100644
--- a/servers/physics_3d/step_3d_sw.cpp
+++ b/servers/physics_3d/step_3d_sw.cpp
@@ -37,39 +37,90 @@
#define BODY_ISLAND_SIZE_RESERVE 512
#define ISLAND_COUNT_RESERVE 128
#define ISLAND_SIZE_RESERVE 512
+#define CONSTRAINT_COUNT_RESERVE 1024
void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island) {
p_body->set_island_step(_step);
- p_body_island.push_back(p_body);
- // Faster with reversed iterations.
- for (Map<Constraint3DSW *, int>::Element *E = p_body->get_constraint_map().back(); E; E = E->prev()) {
- Constraint3DSW *c = (Constraint3DSW *)E->key();
- if (c->get_island_step() == _step) {
- continue; //already processed
+ if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) {
+ // Only dynamic bodies are tested for activation.
+ p_body_island.push_back(p_body);
+ }
+
+ for (Map<Constraint3DSW *, int>::Element *E = p_body->get_constraint_map().front(); E; E = E->next()) {
+ Constraint3DSW *constraint = (Constraint3DSW *)E->key();
+ if (constraint->get_island_step() == _step) {
+ continue; // Already processed.
}
- c->set_island_step(_step);
- p_constraint_island.push_back(c);
+ constraint->set_island_step(_step);
+ p_constraint_island.push_back(constraint);
+
+ all_constraints.push_back(constraint);
- for (int i = 0; i < c->get_body_count(); i++) {
+ // Find connected rigid bodies.
+ for (int i = 0; i < constraint->get_body_count(); i++) {
if (i == E->get()) {
continue;
}
- Body3DSW *b = c->get_body_ptr()[i];
- if (b->get_island_step() == _step || b->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || b->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- continue; //no go
+ Body3DSW *other_body = constraint->get_body_ptr()[i];
+ if (other_body->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ if (other_body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) {
+ continue; // Static bodies don't connect islands.
+ }
+ _populate_island(other_body, p_body_island, p_constraint_island);
+ }
+
+ // Find connected soft bodies.
+ for (int i = 0; i < constraint->get_soft_body_count(); i++) {
+ SoftBody3DSW *soft_body = constraint->get_soft_body_ptr(i);
+ if (soft_body->get_island_step() == _step) {
+ continue; // Already processed.
}
- _populate_island(c->get_body_ptr()[i], p_body_island, p_constraint_island);
+ _populate_island_soft_body(soft_body, p_body_island, p_constraint_island);
}
}
}
-void Step3DSW::_setup_island(LocalVector<Constraint3DSW *> &p_constraint_island, real_t p_delta) {
+void Step3DSW::_populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island) {
+ p_soft_body->set_island_step(_step);
+
+ for (Set<Constraint3DSW *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) {
+ Constraint3DSW *constraint = (Constraint3DSW *)E->get();
+ if (constraint->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ constraint->set_island_step(_step);
+ p_constraint_island.push_back(constraint);
+
+ all_constraints.push_back(constraint);
+
+ // Find connected rigid bodies.
+ for (int i = 0; i < constraint->get_body_count(); i++) {
+ Body3DSW *body = constraint->get_body_ptr()[i];
+ if (body->get_island_step() == _step) {
+ continue; // Already processed.
+ }
+ if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC) {
+ continue; // Static bodies don't connect islands.
+ }
+ _populate_island(body, p_body_island, p_constraint_island);
+ }
+ }
+}
+
+void Step3DSW::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) {
+ Constraint3DSW *constraint = all_constraints[p_constraint_index];
+ constraint->setup(delta);
+}
+
+void Step3DSW::_pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island) const {
uint32_t constraint_count = p_constraint_island.size();
uint32_t valid_constraint_count = 0;
for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
Constraint3DSW *constraint = p_constraint_island[constraint_index];
- if (p_constraint_island[constraint_index]->setup(p_delta)) {
+ if (p_constraint_island[constraint_index]->pre_solve(delta)) {
// Keep this constraint for solving.
p_constraint_island[valid_constraint_count++] = constraint;
}
@@ -77,15 +128,17 @@ void Step3DSW::_setup_island(LocalVector<Constraint3DSW *> &p_constraint_island,
p_constraint_island.resize(valid_constraint_count);
}
-void Step3DSW::_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island, int p_iterations, real_t p_delta) {
+void Step3DSW::_solve_island(uint32_t p_island_index, void *p_userdata) {
+ LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[p_island_index];
+
int current_priority = 1;
- uint32_t constraint_count = p_constraint_island.size();
+ uint32_t constraint_count = constraint_island.size();
while (constraint_count > 0) {
- for (int i = 0; i < p_iterations; i++) {
+ for (int i = 0; i < iterations; i++) {
// Go through all iterations.
for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
- p_constraint_island[constraint_index]->solve(p_delta);
+ constraint_island[constraint_index]->solve(delta);
}
}
@@ -93,28 +146,24 @@ void Step3DSW::_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island,
uint32_t priority_constraint_count = 0;
++current_priority;
for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) {
- Constraint3DSW *constraint = p_constraint_island[constraint_index];
+ Constraint3DSW *constraint = constraint_island[constraint_index];
if (constraint->get_priority() >= current_priority) {
// Keep this constraint for the next iteration.
- p_constraint_island[priority_constraint_count++] = constraint;
+ constraint_island[priority_constraint_count++] = constraint;
}
}
constraint_count = priority_constraint_count;
}
}
-void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island, real_t p_delta) {
+void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island) const {
bool can_sleep = true;
uint32_t body_count = p_body_island.size();
for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
Body3DSW *body = p_body_island[body_index];
- if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || body->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- continue; // Ignore for static.
- }
-
- if (!body->sleep_test(p_delta)) {
+ if (!body->sleep_test(delta)) {
can_sleep = false;
}
}
@@ -123,10 +172,6 @@ void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island, real
for (uint32_t body_index = 0; body_index < body_count; ++body_index) {
Body3DSW *body = p_body_island[body_index];
- if (body->get_mode() == PhysicsServer3D::BODY_MODE_STATIC || body->get_mode() == PhysicsServer3D::BODY_MODE_KINEMATIC) {
- continue; // Ignore for static.
- }
-
bool active = body->is_active();
if (active == can_sleep) {
@@ -140,6 +185,9 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
p_space->setup(); //update inertias, etc
+ iterations = p_iterations;
+ delta = p_delta;
+
const SelfList<Body3DSW>::List *body_list = &p_space->get_active_body_list();
const SelfList<SoftBody3DSW>::List *soft_body_list = &p_space->get_active_soft_body_list();
@@ -175,12 +223,39 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
- /* GENERATE CONSTRAINT ISLANDS */
+ /* GENERATE CONSTRAINT ISLANDS FOR MOVING AREAS */
+
+ uint32_t island_count = 0;
+
+ const SelfList<Area3DSW>::List &aml = p_space->get_moved_area_list();
+
+ while (aml.first()) {
+ for (const Set<Constraint3DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
+ Constraint3DSW *constraint = E->get();
+ if (constraint->get_island_step() == _step) {
+ continue;
+ }
+ constraint->set_island_step(_step);
+
+ // Each constraint can be on a separate island for areas as there's no solving phase.
+ ++island_count;
+ if (constraint_islands.size() < island_count) {
+ constraint_islands.resize(island_count);
+ }
+ LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1];
+ constraint_island.clear();
+
+ all_constraints.push_back(constraint);
+ constraint_island.push_back(constraint);
+ }
+ p_space->area_remove_from_moved_list((SelfList<Area3DSW> *)aml.first()); //faster to remove here
+ }
+
+ /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */
b = body_list->first();
uint32_t body_island_count = 0;
- uint32_t island_count = 0;
while (b) {
Body3DSW *body = b->self();
@@ -204,7 +279,9 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
_populate_island(body, body_island, constraint_island);
- body_islands.push_back(body_island);
+ if (body_island.is_empty()) {
+ --body_island_count;
+ }
if (constraint_island.is_empty()) {
--island_count;
@@ -213,58 +290,54 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
b = b->next();
}
- p_space->set_island_count((int)island_count);
+ /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE SOFT BODIES */
- const SelfList<Area3DSW>::List &aml = p_space->get_moved_area_list();
+ sb = soft_body_list->first();
+ while (sb) {
+ SoftBody3DSW *soft_body = sb->self();
- while (aml.first()) {
- for (const Set<Constraint3DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) {
- Constraint3DSW *c = E->get();
- if (c->get_island_step() == _step) {
- continue;
+ if (soft_body->get_island_step() != _step) {
+ ++body_island_count;
+ if (body_islands.size() < body_island_count) {
+ body_islands.resize(body_island_count);
}
- c->set_island_step(_step);
+ LocalVector<Body3DSW *> &body_island = body_islands[body_island_count - 1];
+ body_island.clear();
+ body_island.reserve(BODY_ISLAND_SIZE_RESERVE);
+
++island_count;
if (constraint_islands.size() < island_count) {
constraint_islands.resize(island_count);
}
LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1];
constraint_island.clear();
- constraint_island.push_back(c);
- }
- p_space->area_remove_from_moved_list((SelfList<Area3DSW> *)aml.first()); //faster to remove here
- }
+ constraint_island.reserve(ISLAND_SIZE_RESERVE);
- sb = soft_body_list->first();
- while (sb) {
- for (const Set<Constraint3DSW *>::Element *E = sb->self()->get_constraints().front(); E; E = E->next()) {
- Constraint3DSW *c = E->get();
- if (c->get_island_step() == _step) {
- continue;
+ _populate_island_soft_body(soft_body, body_island, constraint_island);
+
+ if (body_island.is_empty()) {
+ --body_island_count;
}
- c->set_island_step(_step);
- ++island_count;
- if (constraint_islands.size() < island_count) {
- constraint_islands.resize(island_count);
+
+ if (constraint_island.is_empty()) {
+ --island_count;
}
- LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1];
- constraint_island.clear();
- constraint_island.push_back(c);
}
sb = sb->next();
}
+ p_space->set_island_count((int)island_count);
+
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime);
profile_begtime = profile_endtime;
}
- /* SETUP CONSTRAINT ISLANDS */
+ /* SETUP CONSTRAINTS / PROCESS COLLISIONS */
- for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
- _setup_island(constraint_islands[island_index], p_delta);
- }
+ uint32_t total_contraint_count = all_constraints.size();
+ work_pool.do_work(total_contraint_count, this, &Step3DSW::_setup_contraint, nullptr);
{ //profile
profile_endtime = OS::get_singleton()->get_ticks_usec();
@@ -272,12 +345,21 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
- /* SOLVE CONSTRAINT ISLANDS */
+ /* PRE-SOLVE CONSTRAINT ISLANDS */
+ // Warning: This doesn't run on threads, because it involves thread-unsafe processing.
for (uint32_t island_index = 0; island_index < island_count; ++island_index) {
- // Warning: _solve_island modifies the constraint islands for optimization purpose,
- // their content is not reliable after these calls and shouldn't be used anymore.
- _solve_island(constraint_islands[island_index], p_iterations, p_delta);
+ _pre_solve_island(constraint_islands[island_index]);
+ }
+
+ /* SOLVE CONSTRAINT ISLANDS */
+
+ // Warning: _solve_island modifies the constraint islands for optimization purpose,
+ // their content is not reliable after these calls and shouldn't be used anymore.
+ if (island_count > 1) {
+ work_pool.do_work(island_count, this, &Step3DSW::_solve_island, nullptr);
+ } else if (island_count > 0) {
+ _solve_island(0);
}
{ //profile
@@ -298,7 +380,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
/* SLEEP / WAKE UP ISLANDS */
for (uint32_t island_index = 0; island_index < body_island_count; ++island_index) {
- _check_suspend(body_islands[island_index], p_delta);
+ _check_suspend(body_islands[island_index]);
}
/* UPDATE SOFT BODY CONSTRAINTS */
@@ -315,6 +397,8 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) {
profile_begtime = profile_endtime;
}
+ all_constraints.clear();
+
p_space->update();
p_space->unlock();
_step++;
@@ -325,4 +409,11 @@ Step3DSW::Step3DSW() {
body_islands.reserve(BODY_ISLAND_COUNT_RESERVE);
constraint_islands.reserve(ISLAND_COUNT_RESERVE);
+ all_constraints.reserve(CONSTRAINT_COUNT_RESERVE);
+
+ work_pool.init();
+}
+
+Step3DSW::~Step3DSW() {
+ work_pool.finish();
}
diff --git a/servers/physics_3d/step_3d_sw.h b/servers/physics_3d/step_3d_sw.h
index f406c35c3a..9c60004b24 100644
--- a/servers/physics_3d/step_3d_sw.h
+++ b/servers/physics_3d/step_3d_sw.h
@@ -34,21 +34,31 @@
#include "space_3d_sw.h"
#include "core/templates/local_vector.h"
+#include "core/templates/thread_work_pool.h"
class Step3DSW {
uint64_t _step;
+ int iterations = 0;
+ real_t delta = 0.0;
+
+ ThreadWorkPool work_pool;
+
LocalVector<LocalVector<Body3DSW *>> body_islands;
LocalVector<LocalVector<Constraint3DSW *>> constraint_islands;
+ LocalVector<Constraint3DSW *> all_constraints;
void _populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island);
- void _setup_island(LocalVector<Constraint3DSW *> &p_constraint_island, real_t p_delta);
- void _solve_island(LocalVector<Constraint3DSW *> &p_constraint_island, int p_iterations, real_t p_delta);
- void _check_suspend(const LocalVector<Body3DSW *> &p_body_island, real_t p_delta);
+ void _populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island);
+ void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr);
+ void _pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island) const;
+ void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr);
+ void _check_suspend(const LocalVector<Body3DSW *> &p_body_island) const;
public:
void step(Space3DSW *p_space, real_t p_delta, int p_iterations);
Step3DSW();
+ ~Step3DSW();
};
#endif // STEP__SW_H
diff --git a/servers/rendering/renderer_rd/SCsub b/servers/rendering/renderer_rd/SCsub
index 9c95f538ac..64e613ab91 100644
--- a/servers/rendering/renderer_rd/SCsub
+++ b/servers/rendering/renderer_rd/SCsub
@@ -5,4 +5,5 @@ Import("env")
env.add_source_files(env.servers_sources, "*.cpp")
SConscript("forward_clustered/SCsub")
+SConscript("forward_mobile/SCsub")
SConscript("shaders/SCsub")
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 89e88f23b3..aadb7bac19 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -284,8 +284,6 @@ void RenderForwardClustered::_allocate_normal_roughness_texture(RenderBufferData
fb.push_back(rb->normal_roughness_buffer_msaa);
rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
}
-
- _render_buffers_clear_uniform_set(rb);
}
RendererSceneRenderRD::RenderBufferData *RenderForwardClustered::_create_render_buffer_data() {
@@ -1700,6 +1698,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
}
render_list_params.uv_offset = Vector2();
+ render_list_params.force_wireframe = false;
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
RD::get_singleton()->draw_list_end();
@@ -2305,15 +2304,6 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te
return sdfgi_pass_uniform_set;
}
-void RenderForwardClustered::_render_buffers_clear_uniform_set(RenderBufferDataForwardClustered *rb) {
-}
-
-void RenderForwardClustered::_render_buffers_uniform_set_changed(RID p_render_buffers) {
- RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers);
-
- _render_buffers_clear_uniform_set(rb);
-}
-
RID RenderForwardClustered::_render_buffers_get_normal_texture(RID p_render_buffers) {
RenderBufferDataForwardClustered *rb = (RenderBufferDataForwardClustered *)render_buffers_get_data(p_render_buffers);
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 05de10ae28..4b998a9e76 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -118,8 +118,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
virtual void _base_uniforms_changed();
- void _render_buffers_clear_uniform_set(RenderBufferDataForwardClustered *rb);
- virtual void _render_buffers_uniform_set_changed(RID p_render_buffers);
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
void _update_render_base_uniform_set();
@@ -202,6 +200,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
};
struct SceneState {
+ // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
struct UBO {
float projection_matrix[16];
float inv_projection_matrix[16];
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 df2931126b..f7ed0205af 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
@@ -146,12 +146,17 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
+
+ Map<String, String>::Element * el = gen_code.code.front();
+ while (el) {
+ print_line("\n**code " + el->key() + ":\n" + el->value());
+
+ el = el->next();
+ }
+
print_line("\n**uniforms:\n" + gen_code.uniforms);
- print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]);
#endif
shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
@@ -566,18 +571,6 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin
shader_versions.push_back("\n#define USE_LIGHTMAP\n");
shader_versions.push_back("\n#define MODE_MULTIPLE_RENDER_TARGETS\n#define USE_LIGHTMAP\n");
shader.initialize(shader_versions, p_defines);
-
- /*
- if (p_is_low_end) {
- //disable the high end versions
- shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, false);
- shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE, false);
- shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_SDF, false);
- shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI, false);
- shader.set_variant_enabled(SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
- shader.set_variant_enabled(SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, false);
- }
- */
}
storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
diff --git a/servers/rendering/renderer_rd/forward_mobile/SCsub b/servers/rendering/renderer_rd/forward_mobile/SCsub
new file mode 100644
index 0000000000..86681f9c74
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/SCsub
@@ -0,0 +1,5 @@
+#!/usr/bin/env python
+
+Import("env")
+
+env.add_source_files(env.servers_sources, "*.cpp")
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
new file mode 100644
index 0000000000..b2aaa50421
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -0,0 +1,2163 @@
+/*************************************************************************/
+/* render_forward_mobile.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "render_forward_mobile.h"
+#include "core/config/project_settings.h"
+#include "servers/rendering/rendering_device.h"
+#include "servers/rendering/rendering_server_default.h"
+
+using namespace RendererSceneRenderImplementation;
+
+/* Render buffer */
+
+void RenderForwardMobile::RenderBufferDataForwardMobile::clear() {
+ if (color_msaa.is_valid()) {
+ RD::get_singleton()->free(color_msaa);
+ color_msaa = RID();
+ }
+
+ if (depth_msaa.is_valid()) {
+ RD::get_singleton()->free(depth_msaa);
+ depth_msaa = RID();
+ }
+
+ color = RID();
+ depth = RID();
+ color_fb = RID();
+}
+
+void RenderForwardMobile::RenderBufferDataForwardMobile::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
+ clear();
+
+ msaa = p_msaa;
+
+ width = p_width;
+ height = p_height;
+
+ color = p_color_buffer;
+ depth = p_depth_buffer;
+
+ // re-introduce setting up msaa? For now we ignore this...
+
+ if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
+ Vector<RID> fb;
+ fb.push_back(p_color_buffer);
+ fb.push_back(depth);
+
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
+ } else {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = p_width;
+ tf.height = p_height;
+ tf.texture_type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
+ RD::TEXTURE_SAMPLES_1,
+ RD::TEXTURE_SAMPLES_2,
+ RD::TEXTURE_SAMPLES_4,
+ RD::TEXTURE_SAMPLES_8,
+ RD::TEXTURE_SAMPLES_16
+ };
+
+ texture_samples = ts[p_msaa];
+ tf.samples = texture_samples;
+
+ color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+ tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ {
+ Vector<RID> fb;
+ fb.push_back(color_msaa);
+ fb.push_back(depth_msaa);
+
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ }
+}
+
+RenderForwardMobile::RenderBufferDataForwardMobile::~RenderBufferDataForwardMobile() {
+ clear();
+}
+
+RendererSceneRenderRD::RenderBufferData *RenderForwardMobile::_create_render_buffer_data() {
+ return memnew(RenderBufferDataForwardMobile);
+}
+
+bool RenderForwardMobile::free(RID p_rid) {
+ if (RendererSceneRenderRD::free(p_rid)) {
+ return true;
+ }
+ return false;
+}
+
+/* Render functions */
+
+RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas, int p_index) {
+ //there should always be enough uniform buffers for render passes, otherwise bugs
+ ERR_FAIL_INDEX_V(p_index, (int)scene_state.uniform_buffers.size(), RID());
+
+ RenderBufferDataForwardMobile *rb = nullptr;
+ if (p_render_buffers.is_valid()) {
+ rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers);
+ }
+
+ // default render buffer and scene state uniform set
+ // loaded into set 1
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.binding = 0;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.ids.push_back(scene_state.uniform_buffers[p_index]);
+ uniforms.push_back(u);
+ }
+
+ {
+ RID radiance_texture;
+ if (p_radiance_texture.is_valid()) {
+ radiance_texture = p_radiance_texture;
+ } else {
+ radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK);
+ }
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(radiance_texture);
+ uniforms.push_back(u);
+ }
+
+ {
+ RID ref_texture = p_reflection_atlas.is_valid() ? reflection_atlas_get_texture(p_reflection_atlas) : RID();
+ RD::Uniform u;
+ u.binding = 3;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ if (ref_texture.is_valid()) {
+ u.ids.push_back(ref_texture);
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK));
+ }
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 4;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture;
+ if (p_shadow_atlas.is_valid()) {
+ texture = shadow_atlas_get_texture(p_shadow_atlas);
+ }
+ if (!texture.is_valid()) {
+ texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ }
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ if (p_use_directional_shadow_atlas && directional_shadow_get_texture().is_valid()) {
+ u.ids.push_back(directional_shadow_get_texture());
+ } else {
+ u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE));
+ }
+ uniforms.push_back(u);
+ }
+
+ /* we have limited ability to keep textures like this so we're moving this to a set we change before drawing geometry and just pushing the needed texture in */
+ {
+ RD::Uniform u;
+ u.binding = 6;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(scene_state.max_lightmaps);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE);
+ for (uint32_t i = 0; i < scene_state.max_lightmaps; i++) {
+ if (i < p_lightmaps.size()) {
+ RID base = lightmap_instance_get_lightmap(p_lightmaps[i]);
+ RID texture = storage->lightmap_get_texture(base);
+ RID rd_texture = storage->texture_get_rd_texture(texture);
+ u.ids.write[i] = rd_texture;
+ } else {
+ u.ids.write[i] = default_tex;
+ }
+ }
+
+ uniforms.push_back(u);
+ }
+
+ /*
+ {
+ RD::Uniform u;
+ u.binding = 7;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.resize(MAX_GI_PROBES);
+ RID default_tex = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
+ for (int i = 0; i < MAX_GI_PROBES; i++) {
+ if (i < (int)p_gi_probes.size()) {
+ RID tex = gi.gi_probe_instance_get_texture(p_gi_probes[i]);
+ if (!tex.is_valid()) {
+ tex = default_tex;
+ }
+ u.ids.write[i] = tex;
+ } else {
+ u.ids.write[i] = default_tex;
+ }
+ }
+
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 8;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ RID cb = p_cluster_buffer.is_valid() ? p_cluster_buffer : default_vec4_xform_buffer;
+ u.ids.push_back(cb);
+ uniforms.push_back(u);
+ }
+ */
+
+ {
+ RD::Uniform u;
+ u.binding = 9;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID texture = (false && rb && rb->depth.is_valid()) ? rb->depth : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_WHITE);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID bbt = rb ? render_buffers_get_back_buffer_texture(p_render_buffers) : RID();
+ RID texture = bbt.is_valid() ? bbt : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK);
+ u.ids.push_back(texture);
+ uniforms.push_back(u);
+ }
+
+ if (p_index >= (int)render_pass_uniform_sets.size()) {
+ render_pass_uniform_sets.resize(p_index + 1);
+ }
+
+ if (render_pass_uniform_sets[p_index].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[p_index])) {
+ RD::get_singleton()->free(render_pass_uniform_sets[p_index]);
+ }
+
+ render_pass_uniform_sets[p_index] = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, RENDER_PASS_UNIFORM_SET);
+ return render_pass_uniform_sets[p_index];
+}
+
+void RenderForwardMobile::_setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform) {
+ // This probably needs to change...
+ scene_state.lightmaps_used = 0;
+ for (int i = 0; i < (int)p_lightmaps.size(); i++) {
+ if (i >= (int)scene_state.max_lightmaps) {
+ break;
+ }
+
+ RID lightmap = lightmap_instance_get_lightmap(p_lightmaps[i]);
+
+ Basis to_lm = lightmap_instance_get_transform(p_lightmaps[i]).basis.inverse() * p_cam_transform.basis;
+ to_lm = to_lm.inverse().transposed(); //will transform normals
+ RendererStorageRD::store_transform_3x3(to_lm, scene_state.lightmaps[i].normal_xform);
+ scene_state.lightmap_ids[i] = p_lightmaps[i];
+ scene_state.lightmap_has_sh[i] = storage->lightmap_uses_spherical_harmonics(lightmap);
+
+ scene_state.lightmaps_used++;
+ }
+ if (scene_state.lightmaps_used > 0) {
+ RD::get_singleton()->buffer_update(scene_state.lightmap_buffer, 0, sizeof(LightmapData) * scene_state.lightmaps_used, scene_state.lightmaps, RD::BARRIER_MASK_RASTER);
+ }
+}
+
+void RenderForwardMobile::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold) {
+ // These are UNUSED here and will not have data parsed from RendererSceneRenderRD:
+ // - p_gi_probes
+ // - p_cluster_buffer
+ // - p_cluster_size
+ // - p_cluster_max_elements
+
+ RenderBufferDataForwardMobile *render_buffer = nullptr;
+ if (p_render_buffer.is_valid()) {
+ render_buffer = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffer);
+ }
+ RendererSceneEnvironmentRD *env = get_environment(p_environment);
+
+ RENDER_TIMESTAMP("Setup 3D Scene");
+
+ float lod_distance_multiplier = p_cam_projection.get_lod_multiplier();
+ Plane lod_camera_plane(p_cam_transform.get_origin(), -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ p_screen_lod_threshold = 0.0;
+ }
+
+ Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
+ scene_state.ubo.viewport_size[0] = vp_he.x;
+ scene_state.ubo.viewport_size[1] = vp_he.y;
+ scene_state.ubo.directional_light_count = 0;
+
+ Size2i screen_size;
+ RID opaque_framebuffer;
+ RID alpha_framebuffer;
+ bool reverse_cull = false;
+
+ // I don't think we support either of these in our mobile renderer so probably should phase them out
+ bool using_ssr = false;
+ bool using_sss = false;
+
+ if (render_buffer) {
+ // setup rendering to render buffer
+ screen_size.x = render_buffer->width;
+ screen_size.y = render_buffer->height;
+
+ opaque_framebuffer = render_buffer->color_fb;
+ alpha_framebuffer = opaque_framebuffer;
+ } else if (p_reflection_probe.is_valid()) {
+ uint32_t resolution = reflection_probe_instance_get_resolution(p_reflection_probe);
+ screen_size.x = resolution;
+ screen_size.y = resolution;
+
+ opaque_framebuffer = reflection_probe_instance_get_framebuffer(p_reflection_probe, p_reflection_probe_pass);
+ alpha_framebuffer = opaque_framebuffer;
+
+ if (storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
+ p_environment = RID(); //no environment on interiors
+ }
+
+ reverse_cull = true;
+ } else {
+ ERR_FAIL(); //bug?
+ }
+
+ RD::get_singleton()->draw_command_begin_label("Render Setup");
+
+ _setup_lightmaps(p_lightmaps, p_cam_transform);
+ _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
+
+ _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example)
+
+ _fill_render_list(RENDER_LIST_OPAQUE, p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ render_list[RENDER_LIST_OPAQUE].sort_by_key();
+ render_list[RENDER_LIST_ALPHA].sort_by_depth();
+
+ // we no longer use this...
+ _fill_instance_data(RENDER_LIST_OPAQUE);
+ _fill_instance_data(RENDER_LIST_ALPHA);
+
+ RD::get_singleton()->draw_command_end_label();
+
+ // note, no depth prepass here!
+
+ // setup environment
+ RID radiance_texture;
+ bool draw_sky = false;
+ bool draw_sky_fog_only = false;
+
+ Color clear_color = p_default_bg_color;
+ bool keep_color = false;
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW) {
+ clear_color = Color(0, 0, 0, 1); //in overdraw mode, BG should always be black
+ } else if (is_environment(p_environment)) {
+ RS::EnvironmentBG bg_mode = environment_get_background(p_environment);
+ float bg_energy = environment_get_bg_energy(p_environment);
+ switch (bg_mode) {
+ case RS::ENV_BG_CLEAR_COLOR: {
+ clear_color = p_default_bg_color;
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ /*
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
+ */
+ } break;
+ case RS::ENV_BG_COLOR: {
+ clear_color = environment_get_bg_color(p_environment);
+ clear_color.r *= bg_energy;
+ clear_color.g *= bg_energy;
+ clear_color.b *= bg_energy;
+ /*
+ if (render_buffers_has_volumetric_fog(p_render_buffer) || environment_is_fog_enabled(p_environment)) {
+ draw_sky_fog_only = true;
+ storage->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+ }
+ */
+ } break;
+ case RS::ENV_BG_SKY: {
+ draw_sky = true;
+ } break;
+ case RS::ENV_BG_CANVAS: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_KEEP: {
+ keep_color = true;
+ } break;
+ case RS::ENV_BG_CAMERA_FEED: {
+ } break;
+ default: {
+ }
+ }
+ // setup sky if used for ambient, reflections, or background
+ if (draw_sky || draw_sky_fog_only || environment_get_reflection_source(p_environment) == RS::ENV_REFLECTION_SOURCE_SKY || environment_get_ambient_source(p_environment) == RS::ENV_AMBIENT_SOURCE_SKY) {
+ RENDER_TIMESTAMP("Setup Sky");
+ RD::get_singleton()->draw_command_begin_label("Setup Sky");
+ CameraMatrix projection = p_cam_projection;
+ if (p_reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_cam_projection;
+ }
+
+ sky.setup(env, p_render_buffer, projection, p_cam_transform, screen_size, this);
+
+ RID sky_rid = env->sky;
+ if (sky_rid.is_valid()) {
+ sky.update(env, projection, p_cam_transform, time);
+ radiance_texture = sky.sky_get_radiance_texture_rd(sky_rid);
+ } else {
+ // do not try to draw sky if invalid
+ draw_sky = false;
+ }
+ RD::get_singleton()->draw_command_end_label();
+ }
+ } else {
+ clear_color = p_default_bg_color;
+ }
+
+ // opaque pass
+
+ // !BAS! Look into this, seems most of the code in here related to clustered only, may want to move this code into ForwardClustered/RenderForwardMobile before calling it from here
+ // does trigger shadow map rendering so kinda important
+ _pre_opaque_render(false, false, RID(), RID());
+
+ RD::get_singleton()->draw_command_begin_label("Render Opaque Pass");
+
+ scene_state.ubo.directional_light_count = _get_render_state_directional_light_count();
+
+ _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), p_render_buffer.is_valid());
+
+ RENDER_TIMESTAMP("Render Opaque Pass");
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_lightmaps, true);
+
+ bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
+
+ {
+ bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only);
+ bool will_continue_depth = (can_continue_depth || draw_sky || draw_sky_fog_only);
+
+ // regular forward for now
+ Vector<Color> c;
+ c.push_back(clear_color.to_linear());
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, opaque_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ if (draw_sky || draw_sky_fog_only) {
+ RENDER_TIMESTAMP("Render Sky");
+
+ CameraMatrix projection = p_cam_projection;
+ if (p_reflection_probe.is_valid()) {
+ CameraMatrix correction;
+ correction.set_depth_correction(true);
+ projection = correction * p_cam_projection;
+ }
+ RD::get_singleton()->draw_command_begin_label("Draw Sky");
+ sky.draw(env, can_continue_color, can_continue_depth, opaque_framebuffer, projection, p_cam_transform, time);
+ RD::get_singleton()->draw_command_end_label();
+ }
+
+ if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ /*
+ if (using_separate_specular) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular);
+ }
+ */
+ }
+
+ if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth);
+ }
+
+ // transparent pass
+ RENDER_TIMESTAMP("Render Transparent Pass");
+
+ RD::get_singleton()->draw_command_begin_label("Render Transparent Pass");
+
+ rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_buffer, radiance_texture, p_shadow_atlas, p_reflection_atlas, p_lightmaps, true);
+
+ _setup_environment(p_environment, p_render_buffer, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
+
+ {
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), lod_camera_plane, lod_distance_multiplier, p_screen_lod_threshold);
+ _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+
+ RD::get_singleton()->draw_command_begin_label("Resolve");
+
+ if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+/* these are being called from RendererSceneRenderRD::_pre_opaque_render */
+
+void RenderForwardMobile::_render_shadow_begin() {
+ scene_state.shadow_passes.clear();
+ RD::get_singleton()->draw_command_begin_label("Shadow Setup");
+ _update_render_base_uniform_set();
+
+ render_list[RENDER_LIST_SECONDARY].clear();
+}
+
+void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end) {
+ uint32_t shadow_pass_index = scene_state.shadow_passes.size();
+
+ SceneState::ShadowPass shadow_pass;
+
+ scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
+
+ _setup_environment(RID(), RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), !p_flip_y, Color(), 0, p_zfar, false, p_use_pancake, shadow_pass_index);
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
+ p_screen_lod_threshold = 0.0;
+ }
+
+ PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW;
+
+ uint32_t render_list_from = render_list[RENDER_LIST_SECONDARY].elements.size();
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_projection, p_transform, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, true);
+ uint32_t render_list_size = render_list[RENDER_LIST_SECONDARY].elements.size() - render_list_from;
+ render_list[RENDER_LIST_SECONDARY].sort_by_key_range(render_list_from, render_list_size);
+ _fill_instance_data(RENDER_LIST_SECONDARY, render_list_from, render_list_size, false);
+
+ {
+ //regular forward for now
+ bool flip_cull = p_use_dp_flip;
+ if (p_flip_y) {
+ flip_cull = !flip_cull;
+ }
+
+ shadow_pass.element_from = render_list_from;
+ shadow_pass.element_count = render_list_size;
+ shadow_pass.flip_cull = flip_cull;
+ shadow_pass.pass_mode = pass_mode;
+
+ shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete
+ shadow_pass.camera_plane = p_camera_plane;
+ shadow_pass.screen_lod_threshold = p_screen_lod_threshold;
+ shadow_pass.lod_distance_multiplier = p_lod_distance_multiplier;
+
+ shadow_pass.framebuffer = p_framebuffer;
+ shadow_pass.initial_depth_action = p_begin ? (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION : RD::INITIAL_ACTION_CLEAR) : (p_clear_region ? RD::INITIAL_ACTION_CLEAR_REGION_CONTINUE : RD::INITIAL_ACTION_CONTINUE);
+ shadow_pass.final_depth_action = p_end ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE;
+ shadow_pass.rect = p_rect;
+
+ scene_state.shadow_passes.push_back(shadow_pass);
+ }
+}
+
+void RenderForwardMobile::_render_shadow_process() {
+ //render shadows one after the other, so this can be done un-barriered and the driver can optimize (as well as allow us to run compute at the same time)
+
+ for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
+ //render passes need to be configured after instance buffer is done, since they need the latest version
+ SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ shadow_pass.rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), PagedArray<RID>(), false, i);
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
+ RD::get_singleton()->draw_command_begin_label("Shadow Render");
+
+ for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
+ SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
+ }
+
+ if (p_barrier != RD::BARRIER_MASK_NO_BARRIER) {
+ RD::get_singleton()->barrier(RD::BARRIER_MASK_RASTER, p_barrier);
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+/* */
+
+void RenderForwardMobile::_render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+ RENDER_TIMESTAMP("Setup Rendering Material");
+
+ RD::get_singleton()->draw_command_begin_label("Render Material");
+
+ _update_render_base_uniform_set();
+
+ scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.material_uv2_mode = false;
+
+ _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
+
+ PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), PagedArray<RID>());
+
+ RENDER_TIMESTAMP("Render Material");
+
+ {
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set);
+ //regular forward for now
+ Vector<Color> clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count);
+ RD::get_singleton()->draw_list_end();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) {
+ RENDER_TIMESTAMP("Setup Rendering UV2");
+
+ RD::get_singleton()->draw_command_begin_label("Render UV2");
+
+ _update_render_base_uniform_set();
+
+ scene_state.ubo.dual_paraboloid_side = 0;
+ scene_state.ubo.material_uv2_mode = true;
+
+ _setup_environment(RID(), RID(), CameraMatrix(), Transform(), RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
+
+ PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL;
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, CameraMatrix(), Transform());
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), PagedArray<RID>());
+
+ RENDER_TIMESTAMP("Render Material");
+
+ {
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true);
+ //regular forward for now
+ Vector<Color> clear;
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ clear.push_back(Color(0, 0, 0, 0));
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region);
+
+ const int uv_offset_count = 9;
+ static const Vector2 uv_offsets[uv_offset_count] = {
+ Vector2(-1, 1),
+ Vector2(1, 1),
+ Vector2(1, -1),
+ Vector2(-1, -1),
+ Vector2(-1, 0),
+ Vector2(1, 0),
+ Vector2(0, -1),
+ Vector2(0, 1),
+ Vector2(0, 0),
+
+ };
+
+ for (int i = 0; i < uv_offset_count; i++) {
+ Vector2 ofs = uv_offsets[i];
+ ofs.x /= p_region.size.width;
+ ofs.y /= p_region.size.height;
+ render_list_params.uv_offset = ofs;
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //first wireframe, for pseudo conservative
+ }
+ render_list_params.uv_offset = Vector2();
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); //second regular triangles
+
+ RD::get_singleton()->draw_list_end();
+ }
+
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) {
+ // we don't do GI in low end..
