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-rw-r--r--core/config/project_settings.cpp6
-rw-r--r--core/math/expression.cpp2
-rw-r--r--core/string/ustring.cpp4
-rw-r--r--core/variant/variant.cpp10
-rw-r--r--core/variant/variant_call.cpp4
-rw-r--r--doc/classes/BaseMaterial3D.xml13
-rw-r--r--doc/classes/CharacterBody2D.xml2
-rw-r--r--doc/classes/Control.xml2
-rw-r--r--doc/classes/DirectionalLight2D.xml3
-rw-r--r--doc/classes/EditorInterface.xml12
-rw-r--r--doc/classes/EditorNode3DGizmoPlugin.xml2
-rw-r--r--doc/classes/GeometryInstance3D.xml5
-rw-r--r--doc/classes/Node.xml2
-rw-r--r--doc/classes/OS.xml2
-rw-r--r--doc/classes/ProjectSettings.xml2
-rw-r--r--doc/classes/String.xml2
-rw-r--r--doc/classes/XRInterfaceExtension.xml7
-rw-r--r--drivers/gles3/effects/copy_effects.cpp18
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp137
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h10
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp209
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h22
-rw-r--r--drivers/gles3/shader_gles3.cpp22
-rw-r--r--drivers/gles3/shader_gles3.h18
-rw-r--r--drivers/gles3/shaders/SCsub2
-rw-r--r--drivers/gles3/shaders/cubemap_filter.glsl4
-rw-r--r--drivers/gles3/shaders/particles.glsl501
-rw-r--r--drivers/gles3/shaders/particles_copy.glsl122
-rw-r--r--drivers/gles3/shaders/scene.glsl14
-rw-r--r--drivers/gles3/storage/material_storage.cpp279
-rw-r--r--drivers/gles3/storage/material_storage.h64
-rw-r--r--drivers/gles3/storage/mesh_storage.cpp5
-rw-r--r--drivers/gles3/storage/mesh_storage.h3
-rw-r--r--drivers/gles3/storage/particles_storage.cpp1211
-rw-r--r--drivers/gles3/storage/particles_storage.h315
-rw-r--r--drivers/gles3/storage/texture_storage.cpp20
-rw-r--r--drivers/gles3/storage/texture_storage.h2
-rw-r--r--drivers/gles3/storage/utilities.cpp61
-rw-r--r--drivers/vulkan/rendering_device_vulkan.cpp2
-rw-r--r--editor/action_map_editor.h8
-rw-r--r--editor/debugger/editor_debugger_inspector.cpp2
-rw-r--r--editor/editor_node.cpp2
-rw-r--r--editor/editor_plugin.cpp11
-rw-r--r--editor/editor_plugin.h3
-rw-r--r--editor/editor_properties.h2
-rw-r--r--editor/filesystem_dock.cpp16
-rw-r--r--editor/filesystem_dock.h8
-rw-r--r--editor/import/resource_importer_scene.cpp2
-rw-r--r--editor/plugins/animation_player_editor_plugin.cpp2
-rw-r--r--editor/plugins/animation_state_machine_editor.cpp2
-rw-r--r--editor/plugins/canvas_item_editor_plugin.cpp16
-rw-r--r--editor/plugins/canvas_item_editor_plugin.h6
-rw-r--r--editor/plugins/control_editor_plugin.cpp2
-rw-r--r--editor/plugins/material_editor_plugin.h2
-rw-r--r--editor/plugins/node_3d_editor_plugin.cpp16
-rw-r--r--editor/plugins/node_3d_editor_plugin.h2
-rw-r--r--editor/plugins/skeleton_3d_editor_plugin.cpp4
-rw-r--r--editor/plugins/tiles/tiles_editor_plugin.cpp2
-rw-r--r--editor/plugins/tiles/tiles_editor_plugin.h2
-rw-r--r--editor/project_converter_3_to_4.cpp1
-rw-r--r--editor/script_create_dialog.cpp2
-rw-r--r--gles3_builders.py49
-rw-r--r--modules/gdscript/editor/gdscript_highlighter.cpp2
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs2
-rw-r--r--modules/multiplayer/editor/replication_editor.cpp2
-rw-r--r--modules/navigation/nav_link.h4
-rw-r--r--platform/android/export/export_plugin.cpp18
-rw-r--r--platform/android/plugin/godot_plugin_jni.cpp2
-rw-r--r--platform/linuxbsd/os_linuxbsd.cpp13
-rw-r--r--platform/linuxbsd/os_linuxbsd.h2
-rw-r--r--scene/2d/gpu_particles_2d.cpp4
-rw-r--r--scene/2d/gpu_particles_2d.h2
-rw-r--r--scene/2d/navigation_link_2d.h6
-rw-r--r--scene/2d/skeleton_2d.cpp2
-rw-r--r--scene/2d/tile_map.h2
-rw-r--r--scene/3d/cpu_particles_3d.cpp2
-rw-r--r--scene/3d/gpu_particles_3d.cpp4
-rw-r--r--scene/3d/gpu_particles_3d.h2
-rw-r--r--scene/3d/navigation_link_3d.h6
-rw-r--r--scene/gui/button.cpp2
-rw-r--r--scene/gui/popup_menu.cpp2
-rw-r--r--scene/gui/rich_text_label.cpp6
-rw-r--r--scene/gui/scroll_bar.h2
-rw-r--r--scene/gui/texture_button.cpp2
-rw-r--r--scene/gui/tree.cpp42
-rw-r--r--scene/main/multiplayer_api.cpp2
-rw-r--r--scene/main/node.cpp14
-rw-r--r--scene/main/scene_tree.cpp21
-rw-r--r--scene/main/scene_tree.h2
-rw-r--r--scene/main/viewport.cpp4
-rw-r--r--scene/main/window.cpp2
-rw-r--r--scene/resources/animation.cpp2
-rw-r--r--scene/resources/bone_map.cpp2
-rw-r--r--scene/resources/font.cpp5
-rw-r--r--scene/resources/importer_mesh.cpp2
-rw-r--r--scene/resources/skeleton_modification_2d_fabrik.h4
-rw-r--r--scene/resources/skeleton_modification_3d_fabrik.h6
-rw-r--r--scene/resources/syntax_highlighter.cpp2
-rw-r--r--scene/resources/tile_set.cpp2
-rw-r--r--scene/resources/tile_set.h2
-rw-r--r--servers/navigation/navigation_utilities.h4
-rw-r--r--servers/rendering/dummy/storage/particles_storage.h3
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.cpp77
-rw-r--r--servers/rendering/renderer_rd/effects/copy_effects.h12
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.h4
-rw-r--r--servers/rendering/renderer_rd/environment/fog.cpp6
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp6
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp10
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h6
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp10
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl49
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy.glsl12
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl7
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp19
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp1
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.h12
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp34
-rw-r--r--servers/rendering/shader_language.cpp42
-rw-r--r--servers/rendering/storage/environment_storage.h4
-rw-r--r--servers/rendering/storage/particles_storage.h3
-rw-r--r--servers/xr/xr_interface.h2
-rw-r--r--servers/xr/xr_interface_extension.cpp6
-rw-r--r--servers/xr/xr_interface_extension.h3
-rw-r--r--tests/python_build/fixtures/gles3/vertex_fragment_expected_full.glsl5
-rw-r--r--tests/python_build/fixtures/gles3/vertex_fragment_expected_parts.json1
130 files changed, 3310 insertions, 544 deletions
diff --git a/core/config/project_settings.cpp b/core/config/project_settings.cpp
index 4d2006d42a..473e4a0a89 100644
--- a/core/config/project_settings.cpp
+++ b/core/config/project_settings.cpp
@@ -82,7 +82,7 @@ String ProjectSettings::get_imported_files_path() const {
// Returns the features that a project must have when opened with this build of Godot.
// This is used by the project manager to provide the initial_settings for config/features.
const PackedStringArray ProjectSettings::get_required_features() {
- PackedStringArray features = PackedStringArray();
+ PackedStringArray features;
features.append(VERSION_BRANCH);
#ifdef REAL_T_IS_DOUBLE
features.append("Double Precision");
@@ -115,7 +115,7 @@ const PackedStringArray ProjectSettings::_get_supported_features() {
// Returns the features that this project needs but this build of Godot lacks.
const PackedStringArray ProjectSettings::get_unsupported_features(const PackedStringArray &p_project_features) {
- PackedStringArray unsupported_features = PackedStringArray();
+ PackedStringArray unsupported_features;
PackedStringArray supported_features = singleton->_get_supported_features();
for (int i = 0; i < p_project_features.size(); i++) {
if (!supported_features.has(p_project_features[i])) {
@@ -1251,7 +1251,7 @@ ProjectSettings::ProjectSettings() {
GLOBAL_DEF_RST("audio/general/3d_panning_strength", 1.0f);
custom_prop_info["audio/general/3d_panning_strength"] = PropertyInfo(Variant::FLOAT, "audio/general/3d_panning_strength", PROPERTY_HINT_RANGE, "0,4,0.01");
- PackedStringArray extensions = PackedStringArray();
+ PackedStringArray extensions;
extensions.push_back("gd");
if (Engine::get_singleton()->has_singleton("GodotSharp")) {
extensions.push_back("cs");
diff --git a/core/math/expression.cpp b/core/math/expression.cpp
index dcec3929fe..26b809e7f2 100644
--- a/core/math/expression.cpp
+++ b/core/math/expression.cpp
@@ -1420,7 +1420,7 @@ bool Expression::_execute(const Array &p_inputs, Object *p_instance, Expression:
Callable::CallError ce;
Variant::call_utility_function(bifunc->func, &r_ret, (const Variant **)argp.ptr(), argp.size(), ce);
if (ce.error != Callable::CallError::CALL_OK) {
- r_error_str = "Builtin Call Failed. " + Variant::get_call_error_text(bifunc->func, (const Variant **)argp.ptr(), argp.size(), ce);
+ r_error_str = "Builtin call failed: " + Variant::get_call_error_text(bifunc->func, (const Variant **)argp.ptr(), argp.size(), ce);
return true;
}
diff --git a/core/string/ustring.cpp b/core/string/ustring.cpp
index 2ba389fc4d..8993f9667d 100644
--- a/core/string/ustring.cpp
+++ b/core/string/ustring.cpp
@@ -2839,7 +2839,7 @@ String String::substr(int p_from, int p_chars) const {
return String(*this);
}
- String s = String();
+ String s;
s.copy_from_unchecked(&get_data()[p_from], p_chars);
return s;
}
@@ -3922,7 +3922,6 @@ String String::c_unescape() const {
escaped = escaped.replace("\\v", "\v");
escaped = escaped.replace("\\'", "\'");
escaped = escaped.replace("\\\"", "\"");
- escaped = escaped.replace("\\?", "\?");
escaped = escaped.replace("\\\\", "\\");
return escaped;
@@ -3939,7 +3938,6 @@ String String::c_escape() const {
escaped = escaped.replace("\t", "\\t");
escaped = escaped.replace("\v", "\\v");
escaped = escaped.replace("\'", "\\'");
- escaped = escaped.replace("\?", "\\?");
escaped = escaped.replace("\"", "\\\"");
return escaped;
diff --git a/core/variant/variant.cpp b/core/variant/variant.cpp
index b4528e67d1..c1166a0a14 100644
--- a/core/variant/variant.cpp
+++ b/core/variant/variant.cpp
@@ -3609,16 +3609,16 @@ String Variant::get_call_error_text(Object *p_base, const StringName &p_method,
if (ce.error == Callable::CallError::CALL_ERROR_INVALID_ARGUMENT) {
int errorarg = ce.argument;
if (p_argptrs) {
- err_text = "Cannot convert argument " + itos(errorarg + 1) + " from " + Variant::get_type_name(p_argptrs[errorarg]->get_type()) + " to " + Variant::get_type_name(Variant::Type(ce.expected)) + ".";
+ err_text = "Cannot convert argument " + itos(errorarg + 1) + " from " + Variant::get_type_name(p_argptrs[errorarg]->get_type()) + " to " + Variant::get_type_name(Variant::Type(ce.expected));
} else {
- err_text = "Cannot convert argument " + itos(errorarg + 1) + " from [missing argptr, type unknown] to " + Variant::get_type_name(Variant::Type(ce.expected)) + ".";
+ err_text = "Cannot convert argument " + itos(errorarg + 1) + " from [missing argptr, type unknown] to " + Variant::get_type_name(Variant::Type(ce.expected));
}
} else if (ce.error == Callable::CallError::CALL_ERROR_TOO_MANY_ARGUMENTS) {
- err_text = "Method expected " + itos(ce.argument) + " arguments, but called with " + itos(p_argcount) + ".";
+ err_text = "Method expected " + itos(ce.argument) + " arguments, but called with " + itos(p_argcount);
} else if (ce.error == Callable::CallError::CALL_ERROR_TOO_FEW_ARGUMENTS) {
- err_text = "Method expected " + itos(ce.argument) + " arguments, but called with " + itos(p_argcount) + ".";
+ err_text = "Method expected " + itos(ce.argument) + " arguments, but called with " + itos(p_argcount);
} else if (ce.error == Callable::CallError::CALL_ERROR_INVALID_METHOD) {
- err_text = "Method not found.";
+ err_text = "Method not found";
} else if (ce.error == Callable::CallError::CALL_ERROR_INSTANCE_IS_NULL) {
err_text = "Instance is null";
} else if (ce.error == Callable::CallError::CALL_ERROR_METHOD_NOT_CONST) {
diff --git a/core/variant/variant_call.cpp b/core/variant/variant_call.cpp
index 91af2bab85..a231a956bf 100644
--- a/core/variant/variant_call.cpp
+++ b/core/variant/variant_call.cpp
@@ -2438,7 +2438,7 @@ static void _register_variant_builtin_methods() {
_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_X", Transform2D(-1, 0, 0, 1, 0, 0));
_VariantCall::add_variant_constant(Variant::TRANSFORM2D, "FLIP_Y", Transform2D(1, 0, 0, -1, 0, 0));
- Transform3D identity_transform = Transform3D();
+ Transform3D identity_transform;
Transform3D flip_x_transform = Transform3D(-1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0, 0);
Transform3D flip_y_transform = Transform3D(1, 0, 0, 0, -1, 0, 0, 0, 1, 0, 0, 0);
Transform3D flip_z_transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, -1, 0, 0, 0);
@@ -2447,7 +2447,7 @@ static void _register_variant_builtin_methods() {
_VariantCall::add_variant_constant(Variant::TRANSFORM3D, "FLIP_Y", flip_y_transform);
_VariantCall::add_variant_constant(Variant::TRANSFORM3D, "FLIP_Z", flip_z_transform);
- Basis identity_basis = Basis();
+ Basis identity_basis;
Basis flip_x_basis = Basis(-1, 0, 0, 0, 1, 0, 0, 0, 1);
Basis flip_y_basis = Basis(1, 0, 0, 0, -1, 0, 0, 0, 1);
Basis flip_z_basis = Basis(1, 0, 0, 0, 1, 0, 0, 0, -1);
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml
index de980eab0c..fbb31cadcd 100644
--- a/doc/classes/BaseMaterial3D.xml
+++ b/doc/classes/BaseMaterial3D.xml
@@ -529,13 +529,13 @@
The material will use the texture's alpha values for transparency.
</constant>
<constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency">
- The material will cut off all values below a threshold, the rest will remain opaque.
+ The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendering in the depth prepass.
</constant>
<constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency">
The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque.
</constant>
<constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency">
- The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass.
+ The material will use the texture's alpha value for transparency, but will still be rendered in the depth prepass.
</constant>
<constant name="TRANSPARENCY_MAX" value="5" enum="Transparency">
Represents the size of the [enum Transparency] enum.
@@ -613,13 +613,14 @@
Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask.
</constant>
<constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode">
- Default depth draw mode. Depth is drawn only for opaque objects.
+ Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass.
</constant>
<constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode">
- Depth draw is calculated for both opaque and transparent objects.
+ Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them.
+ [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency].
</constant>
<constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode">
- No depth draw.
+ Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled).
</constant>
<constant name="CULL_BACK" value="0" enum="CullMode">
Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible.
@@ -631,7 +632,7 @@
No culling is performed.
</constant>
<constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags">
- Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it.
+ Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth.
</constant>
<constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="1" enum="Flags">
Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh.
diff --git a/doc/classes/CharacterBody2D.xml b/doc/classes/CharacterBody2D.xml
index 0111ef804e..7395556d05 100644
--- a/doc/classes/CharacterBody2D.xml
+++ b/doc/classes/CharacterBody2D.xml
@@ -10,7 +10,7 @@
</description>
<tutorials>
<link title="Kinematic character (2D)">$DOCS_URL/tutorials/physics/kinematic_character_2d.html</link>
- <link title="Using KinematicBody2D">$DOCS_URL/tutorials/physics/using_kinematic_body_2d.html</link>
+ <link title="Using CharacterBody2D">$DOCS_URL/tutorials/physics/using_character_body_2d.html</link>
<link title="2D Kinematic Character Demo">https://godotengine.org/asset-library/asset/113</link>
<link title="2D Platformer Demo">https://godotengine.org/asset-library/asset/120</link>
</tutorials>
diff --git a/doc/classes/Control.xml b/doc/classes/Control.xml
index e1dd2819b2..2159001a30 100644
--- a/doc/classes/Control.xml
+++ b/doc/classes/Control.xml
@@ -1048,7 +1048,7 @@
</member>
<member name="scale" type="Vector2" setter="set_scale" getter="get_scale" default="Vector2(1, 1)">
The node's scale, relative to its [member size]. Change this property to scale the node around its [member pivot_offset]. The Control's [member tooltip_text] will also scale according to this value.
- [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
+ [b]Note:[/b] This property is mainly intended to be used for animation purposes. Text inside the Control will look pixelated or blurry when the Control is scaled. To support multiple resolutions in your project, use an appropriate viewport stretch mode as described in the [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]documentation[/url] instead of scaling Controls individually.
[b]Note:[/b] If the Control node is a child of a [Container] node, the scale will be reset to [code]Vector2(1, 1)[/code] when the scene is instantiated. To set the Control's scale when it's instantiated, wait for one frame using [code]await get_tree().process_frame[/code] then set its [member scale] property.
</member>
<member name="shortcut_context" type="Node" setter="set_shortcut_context" getter="get_shortcut_context">
diff --git a/doc/classes/DirectionalLight2D.xml b/doc/classes/DirectionalLight2D.xml
index a1b8ea86be..7a54980c19 100644
--- a/doc/classes/DirectionalLight2D.xml
+++ b/doc/classes/DirectionalLight2D.xml
@@ -1,8 +1,10 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="DirectionalLight2D" inherits="Light2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
+ Directional light from a distance.
</brief_description>
<description>
+ A directional light is a type of [Light2D] node that models an infinite number of parallel rays covering the entire scene. It is used for lights with strong intensity that are located far away from the scene (for example: to model sunlight or moonlight).
</description>
<tutorials>
</tutorials>
@@ -11,6 +13,7 @@
The height of the light. Used with 2D normal mapping. Ranges from 0 (parallel to the plane) to 1 (perpendicular to the plane).
</member>
<member name="max_distance" type="float" setter="set_max_distance" getter="get_max_distance" default="10000.0">
+ Maximum distance this light covers. Increasing this value will make directional shadows visible from further away, at the cost of lower overall shadow detail and performance (due to more objects being included in shadow rendering).
</member>
</members>
</class>
diff --git a/doc/classes/EditorInterface.xml b/doc/classes/EditorInterface.xml
index bb319cb5a3..5d4b83bc27 100644
--- a/doc/classes/EditorInterface.xml
+++ b/doc/classes/EditorInterface.xml
@@ -48,6 +48,12 @@
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
+ <method name="get_current_directory" qualifiers="const">
+ <return type="String" />
+ <description>
+ Returns the current directory being viewed in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
+ </description>
+ </method>
<method name="get_current_path" qualifiers="const">
<return type="String" />
<description>
@@ -131,10 +137,10 @@
[b]Warning:[/b] Removing and freeing this node will render a part of the editor useless and may cause a crash.
</description>
</method>
- <method name="get_selected_path" qualifiers="const">
- <return type="String" />
+ <method name="get_selected_paths" qualifiers="const">
+ <return type="PackedStringArray" />
<description>
- Returns the path of the directory currently selected in the [FileSystemDock]. If a file is selected, its base directory will be returned using [method String.get_base_dir] instead.
+ Returns an array containing the paths of the currently selected files (and directories) in the [FileSystemDock].
</description>
</method>
<method name="get_selection">
diff --git a/doc/classes/EditorNode3DGizmoPlugin.xml b/doc/classes/EditorNode3DGizmoPlugin.xml
index 24e1a2da7c..3ab13ec5c0 100644
--- a/doc/classes/EditorNode3DGizmoPlugin.xml
+++ b/doc/classes/EditorNode3DGizmoPlugin.xml
@@ -8,7 +8,7 @@
To use [EditorNode3DGizmoPlugin], register it using the [method EditorPlugin.add_node_3d_gizmo_plugin] method first.