+}
+
+void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) {
+ RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+
+ RD::get_singleton()->draw_command_begin_label("Render Collider Heightfield");
+
+ _update_render_base_uniform_set();
+ scene_state.ubo.dual_paraboloid_side = 0;
+
+ _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
+
+ PassMode pass_mode = PASS_MODE_SHADOW;
+
+ _fill_render_list(RENDER_LIST_SECONDARY, p_instances, pass_mode, p_cam_projection, p_cam_transform);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+ _fill_instance_data(RENDER_LIST_SECONDARY);
+
+ RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_SECONDARY, RID(), RID(), RID(), RID(), PagedArray<RID>());
+
+ RENDER_TIMESTAMP("Render Collider Heightfield");
+
+ {
+ //regular forward for now
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, pass_mode, rp_uniform_set);
+ _render_list_with_threads(&render_list_params, p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
+ }
+ RD::get_singleton()->draw_command_end_label();
+}
+
+void RenderForwardMobile::_base_uniforms_changed() {
+ if (!render_base_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
+ RD::get_singleton()->free(render_base_uniform_set);
+ }
+ render_base_uniform_set = RID();
+}
+
+void RenderForwardMobile::_update_render_base_uniform_set() {
+ if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) {
+ if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) {
+ RD::get_singleton()->free(render_base_uniform_set);
+ }
+
+ // This is all loaded into set 0
+
+ lightmap_texture_array_version = storage->lightmap_array_get_version();
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.binding = 1;
+ u.ids.resize(12);
+ RID *ids_ptr = u.ids.ptrw();
+ ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+ ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 2;
+ u.uniform_type = RD::UNIFORM_TYPE_SAMPLER;
+ u.ids.push_back(scene_shader.shadow_sampler);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 3;
+ 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.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_spot_light_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 5;
+ 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.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.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.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.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID decal_atlas = storage->decal_atlas_get_texture();
+ u.ids.push_back(decal_atlas);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 10;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ RID decal_atlas = storage->decal_atlas_get_texture_srgb();
+ u.ids.push_back(decal_atlas);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 11;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(get_decal_buffer());
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.binding = 12;
+ u.ids.push_back(storage->global_variables_get_storage_buffer());
+ uniforms.push_back(u);
+ }
+
+ render_base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, scene_shader.default_shader_rd, SCENE_UNIFORM_SET);
+ }
+}
+
+RID RenderForwardMobile::_render_buffers_get_normal_texture(RID p_render_buffers) {
+ // RenderBufferDataForwardMobile *rb = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers);
+
+ // We don't have this. This is for debugging
+ // return rb->normal_roughness_buffer;
+ return RID();
+}
+
+void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, const Plane &p_lod_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_append) {
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ scene_state.used_sss = false;
+ scene_state.used_screen_texture = false;
+ scene_state.used_normal_texture = false;
+ scene_state.used_depth_texture = false;
+ }
+ uint32_t lightmap_captures_used = 0;
+
+ Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z));
+ near_plane.d += p_cam_projection.get_z_near();
+ float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near();
+
+ RenderList *rl = &render_list[p_render_list];
+
+ // Parse any updates on our geometry, updates surface caches and such
+ _update_dirty_geometry_instances();
+
+ if (!p_append) {
+ rl->clear();
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ render_list[RENDER_LIST_ALPHA].clear(); //opaque fills alpha too
+ }
+ }
+
+ //fill list
+
+ for (int i = 0; i < (int)p_instances.size(); i++) {
+ GeometryInstanceForwardMobile *inst = static_cast<GeometryInstanceForwardMobile *>(p_instances[i]);
+
+ Vector3 support_min = inst->transformed_aabb.get_support(-near_plane.normal);
+ inst->depth = near_plane.distance_to(support_min);
+ uint32_t depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15);
+
+ uint32_t flags = inst->base_flags; //fill flags if appropriate
+
+ bool uses_lightmap = false;
+ // bool uses_gi = false;
+
+ if (p_render_list == RENDER_LIST_OPAQUE) {
+ if (inst->lightmap_instance.is_valid()) {
+ int32_t lightmap_cull_index = -1;
+ for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) {
+ if (scene_state.lightmap_ids[j] == inst->lightmap_instance) {
+ lightmap_cull_index = j;
+ break;
+ }
+ }
+ if (lightmap_cull_index >= 0) {
+ inst->gi_offset_cache = inst->lightmap_slice_index << 16;
+ inst->gi_offset_cache |= lightmap_cull_index;
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP;
+ if (scene_state.lightmap_has_sh[lightmap_cull_index]) {
+ flags |= INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP;
+ }
+ uses_lightmap = true;
+ } else {
+ inst->gi_offset_cache = 0xFFFFFFFF;
+ }
+
+ } else if (inst->lightmap_sh) {
+ if (lightmap_captures_used < scene_state.max_lightmap_captures) {
+ const Color *src_capture = inst->lightmap_sh->sh;
+ LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used];
+ for (int j = 0; j < 9; j++) {
+ lcd.sh[j * 4 + 0] = src_capture[j].r;
+ lcd.sh[j * 4 + 1] = src_capture[j].g;
+ lcd.sh[j * 4 + 2] = src_capture[j].b;
+ lcd.sh[j * 4 + 3] = src_capture[j].a;
+ }
+ flags |= INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE;
+ inst->gi_offset_cache = lightmap_captures_used;
+ lightmap_captures_used++;
+ uses_lightmap = true;
+ }
+ }
+ }
+ inst->flags_cache = flags;
+
+ GeometryInstanceSurfaceDataCache *surf = inst->surface_caches;
+
+ while (surf) {
+ surf->sort.uses_lightmap = 0;
+
+ // LOD
+
+ if (p_screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) {
+ //lod
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_lod_plane.normal);
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(p_lod_plane.normal);
+
+ float distance_min = p_lod_plane.distance_to(lod_support_min);
+ float distance_max = p_lod_plane.distance_to(lod_support_max);
+
+ float distance = 0.0;
+
+ if (distance_min * distance_max < 0.0) {
+ //crossing plane
+ distance = 0.0;
+ } else if (distance_min >= 0.0) {
+ distance = distance_min;
+ } else if (distance_max <= 0.0) {
+ distance = -distance_max;
+ }
+
+ surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_lod_distance_multiplier, p_screen_lod_threshold);
+ } else {
+ surf->lod_index = 0;
+ }
+
+ // ADD Element
+ if (p_pass_mode == PASS_MODE_COLOR) {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ rl->add_element(surf);
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA) {
+ render_list[RENDER_LIST_ALPHA].add_element(surf);
+ // if (uses_gi) {
+ // surf->sort.uses_forward_gi = 1;
+ // }
+ }
+
+ if (uses_lightmap) {
+ surf->sort.uses_lightmap = 1; // This needs to become our lightmap index but we'll do that in a separate PR.
+ }
+
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING) {
+ scene_state.used_sss = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE) {
+ scene_state.used_screen_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE) {
+ scene_state.used_normal_texture = true;
+ }
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE) {
+ scene_state.used_depth_texture = true;
+ }
+
+ } else if (p_pass_mode == PASS_MODE_SHADOW || p_pass_mode == PASS_MODE_SHADOW_DP) {
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW) {
+ rl->add_element(surf);
+ }
+ } else {
+ if (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) {
+ rl->add_element(surf);
+ }
+ }
+
+ surf->sort.depth_layer = depth_layer;
+
+ surf = surf->next;
+ }
+ }
+}
+
+void RenderForwardMobile::_setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) {
+ //!BAS! need to go through this and find out what we don't need anymore
+
+ // This populates our UBO with main scene data that is pushed into set 1
+
+ //CameraMatrix projection = p_cam_projection;
+ //projection.flip_y(); // Vulkan and modern APIs use Y-Down
+ CameraMatrix correction;
+ correction.set_depth_correction(p_flip_y);
+ CameraMatrix projection = correction * p_cam_projection;
+
+ //store camera into ubo
+ RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix);
+ RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix);
+ RendererStorageRD::store_transform(p_cam_transform, scene_state.ubo.camera_matrix);
+ RendererStorageRD::store_transform(p_cam_transform.affine_inverse(), scene_state.ubo.inv_camera_matrix);
+
+ scene_state.ubo.z_far = p_zfar;
+ scene_state.ubo.z_near = p_znear;
+
+ scene_state.ubo.pancake_shadows = p_pancake_shadows;
+
+ RendererStorageRD::store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
+ RendererStorageRD::store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
+ 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;
+
+ /*
+ scene_state.ubo.cluster_shift = get_shift_from_power_of_2(p_cluster_size);
+ scene_state.ubo.max_cluster_element_count_div_32 = p_max_cluster_elements / 32;
+ {
+ uint32_t cluster_screen_width = (p_screen_size.width - 1) / p_cluster_size + 1;
+ uint32_t cluster_screen_height = (p_screen_size.height - 1) / p_cluster_size + 1;
+ scene_state.ubo.cluster_type_size = cluster_screen_width * cluster_screen_height * (scene_state.ubo.max_cluster_element_count_div_32 + 32);
+ scene_state.ubo.cluster_width = cluster_screen_width;
+ }
+ */
+
+ if (p_shadow_atlas.is_valid()) {
+ Vector2 sas = shadow_atlas_get_size(p_shadow_atlas);
+ scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / sas.x;
+ scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / sas.y;
+ }
+ {
+ Vector2 dss = directional_shadow_get_size();
+ scene_state.ubo.directional_shadow_pixel_size[0] = 1.0 / dss.x;
+ scene_state.ubo.directional_shadow_pixel_size[1] = 1.0 / dss.y;
+ }
+
+ //time global variables
+ scene_state.ubo.time = time;
+
+ /*
+ scene_state.ubo.gi_upscale_for_msaa = false;
+ scene_state.ubo.volumetric_fog_enabled = false;
+ scene_state.ubo.fog_enabled = false;
+
+ if (p_render_buffers.is_valid()) {
+ RenderBufferDataForwardMobile *render_buffers = (RenderBufferDataForwardMobile *)render_buffers_get_data(p_render_buffers);
+ if (render_buffers->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ scene_state.ubo.gi_upscale_for_msaa = true;
+ }
+
+ if (render_buffers_has_volumetric_fog(p_render_buffers)) {
+ scene_state.ubo.volumetric_fog_enabled = true;
+ float fog_end = render_buffers_get_volumetric_fog_end(p_render_buffers);
+ if (fog_end > 0.0) {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0 / fog_end;
+ } else {
+ scene_state.ubo.volumetric_fog_inv_length = 1.0;
+ }
+
+ float fog_detail_spread = render_buffers_get_volumetric_fog_detail_spread(p_render_buffers); //reverse lookup
+ if (fog_detail_spread > 0.0) {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0 / fog_detail_spread;
+ } else {
+ scene_state.ubo.volumetric_fog_detail_spread = 1.0;
+ }
+ }
+ }
+
+ */
+
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) {
+ scene_state.ubo.use_ambient_light = true;
+ scene_state.ubo.ambient_light_color_energy[0] = 1;
+ scene_state.ubo.ambient_light_color_energy[1] = 1;
+ scene_state.ubo.ambient_light_color_energy[2] = 1;
+ scene_state.ubo.ambient_light_color_energy[3] = 1.0;
+ scene_state.ubo.use_ambient_cubemap = false;
+ scene_state.ubo.use_reflection_cubemap = false;
+ scene_state.ubo.ssao_enabled = false;
+
+ } else if (is_environment(p_environment)) {
+ RS::EnvironmentBG env_bg = environment_get_background(p_environment);
+ RS::EnvironmentAmbientSource ambient_src = environment_get_ambient_source(p_environment);
+
+ float bg_energy = environment_get_bg_energy(p_environment);
+ scene_state.ubo.ambient_light_color_energy[3] = bg_energy;
+
+ scene_state.ubo.ambient_color_sky_mix = environment_get_ambient_sky_contribution(p_environment);
+
+ //ambient
+ if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
+ Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_environment);
+ color = color.to_linear();
+
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * bg_energy;
+ scene_state.ubo.use_ambient_light = true;
+ scene_state.ubo.use_ambient_cubemap = false;
+ } else {
+ float energy = environment_get_ambient_light_energy(p_environment);
+ Color color = environment_get_ambient_light_color(p_environment);
+ color = color.to_linear();
+ scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
+ scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
+ scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
+
+ Basis sky_transform = environment_get_sky_orientation(p_environment);
+ sky_transform = sky_transform.inverse() * p_cam_transform.basis;
+ RendererStorageRD::store_transform_3x3(sky_transform, scene_state.ubo.radiance_inverse_xform);
+
+ scene_state.ubo.use_ambient_cubemap = (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ambient_src == RS::ENV_AMBIENT_SOURCE_SKY;
+ scene_state.ubo.use_ambient_light = scene_state.ubo.use_ambient_cubemap || ambient_src == RS::ENV_AMBIENT_SOURCE_COLOR;
+ }
+
+ //specular
+ RS::EnvironmentReflectionSource ref_src = environment_get_reflection_source(p_environment);
+ if ((ref_src == RS::ENV_REFLECTION_SOURCE_BG && env_bg == RS::ENV_BG_SKY) || ref_src == RS::ENV_REFLECTION_SOURCE_SKY) {
+ scene_state.ubo.use_reflection_cubemap = true;
+ } else {
+ scene_state.ubo.use_reflection_cubemap = false;
+ }
+
+ scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_environment);
+ scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_environment);
+ scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_environment);
+
+ Color ao_color = environment_get_ao_color(p_environment).to_linear();
+ scene_state.ubo.ao_color[0] = ao_color.r;
+ scene_state.ubo.ao_color[1] = ao_color.g;
+ scene_state.ubo.ao_color[2] = ao_color.b;
+ scene_state.ubo.ao_color[3] = ao_color.a;
+
+ scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
+ scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
+ scene_state.ubo.fog_height = environment_get_fog_height(p_environment);
+ scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_environment);
+ if (scene_state.ubo.fog_height_density >= 0.0001) {
+ scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
+ }
+ scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
+
+ Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
+ float fog_energy = environment_get_fog_light_energy(p_environment);
+
+ scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
+ scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;
+ scene_state.ubo.fog_light_color[2] = fog_color.b * fog_energy;
+
+ scene_state.ubo.fog_sun_scatter = environment_get_fog_sun_scatter(p_environment);
+
+ } else {
+ if (p_reflection_probe.is_valid() && storage->reflection_probe_is_interior(reflection_probe_instance_get_probe(p_reflection_probe))) {
+ scene_state.ubo.use_ambient_light = false;
+ } else {
+ scene_state.ubo.use_ambient_light = true;
+ Color clear_color = p_default_bg_color;
+ clear_color = clear_color.to_linear();
+ scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
+ scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
+ scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
+ scene_state.ubo.ambient_light_color_energy[3] = 1.0;
+ }
+
+ scene_state.ubo.use_ambient_cubemap = false;
+ scene_state.ubo.use_reflection_cubemap = false;
+ scene_state.ubo.ssao_enabled = false;
+ }
+
+ scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active();
+ scene_state.ubo.roughness_limiter_amount = screen_space_roughness_limiter_get_amount();
+ scene_state.ubo.roughness_limiter_limit = screen_space_roughness_limiter_get_limit();
+
+ if (p_index >= (int)scene_state.uniform_buffers.size()) {
+ uint32_t from = scene_state.uniform_buffers.size();
+ scene_state.uniform_buffers.resize(p_index + 1);
+ render_pass_uniform_sets.resize(p_index + 1);
+ for (uint32_t i = from; i < scene_state.uniform_buffers.size(); i++) {
+ scene_state.uniform_buffers[i] = RD::get_singleton()->uniform_buffer_create(sizeof(SceneState::UBO));
+ }
+ }
+ RD::get_singleton()->buffer_update(scene_state.uniform_buffers[p_index], 0, sizeof(SceneState::UBO), &scene_state.ubo, RD::BARRIER_MASK_RASTER);
+}
+
+void RenderForwardMobile::_fill_instance_data(RenderListType p_render_list, uint32_t p_offset, int32_t p_max_elements, bool p_update_buffer) {
+ // !BAS! Rename this to make clear this is not the same as with the forward renderer and remove p_update_buffer?
+
+ RenderList *rl = &render_list[p_render_list];
+ uint32_t element_total = p_max_elements >= 0 ? uint32_t(p_max_elements) : rl->elements.size();
+
+ rl->element_info.resize(p_offset + element_total);
+
+ uint32_t repeats = 0;
+ GeometryInstanceSurfaceDataCache *prev_surface = nullptr;
+ for (uint32_t i = 0; i < element_total; i++) {
+ GeometryInstanceSurfaceDataCache *surface = rl->elements[i + p_offset];
+ GeometryInstanceForwardMobile *inst = surface->owner;
+
+ bool cant_repeat = inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid();
+
+ if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2) {
+ //this element is the same as the previous one, count repeats to draw it using instancing
+ repeats++;
+ } else {
+ if (repeats > 0) {
+ for (uint32_t j = 1; j <= repeats; j++) {
+ rl->element_info[p_offset + i - j].repeat = j;
+ }
+ }
+ repeats = 1;
+ }
+
+ RenderElementInfo &element_info = rl->element_info[p_offset + i];
+
+ element_info.lod_index = surface->lod_index;
+ element_info.uses_lightmap = surface->sort.uses_lightmap;
+
+ if (cant_repeat) {
+ prev_surface = nullptr;
+ } else {
+ prev_surface = surface;
+ }
+ }
+
+ if (repeats > 0) {
+ for (uint32_t j = 1; j <= repeats; j++) {
+ rl->element_info[p_offset + element_total - j].repeat = j;
+ }
+ }
+}
+
+/// RENDERING ///
+
+void RenderForwardMobile::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+ //use template for faster performance (pass mode comparisons are inlined)
+
+ switch (p_params->pass_mode) {
+ case PASS_MODE_COLOR: {
+ _render_list_template<PASS_MODE_COLOR>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ _render_list_template<PASS_MODE_COLOR_TRANSPARENT>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW: {
+ _render_list_template<PASS_MODE_SHADOW>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ _render_list_template<PASS_MODE_SHADOW_DP>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ _render_list_template<PASS_MODE_DEPTH_MATERIAL>(p_draw_list, p_framebuffer_Format, p_params, p_from_element, p_to_element);
+ } break;
+ }
+}
+
+void RenderForwardMobile::_render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params) {
+ uint32_t render_total = p_params->element_count;
+ uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count();
+ uint32_t render_from = p_thread * render_total / total_threads;
+ uint32_t render_to = (p_thread + 1 == total_threads) ? render_total : ((p_thread + 1) * render_total / total_threads);
+ _render_list(thread_draw_lists[p_thread], p_params->framebuffer_format, p_params, render_from, render_to);
+}
+
+void RenderForwardMobile::_render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values, float p_clear_depth, uint32_t p_clear_stencil, const Rect2 &p_region, const Vector<RID> &p_storage_textures) {
+ RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(p_framebuffer);
+ p_params->framebuffer_format = fb_format;
+
+ if ((uint32_t)p_params->element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time
+ //multi threaded
+ thread_draw_lists.resize(RendererThreadPool::singleton->thread_work_pool.get_thread_count());
+ RD::get_singleton()->draw_list_begin_split(p_framebuffer, thread_draw_lists.size(), thread_draw_lists.ptr(), p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ RendererThreadPool::singleton->thread_work_pool.do_work(thread_draw_lists.size(), this, &RenderForwardMobile::_render_list_thread_function, p_params);
+ RD::get_singleton()->draw_list_end(p_params->barrier);
+ } else {
+ //single threaded
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, p_initial_color_action, p_final_color_action, p_initial_depth_action, p_final_depth_action, p_clear_color_values, p_clear_depth, p_clear_stencil, p_region, p_storage_textures);
+ _render_list(draw_list, fb_format, p_params, 0, p_params->element_count);
+ RD::get_singleton()->draw_list_end(p_params->barrier);
+ }
+}
+
+template <RenderForwardMobile::PassMode p_pass_mode>
+void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) {
+ RD::DrawListID draw_list = p_draw_list;
+ RD::FramebufferFormatID framebuffer_format = p_framebuffer_Format;
+
+ //global scope bindings
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, render_base_uniform_set, SCENE_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_params->render_pass_uniform_set, RENDER_PASS_UNIFORM_SET);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, scene_shader.default_vec4_xform_uniform_set, TRANSFORMS_UNIFORM_SET);
+
+ RID prev_material_uniform_set;
+
+ RID prev_vertex_array_rd;
+ RID prev_index_array_rd;
+ RID prev_pipeline_rd;
+ RID prev_xforms_uniform_set;
+
+ bool shadow_pass = (p_params->pass_mode == PASS_MODE_SHADOW) || (p_params->pass_mode == PASS_MODE_SHADOW_DP);
+
+ for (uint32_t i = p_from_element; i < p_to_element; i++) {
+ const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i];
+ const RenderElementInfo &element_info = p_params->element_info[i];
+ const GeometryInstanceForwardMobile *inst = surf->owner;
+
+ // GeometryInstanceForwardMobile::PushConstant push_constant = inst->push_constant;
+ GeometryInstanceForwardMobile::PushConstant push_constant;
+
+ if (inst->store_transform_cache) {
+ RendererStorageRD::store_transform(inst->transform, push_constant.transform);
+ } else {
+ RendererStorageRD::store_transform(Transform(), push_constant.transform);
+ }
+
+ push_constant.flags = inst->flags_cache;
+ push_constant.gi_offset = inst->gi_offset_cache;
+ push_constant.layer_mask = inst->layer_mask;
+ push_constant.instance_uniforms_ofs = uint32_t(inst->shader_parameters_offset);
+
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL) {
+ // abuse lightmap_uv_scale[0] here, should not be needed here
+ push_constant.lightmap_uv_scale[0] = p_params->uv_offset.x;
+ push_constant.lightmap_uv_scale[1] = p_params->uv_offset.y;
+ } else {
+ push_constant.lightmap_uv_scale[0] = inst->lightmap_uv_scale.position.x;
+ push_constant.lightmap_uv_scale[1] = inst->lightmap_uv_scale.position.y;
+ push_constant.lightmap_uv_scale[2] = inst->lightmap_uv_scale.size.x;
+ push_constant.lightmap_uv_scale[3] = inst->lightmap_uv_scale.size.y;
+ };
+
+ _fill_instance_indices(inst->omni_lights, inst->omni_light_count, push_constant.omni_lights, inst->spot_lights, inst->spot_light_count, push_constant.spot_lights, inst->reflection_probes, inst->reflection_probe_count, push_constant.reflection_probes, inst->decals, inst->decals_count, push_constant.decals, push_constant.layer_mask);
+
+ RID material_uniform_set;
+ SceneShaderForwardMobile::ShaderData *shader;
+ void *mesh_surface;
+
+ if (shadow_pass) {
+ material_uniform_set = surf->material_uniform_set_shadow;
+ shader = surf->shader_shadow;
+ mesh_surface = surf->surface_shadow;
+
+ } else {
+ material_uniform_set = surf->material_uniform_set;
+ shader = surf->shader;
+ mesh_surface = surf->surface;
+ }
+
+ if (!mesh_surface) {
+ continue;
+ }
+
+ //find cull variant
+ SceneShaderForwardMobile::ShaderData::CullVariant cull_variant;
+
+ if (p_params->pass_mode == PASS_MODE_DEPTH_MATERIAL || ((p_params->pass_mode == PASS_MODE_SHADOW || p_params->pass_mode == PASS_MODE_SHADOW_DP) && surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS)) {
+ cull_variant = SceneShaderForwardMobile::ShaderData::CULL_VARIANT_DOUBLE_SIDED;
+ } else {
+ bool mirror = surf->owner->mirror;
+ if (p_params->reverse_cull) {
+ mirror = !mirror;
+ }
+ cull_variant = mirror ? SceneShaderForwardMobile::ShaderData::CULL_VARIANT_REVERSED : SceneShaderForwardMobile::ShaderData::CULL_VARIANT_NORMAL;
+ }
+
+ RS::PrimitiveType primitive = surf->primitive;
+ RID xforms_uniform_set = surf->owner->transforms_uniform_set;
+
+ SceneShaderForwardMobile::ShaderVersion shader_version = SceneShaderForwardMobile::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized.
+
+ switch (p_params->pass_mode) {
+ case PASS_MODE_COLOR:
+ case PASS_MODE_COLOR_TRANSPARENT: {
+ if (element_info.uses_lightmap) {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_LIGHTMAP_COLOR_PASS;
+ } else {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_COLOR_PASS;
+ }
+ } break;
+ case PASS_MODE_SHADOW: {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_SHADOW_PASS;
+ } break;
+ case PASS_MODE_SHADOW_DP: {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_DEPTH_PASS_DP;
+ } break;
+ case PASS_MODE_DEPTH_MATERIAL: {
+ shader_version = SceneShaderForwardMobile::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL;
+ } break;
+ }
+
+ PipelineCacheRD *pipeline = nullptr;
+
+ pipeline = &shader->pipelines[cull_variant][primitive][shader_version];
+
+ RD::VertexFormatID vertex_format = -1;
+ RID vertex_array_rd;
+ RID index_array_rd;
+
+ //skeleton and blend shape
+ if (surf->owner->mesh_instance.is_valid()) {
+ storage->mesh_instance_surface_get_vertex_arrays_and_format(surf->owner->mesh_instance, surf->surface_index, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ } else {
+ storage->mesh_surface_get_vertex_arrays_and_format(mesh_surface, pipeline->get_vertex_input_mask(), vertex_array_rd, vertex_format);
+ }
+
+ index_array_rd = storage->mesh_surface_get_index_array(mesh_surface, element_info.lod_index);
+
+ if (prev_vertex_array_rd != vertex_array_rd) {
+ RD::get_singleton()->draw_list_bind_vertex_array(draw_list, vertex_array_rd);
+ prev_vertex_array_rd = vertex_array_rd;
+ }
+
+ if (prev_index_array_rd != index_array_rd) {
+ if (index_array_rd.is_valid()) {
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array_rd);
+ }
+ prev_index_array_rd = index_array_rd;
+ }
+
+ RID pipeline_rd = pipeline->get_render_pipeline(vertex_format, framebuffer_format, p_params->force_wireframe);
+
+ if (pipeline_rd != prev_pipeline_rd) {
+ // checking with prev shader does not make so much sense, as
+ // the pipeline may still be different.
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, pipeline_rd);
+ prev_pipeline_rd = pipeline_rd;
+ }
+
+ if (xforms_uniform_set.is_valid() && prev_xforms_uniform_set != xforms_uniform_set) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, xforms_uniform_set, TRANSFORMS_UNIFORM_SET);
+ prev_xforms_uniform_set = xforms_uniform_set;
+ }
+
+ if (material_uniform_set != prev_material_uniform_set) {
+ //update uniform set
+ if (material_uniform_set.is_valid()) {
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, material_uniform_set, MATERIAL_UNIFORM_SET);
+ }
+
+ prev_material_uniform_set = material_uniform_set;
+ }
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(GeometryInstanceForwardMobile::PushConstant));
+
+ uint32_t instance_count = surf->owner->instance_count > 1 ? surf->owner->instance_count : element_info.repeat;
+ if (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS) {
+ instance_count /= surf->owner->trail_steps;
+ }
+
+ RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count);
+ i += element_info.repeat - 1; //skip equal elements
+ }
+}
+
+/* Geometry instance */
+
+RendererSceneRender::GeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base) {
+ RS::InstanceType type = storage->get_base_type(p_base);
+ ERR_FAIL_COND_V(!((1 << type) & RS::INSTANCE_GEOMETRY_MASK), nullptr);
+
+ GeometryInstanceForwardMobile *ginstance = geometry_instance_alloc.alloc();
+ ginstance->data = memnew(GeometryInstanceForwardMobile::Data);
+
+ ginstance->data->base = p_base;
+ ginstance->data->base_type = type;
+
+ _geometry_instance_mark_dirty(ginstance);
+
+ return ginstance;
+}
+
+void RenderForwardMobile::geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->skeleton = p_skeleton;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
+void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->material_override = p_override;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
+void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->surface_materials = p_materials;
+
+ _geometry_instance_mark_dirty(ginstance);
+ ginstance->data->dirty_dependencies = true;
+}
+
+void RenderForwardMobile::geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->mesh_instance = p_mesh_instance;
+
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->transform = p_transform;
+ ginstance->mirror = p_transform.basis.determinant() < 0;
+ ginstance->data->aabb = p_aabb;
+ ginstance->transformed_aabb = p_transformed_aabb;
+
+ Vector3 model_scale_vec = p_transform.basis.get_scale_abs();
+ // handle non uniform scale here
+
+ float max_scale = MAX(model_scale_vec.x, MAX(model_scale_vec.y, model_scale_vec.z));
+ float min_scale = MIN(model_scale_vec.x, MIN(model_scale_vec.y, model_scale_vec.z));
+ ginstance->non_uniform_scale = max_scale >= 0.0 && (min_scale / max_scale) < 0.9;
+
+ ginstance->lod_model_scale = max_scale;
+}
+
+void RenderForwardMobile::geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->layer_mask = p_layer_mask;
+}
+
+void RenderForwardMobile::geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lod_bias = p_lod_bias;
+}
+
+void RenderForwardMobile::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->data->use_baked_light = p_enable;
+
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) {
+ // !BAS! do we support this in mobile?
+ // GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ // ERR_FAIL_COND(!ginstance);
+ // ginstance->data->use_dynamic_gi = p_enable;
+ // _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->lightmap_instance = p_lightmap_instance;
+ ginstance->lightmap_uv_scale = p_lightmap_uv_scale;
+ ginstance->lightmap_slice_index = p_lightmap_slice_index;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (p_sh9) {
+ if (ginstance->lightmap_sh == nullptr) {
+ ginstance->lightmap_sh = geometry_instance_lightmap_sh.alloc();
+ }
+
+ memcpy(ginstance->lightmap_sh->sh, p_sh9, sizeof(Color) * 9);
+ } else {
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ ginstance->lightmap_sh = nullptr;
+ }
+ }
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ ginstance->shader_parameters_offset = p_offset;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+void RenderForwardMobile::geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->data->cast_double_sided_shadows = p_enable;
+ _geometry_instance_mark_dirty(ginstance);
+}
+
+Transform RenderForwardMobile::geometry_instance_get_transform(GeometryInstance *p_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, Transform());
+ return ginstance->transform;
+}
+
+AABB RenderForwardMobile::geometry_instance_get_aabb(GeometryInstance *p_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_instance);
+ ERR_FAIL_COND_V(!ginstance, AABB());
+ return ginstance->data->aabb;
+}
+
+void RenderForwardMobile::geometry_instance_free(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+ if (ginstance->lightmap_sh != nullptr) {
+ geometry_instance_lightmap_sh.free(ginstance->lightmap_sh);
+ }
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+ memdelete(ginstance->data);
+ geometry_instance_alloc.free(ginstance);
+}
+
+uint32_t RenderForwardMobile::geometry_instance_get_pair_mask() {
+ return ((1 << RS::INSTANCE_LIGHT) + (1 << RS::INSTANCE_REFLECTION_PROBE) + (1 << RS::INSTANCE_DECAL));
+}
+
+void RenderForwardMobile::geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->omni_light_count = 0;
+ ginstance->spot_light_count = 0;
+
+ for (uint32_t i = 0; i < p_light_instance_count; i++) {
+ RS::LightType type = light_instance_get_type(p_light_instances[i]);
+ switch (type) {
+ case RS::LIGHT_OMNI: {
+ if (ginstance->omni_light_count < (uint32_t)MAX_RDL_CULL) {
+ ginstance->omni_lights[ginstance->omni_light_count] = p_light_instances[i];
+ ginstance->omni_light_count++;
+ }
+ } break;
+ case RS::LIGHT_SPOT: {
+ if (ginstance->spot_light_count < (uint32_t)MAX_RDL_CULL) {
+ ginstance->spot_lights[ginstance->spot_light_count] = p_light_instances[i];
+ ginstance->spot_light_count++;
+ }
+ } break;
+ default:
+ break;
+ }
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->reflection_probe_count = p_reflection_probe_instance_count < (uint32_t)MAX_RDL_CULL ? p_reflection_probe_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < ginstance->reflection_probe_count; i++) {
+ ginstance->reflection_probes[i] = p_reflection_probe_instances[i];
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ ERR_FAIL_COND(!ginstance);
+
+ ginstance->decals_count = p_decal_instance_count < (uint32_t)MAX_RDL_CULL ? p_decal_instance_count : (uint32_t)MAX_RDL_CULL;
+ for (uint32_t i = 0; i < ginstance->decals_count; i++) {
+ ginstance->decals[i] = p_decal_instances[i];
+ }
+}
+
+void RenderForwardMobile::geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count) {
+ // We do not have this here!
+}
+
+void RenderForwardMobile::_geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+ if (ginstance->dirty_list_element.in_list()) {
+ return;
+ }
+
+ //clear surface caches
+ GeometryInstanceSurfaceDataCache *surf = ginstance->surface_caches;
+
+ while (surf) {
+ GeometryInstanceSurfaceDataCache *next = surf->next;
+ geometry_instance_surface_alloc.free(surf);
+ surf = next;
+ }
+
+ ginstance->surface_caches = nullptr;
+
+ geometry_instance_dirty_list.add(&ginstance->dirty_list_element);
+}
+
+void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh) {
+ bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture;
+ bool has_base_alpha = (p_material->shader_data->uses_alpha || has_read_screen_alpha);
+ bool has_blend_alpha = p_material->shader_data->uses_blend_alpha;
+ bool has_alpha = has_base_alpha || has_blend_alpha;
+
+ uint32_t flags = 0;
+
+ if (p_material->shader_data->uses_sss) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SUBSURFACE_SCATTERING;
+ }
+
+ if (p_material->shader_data->uses_screen_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SCREEN_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_depth_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DEPTH_TEXTURE;
+ }
+
+ if (p_material->shader_data->uses_normal_texture) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_NORMAL_TEXTURE;
+ }
+
+ if (ginstance->data->cast_double_sided_shadows) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS;
+ }
+
+ if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) {
+ //material is only meant for alpha pass
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA;
+ if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+ } else {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH;
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW;
+ }
+
+ if (p_material->shader_data->uses_particle_trails) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_PARTICLE_TRAILS;
+ }
+
+ SceneShaderForwardMobile::MaterialData *material_shadow = nullptr;
+ void *surface_shadow = nullptr;
+ if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass) {
+ flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL;
+ material_shadow = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+
+ RID shadow_mesh = storage->mesh_get_shadow_mesh(p_mesh);
+
+ if (shadow_mesh.is_valid()) {
+ surface_shadow = storage->mesh_get_surface(shadow_mesh, p_surface);
+ }
+
+ } else {
+ material_shadow = p_material;
+ }
+
+ GeometryInstanceSurfaceDataCache *sdcache = geometry_instance_surface_alloc.alloc();
+
+ sdcache->flags = flags;
+
+ sdcache->shader = p_material->shader_data;
+ sdcache->material_uniform_set = p_material->uniform_set;
+ sdcache->surface = storage->mesh_get_surface(p_mesh, p_surface);
+ sdcache->primitive = storage->mesh_surface_get_primitive(sdcache->surface);
+ sdcache->surface_index = p_surface;
+
+ if (ginstance->data->dirty_dependencies) {
+ storage->base_update_dependency(p_mesh, &ginstance->data->dependency_tracker);
+ }
+
+ //shadow
+ sdcache->shader_shadow = material_shadow->shader_data;
+ sdcache->material_uniform_set_shadow = material_shadow->uniform_set;
+
+ sdcache->surface_shadow = surface_shadow ? surface_shadow : sdcache->surface;
+
+ sdcache->owner = ginstance;
+
+ sdcache->next = ginstance->surface_caches;
+ ginstance->surface_caches = sdcache;
+
+ //sortkey
+
+ sdcache->sort.sort_key1 = 0;
+ sdcache->sort.sort_key2 = 0;
+
+ sdcache->sort.surface_index = p_surface;
+ sdcache->sort.material_id_low = p_material_id & 0x0000FFFF;
+ sdcache->sort.material_id_hi = p_material_id >> 16;
+ sdcache->sort.shader_id = p_shader_id;
+ sdcache->sort.geometry_id = p_mesh.get_local_index(); //only meshes can repeat anyway
+ // sdcache->sort.uses_forward_gi = ginstance->can_sdfgi;
+ sdcache->sort.priority = p_material->priority;
+}
+
+void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) {
+ RID m_src;
+
+ m_src = ginstance->data->material_override.is_valid() ? ginstance->data->material_override : p_material;
+
+ SceneShaderForwardMobile::MaterialData *material = nullptr;
+
+ if (m_src.is_valid()) {
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ material = nullptr;
+ }
+ }
+
+ if (material) {
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker);
+ }
+ } else {
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(scene_shader.default_material, RendererStorageRD::SHADER_TYPE_3D);
+ m_src = scene_shader.default_material;
+ }
+
+ ERR_FAIL_COND(!material);
+
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh);
+
+ while (material->next_pass.is_valid()) {
+ RID next_pass = material->next_pass;
+ material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D);
+ if (!material || !material->shader_data->valid) {
+ break;
+ }
+ if (ginstance->data->dirty_dependencies) {
+ storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker);
+ }
+ _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh);
+ }
+}
+
+void RenderForwardMobile::_geometry_instance_update(GeometryInstance *p_geometry_instance) {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance);
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_begin();
+ }
+
+ //add geometry for drawing
+ switch (ginstance->data->base_type) {
+ case RS::INSTANCE_MESH: {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+ RID mesh = ginstance->data->base;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ //if no materials, no surfaces.
+ const RID *inst_materials = ginstance->data->surface_materials.ptr();
+ uint32_t surf_mat_count = ginstance->data->surface_materials.size();
+
+ for (uint32_t j = 0; j < surface_count; j++) {
+ RID material = (j < surf_mat_count && inst_materials[j].is_valid()) ? inst_materials[j] : materials[j];
+ _geometry_instance_add_surface(ginstance, j, material, mesh);
+ }
+ }
+
+ ginstance->instance_count = 1;
+
+ } break;
+
+ case RS::INSTANCE_MULTIMESH: {
+ RID mesh = storage->multimesh_get_mesh(ginstance->data->base);
+ if (mesh.is_valid()) {
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t j = 0; j < surface_count; j++) {
+ _geometry_instance_add_surface(ginstance, j, materials[j], mesh);
+ }
+ }
+
+ ginstance->instance_count = storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+
+ } break;
+#if 0
+ case RS::INSTANCE_IMMEDIATE: {
+ RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
+ ERR_CONTINUE(!immediate);
+
+ _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
+
+ } break;
+#endif
+ case RS::INSTANCE_PARTICLES: {
+ int draw_passes = storage->particles_get_draw_passes(ginstance->data->base);
+
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ if (!mesh.is_valid()) {
+ continue;
+ }
+
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
+ if (materials) {
+ for (uint32_t k = 0; k < surface_count; k++) {
+ _geometry_instance_add_surface(ginstance, k, materials[k], mesh);
+ }
+ }
+ }
+
+ ginstance->instance_count = storage->particles_get_amount(ginstance->data->base, ginstance->trail_steps);
+
+ } break;
+
+ default: {
+ }
+ }
+
+ //Fill push constant
+
+ bool store_transform = true;
+
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ if (storage->multimesh_get_transform_format(ginstance->data->base) == RS::MULTIMESH_TRANSFORM_2D) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ }
+ if (storage->multimesh_uses_colors(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ }
+ if (storage->multimesh_uses_custom_data(ginstance->data->base)) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+ }
+
+ ginstance->transforms_uniform_set = storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+ if (false) { // 2D particles
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D;
+ }
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+
+ //for particles, stride is the trail size
+ ginstance->base_flags |= (ginstance->trail_steps << INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT);
+
+ if (!storage->particles_is_using_local_coords(ginstance->data->base)) {
+ store_transform = false;
+ }
+ ginstance->transforms_uniform_set = storage->particles_get_instance_buffer_uniform_set(ginstance->data->base, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+
+ } else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
+ if (storage->skeleton_is_valid(ginstance->data->skeleton)) {
+ ginstance->transforms_uniform_set = storage->skeleton_get_3d_uniform_set(ginstance->data->skeleton, scene_shader.default_shader_rd, TRANSFORMS_UNIFORM_SET);
+ if (ginstance->data->dirty_dependencies) {
+ storage->skeleton_update_dependency(ginstance->data->skeleton, &ginstance->data->dependency_tracker);
+ }
+ }
+ }
+
+ ginstance->store_transform_cache = store_transform;
+
+ if (ginstance->data->dirty_dependencies) {
+ ginstance->data->dependency_tracker.update_end();
+ ginstance->data->dirty_dependencies = false;
+ }
+
+ ginstance->dirty_list_element.remove_from_list();
+}
+
+void RenderForwardMobile::_update_dirty_geometry_instances() {
+ while (geometry_instance_dirty_list.first()) {
+ _geometry_instance_update(geometry_instance_dirty_list.first()->self());
+ }
+}
+
+void RenderForwardMobile::_geometry_instance_dependency_changed(RendererStorage::DependencyChangedNotification p_notification, RendererStorage::DependencyTracker *p_tracker) {
+ switch (p_notification) {
+ case RendererStorage::DEPENDENCY_CHANGED_MATERIAL:
+ case RendererStorage::DEPENDENCY_CHANGED_MESH:
+ case RendererStorage::DEPENDENCY_CHANGED_PARTICLES:
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH:
+ case RendererStorage::DEPENDENCY_CHANGED_SKELETON_DATA: {
+ static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+ } break;
+ case RendererStorage::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: {
+ GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata);
+ if (ginstance->data->base_type == RS::INSTANCE_MULTIMESH) {
+ ginstance->instance_count = static_cast<RenderForwardMobile *>(singleton)->storage->multimesh_get_instances_to_draw(ginstance->data->base);
+ }
+ } break;
+ default: {
+ //rest of notifications of no interest
+ } break;
+ }
+}
+void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, RendererStorage::DependencyTracker *p_tracker) {
+ static_cast<RenderForwardMobile *>(singleton)->_geometry_instance_mark_dirty(static_cast<GeometryInstance *>(p_tracker->userdata));
+}
+
+/* misc */
+
+bool RenderForwardMobile::is_dynamic_gi_supported() const {
+ return false;
+}
+
+bool RenderForwardMobile::is_clustered_enabled() const {
+ return false;
+}
+
+bool RenderForwardMobile::is_volumetric_supported() const {
+ return false;
+}
+
+uint32_t RenderForwardMobile::get_max_elements() const {
+ return 256;
+}
+
+RenderForwardMobile *RenderForwardMobile::singleton = nullptr;
+
+RenderForwardMobile::RenderForwardMobile(RendererStorageRD *p_storage) :
+ RendererSceneRenderRD(p_storage) {
+ singleton = this;
+
+ String defines;
+
+ defines += "\n#define MAX_ROUGHNESS_LOD " + itos(get_roughness_layers() - 1) + ".0\n";
+ if (is_using_radiance_cubemap_array()) {
+ defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n";
+ }
+ // defines += "\n#define SDFGI_OCT_SIZE " + itos(gi.sdfgi_get_lightprobe_octahedron_size()) + "\n";
+ defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(get_max_directional_lights()) + "\n";
+
+ {
+ //lightmaps
+ scene_state.max_lightmaps = 2;
+ defines += "\n#define MAX_LIGHTMAP_TEXTURES " + itos(scene_state.max_lightmaps) + "\n";
+ defines += "\n#define MAX_LIGHTMAPS " + itos(scene_state.max_lightmaps) + "\n";
+
+ scene_state.lightmap_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapData) * scene_state.max_lightmaps);
+ }
+ {
+ //captures
+ scene_state.max_lightmap_captures = 2048;
+ scene_state.lightmap_captures = memnew_arr(LightmapCaptureData, scene_state.max_lightmap_captures);
+ scene_state.lightmap_capture_buffer = RD::get_singleton()->storage_buffer_create(sizeof(LightmapCaptureData) * scene_state.max_lightmap_captures);
+ }
+ {
+ defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
+ }
+
+ scene_shader.init(p_storage, defines);
+
+ // !BAS! maybe we need a mobile version of this setting?
+ render_list_thread_threshold = GLOBAL_GET("rendering/limits/forward_renderer/threaded_render_minimum_instances");
+}
+
+RenderForwardMobile::~RenderForwardMobile() {
+ directional_shadow_atlas_set_size(0);
+
+ //clear base uniform set if still valid
+ for (uint32_t i = 0; i < render_pass_uniform_sets.size(); i++) {
+ if (render_pass_uniform_sets[i].is_valid() && RD::get_singleton()->uniform_set_is_valid(render_pass_uniform_sets[i])) {
+ RD::get_singleton()->free(render_pass_uniform_sets[i]);
+ }
+ }
+
+ {
+ for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
+ RD::get_singleton()->free(scene_state.uniform_buffers[i]);
+ }
+ RD::get_singleton()->free(scene_state.lightmap_buffer);
+ RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
+ memdelete_arr(scene_state.lightmap_captures);
+ }
+}
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
new file mode 100644
index 0000000000..d356d88335
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -0,0 +1,604 @@
+/*************************************************************************/
+/* render_forward_mobile.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+#define RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
+
+#include "core/templates/paged_allocator.h"
+#include "servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h"
+#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+
+namespace RendererSceneRenderImplementation {
+
+class RenderForwardMobile : public RendererSceneRenderRD {
+ friend SceneShaderForwardMobile;
+
+protected:
+ /* Scene Shader */
+
+ enum {
+ SCENE_UNIFORM_SET = 0,
+ RENDER_PASS_UNIFORM_SET = 1,
+ TRANSFORMS_UNIFORM_SET = 2,
+ MATERIAL_UNIFORM_SET = 3
+ };
+
+ 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
+ };
+
+ enum RenderListType {
+ RENDER_LIST_OPAQUE, //used for opaque objects
+ RENDER_LIST_ALPHA, //used for transparent objects
+ RENDER_LIST_SECONDARY, //used for shadows and other objects
+ RENDER_LIST_MAX
+ };
+
+ /* Scene Shader */
+
+ SceneShaderForwardMobile scene_shader;
+
+ /* Render Buffer */
+
+ struct RenderBufferDataForwardMobile : public RenderBufferData {
+ RID color;
+ RID depth;
+ // RID normal_roughness_buffer;
+
+ RS::ViewportMSAA msaa;
+ RD::TextureSamples texture_samples;
+
+ RID color_msaa;
+ RID depth_msaa;
+ // RID normal_roughness_buffer_msaa;
+
+ RID color_fb;
+ int width, height;
+
+ void clear();
+ virtual void configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa);
+
+ ~RenderBufferDataForwardMobile();
+ };
+
+ virtual RenderBufferData *_create_render_buffer_data();
+
+ /* Rendering */
+
+ enum PassMode {
+ PASS_MODE_COLOR,
+ // PASS_MODE_COLOR_SPECULAR,
+ PASS_MODE_COLOR_TRANSPARENT,
+ PASS_MODE_SHADOW,
+ PASS_MODE_SHADOW_DP,
+ // PASS_MODE_DEPTH,
+ // PASS_MODE_DEPTH_NORMAL_ROUGHNESS,
+ // PASS_MODE_DEPTH_NORMAL_ROUGHNESS_GIPROBE,
+ PASS_MODE_DEPTH_MATERIAL,
+ // PASS_MODE_SDF,
+ };
+
+ struct GeometryInstanceForwardMobile;
+ struct GeometryInstanceSurfaceDataCache;
+ struct RenderElementInfo;
+
+ struct RenderListParameters {
+ GeometryInstanceSurfaceDataCache **elements = nullptr;
+ RenderElementInfo *element_info = nullptr;
+ int element_count = 0;
+ bool reverse_cull = false;
+ PassMode pass_mode = PASS_MODE_COLOR;
+ // bool no_gi = false;
+ RID render_pass_uniform_set;
+ bool force_wireframe = false;
+ Vector2 uv_offset;
+ Plane lod_plane;
+ float lod_distance_multiplier = 0.0;
+ float screen_lod_threshold = 0.0;
+ RD::FramebufferFormatID framebuffer_format = 0;
+ uint32_t element_offset = 0;
+ uint32_t barrier = RD::BARRIER_MASK_ALL;
+
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ elements = p_elements;
+ element_info = p_element_info;
+ element_count = p_element_count;
+ reverse_cull = p_reverse_cull;
+ pass_mode = p_pass_mode;
+ // no_gi = p_no_gi;
+ render_pass_uniform_set = p_render_pass_uniform_set;
+ force_wireframe = p_force_wireframe;
+ uv_offset = p_uv_offset;
+ lod_plane = p_lod_plane;
+ lod_distance_multiplier = p_lod_distance_multiplier;
+ screen_lod_threshold = p_screen_lod_threshold;
+ element_offset = p_element_offset;
+ barrier = p_barrier;
+ }
+ };
+
+ RID _setup_render_pass_uniform_set(RenderListType p_render_list, RID p_render_buffers, RID p_radiance_texture, RID p_shadow_atlas, RID p_reflection_atlas, const PagedArray<RID> &p_lightmaps, bool p_use_directional_shadow_atlas = false, int p_index = 0);
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_gi_probes, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_cluster_buffer, uint32_t p_cluster_size, uint32_t p_cluster_max_elements, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color, float p_screen_lod_threshold);
+
+ virtual void _render_shadow_begin();
+ virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true);
+ virtual void _render_shadow_process();
+ virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL);
+
+ virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_uv2(const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region);
+ virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, const PagedArray<GeometryInstance *> &p_instances, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances);
+
+ uint64_t lightmap_texture_array_version = 0xFFFFFFFF;
+
+ virtual void _base_uniforms_changed();
+ void _update_render_base_uniform_set();
+ virtual RID _render_buffers_get_normal_texture(RID p_render_buffers);
+
+ void _fill_render_list(RenderListType p_render_list, const PagedArray<GeometryInstance *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, const Plane &p_lod_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, bool p_append = false);
+ void _fill_instance_data(RenderListType p_render_list, uint32_t p_offset = 0, int32_t p_max_elements = -1, bool p_update_buffer = true);
+ // void _update_instance_data_buffer(RenderListType p_render_list);
+
+ static RenderForwardMobile *singleton;
+
+ void _setup_environment(RID p_environment, RID p_render_buffers, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2i &p_screen_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false, int p_index = 0);
+ void _setup_lightmaps(const PagedArray<RID> &p_lightmaps, const Transform &p_cam_transform);
+
+ RID render_base_uniform_set;
+ LocalVector<RID> render_pass_uniform_sets;
+
+ /* Light map */
+
+ struct LightmapData {
+ float normal_xform[12];
+ };
+
+ struct LightmapCaptureData {
+ float sh[9 * 4];
+ };
+
+ /* Scene state */
+
+ struct SceneState {
+ // This struct is loaded into Set 1 - Binding 0, populated at start of rendering a frame, must match with shader code
+ struct UBO {
+ float projection_matrix[16];
+ float inv_projection_matrix[16];
+
+ float camera_matrix[16];
+ float inv_camera_matrix[16];
+
+ float viewport_size[2];
+ float screen_pixel_size[2];
+
+ float directional_penumbra_shadow_kernel[128]; //32 vec4s
+ float directional_soft_shadow_kernel[128];
+ 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;
+ uint32_t use_ambient_light;
+ uint32_t use_ambient_cubemap;
+ uint32_t use_reflection_cubemap;
+
+ float radiance_inverse_xform[12];
+
+ float shadow_atlas_pixel_size[2];
+ float directional_shadow_pixel_size[2];
+
+ uint32_t directional_light_count;
+ float dual_paraboloid_side;
+ float z_far;
+ float z_near;
+
+ uint32_t ssao_enabled;
+ float ssao_light_affect;
+ float ssao_ao_affect;
+ uint32_t roughness_limiter_enabled;
+
+ float roughness_limiter_amount;
+ float roughness_limiter_limit;
+ uint32_t roughness_limiter_pad[2];
+
+ float ao_color[4];
+
+ // Fog
+ uint32_t fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ float fog_light_color[3];
+ float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+ uint32_t material_uv2_mode;
+
+ float time;
+ float reflection_multiplier;
+
+ uint32_t pancake_shadows;
+ uint32_t pad1;
+ uint32_t pad2;
+ uint32_t pad3;
+ };
+
+ UBO ubo;
+
+ LocalVector<RID> uniform_buffers;
+
+ // !BAS! We need to change lightmaps, we're not going to do this with a buffer but pushing the used lightmap in
+ LightmapData lightmaps[MAX_LIGHTMAPS];
+ RID lightmap_ids[MAX_LIGHTMAPS];
+ bool lightmap_has_sh[MAX_LIGHTMAPS];
+ uint32_t lightmaps_used = 0;
+ uint32_t max_lightmaps;
+ RID lightmap_buffer;
+
+ LightmapCaptureData *lightmap_captures;
+ uint32_t max_lightmap_captures;
+ RID lightmap_capture_buffer;
+
+ bool used_screen_texture = false;
+ bool used_normal_texture = false;
+ bool used_depth_texture = false;
+ bool used_sss = false;
+
+ struct ShadowPass {
+ uint32_t element_from;
+ uint32_t element_count;
+ bool flip_cull;
+ PassMode pass_mode;
+
+ RID rp_uniform_set;
+ Plane camera_plane;
+ float lod_distance_multiplier;
+ float screen_lod_threshold;
+
+ RID framebuffer;
+ RD::InitialAction initial_depth_action;
+ RD::FinalAction final_depth_action;
+ Rect2i rect;
+ };
+
+ LocalVector<ShadowPass> shadow_passes;
+ } scene_state;
+
+ /* Render List */
+
+ // !BAS! Render list can probably be reused between clustered and mobile?
+ struct RenderList {
+ LocalVector<GeometryInstanceSurfaceDataCache *> elements;
+ LocalVector<RenderElementInfo> element_info;
+
+ void clear() {
+ elements.clear();
+ element_info.clear();
+ }
+
+ //should eventually be replaced by radix
+
+ struct SortByKey {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->sort.sort_key2 == B->sort.sort_key2) ? (A->sort.sort_key1 < B->sort.sort_key1) : (A->sort.sort_key2 < B->sort.sort_key2);
+ }
+ };
+
+ void sort_by_key() {
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ void sort_by_key_range(uint32_t p_from, uint32_t p_size) {
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByKey> sorter;
+ sorter.sort(elements.ptr() + p_from, p_size);
+ }
+
+ struct SortByDepth {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->owner->depth < B->owner->depth);
+ }
+ };
+
+ void sort_by_depth() { //used for shadows
+
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByDepth> sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ struct SortByReverseDepthAndPriority {
+ _FORCE_INLINE_ bool operator()(const GeometryInstanceSurfaceDataCache *A, const GeometryInstanceSurfaceDataCache *B) const {
+ return (A->sort.priority == B->sort.priority) ? (A->owner->depth > B->owner->depth) : (A->sort.priority < B->sort.priority);
+ }
+ };
+
+ void sort_by_reverse_depth_and_priority(bool p_alpha) { //used for alpha
+
+ SortArray<GeometryInstanceSurfaceDataCache *, SortByReverseDepthAndPriority> sorter;
+ sorter.sort(elements.ptr(), elements.size());
+ }
+
+ _FORCE_INLINE_ void add_element(GeometryInstanceSurfaceDataCache *p_element) {
+ elements.push_back(p_element);
+ }
+ };
+
+ struct RenderElementInfo {
+ uint32_t repeat : 22;
+ uint32_t uses_lightmap : 1;
+ uint32_t lod_index : 8;
+ uint32_t reserved : 1; // was uses_forward_gi but we don't use that here
+ };
+
+ template <PassMode p_pass_mode>
+ _FORCE_INLINE_ void _render_list_template(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ void _render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element);
+
+ LocalVector<RD::DrawListID> thread_draw_lists;
+ void _render_list_thread_function(uint32_t p_thread, RenderListParameters *p_params);
+ void _render_list_with_threads(RenderListParameters *p_params, RID p_framebuffer, RD::InitialAction p_initial_color_action, RD::FinalAction p_final_color_action, RD::InitialAction p_initial_depth_action, RD::FinalAction p_final_depth_action, const Vector<Color> &p_clear_color_values = Vector<Color>(), float p_clear_depth = 1.0, uint32_t p_clear_stencil = 0, const Rect2 &p_region = Rect2(), const Vector<RID> &p_storage_textures = Vector<RID>());
+
+ uint32_t render_list_thread_threshold = 500;
+
+ RenderList render_list[RENDER_LIST_MAX];
+
+ /* Geometry instance */
+
+ // check which ones of these apply, probably all except GI and SDFGI
+ enum {
+ INSTANCE_DATA_FLAG_USE_GI_BUFFERS = 1 << 6,
+ INSTANCE_DATA_FLAG_USE_SDFGI = 1 << 7,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP_CAPTURE = 1 << 8,
+ INSTANCE_DATA_FLAG_USE_LIGHTMAP = 1 << 9,
+ INSTANCE_DATA_FLAG_USE_SH_LIGHTMAP = 1 << 10,
+ INSTANCE_DATA_FLAG_USE_GIPROBE = 1 << 11,
+ INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
+ INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
+ INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR = 1 << 14,
+ INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15,
+ INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16,
+ INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF,
+ INSTANCE_DATA_FLAGS_NON_UNIFORM_SCALE = 1 << 24,
+ };
+
+ struct GeometryInstanceLightmapSH {
+ Color sh[9];
+ };
+
+ // Cached data for drawing surfaces
+ struct GeometryInstanceSurfaceDataCache {
+ enum {
+ FLAG_PASS_DEPTH = 1,
+ FLAG_PASS_OPAQUE = 2,
+ FLAG_PASS_ALPHA = 4,
+ FLAG_PASS_SHADOW = 8,
+ FLAG_USES_SHARED_SHADOW_MATERIAL = 128,
+ FLAG_USES_SUBSURFACE_SCATTERING = 2048,
+ FLAG_USES_SCREEN_TEXTURE = 4096,
+ FLAG_USES_DEPTH_TEXTURE = 8192,
+ FLAG_USES_NORMAL_TEXTURE = 16384,
+ FLAG_USES_DOUBLE_SIDED_SHADOWS = 32768,
+ FLAG_USES_PARTICLE_TRAILS = 65536,
+ };
+
+ union {
+ struct {
+ // !BAS! CHECK BITS!!!
+
+ uint64_t surface_index : 10;
+ uint64_t geometry_id : 32;
+ uint64_t material_id_low : 16;
+
+ uint64_t material_id_hi : 16;
+ uint64_t shader_id : 32;
+ uint64_t uses_lightmap : 4; // sort by lightmap id here, not whether its yes/no (is 4 bits enough?)
+ uint64_t depth_layer : 4;
+ uint64_t priority : 8;
+
+ // uint64_t lod_index : 8; // no need to sort on LOD
+ // uint64_t uses_forward_gi : 1; // no GI here, remove
+ };
+ struct {
+ uint64_t sort_key1;
+ uint64_t sort_key2;
+ };
+ } sort;
+
+ RS::PrimitiveType primitive = RS::PRIMITIVE_MAX;
+ uint32_t flags = 0;
+ uint32_t surface_index = 0;
+ uint32_t lod_index = 0;
+
+ void *surface = nullptr;
+ RID material_uniform_set;
+ SceneShaderForwardMobile::ShaderData *shader = nullptr;
+
+ void *surface_shadow = nullptr;
+ RID material_uniform_set_shadow;
+ SceneShaderForwardMobile::ShaderData *shader_shadow = nullptr;
+
+ GeometryInstanceSurfaceDataCache *next = nullptr;
+ GeometryInstanceForwardMobile *owner = nullptr;
+ };
+
+ // !BAS! GeometryInstanceForwardClustered and GeometryInstanceForwardMobile will likely have a lot of overlap
+ // may need to think about making this its own class like GeometryInstanceRD?
+
+ struct GeometryInstanceForwardMobile : public GeometryInstance {
+ // setup
+ uint32_t base_flags = 0;
+ uint32_t flags_cache = 0;
+
+ // this structure maps to our push constant in our shader and is populated right before our draw call
+ struct PushConstant {
+ float transform[16];
+ uint32_t flags;
+ uint32_t instance_uniforms_ofs; //base offset in global buffer for instance variables
+ uint32_t gi_offset; //GI information when using lightmapping (VCT or lightmap index)
+ uint32_t layer_mask = 1;
+ float lightmap_uv_scale[4]; // doubles as uv_offset when needed
+ uint32_t reflection_probes[2]; // packed reflection probes
+ uint32_t omni_lights[2]; // packed omni lights
+ uint32_t spot_lights[2]; // packed spot lights
+ uint32_t decals[2]; // packed spot lights
+ };
+
+ // PushConstant push_constant; // we populate this from our instance data
+
+ //used during rendering
+ uint32_t layer_mask = 1;
+ RID transforms_uniform_set;
+ float depth = 0;
+ bool mirror = false;
+ Transform transform;
+ bool store_transform_cache = true; // if true we copy our transform into our PushConstant, if false we use our transforms UBO and clear our PushConstants transform
+ bool non_uniform_scale = false;
+ AABB transformed_aabb; //needed for LOD
+ float lod_bias = 0.0;
+ float lod_model_scale = 1.0;
+ int32_t shader_parameters_offset = -1;
+ uint32_t instance_count = 0;
+ uint32_t trail_steps = 1;
+ RID mesh_instance;
+
+ // lightmap
+ uint32_t gi_offset_cache = 0; // !BAS! Should rename this to lightmap_offset_cache, in forward clustered this was shared between gi and lightmap
+ uint32_t lightmap_slice_index;
+ Rect2 lightmap_uv_scale;
+ RID lightmap_instance;
+ GeometryInstanceLightmapSH *lightmap_sh = nullptr;
+
+ // culled light info
+ uint32_t reflection_probe_count;
+ RID reflection_probes[MAX_RDL_CULL];
+ uint32_t omni_light_count;
+ RID omni_lights[MAX_RDL_CULL];
+ uint32_t spot_light_count;
+ RID spot_lights[MAX_RDL_CULL];
+ uint32_t decals_count;
+ RID decals[MAX_RDL_CULL];
+
+ GeometryInstanceSurfaceDataCache *surface_caches = nullptr;
+
+ // do we use this?