</description>
<tutorials>
- <link title="Node3D gizmo plugins">$DOCS_URL/tutorials/plugins/editor/spatial_gizmos.html</link>
+ <link title="Node3D gizmo plugins">$DOCS_URL/tutorials/plugins/editor/3d_gizmos.html</link>
</tutorials>
<methods>
<method name="_can_be_hidden" qualifiers="virtual const">
diff --git a/doc/classes/GeometryInstance3D.xml b/doc/classes/GeometryInstance3D.xml
index 86d52ae9be..90a983d28b 100644
--- a/doc/classes/GeometryInstance3D.xml
+++ b/doc/classes/GeometryInstance3D.xml
@@ -13,6 +13,7 @@
<return type="Variant" />
<param index="0" name="name" type="StringName" />
<description>
+ Get the value of a shader parameter as set on this instance.
</description>
</method>
<method name="set_custom_aabb">
@@ -27,6 +28,7 @@
<param index="0" name="name" type="StringName" />
<param index="1" name="value" type="Variant" />
<description>
+ Set the value of a shader parameter for this instance only.
</description>
</method>
</methods>
@@ -45,8 +47,11 @@
[b]Note:[/b] Lights' bake mode will also affect the global illumination rendering. See [member Light3D.light_bake_mode].
</member>
<member name="ignore_occlusion_culling" type="bool" setter="set_ignore_occlusion_culling" getter="is_ignoring_occlusion_culling" default="false">
+ If [code]true[/code], disables occlusion culling for this instance. Useful for gizmos that must be rendered even when occlusion culling is in use.
</member>
<member name="lod_bias" type="float" setter="set_lod_bias" getter="get_lod_bias" default="1.0">
+ Changes how quickly the mesh transitions to a lower level of detail. A value of 0 will force the mesh to its lowest level of detail, a value of 1 will use the default settings, and larger values will keep the mesh in a higher level of detail at farther distances.
+ Useful for testing level of detail transitions in the editor.
</member>
<member name="material_overlay" type="Material" setter="set_material_overlay" getter="get_material_overlay">
The material overlay for the whole geometry.
diff --git a/doc/classes/Node.xml b/doc/classes/Node.xml
index b83bff5d5e..f910112a76 100644
--- a/doc/classes/Node.xml
+++ b/doc/classes/Node.xml
@@ -606,7 +606,7 @@
<return type="void" />
<param index="0" name="group" type="StringName" />
<description>
- Removes a node from a group. See notes in the description, and the group methods in [SceneTree].
+ Removes a node from the [param group]. Does nothing if the node is not in the [param group]. See notes in the description, and the group methods in [SceneTree].
</description>
</method>
<method name="replace_by">
diff --git a/doc/classes/OS.xml b/doc/classes/OS.xml
index f4a5288481..ea9b83d2aa 100644
--- a/doc/classes/OS.xml
+++ b/doc/classes/OS.xml
@@ -467,7 +467,7 @@
<return type="bool" />
<param index="0" name="tag_name" type="String" />
<description>
- Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/getting_started/workflow/export/feature_tags.html]Feature Tags[/url] documentation for more details.
+ Returns [code]true[/code] if the feature for the given feature tag is supported in the currently running instance, depending on the platform, build, etc. Can be used to check whether you're currently running a debug build, on a certain platform or arch, etc. Refer to the [url=$DOCS_URL/tutorials/export/feature_tags.html]Feature Tags[/url] documentation for more details.
[b]Note:[/b] Tag names are case-sensitive.
</description>
</method>
diff --git a/doc/classes/ProjectSettings.xml b/doc/classes/ProjectSettings.xml
index 015de62ec1..8c88feac01 100644
--- a/doc/classes/ProjectSettings.xml
+++ b/doc/classes/ProjectSettings.xml
@@ -555,7 +555,7 @@
Position offset for tooltips, relative to the mouse cursor's hotspot.
</member>
<member name="display/window/dpi/allow_hidpi" type="bool" setter="" getter="" default="true">
- If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/viewports/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
+ If [code]true[/code], allows HiDPI display on Windows, macOS, Android, iOS and Web. If [code]false[/code], the platform's low-DPI fallback will be used on HiDPI displays, which causes the window to be displayed in a blurry or pixelated manner (and can cause various window management bugs). Therefore, it is recommended to make your project scale to [url=$DOCS_URL/tutorials/rendering/multiple_resolutions.html]multiple resolutions[/url] instead of disabling this setting.
[b]Note:[/b] This setting has no effect on Linux as DPI-awareness fallbacks are not supported there.
</member>
<member name="display/window/energy_saving/keep_screen_on" type="bool" setter="" getter="" default="true">
diff --git a/doc/classes/String.xml b/doc/classes/String.xml
index b0b4f74b46..999913b1ac 100644
--- a/doc/classes/String.xml
+++ b/doc/classes/String.xml
@@ -80,7 +80,7 @@
<method name="c_unescape" qualifiers="const">
<return type="String" />
<description>
- Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\?[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
+ Returns a copy of the string with escaped characters replaced by their meanings. Supported escape sequences are [code]\'[/code], [code]\"[/code], [code]\\[/code], [code]\a[/code], [code]\b[/code], [code]\f[/code], [code]\n[/code], [code]\r[/code], [code]\t[/code], [code]\v[/code].
[b]Note:[/b] Unlike the GDScript parser, this method doesn't support the [code]\uXXXX[/code] escape sequence.
</description>
</method>
diff --git a/doc/classes/XRInterfaceExtension.xml b/doc/classes/XRInterfaceExtension.xml
index c6b215daa3..0fe54e947f 100644
--- a/doc/classes/XRInterfaceExtension.xml
+++ b/doc/classes/XRInterfaceExtension.xml
@@ -141,13 +141,6 @@
Returns [code]true[/code] if this interface has been initialized.
</description>
</method>
- <method name="_notification" qualifiers="virtual">
- <return type="void" />
- <param index="0" name="what" type="int" />
- <description>
- Informs the interface of an applicable system notification.
- </description>
- </method>
<method name="_post_draw_viewport" qualifiers="virtual">
<return type="void" />
<param index="0" name="render_target" type="RID" />
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index 3acbcf6b53..b552b52cd5 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -115,13 +115,21 @@ CopyEffects::~CopyEffects() {
}
void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
- copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
+ if (!success) {
+ return;
+ }
+
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
draw_screen_quad();
}
void CopyEffects::copy_screen() {
- copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_DEFAULT);
+ if (!success) {
+ return;
+ }
+
draw_screen_triangle();
}
@@ -151,7 +159,11 @@ void CopyEffects::bilinear_blur(GLuint p_source_texture, int p_mipmap_count, con
}
void CopyEffects::set_color(const Color &p_color, const Rect2i &p_region) {
- copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
+ bool success = copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
+ if (!success) {
+ return;
+ }
+
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_region.position.x, p_region.position.y, p_region.size.x, p_region.size.y, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
copy.shader.version_set_uniform(CopyShaderGLES3::COLOR_IN, p_color, copy.shader_version, CopyShaderGLES3::MODE_SIMPLE_COLOR);
draw_screen_quad();
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index 0a64cda787..0c102bfc1d 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -41,6 +41,7 @@
#include "storage/config.h"
#include "storage/material_storage.h"
#include "storage/mesh_storage.h"
+#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
void RasterizerCanvasGLES3::_update_transform_2d_to_mat4(const Transform2D &p_transform, float *p_mat4) {
@@ -578,7 +579,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasShaderData::BlendMode blend_mode = shader_data_cache ? shader_data_cache->blend_mode : GLES3::CanvasShaderData::BLEND_MODE_MIX;
- _record_item_commands(ci, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
+ _record_item_commands(ci, p_to_render_target, p_canvas_transform_inverse, current_clip, blend_mode, p_lights, index, batch_broken);
}
if (index == 0) {
@@ -623,7 +624,10 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
uint64_t specialization = 0;
specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
specialization |= uint64_t(!GLES3::Config::get_singleton()->float_texture_supported) << 1;
- _bind_material(material_data, variant, specialization);
+ bool success = _bind_material(material_data, variant, specialization);
+ if (!success) {
+ continue;
+ }
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -707,7 +711,7 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
r_last_index += index;
}
-void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
+void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_batch_broken) {
RenderingServer::CanvasItemTextureFilter texture_filter = p_item->texture_filter == RS::CANVAS_ITEM_TEXTURE_FILTER_DEFAULT ? state.default_filter : p_item->texture_filter;
if (texture_filter != state.canvas_instance_batches[state.current_batch_index].filter) {
@@ -1064,15 +1068,45 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.canvas_instance_batches[state.current_batch_index].tex = m->texture;
_update_transform_2d_to_mat2x3(base_transform * draw_transform * m->transform, state.instance_data_array[r_index].world);
modulate = m->modulate;
+
} else if (c->type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(c);
state.canvas_instance_batches[state.current_batch_index].tex = mm->texture;
- uint32_t instance_count = GLES3::MeshStorage::get_singleton()->multimesh_get_instances_to_draw(mm->multimesh);
- if (instance_count > 1) {
- state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
- }
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+
} else if (c->type == Item::Command::TYPE_PARTICLES) {
- WARN_PRINT_ONCE("Particles not supported yet, sorry :(");
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(c);
+ RID particles = pt->particles;
+ state.canvas_instance_batches[state.current_batch_index].tex = pt->texture;
+ state.canvas_instance_batches[state.current_batch_index].shader_variant = CanvasShaderGLES3::MODE_INSTANCED;
+ bool local_coords = particles_storage->particles_is_using_local_coords(particles);
+
+ if (particles_storage->particles_has_collision(particles) && texture_storage->render_target_is_sdf_enabled(p_render_target)) {
+ // Pass collision information.
+ Transform2D xform;
+ if (local_coords) {
+ xform = p_item->final_transform;
+ } else {
+ xform = p_canvas_transform_inverse;
+ }
+
+ GLuint sdf_texture = texture_storage->render_target_get_sdf_texture(p_render_target);
+
+ Rect2 to_screen;
+ {
+ Rect2 sdf_rect = texture_storage->render_target_get_sdf_rect(p_render_target);
+
+ to_screen.size = Vector2(1.0 / sdf_rect.size.width, 1.0 / sdf_rect.size.height);
+ to_screen.position = -sdf_rect.position * to_screen.size;
+ }
+
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, true, xform, to_screen, sdf_texture);
+ } else {
+ particles_storage->particles_set_canvas_sdf_collision(pt->particles, false, Transform2D(), Rect2(), 0);
+ }
}
state.canvas_instance_batches[state.current_batch_index].command = c;
@@ -1209,20 +1243,21 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
case Item::Command::TYPE_MULTIMESH:
case Item::Command::TYPE_PARTICLES: {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
RID mesh;
RID mesh_instance;
- RID texture;
uint32_t instance_count = 1;
- GLuint multimesh_buffer = 0;
- uint32_t multimesh_stride = 0;
- uint32_t multimesh_color_offset = 0;
- bool multimesh_uses_color = false;
- bool multimesh_uses_custom_data = false;
+ GLuint instance_buffer = 0;
+ uint32_t instance_stride = 0;
+ uint32_t instance_color_offset = 0;
+ bool instance_uses_color = false;
+ bool instance_uses_custom_data = false;
if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MESH) {
const Item::CommandMesh *m = static_cast<const Item::CommandMesh *>(state.canvas_instance_batches[p_index].command);
mesh = m->mesh;
mesh_instance = m->mesh_instance;
+
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_MULTIMESH) {
const Item::CommandMultiMesh *mm = static_cast<const Item::CommandMultiMesh *>(state.canvas_instance_batches[p_index].command);
RID multimesh = mm->multimesh;
@@ -1238,13 +1273,41 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
break;
}
- multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
- multimesh_stride = mesh_storage->multimesh_get_stride(multimesh);
- multimesh_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
- multimesh_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
- multimesh_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+ instance_buffer = mesh_storage->multimesh_get_gl_buffer(multimesh);
+ instance_stride = mesh_storage->multimesh_get_stride(multimesh);
+ instance_color_offset = mesh_storage->multimesh_get_color_offset(multimesh);
+ instance_uses_color = mesh_storage->multimesh_uses_colors(multimesh);
+ instance_uses_custom_data = mesh_storage->multimesh_uses_custom_data(multimesh);
+
} else if (state.canvas_instance_batches[p_index].command_type == Item::Command::TYPE_PARTICLES) {
- // Do nothing for now.
+ const Item::CommandParticles *pt = static_cast<const Item::CommandParticles *>(state.canvas_instance_batches[p_index].command);
+ RID particles = pt->particles;
+ mesh = particles_storage->particles_get_draw_pass_mesh(particles, 0);
+
+ ERR_BREAK(particles_storage->particles_get_mode(particles) != RS::PARTICLES_MODE_2D);
+ particles_storage->particles_request_process(particles);
+
+ if (particles_storage->particles_is_inactive(particles)) {
+ break;
+ }
+
+ RenderingServerDefault::redraw_request(); // Active particles means redraw request.
+
+ int dpc = particles_storage->particles_get_draw_passes(particles);
+ if (dpc == 0) {
+ break; // Nothing to draw.
+ }
+
+ instance_count = particles_storage->particles_get_amount(particles);
+ instance_buffer = particles_storage->particles_get_gl_buffer(particles);
+ instance_stride = 12; // 8 bytes for instance transform and 4 bytes for packed color and custom.
+ instance_color_offset = 8; // 8 bytes for instance transform.
+ instance_uses_color = true;
+ instance_uses_custom_data = true;
+ }
+
+ if (instance_buffer == 0) {
+ break;
}
ERR_FAIL_COND(mesh.is_null());
@@ -1277,17 +1340,17 @@ void RasterizerCanvasGLES3::_render_batch(Light *p_lights, uint32_t p_index) {
if (instance_count > 1) {
// Bind instance buffers.
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
glEnableVertexAttribArray(1);
- glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(1, 1);
glEnableVertexAttribArray(2);
- glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
glVertexAttribDivisor(2, 1);
- if (multimesh_uses_color || multimesh_uses_custom_data) {
+ if (instance_uses_color || instance_uses_custom_data) {
glEnableVertexAttribArray(5);
- glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(multimesh_color_offset * sizeof(float)));
+ glVertexAttribIPointer(5, 4, GL_UNSIGNED_INT, instance_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(instance_color_offset * sizeof(float)));
glVertexAttribDivisor(5, 1);
}
}
@@ -1361,17 +1424,17 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
_align_instance_data_buffer(r_index);
}
-void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
+bool RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
if (p_material_data) {
if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) {
// Bind uniform buffer and textures
p_material_data->bind_uniforms();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
+ return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
+ return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
+ return GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
}
@@ -1435,7 +1498,10 @@ void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, c
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
- shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
for (int i = 0; i < 4; i++) {
glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2);
@@ -1553,7 +1619,10 @@ void RasterizerCanvasGLES3::light_update_directional_shadow(RID p_rid, int p_sha
RS::CanvasOccluderPolygonCullMode cull_mode = RS::CANVAS_OCCLUDER_POLYGON_CULL_DISABLED;
CanvasOcclusionShaderGLES3::ShaderVariant variant = config->float_texture_supported ? CanvasOcclusionShaderGLES3::MODE_SHADOW : CanvasOcclusionShaderGLES3::MODE_SHADOW_RGBA;
- shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
Projection projection;
projection.set_orthogonal(-half_size, half_size, -0.5, 0.5, 0.0, distance);
@@ -1685,7 +1754,10 @@ void RasterizerCanvasGLES3::render_sdf(RID p_render_target, LightOccluderInstanc
glClear(GL_COLOR_BUFFER_BIT);
CanvasOcclusionShaderGLES3::ShaderVariant variant = CanvasOcclusionShaderGLES3::MODE_SDF;
- shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ bool success = shadow_render.shader.version_bind_shader(shadow_render.shader_version, variant);
+ if (!success) {
+ return;
+ }
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, Projection(), shadow_render.shader_version, variant);
shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, 0.0, 0.0, shadow_render.shader_version, variant);
@@ -2555,7 +2627,6 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
data.canvas_shader_default_version = GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_create();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, CanvasShaderGLES3::MODE_QUAD);
shadow_render.shader.initialize();
shadow_render.shader_version = shadow_render.shader.version_create();
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index d672d05e14..0a03d43d07 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -254,7 +254,7 @@ public:
uint32_t start = 0;
uint32_t instance_count = 0;
- RID tex = RID();
+ RID tex;
RS::CanvasItemTextureFilter filter = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -263,7 +263,7 @@ public:
Item *clip = nullptr;
- RID material = RID();
+ RID material;
GLES3::CanvasMaterialData *material_data = nullptr;
CanvasShaderGLES3::ShaderVariant shader_variant = CanvasShaderGLES3::MODE_QUAD;
@@ -303,7 +303,7 @@ public:
bool using_directional_lights = false;
- RID current_tex = RID();
+ RID current_tex;
RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -352,9 +352,9 @@ public:
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override;
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer = false);
- void _record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
+ void _record_item_commands(const Item *p_item, RID p_render_target, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
void _render_batch(Light *p_lights, uint32_t p_index);
- void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
+ bool _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
void _new_batch(bool &r_batch_broken, uint32_t &r_index);
void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
void _allocate_instance_data_buffer();
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 734911ccdb..026ec85e6b 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -35,6 +35,7 @@
#include "servers/rendering/rendering_server_globals.h"
#include "storage/config.h"
#include "storage/mesh_storage.h"
+#include "storage/particles_storage.h"
#include "storage/texture_storage.h"
#ifdef GLES3_ENABLED
@@ -50,6 +51,9 @@ RenderGeometryInstance *RasterizerSceneGLES3::geometry_instance_create(RID p_bas
ginstance->data->base = p_base;
ginstance->data->base_type = type;
+ ginstance->data->dependency_tracker.userdata = ginstance;
+ ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed;
+ ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted;
ginstance->_mark_dirty();
@@ -314,6 +318,8 @@ void RasterizerSceneGLES3::_geometry_instance_add_surface(GeometryInstanceGLES3
void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_geometry_instance) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+
GeometryInstanceGLES3 *ginstance = static_cast<GeometryInstanceGLES3 *>(p_geometry_instance);
if (ginstance->data->dirty_dependencies) {
@@ -361,6 +367,26 @@ void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_g
} break;
case RS::INSTANCE_PARTICLES: {
+ int draw_passes = particles_storage->particles_get_draw_passes(ginstance->data->base);
+
+ for (int j = 0; j < draw_passes; j++) {
+ RID mesh = particles_storage->particles_get_draw_pass_mesh(ginstance->data->base, j);
+ if (!mesh.is_valid()) {
+ continue;
+ }
+
+ const RID *materials = nullptr;
+ uint32_t surface_count;
+
+ materials = mesh_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 = particles_storage->particles_get_amount(ginstance->data->base);
} break;
default: {
@@ -382,9 +408,17 @@ void RasterizerSceneGLES3::_geometry_instance_update(RenderGeometryInstance *p_g
ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
}
- //ginstance->transforms_uniform_set = mesh_storage->multimesh_get_3d_uniform_set(ginstance->data->base, scene_globals.default_shader_rd, TRANSFORMS_UNIFORM_SET);
-
} else if (ginstance->data->base_type == RS::INSTANCE_PARTICLES) {
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_PARTICLES;
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH;
+
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR;
+ ginstance->base_flags |= INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA;
+
+ if (!particles_storage->particles_is_using_local_coords(ginstance->data->base)) {
+ store_transform = false;
+ }
+
} else if (ginstance->data->base_type == RS::INSTANCE_MESH) {
}
@@ -751,12 +785,16 @@ void RasterizerSceneGLES3::_draw_sky(RID p_env, const Projection &p_projection,
sky_transform.invert();
sky_transform = p_transform.basis * sky_transform;
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ if (!success) {
+ return;
+ }
+
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, sky_transform, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, camera.columns[2][0], camera.columns[0][0], camera.columns[2][1], camera.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_BACKGROUND);
glBindVertexArray(sky_globals.screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
@@ -850,12 +888,15 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
correction.columns[1][1] = -1.0;
cm = correction * cm;
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ bool success = material_storage->shaders.sky_shader.version_bind_shader(shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ if (!success) {
+ return;
+ }
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.columns[2][0], cm.columns[0][0], cm.columns[2][1], cm.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::POSITION, p_transform.origin, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::TIME, time, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::PROJECTION, cm.columns[2][0], cm.columns[0][0], cm.columns[2][1], cm.columns[1][1], shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::LUMINANCE_MULTIPLIER, p_luminance_multiplier, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
glBindVertexArray(sky_globals.screen_triangle_array);
@@ -864,7 +905,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p
for (int i = 0; i < 6; i++) {
Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
- GLES3::MaterialStorage::get_singleton()->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
+ material_storage->shaders.sky_shader.version_set_uniform(SkyShaderGLES3::ORIENTATION, local_view, shader_data->version, SkyShaderGLES3::MODE_CUBEMAP);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, sky->raw_radiance, 0);
glDrawArrays(GL_TRIANGLES, 0, 3);
}
@@ -945,7 +986,10 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) {
glViewport(0, 0, size, size);
glBindVertexArray(sky_globals.screen_triangle_array);
- material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode);
+ bool success = material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, mode);
+ if (!success) {
+ return;
+ }
if (p_base_layer > 0) {
const uint32_t sample_counts[4] = { 1, sky_globals.ggx_samples / 4, sky_globals.ggx_samples / 2, sky_globals.ggx_samples };
@@ -1851,8 +1895,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
glColorMask(0, 0, 0, 0);
glClearDepth(1.0f);
glClear(GL_DEPTH_BUFFER_BIT);
+ uint32_t spec_constant = SceneShaderGLES3::DISABLE_FOG | SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL |
+ SceneShaderGLES3::DISABLE_LIGHTMAP | SceneShaderGLES3::DISABLE_LIGHT_OMNI |
+ SceneShaderGLES3::DISABLE_LIGHT_SPOT;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, 0, use_wireframe);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, spec_constant, use_wireframe);
_render_list_template<PASS_MODE_DEPTH>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_OPAQUE].elements.size());
glColorMask(1, 1, 1, 1);
@@ -1894,11 +1941,11 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
{
// Specialization Constants that apply for entire rendering pass.
if (render_data.directional_light_count == 0) {
- spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS;
+ spec_constant_base_flags |= SceneShaderGLES3::DISABLE_LIGHT_DIRECTIONAL;
}
if (render_data.environment.is_null() || (render_data.environment.is_valid() && !environment_get_fog_enabled(render_data.environment))) {
- spec_constant_base_flags |= 1 << SPEC_CONSTANT_DISABLE_FOG;
+ spec_constant_base_flags |= SceneShaderGLES3::DISABLE_FOG;
}
}
// Render Opaque Objects.