+ SelfList<GeometryInstanceForwardMobile> dirty_list_element;
+
+ struct Data {
+ //data used less often goes into regular heap
+ RID base;
+ RS::InstanceType base_type;
+
+ RID skeleton;
+ Vector<RID> surface_materials;
+ RID material_override;
+ AABB aabb;
+
+ bool use_baked_light = false;
+ bool cast_double_sided_shadows = false;
+ // bool mirror = false; // !BAS! Does not seem used, we already have this in the main struct
+
+ bool dirty_dependencies = false;
+
+ RendererStorage::DependencyTracker dependency_tracker;
+ };
+
+ Data *data = nullptr;
+
+ GeometryInstanceForwardMobile() :
+ dirty_list_element(this) {}
+ };
+
+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);
+
+ SelfList<GeometryInstanceForwardMobile>::List geometry_instance_dirty_list;
+
+ PagedAllocator<GeometryInstanceForwardMobile> geometry_instance_alloc;
+ PagedAllocator<GeometryInstanceSurfaceDataCache> geometry_instance_surface_alloc;
+ PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh;
+
+ void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh);
+ void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh);
+ void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance);
+ void _geometry_instance_update(GeometryInstance *p_geometry_instance);
+ void _update_dirty_geometry_instances();
+
+ virtual GeometryInstance *geometry_instance_create(RID p_base);
+ virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton);
+ virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override);
+ virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials);
+ virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance);
+ virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb);
+ virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask);
+ virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias);
+ virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable);
+ virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable);
+ virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index);
+ virtual void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9);
+ virtual void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset);
+ virtual void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable);
+
+ virtual Transform geometry_instance_get_transform(GeometryInstance *p_instance);
+ virtual AABB geometry_instance_get_aabb(GeometryInstance *p_instance);
+
+ virtual void geometry_instance_free(GeometryInstance *p_geometry_instance);
+
+ virtual uint32_t geometry_instance_get_pair_mask();
+ virtual void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count);
+ virtual void geometry_instance_pair_reflection_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count);
+ virtual void geometry_instance_pair_decal_instances(GeometryInstance *p_geometry_instance, const RID *p_decal_instances, uint32_t p_decal_instance_count);
+ virtual void geometry_instance_pair_gi_probe_instances(GeometryInstance *p_geometry_instance, const RID *p_gi_probe_instances, uint32_t p_gi_probe_instance_count);
+
+ virtual bool free(RID p_rid);
+
+ virtual bool is_dynamic_gi_supported() const;
+ virtual bool is_clustered_enabled() const;
+ virtual bool is_volumetric_supported() const;
+ virtual uint32_t get_max_elements() const;
+
+ RenderForwardMobile(RendererStorageRD *p_storage);
+ ~RenderForwardMobile();
+};
+} // namespace RendererSceneRenderImplementation
+#endif // !RENDERING_SERVER_SCENE_RENDER_FORWARD_MOBILE_H
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
new file mode 100644
index 0000000000..b9220cc514
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -0,0 +1,833 @@
+/*************************************************************************/
+/* scene_shader_forward_mobile.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#include "scene_shader_forward_mobile.h"
+#include "core/config/project_settings.h"
+#include "render_forward_mobile.h"
+
+using namespace RendererSceneRenderImplementation;
+
+/* ShaderData */
+
+void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_screen_texture = false;
+
+ if (code == String()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompilerRD::GeneratedCode gen_code;
+
+ int blend_mode = BLEND_MODE_MIX;
+ int depth_testi = DEPTH_TEST_ENABLED;
+ int alpha_antialiasing_mode = ALPHA_ANTIALIASING_OFF;
+ int cull = CULL_BACK;
+
+ uses_point_size = false;
+ uses_alpha = false;
+ uses_blend_alpha = false;
+ uses_depth_pre_pass = false;
+ uses_discard = false;
+ uses_roughness = false;
+ uses_normal = false;
+ bool wireframe = false;
+
+ unshaded = false;
+ uses_vertex = false;
+ uses_sss = false;
+ uses_transmittance = false;
+ uses_screen_texture = false;
+ uses_depth_texture = false;
+ uses_normal_texture = false;
+ uses_time = false;
+ writes_modelview_or_projection = false;
+ uses_world_coordinates = false;
+ uses_particle_trails = false;
+
+ int depth_drawi = DEPTH_DRAW_OPAQUE;
+
+ ShaderCompilerRD::IdentifierActions actions;
+ actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX;
+ actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT;
+ actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT;
+
+ actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD);
+ actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX);
+ actions.render_mode_values["blend_sub"] = Pair<int *, int>(&blend_mode, BLEND_MODE_SUB);
+ actions.render_mode_values["blend_mul"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MUL);
+
+ actions.render_mode_values["alpha_to_coverage"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE);
+ actions.render_mode_values["alpha_to_coverage_and_one"] = Pair<int *, int>(&alpha_antialiasing_mode, ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE);
+
+ actions.render_mode_values["depth_draw_never"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_DISABLED);
+ actions.render_mode_values["depth_draw_opaque"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_OPAQUE);
+ actions.render_mode_values["depth_draw_always"] = Pair<int *, int>(&depth_drawi, DEPTH_DRAW_ALWAYS);
+
+ actions.render_mode_values["depth_test_disabled"] = Pair<int *, int>(&depth_testi, DEPTH_TEST_DISABLED);
+
+ actions.render_mode_values["cull_disabled"] = Pair<int *, int>(&cull, CULL_DISABLED);
+ actions.render_mode_values["cull_front"] = Pair<int *, int>(&cull, CULL_FRONT);
+ actions.render_mode_values["cull_back"] = Pair<int *, int>(&cull, CULL_BACK);
+
+ actions.render_mode_flags["unshaded"] = &unshaded;
+ actions.render_mode_flags["wireframe"] = &wireframe;
+ actions.render_mode_flags["particle_trails"] = &uses_particle_trails;
+
+ actions.usage_flag_pointers["ALPHA"] = &uses_alpha;
+ actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
+
+ // actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
+ // actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
+
+ actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
+ actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
+ actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture;
+ actions.usage_flag_pointers["DISCARD"] = &uses_discard;
+ actions.usage_flag_pointers["TIME"] = &uses_time;
+ actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness;
+ actions.usage_flag_pointers["NORMAL"] = &uses_normal;
+ actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal;
+
+ actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size;
+ actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size;
+
+ actions.write_flag_pointers["MODELVIEW_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["PROJECTION_MATRIX"] = &writes_modelview_or_projection;
+ actions.write_flag_pointers["VERTEX"] = &uses_vertex;
+
+ actions.uniforms = &uniforms;
+
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+
+ Error err = shader_singleton->compiler.compile(RS::SHADER_SPATIAL, code, &actions, path, gen_code);
+
+ ERR_FAIL_COND(err != OK);
+
+ if (version.is_null()) {
+ version = shader_singleton->shader.version_create();
+ }
+
+ depth_draw = DepthDraw(depth_drawi);
+ depth_test = DepthTest(depth_testi);
+
+#if 0
+ print_line("**compiling shader:");
+ print_line("**defines:\n");
+ for (int i = 0; i < gen_code.defines.size(); i++) {
+ print_line(gen_code.defines[i]);
+ }
+
+ Map<String, String>::Element * el = gen_code.code.front();
+ while (el) {
+ print_line("\n**code " + el->key() + ":\n" + el->value());
+
+ el = el->next();
+ }
+
+ print_line("\n**uniforms:\n" + gen_code.uniforms);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]);
+#endif
+
+ shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines);
+ ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ //blend modes
+
+ // if any form of Alpha Antialiasing is enabled, set the blend mode to alpha to coverage
+ if (alpha_antialiasing_mode != ALPHA_ANTIALIASING_OFF) {
+ blend_mode = BLEND_MODE_ALPHA_TO_COVERAGE;
+ }
+
+ RD::PipelineColorBlendState::Attachment blend_attachment;
+
+ switch (blend_mode) {
+ case BLEND_MODE_MIX: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ } break;
+ case BLEND_MODE_ADD: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ uses_blend_alpha = true; //force alpha used because of blend
+
+ } break;
+ case BLEND_MODE_SUB: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_SUBTRACT;
+ blend_attachment.color_blend_op = RD::BLEND_OP_SUBTRACT;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ uses_blend_alpha = true; //force alpha used because of blend
+
+ } break;
+ case BLEND_MODE_MUL: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_DST_COLOR;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ZERO;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_DST_ALPHA;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
+ uses_blend_alpha = true; //force alpha used because of blend
+ } break;
+ case BLEND_MODE_ALPHA_TO_COVERAGE: {
+ blend_attachment.enable_blend = true;
+ blend_attachment.alpha_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.color_blend_op = RD::BLEND_OP_ADD;
+ blend_attachment.src_color_blend_factor = RD::BLEND_FACTOR_SRC_ALPHA;
+ blend_attachment.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+ blend_attachment.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ blend_attachment.dst_alpha_blend_factor = RD::BLEND_FACTOR_ZERO;
+ }
+ }
+
+ RD::PipelineColorBlendState blend_state_blend;
+ blend_state_blend.attachments.push_back(blend_attachment);
+ RD::PipelineColorBlendState blend_state_opaque = RD::PipelineColorBlendState::create_disabled(1);
+ RD::PipelineColorBlendState blend_state_opaque_specular = RD::PipelineColorBlendState::create_disabled(2);
+ RD::PipelineColorBlendState blend_state_depth_normal_roughness = RD::PipelineColorBlendState::create_disabled(1);
+ RD::PipelineColorBlendState blend_state_depth_normal_roughness_giprobe = RD::PipelineColorBlendState::create_disabled(2);
+
+ //update pipelines
+
+ RD::PipelineDepthStencilState depth_stencil_state;
+
+ if (depth_test != DEPTH_TEST_DISABLED) {
+ depth_stencil_state.enable_depth_test = true;
+ depth_stencil_state.depth_compare_operator = RD::COMPARE_OP_LESS_OR_EQUAL;
+ depth_stencil_state.enable_depth_write = depth_draw != DEPTH_DRAW_DISABLED ? true : false;
+ }
+
+ for (int i = 0; i < CULL_VARIANT_MAX; i++) {
+ RD::PolygonCullMode cull_mode_rd_table[CULL_VARIANT_MAX][3] = {
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_FRONT, RD::POLYGON_CULL_BACK },
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_BACK, RD::POLYGON_CULL_FRONT },
+ { RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED, RD::POLYGON_CULL_DISABLED }
+ };
+
+ RD::PolygonCullMode cull_mode_rd = cull_mode_rd_table[i][cull];
+
+ for (int j = 0; j < RS::PRIMITIVE_MAX; j++) {
+ RD::RenderPrimitive primitive_rd_table[RS::PRIMITIVE_MAX] = {
+ RD::RENDER_PRIMITIVE_POINTS,
+ RD::RENDER_PRIMITIVE_LINES,
+ RD::RENDER_PRIMITIVE_LINESTRIPS,
+ RD::RENDER_PRIMITIVE_TRIANGLES,
+ RD::RENDER_PRIMITIVE_TRIANGLE_STRIPS,
+ };
+
+ RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j];
+
+ for (int k = 0; k < SHADER_VERSION_MAX; k++) {
+ if (!static_cast<SceneShaderForwardMobile *>(singleton)->shader.is_variant_enabled(k)) {
+ continue;
+ }
+ RD::PipelineRasterizationState raster_state;
+ raster_state.cull_mode = cull_mode_rd;
+ raster_state.wireframe = wireframe;
+
+ RD::PipelineColorBlendState blend_state;
+ RD::PipelineDepthStencilState depth_stencil = depth_stencil_state;
+ RD::PipelineMultisampleState multisample_state;
+
+ if (uses_alpha || uses_blend_alpha) {
+ // only allow these flags to go through if we have some form of msaa
+ if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) {
+ multisample_state.enable_alpha_to_coverage = true;
+ multisample_state.enable_alpha_to_one = true;
+ }
+
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_blend;
+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
+ }
+ } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, blend state contains nothing
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else {
+ pipelines[i][j][k].clear();
+ continue; // do not use this version (will error if using it is attempted)
+ }
+
+ /*
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_blend;
+ if (depth_draw == DEPTH_DRAW_OPAQUE) {
+ depth_stencil.enable_depth_write = false; //alpha does not draw depth
+ }
+ } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) {
+ if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, blend state contains nothing
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else {
+ blend_state = blend_state_opaque; //writes to normal and roughness in opaque way
+ }
+ } else {
+ pipelines[i][j][k].clear();
+ continue; // do not use this version (will error if using it is attempted)
+ }
+ */
+ } else {
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_opaque;
+ } else if (k == SHADER_VERSION_SHADOW_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, leave empty
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else {
+ // ???
+ }
+
+ /*
+ if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_COLOR_PASS_WITH_FORWARD_GI || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) {
+ blend_state = blend_state_opaque;
+ } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) {
+ //none, leave empty
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
+ blend_state = blend_state_depth_normal_roughness;
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_GIPROBE) {
+ blend_state = blend_state_depth_normal_roughness_giprobe;
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
+ blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
+ } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) {
+ blend_state = RD::PipelineColorBlendState(); //no color targets for SDF
+ } else {
+ //specular write
+ blend_state = blend_state_opaque_specular;
+ depth_stencil.enable_depth_test = false;
+ depth_stencil.enable_depth_write = false;
+ }
+ */
+ }
+
+ 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);
+ }
+ }
+ }
+
+ valid = true;
+}
+
+void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) {
+ if (!p_texture.is_valid()) {
+ default_texture_params.erase(p_name);
+ } else {
+ default_texture_params[p_name] = p_texture;
+ }
+}
+
+void SceneShaderForwardMobile::ShaderData::get_param_list(List<PropertyInfo> *p_param_list) const {
+ Map<int, StringName> order;
+
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ continue;
+ }
+
+ if (E->get().texture_order >= 0) {
+ order[E->get().texture_order + 100000] = E->key();
+ } else {
+ order[E->get().order] = E->key();
+ }
+ }
+
+ for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) {
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]);
+ pi.name = E->get();
+ p_param_list->push_back(pi);
+ }
+}
+
+void SceneShaderForwardMobile::ShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const {
+ for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) {
+ if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E->get());
+ p.info.name = E->key(); //supply name
+ p.index = E->get().instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool SceneShaderForwardMobile::ShaderData::is_param_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool SceneShaderForwardMobile::ShaderData::is_animated() const {
+ return false;
+}
+
+bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant SceneShaderForwardMobile::ShaderData::get_default_parameter(const StringName &p_parameter) const {
+ if (uniforms.has(p_parameter)) {
+ ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter];
+ Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value;
+ return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_source_code() const {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+
+ return shader_singleton->shader.version_get_native_source_code(version);
+}
+
+SceneShaderForwardMobile::ShaderData::ShaderData() {
+ valid = false;
+ uses_screen_texture = false;
+}
+
+SceneShaderForwardMobile::ShaderData::~ShaderData() {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+ ERR_FAIL_COND(!shader_singleton);
+ //pipeline variants will clear themselves if shader is gone
+ if (version.is_valid()) {
+ shader_singleton->shader.version_free(version);
+ }
+}
+
+RendererStorageRD::ShaderData *SceneShaderForwardMobile::_create_shader_func() {
+ ShaderData *shader_data = memnew(ShaderData);
+ return shader_data;
+}
+
+void SceneShaderForwardMobile::MaterialData::set_render_priority(int p_priority) {
+ priority = p_priority - RS::MATERIAL_RENDER_PRIORITY_MIN; //8 bits
+}
+
+void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) {
+ next_pass = p_pass;
+}
+
+void SceneShaderForwardMobile::MaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::singleton;
+
+ if ((uint32_t)ubo_data.size() != shader_data->ubo_size) {
+ p_uniform_dirty = true;
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ uniform_buffer = RID();
+ }
+
+ ubo_data.resize(shader_data->ubo_size);
+ if (ubo_data.size()) {
+ uniform_buffer = RD::get_singleton()->uniform_buffer_create(ubo_data.size());
+ memset(ubo_data.ptrw(), 0, ubo_data.size()); //clear
+ }
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ //check whether buffer changed
+ if (p_uniform_dirty && ubo_data.size()) {
+ update_uniform_buffer(shader_data->uniforms, shader_data->ubo_offsets.ptr(), p_parameters, ubo_data.ptrw(), ubo_data.size(), false);
+ RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), RD::BARRIER_MASK_RASTER);
+ }
+
+ uint32_t tex_uniform_count = shader_data->texture_uniforms.size();
+
+ if ((uint32_t)texture_cache.size() != tex_uniform_count) {
+ texture_cache.resize(tex_uniform_count);
+ p_textures_dirty = true;
+
+ //clear previous uniform set
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ uniform_set = RID();
+ }
+ }
+
+ if (p_textures_dirty && tex_uniform_count) {
+ update_textures(p_parameters, shader_data->default_texture_params, shader_data->texture_uniforms, texture_cache.ptrw(), true);
+ }
+
+ if (shader_data->ubo_size == 0 && shader_data->texture_uniforms.size() == 0) {
+ // This material does not require an uniform set, so don't create it.
+ return;
+ }
+
+ if (!p_textures_dirty && uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ //no reason to update uniform set, only UBO (or nothing) was needed to update
+ return;
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ if (shader_data->ubo_size) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.binding = 0;
+ u.ids.push_back(uniform_buffer);
+ uniforms.push_back(u);
+ }
+
+ const RID *textures = texture_cache.ptrw();
+ for (uint32_t i = 0; i < tex_uniform_count; i++) {
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1 + i;
+ u.ids.push_back(textures[i]);
+ uniforms.push_back(u);
+ }
+ }
+
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardMobile::MATERIAL_UNIFORM_SET);
+}
+
+SceneShaderForwardMobile::MaterialData::~MaterialData() {
+ if (uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ RD::get_singleton()->free(uniform_set);
+ }
+
+ if (uniform_buffer.is_valid()) {
+ RD::get_singleton()->free(uniform_buffer);
+ }
+}
+
+RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) {
+ MaterialData *material_data = memnew(MaterialData);
+ material_data->shader_data = p_shader;
+ material_data->last_frame = false;
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+/* Scene Shader */
+
+SceneShaderForwardMobile *SceneShaderForwardMobile::singleton = nullptr;
+
+SceneShaderForwardMobile::SceneShaderForwardMobile() {
+ // there should be only one of these, contained within our RenderForwardMobile singleton.
+ singleton = this;
+}
+
+void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p_defines) {
+ storage = p_storage;
+
+ /* SCENE SHADER */
+
+ {
+ Vector<String> shader_versions;
+ shader_versions.push_back(""); // SHADER_VERSION_COLOR_PASS
+ shader_versions.push_back("\n#define USE_LIGHTMAP\n"); // SHADER_VERSION_LIGHTMAP_COLOR_PASS
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n"); // !BAS! SHADER_VERSION_SHADOW_PASS, should probably change this to MODE_RENDER_SHADOW because we don't have a depth pass here...
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n"); // SHADER_VERSION_DEPTH_PASS_DP (maybe rename to SHADER_VERSION_SHADOW_PASS_DP?)
+ shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_RENDER_MATERIAL\n"); // SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL
+ shader.initialize(shader_versions, p_defines);
+ }
+
+ storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_shader_funcs);
+ storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_3D, _create_material_funcs);
+
+ {
+ //shader compiler
+ ShaderCompilerRD::DefaultIdentifierActions actions;
+
+ actions.renames["WORLD_MATRIX"] = "world_matrix";
+ actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix";
+ actions.renames["INV_CAMERA_MATRIX"] = "scene_data.inv_camera_matrix";
+ actions.renames["CAMERA_MATRIX"] = "scene_data.camera_matrix";
+ actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
+ actions.renames["INV_PROJECTION_MATRIX"] = "scene_data.inv_projection_matrix";
+ actions.renames["MODELVIEW_MATRIX"] = "modelview";
+ actions.renames["MODELVIEW_NORMAL_MATRIX"] = "modelview_normal";
+
+ actions.renames["VERTEX"] = "vertex";
+ actions.renames["NORMAL"] = "normal";
+ actions.renames["TANGENT"] = "tangent";
+ actions.renames["BINORMAL"] = "binormal";
+ actions.renames["POSITION"] = "position";
+ actions.renames["UV"] = "uv_interp";
+ actions.renames["UV2"] = "uv2_interp";
+ actions.renames["COLOR"] = "color_interp";
+ actions.renames["POINT_SIZE"] = "gl_PointSize";
+ actions.renames["INSTANCE_ID"] = "gl_InstanceIndex";
+
+ actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold";
+ actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale";
+ actions.renames["ALPHA_ANTIALIASING_EDGE"] = "alpha_antialiasing_edge";
+ actions.renames["ALPHA_TEXTURE_COORDINATE"] = "alpha_texture_coordinate";
+
+ //builtins
+
+ actions.renames["TIME"] = "scene_data.time";
+ actions.renames["VIEWPORT_SIZE"] = "scene_data.viewport_size";
+
+ actions.renames["FRAGCOORD"] = "gl_FragCoord";
+ actions.renames["FRONT_FACING"] = "gl_FrontFacing";
+ actions.renames["NORMAL_MAP"] = "normal_map";
+ actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth";
+ actions.renames["ALBEDO"] = "albedo";
+ actions.renames["ALPHA"] = "alpha";
+ actions.renames["METALLIC"] = "metallic";
+ actions.renames["SPECULAR"] = "specular";
+ actions.renames["ROUGHNESS"] = "roughness";
+ actions.renames["RIM"] = "rim";
+ actions.renames["RIM_TINT"] = "rim_tint";
+ actions.renames["CLEARCOAT"] = "clearcoat";
+ actions.renames["CLEARCOAT_GLOSS"] = "clearcoat_gloss";
+ actions.renames["ANISOTROPY"] = "anisotropy";
+ actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
+ actions.renames["SSS_STRENGTH"] = "sss_strength";
+ actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
+ actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
+ actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
+ actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
+ actions.renames["BACKLIGHT"] = "backlight";
+ actions.renames["AO"] = "ao";
+ actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
+ actions.renames["EMISSION"] = "emission";
+ actions.renames["POINT_COORD"] = "gl_PointCoord";
+ actions.renames["INSTANCE_CUSTOM"] = "instance_custom";
+ actions.renames["SCREEN_UV"] = "screen_uv";
+ actions.renames["SCREEN_TEXTURE"] = "color_buffer";
+ actions.renames["DEPTH_TEXTURE"] = "depth_buffer";
+ actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
+ actions.renames["DEPTH"] = "gl_FragDepth";
+ actions.renames["OUTPUT_IS_SRGB"] = "true";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["RADIANCE"] = "custom_radiance";
+ actions.renames["IRRADIANCE"] = "custom_irradiance";
+ actions.renames["BONE_INDICES"] = "bone_attrib";
+ actions.renames["BONE_WEIGHTS"] = "weight_attrib";
+ actions.renames["CUSTOM0"] = "custom0_attrib";
+ actions.renames["CUSTOM1"] = "custom1_attrib";
+ actions.renames["CUSTOM2"] = "custom2_attrib";
+ actions.renames["CUSTOM3"] = "custom3_attrib";
+
+ //for light
+ actions.renames["VIEW"] = "view";
+ actions.renames["LIGHT_COLOR"] = "light_color";
+ actions.renames["LIGHT"] = "light";
+ actions.renames["ATTENUATION"] = "attenuation";
+ actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
+ actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
+ actions.renames["SPECULAR_LIGHT"] = "specular_light";
+
+ actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n";
+ actions.usage_defines["TANGENT"] = "#define TANGENT_USED\n";
+ actions.usage_defines["BINORMAL"] = "@TANGENT";
+ actions.usage_defines["RIM"] = "#define LIGHT_RIM_USED\n";
+ actions.usage_defines["RIM_TINT"] = "@RIM";
+ actions.usage_defines["CLEARCOAT"] = "#define LIGHT_CLEARCOAT_USED\n";
+ actions.usage_defines["CLEARCOAT_GLOSS"] = "@CLEARCOAT";
+ actions.usage_defines["ANISOTROPY"] = "#define LIGHT_ANISOTROPY_USED\n";
+ actions.usage_defines["ANISOTROPY_FLOW"] = "@ANISOTROPY";
+ actions.usage_defines["AO"] = "#define AO_USED\n";
+ actions.usage_defines["AO_LIGHT_AFFECT"] = "#define AO_USED\n";
+ actions.usage_defines["UV"] = "#define UV_USED\n";
+ actions.usage_defines["UV2"] = "#define UV2_USED\n";
+ actions.usage_defines["BONE_INDICES"] = "#define BONES_USED\n";
+ actions.usage_defines["BONE_WEIGHTS"] = "#define WEIGHTS_USED\n";
+ actions.usage_defines["CUSTOM0"] = "#define CUSTOM0\n";
+ actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n";
+ actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n";
+ actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n";
+ actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n";
+ actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP";
+ actions.usage_defines["COLOR"] = "#define COLOR_USED\n";
+ actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n";
+ actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
+
+ actions.usage_defines["ALPHA_SCISSOR_THRESHOLD"] = "#define ALPHA_SCISSOR_USED\n";
+ actions.usage_defines["ALPHA_HASH_SCALE"] = "#define ALPHA_HASH_USED\n";
+ actions.usage_defines["ALPHA_ANTIALIASING_EDGE"] = "#define ALPHA_ANTIALIASING_EDGE_USED\n";
+ actions.usage_defines["ALPHA_TEXTURE_COORDINATE"] = "@ALPHA_ANTIALIASING_EDGE";
+
+ actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
+ actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
+ actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
+ actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
+ actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
+
+ actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+
+ actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
+ actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
+ actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+
+ actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
+ actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
+ actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
+ actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n";
+ actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n";
+
+ bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley");
+ if (!force_lambert) {
+ actions.render_mode_defines["diffuse_burley"] = "#define DIFFUSE_BURLEY\n";
+ }
+
+ actions.render_mode_defines["diffuse_oren_nayar"] = "#define DIFFUSE_OREN_NAYAR\n";
+ actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
+ actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+
+ actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
+
+ bool force_blinn = GLOBAL_GET("rendering/shading/overrides/force_blinn_over_ggx");
+ if (!force_blinn) {
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n";
+ } else {
+ actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n";
+ }
+
+ actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n";
+ actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n";
+ actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n";
+ actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n";
+ actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n";
+ actions.render_mode_defines["ambient_light_disabled"] = "#define AMBIENT_LIGHT_DISABLED\n";
+ actions.render_mode_defines["shadow_to_opacity"] = "#define USE_SHADOW_TO_OPACITY\n";
+ actions.render_mode_defines["unshaded"] = "#define MODE_UNSHADED\n";
+
+ actions.sampler_array_name = "material_samplers";
+ actions.base_texture_binding_index = 1;
+ actions.texture_layout_set = RenderForwardMobile::MATERIAL_UNIFORM_SET;
+ actions.base_uniform_string = "material.";
+ actions.base_varying_index = 10;
+
+ actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP;
+ actions.default_repeat = ShaderLanguage::REPEAT_ENABLE;
+ actions.global_buffer_array_variable = "global_variables.data";
+ actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs";
+
+ compiler.initialize(actions);
+ }
+
+ {
+ //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");
+ default_material = storage->material_allocate();
+ storage->material_initialize(default_material);
+ storage->material_set_shader(default_material, default_shader);
+
+ MaterialData *md = (MaterialData *)storage->material_get_data(default_material, RendererStorageRD::SHADER_TYPE_3D);
+ default_shader_rd = shader.version_get_shader(md->shader_data->version, SHADER_VERSION_COLOR_PASS);
+ }
+
+ {
+ overdraw_material_shader = storage->shader_allocate();
+ storage->shader_initialize(overdraw_material_shader);
+ 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=0.2; }");
+ overdraw_material = storage->material_allocate();
+ storage->material_initialize(overdraw_material);
+ storage->material_set_shader(overdraw_material, overdraw_material_shader);
+
+ wireframe_material_shader = storage->shader_allocate();
+ storage->shader_initialize(wireframe_material_shader);
+ storage->shader_set_code(wireframe_material_shader, "shader_type spatial;\nrender_mode wireframe,unshaded;\n void fragment() { ALBEDO=vec3(0.0,0.0,0.0); }");
+ wireframe_material = storage->material_allocate();
+ storage->material_initialize(wireframe_material);
+ storage->material_set_shader(wireframe_material, wireframe_material_shader);
+ }
+
+ {
+ default_vec4_xform_buffer = RD::get_singleton()->storage_buffer_create(256);
+ Vector<RD::Uniform> uniforms;
+ RD::Uniform u;
+ u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(default_vec4_xform_buffer);
+ u.binding = 0;
+ uniforms.push_back(u);
+
+ default_vec4_xform_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, default_shader_rd, RenderForwardMobile::TRANSFORMS_UNIFORM_SET);
+ }
+ {
+ RD::SamplerState sampler;
+ sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
+ sampler.enable_compare = true;
+ sampler.compare_op = RD::COMPARE_OP_LESS;
+ shadow_sampler = RD::get_singleton()->sampler_create(sampler);
+ }
+}
+
+SceneShaderForwardMobile::~SceneShaderForwardMobile() {
+ RD::get_singleton()->free(default_vec4_xform_buffer);
+ RD::get_singleton()->free(shadow_sampler);
+
+ storage->free(wireframe_material_shader);
+ storage->free(overdraw_material_shader);
+ storage->free(default_shader);
+
+ storage->free(wireframe_material);
+ storage->free(overdraw_material);
+ storage->free(default_material);
+}
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
new file mode 100644
index 0000000000..1517197d25
--- /dev/null
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -0,0 +1,203 @@
+/*************************************************************************/
+/* scene_shader_forward_mobile.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+
+#ifndef RSSR_SCENE_SHADER_FM_H
+#define RSSR_SCENE_SHADER_FM_H
+
+#include "servers/rendering/renderer_rd/renderer_scene_render_rd.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
+#include "servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl.gen.h"
+
+namespace RendererSceneRenderImplementation {
+
+class SceneShaderForwardMobile {
+private:
+ static SceneShaderForwardMobile *singleton;
+ RendererStorageRD *storage;
+
+public:
+ enum ShaderVersion {
+ SHADER_VERSION_COLOR_PASS,
+ SHADER_VERSION_LIGHTMAP_COLOR_PASS,
+ SHADER_VERSION_SHADOW_PASS,
+ SHADER_VERSION_DEPTH_PASS_DP,
+ SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL,
+ SHADER_VERSION_MAX
+ };
+
+ struct ShaderData : public RendererStorageRD::ShaderData {
+ enum BlendMode { //used internally
+ BLEND_MODE_MIX,
+ BLEND_MODE_ADD,
+ BLEND_MODE_SUB,
+ BLEND_MODE_MUL,
+ BLEND_MODE_ALPHA_TO_COVERAGE
+ };
+
+ enum DepthDraw {
+ DEPTH_DRAW_DISABLED,
+ DEPTH_DRAW_OPAQUE,
+ DEPTH_DRAW_ALWAYS
+ };
+
+ enum DepthTest {
+ DEPTH_TEST_DISABLED,
+ DEPTH_TEST_ENABLED
+ };
+
+ enum Cull {
+ CULL_DISABLED,
+ CULL_FRONT,
+ CULL_BACK
+ };
+
+ enum CullVariant {
+ CULL_VARIANT_NORMAL,
+ CULL_VARIANT_REVERSED,
+ CULL_VARIANT_DOUBLE_SIDED,
+ CULL_VARIANT_MAX
+
+ };
+
+ enum AlphaAntiAliasing {
+ ALPHA_ANTIALIASING_OFF,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE,
+ ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE
+ };
+
+ bool valid;
+ RID version;
+ uint32_t vertex_input_mask;
+ PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX];
+
+ String path;
+
+ Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size;
+
+ String code;
+ Map<StringName, RID> default_texture_params;
+
+ DepthDraw depth_draw;
+ DepthTest depth_test;
+
+ bool uses_point_size;
+ bool uses_alpha;
+ bool uses_blend_alpha;
+ bool uses_alpha_clip;
+ bool uses_depth_pre_pass;
+ bool uses_discard;
+ bool uses_roughness;
+ bool uses_normal;
+ bool uses_particle_trails;
+
+ bool unshaded;
+ bool uses_vertex;
+ bool uses_sss;
+ bool uses_transmittance;
+ bool uses_screen_texture;
+ bool uses_depth_texture;
+ bool uses_normal_texture;
+ bool uses_time;
+ bool writes_modelview_or_projection;
+ bool uses_world_coordinates;
+
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_default_texture_param(const StringName &p_name, RID p_texture);
+ virtual void get_param_list(List<PropertyInfo> *p_param_list) const;
+ void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const;
+
+ virtual bool is_param_texture(const StringName &p_param) const;
+ virtual bool is_animated() const;
+ virtual bool casts_shadows() const;
+ virtual Variant get_default_parameter(const StringName &p_parameter) const;
+ virtual RS::ShaderNativeSourceCode get_native_source_code() const;
+
+ ShaderData();
+ virtual ~ShaderData();
+ };
+
+ RendererStorageRD::ShaderData *_create_shader_func();
+ static RendererStorageRD::ShaderData *_create_shader_funcs() {
+ return static_cast<SceneShaderForwardMobile *>(singleton)->_create_shader_func();
+ }
+
+ struct MaterialData : public RendererStorageRD::MaterialData {
+ uint64_t last_frame;
+ ShaderData *shader_data;
+ RID uniform_buffer;
+ RID uniform_set;
+ Vector<RID> texture_cache;
+ Vector<uint8_t> ubo_data;
+ uint64_t last_pass = 0;
+ uint32_t index = 0;
+ RID next_pass;
+ uint8_t priority;
+ virtual void set_render_priority(int p_priority);
+ virtual void set_next_pass(RID p_pass);
+ virtual void update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual ~MaterialData();
+ };
+
+ 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));
+ }
+
+ SceneForwardMobileShaderRD shader;
+ ShaderCompilerRD compiler;
+
+ RID default_shader;
+ RID default_material;
+ RID overdraw_material_shader;
+ RID overdraw_material;
+ RID wireframe_material_shader;
+ RID wireframe_material;
+ RID default_shader_rd;
+
+ RID default_vec4_xform_buffer;
+ RID default_vec4_xform_uniform_set;
+
+ RID shadow_sampler;
+
+ SceneShaderForwardMobile();
+ ~SceneShaderForwardMobile();
+
+ void init(RendererStorageRD *p_storage, const String p_defines);
+};
+
+} // namespace RendererSceneRenderImplementation
+#endif // !RSSR_SCENE_SHADER_FM_H
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 2247b841c9..cb3e67e990 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -175,5 +175,14 @@ RendererCompositorRD::RendererCompositorRD() {
storage = memnew(RendererStorageRD);
canvas = memnew(RendererCanvasRenderRD(storage));
- scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
+
+ uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end");
+ uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE);
+
+ if (back_end == 1 || textures_per_stage < 48) {
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage));
+ } else { // back_end == 0
+ // default to our high end renderer
+ scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage));
+ }
}
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h
index 5b5f3ad0cb..b3865de2bf 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.h
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h
@@ -35,6 +35,7 @@
#include "core/templates/thread_work_pool.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
+#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
index 2b0e93f734..bc92e0b1ad 100644
--- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp
@@ -3144,8 +3144,6 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_
rb->reflection_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->ambient_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
rb->gi.using_half_size_gi = half_resolution;
-
- p_scene_render->_render_buffers_uniform_set_changed(p_render_buffers);
}
PushConstant push_constant;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index a742c4cc28..d7a5d1211c 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -58,8 +58,6 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment
rb->sdfgi->erase();
memdelete(rb->sdfgi);
rb->sdfgi = nullptr;
-
- _render_buffers_uniform_set_changed(p_render_buffers);
}
return;
}
@@ -78,8 +76,6 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment
if (sdfgi == nullptr) {
// re-create
rb->sdfgi = gi.create_sdfgi(env, p_world_position, requested_history_size);
-
- _render_buffers_uniform_set_changed(p_render_buffers);
} else {
//check for updates
rb->sdfgi->update(env, p_world_position);
@@ -1533,7 +1529,6 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
@@ -1585,7 +1580,6 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
@@ -1711,7 +1705,6 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView());
RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final");
- _render_buffers_uniform_set_changed(p_render_buffers);
}
ssao_using_half_size = ssao_half_size;
uniform_sets_are_invalid = true;
@@ -1751,7 +1744,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_rende
if (can_use_effects && camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0) {
if (rb->blur[0].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
float bokeh_size = camfx->dof_blur_amount * 64.0;
@@ -1761,7 +1753,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_rende
if (can_use_effects && env && env->auto_exposure) {
if (rb->luminance.current.is_null()) {
_allocate_luminance_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
bool set_immediate = env->auto_exposure_version != rb->auto_exposure_version;
@@ -1782,7 +1773,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(RID p_rende
if (rb->blur[1].texture.is_null()) {
_allocate_blur_textures(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
@@ -2177,7 +2167,6 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
}
rb->data->configure(rb->texture, rb->depth_texture, p_width, p_height, p_msaa);
- _render_buffers_uniform_set_changed(p_render_buffers);
if (is_clustered_enabled()) {
rb->cluster_builder->setup(Size2i(p_width, p_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture);
@@ -2329,6 +2318,8 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
Vector3 extents = storage->reflection_probe_get_extents(base_probe);
+ rpi->cull_mask = storage->reflection_probe_get_cull_mask(base_probe);
+
reflection_ubo.box_extents[0] = extents.x;
reflection_ubo.box_extents[1] = extents.y;
reflection_ubo.box_extents[2] = extents.z;
@@ -2357,7 +2348,9 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
Transform proj = (p_camera_inverse_transform * transform).inverse();
RendererStorageRD::store_transform(proj, reflection_ubo.local_matrix);
- current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, transform, extents);
+ }
rpi->last_pass = RSG::rasterizer->get_frame_number();
}
@@ -2561,6 +2554,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
light_data.softshadow_angle = angular_diameter;
+ light_data.bake_mode = storage->light_get_bake_mode(base);
if (angular_diameter <= 0.0) {
light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
@@ -2628,6 +2622,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.color[1] = linear_col.g * energy;
light_data.color[2] = linear_col.b * energy;
light_data.specular_amount = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR) * 2.0;
+ light_data.bake_mode = storage->light_get_bake_mode(base);
float radius = MAX(0.001, storage->light_get_param(base, RS::LIGHT_PARAM_RANGE));
light_data.inv_radius = 1.0 / radius;
@@ -2747,8 +2742,11 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
}
li->light_index = index;
+ li->cull_mask = storage->light_get_cull_mask(base);
- current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_light(type == RS::LIGHT_SPOT ? ClusterBuilderRD::LIGHT_TYPE_SPOT : ClusterBuilderRD::LIGHT_TYPE_OMNI, light_transform, radius, spot_angle);
+ }
r_positional_light_count++;
}
@@ -2816,6 +2814,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
DecalInstance *di = cluster.decal_sort[i].instance;
RID decal = di->decal;
+ di->render_index = i;
+ di->cull_mask = storage->decal_get_cull_mask(decal);
+
Transform xform = di->transform;
float fade = 1.0;
@@ -2920,7 +2921,9 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
dd.upper_fade = storage->decal_get_upper_fade(decal);
dd.lower_fade = storage->decal_get_lower_fade(decal);
- current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, xform, decal_extents);
+ }
}
if (cluster.decal_count > 0) {
@@ -2928,6 +2931,116 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const
}
}
+void RendererSceneRenderRD::_fill_instance_indices(const RID *p_omni_light_instances, uint32_t p_omni_light_instance_count, uint32_t *p_omni_light_indices, const RID *p_spot_light_instances, uint32_t p_spot_light_instance_count, uint32_t *p_spot_light_indices, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count, uint32_t *p_reflection_probe_indices, const RID *p_decal_instances, uint32_t p_decal_instance_count, uint32_t *p_decal_instance_indices, uint32_t p_layer_mask, uint32_t p_max_dst_words) {
+ // first zero out our indices
+ for (uint32_t i = 0; i < p_max_dst_words; i++) {
+ p_omni_light_indices[i] = 0;
+ p_spot_light_indices[i] = 0;
+ p_reflection_probe_indices[i] = 0;
+ p_decal_instance_indices[i] = 0;
+ }
+
+ {
+ // process omni lights
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_omni_light_instance_count && dword < p_max_dst_words; i++) {
+ LightInstance *li = light_instance_owner.getornull(p_omni_light_instances[i]);
+
+ if ((li->cull_mask & p_layer_mask) && (li->light_index < 255)) {
+ p_omni_light_indices[dword] += li->light_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_omni_light_indices[dword] += 0xFF << shift;
+ }
+ }
+
+ {
+ // process spot lights
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_spot_light_instance_count && dword < p_max_dst_words; i++) {
+ LightInstance *li = light_instance_owner.getornull(p_spot_light_instances[i]);
+
+ if ((li->cull_mask & p_layer_mask) && (li->light_index < 255)) {
+ p_spot_light_indices[dword] += li->light_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_spot_light_indices[dword] += 0xFF << shift;
+ }
+ }
+
+ {
+ // process reflection probes
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_reflection_probe_instance_count && dword < p_max_dst_words; i++) {
+ ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_reflection_probe_instances[i]);
+
+ if ((rpi->cull_mask & p_layer_mask) && (rpi->render_index < 255)) {
+ p_reflection_probe_indices[dword] += rpi->render_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_reflection_probe_indices[dword] += 0xFF << shift;
+ }
+ }
+
+ {
+ // process decals
+ uint32_t dword = 0;
+ uint32_t shift = 0;
+
+ for (uint32_t i = 0; i < p_decal_instance_count && dword < p_max_dst_words; i++) {
+ DecalInstance *decal = decal_instance_owner.getornull(p_decal_instances[i]);
+
+ if ((decal->cull_mask & p_layer_mask) && (decal->render_index < 255)) {
+ p_decal_instance_indices[dword] += decal->render_index << shift;
+ if (shift == 24) {
+ dword++;
+ shift = 0;
+ } else {
+ shift += 8;
+ }
+ }
+ }
+
+ if (dword < 2) {
+ // put in ending mark
+ p_decal_instance_indices[dword] += 0xFF << shift;
+ }
+ }
+}
+
void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) {
ERR_FAIL_COND(!rb->volumetric_fog);
@@ -2967,7 +3080,6 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
//validate
if (!env || !env->volumetric_fog_enabled || rb->volumetric_fog->width != target_width || rb->volumetric_fog->height != target_height || rb->volumetric_fog->depth != volumetric_fog_depth) {
_volumetric_fog_erase(rb);
- _render_buffers_uniform_set_changed(p_render_buffers);
}
}
@@ -3003,7 +3115,6 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView());
- _render_buffers_uniform_set_changed(p_render_buffers);
Vector<RD::Uniform> uniforms;
{
@@ -3528,7 +3639,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
RenderBuffers *rb = nullptr;
if (p_render_buffers.is_valid()) {
rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND(!rb); // !BAS! Do we fail here or skip the parts that won't work. can't really see a case why we would be rendering without buffers....