@@ -1947,6 +1994,7 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
template <PassMode p_pass_mode>
void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params, const RenderDataGLES3 *p_render_data, uint32_t p_from_element, uint32_t p_to_element, bool p_alpha_pass) {
GLES3::MeshStorage *mesh_storage = GLES3::MeshStorage::get_singleton();
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::Config *config = GLES3::Config::get_singleton();
@@ -1960,11 +2008,10 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
SceneShaderGLES3::ShaderVariant prev_variant = SceneShaderGLES3::ShaderVariant::MODE_COLOR;
SceneShaderGLES3::ShaderVariant shader_variant = SceneShaderGLES3::MODE_COLOR; // Assigned to silence wrong -Wmaybe-initialized
- // @todo Get this from p_params->spec_constant_base_flags instead of hardcoding it.
- uint32_t base_spec_constants = 0;
+ uint32_t base_spec_constants = p_params->spec_constant_base_flags;
if (p_render_data->view_count > 1) {
- base_spec_constants |= 1 << SPEC_CONSTANT_USE_MULTIVIEW;
+ base_spec_constants |= SceneShaderGLES3::USE_MULTIVIEW;
}
switch (p_pass_mode) {
@@ -1987,7 +2034,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
Sky *sky = sky_owner.get_or_null(environment_get_sky(p_render_data->environment));
if (sky && sky->radiance != 0) {
texture_to_bind = sky->radiance;
- // base_spec_constant |= USE_RADIANCE_MAP;
+ base_spec_constants |= SceneShaderGLES3::USE_RADIANCE_MAP;
}
glBindTexture(GL_TEXTURE_CUBE_MAP, texture_to_bind);
}
@@ -2157,7 +2204,7 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
}
bool use_index_buffer = index_array_gl != 0;
- if (prev_index_array_gl != index_array_gl) {
+ if (prev_index_array_gl != index_array_gl || prev_vertex_array_gl != vertex_array_gl) {
if (index_array_gl != 0) {
// Bind index each time so we can use LODs
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_array_gl);
@@ -2177,11 +2224,16 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
SceneShaderGLES3::ShaderVariant instance_variant = shader_variant;
if (inst->instance_count > 0) {
+ // Will need to use instancing to draw (either MultiMesh or Particles).
instance_variant = SceneShaderGLES3::ShaderVariant(1 + int(shader_variant));
}
if (prev_shader != shader || prev_variant != instance_variant) {
- material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants);
+ bool success = material_storage->shaders.scene_shader.version_bind_shader(shader->version, instance_variant, base_spec_constants);
+ if (!success) {
+ continue;
+ }
+
float opaque_prepass_threshold = 0.0;
if constexpr (p_pass_mode == PASS_MODE_DEPTH) {
opaque_prepass_threshold = 0.99;
@@ -2213,25 +2265,42 @@ void RasterizerSceneGLES3::_render_list_template(RenderListParameters *p_params,
material_storage->shaders.scene_shader.version_set_uniform(SceneShaderGLES3::WORLD_TRANSFORM, world_transform, shader->version, instance_variant, base_spec_constants);
if (inst->instance_count > 0) {
- // Using MultiMesh.
+ // Using MultiMesh or Particles.
// Bind instance buffers.
- GLuint multimesh_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
- glBindBuffer(GL_ARRAY_BUFFER, multimesh_buffer);
- uint32_t multimesh_stride = mesh_storage->multimesh_get_stride(inst->data->base);
+ GLuint instance_buffer = 0;
+ uint32_t stride = 0;
+ if (inst->flags_cache & INSTANCE_DATA_FLAG_PARTICLES) {
+ instance_buffer = particles_storage->particles_get_gl_buffer(inst->data->base);
+ stride = 16; // 12 bytes for instance transform and 4 bytes for packed color and custom.
+ } else {
+ instance_buffer = mesh_storage->multimesh_get_gl_buffer(inst->data->base);
+ stride = mesh_storage->multimesh_get_stride(inst->data->base);
+ }
+
+ if (instance_buffer == 0) {
+ // Instance buffer not initialized yet. Skip rendering for now.
+ continue;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, instance_buffer);
+
glEnableVertexAttribArray(12);
- glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
+ glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(0));
glVertexAttribDivisor(12, 1);
glEnableVertexAttribArray(13);
- glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 4));
+ glVertexAttribPointer(13, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4));
glVertexAttribDivisor(13, 1);
- glEnableVertexAttribArray(14);
- glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(4 * 8));
- glVertexAttribDivisor(14, 1);
+ if (!(inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D)) {
+ glEnableVertexAttribArray(14);
+ glVertexAttribPointer(14, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(sizeof(float) * 8));
+ glVertexAttribDivisor(14, 1);
+ }
- if (mesh_storage->multimesh_uses_colors(inst->data->base) || mesh_storage->multimesh_uses_custom_data(inst->data->base)) {
+ if ((inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_COLOR) || (inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA)) {
+ uint32_t color_custom_offset = inst->flags_cache & INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D ? 8 : 12;
glEnableVertexAttribArray(15);
- glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, multimesh_stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(mesh_storage->multimesh_get_color_offset(inst->data->base) * sizeof(float)));
+ glVertexAttribIPointer(15, 4, GL_UNSIGNED_INT, stride * sizeof(float), CAST_INT_TO_UCHAR_PTR(color_custom_offset * sizeof(float)));
glVertexAttribDivisor(15, 1);
}
if (use_index_buffer) {
@@ -2265,6 +2334,72 @@ void RasterizerSceneGLES3::render_material(const Transform3D &p_cam_transform, c
}
void RasterizerSceneGLES3::render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<RenderGeometryInstance *> &p_instances) {
+ GLES3::ParticlesStorage *particles_storage = GLES3::ParticlesStorage::get_singleton();
+
+ ERR_FAIL_COND(!particles_storage->particles_collision_is_heightfield(p_collider));
+ Vector3 extents = particles_storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
+ Projection cm;
+ cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
+
+ Vector3 cam_pos = p_transform.origin;
+ cam_pos.y += extents.y;
+
+ Transform3D cam_xform;
+ cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_column(Vector3::AXIS_Y), -p_transform.basis.get_column(Vector3::AXIS_Z).normalized());
+
+ GLuint fb = particles_storage->particles_collision_get_heightfield_framebuffer(p_collider);
+ Size2i fb_size = particles_storage->particles_collision_get_heightfield_size(p_collider);
+
+ RENDER_TIMESTAMP("Setup GPUParticlesCollisionHeightField3D");
+
+ RenderDataGLES3 render_data;
+
+ render_data.cam_projection = cm;
+ render_data.cam_transform = cam_xform;
+ render_data.view_projection[0] = cm;
+ render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
+ render_data.cam_orthogonal = true;
+ render_data.z_near = 0.0;
+ render_data.z_far = cm.get_z_far();
+
+ render_data.instances = &p_instances;
+
+ _setup_environment(&render_data, true, Vector2(fb_size), true, Color(), false);
+
+ PassMode pass_mode = PASS_MODE_SHADOW;
+
+ _fill_render_list(RENDER_LIST_SECONDARY, &render_data, pass_mode);
+ render_list[RENDER_LIST_SECONDARY].sort_by_key();
+
+ RENDER_TIMESTAMP("Render Collider Heightfield");
+
+ glBindFramebuffer(GL_FRAMEBUFFER, fb);
+ glViewport(0, 0, fb_size.width, fb_size.height);
+
+ GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, SCENE_GLOBALS_UNIFORM_LOCATION, global_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ glDisable(GL_BLEND);
+ glDepthMask(GL_TRUE);
+ glEnable(GL_DEPTH_TEST);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_SCISSOR_TEST);
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+ scene_state.cull_mode = GLES3::SceneShaderData::CULL_BACK;
+
+ glColorMask(0, 0, 0, 0);
+ glClearDepth(1.0f);
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), false, 31, false);
+
+ _render_list_template<PASS_MODE_SHADOW>(&render_list_params, &render_data, 0, render_list[RENDER_LIST_SECONDARY].elements.size());
+
+ glColorMask(1, 1, 1, 1);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void RasterizerSceneGLES3::set_time(double p_time, double p_step) {
@@ -2415,7 +2550,7 @@ RasterizerSceneGLES3::RasterizerSceneGLES3() {
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
global_defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(config->max_renderable_lights) + "\n";
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(MAX_DIRECTIONAL_LIGHTS) + "\n";
- global_defines += "\n#define MAX_FORWARD_LIGHTS " + itos(config->max_lights_per_object) + "\n";
+ global_defines += "\n#define MAX_FORWARD_LIGHTS uint(" + itos(config->max_lights_per_object) + ")\n";
material_storage->shaders.scene_shader.initialize(global_defines);
scene_globals.shader_default_version = material_storage->shaders.scene_shader.version_create();
material_storage->shaders.scene_shader.version_bind_shader(scene_globals.shader_default_version, SceneShaderGLES3::MODE_COLOR);
@@ -2455,7 +2590,6 @@ void fragment() {
global_defines += "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(sky_globals.max_directional_lights) + "\n";
material_storage->shaders.sky_shader.initialize(global_defines);
sky_globals.shader_default_version = material_storage->shaders.sky_shader.version_create();
- material_storage->shaders.sky_shader.version_bind_shader(sky_globals.shader_default_version, SkyShaderGLES3::MODE_BACKGROUND);
}
{
@@ -2463,7 +2597,6 @@ void fragment() {
global_defines += "\n#define MAX_SAMPLE_COUNT " + itos(sky_globals.ggx_samples) + "\n";
material_storage->shaders.cubemap_filter_shader.initialize(global_defines);
scene_globals.cubemap_filter_shader_version = material_storage->shaders.cubemap_filter_shader.version_create();
- material_storage->shaders.cubemap_filter_shader.version_bind_shader(scene_globals.cubemap_filter_shader_version, CubemapFilterShaderGLES3::MODE_DEFAULT);
}
{
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 3a759425e2..6e1f1babf8 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -85,23 +85,13 @@ enum SkyUniformLocation {
SKY_DIRECTIONAL_LIGHT_UNIFORM_LOCATION,
};
-enum {
- SPEC_CONSTANT_DISABLE_LIGHTMAP = 0,
- SPEC_CONSTANT_DISABLE_DIRECTIONAL_LIGHTS = 1,
- SPEC_CONSTANT_DISABLE_OMNI_LIGHTS = 2,
- SPEC_CONSTANT_DISABLE_SPOT_LIGHTS = 3,
- SPEC_CONSTANT_DISABLE_FOG = 4,
- SPEC_CONSTANT_USE_RADIANCE_MAP = 5,
- SPEC_CONSTANT_USE_MULTIVIEW = 6,
-};
-
struct RenderDataGLES3 {
Ref<RenderSceneBuffersGLES3> render_buffers;
bool transparent_bg = false;
- Transform3D cam_transform = Transform3D();
- Transform3D inv_cam_transform = Transform3D();
- Projection cam_projection = Projection();
+ Transform3D cam_transform;
+ Transform3D inv_cam_transform;
+ Projection cam_projection;
bool cam_orthogonal = false;
// For stereo rendering
@@ -115,9 +105,9 @@ struct RenderDataGLES3 {
const PagedArray<RenderGeometryInstance *> *instances = nullptr;
const PagedArray<RID> *lights = nullptr;
const PagedArray<RID> *reflection_probes = nullptr;
- RID environment = RID();
- RID camera_attributes = RID();
- RID reflection_probe = RID();
+ RID environment;
+ RID camera_attributes;
+ RID reflection_probe;
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;
diff --git a/drivers/gles3/shader_gles3.cpp b/drivers/gles3/shader_gles3.cpp
index 2ff7f72180..1dcd17ea0e 100644
--- a/drivers/gles3/shader_gles3.cpp
+++ b/drivers/gles3/shader_gles3.cpp
@@ -92,7 +92,7 @@ void ShaderGLES3::_add_stage(const char *p_code, StageType p_stage_type) {
}
}
-void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
+void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_feedback_count, const Feedback *p_feedback, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants) {
name = p_name;
if (p_vertex_code) {
@@ -118,6 +118,8 @@ void ShaderGLES3::_setup(const char *p_vertex_code, const char *p_fragment_code,
}
variant_defines = p_variants;
variant_count = p_variant_count;
+ feedbacks = p_feedback;
+ feedback_count = p_feedback_count;
StringBuilder tohash;
/*
@@ -339,9 +341,21 @@ void ShaderGLES3::_compile_specialization(Version::Specialization &spec, uint32_
glAttachShader(spec.id, spec.frag_id);
glAttachShader(spec.id, spec.vert_id);
- //for (int i = 0; i < attribute_pair_count; i++) {
- // glBindAttribLocation(v.id, attribute_pairs[i].index, attribute_pairs[i].name);
- //}
+ // If feedback exists, set it up.
+
+ if (feedback_count) {
+ Vector<const char *> feedback;
+ for (int i = 0; i < feedback_count; i++) {
+ if (feedbacks[i].specialization == 0 || (feedbacks[i].specialization & p_specialization)) {
+ // Specialization for this feedback is enabled
+ feedback.push_back(feedbacks[i].name);
+ }
+ }
+
+ if (feedback.size()) {
+ glTransformFeedbackVaryings(spec.id, feedback.size(), feedback.ptr(), GL_INTERLEAVED_ATTRIBS);
+ }
+ }
glLinkProgram(spec.id);
diff --git a/drivers/gles3/shader_gles3.h b/drivers/gles3/shader_gles3.h
index 3ab7642357..83b950ef45 100644
--- a/drivers/gles3/shader_gles3.h
+++ b/drivers/gles3/shader_gles3.h
@@ -70,6 +70,11 @@ protected:
bool default_value = false;
};
+ struct Feedback {
+ const char *name;
+ uint64_t specialization;
+ };
+
private:
//versions
CharString general_defines;
@@ -165,6 +170,8 @@ private:
int uniform_count = 0;
const UBOPair *ubo_pairs = nullptr;
int ubo_count = 0;
+ const Feedback *feedbacks;
+ int feedback_count = 0;
const TexUnitPair *texunit_pairs = nullptr;
int texunit_pair_count = 0;
int specialization_count = 0;
@@ -178,13 +185,13 @@ private:
protected:
ShaderGLES3();
- void _setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants);
+ void _setup(const char *p_vertex_code, const char *p_fragment_code, const char *p_name, int p_uniform_count, const char **p_uniform_names, int p_ubo_count, const UBOPair *p_ubos, int p_feedback_count, const Feedback *p_feedback, int p_texture_count, const TexUnitPair *p_tex_units, int p_specialization_count, const Specialization *p_specializations, int p_variant_count, const char **p_variants);
- _FORCE_INLINE_ void _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
- ERR_FAIL_INDEX(p_variant, variant_count);
+ _FORCE_INLINE_ bool _version_bind_shader(RID p_version, int p_variant, uint64_t p_specialization) {
+ ERR_FAIL_INDEX_V(p_variant, variant_count, false);
Version *version = version_owner.get_or_null(p_version);
- ERR_FAIL_COND(!version);
+ ERR_FAIL_COND_V(!version, false);
if (version->variants.size() == 0) {
_initialize_version(version); //may lack initialization
@@ -210,11 +217,12 @@ protected:
if (!spec || !spec->ok) {
WARN_PRINT_ONCE("shader failed to compile, unable to bind shader.");
- return;
+ return false;
}
glUseProgram(spec->id);
current_shader = spec;
+ return true;
}
_FORCE_INLINE_ int _version_get_uniform(int p_which, RID p_version, int p_variant, uint64_t p_specialization) {
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub
index b8bb08ec34..2686b1aa48 100644
--- a/drivers/gles3/shaders/SCsub
+++ b/drivers/gles3/shaders/SCsub
@@ -19,3 +19,5 @@ if "GLES3_GLSL" in env["BUILDERS"]:
env.GLES3_GLSL("cubemap_filter.glsl")
env.GLES3_GLSL("canvas_occlusion.glsl")
env.GLES3_GLSL("canvas_sdf.glsl")
+ env.GLES3_GLSL("particles.glsl")
+ env.GLES3_GLSL("particles_copy.glsl")
diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl
index 88464876f1..6fcb23204d 100644
--- a/drivers/gles3/shaders/cubemap_filter.glsl
+++ b/drivers/gles3/shaders/cubemap_filter.glsl
@@ -31,7 +31,7 @@ uniform samplerCube source_cube; //texunit:0
uniform int face_id;
#ifndef MODE_DIRECT_WRITE
-uniform int sample_count;
+uniform uint sample_count;
uniform vec4 sample_directions_mip[MAX_SAMPLE_COUNT];
uniform float weight;
#endif
@@ -105,7 +105,7 @@ void main() {
T[1] = cross(N, T[0]);
T[2] = N;
- for (int sample_num = 0; sample_num < sample_count; sample_num++) {
+ for (uint sample_num = 0u; sample_num < sample_count; sample_num++) {
vec4 sample_direction_mip = sample_directions_mip[sample_num];
vec3 L = T * sample_direction_mip.xyz;
vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb;
diff --git a/drivers/gles3/shaders/particles.glsl b/drivers/gles3/shaders/particles.glsl
new file mode 100644
index 0000000000..f8741a22ab
--- /dev/null
+++ b/drivers/gles3/shaders/particles.glsl
@@ -0,0 +1,501 @@
+/* clang-format off */
+#[modes]
+
+mode_default =
+
+#[specializations]
+
+MODE_3D = false
+USERDATA1_USED = false
+USERDATA2_USED = false
+USERDATA3_USED = false
+USERDATA4_USED = false
+USERDATA5_USED = false
+USERDATA6_USED = false
+
+#[vertex]
+
+#define SDF_MAX_LENGTH 16384.0
+
+layout(std140) uniform GlobalShaderUniformData { //ubo:1
+ vec4 global_shader_uniforms[MAX_GLOBAL_SHADER_UNIFORMS];
+};
+
+// This needs to be outside clang-format so the ubo comment is in the right place
+#ifdef MATERIAL_UNIFORMS_USED
+layout(std140) uniform MaterialUniforms{ //ubo:2
+
+#MATERIAL_UNIFORMS
+
+};
+#endif
+
+/* clang-format on */
+
+#define MAX_ATTRACTORS 32
+
+#define ATTRACTOR_TYPE_SPHERE uint(0)
+#define ATTRACTOR_TYPE_BOX uint(1)
+#define ATTRACTOR_TYPE_VECTOR_FIELD uint(2)
+
+struct Attractor {
+ mat4 transform;
+ vec4 extents; // Extents or radius. w-channel is padding.
+
+ uint type;
+ float strength;
+ float attenuation;
+ float directionality;
+};
+
+#define MAX_COLLIDERS 32
+
+#define COLLIDER_TYPE_SPHERE uint(0)
+#define COLLIDER_TYPE_BOX uint(1)
+#define COLLIDER_TYPE_SDF uint(2)
+#define COLLIDER_TYPE_HEIGHT_FIELD uint(3)
+#define COLLIDER_TYPE_2D_SDF uint(4)
+
+struct Collider {
+ mat4 transform;
+ vec4 extents; // Extents or radius. w-channel is padding.