+ ERR_FAIL_COND(!rb);
}
//assign render data
@@ -3584,10 +3695,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
}
//assign render indices to giprobes
- for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
- RendererSceneGIRD::GIProbeInstance *giprobe_inst = gi.gi_probe_instance_owner.getornull(p_gi_probes[i]);
- if (giprobe_inst) {
- giprobe_inst->render_index = i;
+ if (is_dynamic_gi_supported()) {
+ for (uint32_t i = 0; i < (uint32_t)p_gi_probes.size(); i++) {
+ RendererSceneGIRD::GIProbeInstance *giprobe_inst = gi.gi_probe_instance_owner.getornull(p_gi_probes[i]);
+ if (giprobe_inst) {
+ giprobe_inst->render_index = i;
+ }
}
}
@@ -3623,7 +3736,11 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
render_state.depth_prepass_used = false;
//calls _pre_opaque_render between depth pre-pass and opaque pass
- _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, current_cluster_builder->get_cluster_buffer(), current_cluster_builder->get_cluster_size(), current_cluster_builder->get_max_cluster_elements(), p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
+ if (current_cluster_builder != nullptr) {
+ _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, current_cluster_builder->get_cluster_buffer(), current_cluster_builder->get_cluster_size(), current_cluster_builder->get_max_cluster_elements(), p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
+ } else {
+ _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_instances, *render_state.gi_probes, p_lightmaps, p_environment, RID(), 0, 0, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color, p_screen_lod_threshold);
+ }
if (p_render_buffers.is_valid()) {
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_OMNI_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_SPOT_LIGHTS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_DECALS || debug_draw == RS::VIEWPORT_DEBUG_DRAW_CLUSTER_REFLECTION_PROBES) {
@@ -3644,7 +3761,9 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const Transform &
default: {
}
}
- current_cluster_builder->debug(elem_type);
+ if (current_cluster_builder != nullptr) {
+ current_cluster_builder->debug(elem_type);
+ }
}
RENDER_TIMESTAMP("Tonemap");
@@ -4105,8 +4224,12 @@ bool RendererSceneRenderRD::is_volumetric_supported() const {
return true;
}
+uint32_t RendererSceneRenderRD::get_max_elements() const {
+ return GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
+}
+
RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) {
- max_cluster_elements = GLOBAL_GET("rendering/limits/cluster_builder/max_clustered_elements");
+ max_cluster_elements = get_max_elements();
storage = p_storage;
singleton = this;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 8c01b69b91..7600d6823e 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -79,7 +79,6 @@ protected:
RenderBufferData *render_buffers_get_data(RID p_render_buffers);
virtual void _base_uniforms_changed() = 0;
- virtual void _render_buffers_uniform_set_changed(RID p_render_buffers) = 0;
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
@@ -150,6 +149,7 @@ private:
uint32_t render_step = 0;
uint64_t last_pass = 0;
uint32_t render_index = 0;
+ uint32_t cull_mask = 0;
Transform transform;
};
@@ -161,6 +161,8 @@ private:
struct DecalInstance {
RID decal;
Transform transform;
+ uint32_t render_index;
+ uint32_t cull_mask;
};
mutable RID_Owner<DecalInstance> decal_instance_owner;
@@ -305,6 +307,7 @@ private:
uint64_t last_scene_shadow_pass = 0;
uint64_t last_pass = 0;
uint32_t light_index = 0;
+ uint32_t cull_mask = 0;
uint32_t light_directional_index = 0;
uint32_t current_shadow_atlas_key = 0;
@@ -449,6 +452,8 @@ private:
struct Cluster {
/* Scene State UBO */
+ // !BAS! Most data here is not just used by our clustering logic but also by other lighting implementations. Maybe rename this struct to something more appropriate
+
enum {
REFLECTION_AMBIENT_DISABLED = 0,
REFLECTION_AMBIENT_ENVIRONMENT = 1,
@@ -492,7 +497,7 @@ private:
float soft_shadow_scale;
uint32_t mask;
float shadow_volumetric_fog_fade;
- uint32_t pad;
+ uint32_t bake_mode;
float projector_rect[4];
};
@@ -509,7 +514,8 @@ private:
uint32_t shadow_enabled;
float fade_from;
float fade_to;
- uint32_t pad[3];
+ uint32_t pad[2];
+ uint32_t bake_mode;
float shadow_volumetric_fog_fade;
float shadow_bias[4];
float shadow_normal_bias[4];
@@ -1085,6 +1091,8 @@ public:
return li->transform;
}
+ void _fill_instance_indices(const RID *p_omni_light_instances, uint32_t p_omni_light_instance_count, uint32_t *p_omni_light_indices, const RID *p_spot_light_instances, uint32_t p_spot_light_instance_count, uint32_t *p_spot_light_indices, const RID *p_reflection_probe_instances, uint32_t p_reflection_probe_instance_count, uint32_t *p_reflection_probe_indices, const RID *p_decal_instances, uint32_t p_decal_instance_count, uint32_t *p_decal_instance_indices, uint32_t p_layer_mask, uint32_t p_max_dst_words = 2);
+
/* gi light probes */
RID gi_probe_instance_create(RID p_base);
@@ -1192,6 +1200,7 @@ public:
virtual bool is_dynamic_gi_supported() const;
virtual bool is_clustered_enabled() const;
virtual bool is_volumetric_supported() const;
+ virtual uint32_t get_max_elements() const;
RendererSceneRenderRD(RendererStorageRD *p_storage);
~RendererSceneRenderRD();
diff --git a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
index 3a4bf4da07..8e616ebe1f 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_data_inc.glsl
@@ -1,105 +1,3 @@
-
#define CLUSTER_COUNTER_SHIFT 20
#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
#define CLUSTER_COUNTER_MASK 0xfff
-
-struct LightData { //this structure needs to be as packed as possible
- vec3 position;
- float inv_radius;
-
- vec3 direction;
- float size;
-
- vec3 color;
- float attenuation;
-
- float cone_attenuation;
- float cone_angle;
- float specular_amount;
- bool shadow_enabled;
-
- vec4 atlas_rect; // rect in the shadow atlas
- mat4 shadow_matrix;
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
- float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
- uint mask;
- float shadow_volumetric_fog_fade;
- uint pad;
- vec4 projector_rect; //projector rect in srgb decal atlas
-};
-
-#define REFLECTION_AMBIENT_DISABLED 0
-#define REFLECTION_AMBIENT_ENVIRONMENT 1
-#define REFLECTION_AMBIENT_COLOR 2
-
-struct ReflectionData {
- vec3 box_extents;
- float index;
- vec3 box_offset;
- uint mask;
- vec3 ambient; // ambient color
- float intensity;
- bool exterior;
- bool box_project;
- uint ambient_mode;
- uint pad;
- //0-8 is intensity,8-9 is ambient, mode
- mat4 local_matrix; // up to here for spot and omni, rest is for directional
- // notes: for ambientblend, use distance to edge to blend between already existing global environment
-};
-
-struct DirectionalLightData {
- vec3 direction;
- float energy;
- vec3 color;
- float size;
- float specular;
- uint mask;
- float softshadow_angle;
- float soft_shadow_scale;
- bool blend_splits;
- bool shadow_enabled;
- float fade_from;
- float fade_to;
- uvec3 pad;
- float shadow_volumetric_fog_fade;
- vec4 shadow_bias;
- vec4 shadow_normal_bias;
- vec4 shadow_transmittance_bias;
- vec4 shadow_z_range;
- vec4 shadow_range_begin;
- vec4 shadow_split_offsets;
- mat4 shadow_matrix1;
- mat4 shadow_matrix2;
- mat4 shadow_matrix3;
- mat4 shadow_matrix4;
- vec4 shadow_color1;
- vec4 shadow_color2;
- vec4 shadow_color3;
- vec4 shadow_color4;
- vec2 uv_scale1;
- vec2 uv_scale2;
- vec2 uv_scale3;
- vec2 uv_scale4;
-};
-
-struct DecalData {
- mat4 xform; //to decal transform
- vec3 inv_extents;
- float albedo_mix;
- vec4 albedo_rect;
- vec4 normal_rect;
- vec4 orm_rect;
- vec4 emission_rect;
- vec4 modulate;
- float emission_energy;
- uint mask;
- float upper_fade;
- float lower_fade;
- mat3x4 normal_xform;
- vec3 normal;
- float normal_fade;
-};
diff --git a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
new file mode 100644
index 0000000000..ccaad13311
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
@@ -0,0 +1,18 @@
+
+struct DecalData {
+ mat4 xform; //to decal transform
+ vec3 inv_extents;
+ float albedo_mix;
+ vec4 albedo_rect;
+ vec4 normal_rect;
+ vec4 orm_rect;
+ vec4 emission_rect;
+ vec4 modulate;
+ float emission_energy;
+ uint mask;
+ float upper_fade;
+ float lower_fade;
+ mat3x4 normal_xform;
+ vec3 normal;
+ float normal_fade;
+};
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
new file mode 100644
index 0000000000..2fce258cff
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -0,0 +1,87 @@
+#define LIGHT_BAKE_DISABLED 0
+#define LIGHT_BAKE_DYNAMIC 1
+#define LIGHT_BAKE_STATIC 2
+
+struct LightData { //this structure needs to be as packed as possible
+ vec3 position;
+ float inv_radius;
+
+ vec3 direction;
+ float size;
+
+ vec3 color;
+ float attenuation;
+
+ float cone_attenuation;
+ float cone_angle;
+ float specular_amount;
+ bool shadow_enabled;
+
+ vec4 atlas_rect; // rect in the shadow atlas
+ mat4 shadow_matrix;
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ uint mask;
+ float shadow_volumetric_fog_fade;
+ uint bake_mode;
+ vec4 projector_rect; //projector rect in srgb decal atlas
+};
+
+#define REFLECTION_AMBIENT_DISABLED 0
+#define REFLECTION_AMBIENT_ENVIRONMENT 1
+#define REFLECTION_AMBIENT_COLOR 2
+
+struct ReflectionData {
+ vec3 box_extents;
+ float index;
+ vec3 box_offset;
+ uint mask;
+ vec3 ambient; // ambient color
+ float intensity;
+ bool exterior;
+ bool box_project;
+ uint ambient_mode;
+ uint pad;
+ //0-8 is intensity,8-9 is ambient, mode
+ mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ // notes: for ambientblend, use distance to edge to blend between already existing global environment
+};
+
+struct DirectionalLightData {
+ vec3 direction;
+ float energy;
+ vec3 color;
+ float size;
+ float specular;
+ uint mask;
+ float softshadow_angle;
+ float soft_shadow_scale;
+ bool blend_splits;
+ bool shadow_enabled;
+ float fade_from;
+ float fade_to;
+ uvec2 pad;
+ uint bake_mode;
+ float shadow_volumetric_fog_fade;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_z_range;
+ vec4 shadow_range_begin;
+ vec4 shadow_split_offsets;
+ mat4 shadow_matrix1;
+ mat4 shadow_matrix2;
+ mat4 shadow_matrix3;
+ mat4 shadow_matrix4;
+ vec4 shadow_color1;
+ vec4 shadow_color2;
+ vec4 shadow_color3;
+ vec4 shadow_color4;
+ vec2 uv_scale1;
+ vec2 uv_scale2;
+ vec2 uv_scale3;
+ vec2 uv_scale4;
+};
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
new file mode 100644
index 0000000000..99714b4504
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -0,0 +1,58 @@
+#ifdef ALPHA_HASH_USED
+
+float hash_2d(vec2 p) {
+ return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
+ (0.1 + abs(sin(13.0 * p.y + p.x))));
+}
+
+float hash_3d(vec3 p) {
+ return hash_2d(vec2(hash_2d(p.xy), p.z));
+}
+
+float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
+ vec3 dx = dFdx(pos);
+ vec3 dy = dFdx(pos);
+ float delta_max_sqr = max(length(dx), length(dy));
+ float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
+
+ vec2 pix_scales =
+ vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale))));
+
+ vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)),
+ hash_3d(floor(pix_scales.y * pos.xyz)));
+
+ float lerp_factor = fract(log2(pix_scale));
+
+ float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y;
+
+ float min_lerp = min(lerp_factor, 1.0 - lerp_factor);
+
+ vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
+ (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
+ 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
+ (2.0 * min_lerp * (1.0 - min_lerp))));
+
+ float alpha_hash_threshold =
+ (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
+
+ return clamp(alpha_hash_threshold, 0.0, 1.0);
+}
+
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+
+float calc_mip_level(vec2 texture_coord) {
+ vec2 dx = dFdx(texture_coord);
+ vec2 dy = dFdy(texture_coord);
+ float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
+ return max(0.0, 0.5 * log2(delta_max_sqr));
+}
+
+float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) {
+ input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number
+ input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5;
+ return clamp(input_alpha, 0.0, 1.0);
+}
+
+#endif // ALPHA_ANTIALIASING_USED
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index f0dbe4eedf..1d67a3f1df 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -89,8 +89,6 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
} material;
#endif
-invariant gl_Position;
-
#ifdef MODE_DUAL_PARABOLOID
layout(location = 8) out float dp_clip;
@@ -99,6 +97,8 @@ layout(location = 8) out float dp_clip;
layout(location = 9) out flat uint instance_index;
+invariant gl_Position;
+
#GLOBALS
void main() {
@@ -421,7 +421,7 @@ layout(location = 2) out vec4 orm_output_buffer;
layout(location = 3) out vec4 emission_output_buffer;
layout(location = 4) out float depth_output_buffer;
-#endif
+#endif // MODE_RENDER_MATERIAL
#ifdef MODE_RENDER_NORMAL_ROUGHNESS
layout(location = 0) out vec4 normal_roughness_output_buffer;
@@ -440,1315 +440,19 @@ layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface sc
#else
layout(location = 0) out vec4 frag_color;
-#endif
+#endif // MODE_MULTIPLE_RENDER_TARGETS
#endif // RENDER DEPTH
-#ifdef ALPHA_HASH_USED
-
-float hash_2d(vec2 p) {
- return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) *
- (0.1 + abs(sin(13.0 * p.y + p.x))));
-}
-
-float hash_3d(vec3 p) {
- return hash_2d(vec2(hash_2d(p.xy), p.z));
-}
-
-float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
- vec3 dx = dFdx(pos);
- vec3 dy = dFdx(pos);
- float delta_max_sqr = max(length(dx), length(dy));
- float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
-
- vec2 pix_scales =
- vec2(exp2(floor(log2(pix_scale))), exp2(ceil(log2(pix_scale))));
-
- vec2 a_thresh = vec2(hash_3d(floor(pix_scales.x * pos.xyz)),
- hash_3d(floor(pix_scales.y * pos.xyz)));
-
- float lerp_factor = fract(log2(pix_scale));
-
- float a_interp = (1.0 - lerp_factor) * a_thresh.x + lerp_factor * a_thresh.y;
-
- float min_lerp = min(lerp_factor, 1.0 - lerp_factor);
-
- vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)),
- (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp),
- 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) /
- (2.0 * min_lerp * (1.0 - min_lerp))));
-
- float alpha_hash_threshold =
- (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z;
-
- return clamp(alpha_hash_threshold, 0.0, 1.0);
-}
-
-#endif // ALPHA_HASH_USED
-
-#ifdef ALPHA_ANTIALIASING_EDGE_USED
-
-float calc_mip_level(vec2 texture_coord) {
- vec2 dx = dFdx(texture_coord);
- vec2 dy = dFdy(texture_coord);
- float delta_max_sqr = max(dot(dx, dx), dot(dy, dy));
- return max(0.0, 0.5 * log2(delta_max_sqr));
-}
-
-float compute_alpha_antialiasing_edge(float input_alpha, vec2 texture_coord, float alpha_edge) {
- input_alpha *= 1.0 + max(0, calc_mip_level(texture_coord)) * 0.25; // 0.25 mip scale, magic number
- input_alpha = (input_alpha - alpha_edge) / max(fwidth(input_alpha), 0.0001) + 0.5;
- return clamp(input_alpha, 0.0, 1.0);
-}
-
-#endif // ALPHA_ANTIALIASING_USED
-
-// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
-// We're dividing this factor off because the overall term we'll end up looks like
-// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
-//
-// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
-//
-// We're basically regouping this as
-//
-// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
-//
-// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
-//
-// The contents of the D and G (G1) functions (GGX) are taken from
-// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
-// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+#include "scene_forward_aa_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
-float G_GGX_2cos(float cos_theta_m, float alpha) {
- // Schlick's approximation
- // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
- // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
- // It nevertheless approximates GGX well with k = alpha/2.
- float k = 0.5 * alpha;
- return 0.5 / (cos_theta_m * (1.0 - k) + k);
-
- // float cos2 = cos_theta_m * cos_theta_m;
- // float sin2 = (1.0 - cos2);
- // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
-}
-
-float D_GGX(float cos_theta_m, float alpha) {
- float alpha2 = alpha * alpha;
- float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
- return alpha2 / (M_PI * d * d);
-}
-
-float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float s_x = alpha_x * cos_phi;
- float s_y = alpha_y * sin_phi;
- return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
-}
-
-float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
- float cos2 = cos_theta_m * cos_theta_m;
- float sin2 = (1.0 - cos2);
- float r_x = cos_phi / alpha_x;
- float r_y = sin_phi / alpha_y;
- float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
- return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
-}
-
-float SchlickFresnel(float u) {
- float m = 1.0 - u;
- float m2 = m * m;
- return m2 * m2 * m; // pow(m,5)
-}
-
-float GTR1(float NdotH, float a) {
- if (a >= 1.0)
- return 1.0 / M_PI;
- float a2 = a * a;
- float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
- return (a2 - 1.0) / (M_PI * log(a2) * t);
-}
-
-vec3 F0(float metallic, float specular, vec3 albedo) {
- float dielectric = 0.16 * specular * specular;
- // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
- // see https://google.github.io/filament/Filament.md.html
- return mix(vec3(dielectric), albedo, vec3(metallic));
-}
-
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
- float transmittance_z,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 B, vec3 T, float anisotropy,
-#endif
-#ifdef USE_SOFT_SHADOWS
- float A,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
-
-#if defined(LIGHT_CODE_USED)
- // light is written by the light shader
-
- vec3 normal = N;
- vec3 light = L;
- vec3 view = V;
-
-#CODE : LIGHT
-
-#else
-
-#ifdef USE_SOFT_SHADOWS
- float NdotL = min(A + dot(N, L), 1.0);
-#else
- float NdotL = dot(N, L);
-#endif
- float cNdotL = max(NdotL, 0.0); // clamped NdotL
- float NdotV = dot(N, V);
- float cNdotV = max(NdotV, 0.0);
-
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- vec3 H = normalize(V + L);
-#endif
-
-#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-#ifdef USE_SOFT_SHADOWS
- float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
-#else
- float cNdotH = clamp(dot(N, H), 0.0, 1.0);
-#endif
-#endif
-
-#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
-#ifdef USE_SOFT_SHADOWS
- float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
-#else
- float cLdotH = clamp(dot(L, H), 0.0, 1.0);
-#endif
-#endif
-
- float metallic = unpackUnorm4x8(orms).z;
- if (metallic < 1.0) {
- float roughness = unpackUnorm4x8(orms).y;
-
-#if defined(DIFFUSE_OREN_NAYAR)
- vec3 diffuse_brdf_NL;
-#else
- float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
-#endif
-
-#if defined(DIFFUSE_LAMBERT_WRAP)
- // energy conserving lambert wrap shader
- diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
-#elif defined(DIFFUSE_TOON)
-
- diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
-
-#elif defined(DIFFUSE_BURLEY)
-
- {
- float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
- float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
- float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
- diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
- /*
- float energyBias = mix(roughness, 0.0, 0.5);
- float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
- float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
- float f0 = 1.0;
- float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
- float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
-
- diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
- */
- }
-#else
- // lambert
- diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
-#endif
-
- diffuse_light += light_color * diffuse_brdf_NL * attenuation;
-
-#if defined(LIGHT_BACKLIGHT_USED)
- diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
-#endif
-
-#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
- diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
-#endif
-
-#ifdef LIGHT_TRANSMITTANCE_USED
-
-#ifdef SSS_MODE_SKIN
-
- {
- float scale = 8.25 / transmittance_depth;
- float d = scale * abs(transmittance_z);
- float dd = -d * d;
- vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
- vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
- vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
- vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
- vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
- vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
-
- diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
- }
-#else
-
- if (transmittance_depth > 0.0) {
- float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
-
- fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
- fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
-
- diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
- }
-
-#endif //SSS_MODE_SKIN
-
-#endif //LIGHT_TRANSMITTANCE_USED
- }
-
- float roughness = unpackUnorm4x8(orms).y;
- if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
-
- // D
-
-#if defined(SPECULAR_BLINN)
-
- //normalized blinn
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float blinn = pow(cNdotH, shininess) * cNdotL;
- blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = blinn;
-
- specular_light += light_color * intensity * attenuation * specular_amount;
-
-#elif defined(SPECULAR_PHONG)
-
- vec3 R = normalize(-reflect(L, N));
- float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
- float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
- float phong = pow(cRdotV, shininess);
- phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
- float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
-
- specular_light += light_color * intensity * attenuation * specular_amount;
-
-#elif defined(SPECULAR_TOON)
-
- vec3 R = normalize(-reflect(L, N));
- float RdotV = dot(R, V);
- float mid = 1.0 - roughness;
- mid *= mid;
- float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * intensity * attenuation * specular_amount; // write to diffuse_light, as in toon shading you generally want no reflection
-
-#elif defined(SPECULAR_DISABLED)
- // none..