+
+ uint type;
+ float scale;
+ float pad0;
+ float pad1;
+};
+
+layout(std140) uniform FrameData { //ubo:0
+ bool emitting;
+ uint cycle;
+ float system_phase;
+ float prev_system_phase;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ float particle_size;
+ float pad0;
+ float pad1;
+ float pad2;
+
+ uint random_seed;
+ uint attractor_count;
+ uint collider_count;
+ uint frame;
+
+ mat4 emission_transform;
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+};
+
+#define PARTICLE_FLAG_ACTIVE uint(1)
+#define PARTICLE_FLAG_STARTED uint(2)
+#define PARTICLE_FLAG_TRAILED uint(4)
+#define PARTICLE_FRAME_MASK uint(0xFFFF)
+#define PARTICLE_FRAME_SHIFT uint(16)
+
+// ParticleData
+layout(location = 0) in highp vec4 color;
+layout(location = 1) in highp vec4 velocity_flags;
+layout(location = 2) in highp vec4 custom;
+layout(location = 3) in highp vec4 xform_1;
+layout(location = 4) in highp vec4 xform_2;
+#ifdef MODE_3D
+layout(location = 5) in highp vec4 xform_3;
+#endif
+#ifdef USERDATA1_USED
+layout(location = 6) in highp vec4 userdata1;
+#endif
+#ifdef USERDATA2_USED
+layout(location = 7) in highp vec4 userdata2;
+#endif
+#ifdef USERDATA3_USED
+layout(location = 8) in highp vec4 userdata3;
+#endif
+#ifdef USERDATA4_USED
+layout(location = 9) in highp vec4 userdata4;
+#endif
+#ifdef USERDATA5_USED
+layout(location = 10) in highp vec4 userdata5;
+#endif
+#ifdef USERDATA6_USED
+layout(location = 11) in highp vec4 userdata6;
+#endif
+
+out highp vec4 out_color; //tfb:
+out highp vec4 out_velocity_flags; //tfb:
+out highp vec4 out_custom; //tfb:
+out highp vec4 out_xform_1; //tfb:
+out highp vec4 out_xform_2; //tfb:
+#ifdef MODE_3D
+out highp vec4 out_xform_3; //tfb:MODE_3D
+#endif
+#ifdef USERDATA1_USED
+out highp vec4 out_userdata1; //tfb:USERDATA1_USED
+#endif
+#ifdef USERDATA2_USED
+out highp vec4 out_userdata2; //tfb:USERDATA2_USED
+#endif
+#ifdef USERDATA3_USED
+out highp vec4 out_userdata3; //tfb:USERDATA3_USED
+#endif
+#ifdef USERDATA4_USED
+out highp vec4 out_userdata4; //tfb:USERDATA4_USED
+#endif
+#ifdef USERDATA5_USED
+out highp vec4 out_userdata5; //tfb:USERDATA5_USED
+#endif
+#ifdef USERDATA6_USED
+out highp vec4 out_userdata6; //tfb:USERDATA6_USED
+#endif
+
+uniform sampler2D height_field_texture; //texunit:0
+
+uniform float lifetime;
+uniform bool clear;
+uniform uint total_particles;
+uniform bool use_fractional_delta;
+
+uint hash(uint x) {
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = ((x >> uint(16)) ^ x) * uint(0x45d9f3b);
+ x = (x >> uint(16)) ^ x;
+ return x;
+}
+
+vec3 safe_normalize(vec3 direction) {
+ const float EPSILON = 0.001;
+ if (length(direction) < EPSILON) {
+ return vec3(0.0);
+ }
+ return normalize(direction);
+}
+
+// Needed whenever 2D sdf texture is read from as it is packed in RGBA8.
+float vec4_to_float(vec4 p_vec) {
+ return dot(p_vec, vec4(1.0 / (255.0 * 255.0 * 255.0), 1.0 / (255.0 * 255.0), 1.0 / 255.0, 1.0)) * 2.0 - 1.0;
+}
+
+#GLOBALS
+
+void main() {
+ bool apply_forces = true;
+ bool apply_velocity = true;
+ float local_delta = delta;
+
+ float mass = 1.0;
+
+ bool restart = false;
+
+ bool restart_position = false;
+ bool restart_rotation_scale = false;
+ bool restart_velocity = false;
+ bool restart_color = false;
+ bool restart_custom = false;
+
+ mat4 xform = mat4(1.0);
+ uint flags = 0u;
+
+ if (clear) {
+ out_color = vec4(1.0);
+ out_custom = vec4(0.0);
+ out_velocity_flags = vec4(0.0);
+ } else {
+ out_color = color;
+ out_velocity_flags = velocity_flags;
+ out_custom = custom;
+ xform[0] = xform_1;
+ xform[1] = xform_2;
+#ifdef MODE_3D
+ xform[2] = xform_3;
+#endif
+ xform = transpose(xform);
+ flags = floatBitsToUint(velocity_flags.w);
+ }
+
+ //clear started flag if set
+ flags &= ~PARTICLE_FLAG_STARTED;
+
+ bool collided = false;
+ vec3 collision_normal = vec3(0.0);
+ float collision_depth = 0.0;
+
+ vec3 attractor_force = vec3(0.0);
+
+#if !defined(DISABLE_VELOCITY)
+
+ if (bool(flags & PARTICLE_FLAG_ACTIVE)) {
+ xform[3].xyz += out_velocity_flags.xyz * local_delta;
+ }
+#endif
+ uint index = uint(gl_VertexID);
+ if (emitting) {
+ float restart_phase = float(index) / float(total_particles);
+
+ if (randomness > 0.0) {
+ uint seed = cycle;
+ if (restart_phase >= system_phase) {
+ seed -= uint(1);
+ }
+ seed *= uint(total_particles);
+ seed += index;
+ float random = float(hash(seed) % uint(65536)) / 65536.0;
+ restart_phase += randomness * random * 1.0 / float(total_particles);
+ }
+
+ restart_phase *= (1.0 - explosiveness);
+
+ if (system_phase > prev_system_phase) {
+ // restart_phase >= prev_system_phase is used so particles emit in the first frame they are processed
+
+ if (restart_phase >= prev_system_phase && restart_phase < system_phase) {
+ restart = true;
+ if (use_fractional_delta) {
+ local_delta = (system_phase - restart_phase) * lifetime;
+ }
+ }
+
+ } else if (delta > 0.0) {
+ if (restart_phase >= prev_system_phase) {
+ restart = true;
+ if (use_fractional_delta) {
+ local_delta = (1.0 - restart_phase + system_phase) * lifetime;
+ }
+
+ } else if (restart_phase < system_phase) {
+ restart = true;
+ if (use_fractional_delta) {
+ local_delta = (system_phase - restart_phase) * lifetime;
+ }
+ }
+ }
+
+ if (restart) {
+ flags = emitting ? (PARTICLE_FLAG_ACTIVE | PARTICLE_FLAG_STARTED | (cycle << PARTICLE_FRAME_SHIFT)) : 0u;
+ restart_position = true;
+ restart_rotation_scale = true;
+ restart_velocity = true;
+ restart_color = true;
+ restart_custom = true;
+ }
+ }
+
+ bool particle_active = bool(flags & PARTICLE_FLAG_ACTIVE);
+
+ uint particle_number = (flags >> PARTICLE_FRAME_SHIFT) * uint(total_particles) + index;
+
+ if (restart && particle_active) {
+#CODE : START
+ }
+
+ if (particle_active) {
+ for (uint i = 0u; i < attractor_count; i++) {
+ vec3 dir;
+ float amount;
+ vec3 rel_vec = xform[3].xyz - attractors[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(attractors[i].transform);
+
+ switch (attractors[i].type) {
+ case ATTRACTOR_TYPE_SPHERE: {
+ dir = safe_normalize(rel_vec);
+ float d = length(local_pos) / attractors[i].extents.x;
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+ } break;
+ case ATTRACTOR_TYPE_BOX: {
+ dir = safe_normalize(rel_vec);
+
+ vec3 abs_pos = abs(local_pos / attractors[i].extents.xyz);
+ float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+
+ } break;
+ case ATTRACTOR_TYPE_VECTOR_FIELD: {
+ } break;
+ }
+ amount = pow(amount, attractors[i].attenuation);
+ dir = safe_normalize(mix(dir, attractors[i].transform[2].xyz, attractors[i].directionality));
+ attractor_force -= amount * dir * attractors[i].strength;
+ }
+
+ float particle_size = particle_size;
+
+#ifdef USE_COLLISION_SCALE
+
+ particle_size *= dot(vec3(length(xform[0].xyz), length(xform[1].xyz), length(xform[2].xyz)), vec3(0.33333333333));
+
+#endif
+
+ if (collider_count == 1u && colliders[0].type == COLLIDER_TYPE_2D_SDF) {
+ //2D collision
+
+ vec2 pos = xform[3].xy;
+ vec4 to_sdf_x = colliders[0].transform[0];
+ vec4 to_sdf_y = colliders[0].transform[1];
+ vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y));
+
+ vec4 sdf_to_screen = vec4(colliders[0].extents.xyz, colliders[0].scale);
+
+ vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw;
+
+ if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) {
+ vec2 pos2 = pos + vec2(0, particle_size);
+ vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y));
+ float sdf_particle_size = distance(sdf_pos, sdf_pos2);
+
+ float d = vec4_to_float(texture(height_field_texture, uv_pos)) * SDF_MAX_LENGTH;
+
+ d -= sdf_particle_size;
+
+ if (d < 0.0) {
+ const float EPSILON = 0.001;
+ vec2 n = normalize(vec2(
+ vec4_to_float(texture(height_field_texture, uv_pos + vec2(EPSILON, 0.0))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(EPSILON, 0.0))),
+ vec4_to_float(texture(height_field_texture, uv_pos + vec2(0.0, EPSILON))) - vec4_to_float(texture(height_field_texture, uv_pos - vec2(0.0, EPSILON)))));
+
+ collided = true;
+ sdf_pos2 = sdf_pos + n * d;
+ pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), colliders[0].transform[3]));
+
+ n = pos - pos2;
+
+ collision_normal = normalize(vec3(n, 0.0));
+ collision_depth = length(n);
+ }
+ }
+
+ } else {
+ for (uint i = 0u; i < collider_count; i++) {
+ vec3 normal;
+ float depth;
+ bool col = false;
+
+ vec3 rel_vec = xform[3].xyz - colliders[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(colliders[i].transform);
+
+ switch (colliders[i].type) {
+ case COLLIDER_TYPE_SPHERE: {
+ float d = length(rel_vec) - (particle_size + colliders[i].extents.x);
+
+ if (d < 0.0) {
+ col = true;
+ depth = -d;
+ normal = normalize(rel_vec);
+ }
+
+ } break;
+ case COLLIDER_TYPE_BOX: {
+ vec3 abs_pos = abs(local_pos);
+ vec3 sgn_pos = sign(local_pos);
+
+ if (any(greaterThan(abs_pos, colliders[i].extents.xyz))) {
+ //point outside box
+
+ vec3 closest = min(abs_pos, colliders[i].extents.xyz);
+ vec3 rel = abs_pos - closest;
+ depth = length(rel) - particle_size;
+ if (depth < 0.0) {
+ col = true;
+ normal = mat3(colliders[i].transform) * (normalize(rel) * sgn_pos);
+ depth = -depth;
+ }
+ } else {
+ //point inside box
+ vec3 axis_len = colliders[i].extents.xyz - abs_pos;
+ // there has to be a faster way to do this?
+ if (all(lessThan(axis_len.xx, axis_len.yz))) {
+ normal = vec3(1, 0, 0);
+ } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
+ normal = vec3(0, 1, 0);
+ } else {
+ normal = vec3(0, 0, 1);
+ }
+
+ col = true;
+ depth = dot(normal * axis_len, vec3(1)) + particle_size;
+ normal = mat3(colliders[i].transform) * (normal * sgn_pos);
+ }
+
+ } break;
+ case COLLIDER_TYPE_SDF: {
+ } break;
+ case COLLIDER_TYPE_HEIGHT_FIELD: {
+ vec3 local_pos_bottom = local_pos;
+ local_pos_bottom.y -= particle_size;
+
+ if (any(greaterThan(abs(local_pos_bottom), colliders[i].extents.xyz))) {
+ continue;
+ }
+ const float DELTA = 1.0 / 8192.0;
+
+ vec3 uvw_pos = vec3(local_pos_bottom / colliders[i].extents.xyz) * 0.5 + 0.5;
+
+ float y = 1.0 - texture(height_field_texture, uvw_pos.xz).r;
+
+ if (y > uvw_pos.y) {
+ //inside heightfield
+
+ vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
+ vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * colliders[i].extents.xyz;
+ vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(height_field_texture, uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * colliders[i].extents.xyz;
+
+ normal = normalize(cross(pos1 - pos2, pos1 - pos3));
+ float local_y = (vec3(local_pos / colliders[i].extents.xyz) * 0.5 + 0.5).y;
+
+ col = true;
+ depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
+ }
+
+ } break;
+ }
+
+ if (col) {
+ if (!collided) {
+ collided = true;
+ collision_normal = normal;
+ collision_depth = depth;
+ } else {
+ vec3 c = collision_normal * collision_depth;
+ c += normal * max(0.0, depth - dot(normal, c));
+ collision_normal = normalize(c);
+ collision_depth = length(c);
+ }
+ }
+ }
+ }
+ }
+
+ if (particle_active) {
+#CODE : PROCESS
+ }
+
+ flags &= ~PARTICLE_FLAG_ACTIVE;
+ if (particle_active) {
+ flags |= PARTICLE_FLAG_ACTIVE;
+ }
+
+ xform = transpose(xform);
+ out_xform_1 = xform[0];
+ out_xform_2 = xform[1];
+#ifdef MODE_3D
+ out_xform_3 = xform[2];
+#endif
+ out_velocity_flags.w = uintBitsToFloat(flags);
+}
+
+/* clang-format off */
+#[fragment]
+
+void main() {
+}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/particles_copy.glsl b/drivers/gles3/shaders/particles_copy.glsl
new file mode 100644
index 0000000000..f273cb7b64
--- /dev/null
+++ b/drivers/gles3/shaders/particles_copy.glsl
@@ -0,0 +1,122 @@
+/* clang-format off */
+#[modes]
+
+mode_default =
+
+#[specializations]
+
+MODE_3D = false
+
+#[vertex]
+
+#include "stdlib_inc.glsl"
+
+// ParticleData
+layout(location = 0) in highp vec4 color;
+layout(location = 1) in highp vec4 velocity_flags;
+layout(location = 2) in highp vec4 custom;
+layout(location = 3) in highp vec4 xform_1;
+layout(location = 4) in highp vec4 xform_2;
+#ifdef MODE_3D
+layout(location = 5) in highp vec4 xform_3;
+#endif
+
+/* clang-format on */
+out highp vec4 out_xform_1; //tfb:
+out highp vec4 out_xform_2; //tfb:
+#ifdef MODE_3D
+out highp vec4 out_xform_3; //tfb:MODE_3D
+#endif
+flat out highp uvec4 instance_color_custom_data; //tfb:
+
+uniform lowp vec3 sort_direction;
+uniform highp float frame_remainder;
+
+uniform highp vec3 align_up;
+uniform highp uint align_mode;
+
+uniform highp mat4 inv_emission_transform;
+
+#define TRANSFORM_ALIGN_DISABLED uint(0)
+#define TRANSFORM_ALIGN_Z_BILLBOARD uint(1)
+#define TRANSFORM_ALIGN_Y_TO_VELOCITY uint(2)
+#define TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY uint(3)
+
+#define PARTICLE_FLAG_ACTIVE uint(1)
+
+void main() {
+ mat4 txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); // zero scale, becomes invisible.
+ if (bool(floatBitsToUint(velocity_flags.w) & PARTICLE_FLAG_ACTIVE)) {
+#ifdef MODE_3D
+ txform = transpose(mat4(xform_1, xform_2, xform_3, vec4(0.0, 0.0, 0.0, 1.0)));
+#else
+ txform = transpose(mat4(xform_1, xform_2, vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)));
+#endif
+
+ switch (align_mode) {
+ case TRANSFORM_ALIGN_DISABLED: {
+ } break; //nothing
+ case TRANSFORM_ALIGN_Z_BILLBOARD: {
+ mat3 local = mat3(normalize(cross(align_up, sort_direction)), align_up, sort_direction);
+ local = local * mat3(txform);
+ txform[0].xyz = local[0];
+ txform[1].xyz = local[1];
+ txform[2].xyz = local[2];
+
+ } break;
+ case TRANSFORM_ALIGN_Y_TO_VELOCITY: {
+ vec3 v = velocity_flags.xyz;
+ float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
+ if (length(v) > 0.0) {
+ txform[1].xyz = normalize(v);
+ } else {
+ txform[1].xyz = normalize(txform[1].xyz);
+ }
+
+ txform[0].xyz = normalize(cross(txform[1].xyz, txform[2].xyz));
+ txform[2].xyz = vec3(0.0, 0.0, 1.0) * s;
+ txform[0].xyz *= s;
+ txform[1].xyz *= s;
+ } break;
+ case TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY: {
+ vec3 sv = velocity_flags.xyz - sort_direction * dot(sort_direction, velocity_flags.xyz); //screen velocity
+ float s = (length(txform[0]) + length(txform[1]) + length(txform[2])) / 3.0;
+
+ if (length(sv) == 0.0) {
+ sv = align_up;
+ }
+
+ sv = normalize(sv);
+
+ txform[0].xyz = normalize(cross(sv, sort_direction)) * s;
+ txform[1].xyz = sv * s;
+ txform[2].xyz = sort_direction * s;
+
+ } break;
+ }
+
+ txform[3].xyz += velocity_flags.xyz * frame_remainder;
+
+#ifndef MODE_3D
+ // In global mode, bring 2D particles to local coordinates
+ // as they will be drawn with the node position as origin.
+ txform = inv_emission_transform * txform;
+#endif
+
+ txform = transpose(txform);
+ }
+
+ instance_color_custom_data = uvec4(packHalf2x16(color.xy), packHalf2x16(color.zw), packHalf2x16(custom.xy), packHalf2x16(custom.zw));
+ out_xform_1 = txform[0];
+ out_xform_2 = txform[1];
+#ifdef MODE_3D
+ out_xform_3 = txform[2];
+#endif
+}
+
+/* clang-format off */
+#[fragment]
+
+void main() {
+}
+/* clang-format on */
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index ed176c7829..f14ed24965 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -197,7 +197,7 @@ out vec3 tangent_interp;
out vec3 binormal_interp;
#endif
-#if defined(MATERIAL_UNIFORMS_USED)
+#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
@@ -366,7 +366,9 @@ void main() {
#endif
#endif
+#ifndef MODE_RENDER_DEPTH
#include "tonemap_inc.glsl"
+#endif
#include "stdlib_inc.glsl"
/* texture unit usage, N is max_texture_unity-N
@@ -428,7 +430,7 @@ layout(std140) uniform GlobalShaderUniformData { //ubo:1
/* Material Uniforms */
-#if defined(MATERIAL_UNIFORMS_USED)
+#ifdef MATERIAL_UNIFORMS_USED
/* clang-format off */
layout(std140) uniform MaterialUniforms { // ubo:3
@@ -535,7 +537,7 @@ layout(std140) uniform OmniLightData { // ubo:5
LightData omni_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint omni_light_indices[MAX_FORWARD_LIGHTS];
-uniform int omni_light_count;
+uniform uint omni_light_count;
#endif
#ifndef DISABLE_LIGHT_SPOT
@@ -545,7 +547,7 @@ layout(std140) uniform SpotLightData { // ubo:6
LightData spot_lights[MAX_LIGHT_DATA_STRUCTS];
};
uniform uint spot_light_indices[MAX_FORWARD_LIGHTS];
-uniform int spot_light_count;
+uniform uint spot_light_count;
#endif
#ifdef USE_ADDITIVE_LIGHTING
@@ -1188,7 +1190,7 @@ void main() {
#endif //!DISABLE_LIGHT_DIRECTIONAL
#ifndef DISABLE_LIGHT_OMNI
- for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
+ for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
if (i >= omni_light_count) {
break;
}
@@ -1211,7 +1213,7 @@ void main() {
#endif // !DISABLE_LIGHT_OMNI
#ifndef DISABLE_LIGHT_SPOT
- for (int i = 0; i < MAX_FORWARD_LIGHTS; i++) {
+ for (uint i = 0u; i < MAX_FORWARD_LIGHTS; i++) {
if (i >= spot_light_count) {
break;
}
diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp
index 2d6a793c9e..d413c2b00e 100644
--- a/drivers/gles3/storage/material_storage.cpp
+++ b/drivers/gles3/storage/material_storage.cpp
@@ -34,6 +34,7 @@
#include "config.h"
#include "material_storage.h"
+#include "particles_storage.h"
#include "texture_storage.h"
#include "drivers/gles3/rasterizer_canvas_gles3.h"
@@ -1342,13 +1343,13 @@ MaterialStorage::MaterialStorage() {
shader_data_request_func[RS::SHADER_SPATIAL] = _create_scene_shader_func;
shader_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_shader_func;
- shader_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ shader_data_request_func[RS::SHADER_PARTICLES] = _create_particles_shader_func;
shader_data_request_func[RS::SHADER_SKY] = _create_sky_shader_func;
shader_data_request_func[RS::SHADER_FOG] = nullptr;
material_data_request_func[RS::SHADER_SPATIAL] = _create_scene_material_func;
material_data_request_func[RS::SHADER_CANVAS_ITEM] = _create_canvas_material_func;
- material_data_request_func[RS::SHADER_PARTICLES] = nullptr;
+ material_data_request_func[RS::SHADER_PARTICLES] = _create_particles_material_func;
material_data_request_func[RS::SHADER_SKY] = _create_sky_material_func;
material_data_request_func[RS::SHADER_FOG] = nullptr;
@@ -1613,32 +1614,32 @@ MaterialStorage::MaterialStorage() {
{
// Setup Particles compiler
- /*
-ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["COLOR"] = "PARTICLE.color";
- actions.renames["VELOCITY"] = "PARTICLE.velocity";
+ ShaderCompiler::DefaultIdentifierActions actions;
+
+ actions.renames["COLOR"] = "out_color";
+ actions.renames["VELOCITY"] = "out_velocity_flags.xyz";
//actions.renames["MASS"] = "mass"; ?
actions.renames["ACTIVE"] = "particle_active";
actions.renames["RESTART"] = "restart";
- actions.renames["CUSTOM"] = "PARTICLE.custom";
- for (int i = 0; i < ParticlesShader::MAX_USERDATAS; i++) {
+ actions.renames["CUSTOM"] = "out_custom";
+ for (int i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
String udname = "USERDATA" + itos(i + 1);
- actions.renames[udname] = "PARTICLE.userdata" + itos(i + 1);
+ actions.renames[udname] = "out_userdata" + itos(i + 1);
actions.usage_defines[udname] = "#define USERDATA" + itos(i + 1) + "_USED\n";
}
- actions.renames["TRANSFORM"] = "PARTICLE.xform";
- actions.renames["TIME"] = "frame_history.data[0].time";
+ actions.renames["TRANSFORM"] = "xform";
+ actions.renames["TIME"] = "time";
actions.renames["PI"] = _MKSTR(Math_PI);
actions.renames["TAU"] = _MKSTR(Math_TAU);
actions.renames["E"] = _MKSTR(Math_E);
- actions.renames["LIFETIME"] = "params.lifetime";
+ actions.renames["LIFETIME"] = "lifetime";
actions.renames["DELTA"] = "local_delta";
actions.renames["NUMBER"] = "particle_number";
actions.renames["INDEX"] = "index";
//actions.renames["GRAVITY"] = "current_gravity";
- actions.renames["EMISSION_TRANSFORM"] = "FRAME.emission_transform";
- actions.renames["RANDOM_SEED"] = "FRAME.random_seed";
+ actions.renames["EMISSION_TRANSFORM"] = "emission_transform";
+ actions.renames["RANDOM_SEED"] = "random_seed";
actions.renames["FLAG_EMIT_POSITION"] = "EMISSION_FLAG_HAS_POSITION";
actions.renames["FLAG_EMIT_ROT_SCALE"] = "EMISSION_FLAG_HAS_ROTATION_SCALE";
actions.renames["FLAG_EMIT_VELOCITY"] = "EMISSION_FLAG_HAS_VELOCITY";
@@ -1660,18 +1661,10 @@ ShaderCompiler::DefaultIdentifierActions actions;
actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISION_SCALE\n";
- actions.sampler_array_name = "material_samplers";
- actions.base_texture_binding_index = 1;
- actions.texture_layout_set = 3;
- 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_shader_uniforms.data";
- particles_shader.compiler.initialize(actions);
- */
+ shaders.compiler_particles.initialize(actions);
}
{
@@ -2470,8 +2463,8 @@ void MaterialStorage::shader_set_code(RID p_shader, const String &p_code) {
RS::ShaderMode new_mode;
if (mode_string == "canvas_item") {
new_mode = RS::SHADER_CANVAS_ITEM;
- //} else if (mode_string == "particles") {
- // new_mode = RS::SHADER_PARTICLES;
+ } else if (mode_string == "particles") {
+ new_mode = RS::SHADER_PARTICLES;
} else if (mode_string == "spatial") {
new_mode = RS::SHADER_SPATIAL;
} else if (mode_string == "sky") {
@@ -2542,6 +2535,9 @@ void MaterialStorage::shader_set_path_hint(RID p_shader, const String &p_path) {
ERR_FAIL_COND(!shader);
shader->path_hint = p_path;
+ if (shader->data) {
+ shader->data->set_path_hint(p_path);
+ }
}
String MaterialStorage::shader_get_code(RID p_shader) const {
@@ -2809,6 +2805,10 @@ void MaterialStorage::material_update_dependency(RID p_material, DependencyTrack
/* Canvas Shader Data */
+void CanvasShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void CanvasShaderData::set_code(const String &p_code) {
// compile the shader
@@ -3007,7 +3007,7 @@ GLES3::ShaderData *GLES3::_create_canvas_shader_func() {
}
void CanvasMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+ update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
void CanvasMaterialData::bind_uniforms() {
@@ -3043,6 +3043,10 @@ GLES3::MaterialData *GLES3::_create_canvas_material_func(ShaderData *p_shader) {
////////////////////////////////////////////////////////////////////////////////
// SKY SHADER
+void SkyShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SkyShaderData::set_code(const String &p_code) {
//compile
@@ -3251,7 +3255,7 @@ GLES3::ShaderData *GLES3::_create_sky_shader_func() {
void SkyMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
uniform_set_updated = true;
- return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+ update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
SkyMaterialData::~SkyMaterialData() {
@@ -3286,6 +3290,10 @@ void SkyMaterialData::bind_uniforms() {
////////////////////////////////////////////////////////////////////////////////
// Scene SHADER
+void SceneShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
void SceneShaderData::set_code(const String &p_code) {
//compile
@@ -3421,6 +3429,8 @@ void SceneShaderData::set_code(const String &p_code) {
vertex_input_mask |= uses_bones << 9;
vertex_input_mask |= uses_weights << 10;
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_vertex_time = gen_code.uses_vertex_time;
+ uses_fragment_time = gen_code.uses_fragment_time;
#if 0
print_line("**compiling shader:");
@@ -3541,11 +3551,15 @@ bool SceneShaderData::is_parameter_texture(const StringName &p_param) const {
}
bool SceneShaderData::is_animated() const {
- return false;
+ return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
bool SceneShaderData::casts_shadows() const {
- return false;
+ bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
+ bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_alpha = has_base_alpha || uses_blend_alpha;
+
+ return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderData::get_default_parameter(const StringName &p_parameter) const {
@@ -3586,7 +3600,7 @@ void SceneMaterialData::set_next_pass(RID p_pass) {
}
void SceneMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
- return update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+ update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
}
SceneMaterialData::~SceneMaterialData() {
@@ -3619,4 +3633,209 @@ void SceneMaterialData::bind_uniforms() {
}
}
+/* Particles SHADER */
+
+void ParticlesShaderData::set_path_hint(const String &p_path) {
+ path = p_path;
+}
+
+void ParticlesShaderData::set_code(const String &p_code) {
+ //compile
+
+ code = p_code;
+ valid = false;
+ ubo_size = 0;
+ uniforms.clear();
+ uses_collision = false;
+
+ if (code.is_empty()) {
+ return; //just invalid, but no error
+ }
+
+ ShaderCompiler::GeneratedCode gen_code;
+ ShaderCompiler::IdentifierActions actions;
+ actions.entry_point_stages["start"] = ShaderCompiler::STAGE_VERTEX;
+ actions.entry_point_stages["process"] = ShaderCompiler::STAGE_VERTEX;
+
+ actions.usage_flag_pointers["COLLIDED"] = &uses_collision;
+
+ userdata_count = 0;
+ for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
+ userdatas_used[i] = false;
+ actions.usage_flag_pointers["USERDATA" + itos(i + 1)] = &userdatas_used[i];
+ }
+
+ actions.uniforms = &uniforms;
+
+ Error err = MaterialStorage::get_singleton()->shaders.compiler_particles.compile(RS::SHADER_PARTICLES, code, &actions, path, gen_code);
+ ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+
+ if (version.is_null()) {
+ version = MaterialStorage::get_singleton()->shaders.particles_process_shader.version_create();
+ }
+
+ for (uint32_t i = 0; i < PARTICLES_MAX_USERDATAS; i++) {
+ if (userdatas_used[i]) {
+ userdata_count++;
+ }
+ }
+
+ Vector<StringName> texture_uniform_names;
+ for (int i = 0; i < gen_code.texture_uniforms.size(); i++) {
+ texture_uniform_names.push_back(gen_code.texture_uniforms[i].name);
+ }
+
+ MaterialStorage::get_singleton()->shaders.particles_process_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines, texture_uniform_names);
+ ERR_FAIL_COND(!MaterialStorage::get_singleton()->shaders.particles_process_shader.version_is_valid(version));
+
+ ubo_size = gen_code.uniform_total_size;
+ ubo_offsets = gen_code.uniform_offsets;
+ texture_uniforms = gen_code.texture_uniforms;
+
+ valid = true;
+}
+
+void ParticlesShaderData::set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) {
+ if (!p_texture.is_valid()) {
+ if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) {
+ default_texture_params[p_name].erase(p_index);
+
+ if (default_texture_params[p_name].is_empty()) {
+ default_texture_params.erase(p_name);
+ }
+ }
+ } else {
+ if (!default_texture_params.has(p_name)) {
+ default_texture_params[p_name] = HashMap<int, RID>();
+ }
+ default_texture_params[p_name][p_index] = p_texture;
+ }
+}
+
+void ParticlesShaderData::get_shader_uniform_list(List<PropertyInfo> *p_param_list) const {
+ HashMap<int, StringName> order;
+
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ if (E.value.texture_order >= 0) {
+ order[E.value.texture_order + 100000] = E.key;
+ } else {
+ order[E.value.order] = E.key;
+ }
+ }
+
+ String last_group;
+ for (const KeyValue<int, StringName> &E : order) {
+ String group = uniforms[E.value].group;
+ if (!uniforms[E.value].subgroup.is_empty()) {
+ group += "::" + uniforms[E.value].subgroup;
+ }
+
+ if (group != last_group) {
+ PropertyInfo pi;
+ pi.usage = PROPERTY_USAGE_GROUP;
+ pi.name = group;
+ p_param_list->push_back(pi);
+
+ last_group = group;
+ }
+
+ PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E.value]);
+ pi.name = E.value;
+ p_param_list->push_back(pi);
+ }
+}
+
+void ParticlesShaderData::get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const {
+ for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) {
+ continue;
+ }
+
+ RendererMaterialStorage::InstanceShaderParam p;
+ p.info = ShaderLanguage::uniform_to_property_info(E.value);
+ p.info.name = E.key; //supply name
+ p.index = E.value.instance_index;
+ p.default_value = ShaderLanguage::constant_value_to_variant(E.value.default_value, E.value.type, E.value.array_size, E.value.hint);
+ p_param_list->push_back(p);
+ }
+}
+
+bool ParticlesShaderData::is_parameter_texture(const StringName &p_param) const {
+ if (!uniforms.has(p_param)) {
+ return false;
+ }
+
+ return uniforms[p_param].texture_order >= 0;
+}
+
+bool ParticlesShaderData::is_animated() const {
+ return false;
+}
+
+bool ParticlesShaderData::casts_shadows() const {
+ return false;
+}
+
+Variant ParticlesShaderData::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.array_size, uniform.hint);
+ }
+ return Variant();
+}
+
+RS::ShaderNativeSourceCode ParticlesShaderData::get_native_source_code() const {
+ return MaterialStorage::get_singleton()->shaders.particles_process_shader.version_get_native_source_code(version);
+}
+
+ParticlesShaderData::~ParticlesShaderData() {
+ if (version.is_valid()) {
+ MaterialStorage::get_singleton()->shaders.particles_process_shader.version_free(version);
+ }
+}
+
+GLES3::ShaderData *GLES3::_create_particles_shader_func() {
+ ParticlesShaderData *shader_data = memnew(ParticlesShaderData);
+ return shader_data;
+}
+
+void ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+ update_parameters_internal(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size);
+}
+
+ParticleProcessMaterialData::~ParticleProcessMaterialData() {
+}
+
+GLES3::MaterialData *GLES3::_create_particles_material_func(ShaderData *p_shader) {
+ ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);
+ material_data->shader_data = static_cast<ParticlesShaderData *>(p_shader);
+ //update will happen later anyway so do nothing.
+ return material_data;
+}
+
+void ParticleProcessMaterialData::bind_uniforms() {
+ // Bind Material Uniforms
+ glBindBufferBase(GL_UNIFORM_BUFFER, GLES3::PARTICLES_MATERIAL_UNIFORM_LOCATION, uniform_buffer);
+
+ RID *textures = texture_cache.ptrw();
+ ShaderCompiler::GeneratedCode::Texture *texture_uniforms = shader_data->texture_uniforms.ptrw();
+ for (int ti = 0; ti < texture_cache.size(); ti++) {
+ Texture *texture = TextureStorage::get_singleton()->get_texture(textures[ti]);
+ glActiveTexture(GL_TEXTURE1 + ti); // Start at GL_TEXTURE1 becuase texture slot 0 is reserved for the heightmap texture.
+ glBindTexture(target_from_type[texture_uniforms[ti].type], texture->tex_id);
+
+ // Set sampler state here as the same texture can be used in multiple places with different flags
+ // Need to convert sampler state from ShaderLanguage::Texture* to RS::CanvasItemTexture*
+ RS::CanvasItemTextureFilter filter = RS::CanvasItemTextureFilter((int(texture_uniforms[ti].filter) + 1) % RS::CANVAS_ITEM_TEXTURE_FILTER_MAX);
+ RS::CanvasItemTextureRepeat repeat = RS::CanvasItemTextureRepeat((int(texture_uniforms[ti].repeat) + 1) % RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR);
+ texture->gl_set_filter(filter);
+ texture->gl_set_repeat(repeat);
+ }
+}
+
#endif // !GLES3_ENABLED
diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h
index 24d9a0fee1..8ae5e5eb9c 100644
--- a/drivers/gles3/storage/material_storage.h
+++ b/drivers/gles3/storage/material_storage.h
@@ -44,6 +44,7 @@
#include "../shaders/canvas.glsl.gen.h"
#include "../shaders/cubemap_filter.glsl.gen.h"
+#include "../shaders/particles.glsl.gen.h"
#include "../shaders/scene.glsl.gen.h"
#include "../shaders/sky.glsl.gen.h"
@@ -53,6 +54,7 @@ namespace GLES3 {
struct ShaderData {
virtual void set_code(const String &p_Code) = 0;
+ virtual void set_path_hint(const String &p_hint) = 0;
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index) = 0;
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const = 0;
@@ -165,6 +167,7 @@ struct CanvasShaderData : public ShaderData {
bool uses_time = false;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -216,6 +219,7 @@ struct SkyShaderData : public ShaderData {
bool uses_light;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -318,6 +322,8 @@ struct SceneShaderData : public ShaderData {
bool uses_depth_texture;
bool uses_normal_texture;
bool uses_time;
+ bool uses_vertex_time;
+ bool uses_fragment_time;
bool writes_modelview_or_projection;
bool uses_world_coordinates;
bool uses_tangent;
@@ -337,6 +343,7 @@ struct SceneShaderData : public ShaderData {
uint32_t index = 0;
virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
@@ -368,6 +375,62 @@ struct SceneMaterialData : public MaterialData {
MaterialData *_create_scene_material_func(ShaderData *p_shader);
+/* Particle Shader */
+
+enum {
+ PARTICLES_MAX_USERDATAS = 6
+};
+
+struct ParticlesShaderData : public ShaderData {
+ bool valid = false;
+ RID version;
+ bool uses_collision = false;
+
+ HashMap<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms;
+ Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms;
+
+ Vector<uint32_t> ubo_offsets;
+ uint32_t ubo_size = 0;
+
+ String path;
+ String code;
+ HashMap<StringName, HashMap<int, RID>> default_texture_params;
+
+ bool uses_time = false;
+
+ bool userdatas_used[PARTICLES_MAX_USERDATAS] = {};
+ uint32_t userdata_count = 0;
+
+ virtual void set_code(const String &p_Code);
+ virtual void set_path_hint(const String &p_hint);
+ virtual void set_default_texture_parameter(const StringName &p_name, RID p_texture, int p_index);
+ virtual void get_shader_uniform_list(List<PropertyInfo> *p_param_list) const;
+ virtual void get_instance_param_list(List<RendererMaterialStorage::InstanceShaderParam> *p_param_list) const;
+ virtual bool is_parameter_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;
+
+ ParticlesShaderData() {}
+ virtual ~ParticlesShaderData();
+};
+
+ShaderData *_create_particles_shader_func();
+
+struct ParticleProcessMaterialData : public MaterialData {
+ ParticlesShaderData *shader_data = nullptr;
+ RID uniform_set;
+
+ virtual void set_render_priority(int p_priority) {}
+ virtual void set_next_pass(RID p_pass) {}
+ virtual void update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
+ virtual void bind_uniforms();
+ virtual ~ParticleProcessMaterialData();
+};
+
+MaterialData *_create_particles_material_func(ShaderData *p_shader);
+
/* Global shader uniform structs */
struct GlobalShaderUniforms {
enum {
@@ -504,6 +567,7 @@ public:
SkyShaderGLES3 sky_shader;
SceneShaderGLES3 scene_shader;
CubemapFilterShaderGLES3 cubemap_filter_shader;
+ ParticlesShaderGLES3 particles_process_shader;
ShaderCompiler compiler_canvas;
ShaderCompiler compiler_scene;
diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp
index 9ec0fc0286..a47df42500 100644
--- a/drivers/gles3/storage/mesh_storage.cpp
+++ b/drivers/gles3/storage/mesh_storage.cpp
@@ -87,8 +87,11 @@ void MeshStorage::mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count
ERR_FAIL_COND(!mesh);
ERR_FAIL_COND(mesh->surface_count > 0); //surfaces already exist
- WARN_PRINT_ONCE("blend shapes not supported by GLES3 renderer yet");
mesh->blend_shape_count = p_blend_shape_count;
+
+ if (p_blend_shape_count > 0) {
+ WARN_PRINT_ONCE("blend shapes not supported by GLES3 renderer yet");
+ }
}
bool MeshStorage::mesh_needs_instance(RID p_mesh, bool p_has_skeleton) {
diff --git a/drivers/gles3/storage/mesh_storage.h b/drivers/gles3/storage/mesh_storage.h
index a31db24f2d..1aef3cbf78 100644
--- a/drivers/gles3/storage/mesh_storage.h
+++ b/drivers/gles3/storage/mesh_storage.h
@@ -327,6 +327,7 @@ public:
_FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t &r_index_count) const {
Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface);
+ ERR_FAIL_COND_V(!s, 0);
int32_t current_lod = -1;
r_index_count = s->index_count;
@@ -403,6 +404,8 @@ public:
virtual void mesh_instance_check_for_update(RID p_mesh_instance) override;
virtual void update_mesh_instances() override;
+ // TODO: considering hashing versions with multimesh buffer RID.
+ // Doing so would allow us to avoid specifying multimesh buffer pointers every frame and may improve performance.
_FORCE_INLINE_ void mesh_instance_surface_get_vertex_arrays_and_format(RID p_mesh_instance, uint32_t p_surface_index, uint32_t p_input_mask, GLuint &r_vertex_array_gl) {
MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance);
ERR_FAIL_COND(!mi);
diff --git a/drivers/gles3/storage/particles_storage.cpp b/drivers/gles3/storage/particles_storage.cpp
index 9ed9fedd5a..1a0d97df01 100644
--- a/drivers/gles3/storage/particles_storage.cpp
+++ b/drivers/gles3/storage/particles_storage.cpp
@@ -31,6 +31,12 @@
#ifdef GLES3_ENABLED
#include "particles_storage.h"
+#include "material_storage.h"
+#include "mesh_storage.h"
+#include "texture_storage.h"
+#include "utilities.h"
+
+#include "servers/rendering/rendering_server_default.h"
using namespace GLES3;
@@ -42,213 +48,1338 @@ ParticlesStorage *ParticlesStorage::get_singleton() {
ParticlesStorage::ParticlesStorage() {
singleton = this;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ {
+ String global_defines;
+ global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
+ material_storage->shaders.particles_process_shader.initialize(global_defines);
+ }
+ {
+ // default material and shader for particles shader
+ particles_shader.default_shader = material_storage->shader_allocate();
+ material_storage->shader_initialize(particles_shader.default_shader);
+ material_storage->shader_set_code(particles_shader.default_shader, R"(
+// Default particles shader.