-
-#elif defined(SPECULAR_SCHLICK_GGX)
- // shlick+ggx as default
-
-#if defined(LIGHT_ANISOTROPY_USED)
-
- float alpha_ggx = roughness * roughness;
- float aspect = sqrt(1.0 - anisotropy * 0.9);
- float ax = alpha_ggx / aspect;
- float ay = alpha_ggx * aspect;
- float XdotH = dot(T, H);
- float YdotH = dot(B, H);
- float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
- float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
-
-#else
- float alpha_ggx = roughness * roughness;
- float D = D_GGX(cNdotH, alpha_ggx);
- float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
-#endif
- // F
- float cLdotH5 = SchlickFresnel(cLdotH);
- vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
-
- vec3 specular_brdf_NL = cNdotL * D * F * G;
-
- specular_light += specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
-
-#if defined(LIGHT_CLEARCOAT_USED)
-
-#if !defined(SPECULAR_SCHLICK_GGX)
- float cLdotH5 = SchlickFresnel(cLdotH);
-#endif
- float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
- float Fr = mix(.04, 1.0, cLdotH5);
- float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
-
- float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
-
- specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
-#endif
- }
-
-#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
-#endif
-
-#endif //defined(LIGHT_CODE_USED)
-}
-
-#ifndef USE_NO_SHADOWS
-
-// Interleaved Gradient Noise
-// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
-float quick_hash(vec2 pos) {
- const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
- return fract(magic.z * fract(dot(pos, magic.xy)));
-}
-
-float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- vec2 pos = coord.xy;
- float depth = coord.z;
-
- //if only one sample is taken, take it from the center
- if (scene_data.directional_soft_shadow_samples == 1) {
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- }
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- float avg = 0.0;
-
- for (uint i = 0; i < scene_data.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));
-}
-
-float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- vec2 pos = coord.xy;
- float depth = coord.z;
-
- //if only one sample is taken, take it from the center
- if (scene_data.soft_shadow_samples == 1) {
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- }
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- float avg = 0.0;
-
- for (uint i = 0; i < scene_data.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));
-}
-
-float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
- //find blocker
- float blocker_count = 0.0;
- float blocker_average = 0.0;
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- for (uint i = 0; i < scene_data.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) {
- blocker_average += d;
- blocker_count += 1.0;
- }
- }
-
- if (blocker_count > 0.0) {
- //blockers found, do soft shadow
- blocker_average /= blocker_count;
- float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
- tex_scale *= penumbra;
-
- float s = 0.0;
- for (uint i = 0; i < scene_data.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);
-
- } else {
- //no blockers found, so no shadow
- return 1.0;
- }
-}
-
-#endif //USE_NO_SHADOWS
-
-float get_omni_attenuation(float distance, float inv_range, float decay) {
- float nd = distance * inv_range;
- nd *= nd;
- nd *= nd; // nd^4
- nd = max(1.0 - nd, 0.0);
- nd *= nd; // nd^2
- return nd * pow(max(distance, 0.0001), -decay);
-}
-
-float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
- if (omni_lights.data[idx].shadow_enabled) {
- // there is a shadowmap
-
- vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
-
- vec4 v = vec4(vertex, 1.0);
-
- vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
-
- {
- vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius;
- nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
- v.xyz += nofs;
- splane = (omni_lights.data[idx].shadow_matrix * v);
- }
-
- float shadow;
-
-#ifdef USE_SOFT_SHADOWS
- if (omni_lights.data[idx].soft_shadow_size > 0.0) {
- //soft shadow
-
- //find blocker
-
- float blocker_count = 0.0;
- float blocker_average = 0.0;
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- vec3 normal = normalize(splane.xyz);
- vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
- vec3 tangent = normalize(cross(v0, normal));
- vec3 bitangent = normalize(cross(tangent, normal));
- float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
-
- 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++) {
- vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
-
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
-
- pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
-
- if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
- }
-
- pos.xy /= pos.z;
-
- pos.xy = pos.xy * 0.5 + 0.5;
- pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
-
- float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
- if (d < z_norm) {
- blocker_average += d;
- blocker_count += 1.0;
- }
- }
-
- if (blocker_count > 0.0) {
- //blockers found, do soft shadow
- blocker_average /= blocker_count;
- float penumbra = (z_norm - blocker_average) / blocker_average;
- tangent *= penumbra;
- bitangent *= penumbra;
-
- 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++) {
- vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
-
- pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
-
- if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
- }
-
- pos.xy /= pos.z;
-
- pos.xy = pos.xy * 0.5 + 0.5;
- pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
- shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
- }
-
- shadow /= float(scene_data.penumbra_shadow_samples);
-
- } else {
- //no blockers found, so no shadow
- shadow = 1.0;
- }
- } else {
-#endif
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
-
- clamp_rect.y += clamp_rect.w;
-
- } else {
- splane.z = 1.0 - splane.z;
- }
-
- splane.xy /= splane.z;
-
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
- shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
-#ifdef USE_SOFT_SHADOWS
- }
-#endif
-
- return shadow;
- }
-#endif
-
- return 1.0;
-}
-
-void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light, inout vec3 specular_light) {
- vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float omni_attenuation = get_omni_attenuation(light_length, omni_lights.data[idx].inv_radius, omni_lights.data[idx].attenuation);
- float light_attenuation = omni_attenuation;
- vec3 color = omni_lights.data[idx].color;
-
-#ifdef USE_SOFT_SHADOWS
- float size_A = 0.0;
-
- if (omni_lights.data[idx].size > 0.0) {
- float t = omni_lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-#endif
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth; //no transmittance by default
- transmittance_color.a *= light_attenuation;
- {
- vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
-
- //redo shadowmapping, but shrink the model a bit to avoid arctifacts
- vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
-
- shadow_len = length(splane.xyz);
- splane = normalize(splane.xyz);
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
-
- } else {
- splane.z = 1.0 - splane.z;
- }
-
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * omni_lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
-
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius;
- }
-#endif
-
-#if 0
-
- if (omni_lights.data[idx].projector_rect != vec4(0.0)) {
- vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
- local_v = normalize(local_v);
-
- vec4 atlas_rect = omni_lights.data[idx].projector_rect;
-
- if (local_v.z >= 0.0) {
- local_v.z += 1.0;
- atlas_rect.y += atlas_rect.w;
-
- } else {
- local_v.z = 1.0 - local_v.z;
- }
-
- local_v.xy /= local_v.z;
- 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 (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;
-
- 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);
-
- 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;
-
- 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);
- no_shadow = mix(no_shadow, proj.rgb, proj.a);
- }
-#endif
-
- light_attenuation *= shadow;
-
- light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
-#ifdef LIGHT_BACKLIGHT_USED
- backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
-#endif
-#ifdef LIGHT_RIM_USED
- rim * omni_attenuation, rim_tint, rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SOFT_SHADOWS
- size_A,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
- diffuse_light,
- specular_light);
-}
-
-float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
-#ifndef USE_NO_SHADOWS
- if (spot_lights.data[idx].shadow_enabled) {
- vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- vec3 spot_dir = spot_lights.data[idx].direction;
- //there is a shadowmap
- vec4 v = vec4(vertex, 1.0);
-
- v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias;
-
- float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
-
- float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
- vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale;
- normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
- v.xyz += normal_bias;
-
- //adjust with bias
- z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius;
-
- float shadow;
-
- vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
- splane /= splane.w;
-
-#ifdef USE_SOFT_SHADOWS
- if (spot_lights.data[idx].soft_shadow_size > 0.0) {
- //soft shadow
-
- //find blocker
-
- vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
-
- float blocker_count = 0.0;
- float blocker_average = 0.0;
-
- mat2 disk_rotation;
- {
- float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
- float sr = sin(r);
- float cr = cos(r);
- disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
- }
-
- 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++) {
- 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;
- if (d < z_norm) {
- blocker_average += d;
- blocker_count += 1.0;
- }
- }
-
- if (blocker_count > 0.0) {
- //blockers found, do soft shadow
- blocker_average /= blocker_count;
- float penumbra = (z_norm - blocker_average) / blocker_average;
- uv_size *= penumbra;
-
- shadow = 0.0;
- for (uint i = 0; i < scene_data.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, z_norm, 1.0));
- }
-
- shadow /= float(scene_data.penumbra_shadow_samples);
-
- } else {
- //no blockers found, so no shadow
- shadow = 1.0;
- }
-
- } else {
-#endif
- //hard shadow
- vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
-
- shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
-#ifdef USE_SOFT_SHADOWS
- }
-#endif
-
- return shadow;
- }
-
-#endif //USE_NO_SHADOWS
-
- return 1.0;
-}
-
-void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
-#ifdef LIGHT_BACKLIGHT_USED
- vec3 backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- vec4 transmittance_color,
- float transmittance_depth,
- float transmittance_curve,
- float transmittance_boost,
-#endif
-#ifdef LIGHT_RIM_USED
- float rim, float rim_tint, vec3 rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- float clearcoat, float clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- vec3 binormal, vec3 tangent, float anisotropy,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- inout float alpha,
-#endif
- inout vec3 diffuse_light,
- inout vec3 specular_light) {
- vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
- float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
- vec3 spot_dir = spot_lights.data[idx].direction;
- float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle);
- float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle));
- spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
- float light_attenuation = spot_attenuation;
- vec3 color = spot_lights.data[idx].color;
- float specular_amount = spot_lights.data[idx].specular_amount;
-
-#ifdef USE_SOFT_SHADOWS
- float size_A = 0.0;
-
- if (spot_lights.data[idx].size > 0.0) {
- float t = spot_lights.data[idx].size / max(0.001, light_length);
- size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
- }
-#endif
-
- /*
- if (spot_lights.data[idx].atlas_rect!=vec4(0.0)) {
- //use projector texture
- }
- */
-
-#ifdef LIGHT_TRANSMITTANCE_USED
- float transmittance_z = transmittance_depth;
- transmittance_color.a *= light_attenuation;
- {
- splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
- splane /= splane.w;
- splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
-
- float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
- //reconstruct depth
- shadow_z /= spot_lights.data[idx].inv_radius;
- //distance to light plane
- float z = dot(spot_dir, -light_rel_vec);
- transmittance_z = z - shadow_z;
- }
-#endif //LIGHT_TRANSMITTANCE_USED
-
- light_attenuation *= shadow;
-
- light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
-#ifdef LIGHT_BACKLIGHT_USED
- backlight,
-#endif
-#ifdef LIGHT_TRANSMITTANCE_USED
- transmittance_color,
- transmittance_depth,
- transmittance_curve,
- transmittance_boost,
- transmittance_z,
-#endif
-#ifdef LIGHT_RIM_USED
- rim * spot_attenuation, rim_tint, rim_color,
-#endif
-#ifdef LIGHT_CLEARCOAT_USED
- clearcoat, clearcoat_gloss,
-#endif
-#ifdef LIGHT_ANISOTROPY_USED
- binormal, tangent, anisotropy,
-#endif
-#ifdef USE_SOFT_SHADOW
- size_A,
-#endif
-#ifdef USE_SHADOW_TO_OPACITY
- alpha,
-#endif
- diffuse_light, specular_light);
-}
-
-void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
- vec3 box_extents = reflections.data[ref_index].box_extents;
- vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
-
- if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
- return;
- }
-
- vec3 ref_vec = normalize(reflect(vertex, normal));
-
- vec3 inner_pos = abs(local_pos / box_extents);
- float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
- //make blend more rounded
- blend = mix(length(inner_pos), blend, blend);
- blend *= blend;
- blend = max(0.0, 1.0 - blend);
-
- if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
-
- vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
-
- if (reflections.data[ref_index].box_project) { //box project
-
- vec3 nrdir = normalize(local_ref_vec);
- vec3 rbmax = (box_extents - local_pos) / nrdir;
- vec3 rbmin = (-box_extents - local_pos) / nrdir;
-
- vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0)));
-
- float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
- vec3 posonbox = local_pos + nrdir * fa;
- local_ref_vec = posonbox - reflections.data[ref_index].box_offset;
- }
-
- vec4 reflection;
-
- reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb;
-
- if (reflections.data[ref_index].exterior) {
- reflection.rgb = mix(specular_light, reflection.rgb, blend);
- }
-
- reflection.rgb *= reflections.data[ref_index].intensity; //intensity
- reflection.a = blend;
- reflection.rgb *= reflection.a;
-
- reflection_accum += reflection;
- }
-
- switch (reflections.data[ref_index].ambient_mode) {
- case REFLECTION_AMBIENT_DISABLED: {
- //do nothing
- } break;
- case REFLECTION_AMBIENT_ENVIRONMENT: {
- //do nothing
- vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
-
- vec4 ambient_out;
-
- ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
- ambient_out.a = blend;
- if (reflections.data[ref_index].exterior) {
- ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
- }
-
- ambient_out.rgb *= ambient_out.a;
- ambient_accum += ambient_out;
- } break;
- case REFLECTION_AMBIENT_COLOR: {
- vec4 ambient_out;
- ambient_out.a = blend;
- ambient_out.rgb = reflections.data[ref_index].ambient;
- if (reflections.data[ref_index].exterior) {
- ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
- }
- ambient_out.rgb *= ambient_out.a;
- ambient_accum += ambient_out;
- } break;
- }
-}
+#include "scene_forward_lights_inc.glsl"
#ifdef USE_FORWARD_GI
-//standard voxel cone trace
-vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
- float dist = p_bias;
- vec4 color = vec4(0.0);
-
- while (dist < max_distance && color.a < 0.95) {
- float diameter = max(1.0, 2.0 * tan_half_angle * dist);
- vec3 uvw_pos = (pos + dist * direction) * cell_size;
- float half_diameter = diameter * 0.5;
- //check if outside, then break
- if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) {
- break;
- }
- vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2(diameter));
- float a = (1.0 - color.a);
- color += a * scolor;
- dist += half_diameter;
- }
-
- return color;
-}
-
-vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
- float dist = p_bias;
- vec4 color = vec4(0.0);
- float radius = max(0.5, tan_half_angle * dist);
- float lod_level = log2(radius * 2.0);
-
- while (dist < max_distance && color.a < 0.95) {
- vec3 uvw_pos = (pos + dist * direction) * cell_size;
-
- //check if outside, then break
- if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) {
- break;
- }
- vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level);
- lod_level += 1.0;
-
- float a = (1.0 - color.a);
- scolor *= a;
- color += scolor;
- dist += radius;
- radius = max(0.5, tan_half_angle * dist);
- }
-
- return color;
-}
-
-void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) {
- position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz;
- ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz);
- normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz);
-
- position += normal * gi_probes.data[index].normal_bias;
-
- //this causes corrupted pixels, i have no idea why..
- if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) {
- return;
- }
-
- vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0);
- float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
- //float blend=1.0;
-
- float max_distance = length(gi_probes.data[index].bounds);
- vec3 cell_size = 1.0 / gi_probes.data[index].bounds;
-
- //radiance
-
-#define MAX_CONE_DIRS 4
-
- vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
- vec3(0.707107, 0.0, 0.707107),
- vec3(0.0, 0.707107, 0.707107),
- vec3(-0.707107, 0.0, 0.707107),
- vec3(0.0, -0.707107, 0.707107));
-
- float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
- float cone_angle_tan = 0.98269;
-
- vec3 light = vec3(0.0);
-
- for (int i = 0; i < MAX_CONE_DIRS; i++) {
- vec3 dir = normalize((gi_probes.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz);
-
- vec4 cone_light = voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
-
- if (gi_probes.data[index].blend_ambient) {
- cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95));
- }
-
- light += cone_weights[i] * cone_light.rgb;
- }
-
- light *= gi_probes.data[index].dynamic_range;
- out_diff += vec4(light * blend, blend);
-
- //irradiance
- vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias);
- if (gi_probes.data[index].blend_ambient) {
- irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
- }
- irr_light.rgb *= gi_probes.data[index].dynamic_range;
- //irr_light=vec3(0.0);
-
- out_spec += vec4(irr_light.rgb * blend, blend);
-}
-
-vec2 octahedron_wrap(vec2 v) {
- vec2 signVal;
- signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
- signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
- return (1.0 - abs(v.yx)) * signVal;
-}
-
-vec2 octahedron_encode(vec3 n) {
- // https://twitter.com/Stubbesaurus/status/937994790553227264
- n /= (abs(n.x) + abs(n.y) + abs(n.z));
- n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
- n.xy = n.xy * 0.5 + 0.5;
- return n.xy;
-}
-
-void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) {
- cascade_pos += cam_normal * sdfgi.normal_bias;
-
- vec3 base_pos = floor(cascade_pos);
- //cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal;
- ivec3 probe_base_pos = ivec3(base_pos);
-
- vec4 diffuse_accum = vec4(0.0);
- vec3 specular_accum;
-
- ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade));
- tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
- tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1);
-
- vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
-
- vec3 specular_posf;
-
- if (use_specular) {
- specular_accum = vec3(0.0);
- specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
- }
-
- vec4 light_accum = vec4(0.0);
- float weight_accum = 0.0;
-
- for (uint j = 0; j < 8; j++) {
- ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
- ivec3 probe_posi = probe_base_pos;
- probe_posi += offset;
-
- // Compute weight
-
- vec3 probe_pos = vec3(probe_posi);
- vec3 probe_to_pos = cascade_pos - probe_pos;
- vec3 probe_dir = normalize(-probe_to_pos);
-
- vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
- float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir));
-
- // Compute lightprobe occlusion
-
- if (sdfgi.use_occlusion) {
- ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
- vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
-
- vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
- occ_pos.z += float(cascade);
- if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
- occ_pos.x += 1.0;
- }
-
- occ_pos *= sdfgi.occlusion_renormalize;
- float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, material_samplers[SAMPLER_LINEAR_CLAMP]), occ_pos, 0.0), occ_mask);
-
- weight *= max(occlusion, 0.01);
- }
-
- // Compute lightprobe texture position
-
- vec3 diffuse;
- vec3 pos_uvw = diffuse_posf;
- pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
- pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
- diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
-
- diffuse_accum += vec4(diffuse * weight, weight);
-
- if (use_specular) {
- vec3 specular = vec3(0.0);
- vec3 pos_uvw = specular_posf;
- pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
- pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
- if (roughness < 0.99) {
- specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
- }
- if (roughness > 0.5) {
- specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
- }
-
- specular_accum += specular * weight;
- }
- }
-
- if (diffuse_accum.a > 0.0) {
- diffuse_accum.rgb /= diffuse_accum.a;
- }
-
- diffuse_light = diffuse_accum.rgb;
-
- if (use_specular) {
- if (diffuse_accum.a > 0.0) {
- specular_accum /= diffuse_accum.a;
- }
-
- specular_light = specular_accum;
- }
-
- {
- //process blend
- float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5;
- float blend_to = blend_from + 2.0;
-
- vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe;
-
- float len = length(inner_pos);
-
- inner_pos = abs(normalize(inner_pos));
- len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
-
- if (len >= blend_from) {
- blend = smoothstep(blend_from, blend_to, len);
- } else {
- blend = 0.0;
- }
- }
-}
+#include "scene_forward_gi_inc.glsl"
#endif //USE_FORWARD_GI
@@ -1829,26 +533,6 @@ uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) {
return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width);
}
-float blur_shadow(float shadow) {
- return shadow;
-#if 0
- //disabling for now, will investigate later
- float interp_shadow = shadow;
- if (gl_HelperInvocation) {
- interp_shadow = -4.0; // technically anything below -4 will do but just to make sure
- }
-
- uvec2 fc2 = uvec2(gl_FragCoord.xy);
- interp_shadow -= dFdx(interp_shadow) * (float(fc2.x & 1) - 0.5);
- interp_shadow -= dFdy(interp_shadow) * (float(fc2.y & 1) - 0.5);
-
- if (interp_shadow >= 0.0) {
- shadow = interp_shadow;
- }
- return shadow;
-#endif
-}
-
#endif //!MODE_RENDER DEPTH
void main() {
@@ -2543,6 +1227,10 @@ void main() {
continue; //not masked
}
+ if (directional_lights.data[i].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
+
float shadow = 1.0;
#ifdef USE_SOFT_SHADOWS
@@ -2992,6 +1680,10 @@ void main() {
continue; //not masked
}
+ if (omni_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
+
float shadow = light_process_omni_shadow(light_index, vertex, view);
shadow = blur_shadow(shadow);
@@ -3065,6 +1757,10 @@ void main() {
continue; //not masked
}
+ if (spot_lights.data[light_index].bake_mode == LIGHT_BAKE_STATIC && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) {
+ continue; // Statically baked light and object uses lightmap, skip
+ }
+
float shadow = light_process_spot_shadow(light_index, vertex, view);
shadow = blur_shadow(shadow);
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 83423cdc24..ca75d6300e 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -13,6 +13,7 @@
#endif
#include "cluster_data_inc.glsl"
+#include "decal_data_inc.glsl"
#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
#ifndef NORMAL_USED
@@ -28,7 +29,11 @@ layout(push_constant, binding = 0, std430) uniform DrawCall {
}
draw_call;
-/* Set 0 Scene data that never changes, ever */
+#define SDFGI_MAX_CASCADES 8
+
+/* Set 0: Base Pass (never changes) */
+
+#include "light_data_inc.glsl"
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
@@ -43,10 +48,6 @@ draw_call;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
-#define SDFGI_MAX_CASCADES 8
-
-/* Set 1: Base Pass (never changes) */
-
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
@@ -156,7 +157,7 @@ layout(set = 0, binding = 13, std140) uniform SDFGI {
}
sdfgi;
-/* Set 2: Render Pass (changes per render pass) */
+/* Set 1: Render Pass (changes per render pass) */
layout(set = 1, binding = 0, std140) uniform SceneData {
mat4 projection_matrix;
@@ -240,7 +241,6 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
bool pancake_shadows;
}
-
scene_data;
struct InstanceData {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
new file mode 100644
index 0000000000..b41f16cbe7
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_gi_inc.glsl
@@ -0,0 +1,242 @@
+// Functions related to gi/sdfgi for our forward renderer
+
+//standard voxel cone trace
+vec4 voxel_cone_trace(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
+ float dist = p_bias;
+ vec4 color = vec4(0.0);
+
+ while (dist < max_distance && color.a < 0.95) {
+ float diameter = max(1.0, 2.0 * tan_half_angle * dist);
+ vec3 uvw_pos = (pos + dist * direction) * cell_size;
+ float half_diameter = diameter * 0.5;
+ //check if outside, then break
+ if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + half_diameter * cell_size)))) {
+ break;
+ }
+ vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, log2(diameter));
+ float a = (1.0 - color.a);
+ color += a * scolor;
+ dist += half_diameter;
+ }
+
+ return color;
+}
+
+vec4 voxel_cone_trace_45_degrees(texture3D probe, vec3 cell_size, vec3 pos, vec3 direction, float tan_half_angle, float max_distance, float p_bias) {
+ float dist = p_bias;
+ vec4 color = vec4(0.0);
+ float radius = max(0.5, tan_half_angle * dist);
+ float lod_level = log2(radius * 2.0);
+
+ while (dist < max_distance && color.a < 0.95) {
+ vec3 uvw_pos = (pos + dist * direction) * cell_size;
+
+ //check if outside, then break
+ if (any(greaterThan(abs(uvw_pos - 0.5), vec3(0.5f + radius * cell_size)))) {
+ break;
+ }
+ vec4 scolor = textureLod(sampler3D(probe, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uvw_pos, lod_level);
+ lod_level += 1.0;
+
+ float a = (1.0 - color.a);
+ scolor *= a;
+ color += scolor;
+ dist += radius;
+ radius = max(0.5, tan_half_angle * dist);
+ }
+
+ return color;
+}
+
+void gi_probe_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3 normal_xform, float roughness, vec3 ambient, vec3 environment, inout vec4 out_spec, inout vec4 out_diff) {
+ position = (gi_probes.data[index].xform * vec4(position, 1.0)).xyz;
+ ref_vec = normalize((gi_probes.data[index].xform * vec4(ref_vec, 0.0)).xyz);
+ normal = normalize((gi_probes.data[index].xform * vec4(normal, 0.0)).xyz);
+
+ position += normal * gi_probes.data[index].normal_bias;
+
+ //this causes corrupted pixels, i have no idea why..
+ if (any(bvec2(any(lessThan(position, vec3(0.0))), any(greaterThan(position, gi_probes.data[index].bounds))))) {
+ return;
+ }
+
+ vec3 blendv = abs(position / gi_probes.data[index].bounds * 2.0 - 1.0);
+ float blend = clamp(1.0 - max(blendv.x, max(blendv.y, blendv.z)), 0.0, 1.0);
+ //float blend=1.0;
+
+ float max_distance = length(gi_probes.data[index].bounds);
+ vec3 cell_size = 1.0 / gi_probes.data[index].bounds;
+
+ //radiance
+
+#define MAX_CONE_DIRS 4
+
+ vec3 cone_dirs[MAX_CONE_DIRS] = vec3[](
+ vec3(0.707107, 0.0, 0.707107),
+ vec3(0.0, 0.707107, 0.707107),
+ vec3(-0.707107, 0.0, 0.707107),
+ vec3(0.0, -0.707107, 0.707107));
+
+ float cone_weights[MAX_CONE_DIRS] = float[](0.25, 0.25, 0.25, 0.25);
+ float cone_angle_tan = 0.98269;
+
+ vec3 light = vec3(0.0);
+
+ for (int i = 0; i < MAX_CONE_DIRS; i++) {
+ vec3 dir = normalize((gi_probes.data[index].xform * vec4(normal_xform * cone_dirs[i], 0.0)).xyz);
+
+ vec4 cone_light = voxel_cone_trace_45_degrees(gi_probe_textures[index], cell_size, position, dir, cone_angle_tan, max_distance, gi_probes.data[index].bias);
+
+ if (gi_probes.data[index].blend_ambient) {
+ cone_light.rgb = mix(ambient, cone_light.rgb, min(1.0, cone_light.a / 0.95));
+ }
+
+ light += cone_weights[i] * cone_light.rgb;
+ }
+
+ light *= gi_probes.data[index].dynamic_range;
+ out_diff += vec4(light * blend, blend);
+
+ //irradiance
+ vec4 irr_light = voxel_cone_trace(gi_probe_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, gi_probes.data[index].bias);
+ if (gi_probes.data[index].blend_ambient) {
+ irr_light.rgb = mix(environment, irr_light.rgb, min(1.0, irr_light.a / 0.95));
+ }
+ irr_light.rgb *= gi_probes.data[index].dynamic_range;
+ //irr_light=vec3(0.0);
+
+ out_spec += vec4(irr_light.rgb * blend, blend);
+}
+
+vec2 octahedron_wrap(vec2 v) {
+ vec2 signVal;
+ signVal.x = v.x >= 0.0 ? 1.0 : -1.0;
+ signVal.y = v.y >= 0.0 ? 1.0 : -1.0;
+ return (1.0 - abs(v.yx)) * signVal;
+}
+
+vec2 octahedron_encode(vec3 n) {
+ // https://twitter.com/Stubbesaurus/status/937994790553227264
+ n /= (abs(n.x) + abs(n.y) + abs(n.z));
+ n.xy = n.z >= 0.0 ? n.xy : octahedron_wrap(n.xy);
+ n.xy = n.xy * 0.5 + 0.5;
+ return n.xy;
+}
+
+void sdfgi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_normal, vec3 cam_specular_normal, bool use_specular, float roughness, out vec3 diffuse_light, out vec3 specular_light, out float blend) {
+ cascade_pos += cam_normal * sdfgi.normal_bias;
+
+ vec3 base_pos = floor(cascade_pos);
+ //cascade_pos += mix(vec3(0.0),vec3(0.01),lessThan(abs(cascade_pos-base_pos),vec3(0.01))) * cam_normal;
+ ivec3 probe_base_pos = ivec3(base_pos);
+
+ vec4 diffuse_accum = vec4(0.0);
+ vec3 specular_accum;
+
+ ivec3 tex_pos = ivec3(probe_base_pos.xy, int(cascade));
+ tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size;
+ tex_pos.xy = tex_pos.xy * (SDFGI_OCT_SIZE + 2) + ivec2(1);
+
+ vec3 diffuse_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
+
+ vec3 specular_posf;
+
+ if (use_specular) {
+ specular_accum = vec3(0.0);
+ specular_posf = (vec3(tex_pos) + vec3(octahedron_encode(cam_specular_normal) * float(SDFGI_OCT_SIZE), 0.0)) * sdfgi.lightprobe_tex_pixel_size;
+ }
+
+ vec4 light_accum = vec4(0.0);
+ float weight_accum = 0.0;
+
+ for (uint j = 0; j < 8; j++) {
+ ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1);
+ ivec3 probe_posi = probe_base_pos;
+ probe_posi += offset;
+
+ // Compute weight
+
+ vec3 probe_pos = vec3(probe_posi);
+ vec3 probe_to_pos = cascade_pos - probe_pos;
+ vec3 probe_dir = normalize(-probe_to_pos);
+
+ vec3 trilinear = vec3(1.0) - abs(probe_to_pos);
+ float weight = trilinear.x * trilinear.y * trilinear.z * max(0.005, dot(cam_normal, probe_dir));
+
+ // Compute lightprobe occlusion
+
+ if (sdfgi.use_occlusion) {
+ ivec3 occ_indexv = abs((sdfgi.cascades[cascade].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4);
+ vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3)));
+
+ vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw;
+ occ_pos.z += float(cascade);
+ if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures
+ occ_pos.x += 1.0;
+ }
+
+ occ_pos *= sdfgi.occlusion_renormalize;
+ float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_cascades, material_samplers[SAMPLER_LINEAR_CLAMP]), occ_pos, 0.0), occ_mask);
+
+ weight *= max(occlusion, 0.01);
+ }
+
+ // Compute lightprobe texture position
+
+ vec3 diffuse;
+ vec3 pos_uvw = diffuse_posf;
+ pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
+ diffuse = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb;
+
+ diffuse_accum += vec4(diffuse * weight, weight);
+
+ if (use_specular) {
+ vec3 specular = vec3(0.0);
+ vec3 pos_uvw = specular_posf;
+ pos_uvw.xy += vec2(offset.xy) * sdfgi.lightprobe_uv_offset.xy;
+ pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
+ if (roughness < 0.99) {
+ specular = textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw + vec3(0, 0, float(sdfgi.max_cascades)), 0.0).rgb;
+ }
+ if (roughness > 0.5) {
+ specular = mix(specular, textureLod(sampler2DArray(sdfgi_lightprobe_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), pos_uvw, 0.0).rgb, (roughness - 0.5) * 2.0);
+ }
+
+ specular_accum += specular * weight;
+ }
+ }
+
+ if (diffuse_accum.a > 0.0) {
+ diffuse_accum.rgb /= diffuse_accum.a;
+ }
+
+ diffuse_light = diffuse_accum.rgb;
+
+ if (use_specular) {
+ if (diffuse_accum.a > 0.0) {
+ specular_accum /= diffuse_accum.a;
+ }
+
+ specular_light = specular_accum;
+ }
+
+ {
+ //process blend
+ float blend_from = (float(sdfgi.probe_axis_size - 1) / 2.0) - 2.5;
+ float blend_to = blend_from + 2.0;
+
+ vec3 inner_pos = cam_pos * sdfgi.cascades[cascade].to_probe;
+
+ float len = length(inner_pos);
+
+ inner_pos = abs(normalize(inner_pos));
+ len *= max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+
+ if (len >= blend_from) {
+ blend = smoothstep(blend_from, blend_to, len);
+ } else {
+ blend = 0.0;
+ }
+ }
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
new file mode 100644
index 0000000000..32a86cb166
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -0,0 +1,1023 @@
+// Functions related to lighting
+
+// This returns the G_GGX function divided by 2 cos_theta_m, where in practice cos_theta_m is either N.L or N.V.
+// We're dividing this factor off because the overall term we'll end up looks like
+// (see, for example, the first unnumbered equation in B. Burley, "Physically Based Shading at Disney", SIGGRAPH 2012):
+//
+// F(L.V) D(N.H) G(N.L) G(N.V) / (4 N.L N.V)
+//
+// We're basically regouping this as
+//
+// F(L.V) D(N.H) [G(N.L)/(2 N.L)] [G(N.V) / (2 N.V)]
+//
+// and thus, this function implements the [G(N.m)/(2 N.m)] part with m = L or V.
+//
+// The contents of the D and G (G1) functions (GGX) are taken from
+// E. Heitz, "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs", J. Comp. Graph. Tech. 3 (2) (2014).
+// Eqns 71-72 and 85-86 (see also Eqns 43 and 80).
+
+float G_GGX_2cos(float cos_theta_m, float alpha) {
+ // Schlick's approximation
+ // C. Schlick, "An Inexpensive BRDF Model for Physically-based Rendering", Computer Graphics Forum. 13 (3): 233 (1994)
+ // Eq. (19), although see Heitz (2014) the about the problems with his derivation.
+ // It nevertheless approximates GGX well with k = alpha/2.