+
+shader_type particles;
+
+void process() {
+ COLOR = vec4(1.0);
+}
+)");
+ particles_shader.default_material = material_storage->material_allocate();
+ material_storage->material_initialize(particles_shader.default_material);
+ material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader);
+ }
+ {
+ particles_shader.copy_shader.initialize();
+ particles_shader.copy_shader_version = particles_shader.copy_shader.version_create();
+ }
}
ParticlesStorage::~ParticlesStorage() {
singleton = nullptr;
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ material_storage->material_free(particles_shader.default_material);
+ material_storage->shader_free(particles_shader.default_shader);
+ particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
}
/* PARTICLES */
RID ParticlesStorage::particles_allocate() {
- return RID();
+ return particles_owner.allocate_rid();
}
void ParticlesStorage::particles_initialize(RID p_rid) {
+ particles_owner.initialize_rid(p_rid, Particles());
}
void ParticlesStorage::particles_free(RID p_rid) {
+ update_particles();
+ Particles *particles = particles_owner.get_or_null(p_rid);
+ particles->dependency.deleted_notify(p_rid);
+ _particles_free_data(particles);
+ particles_owner.free(p_rid);
}
void ParticlesStorage::particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ if (particles->mode == p_mode) {
+ return;
+ }
-void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+ _particles_free_data(particles);
+
+ particles->mode = p_mode;
}
void ParticlesStorage::particles_set_emitting(RID p_particles, bool p_emitting) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->emitting = p_emitting;
+}
+
+bool ParticlesStorage::particles_get_emitting(RID p_particles) {
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->emitting;
+}
+
+void ParticlesStorage::_particles_free_data(Particles *particles) {
+ particles->userdata_count = 0;
+ particles->instance_buffer_size_cache = 0;
+ particles->instance_buffer_stride_cache = 0;
+ particles->num_attrib_arrays_cache = 0;
+ particles->process_buffer_stride_cache = 0;
+
+ if (particles->front_process_buffer != 0) {
+ glDeleteVertexArrays(1, &particles->front_vertex_array);
+ glDeleteBuffers(1, &particles->front_process_buffer);
+ glDeleteBuffers(1, &particles->front_instance_buffer);
+ particles->front_vertex_array = 0;
+ particles->front_process_buffer = 0;
+ particles->front_instance_buffer = 0;
+
+ glDeleteVertexArrays(1, &particles->back_vertex_array);
+ glDeleteBuffers(1, &particles->back_process_buffer);
+ glDeleteBuffers(1, &particles->back_instance_buffer);
+ particles->back_vertex_array = 0;
+ particles->back_process_buffer = 0;
+ particles->back_instance_buffer = 0;
+ }
+
+ if (particles->sort_buffer != 0) {
+ glDeleteBuffers(1, &particles->last_frame_buffer);
+ glDeleteBuffers(1, &particles->sort_buffer);
+ particles->last_frame_buffer = 0;
+ particles->sort_buffer = 0;
+ particles->sort_buffer_filled = false;
+ particles->last_frame_buffer_filled = false;
+ }
+
+ if (particles->frame_params_ubo != 0) {
+ glDeleteBuffers(1, &particles->frame_params_ubo);
+ particles->frame_params_ubo = 0;
+ }
}
void ParticlesStorage::particles_set_amount(RID p_particles, int p_amount) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->amount == p_amount) {
+ return;
+ }
+
+ _particles_free_data(particles);
+
+ particles->amount = p_amount;
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_lifetime(RID p_particles, double p_lifetime) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->lifetime = p_lifetime;
}
void ParticlesStorage::particles_set_one_shot(RID p_particles, bool p_one_shot) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->one_shot = p_one_shot;
}
void ParticlesStorage::particles_set_pre_process_time(RID p_particles, double p_time) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->pre_process_time = p_time;
}
-
void ParticlesStorage::particles_set_explosiveness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->explosiveness = p_ratio;
}
-
void ParticlesStorage::particles_set_randomness_ratio(RID p_particles, real_t p_ratio) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->randomness = p_ratio;
}
void ParticlesStorage::particles_set_custom_aabb(RID p_particles, const AABB &p_aabb) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->custom_aabb = p_aabb;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_set_speed_scale(RID p_particles, double p_scale) {
-}
-
-void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
+ particles->speed_scale = p_scale;
}
+void ParticlesStorage::particles_set_use_local_coordinates(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
- return RID();
+ particles->use_local_coords = p_enable;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_fixed_fps(RID p_particles, int p_fps) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fixed_fps = p_fps;
+
+ _particles_free_data(particles);
+
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
}
void ParticlesStorage::particles_set_interpolate(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->interpolate = p_enable;
}
void ParticlesStorage::particles_set_fractional_delta(RID p_particles, bool p_enable) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->fractional_delta = p_enable;
}
-void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
+ if (p_enable) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
+ }
}
-void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+ if (p_bind_poses.size() != 0) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle trails");
+ }
}
void ParticlesStorage::particles_set_collision_base_size(RID p_particles, real_t p_size) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->collision_base_size = p_size;
}
void ParticlesStorage::particles_set_transform_align(RID p_particles, RS::ParticlesTransformAlign p_transform_align) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-void ParticlesStorage::particles_set_trails(RID p_particles, bool p_enable, double p_length) {
+ particles->transform_align = p_transform_align;
}
-void ParticlesStorage::particles_set_trail_bind_poses(RID p_particles, const Vector<Transform3D> &p_bind_poses) {
+void ParticlesStorage::particles_set_process_material(RID p_particles, RID p_material) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->process_material = p_material;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES); //the instance buffer may have changed
}
-void ParticlesStorage::particles_restart(RID p_particles) {
+RID ParticlesStorage::particles_get_process_material(RID p_particles) const {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+
+ return particles->process_material;
}
void ParticlesStorage::particles_set_draw_order(RID p_particles, RS::ParticlesDrawOrder p_order) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_order = p_order;
}
-void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_count) {
+void ParticlesStorage::particles_set_draw_passes(RID p_particles, int p_passes) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->draw_passes.resize(p_passes);
}
void ParticlesStorage::particles_set_draw_pass_mesh(RID p_particles, int p_pass, RID p_mesh) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ ERR_FAIL_INDEX(p_pass, particles->draw_passes.size());
+ particles->draw_passes.write[p_pass] = p_mesh;
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_PARTICLES);
+}
+
+void ParticlesStorage::particles_restart(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->restart_request = true;
+}
+
+void ParticlesStorage::particles_set_subemitter(RID p_particles, RID p_subemitter_particles) {
+ if (p_subemitter_particles.is_valid()) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support particle sub emitters");
+ }
+}
+
+void ParticlesStorage::particles_emit(RID p_particles, const Transform3D &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support manually emitting particles");
}
void ParticlesStorage::particles_request_process(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (!particles->dirty) {
+ particles->dirty = true;
+ particles->update_list = particle_update_list;
+ particle_update_list = particles;
+ }
}
AABB ParticlesStorage::particles_get_current_aabb(RID p_particles) {
- return AABB();
+ if (RSG::threaded) {
+ WARN_PRINT_ONCE("Calling this function with threaded rendering enabled stalls the renderer, use with care.");
+ }
+
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ int total_amount = particles->amount;
+
+ // If available, read from the sort buffer which should be 2 frames out of date.
+ // This will help alleviate GPU stalls.
+ GLuint read_buffer = particles->sort_buffer_filled ? particles->sort_buffer : particles->back_instance_buffer;
+
+ Vector<uint8_t> buffer = Utilities::buffer_get_data(GL_ARRAY_BUFFER, read_buffer, total_amount * sizeof(ParticleInstanceData3D));
+ ERR_FAIL_COND_V(buffer.size() != (int)(total_amount * sizeof(ParticleInstanceData3D)), AABB());
+
+ Transform3D inv = particles->emission_transform.affine_inverse();
+
+ AABB aabb;
+ if (buffer.size()) {
+ bool first = true;
+
+ const uint8_t *data_ptr = (const uint8_t *)buffer.ptr();
+ uint32_t particle_data_size = sizeof(ParticleInstanceData3D) + sizeof(float) * particles->userdata_count;
+
+ for (int i = 0; i < total_amount; i++) {
+ const ParticleInstanceData3D &particle_data = *(const ParticleInstanceData3D *)&data_ptr[particle_data_size * i];
+ // If scale is 0.0, we assume the particle is inactive.
+ if (particle_data.xform[0] > 0.0) {
+ Vector3 pos = Vector3(particle_data.xform[3], particle_data.xform[7], particle_data.xform[11]);
+ if (!particles->use_local_coords) {
+ pos = inv.xform(pos);
+ }
+ if (first) {
+ aabb.position = pos;
+ first = false;
+ } else {
+ aabb.expand_to(pos);
+ }
+ }
+ }
+ }
+
+ float longest_axis_size = 0;
+ for (int i = 0; i < particles->draw_passes.size(); i++) {
+ if (particles->draw_passes[i].is_valid()) {
+ AABB maabb = MeshStorage::get_singleton()->mesh_get_aabb(particles->draw_passes[i], RID());
+ longest_axis_size = MAX(maabb.get_longest_axis_size(), longest_axis_size);
+ }
+ }
+
+ aabb.grow_by(longest_axis_size);
+
+ return aabb;
}
AABB ParticlesStorage::particles_get_aabb(RID p_particles) const {
- return AABB();
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, AABB());
+
+ return particles->custom_aabb;
}
void ParticlesStorage::particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) {
-}
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
-bool ParticlesStorage::particles_get_emitting(RID p_particles) {
- return false;
+ particles->emission_transform = p_transform;
}
int ParticlesStorage::particles_get_draw_passes(RID p_particles) const {
- return 0;
-}
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
-RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
- return RID();
+ return particles->draw_passes.size();
}
-void ParticlesStorage::particles_add_collision(RID p_particles, RID p_instance) {
+RID ParticlesStorage::particles_get_draw_pass_mesh(RID p_particles, int p_pass) const {
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RID());
+ ERR_FAIL_INDEX_V(p_pass, particles->draw_passes.size(), RID());
+
+ return particles->draw_passes[p_pass];
}
-void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_instance) {
+void ParticlesStorage::particles_add_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.insert(p_particles_collision_instance);
+}
+
+void ParticlesStorage::particles_remove_collision(RID p_particles, RID p_particles_collision_instance) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->collisions.erase(p_particles_collision_instance);
+}
+
+void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+ particles->has_sdf_collision = p_enable;
+ particles->sdf_collision_transform = p_xform;
+ particles->sdf_collision_to_screen = p_to_screen;
+ particles->sdf_collision_texture = p_texture;
+}
+
+// Does one step of processing particles by reading from back_process_buffer and writing to front_process_buffer.
+void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+
+ double new_phase = Math::fmod(p_particles->phase + (p_delta / p_particles->lifetime) * p_particles->speed_scale, 1.0);
+
+ //update current frame
+ ParticlesFrameParams frame_params;
+
+ if (p_particles->clear) {
+ p_particles->cycle_number = 0;
+ p_particles->random_seed = Math::rand();
+ } else if (new_phase < p_particles->phase) {
+ if (p_particles->one_shot) {
+ p_particles->emitting = false;
+ }
+ p_particles->cycle_number++;
+ }
+
+ frame_params.emitting = p_particles->emitting;
+ frame_params.system_phase = new_phase;
+ frame_params.prev_system_phase = p_particles->phase;
+
+ p_particles->phase = new_phase;
+
+ frame_params.time = RSG::rasterizer->get_total_time();
+ frame_params.delta = p_delta * p_particles->speed_scale;
+ frame_params.random_seed = p_particles->random_seed;
+ frame_params.explosiveness = p_particles->explosiveness;
+ frame_params.randomness = p_particles->randomness;
+
+ if (p_particles->use_local_coords) {
+ GLES3::MaterialStorage::store_transform(Transform3D(), frame_params.emission_transform);
+ } else {
+ GLES3::MaterialStorage::store_transform(p_particles->emission_transform, frame_params.emission_transform);
+ }
+
+ frame_params.cycle = p_particles->cycle_number;
+ frame_params.frame = p_particles->frame_counter++;
+ frame_params.pad0 = 0;
+ frame_params.pad1 = 0;
+ frame_params.pad2 = 0;
+
+ { //collision and attractors
+
+ frame_params.collider_count = 0;
+ frame_params.attractor_count = 0;
+ frame_params.particle_size = p_particles->collision_base_size;
+
+ GLuint collision_heightmap_texture = 0;
+
+ Transform3D to_particles;
+ if (p_particles->use_local_coords) {
+ to_particles = p_particles->emission_transform.affine_inverse();
+ }
+
+ if (p_particles->has_sdf_collision && p_particles->sdf_collision_texture != 0) {
+ //2D collision
+
+ Transform2D xform = p_particles->sdf_collision_transform; //will use dotproduct manually so invert beforehand
+ Transform2D revert = xform.affine_inverse();
+ frame_params.collider_count = 1;
+ frame_params.colliders[0].transform[0] = xform.columns[0][0];
+ frame_params.colliders[0].transform[1] = xform.columns[0][1];
+ frame_params.colliders[0].transform[2] = 0;
+ frame_params.colliders[0].transform[3] = xform.columns[2][0];
+
+ frame_params.colliders[0].transform[4] = xform.columns[1][0];
+ frame_params.colliders[0].transform[5] = xform.columns[1][1];
+ frame_params.colliders[0].transform[6] = 0;
+ frame_params.colliders[0].transform[7] = xform.columns[2][1];
+
+ frame_params.colliders[0].transform[8] = revert.columns[0][0];
+ frame_params.colliders[0].transform[9] = revert.columns[0][1];
+ frame_params.colliders[0].transform[10] = 0;
+ frame_params.colliders[0].transform[11] = revert.columns[2][0];
+
+ frame_params.colliders[0].transform[12] = revert.columns[1][0];
+ frame_params.colliders[0].transform[13] = revert.columns[1][1];
+ frame_params.colliders[0].transform[14] = 0;
+ frame_params.colliders[0].transform[15] = revert.columns[2][1];
+
+ frame_params.colliders[0].extents[0] = p_particles->sdf_collision_to_screen.size.x;
+ frame_params.colliders[0].extents[1] = p_particles->sdf_collision_to_screen.size.y;
+ frame_params.colliders[0].extents[2] = p_particles->sdf_collision_to_screen.position.x;
+ frame_params.colliders[0].scale = p_particles->sdf_collision_to_screen.position.y;
+ frame_params.colliders[0].type = ParticlesFrameParams::COLLISION_TYPE_2D_SDF;
+
+ collision_heightmap_texture = p_particles->sdf_collision_texture;
+ }
+
+ for (const RID &E : p_particles->collisions) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(E);
+ if (!pci || !pci->active) {
+ continue;
+ }
+ ParticlesCollision *pc = particles_collision_owner.get_or_null(pci->collision);
+ ERR_CONTINUE(!pc);
+
+ Transform3D to_collider = pci->transform;
+ if (p_particles->use_local_coords) {
+ to_collider = to_particles * to_collider;
+ }
+ Vector3 scale = to_collider.basis.get_scale();
+ to_collider.basis.orthonormalize();
+
+ if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
+ //attractor
+ if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
+
+ GLES3::MaterialStorage::store_transform(to_collider, attr.transform);
+ attr.strength = pc->attractor_strength;
+ attr.attenuation = pc->attractor_attenuation;
+ attr.directionality = pc->attractor_directionality;
+
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ attr.extents[0] = radius;
+ attr.extents[1] = radius;
+ attr.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
+ WARN_PRINT_ONCE("Vector field particle attractors are not available in the OpenGL2 renderer.");
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.attractor_count++;
+ } else {
+ //collider
+ if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
+
+ GLES3::MaterialStorage::store_transform(to_collider, col.transform);
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ col.extents[0] = radius;
+ col.extents[1] = radius;
+ col.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
+ WARN_PRINT_ONCE("SDF Particle Colliders are not available in the OpenGL 3 renderer.");
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
+ if (collision_heightmap_texture != 0) { //already taken
+ continue;
+ }
+
+ col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ collision_heightmap_texture = pc->heightfield_texture;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.collider_count++;
+ }
+ }
+
+ // Bind heightmap or SDF texture.
+ GLuint heightmap = collision_heightmap_texture;
+ if (heightmap == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_BLACK));
+ heightmap = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, heightmap);
+ }
+
+ if (p_particles->frame_params_ubo == 0) {
+ glGenBuffers(1, &p_particles->frame_params_ubo);
+ }
+ // Update per-frame UBO.
+ glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_FRAME_UNIFORM_LOCATION, p_particles->frame_params_ubo);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(ParticlesFrameParams), &frame_params, GL_STREAM_DRAW);
+
+ // Get shader and set shader uniforms;
+ ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, RS::SHADER_PARTICLES));
+ if (!m) {
+ m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, RS::SHADER_PARTICLES));
+ }
+
+ ERR_FAIL_COND(!m);
+
+ ParticlesShaderGLES3::ShaderVariant variant = ParticlesShaderGLES3::MODE_DEFAULT;
+
+ uint32_t specialization = 0;
+ for (uint32_t i = 0; i < p_particles->userdata_count; i++) {
+ specialization |= (1 << i);
+ }
+
+ if (p_particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
+ specialization |= ParticlesShaderGLES3::MODE_3D;
+ }
+
+ RID version = particles_shader.default_shader_version;
+ if (m->shader_data->version.is_valid() && m->shader_data->valid) {
+ // Bind material uniform buffer and textures.
+ m->bind_uniforms();
+ version = m->shader_data->version;
+ }
+
+ bool success = material_storage->shaders.particles_process_shader.version_bind_shader(version, variant, specialization);
+ if (!success) {
+ return;
+ }
+
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::LIFETIME, p_particles->lifetime, version, variant, specialization);
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::CLEAR, p_particles->clear, version, variant, specialization);
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::TOTAL_PARTICLES, uint32_t(p_particles->amount), version, variant, specialization);
+ material_storage->shaders.particles_process_shader.version_set_uniform(ParticlesShaderGLES3::USE_FRACTIONAL_DELTA, p_particles->fractional_delta, version, variant, specialization);
+
+ p_particles->clear = false;
+
+ p_particles->has_collision_cache = m->shader_data->uses_collision;
+
+ glBindVertexArray(p_particles->back_vertex_array);
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, p_particles->front_process_buffer);
+
+ glBeginTransformFeedback(GL_POINTS);
+ glDrawArrays(GL_POINTS, 0, p_particles->amount);
+ glEndTransformFeedback();
+
+ glBindBufferBase(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0);
+ glBindVertexArray(0);
+
+ SWAP(p_particles->front_process_buffer, p_particles->back_process_buffer);
+ SWAP(p_particles->front_vertex_array, p_particles->back_vertex_array);
}
-void ParticlesStorage::particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) {
+void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ return;
+ }
+
+ if (particles->front_process_buffer == 0) {
+ return; //particles have not processed yet
+ }
+
+ Vector3 axis = -p_axis; // cameras look to z negative
+
+ if (particles->use_local_coords) {
+ axis = particles->emission_transform.basis.xform_inv(axis).normalized();
+ }
+
+ // Sort will be done on CPU since we don't have compute shaders.
+ // If the sort_buffer has valid data
+ // Use a buffer that is 2 frames out of date to avoid stalls.
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->sort_buffer_filled) {
+ glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
+
+ ParticleInstanceData3D *particle_array;
+#ifndef __EMSCRIPTEN__
+ particle_array = static_cast<ParticleInstanceData3D *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
+ ERR_FAIL_NULL(particle_array);
+#else
+ LocalVector<ParticleInstanceData3D> particle_vector;
+ particle_vector.resize(particles->amount);
+ particle_array = particle_vector.ptr();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_array);
+#endif
+ SortArray<ParticleInstanceData3D, ParticlesViewSort> sorter;
+ sorter.compare.z_dir = axis;
+ sorter.sort(particle_array, particles->amount);
+
+#ifndef __EMSCRIPTEN__
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+#else
+ glBufferSubData(GL_ARRAY_BUFFER, 0, particles->amount * sizeof(ParticleInstanceData3D), particle_vector.ptr());
+#endif
+ }
+
+ glEnable(GL_RASTERIZER_DISCARD);
+ _particles_update_instance_buffer(particles, axis, p_up_axis);
+ glDisable(GL_RASTERIZER_DISCARD);
+}
+
+void ParticlesStorage::_particles_update_buffers(Particles *particles) {
+ GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
+ uint32_t userdata_count = 0;
+
+ if (particles->process_material.is_valid()) {
+ GLES3::ParticleProcessMaterialData *material_data = static_cast<GLES3::ParticleProcessMaterialData *>(material_storage->material_get_data(particles->process_material, RS::SHADER_PARTICLES));
+ if (material_data && material_data->shader_data->version.is_valid() && material_data->shader_data->valid) {
+ userdata_count = material_data->shader_data->userdata_count;
+ }
+ }
+
+ if (userdata_count != particles->userdata_count) {
+ // Mismatch userdata, re-create buffers.
+ _particles_free_data(particles);
+ }
+
+ if (particles->amount > 0 && particles->front_process_buffer == 0) {
+ int total_amount = particles->amount;
+
+ particles->userdata_count = userdata_count;
+
+ uint32_t xform_size = particles->mode == RS::PARTICLES_MODE_2D ? 2 : 3;
+ particles->instance_buffer_stride_cache = sizeof(float) * 4 * (xform_size + 1);
+ particles->instance_buffer_size_cache = particles->instance_buffer_stride_cache * total_amount;
+ particles->num_attrib_arrays_cache = 5 + userdata_count + (xform_size - 2);
+ particles->process_buffer_stride_cache = sizeof(float) * 4 * particles->num_attrib_arrays_cache;
+
+ int process_data_amount = 4 * particles->num_attrib_arrays_cache * total_amount;
+ float *data = memnew_arr(float, process_data_amount);
+
+ for (int i = 0; i < process_data_amount; i++) {
+ data[i] = 0;
+ }
+
+ {
+ glGenVertexArrays(1, &particles->front_vertex_array);
+ glBindVertexArray(particles->front_vertex_array);
+ glGenBuffers(1, &particles->front_process_buffer);
+ glGenBuffers(1, &particles->front_instance_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->front_process_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
+
+ for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
+ glEnableVertexAttribArray(j);
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
+ }
+ glBindVertexArray(0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->front_instance_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
+ }
+
+ {
+ glGenVertexArrays(1, &particles->back_vertex_array);
+ glBindVertexArray(particles->back_vertex_array);
+ glGenBuffers(1, &particles->back_process_buffer);
+ glGenBuffers(1, &particles->back_instance_buffer);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->process_buffer_stride_cache * total_amount, data, GL_DYNAMIC_COPY);
+
+ for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
+ glEnableVertexAttribArray(j);
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, particles->process_buffer_stride_cache, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
+ }
+ glBindVertexArray(0);
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->back_instance_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_COPY);
+ }
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ memdelete_arr(data);
+ }
+}
+
+void ParticlesStorage::_particles_allocate_history_buffers(Particles *particles) {
+ if (particles->sort_buffer == 0) {
+ glGenBuffers(1, &particles->last_frame_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, particles->last_frame_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
+
+ glGenBuffers(1, &particles->sort_buffer);
+ glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
+ glBufferData(GL_ARRAY_BUFFER, particles->instance_buffer_size_cache, nullptr, GL_DYNAMIC_READ);
+ particles->sort_buffer_filled = false;
+ particles->last_frame_buffer_filled = false;
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+ }
+}
+void ParticlesStorage::_particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis) {
+ ParticlesCopyShaderGLES3::ShaderVariant variant = ParticlesCopyShaderGLES3::MODE_DEFAULT;
+
+ uint64_t specialization = 0;
+ if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_3D) {
+ specialization |= ParticlesCopyShaderGLES3::MODE_3D;
+ }
+
+ bool success = particles_shader.copy_shader.version_bind_shader(particles_shader.copy_shader_version, variant, specialization);
+ if (!success) {
+ return;
+ }
+
+ // Affect 2D only.
+ if (particles->use_local_coords) {
+ // In local mode, particle positions are calculated locally (relative to the node position)
+ // and they're also drawn locally.
+ // It works as expected, so we just pass an identity transform.
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, Transform3D(), particles_shader.copy_shader_version, variant, specialization);
+ } else {
+ // In global mode, particle positions are calculated globally (relative to the canvas origin)
+ // but they're drawn locally.
+ // So, we need to pass the inverse of the emission transform to bring the
+ // particles to local coordinates before drawing.
+ Transform3D inv = particles->emission_transform.affine_inverse();
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::INV_EMISSION_TRANSFORM, inv, particles_shader.copy_shader_version, variant, specialization);
+ }
+
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::FRAME_REMAINDER, particles->interpolate ? particles->frame_remainder : 0.0, particles_shader.copy_shader_version, variant, specialization);
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_MODE, uint32_t(particles->transform_align), particles_shader.copy_shader_version, variant, specialization);
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::ALIGN_UP, p_up_axis, particles_shader.copy_shader_version, variant, specialization);
+ particles_shader.copy_shader.version_set_uniform(ParticlesCopyShaderGLES3::SORT_DIRECTION, p_axis, particles_shader.copy_shader_version, variant, specialization);
+
+ glBindVertexArray(particles->back_vertex_array);
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, 0, particles->instance_buffer_size_cache);
+ glBeginTransformFeedback(GL_POINTS);
+
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_LIFETIME) {
+ uint32_t lifetime_split = MIN(particles->amount * particles->phase, particles->amount - 1);
+ uint32_t stride = particles->process_buffer_stride_cache;
+
+ glBindBuffer(GL_ARRAY_BUFFER, particles->back_process_buffer);
+
+ // Offset VBO so you render starting at the newest particle.
+ if (particles->amount - lifetime_split > 0) {
+ glEnableVertexAttribArray(0); // Color.
+ glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 0));
+ glEnableVertexAttribArray(1); // .xyz: velocity. .z: flags.
+ glVertexAttribPointer(1, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 1));
+ glEnableVertexAttribArray(2); // Custom.
+ glVertexAttribPointer(2, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 2));
+ glEnableVertexAttribArray(3); // Xform1.
+ glVertexAttribPointer(3, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 3));
+ glEnableVertexAttribArray(4); // Xform2.
+ glVertexAttribPointer(4, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 4));
+ if (particles->mode == RS::PARTICLES_MODE_3D) {
+ glEnableVertexAttribArray(5); // Xform3.
+ glVertexAttribPointer(5, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(stride * lifetime_split + sizeof(float) * 4 * 5));
+ }
+
+ uint32_t to_draw = particles->amount - lifetime_split;
+ glDrawArrays(GL_POINTS, 0, to_draw);
+ }
+
+ // Then render from index 0 up intil the newest particle.
+ if (lifetime_split > 0) {
+ glEndTransformFeedback();
+ // Now output to the second portion of the instance buffer.
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, particles->front_instance_buffer, particles->instance_buffer_stride_cache * (particles->amount - lifetime_split), particles->instance_buffer_stride_cache * (lifetime_split));
+ glBeginTransformFeedback(GL_POINTS);
+ // Reset back to normal.
+ for (uint32_t j = 0; j < particles->num_attrib_arrays_cache; j++) {
+ glEnableVertexAttribArray(j);
+ glVertexAttribPointer(j, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * j));
+ }
+
+ glDrawArrays(GL_POINTS, 0, lifetime_split);
+ }
+ } else {
+ glDrawArrays(GL_POINTS, 0, particles->amount);
+ }
+
+ glEndTransformFeedback();
+ glBindBufferRange(GL_TRANSFORM_FEEDBACK_BUFFER, 0, 0, 0, 0);
+ glBindVertexArray(0);
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
}
void ParticlesStorage::update_particles() {
+ glEnable(GL_RASTERIZER_DISCARD);
+
+ GLuint global_buffer = GLES3::MaterialStorage::get_singleton()->global_shader_parameters_get_uniform_buffer();
+
+ glBindBufferBase(GL_UNIFORM_BUFFER, PARTICLES_GLOBALS_UNIFORM_LOCATION, global_buffer);
+ glBindBuffer(GL_UNIFORM_BUFFER, 0);
+
+ while (particle_update_list) {
+ // Use transform feedback to process particles.
+
+ Particles *particles = particle_update_list;
+
+ particle_update_list = particles->update_list;
+ particles->update_list = nullptr;
+ particles->dirty = false;
+
+ _particles_update_buffers(particles);
+
+ if (particles->restart_request) {
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ particles->restart_request = false;
+ }
+
+ if (particles->inactive && !particles->emitting) {
+ //go next
+ continue;
+ }
+
+ if (particles->emitting) {
+ if (particles->inactive) {
+ //restart system from scratch
+ particles->prev_ticks = 0;
+ particles->phase = 0;
+ particles->prev_phase = 0;
+ particles->clear = true;
+ }
+ particles->inactive = false;
+ particles->inactive_time = 0;
+ } else {
+ particles->inactive_time += particles->speed_scale * RSG::rasterizer->get_frame_delta_time();
+ if (particles->inactive_time > particles->lifetime * 1.2) {
+ particles->inactive = true;
+ continue;
+ }
+ }
+
+ // Copy the instance buffer that was last used into the last_frame buffer.
+ // sort_buffer should now be 2 frames out of date.
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) {
+ _particles_allocate_history_buffers(particles);
+ SWAP(particles->last_frame_buffer, particles->sort_buffer);
+
+ glBindBuffer(GL_COPY_READ_BUFFER, particles->back_instance_buffer);
+ glBindBuffer(GL_COPY_WRITE_BUFFER, particles->last_frame_buffer);
+ glCopyBufferSubData(GL_COPY_READ_BUFFER, GL_COPY_WRITE_BUFFER, 0, 0, particles->instance_buffer_size_cache);
+
+ // Last frame's last_frame turned into this frame's sort buffer.
+ particles->sort_buffer_filled = particles->last_frame_buffer_filled;
+ particles->sort_buffer_phase = particles->last_frame_phase;
+ particles->last_frame_buffer_filled = true;
+ particles->last_frame_phase = particles->phase;
+ glBindBuffer(GL_COPY_READ_BUFFER, 0);
+ glBindBuffer(GL_COPY_WRITE_BUFFER, 0);
+ }
+
+ int fixed_fps = 0;
+ if (particles->fixed_fps > 0) {
+ fixed_fps = particles->fixed_fps;
+ }
+
+ bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0;
+
+ if (particles->clear && particles->pre_process_time > 0.0) {
+ double frame_time;
+ if (fixed_fps > 0) {
+ frame_time = 1.0 / fixed_fps;
+ } else {
+ frame_time = 1.0 / 30.0;
+ }
+
+ double todo = particles->pre_process_time;
+
+ while (todo >= 0) {
+ _particles_process(particles, frame_time);
+ todo -= frame_time;
+ }
+ }
+
+ if (fixed_fps > 0) {
+ double frame_time;
+ double decr;
+ if (zero_time_scale) {
+ frame_time = 0.0;
+ decr = 1.0 / fixed_fps;
+ } else {
+ frame_time = 1.0 / fixed_fps;
+ decr = frame_time;
+ }
+ double delta = RSG::rasterizer->get_frame_delta_time();
+ if (delta > 0.1) { //avoid recursive stalls if fps goes below 10
+ delta = 0.1;
+ } else if (delta <= 0.0) { //unlikely but..
+ delta = 0.001;
+ }
+ double todo = particles->frame_remainder + delta;
+
+ while (todo >= frame_time) {
+ _particles_process(particles, frame_time);
+ todo -= decr;
+ }
+
+ particles->frame_remainder = todo;
+
+ } else {
+ if (zero_time_scale) {
+ _particles_process(particles, 0.0);
+ } else {
+ _particles_process(particles, RSG::rasterizer->get_frame_delta_time());
+ }
+ }
+
+ // Copy particles to instance buffer and pack Color/Custom.
+ // We don't have camera information here, so don't copy here if we need camera information for view depth or align mode.
+ if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) {
+ _particles_update_instance_buffer(particles, Vector3(0.0, 0.0, 0.0), Vector3(0.0, 0.0, 0.0));
+
+ if (particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME && particles->sort_buffer_filled) {
+ if (particles->mode == RS::ParticlesMode::PARTICLES_MODE_2D) {
+ _particles_reverse_lifetime_sort<ParticleInstanceData2D>(particles);
+ } else {
+ _particles_reverse_lifetime_sort<ParticleInstanceData3D>(particles);
+ }
+ }
+ }
+
+ SWAP(particles->front_instance_buffer, particles->back_instance_buffer);
+
+ // At the end of update, the back_buffer contains the most up-to-date-information to read from.
+
+ particles->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
+ }
+
+ glDisable(GL_RASTERIZER_DISCARD);
+}
+
+template <typename ParticleInstanceData>
+void ParticlesStorage::_particles_reverse_lifetime_sort(Particles *particles) {
+ glBindBuffer(GL_ARRAY_BUFFER, particles->sort_buffer);
+
+ ParticleInstanceData *particle_array;
+ uint32_t buffer_size = particles->amount * sizeof(ParticleInstanceData);
+#ifndef __EMSCRIPTEN__
+ particle_array = static_cast<ParticleInstanceData *>(glMapBufferRange(GL_ARRAY_BUFFER, 0, buffer_size, GL_MAP_READ_BIT | GL_MAP_WRITE_BIT));
+
+ ERR_FAIL_NULL(particle_array);
+#else
+ LocalVector<ParticleInstanceData> particle_vector;
+ particle_vector.resize(particles->amount);
+ particle_array = particle_vector.ptr();
+ glGetBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_array);
+#endif
+
+ uint32_t lifetime_split = MIN(particles->amount * particles->sort_buffer_phase, particles->amount - 1);
+
+ for (uint32_t i = 0; i < lifetime_split / 2; i++) {
+ SWAP(particle_array[i], particle_array[lifetime_split - i]);
+ }
+
+ for (uint32_t i = 0; i < (particles->amount - lifetime_split) / 2; i++) {
+ SWAP(particle_array[lifetime_split + i + 1], particle_array[particles->amount - 1 - i]);
+ }
+
+#ifndef __EMSCRIPTEN__
+ glUnmapBuffer(GL_ARRAY_BUFFER);
+#else
+ glBufferSubData(GL_ARRAY_BUFFER, 0, buffer_size, particle_vector.ptr());
+#endif
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+}
+
+Dependency *ParticlesStorage::particles_get_dependency(RID p_particles) const {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_NULL_V(particles, nullptr);
+
+ return &particles->dependency;
}
bool ParticlesStorage::particles_is_inactive(RID p_particles) const {
- return false;
+ ERR_FAIL_COND_V_MSG(RSG::threaded, false, "This function should never be used with threaded rendering, as it stalls the renderer.");
+ const Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+ return !particles->emitting && particles->inactive;
}
-/* PARTICLES COLLISION */
+/* PARTICLES COLLISION API */
RID ParticlesStorage::particles_collision_allocate() {
- return RID();
+ return particles_collision_owner.allocate_rid();
}
-
void ParticlesStorage::particles_collision_initialize(RID p_rid) {
+ particles_collision_owner.initialize_rid(p_rid, ParticlesCollision());
}
void ParticlesStorage::particles_collision_free(RID p_rid) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_rid);
+
+ if (particles_collision->heightfield_texture != 0) {
+ glDeleteTextures(1, &particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = 0;
+ glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
+ particles_collision->heightfield_fb = 0;
+ }
+ particles_collision->dependency.deleted_notify(p_rid);
+ particles_collision_owner.free(p_rid);
+}
+
+GLuint ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, 0);
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, 0);
+
+ if (particles_collision->heightfield_texture == 0) {
+ //create
+ const int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
+ Size2i size;
+ if (particles_collision->extents.x > particles_collision->extents.z) {
+ size.x = resolutions[particles_collision->heightfield_resolution];
+ size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
+ } else {
+ size.y = resolutions[particles_collision->heightfield_resolution];
+ size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
+ }
+
+ glGenTextures(1, &particles_collision->heightfield_texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, particles_collision->heightfield_texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, size.x, size.y, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+
+ glGenFramebuffers(1, &particles_collision->heightfield_fb);
+ glBindFramebuffer(GL_FRAMEBUFFER, particles_collision->heightfield_fb);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, particles_collision->heightfield_texture, 0);
+#ifdef DEBUG_ENABLED
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ WARN_PRINT("Could create heightmap texture status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status));
+ }
+#endif
+ particles_collision->heightfield_fb_size = size;
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+ }
+
+ return particles_collision->heightfield_fb;
}
void ParticlesStorage::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ if (p_type == particles_collision->type) {
+ return;
+ }
+
+ if (particles_collision->heightfield_texture != 0) {
+ glDeleteTextures(1, &particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = 0;
+ glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
+ particles_collision->heightfield_fb = 0;
+ }
+
+ particles_collision->type = p_type;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->cull_mask = p_cull_mask;
}
void ParticlesStorage::particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->radius = p_radius;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->extents = p_extents;
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_strength = p_strength;
}
void ParticlesStorage::particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_directionality = p_directionality;
}
void ParticlesStorage::particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_attenuation = p_curve;
}
void ParticlesStorage::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
+ WARN_PRINT_ONCE("The OpenGL 3 renderer does not support SDF collisions in 3D particle shaders");
}
void ParticlesStorage::particles_collision_height_field_update(RID p_particles_collision) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB);
}
void ParticlesStorage::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ ERR_FAIL_INDEX(p_resolution, RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX);
+
+ if (particles_collision->heightfield_resolution == p_resolution) {
+ return;
+ }
+
+ particles_collision->heightfield_resolution = p_resolution;
+
+ if (particles_collision->heightfield_texture != 0) {
+ glDeleteTextures(1, &particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = 0;
+ glDeleteFramebuffers(1, &particles_collision->heightfield_fb);
+ particles_collision->heightfield_fb = 0;
+ }
}
AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) const {
- return AABB();
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, AABB());
+
+ switch (particles_collision->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ AABB aabb;
+ aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
+ aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
+ return aabb;
+ }
+ default: {
+ AABB aabb;
+ aabb.position = -particles_collision->extents;
+ aabb.size = particles_collision->extents * 2;
+ return aabb;
+ }
+ }
+}
+
+Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Vector3());
+ return particles_collision->extents;
}
bool ParticlesStorage::particles_collision_is_heightfield(RID p_particles_collision) const {
- return false;
+ const ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, false);
+ return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
}
-RID ParticlesStorage::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
- return RID();
+Dependency *ParticlesStorage::particles_collision_get_dependency(RID p_particles_collision) const {
+ ParticlesCollision *pc = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_NULL_V(pc, nullptr);
+
+ return &pc->dependency;
}
+/* Particles collision instance */
+
RID ParticlesStorage::particles_collision_instance_create(RID p_collision) {
- return RID();
+ ParticlesCollisionInstance pci;
+ pci.collision = p_collision;
+ return particles_collision_instance_owner.make_rid(pci);
}
void ParticlesStorage::particles_collision_instance_free(RID p_rid) {
+ particles_collision_instance_owner.free(p_rid);
}
void ParticlesStorage::particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->transform = p_transform;
}
void ParticlesStorage::particles_collision_instance_set_active(RID p_collision_instance, bool p_active) {
+ ParticlesCollisionInstance *pci = particles_collision_instance_owner.get_or_null(p_collision_instance);
+ ERR_FAIL_COND(!pci);
+ pci->active = p_active;
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/storage/particles_storage.h b/drivers/gles3/storage/particles_storage.h
index 84d1f94d8c..434718006e 100644
--- a/drivers/gles3/storage/particles_storage.h
+++ b/drivers/gles3/storage/particles_storage.h
@@ -33,25 +33,283 @@
#ifdef GLES3_ENABLED
+#include "../shaders/particles_copy.glsl.gen.h"
#include "core/templates/local_vector.h"
#include "core/templates/rid_owner.h"
#include "core/templates/self_list.h"
#include "servers/rendering/storage/particles_storage.h"
+#include "servers/rendering/storage/utilities.h"
+
+#include "platform_config.h"
+#ifndef OPENGL_INCLUDE_H
+#include <GLES3/gl3.h>
+#else
+#include OPENGL_INCLUDE_H
+#endif
namespace GLES3 {
+enum ParticlesUniformLocation {
+ PARTICLES_FRAME_UNIFORM_LOCATION,
+ PARTICLES_GLOBALS_UNIFORM_LOCATION,
+ PARTICLES_MATERIAL_UNIFORM_LOCATION,
+};
+
class ParticlesStorage : public RendererParticlesStorage {
private:
static ParticlesStorage *singleton;
+ /* PARTICLES */
+
+ struct ParticleInstanceData3D {
+ float xform[12];
+ float color[2]; // Color and custom are packed together into one vec4;
+ float custom[2];
+ };
+
+ struct ParticleInstanceData2D {
+ float xform[8];
+ float color[2]; // Color and custom are packed together into one vec4;
+ float custom[2];
+ };
+
+ struct ParticlesViewSort {
+ Vector3 z_dir;
+ bool operator()(const ParticleInstanceData3D &p_a, const ParticleInstanceData3D &p_b) const {
+ return z_dir.dot(Vector3(p_a.xform[3], p_a.xform[7], p_a.xform[11])) < z_dir.dot(Vector3(p_b.xform[3], p_b.xform[7], p_b.xform[11]));
+ }
+ };
+
+ struct ParticlesFrameParams {
+ enum {
+ MAX_ATTRACTORS = 32,
+ MAX_COLLIDERS = 32,
+ MAX_3D_TEXTURES = 0 // GLES3 renderer doesn't support using 3D textures for flow field or collisions.
+ };
+
+ enum AttractorType {
+ ATTRACTOR_TYPE_SPHERE,
+ ATTRACTOR_TYPE_BOX,
+ ATTRACTOR_TYPE_VECTOR_FIELD,
+ };
+
+ struct Attractor {
+ float transform[16];
+ float extents[4]; // Extents or radius. w-channel is padding.
+
+ uint32_t type;
+ float strength;
+ float attenuation;
+ float directionality;
+ };
+
+ enum CollisionType {
+ COLLISION_TYPE_SPHERE,
+ COLLISION_TYPE_BOX,
+ COLLISION_TYPE_SDF,
+ COLLISION_TYPE_HEIGHT_FIELD,
+ COLLISION_TYPE_2D_SDF,
+
+ };
+
+ struct Collider {
+ float transform[16];
+ float extents[4]; // Extents or radius. w-channel is padding.
+
+ uint32_t type;
+ float scale;
+ float pad0;
+ float pad1;
+ };
+
+ uint32_t emitting;
+ uint32_t cycle;
+ float system_phase;
+ float prev_system_phase;
+
+ float explosiveness;
+ float randomness;
+ float time;
+ float delta;
+
+ float particle_size;
+ float pad0;
+ float pad1;
+ float pad2;
+
+ uint32_t random_seed;
+ uint32_t attractor_count;
+ uint32_t collider_count;
+ uint32_t frame;
+
+ float emission_transform[16];
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
+ };
+
+ struct Particles {
+ RS::ParticlesMode mode = RS::PARTICLES_MODE_3D;
+ bool inactive = true;
+ double inactive_time = 0.0;
+ bool emitting = false;
+ bool one_shot = false;
+ int amount = 0;
+ double lifetime = 1.0;
+ double pre_process_time = 0.0;
+ real_t explosiveness = 0.0;
+ real_t randomness = 0.0;
+ bool restart_request = false;
+ AABB custom_aabb = AABB(Vector3(-4, -4, -4), Vector3(8, 8, 8));
+ bool use_local_coords = false;
+ bool has_collision_cache = false;
+
+ bool has_sdf_collision = false;
+ Transform2D sdf_collision_transform;
+ Rect2 sdf_collision_to_screen;
+ GLuint sdf_collision_texture = 0;
+
+ RID process_material;
+ uint32_t frame_counter = 0;
+ RS::ParticlesTransformAlign transform_align = RS::PARTICLES_TRANSFORM_ALIGN_DISABLED;
+
+ RS::ParticlesDrawOrder draw_order = RS::PARTICLES_DRAW_ORDER_INDEX;
+
+ Vector<RID> draw_passes;
+
+ GLuint frame_params_ubo = 0;
+
+ // We may process particles multiple times each frame (if they have a fixed FPS higher than the game FPS).