+ float k = 0.5 * alpha;
+ return 0.5 / (cos_theta_m * (1.0 - k) + k);
+
+ // float cos2 = cos_theta_m * cos_theta_m;
+ // float sin2 = (1.0 - cos2);
+ // return 1.0 / (cos_theta_m + sqrt(cos2 + alpha * alpha * sin2));
+}
+
+float D_GGX(float cos_theta_m, float alpha) {
+ float alpha2 = alpha * alpha;
+ float d = 1.0 + (alpha2 - 1.0) * cos_theta_m * cos_theta_m;
+ return alpha2 / (M_PI * d * d);
+}
+
+float G_GGX_anisotropic_2cos(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float s_x = alpha_x * cos_phi;
+ float s_y = alpha_y * sin_phi;
+ return 1.0 / max(cos_theta_m + sqrt(cos2 + (s_x * s_x + s_y * s_y) * sin2), 0.001);
+}
+
+float D_GGX_anisotropic(float cos_theta_m, float alpha_x, float alpha_y, float cos_phi, float sin_phi) {
+ float cos2 = cos_theta_m * cos_theta_m;
+ float sin2 = (1.0 - cos2);
+ float r_x = cos_phi / alpha_x;
+ float r_y = sin_phi / alpha_y;
+ float d = cos2 + sin2 * (r_x * r_x + r_y * r_y);
+ return 1.0 / max(M_PI * alpha_x * alpha_y * d * d, 0.001);
+}
+
+float SchlickFresnel(float u) {
+ float m = 1.0 - u;
+ float m2 = m * m;
+ return m2 * m2 * m; // pow(m,5)
+}
+
+float GTR1(float NdotH, float a) {
+ if (a >= 1.0)
+ return 1.0 / M_PI;
+ float a2 = a * a;
+ float t = 1.0 + (a2 - 1.0) * NdotH * NdotH;
+ return (a2 - 1.0) / (M_PI * log(a2) * t);
+}
+
+vec3 F0(float metallic, float specular, vec3 albedo) {
+ float dielectric = 0.16 * specular * specular;
+ // use albedo * metallic as colored specular reflectance at 0 angle for metallic materials;
+ // see https://google.github.io/filament/Filament.md.html
+ return mix(vec3(dielectric), albedo, vec3(metallic));
+}
+
+void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+ float transmittance_z,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 B, vec3 T, float anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOWS
+ float A,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light, inout vec3 specular_light) {
+
+#if defined(LIGHT_CODE_USED)
+ // light is written by the light shader
+
+ vec3 normal = N;
+ vec3 light = L;
+ vec3 view = V;
+
+#CODE : LIGHT
+
+#else
+
+#ifdef USE_SOFT_SHADOWS
+ float NdotL = min(A + dot(N, L), 1.0);
+#else
+ float NdotL = dot(N, L);
+#endif
+ float cNdotL = max(NdotL, 0.0); // clamped NdotL
+ float NdotV = dot(N, V);
+ float cNdotV = max(NdotV, 0.0);
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+ vec3 H = normalize(V + L);
+#endif
+
+#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
+ float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
+#else
+ float cNdotH = clamp(dot(N, H), 0.0, 1.0);
+#endif
+#endif
+
+#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
+#ifdef USE_SOFT_SHADOWS
+ float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
+#else
+ float cLdotH = clamp(dot(L, H), 0.0, 1.0);
+#endif
+#endif
+
+ float metallic = unpackUnorm4x8(orms).z;
+ if (metallic < 1.0) {
+ float roughness = unpackUnorm4x8(orms).y;
+
+#if defined(DIFFUSE_OREN_NAYAR)
+ vec3 diffuse_brdf_NL;
+#else
+ float diffuse_brdf_NL; // BRDF times N.L for calculating diffuse radiance
+#endif
+
+#if defined(DIFFUSE_LAMBERT_WRAP)
+ // energy conserving lambert wrap shader
+ diffuse_brdf_NL = max(0.0, (NdotL + roughness) / ((1.0 + roughness) * (1.0 + roughness)));
+#elif defined(DIFFUSE_TOON)
+
+ diffuse_brdf_NL = smoothstep(-roughness, max(roughness, 0.01), NdotL);
+
+#elif defined(DIFFUSE_BURLEY)
+
+ {
+ float FD90_minus_1 = 2.0 * cLdotH * cLdotH * roughness - 0.5;
+ float FdV = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotV);
+ float FdL = 1.0 + FD90_minus_1 * SchlickFresnel(cNdotL);
+ diffuse_brdf_NL = (1.0 / M_PI) * FdV * FdL * cNdotL;
+ /*
+ float energyBias = mix(roughness, 0.0, 0.5);
+ float energyFactor = mix(roughness, 1.0, 1.0 / 1.51);
+ float fd90 = energyBias + 2.0 * VoH * VoH * roughness;
+ float f0 = 1.0;
+ float lightScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotL, 5.0);
+ float viewScatter = f0 + (fd90 - f0) * pow(1.0 - cNdotV, 5.0);
+
+ diffuse_brdf_NL = lightScatter * viewScatter * energyFactor;
+ */
+ }
+#else
+ // lambert
+ diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
+#endif
+
+ diffuse_light += light_color * diffuse_brdf_NL * attenuation;
+
+#if defined(LIGHT_BACKLIGHT_USED)
+ diffuse_light += light_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
+#endif
+
+#if defined(LIGHT_RIM_USED)
+ float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color;
+#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+
+#ifdef SSS_MODE_SKIN
+
+ {
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+
+ diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI);
+ }
+#else
+
+ if (transmittance_depth > 0.0) {
+ float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
+
+ fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
+ fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
+
+ diffuse_light += transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade;
+ }
+
+#endif //SSS_MODE_SKIN
+
+#endif //LIGHT_TRANSMITTANCE_USED
+ }
+
+ float roughness = unpackUnorm4x8(orms).y;
+ if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
+
+ // D
+
+#if defined(SPECULAR_BLINN)
+
+ //normalized blinn
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess) * cNdotL;
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = blinn;
+
+ specular_light += light_color * intensity * attenuation * specular_amount;
+
+#elif defined(SPECULAR_PHONG)
+
+ vec3 R = normalize(-reflect(L, N));
+ float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
+ float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
+ float phong = pow(cRdotV, shininess);
+ phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ specular_light += light_color * intensity * attenuation * specular_amount;
+
+#elif defined(SPECULAR_TOON)
+
+ vec3 R = normalize(-reflect(L, N));
+ float RdotV = dot(R, V);
+ float mid = 1.0 - roughness;
+ mid *= mid;
+ float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
+ diffuse_light += light_color * intensity * attenuation * specular_amount; // write to diffuse_light, as in toon shading you generally want no reflection
+
+#elif defined(SPECULAR_DISABLED)
+ // none..
+
+#elif defined(SPECULAR_SCHLICK_GGX)
+ // shlick+ggx as default
+
+#if defined(LIGHT_ANISOTROPY_USED)
+
+ float alpha_ggx = roughness * roughness;
+ float aspect = sqrt(1.0 - anisotropy * 0.9);
+ float ax = alpha_ggx / aspect;
+ float ay = alpha_ggx * aspect;
+ float XdotH = dot(T, H);
+ float YdotH = dot(B, H);
+ float D = D_GGX_anisotropic(cNdotH, ax, ay, XdotH, YdotH);
+ float G = G_GGX_anisotropic_2cos(cNdotL, ax, ay, XdotH, YdotH) * G_GGX_anisotropic_2cos(cNdotV, ax, ay, XdotH, YdotH);
+
+#else
+ float alpha_ggx = roughness * roughness;
+ float D = D_GGX(cNdotH, alpha_ggx);
+ float G = G_GGX_2cos(cNdotL, alpha_ggx) * G_GGX_2cos(cNdotV, alpha_ggx);
+#endif
+ // F
+ float cLdotH5 = SchlickFresnel(cLdotH);
+ vec3 F = mix(vec3(cLdotH5), vec3(1.0), f0);
+
+ vec3 specular_brdf_NL = cNdotL * D * F * G;
+
+ specular_light += specular_brdf_NL * light_color * attenuation * specular_amount;
+#endif
+
+#if defined(LIGHT_CLEARCOAT_USED)
+
+#if !defined(SPECULAR_SCHLICK_GGX)
+ float cLdotH5 = SchlickFresnel(cLdotH);
+#endif
+ float Dr = GTR1(cNdotH, mix(.1, .001, clearcoat_gloss));
+ float Fr = mix(.04, 1.0, cLdotH5);
+ float Gr = G_GGX_2cos(cNdotL, .25) * G_GGX_2cos(cNdotV, .25);
+
+ float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
+
+ specular_light += clearcoat_specular_brdf_NL * light_color * attenuation * specular_amount;
+#endif
+ }
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
+#endif
+
+#endif //defined(LIGHT_CODE_USED)
+}
+
+#ifndef USE_NO_SHADOWS
+
+// Interleaved Gradient Noise
+// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+float quick_hash(vec2 pos) {
+ const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
+ return fract(magic.z * fract(dot(pos, magic.xy)));
+}
+
+float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
+ vec2 pos = coord.xy;
+ float depth = coord.z;
+
+ //if only one sample is taken, take it from the center
+ if (scene_data.directional_soft_shadow_samples == 1) {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float avg = 0.0;
+
+ for (uint i = 0; i < scene_data.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));
+}
+
+float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
+ vec2 pos = coord.xy;
+ float depth = coord.z;
+
+ //if only one sample is taken, take it from the center
+ if (scene_data.soft_shadow_samples == 1) {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float avg = 0.0;
+
+ for (uint i = 0; i < scene_data.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));
+}
+
+float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
+ //find blocker
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ for (uint i = 0; i < scene_data.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) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
+ tex_scale *= penumbra;
+
+ float s = 0.0;
+ for (uint i = 0; i < scene_data.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);
+
+ } else {
+ //no blockers found, so no shadow
+ return 1.0;
+ }
+}
+
+#endif //USE_NO_SHADOWS
+
+float get_omni_attenuation(float distance, float inv_range, float decay) {
+ float nd = distance * inv_range;
+ nd *= nd;
+ nd *= nd; // nd^4
+ nd = max(1.0 - nd, 0.0);
+ nd *= nd; // nd^2
+ return nd * pow(max(distance, 0.0001), -decay);
+}
+
+float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
+#ifndef USE_NO_SHADOWS
+ if (omni_lights.data[idx].shadow_enabled) {
+ // there is a shadowmap
+
+ vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+
+ vec4 v = vec4(vertex, 1.0);
+
+ vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ {
+ vec3 nofs = normal_interp * omni_lights.data[idx].shadow_normal_bias / omni_lights.data[idx].inv_radius;
+ nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
+ v.xyz += nofs;
+ splane = (omni_lights.data[idx].shadow_matrix * v);
+ }
+
+ float shadow;
+
+#ifdef USE_SOFT_SHADOWS
+ if (omni_lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ vec3 normal = normalize(splane.xyz);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, normal));
+ vec3 bitangent = normalize(cross(tangent, normal));
+ float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
+
+ 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++) {
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+
+ vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ tangent *= penumbra;
+ bitangent *= penumbra;
+
+ 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++) {
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+ vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+ } else {
+#endif
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = (shadow_len - omni_lights.data[idx].shadow_bias) * omni_lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+ shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
+#ifdef USE_SOFT_SHADOWS
+ }
+#endif
+
+ return shadow;
+ }
+#endif
+
+ return 1.0;
+}
+
+void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light, inout vec3 specular_light) {
+ vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float omni_attenuation = get_omni_attenuation(light_length, omni_lights.data[idx].inv_radius, omni_lights.data[idx].attenuation);
+ float light_attenuation = omni_attenuation;
+ vec3 color = omni_lights.data[idx].color;
+
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
+
+ if (omni_lights.data[idx].size > 0.0) {
+ float t = omni_lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth; //no transmittance by default
+ transmittance_color.a *= light_attenuation;
+ {
+ vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
+
+ //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ vec4 splane = (omni_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * omni_lights.data[idx].transmittance_bias, 1.0));
+
+ shadow_len = length(splane.xyz);
+ splane = normalize(splane.xyz);
+
+ if (splane.z >= 0.0) {
+ splane.z += 1.0;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * omni_lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ transmittance_z = (splane.z - shadow_z) / omni_lights.data[idx].inv_radius;
+ }
+#endif
+
+#if 0
+
+ if (omni_lights.data[idx].projector_rect != vec4(0.0)) {
+ vec3 local_v = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
+ local_v = normalize(local_v);
+
+ vec4 atlas_rect = omni_lights.data[idx].projector_rect;
+
+ if (local_v.z >= 0.0) {
+ local_v.z += 1.0;
+ atlas_rect.y += atlas_rect.w;
+
+ } else {
+ local_v.z = 1.0 - local_v.z;
+ }
+
+ local_v.xy /= local_v.z;
+ 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 (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;
+
+ 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);
+
+ 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;
+
+ 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);
+ no_shadow = mix(no_shadow, proj.rgb, proj.a);
+ }
+#endif
+
+ light_attenuation *= shadow;
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
+#endif
+#ifdef LIGHT_RIM_USED
+ rim * omni_attenuation, rim_tint, rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOWS
+ size_A,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light,
+ specular_light);
+}
+
+float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
+#ifndef USE_NO_SHADOWS
+ if (spot_lights.data[idx].shadow_enabled) {
+ vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ vec3 spot_dir = spot_lights.data[idx].direction;
+ //there is a shadowmap
+ vec4 v = vec4(vertex, 1.0);
+
+ v.xyz -= spot_dir * spot_lights.data[idx].shadow_bias;
+
+ float z_norm = dot(spot_dir, -light_rel_vec) * spot_lights.data[idx].inv_radius;
+
+ float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * spot_lights.data[idx].shadow_normal_bias * depth_bias_scale;
+ normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
+ v.xyz += normal_bias;
+
+ //adjust with bias
+ z_norm = dot(spot_dir, v.xyz - spot_lights.data[idx].position) * spot_lights.data[idx].inv_radius;
+
+ float shadow;
+
+ vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
+ splane /= splane.w;
+
+#ifdef USE_SOFT_SHADOWS
+ if (spot_lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ vec2 shadow_uv = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ 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++) {
+ 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;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ uv_size *= penumbra;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.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, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+
+ } else {
+#endif
+ //hard shadow
+ vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
+
+ shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
+#ifdef USE_SOFT_SHADOWS
+ }
+#endif
+
+ return shadow;
+ }
+
+#endif //USE_NO_SHADOWS
+
+ return 1.0;
+}
+
+void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+#endif
+#ifdef LIGHT_RIM_USED
+ float rim, float rim_tint, vec3 rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ float clearcoat, float clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ vec3 binormal, vec3 tangent, float anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ inout float alpha,
+#endif
+ inout vec3 diffuse_light,
+ inout vec3 specular_light) {
+ vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
+ float light_length = length(light_rel_vec);
+ float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation);
+ vec3 spot_dir = spot_lights.data[idx].direction;
+ float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle);
+ float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle));
+ spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation);
+ float light_attenuation = spot_attenuation;
+ vec3 color = spot_lights.data[idx].color;
+ float specular_amount = spot_lights.data[idx].specular_amount;
+
+#ifdef USE_SOFT_SHADOWS
+ float size_A = 0.0;
+
+ if (spot_lights.data[idx].size > 0.0) {
+ float t = spot_lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+#endif
+
+ /*
+ if (spot_lights.data[idx].atlas_rect!=vec4(0.0)) {
+ //use projector texture
+ }
+ */
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+ transmittance_color.a *= light_attenuation;
+ {
+ splane = (spot_lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * spot_lights.data[idx].transmittance_bias, 1.0));
+ splane /= splane.w;
+ splane.xy = splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy;
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ //reconstruct depth
+ shadow_z /= spot_lights.data[idx].inv_radius;
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
+ }
+#endif //LIGHT_TRANSMITTANCE_USED
+
+ light_attenuation *= shadow;
+
+ light_compute(normal, normalize(light_rel_vec), eye_vec, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
+#endif
+#ifdef LIGHT_RIM_USED
+ rim * spot_attenuation, rim_tint, rim_color,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOW
+ size_A,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light, specular_light);
+}
+
+void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+ vec3 box_extents = reflections.data[ref_index].box_extents;
+ vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
+
+ if (any(greaterThan(abs(local_pos), box_extents))) { //out of the reflection box
+ return;
+ }
+
+ vec3 ref_vec = normalize(reflect(vertex, normal));
+
+ vec3 inner_pos = abs(local_pos / box_extents);
+ float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
+ //make blend more rounded
+ blend = mix(length(inner_pos), blend, blend);
+ blend *= blend;
+ blend = max(0.0, 1.0 - blend);
+
+ if (reflections.data[ref_index].intensity > 0.0) { // compute reflection
+
+ vec3 local_ref_vec = (reflections.data[ref_index].local_matrix * vec4(ref_vec, 0.0)).xyz;
+
+ if (reflections.data[ref_index].box_project) { //box project
+
+ vec3 nrdir = normalize(local_ref_vec);
+ vec3 rbmax = (box_extents - local_pos) / nrdir;
+ vec3 rbmin = (-box_extents - local_pos) / nrdir;
+
+ vec3 rbminmax = mix(rbmin, rbmax, greaterThan(nrdir, vec3(0.0, 0.0, 0.0)));
+
+ float fa = min(min(rbminmax.x, rbminmax.y), rbminmax.z);
+ vec3 posonbox = local_pos + nrdir * fa;
+ local_ref_vec = posonbox - reflections.data[ref_index].box_offset;
+ }
+
+ vec4 reflection;
+
+ reflection.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_ref_vec, reflections.data[ref_index].index), roughness * MAX_ROUGHNESS_LOD).rgb;
+
+ if (reflections.data[ref_index].exterior) {
+ reflection.rgb = mix(specular_light, reflection.rgb, blend);
+ }
+
+ reflection.rgb *= reflections.data[ref_index].intensity; //intensity
+ reflection.a = blend;
+ reflection.rgb *= reflection.a;
+
+ reflection_accum += reflection;
+ }
+
+ switch (reflections.data[ref_index].ambient_mode) {
+ case REFLECTION_AMBIENT_DISABLED: {
+ //do nothing
+ } break;
+ case REFLECTION_AMBIENT_ENVIRONMENT: {
+ //do nothing
+ vec3 local_amb_vec = (reflections.data[ref_index].local_matrix * vec4(normal, 0.0)).xyz;
+
+ vec4 ambient_out;
+
+ ambient_out.rgb = textureLod(samplerCubeArray(reflection_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(local_amb_vec, reflections.data[ref_index].index), MAX_ROUGHNESS_LOD).rgb;
+ ambient_out.a = blend;
+ if (reflections.data[ref_index].exterior) {
+ ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
+ }
+
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ } break;
+ case REFLECTION_AMBIENT_COLOR: {
+ vec4 ambient_out;
+ ambient_out.a = blend;
+ ambient_out.rgb = reflections.data[ref_index].ambient;
+ if (reflections.data[ref_index].exterior) {
+ ambient_out.rgb = mix(ambient_light, ambient_out.rgb, blend);
+ }
+ ambient_out.rgb *= ambient_out.a;
+ ambient_accum += ambient_out;
+ } break;
+ }
+}
+
+float blur_shadow(float shadow) {
+ return shadow;
+#if 0
+ //disabling for now, will investigate later
+ float interp_shadow = shadow;
+ if (gl_HelperInvocation) {
+ interp_shadow = -4.0; // technically anything below -4 will do but just to make sure
+ }
+
+ uvec2 fc2 = uvec2(gl_FragCoord.xy);
+ interp_shadow -= dFdx(interp_shadow) * (float(fc2.x & 1) - 0.5);
+ interp_shadow -= dFdy(interp_shadow) * (float(fc2.y & 1) - 0.5);
+
+ if (interp_shadow >= 0.0) {
+ shadow = interp_shadow;
+ }
+ return shadow;
+#endif
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
new file mode 100644
index 0000000000..b38b8d803d
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -0,0 +1,1476 @@
+#[vertex]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Include our forward mobile UBOs definitions etc. */
+#include "scene_forward_mobile_inc.glsl"
+
+/* INPUT ATTRIBS */
+
+layout(location = 0) in vec3 vertex_attrib;
+
+//only for pure render depth when normal is not used
+
+#ifdef NORMAL_USED
+layout(location = 1) in vec3 normal_attrib;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 2) in vec4 tangent_attrib;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 3) in vec4 color_attrib;
+#endif
+
+#ifdef UV_USED
+layout(location = 4) in vec2 uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP) || defined(MODE_RENDER_MATERIAL)
+layout(location = 5) in vec2 uv2_attrib;
+#endif // MODE_RENDER_MATERIAL
+
+#if defined(CUSTOM0_USED)
+layout(location = 6) in vec4 custom0_attrib;
+#endif
+
+#if defined(CUSTOM1_USED)
+layout(location = 7) in vec4 custom1_attrib;
+#endif
+
+#if defined(CUSTOM2_USED)
+layout(location = 8) in vec4 custom2_attrib;
+#endif
+
+#if defined(CUSTOM3_USED)
+layout(location = 9) in vec4 custom3_attrib;
+#endif
+
+#if defined(BONES_USED) || defined(USE_PARTICLE_TRAILS)
+layout(location = 10) in uvec4 bone_attrib;
+#endif
+
+#if defined(WEIGHTS_USED) || defined(USE_PARTICLE_TRAILS)
+layout(location = 11) in vec4 weight_attrib;
+#endif
+
+/* Varyings */
+
+layout(location = 0) out vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) out vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) out vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) out vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) out vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) out vec3 tangent_interp;
+layout(location = 6) out vec3 binormal_interp;
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#ifdef MODE_DUAL_PARABOLOID
+
+layout(location = 8) out float dp_clip;
+
+#endif
+
+invariant gl_Position;
+
+#GLOBALS
+
+void main() {
+ vec4 instance_custom = vec4(0.0);
+#if defined(COLOR_USED)
+ color_interp = color_attrib;
+#endif
+
+ bool is_multimesh = bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH);
+
+ mat4 world_matrix = draw_call.transform;
+
+ mat3 world_normal_matrix;
+ if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
+ world_normal_matrix = inverse(mat3(world_matrix));
+ } else {
+ world_normal_matrix = mat3(world_matrix);
+ }
+
+ if (is_multimesh) {
+ //multimesh, instances are for it
+
+ mat4 matrix;
+
+#ifdef USE_PARTICLE_TRAILS
+ uint trail_size = (draw_call.flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
+ uint stride = 3 + 1 + 1; //particles always uses this format
+
+ uint offset = trail_size * stride * gl_InstanceIndex;
+
+#ifdef COLOR_USED
+ vec4 pcolor;
+#endif
+ {
+ uint boffset = offset + bone_attrib.x * stride;
+ matrix = mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.x;
+#ifdef COLOR_USED
+ pcolor = transforms.data[boffset + 3] * weight_attrib.x;
+#endif
+ }
+ if (weight_attrib.y > 0.001) {
+ uint boffset = offset + bone_attrib.y * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.y;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.y;
+#endif
+ }
+ if (weight_attrib.z > 0.001) {
+ uint boffset = offset + bone_attrib.z * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.z;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.z;
+#endif
+ }
+ if (weight_attrib.w > 0.001) {
+ uint boffset = offset + bone_attrib.w * stride;
+ matrix += mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], transforms.data[boffset + 2], vec4(0.0, 0.0, 0.0, 1.0)) * weight_attrib.w;
+#ifdef COLOR_USED
+ pcolor += transforms.data[boffset + 3] * weight_attrib.w;
+#endif
+ }
+
+ instance_custom = transforms.data[offset + 4];
+
+#ifdef COLOR_USED
+ color_interp *= pcolor;
+#endif
+
+#else
+ uint stride = 0;
+ {
+ //TODO implement a small lookup table for the stride
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ stride += 2;
+ } else {
+ stride += 3;
+ }
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+ stride += 1;
+ }
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ stride += 1;
+ }
+ }
+
+ uint offset = stride * gl_InstanceIndex;
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_FORMAT_2D)) {
+ matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 2;
+ } else {
+ matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], transforms.data[offset + 2], vec4(0.0, 0.0, 0.0, 1.0));
+ offset += 3;
+ }
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_COLOR)) {
+#ifdef COLOR_USED
+ color_interp *= transforms.data[offset];
+#endif
+ offset += 1;
+ }
+
+ if (bool(draw_call.flags & INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA)) {
+ instance_custom = transforms.data[offset];
+ }
+
+#endif
+ //transpose
+ matrix = transpose(matrix);
+ world_matrix = world_matrix * matrix;
+ world_normal_matrix = world_normal_matrix * mat3(matrix);
+ }
+
+ vec3 vertex = vertex_attrib;
+#ifdef NORMAL_USED
+ vec3 normal = normal_attrib * 2.0 - 1.0;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
+ float binormalf = tangent_attrib.a * 2.0 - 1.0;
+ vec3 binormal = normalize(cross(normal, tangent) * binormalf);
+#endif
+
+#ifdef UV_USED
+ uv_interp = uv_attrib;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ uv2_interp = uv2_attrib;
+#endif
+
+#ifdef OVERRIDE_POSITION
+ vec4 position;
+#endif
+
+ mat4 projection_matrix = scene_data.projection_matrix;
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (world_matrix * vec4(vertex, 1.0)).xyz;
+
+ normal = world_normal_matrix * normal;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ tangent = world_normal_matrix * tangent;
+ binormal = world_normal_matrix * binormal;
+
+#endif
+#endif
+
+ float roughness = 1.0;
+
+ mat4 modelview = scene_data.inv_camera_matrix * world_matrix;
+ mat3 modelview_normal = mat3(scene_data.inv_camera_matrix) * world_normal_matrix;
+
+ {
+#CODE : VERTEX
+ }
+
+ /* output */
+
+// using local coordinates (default)
+#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (modelview * vec4(vertex, 1.0)).xyz;
+#ifdef NORMAL_USED
+ normal = modelview_normal * normal;
+#endif
+
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ binormal = modelview_normal * binormal;
+ tangent = modelview_normal * tangent;
+#endif
+
+//using world coordinates
+#if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED)
+
+ vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz;
+ normal = mat3(scene_data.inverse_normal_matrix) * normal;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+
+ binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal;
+ tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent;
+#endif
+#endif
+
+ vertex_interp = vertex;
+#ifdef NORMAL_USED
+ normal_interp = normal;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ tangent_interp = tangent;
+ binormal_interp = binormal;
+#endif
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_DUAL_PARABOLOID
+
+ vertex_interp.z *= scene_data.dual_paraboloid_side;
+
+ dp_clip = vertex_interp.z; //this attempts to avoid noise caused by objects sent to the other parabolloid side due to bias
+
+ //for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
+
+ vec3 vtx = vertex_interp;
+ float distance = length(vtx);
+ vtx = normalize(vtx);
+ vtx.xy /= 1.0 - vtx.z;
+ vtx.z = (distance / scene_data.z_far);
+ vtx.z = vtx.z * 2.0 - 1.0;
+ vertex_interp = vtx;
+
+#endif
+
+#endif //MODE_RENDER_DEPTH
+
+#ifdef OVERRIDE_POSITION
+ gl_Position = position;
+#else
+ gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
+#endif // OVERRIDE_POSITION
+
+#ifdef MODE_RENDER_DEPTH
+ if (scene_data.pancake_shadows) {
+ if (gl_Position.z <= 0.00001) {
+ gl_Position.z = 0.00001;
+ }
+ }
+#endif // MODE_RENDER_DEPTH
+#ifdef MODE_RENDER_MATERIAL
+ if (scene_data.material_uv2_mode) {
+ vec2 uv_offset = draw_call.lightmap_uv_scale.xy; // we are abusing lightmap_uv_scale here, we shouldn't have a lightmap during a depth pass...
+ gl_Position.xy = (uv2_attrib.xy + uv_offset) * 2.0 - 1.0;
+ gl_Position.z = 0.00001;
+ gl_Position.w = 1.0;
+ }
+#endif // MODE_RENDER_MATERIAL
+}
+
+#[fragment]
+
+#version 450
+
+#VERSION_DEFINES
+
+/* Include our forward mobile UBOs definitions etc. */
+#include "scene_forward_mobile_inc.glsl"
+
+/* Varyings */
+
+layout(location = 0) in vec3 vertex_interp;
+
+#ifdef NORMAL_USED
+layout(location = 1) in vec3 normal_interp;
+#endif
+
+#if defined(COLOR_USED)
+layout(location = 2) in vec4 color_interp;
+#endif
+
+#ifdef UV_USED
+layout(location = 3) in vec2 uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+layout(location = 4) in vec2 uv2_interp;
+#endif
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+layout(location = 5) in vec3 tangent_interp;
+layout(location = 6) in vec3 binormal_interp;
+#endif
+
+#ifdef MODE_DUAL_PARABOLOID
+
+layout(location = 8) in float dp_clip;
+
+#endif
+
+//defines to keep compatibility with vertex
+
+#define world_matrix draw_call.transform
+#define projection_matrix scene_data.projection_matrix
+
+#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
+//both required for transmittance to be enabled
+#define LIGHT_TRANSMITTANCE_USED
+#endif
+
+#ifdef MATERIAL_UNIFORMS_USED
+layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms{
+
+#MATERIAL_UNIFORMS
+
+} material;
+#endif
+
+#GLOBALS
+
+/* clang-format on */
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_RENDER_MATERIAL
+
+layout(location = 0) out vec4 albedo_output_buffer;
+layout(location = 1) out vec4 normal_output_buffer;
+layout(location = 2) out vec4 orm_output_buffer;
+layout(location = 3) out vec4 emission_output_buffer;
+layout(location = 4) out float depth_output_buffer;
+
+#endif // MODE_RENDER_MATERIAL
+
+#else // RENDER DEPTH
+
+#ifdef MODE_MULTIPLE_RENDER_TARGETS
+
+layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
+layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
+#else
+
+layout(location = 0) out vec4 frag_color;
+#endif // MODE_MULTIPLE_RENDER_TARGETS
+
+#endif // RENDER DEPTH
+
+#include "scene_forward_aa_inc.glsl"
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#include "scene_forward_lights_inc.glsl"
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifndef MODE_RENDER_DEPTH
+
+/*
+ Only supporting normal fog here.
+*/
+
+vec4 fog_process(vec3 vertex) {
+ vec3 fog_color = scene_data.fog_light_color;
+
+ if (scene_data.fog_aerial_perspective > 0.0) {
+ vec3 sky_fog_color = vec3(0.0);
+ vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
+ // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
+ float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ float lod, blend;
+ blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
+ sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
+ sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
+#else
+ sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
+ }
+
+ if (scene_data.fog_sun_scatter > 0.001) {
+ vec4 sun_scatter = vec4(0.0);
+ float sun_total = 0.0;
+ vec3 view = normalize(vertex);
+
+ for (uint i = 0; i < scene_data.directional_light_count; i++) {
+ vec3 light_color = directional_lights.data[i].color * directional_lights.data[i].energy;
+ float light_amount = pow(max(dot(view, directional_lights.data[i].direction), 0.0), 8.0);
+ fog_color += light_color * light_amount * scene_data.fog_sun_scatter;
+ }
+ }
+
+ float fog_amount = 1.0 - exp(min(0.0, vertex.z * scene_data.fog_density));
+
+ if (abs(scene_data.fog_height_density) > 0.001) {
+ float y = (scene_data.camera_matrix * vec4(vertex, 1.0)).y;
+
+ float y_dist = scene_data.fog_height - y;
+
+ float vfog_amount = clamp(exp(y_dist * scene_data.fog_height_density), 0.0, 1.0);
+
+ fog_amount = max(vfog_amount, fog_amount);
+ }
+
+ return vec4(fog_color, fog_amount);
+}
+
+#endif //!MODE_RENDER DEPTH
+
+void main() {
+#ifdef MODE_DUAL_PARABOLOID
+
+ if (dp_clip > 0.0)
+ discard;
+#endif
+
+ //lay out everything, whathever is unused is optimized away anyway
+ vec3 vertex = vertex_interp;
+ vec3 view = -normalize(vertex_interp);
+ vec3 albedo = vec3(1.0);
+ vec3 backlight = vec3(0.0);
+ vec4 transmittance_color = vec4(0.0);
+ float transmittance_depth = 0.0;
+ float transmittance_curve = 1.0;
+ float transmittance_boost = 0.0;
+ float metallic = 0.0;
+ float specular = 0.5;
+ vec3 emission = vec3(0.0);
+ float roughness = 1.0;
+ float rim = 0.0;
+ float rim_tint = 0.0;
+ float clearcoat = 0.0;
+ float clearcoat_gloss = 0.0;
+ float anisotropy = 0.0;
+ vec2 anisotropy_flow = vec2(1.0, 0.0);
+ vec4 fog = vec4(0.0);
+#if defined(CUSTOM_RADIANCE_USED)
+ vec4 custom_radiance = vec4(0.0);
+#endif
+#if defined(CUSTOM_IRRADIANCE_USED)
+ vec4 custom_irradiance = vec4(0.0);
+#endif
+
+ float ao = 1.0;
+ float ao_light_affect = 0.0;
+
+ float alpha = 1.0;
+
+#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
+ vec3 binormal = normalize(binormal_interp);
+ vec3 tangent = normalize(tangent_interp);
+#else
+ vec3 binormal = vec3(0.0);
+ vec3 tangent = vec3(0.0);
+#endif
+
+#ifdef NORMAL_USED
+ vec3 normal = normalize(normal_interp);
+
+#if defined(DO_SIDE_CHECK)
+ if (!gl_FrontFacing) {
+ normal = -normal;
+ }
+#endif
+
+#endif //NORMAL_USED
+
+#ifdef UV_USED
+ vec2 uv = uv_interp;
+#endif
+
+#if defined(UV2_USED) || defined(USE_LIGHTMAP)
+ vec2 uv2 = uv2_interp;
+#endif
+
+#if defined(COLOR_USED)
+ vec4 color = color_interp;
+#endif
+
+#if defined(NORMAL_MAP_USED)
+
+ vec3 normal_map = vec3(0.5);
+#endif
+
+ float normal_map_depth = 1.0;
+
+ vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center
+
+ float sss_strength = 0.0;
+
+#ifdef ALPHA_SCISSOR_USED
+ float alpha_scissor_threshold = 1.0;
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef ALPHA_HASH_USED
+ float alpha_hash_scale = 1.0;
+#endif // ALPHA_HASH_USED
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+ float alpha_antialiasing_edge = 0.0;
+ vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
+ {
+#CODE : FRAGMENT
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+#ifdef SSS_MODE_SKIN
+ transmittance_color.a = sss_strength;
+#else
+ transmittance_color.a *= sss_strength;
+#endif
+#endif
+
+#ifndef USE_SHADOW_TO_OPACITY
+
+#ifdef ALPHA_SCISSOR_USED
+ if (alpha < alpha_scissor_threshold) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+// alpha hash can be used in unison with alpha antialiasing
+#ifdef ALPHA_HASH_USED
+ if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ discard;
+ }
+#endif // ALPHA_HASH_USED
+
+// If we are not edge antialiasing, we need to remove the output alpha channel from scissor and hash
+#if (defined(ALPHA_SCISSOR_USED) || defined(ALPHA_HASH_USED)) && !defined(ALPHA_ANTIALIASING_EDGE_USED)
+ alpha = 1.0;
+#endif
+
+#ifdef ALPHA_ANTIALIASING_EDGE_USED
+// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather
+#ifdef ALPHA_SCISSOR_USED
+ alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0);
+#endif
+ alpha = compute_alpha_antialiasing_edge(alpha, alpha_texture_coordinate, alpha_antialiasing_edge);
+#endif // ALPHA_ANTIALIASING_EDGE_USED
+
+#ifdef USE_OPAQUE_PREPASS
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+#endif // USE_OPAQUE_PREPASS
+
+#endif // !USE_SHADOW_TO_OPACITY
+
+#ifdef NORMAL_MAP_USED
+
+ normal_map.xy = normal_map.xy * 2.0 - 1.0;
+ normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc.
+
+ normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_map_depth));
+
+#endif
+
+#ifdef LIGHT_ANISOTROPY_USED
+
+ if (anisotropy > 0.01) {
+ //rotation matrix
+ mat3 rot = mat3(tangent, binormal, normal);
+ //make local to space
+ tangent = normalize(rot * vec3(anisotropy_flow.x, anisotropy_flow.y, 0.0));
+ binormal = normalize(rot * vec3(-anisotropy_flow.y, anisotropy_flow.x, 0.0));
+ }
+
+#endif
+
+#ifdef ENABLE_CLIP_ALPHA
+ if (albedo.a < 0.99) {
+ //used for doublepass and shadowmapping
+ discard;
+ }
+#endif
+
+ /////////////////////// FOG //////////////////////
+#ifndef MODE_RENDER_DEPTH
+
+#ifndef CUSTOM_FOG_USED
+ // fog must be processed as early as possible and then packed.
+ // to maximize VGPR usage
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+
+ if (scene_data.fog_enabled) {
+ fog = fog_process(vertex);
+ }
+
+#endif //!CUSTOM_FOG_USED
+
+ uint fog_rg = packHalf2x16(fog.rg);
+ uint fog_ba = packHalf2x16(fog.ba);
+
+#endif //!MODE_RENDER_DEPTH
+
+ /////////////////////// DECALS ////////////////////////////////
+
+#ifndef MODE_RENDER_DEPTH
+
+ vec3 vertex_ddx = dFdx(vertex);
+ vec3 vertex_ddy = dFdy(vertex);
+
+ { //Decals
+ // must implement
+
+ uint decal_indices = draw_call.decals.x;
+ for (uint i = 0; i < 8; i++) {
+ uint decal_index = decal_indices & 0xFF;
+ if (i == 4) {
+ decal_indices = draw_call.decals.y;
+ } else {
+ decal_indices = decal_indices >> 8;
+ }
+
+ if (decal_index == 0xFF) {
+ break;
+ }
+
+ vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
+ if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
+ 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);
+ }
+
+ 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);
+ 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;
+ 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
+ decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz;
+
+ normal = normalize(mix(normal, decal_normal, decal_albedo.a));
+ }
+
+ 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;
+ 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);
+ }
+ }
+
+ 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;
+ }
+ }
+ } //Decals
+#endif //!MODE_RENDER_DEPTH
+
+ /////////////////////// LIGHTING //////////////////////////////
+
+#ifdef NORMAL_USED
+ if (scene_data.roughness_limiter_enabled) {
+ //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ float roughness2 = roughness * roughness;
+ vec3 dndu = dFdx(normal), dndv = dFdx(normal);
+ float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
+ float kernelRoughness2 = min(2.0 * variance, scene_data.roughness_limiter_limit); //limit effect
+ float filteredRoughness2 = min(1.0, roughness2 + kernelRoughness2);
+ roughness = sqrt(filteredRoughness2);
+ }
+#endif // NORMAL_USED
+ //apply energy conservation
+
+ vec3 specular_light = vec3(0.0, 0.0, 0.0);
+ vec3 diffuse_light = vec3(0.0, 0.0, 0.0);
+ vec3 ambient_light = vec3(0.0, 0.0, 0.0);
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ if (scene_data.use_reflection_cubemap) {
+ vec3 ref_vec = reflect(-view, normal);
+ ref_vec = scene_data.radiance_inverse_xform * ref_vec;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+ float lod, blend;
+ blend = modf(roughness * MAX_ROUGHNESS_LOD, lod);
+ specular_light = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod)).rgb;
+ specular_light = mix(specular_light, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ref_vec, lod + 1)).rgb, blend);
+
+#else // USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
+
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ specular_light *= scene_data.ambient_light_color_energy.a;
+ }
+
+#if defined(CUSTOM_RADIANCE_USED)
+ specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
+#endif // CUSTOM_RADIANCE_USED
+
+#ifndef USE_LIGHTMAP
+ //lightmap overrides everything
+ if (scene_data.use_ambient_light) {
+ ambient_light = scene_data.ambient_light_color_energy.rgb;
+
+ if (scene_data.use_ambient_cubemap) {
+ vec3 ambient_dir = scene_data.radiance_inverse_xform * normal;
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ vec3 cubemap_ambient = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(ambient_dir, MAX_ROUGHNESS_LOD)).rgb;
+#else
+ vec3 cubemap_ambient = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ambient_dir, MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+
+ ambient_light = mix(ambient_light, cubemap_ambient * scene_data.ambient_light_color_energy.a, scene_data.ambient_color_sky_mix);
+ }
+ }
+#endif // !USE_LIGHTMAP
+
+#if defined(CUSTOM_IRRADIANCE_USED)
+ ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
+#endif // CUSTOM_IRRADIANCE_USED
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ //radiance
+
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifdef USE_LIGHTMAP
+
+ //lightmap
+ if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE)) { //has lightmap capture
+ uint index = draw_call.gi_offset;
+
+ vec3 wnormal = mat3(scene_data.camera_matrix) * normal;
+ const float c1 = 0.429043;
+ const float c2 = 0.511664;
+ const float c3 = 0.743125;
+ const float c4 = 0.886227;
+ const float c5 = 0.247708;
+ ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) +
+ c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z +
+ c4 * lightmap_captures.data[index].sh[0].rgb -
+ c5 * lightmap_captures.data[index].sh[6].rgb +
+ 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y +
+ 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z +
+ 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z +
+ 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x +
+ 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y +
+ 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z);
+
+ } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap
+ bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP);
+ uint ofs = draw_call.gi_offset & 0xFFFF;
+ vec3 uvw;
+ uvw.xy = uv2 * draw_call.lightmap_uv_scale.zw + draw_call.lightmap_uv_scale.xy;
+ uvw.z = float((draw_call.gi_offset >> 16) & 0xFFFF);
+
+ if (uses_sh) {
+ uvw.z *= 4.0; //SH textures use 4 times more data
+ vec3 lm_light_l0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 0.0), 0.0).rgb;
+ vec3 lm_light_l1n1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 1.0), 0.0).rgb;
+ vec3 lm_light_l1_0 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 2.0), 0.0).rgb;
+ vec3 lm_light_l1p1 = textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw + vec3(0.0, 0.0, 3.0), 0.0).rgb;
+
+ uint idx = draw_call.gi_offset >> 20;
+ vec3 n = normalize(lightmaps.data[idx].normal_xform * normal);
+
+ ambient_light += lm_light_l0 * 0.282095f;
+ ambient_light += lm_light_l1n1 * 0.32573 * n.y;
+ ambient_light += lm_light_l1_0 * 0.32573 * n.z;
+ ambient_light += lm_light_l1p1 * 0.32573 * n.x;
+ if (metallic > 0.01) { // since the more direct bounced light is lost, we can kind of fake it with this trick
+ vec3 r = reflect(normalize(-vertex), normal);
+ specular_light += lm_light_l1n1 * 0.32573 * r.y;
+ specular_light += lm_light_l1_0 * 0.32573 * r.z;
+ specular_light += lm_light_l1p1 * 0.32573 * r.x;
+ }
+
+ } else {
+ ambient_light += textureLod(sampler2DArray(lightmap_textures[ofs], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw, 0.0).rgb;
+ }
+ }
+
+ // No GI nor non low end mode...
+
+#endif // USE_LIGHTMAP
+
+ // skipping ssao, do we remove ssao totally?
+
+ { //Reflection probes
+ vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
+ vec4 ambient_accum = vec4(0.0, 0.0, 0.0, 0.0);
+
+ uint reflection_indices = draw_call.reflection_probes.x;
+ for (uint i = 0; i < 8; i++) {
+ uint reflection_index = reflection_indices & 0xFF;
+ if (i == 4) {
+ reflection_indices = draw_call.reflection_probes.y;
+ } else {
+ reflection_indices = reflection_indices >> 8;
+ }
+
+ if (reflection_index == 0xFF) {
+ break;
+ }
+
+ reflection_process(reflection_index, vertex, normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ }
+
+ if (reflection_accum.a > 0.0) {
+ specular_light = reflection_accum.rgb / reflection_accum.a;
+ }
+ } //Reflection probes
+
+ // finalize ambient light here
+ ambient_light *= albedo.rgb;
+ ambient_light *= ao;
+
+ // convert ao to direct light ao
+ ao = mix(1.0, ao, ao_light_affect);
+
+ //this saves some VGPRs
+ vec3 f0 = F0(metallic, specular, albedo);
+
+ {
+#if defined(DIFFUSE_TOON)
+ //simplify for toon, as
+ specular_light *= specular * metallic * albedo * 2.0;
+#else
+
+ // scales the specular reflections, needs to be be computed before lighting happens,
+ // but after environment, GI, and reflection probes are added
+ // Environment brdf approximation (Lazarov 2013)
+ // see https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
+ const vec4 c0 = vec4(-1.0, -0.0275, -0.572, 0.022);
+ const vec4 c1 = vec4(1.0, 0.0425, 1.04, -0.04);
+ vec4 r = roughness * c0 + c1;
+ float ndotv = clamp(dot(normal, view), 0.0, 1.0);
+ float a004 = min(r.x * r.x, exp2(-9.28 * ndotv)) * r.x + r.y;
+ vec2 env = vec2(-1.04, 1.04) * a004 + r.zw;
+
+ specular_light *= env.x * f0 + env.y;
+#endif
+ }
+
+#endif // !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#if !defined(MODE_RENDER_DEPTH)
+ //this saves some VGPRs
+ uint orms = packUnorm4x8(vec4(ao, roughness, metallic, specular));
+#endif
+
+// LIGHTING
+#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+ { //directional light
+
+ // Do shadow and lighting in two passes to reduce register pressure
+ uint shadow0 = 0;
+ uint shadow1 = 0;
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
+ }
+
+ if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ float shadow = 1.0;
+
+ // Directional light shadow code is basically the same as forward clustered at this point in time minus `LIGHT_TRANSMITTANCE_USED` support.
+ // Not sure if there is a reason to change this seeing directional lights are part of our global data
+ // Should think about whether we may want to move this code into an include file or function??
+
+#ifdef USE_SOFT_SHADOWS
+ //version with soft shadows, more expensive
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ vec3 shadow_color = vec3(0.0);
+ vec3 light_dir = directional_lights.data[i].direction;
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.x;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color1.rgb;
+
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color2.rgb;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color3.rgb;
+
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color4.rgb;
+ }
+
+ if (directional_lights.data[i].blend_splits) {
+ vec3 shadow_color_blend = vec3(0.0);
+ float pssm_blend;
+ float shadow2;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+
+ shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ }
+
+ pssm_blend = sqrt(pssm_blend);
+
+ shadow = mix(shadow, shadow2, pssm_blend);
+ shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
+ }
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+
+#undef BIAS_FUNC
+ }
+#else
+ // Soft shadow disabled version
+
+ if (directional_lights.data[i].shadow_enabled) {
+ float depth_z = -vertex.z;
+
+ vec4 pssm_coord;
+ vec3 light_dir = directional_lights.data[i].direction;
+ vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp))));
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+
+ } else {
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+
+ if (directional_lights.data[i].blend_splits) {
+ float pssm_blend;
+
+ if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+ } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ } else {
+ pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
+ }
+
+ pssm_coord /= pssm_coord.w;
+
+ float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ shadow = mix(shadow, shadow2, pssm_blend);
+ }
+
+ shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
+
+#undef BIAS_FUNC
+ }
+#endif
+
+ if (i < 4) {
+ shadow0 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << (i * 8);
+ } else {
+ shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8);
+ }
+ }
+
+ for (uint i = 0; i < 8; i++) {
+ if (i >= scene_data.directional_light_count) {
+ break;
+ }
+
+ if (!bool(directional_lights.data[i].mask & draw_call.layer_mask)) {
+ continue; //not masked
+ }
+
+ // We're not doing light transmittence
+
+ float shadow = 1.0;
+
+ if (i < 4) {
+ shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0;
+ } else {
+ shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
+ }
+
+ blur_shadow(shadow);
+
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/* not supported here
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim, rim_tint, albedo,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ binormal, tangent, anisotropy,
+#endif
+#ifdef USE_SOFT_SHADOW
+ directional_lights.data[i].size,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light,
+ specular_light);
+ }
+ } //directional light
+
+ { //omni lights
+ uint light_indices = draw_call.omni_lights.x;
+ for (uint i = 0; i < 8; i++) {
+ uint light_index = light_indices & 0xFF;
+ if (i == 4) {
+ light_indices = draw_call.omni_lights.y;
+ } else {
+ light_indices = light_indices >> 8;
+ }
+
+ if (light_index == 0xFF) {
+ break;
+ }
+
+ float shadow = light_process_omni_shadow(light_index, vertex, view);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/*
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim,
+ rim_tint,
+ albedo,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ tangent, binormal, anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light, specular_light);
+ }
+ } //omni lights
+
+ { //spot lights
+
+ uint light_indices = draw_call.spot_lights.x;
+ for (uint i = 0; i < 8; i++) {
+ uint light_index = light_indices & 0xFF;
+ if (i == 4) {
+ light_indices = draw_call.spot_lights.y;
+ } else {
+ light_indices = light_indices >> 8;
+ }
+
+ if (light_index == 0xFF) {
+ break;
+ }
+
+ float shadow = light_process_spot_shadow(light_index, vertex, view);
+
+ shadow = blur_shadow(shadow);
+
+ light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+/*
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+#endif
+*/
+#ifdef LIGHT_RIM_USED
+ rim,
+ rim_tint,
+ albedo,
+#endif
+#ifdef LIGHT_CLEARCOAT_USED
+ clearcoat, clearcoat_gloss,
+#endif
+#ifdef LIGHT_ANISOTROPY_USED
+ tangent, binormal, anisotropy,
+#endif
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha,
+#endif
+ diffuse_light, specular_light);
+ }
+ } //spot lights
+
+#ifdef USE_SHADOW_TO_OPACITY
+ alpha = min(alpha, clamp(length(ambient_light), 0.0, 1.0));
+
+#if defined(ALPHA_SCISSOR_USED)
+ if (alpha < alpha_scissor) {
+ discard;
+ }
+#endif // ALPHA_SCISSOR_USED
+
+#ifdef USE_OPAQUE_PREPASS
+
+ if (alpha < opaque_prepass_threshold) {
+ discard;
+ }
+
+#endif // USE_OPAQUE_PREPASS
+
+#endif // USE_SHADOW_TO_OPACITY
+
+#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
+
+#ifdef MODE_RENDER_DEPTH
+
+#ifdef MODE_RENDER_MATERIAL
+
+ albedo_output_buffer.rgb = albedo;
+ albedo_output_buffer.a = alpha;
+
+ normal_output_buffer.rgb = normal * 0.5 + 0.5;
+ normal_output_buffer.a = 0.0;
+ depth_output_buffer.r = -vertex.z;
+
+ orm_output_buffer.r = ao;
+ orm_output_buffer.g = roughness;
+ orm_output_buffer.b = metallic;
+ orm_output_buffer.a = sss_strength;
+
+ emission_output_buffer.rgb = emission;
+ emission_output_buffer.a = 0.0;
+#endif // MODE_RENDER_MATERIAL
+
+#else // MODE_RENDER_DEPTH
+
+ // multiply by albedo
+ diffuse_light *= albedo; // ambient must be multiplied by albedo at the end
+
+ // apply direct light AO
+ ao = unpackUnorm4x8(orms).x;
+ specular_light *= ao;
+ diffuse_light *= ao;
+
+ // apply metallic
+ metallic = unpackUnorm4x8(orms).z;
+ diffuse_light *= 1.0 - metallic;
+ ambient_light *= 1.0 - metallic;
+
+ //restore fog
+ fog = vec4(unpackHalf2x16(fog_rg), unpackHalf2x16(fog_ba));
+
+#ifdef MODE_MULTIPLE_RENDER_TARGETS
+
+#ifdef MODE_UNSHADED
+ diffuse_buffer = vec4(albedo.rgb, 0.0);
+ specular_buffer = vec4(0.0);
+
+#else // MODE_UNSHADED
+
+#ifdef SSS_MODE_SKIN
+ sss_strength = -sss_strength;
+#endif // SSS_MODE_SKIN
+ diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
+ specular_buffer = vec4(specular_light, metallic);
+#endif // MODE_UNSHADED
+
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
+
+#else //MODE_MULTIPLE_RENDER_TARGETS
+
+#ifdef MODE_UNSHADED
+ frag_color = vec4(albedo, alpha);
+#else // MODE_UNSHADED
+ frag_color = vec4(emission + ambient_light + diffuse_light + specular_light, alpha);
+ //frag_color = vec4(1.0);
+#endif // MODE_UNSHADED
+
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+
+#endif //MODE_MULTIPLE_RENDER_TARGETS
+
+#endif //MODE_RENDER_DEPTH
+}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
new file mode 100644
index 0000000000..0156b58574
--- /dev/null
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -0,0 +1,220 @@
+#define M_PI 3.14159265359
+
+#include "decal_data_inc.glsl"
+
+#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED)
+#ifndef NORMAL_USED
+#define NORMAL_USED
+#endif
+#endif
+
+/* don't exceed 128 bytes!! */
+/* put instance data into our push content, not a array */
+layout(push_constant, binding = 0, std430) uniform DrawCall {
+ mat4 transform; // 64 - 64
+ uint flags; // 04 - 68
+ uint instance_uniforms_ofs; //base offset in global buffer for instance variables // 04 - 72
+ uint gi_offset; //GI information when using lightmapping (VCT or lightmap index) // 04 - 76
+ uint layer_mask; // 04 - 80
+ vec4 lightmap_uv_scale; // 16 - 96 doubles as uv_offset when needed
+
+ uvec2 reflection_probes; // 08 - 104
+ uvec2 omni_lights; // 08 - 112
+ uvec2 spot_lights; // 08 - 120
+ uvec2 decals; // 08 - 128
+}
+draw_call;
+
+/* Set 0: Base Pass (never changes) */
+
+#include "light_data_inc.glsl"
+
+#define SAMPLER_NEAREST_CLAMP 0
+#define SAMPLER_LINEAR_CLAMP 1
+#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2
+#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5
+#define SAMPLER_NEAREST_REPEAT 6
+#define SAMPLER_LINEAR_REPEAT 7
+#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8
+#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9
+#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
+#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+
+layout(set = 0, binding = 1) uniform sampler material_samplers[12];
+
+layout(set = 0, binding = 2) uniform sampler shadow_sampler;
+
+#define INSTANCE_FLAGS_USE_GI_BUFFERS (1 << 6)
+#define INSTANCE_FLAGS_USE_SDFGI (1 << 7)
+#define INSTANCE_FLAGS_USE_LIGHTMAP_CAPTURE (1 << 8)
+#define INSTANCE_FLAGS_USE_LIGHTMAP (1 << 9)
+#define INSTANCE_FLAGS_USE_SH_LIGHTMAP (1 << 10)
+#define INSTANCE_FLAGS_USE_GIPROBE (1 << 11)
+#define INSTANCE_FLAGS_MULTIMESH (1 << 12)
+#define INSTANCE_FLAGS_MULTIMESH_FORMAT_2D (1 << 13)
+#define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14)
+#define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15)
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16
+//3 bits of stride
+#define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF
+
+#define INSTANCE_FLAGS_NON_UNIFORM_SCALE (1 << 24)
+
+layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights {
+ LightData data[];
+}
+omni_lights;
+
+layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights {
+ LightData data[];
+}
+spot_lights;
+
+layout(set = 0, binding = 5, std430) restrict readonly buffer ReflectionProbeData {
+ ReflectionData data[];
+}
+reflections;
+
+layout(set = 0, binding = 6, std140) uniform DirectionalLights {
+ DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS];
+}
+directional_lights;
+
+#define LIGHTMAP_FLAG_USE_DIRECTION 1
+#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
+
+struct Lightmap {
+ mat3 normal_xform;
+};
+
+layout(set = 0, binding = 7, std140) restrict readonly buffer Lightmaps {
+ Lightmap data[];
+}
+lightmaps;
+
+struct LightmapCapture {
+ vec4 sh[9];
+};
+
+layout(set = 0, binding = 8, 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, std430) restrict readonly buffer Decals {
+ DecalData data[];
+}
+decals;
+
+layout(set = 0, binding = 12, std430) restrict readonly buffer GlobalVariableData {
+ vec4 data[];
+}
+global_variables;
+
+/* Set 1: Render Pass (changes per render pass) */
+
+layout(set = 1, binding = 0, std140) uniform SceneData {
+ mat4 projection_matrix;
+ mat4 inv_projection_matrix;
+
+ mat4 camera_matrix;
+ mat4 inv_camera_matrix;
+
+ vec2 viewport_size;
+ vec2 screen_pixel_size;
+
+ //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
+ vec4 directional_penumbra_shadow_kernel[32];
+ vec4 directional_soft_shadow_kernel[32];
+ 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;
+ bool use_ambient_light;
+ bool use_ambient_cubemap;
+ bool use_reflection_cubemap;
+
+ mat3 radiance_inverse_xform;
+
+ vec2 shadow_atlas_pixel_size;
+ vec2 directional_shadow_pixel_size;
+
+ uint directional_light_count;
+ float dual_paraboloid_side;
+ float z_far;
+ float z_near;
+
+ bool ssao_enabled;
+ float ssao_light_affect;
+ float ssao_ao_affect;
+ bool roughness_limiter_enabled;
+
+ float roughness_limiter_amount;
+ float roughness_limiter_limit;
+ uvec2 roughness_limiter_pad;
+
+ vec4 ao_color;
+
+ bool fog_enabled;
+ float fog_density;
+ float fog_height;
+ float fog_height_density;
+
+ vec3 fog_light_color;
+ float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+ bool material_uv2_mode;
+
+ float time;
+ float reflection_multiplier; // one normally, zero when rendering reflections
+
+ bool pancake_shadows;
+ uint pad1;
+ uint pad2;
+ uint pad3;
+}
+scene_data;
+
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+
+layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
+
+#else
+
+layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
+
+#endif
+
+layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
+
+layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
+
+layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
+
+// this needs to change to providing just the lightmap we're using..
+layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES];
+
+layout(set = 1, binding = 9) uniform texture2D depth_buffer;
+layout(set = 1, binding = 10) uniform texture2D color_buffer;
+
+/* Set 2 Skeleton & Instancing (can change per item) */
+
+layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
+ vec4 data[];
+}
+transforms;
+
+/* Set 3 User Material */
diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
index cace607667..c793b6ebe1 100644
--- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl
@@ -26,6 +26,7 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in;
#endif
#include "cluster_data_inc.glsl"
+#include "light_data_inc.glsl"
#define M_PI 3.14159265359
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index f34727fd0a..fcea8e4ffc 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -2394,7 +2394,7 @@ void RendererSceneCull::_frustum_cull(CullData &cull_data, FrustumCullResult &cu
cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
} else if (base_type == RS::INSTANCE_LIGHTMAP) {
- cull_result.gi_probes.push_back(RID::from_uint64(idata.instance_data_rid));
+ cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid));
} else if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && !(idata.flags & InstanceData::FLAG_CAST_SHADOWS_ONLY)) {
bool keep = true;
@@ -2453,18 +2453,19 @@ void RendererSceneCull::_frustum_cull(CullData &cull_data, FrustumCullResult &cu
}
if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (idata.flags & InstanceData::FLAG_GEOM_DECAL_DIRTY)) {
- //InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
- //todo for GLES3
- idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
- /*for (Set<Instance *>::Element *E = geom->dec.front(); E; E = E->next()) {
- InstanceReflectionProbeData *reflection_probe = static_cast<InstanceReflectionProbeData *>(E->get()->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data);
+ uint32_t idx = 0;
- instance_pair_buffer[idx++] = reflection_probe->instance;
- if (idx==MAX_INSTANCE_PAIRS) {
- break;
+ for (Set<Instance *>::Element *E = geom->decals.front(); E; E = E->next()) {
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(E->get()->base_data);
+
+ instance_pair_buffer[idx++] = decal->instance;
+ if (idx == MAX_INSTANCE_PAIRS) {
+ break;
+ }
}
- }*/
- //scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, light_instances, idx);
+ scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, instance_pair_buffer, idx);
+ idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_DECAL_DIRTY);
}
if (idata.flags & InstanceData::FLAG_GEOM_GI_PROBE_DIRTY) {
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 1ecb471360..a9154603ee 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -422,7 +422,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
value |= CLAMP(int((src[i * 4 + 0] * 0.5 + 0.5) * 1023.0), 0, 1023);
value |= CLAMP(int((src[i * 4 + 1] * 0.5 + 0.5) * 1023.0), 0, 1023) << 10;
value |= CLAMP(int((src[i * 4 + 2] * 0.5 + 0.5) * 1023.0), 0, 1023) << 20;
- value |= CLAMP(int((src[i * 4 + 3] * 0.5 + 0.5) * 3.0), 0, 3) << 30;
+ value |= CLAMP(int((src[i * 4 + 3] * 0.5 + 0.5) * 1023.0), 0, 1023) << 30;
memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], &value, 4);
}
@@ -472,8 +472,8 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
const Vector2 *src = array.ptr();
for (int i = 0; i < p_vertex_array_len; i++) {
- uint16_t uv[2] = { Math::make_half_float(src[i].x), Math::make_half_float(src[i].y) };
- memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 2);
+ float uv[2] = { src[i].x, src[i].y };
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], uv, 2 * 4);
}
} break;
case RS::ARRAY_CUSTOM0:
@@ -2297,8 +2297,12 @@ RenderingServer::RenderingServer() {
GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048);
- GLOBAL_DEF("rendering/driver/rd_renderer/use_low_end_renderer", false);
- GLOBAL_DEF("rendering/driver/rd_renderer/use_low_end_renderer.mobile", true);
+ GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end", 0);
+ GLOBAL_DEF_RST("rendering/vulkan/rendering/back_end.mobile", 1);
+ ProjectSettings::get_singleton()->set_custom_property_info("rendering/vulkan/rendering/back_end",
+ PropertyInfo(Variant::INT,
+ "rendering/vulkan/rendering/back_end",
+ PROPERTY_HINT_ENUM, "ForwardClustered,ForwardMobile"));
GLOBAL_DEF("rendering/reflections/sky_reflections/roughness_layers", 8);
GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections", true);
diff --git a/thirdparty/oidn/core/transfer_function.cpp b/thirdparty/oidn/core/transfer_function.cpp
index 487f0a9f75..ce5deca56b 100644
--- a/thirdparty/oidn/core/transfer_function.cpp
+++ b/thirdparty/oidn/core/transfer_function.cpp
@@ -24,10 +24,6 @@ namespace oidn {
float AutoexposureNode::autoexposure(const Image& color)
{
assert(color.format == Format::Float3);
-// -- GODOT start --
-// We don't want to mess with TTB and we don't use autoexposure, so we disable this code
-#if 0
-// -- GODOT end --
constexpr float key = 0.18f;
constexpr float eps = 1e-8f;
@@ -42,61 +38,66 @@ namespace oidn {
// Compute the average log luminance of the downsampled image
using Sum = std::pair<float, int>;
- Sum sum =
- tbb::parallel_reduce(
- tbb::blocked_range2d<int>(0, HK, 0, WK),
- Sum(0.f, 0),
- [&](const tbb::blocked_range2d<int>& r, Sum sum) -> Sum
+ // -- GODOT start --
+ // Sum sum =
+ // tbb::parallel_reduce(
+ // tbb::blocked_range2d<int>(0, HK, 0, WK),
+ // Sum(0.f, 0),
+ // [&](const tbb::blocked_range2d<int>& r, Sum sum) -> Sum
+ // {
+ // // Iterate over blocks
+ // for (int i = r.rows().begin(); i != r.rows().end(); ++i)
+ // {
+ // for (int j = r.cols().begin(); j != r.cols().end(); ++j)
+ // {
+
+ Sum sum = Sum(0.0f, 0);
+
+ for (int i = 0; i != HK; ++i)
+ {
+ for (int j = 0; j != WK; ++j)
+ {
+ // Compute the average luminance in the current block
+ const int beginH = int(ptrdiff_t(i) * H / HK);
+ const int beginW = int(ptrdiff_t(j) * W / WK);
+ const int endH = int(ptrdiff_t(i+1) * H / HK);
+ const int endW = int(ptrdiff_t(j+1) * W / WK);
+
+ float L = 0.f;
+
+ for (int h = beginH; h < endH; ++h)
{
- // Iterate over blocks
- for (int i = r.rows().begin(); i != r.rows().end(); ++i)
+ for (int w = beginW; w < endW; ++w)
{
- for (int j = r.cols().begin(); j != r.cols().end(); ++j)
- {
- // Compute the average luminance in the current block
- const int beginH = int(ptrdiff_t(i) * H / HK);
- const int beginW = int(ptrdiff_t(j) * W / WK);
- const int endH = int(ptrdiff_t(i+1) * H / HK);
- const int endW = int(ptrdiff_t(j+1) * W / WK);
-
- float L = 0.f;
-
- for (int h = beginH; h < endH; ++h)
- {
- for (int w = beginW; w < endW; ++w)
- {
- const float* rgb = (const float*)color.get(h, w);
-
- const float r = maxSafe(rgb[0], 0.f);
- const float g = maxSafe(rgb[1], 0.f);
- const float b = maxSafe(rgb[2], 0.f);
-
- L += luminance(r, g, b);
- }
- }
-
- L /= (endH - beginH) * (endW - beginW);
-
- // Accumulate the log luminance
- if (L > eps)
- {
- sum.first += log2(L);
- sum.second++;
- }
- }
+ const float* rgb = (const float*)color.get(h, w);
+
+ const float r = maxSafe(rgb[0], 0.f);
+ const float g = maxSafe(rgb[1], 0.f);
+ const float b = maxSafe(rgb[2], 0.f);
+
+ L += luminance(r, g, b);
}
+ }
- return sum;
- },
- [](Sum a, Sum b) -> Sum { return Sum(a.first+b.first, a.second+b.second); },
- tbb::static_partitioner()
- );
+ L /= (endH - beginH) * (endW - beginW);
+
+ // Accumulate the log luminance
+ if (L > eps)
+ {
+ sum.first += log2(L);
+ sum.second++;
+ }
+ }
+ }
+
+ // return sum;
+ // },
+ // [](Sum a, Sum b) -> Sum { return Sum(a.first+b.first, a.second+b.second); },
+ // tbb::static_partitioner()
+ // );
+ // -- GODOT end --
return (sum.second > 0) ? (key / exp2(sum.first / float(sum.second))) : 1.f;
-// -- GODOT start --
-#endif
- return 1.0;
-// -- GODOT end --
}
} // namespace oidn
diff --git a/thirdparty/oidn/patches/godot-changes-c58c5216.patch b/thirdparty/oidn/patches/godot-changes-c58c5216.patch
index 6a54703064..c01f00187b 100644
--- a/thirdparty/oidn/patches/godot-changes-c58c5216.patch
+++ b/thirdparty/oidn/patches/godot-changes-c58c5216.patch
@@ -280,28 +280,58 @@ index 8c2de09..ed8328c 100644
namespace oidn {
diff --git a/core/transfer_function.cpp b/core/transfer_function.cpp
-index 601f814..487f0a9 100644
+index 601f814..ce5deca 100644
--- a/core/transfer_function.cpp
+++ b/core/transfer_function.cpp
-@@ -24,6 +24,10 @@ namespace oidn {
- float AutoexposureNode::autoexposure(const Image& color)
- {
- assert(color.format == Format::Float3);
-+// -- GODOT start --
-+// We don't want to mess with TTB and we don't use autoexposure, so we disable this code
-+#if 0
-+// -- GODOT end --
+@@ -38,16 +38,24 @@ namespace oidn {
+ // Compute the average log luminance of the downsampled image
+ using Sum = std::pair<float, int>;
+
+- Sum sum =
+- tbb::parallel_reduce(
+- tbb::blocked_range2d<int>(0, HK, 0, WK),
+- Sum(0.f, 0),
+- [&](const tbb::blocked_range2d<int>& r, Sum sum) -> Sum
++ // -- GODOT start --
++ // Sum sum =
++ // tbb::parallel_reduce(
++ // tbb::blocked_range2d<int>(0, HK, 0, WK),
++ // Sum(0.f, 0),
++ // [&](const tbb::blocked_range2d<int>& r, Sum sum) -> Sum
++ // {
++ // // Iterate over blocks
++ // for (int i = r.rows().begin(); i != r.rows().end(); ++i)
++ // {
++ // for (int j = r.cols().begin(); j != r.cols().end(); ++j)
++ // {
++
++ Sum sum = Sum(0.0f, 0);
++
++ for (int i = 0; i != HK; ++i)
+ {
+- // Iterate over blocks
+- for (int i = r.rows().begin(); i != r.rows().end(); ++i)
+- {
+- for (int j = r.cols().begin(); j != r.cols().end(); ++j)
++ for (int j = 0; j != WK; ++j)
+ {
+ // Compute the average luminance in the current block
+ const int beginH = int(ptrdiff_t(i) * H / HK);
+@@ -82,11 +90,12 @@ namespace oidn {
+ }
+ }
- constexpr float key = 0.18f;
- constexpr float eps = 1e-8f;
-@@ -89,6 +93,10 @@ namespace oidn {
- );
+- return sum;
+- },
+- [](Sum a, Sum b) -> Sum { return Sum(a.first+b.first, a.second+b.second); },
+- tbb::static_partitioner()
+- );
++ // return sum;
++ // },
++ // [](Sum a, Sum b) -> Sum { return Sum(a.first+b.first, a.second+b.second); },
++ // tbb::static_partitioner()
++ // );
++ // -- GODOT end --
return (sum.second > 0) ? (key / exp2(sum.first / float(sum.second))) : 1.f;
-+// -- GODOT start --
-+#endif
-+ return 1.0;
-+// -- GODOT end --
}
-
- } // namespace oidn