+ // Unfortunately, this means we can't just use a round-robin system of 3 buffers.
+ // To ensure the sort buffer is accurate, we copy the last frame instance buffer just before processing.
+
+ // Transform Feedback buffer and VAO for rendering.
+ // Each frame we render to this one.
+ GLuint front_vertex_array = 0; // Binds process buffer. Used for processing.
+ GLuint front_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
+ GLuint front_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
+
+ // VAO for transform feedback, contains last frame's data.
+ // Read from this one for particles process and then copy to last frame buffer.
+ GLuint back_vertex_array = 0; // Binds process buffer. Used for processing.
+ GLuint back_process_buffer = 0; // Transform + color + custom data + userdata + velocity + flags. Only needed for processing.
+ GLuint back_instance_buffer = 0; // Transform + color + custom data. In packed format needed for rendering.
+
+ uint32_t instance_buffer_size_cache = 0;
+ uint32_t instance_buffer_stride_cache = 0;
+ uint32_t num_attrib_arrays_cache = 0;
+ uint32_t process_buffer_stride_cache = 0;
+
+ // Only ever copied to, holds last frame's instance data, then swaps with sort_buffer.
+ GLuint last_frame_buffer = 0;
+ bool last_frame_buffer_filled = false;
+ float last_frame_phase = 0.0;
+
+ // The frame-before-last's instance buffer.
+ // Use this to copy data back for sorting or computing AABB.
+ GLuint sort_buffer = 0;
+ bool sort_buffer_filled = false;
+ float sort_buffer_phase = 0.0;
+
+ uint32_t userdata_count = 0;
+
+ bool dirty = false;
+ Particles *update_list = nullptr;
+
+ double phase = 0.0;
+ double prev_phase = 0.0;
+ uint64_t prev_ticks = 0;
+ uint32_t random_seed = 0;
+
+ uint32_t cycle_number = 0;
+
+ double speed_scale = 1.0;
+
+ int fixed_fps = 30;
+ bool interpolate = true;
+ bool fractional_delta = false;
+ double frame_remainder = 0;
+ real_t collision_base_size = 0.01;
+
+ bool clear = true;
+
+ Transform3D emission_transform;
+
+ HashSet<RID> collisions;
+
+ Dependency dependency;
+
+ double trail_length = 1.0;
+ bool trails_enabled = false;
+
+ Particles() {
+ }
+ };
+
+ void _particles_process(Particles *p_particles, double p_delta);
+ void _particles_free_data(Particles *particles);
+ void _particles_update_buffers(Particles *particles);
+ void _particles_allocate_history_buffers(Particles *particles);
+ void _particles_update_instance_buffer(Particles *particles, const Vector3 &p_axis, const Vector3 &p_up_axis);
+
+ template <typename T>
+ void _particles_reverse_lifetime_sort(Particles *particles);
+
+ struct ParticlesShader {
+ RID default_shader;
+ RID default_material;
+ RID default_shader_version;
+
+ ParticlesCopyShaderGLES3 copy_shader;
+ RID copy_shader_version;
+ } particles_shader;
+
+ Particles *particle_update_list = nullptr;
+
+ mutable RID_Owner<Particles, true> particles_owner;
+
+ /* Particles Collision */
+
+ struct ParticlesCollision {
+ RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ float radius = 1.0;
+ Vector3 extents = Vector3(1, 1, 1);
+ float attractor_strength = 1.0;
+ float attractor_attenuation = 1.0;
+ float attractor_directionality = 0.0;
+ GLuint field_texture = 0;
+ GLuint heightfield_texture = 0;
+ GLuint heightfield_fb = 0;
+ Size2i heightfield_fb_size;
+
+ RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
+
+ Dependency dependency;
+ };
+
+ struct ParticlesCollisionInstance {
+ RID collision;
+ Transform3D transform;
+ bool active = false;
+ };
+
+ mutable RID_Owner<ParticlesCollision, true> particles_collision_owner;
+
+ mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner;
+
public:
static ParticlesStorage *get_singleton();
ParticlesStorage();
virtual ~ParticlesStorage();
+ bool free(RID p_rid);
+
/* PARTICLES */
+ bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
+
virtual RID particles_allocate() override;
virtual void particles_initialize(RID p_rid) override;
virtual void particles_free(RID p_rid) override;
@@ -102,12 +360,51 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_instance) override;
- virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
+ void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, GLuint p_texture);
virtual void update_particles() override;
virtual bool particles_is_inactive(RID p_particles) const override;
+ _FORCE_INLINE_ RS::ParticlesMode particles_get_mode(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, RS::PARTICLES_MODE_2D);
+ return particles->mode;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_get_amount(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->amount;
+ }
+
+ _FORCE_INLINE_ GLuint particles_get_gl_buffer(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+
+ if ((particles->draw_order == RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH || particles->draw_order == RS::PARTICLES_DRAW_ORDER_REVERSE_LIFETIME) && particles->sort_buffer_filled) {
+ return particles->sort_buffer;
+ }
+ return particles->back_instance_buffer;
+ }
+
+ _FORCE_INLINE_ bool particles_has_collision(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, 0);
+
+ return particles->has_collision_cache;
+ }
+
+ _FORCE_INLINE_ uint32_t particles_is_using_local_coords(RID p_particles) {
+ Particles *particles = particles_owner.get_or_null(p_particles);
+ ERR_FAIL_COND_V(!particles, false);
+
+ return particles->use_local_coords;
+ }
+
+ Dependency *particles_get_dependency(RID p_particles) const;
+
/* PARTICLES COLLISION */
+ bool owns_particles_collision(RID p_rid) { return particles_collision_owner.owns(p_rid); }
virtual RID particles_collision_allocate() override;
virtual void particles_collision_initialize(RID p_rid) override;
@@ -124,8 +421,22 @@ public:
virtual void particles_collision_height_field_update(RID p_particles_collision) override;
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override;
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
+ Vector3 particles_collision_get_extents(RID p_particles_collision) const;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
- virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
+ GLuint particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
+
+ _FORCE_INLINE_ Size2i particles_collision_get_heightfield_size(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.get_or_null(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Size2i());
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, Size2i());
+
+ return particles_collision->heightfield_fb_size;
+ }
+
+ Dependency *particles_collision_get_dependency(RID p_particles) const;
+
+ /* PARTICLES COLLISION INSTANCE*/
+ bool owns_particles_collision_instance(RID p_rid) { return particles_collision_instance_owner.owns(p_rid); }
virtual RID particles_collision_instance_create(RID p_collision) override;
virtual void particles_collision_instance_free(RID p_rid) override;
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 51e22fe779..767ac2bf1a 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -647,7 +647,7 @@ void TextureStorage::texture_2d_initialize(RID p_texture, const Ref<Image> &p_im
texture.height = p_image->get_height();
texture.alloc_width = texture.width;
texture.alloc_height = texture.height;
- texture.mipmaps = p_image->get_mipmap_count();
+ texture.mipmaps = p_image->get_mipmap_count() + 1;
texture.format = p_image->get_format();
texture.type = Texture::TYPE_2D;
texture.target = GL_TEXTURE_2D;
@@ -2215,7 +2215,11 @@ void TextureStorage::render_target_sdf_process(RID p_render_target) {
// Load
CanvasSdfShaderGLES3::ShaderVariant variant = shrink ? CanvasSdfShaderGLES3::MODE_LOAD_SHRINK : CanvasSdfShaderGLES3::MODE_LOAD;
- sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ bool success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, 0, sdf_shader.shader_version, variant);
@@ -2236,7 +2240,11 @@ void TextureStorage::render_target_sdf_process(RID p_render_target) {
int stride = nearest_power_of_2_templated(MAX(size.width, size.height) / 2);
variant = CanvasSdfShaderGLES3::MODE_PROCESS;
- sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
@@ -2260,7 +2268,11 @@ void TextureStorage::render_target_sdf_process(RID p_render_target) {
// Store
variant = shrink ? CanvasSdfShaderGLES3::MODE_STORE_SHRINK : CanvasSdfShaderGLES3::MODE_STORE;
- sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ success = sdf_shader.shader.version_bind_shader(sdf_shader.shader_version, variant);
+ if (!success) {
+ return;
+ }
+
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::BASE_SIZE, r.size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::SIZE, size, sdf_shader.shader_version, variant);
sdf_shader.shader.version_set_uniform(CanvasSdfShaderGLES3::STRIDE, stride, sdf_shader.shader_version, variant);
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 7714e72f62..c465576347 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -129,7 +129,7 @@ struct Texture {
bool is_external = false;
bool is_render_target = false;
- RID proxy_to = RID();
+ RID proxy_to;
Vector<RID> proxies;
String path;
diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp
index 8e7e218bb9..393093c2a7 100644
--- a/drivers/gles3/storage/utilities.cpp
+++ b/drivers/gles3/storage/utilities.cpp
@@ -108,6 +108,10 @@ RS::InstanceType Utilities::get_base_type(RID p_rid) const {
return RS::INSTANCE_LIGHT;
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
return RS::INSTANCE_LIGHTMAP;
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
+ return RS::INSTANCE_PARTICLES;
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
+ return RS::INSTANCE_PARTICLES_COLLISION;
}
return RS::INSTANCE_NONE;
}
@@ -143,53 +147,18 @@ bool Utilities::free(RID p_rid) {
} else if (GLES3::LightStorage::get_singleton()->owns_lightmap(p_rid)) {
GLES3::LightStorage::get_singleton()->lightmap_free(p_rid);
return true;
- } else {
- return false;
- }
- /*
- else if (reflection_probe_owner.owns(p_rid)) {
- // delete the texture
- ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_rid);
- reflection_probe->instance_remove_deps();
-
- reflection_probe_owner.free(p_rid);
- memdelete(reflection_probe);
-
- return true;
- } else if (lightmap_capture_data_owner.owns(p_rid)) {
- // delete the texture
- LightmapCapture *lightmap_capture = lightmap_capture_data_owner.get_or_null(p_rid);
- lightmap_capture->instance_remove_deps();
-
- lightmap_capture_data_owner.free(p_rid);
- memdelete(lightmap_capture);
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles(p_rid)) {
+ GLES3::ParticlesStorage::get_singleton()->particles_free(p_rid);
return true;
-
- } else if (canvas_occluder_owner.owns(p_rid)) {
- CanvasOccluder *co = canvas_occluder_owner.get_or_null(p_rid);
- if (co->index_id) {
- glDeleteBuffers(1, &co->index_id);
- }
- if (co->vertex_id) {
- glDeleteBuffers(1, &co->vertex_id);
- }
-
- canvas_occluder_owner.free(p_rid);
- memdelete(co);
-
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision(p_rid)) {
+ GLES3::ParticlesStorage::get_singleton()->particles_collision_free(p_rid);
return true;
-
- } else if (canvas_light_shadow_owner.owns(p_rid)) {
- CanvasLightShadow *cls = canvas_light_shadow_owner.get_or_null(p_rid);
- glDeleteFramebuffers(1, &cls->fbo);
- glDeleteRenderbuffers(1, &cls->depth);
- glDeleteTextures(1, &cls->distance);
- canvas_light_shadow_owner.free(p_rid);
- memdelete(cls);
-
+ } else if (GLES3::ParticlesStorage::get_singleton()->owns_particles_collision_instance(p_rid)) {
+ GLES3::ParticlesStorage::get_singleton()->particles_collision_instance_free(p_rid);
return true;
+ } else {
+ return false;
}
- */
}
/* DEPENDENCIES */
@@ -207,6 +176,12 @@ void Utilities::base_update_dependency(RID p_base, DependencyTracker *p_instance
} else if (LightStorage::get_singleton()->owns_light(p_base)) {
Light *l = LightStorage::get_singleton()->get_light(p_base);
p_instance->update_dependency(&l->dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles(p_base)) {
+ Dependency *dependency = ParticlesStorage::get_singleton()->particles_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
+ } else if (ParticlesStorage::get_singleton()->owns_particles_collision(p_base)) {
+ Dependency *dependency = ParticlesStorage::get_singleton()->particles_collision_get_dependency(p_base);
+ p_instance->update_dependency(dependency);
}
}
diff --git a/drivers/vulkan/rendering_device_vulkan.cpp b/drivers/vulkan/rendering_device_vulkan.cpp
index 0ff4ca31e6..c7c5fadbeb 100644
--- a/drivers/vulkan/rendering_device_vulkan.cpp
+++ b/drivers/vulkan/rendering_device_vulkan.cpp
@@ -9186,7 +9186,7 @@ void RenderingDeviceVulkan::_free_pending_resources(int p_frame) {
Texture *texture = &frames[p_frame].textures_to_dispose_of.front()->get();
if (texture->bound) {
- WARN_PRINT("Deleted a texture while it was bound..");
+ WARN_PRINT("Deleted a texture while it was bound.");
}
vkDestroyImageView(device, texture->view, nullptr);
if (texture->owner.is_null()) {
diff --git a/editor/action_map_editor.h b/editor/action_map_editor.h
index d56ee6f9eb..ad9980c4ef 100644
--- a/editor/action_map_editor.h
+++ b/editor/action_map_editor.h
@@ -47,8 +47,8 @@ class ActionMapEditor : public Control {
public:
struct ActionInfo {
- String name = String();
- Dictionary action = Dictionary();
+ String name;
+ Dictionary action;
Ref<Texture2D> icon = Ref<Texture2D>();
bool editable = true;
@@ -67,8 +67,8 @@ private:
// Storing which action/event is currently being edited in the InputEventConfigurationDialog.
- Dictionary current_action = Dictionary();
- String current_action_name = String();
+ Dictionary current_action;
+ String current_action_name;
int current_action_event_index = -1;
// Popups
diff --git a/editor/debugger/editor_debugger_inspector.cpp b/editor/debugger/editor_debugger_inspector.cpp
index 371aaf8617..c64f23aba0 100644
--- a/editor/debugger/editor_debugger_inspector.cpp
+++ b/editor/debugger/editor_debugger_inspector.cpp
@@ -230,7 +230,7 @@ void EditorDebuggerInspector::add_stack_variable(const Array &p_array) {
Variant v = var.value;
PropertyHint h = PROPERTY_HINT_NONE;
- String hs = String();
+ String hs;
if (v.get_type() == Variant::OBJECT) {
v = Object::cast_to<EncodedObjectAsID>(v)->get_object_id();
diff --git a/editor/editor_node.cpp b/editor/editor_node.cpp
index 24ed0fff93..cbad9aa737 100644
--- a/editor/editor_node.cpp
+++ b/editor/editor_node.cpp
@@ -5763,7 +5763,7 @@ void EditorNode::_global_menu_new_window(const Variant &p_tag) {
}
void EditorNode::_dropped_files(const Vector<String> &p_files) {
- String to_path = ProjectSettings::get_singleton()->globalize_path(FileSystemDock::get_singleton()->get_selected_path());
+ String to_path = ProjectSettings::get_singleton()->globalize_path(FileSystemDock::get_singleton()->get_current_directory());
_add_dropped_files_recursive(p_files, to_path);
diff --git a/editor/editor_plugin.cpp b/editor/editor_plugin.cpp
index b18e5c7457..e11bc3c252 100644
--- a/editor/editor_plugin.cpp
+++ b/editor/editor_plugin.cpp
@@ -243,14 +243,18 @@ void EditorInterface::select_file(const String &p_file) {
FileSystemDock::get_singleton()->select_file(p_file);
}
-String EditorInterface::get_selected_path() const {
- return FileSystemDock::get_singleton()->get_selected_path();
+Vector<String> EditorInterface::get_selected_paths() const {
+ return FileSystemDock::get_singleton()->get_selected_paths();
}
String EditorInterface::get_current_path() const {
return FileSystemDock::get_singleton()->get_current_path();
}
+String EditorInterface::get_current_directory() const {
+ return FileSystemDock::get_singleton()->get_current_directory();
+}
+
void EditorInterface::inspect_object(Object *p_obj, const String &p_for_property, bool p_inspector_only) {
EditorNode::get_singleton()->push_item(p_obj, p_for_property, p_inspector_only);
}
@@ -368,8 +372,9 @@ void EditorInterface::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_editor_main_screen"), &EditorInterface::get_editor_main_screen);
ClassDB::bind_method(D_METHOD("make_mesh_previews", "meshes", "preview_size"), &EditorInterface::_make_mesh_previews);
ClassDB::bind_method(D_METHOD("select_file", "file"), &EditorInterface::select_file);
- ClassDB::bind_method(D_METHOD("get_selected_path"), &EditorInterface::get_selected_path);
+ ClassDB::bind_method(D_METHOD("get_selected_paths"), &EditorInterface::get_selected_paths);
ClassDB::bind_method(D_METHOD("get_current_path"), &EditorInterface::get_current_path);
+ ClassDB::bind_method(D_METHOD("get_current_directory"), &EditorInterface::get_current_directory);
ClassDB::bind_method(D_METHOD("get_file_system_dock"), &EditorInterface::get_file_system_dock);
ClassDB::bind_method(D_METHOD("get_editor_paths"), &EditorInterface::get_editor_paths);
ClassDB::bind_method(D_METHOD("get_command_palette"), &EditorInterface::get_command_palette);
diff --git a/editor/editor_plugin.h b/editor/editor_plugin.h
index 22674e4bc8..9c639164f2 100644
--- a/editor/editor_plugin.h
+++ b/editor/editor_plugin.h
@@ -94,8 +94,9 @@ public:
EditorCommandPalette *get_command_palette() const;
void select_file(const String &p_file);
- String get_selected_path() const;
+ Vector<String> get_selected_paths() const;
String get_current_path() const;
+ String get_current_directory() const;
void inspect_object(Object *p_obj, const String &p_for_property = String(), bool p_inspector_only = false);
diff --git a/editor/editor_properties.h b/editor/editor_properties.h
index 20b130f57f..ad36e01544 100644
--- a/editor/editor_properties.h
+++ b/editor/editor_properties.h
@@ -639,7 +639,7 @@ class EditorPropertyQuaternion : public EditorProperty {
EditorSpinSlider *euler[3];
Button *edit_button = nullptr;
- Vector3 edit_euler = Vector3();
+ Vector3 edit_euler;
void _value_changed(double p_val, const String &p_name);
void _edit_custom_value();
diff --git a/editor/filesystem_dock.cpp b/editor/filesystem_dock.cpp
index 30fa1e8a0d..bda5dd68c4 100644
--- a/editor/filesystem_dock.cpp
+++ b/editor/filesystem_dock.cpp
@@ -512,7 +512,15 @@ void FileSystemDock::_tree_multi_selected(Object *p_item, int p_column, bool p_s
}
}
-String FileSystemDock::get_selected_path() const {
+Vector<String> FileSystemDock::get_selected_paths() const {
+ return _tree_get_selected(false);
+}
+
+String FileSystemDock::get_current_path() const {
+ return path;
+}
+
+String FileSystemDock::get_current_directory() const {
if (path.ends_with("/")) {
return path;
} else {
@@ -520,10 +528,6 @@ String FileSystemDock::get_selected_path() const {
}
}
-String FileSystemDock::get_current_path() const {
- return path;
-}
-
void FileSystemDock::_set_current_path_text(const String &p_path) {
if (p_path == "Favorites") {
current_path->set_text(TTR("Favorites"));
@@ -1727,7 +1731,7 @@ void FileSystemDock::_move_operation_confirm(const String &p_to_path, bool p_ove
}
}
-Vector<String> FileSystemDock::_tree_get_selected(bool remove_self_inclusion) {
+Vector<String> FileSystemDock::_tree_get_selected(bool remove_self_inclusion) const {
// Build a list of selected items with the active one at the first position.
Vector<String> selected_strings;
diff --git a/editor/filesystem_dock.h b/editor/filesystem_dock.h
index f39ca9e74d..ebb6f1e2a0 100644
--- a/editor/filesystem_dock.h
+++ b/editor/filesystem_dock.h
@@ -297,12 +297,12 @@ private:
void _update_display_mode(bool p_force = false);
- Vector<String> _tree_get_selected(bool remove_self_inclusion = true);
+ Vector<String> _tree_get_selected(bool remove_self_inclusion = true) const;
bool _is_file_type_disabled_by_feature_profile(const StringName &p_class);
void _feature_profile_changed();
- Vector<String> _remove_self_included_paths(Vector<String> selected_strings);
+ static Vector<String> _remove_self_included_paths(Vector<String> selected_strings);
private:
static FileSystemDock *singleton;
@@ -315,9 +315,11 @@ protected:
static void _bind_methods();
public:
- String get_selected_path() const;
+ Vector<String> get_selected_paths() const;
String get_current_path() const;
+ String get_current_directory() const;
+
void navigate_to_path(const String &p_path);
void focus_on_filter();
diff --git a/editor/import/resource_importer_scene.cpp b/editor/import/resource_importer_scene.cpp
index a6a0eef11b..f7a3ce2679 100644
--- a/editor/import/resource_importer_scene.cpp
+++ b/editor/import/resource_importer_scene.cpp
@@ -402,7 +402,7 @@ void _rescale_importer_mesh(Vector3 p_scale, Ref<ImporterMesh> p_mesh, bool is_s
const int fmt_compress_flags = p_mesh->get_surface_format(surf_idx);
Array arr = p_mesh->get_surface_arrays(surf_idx);
String name = p_mesh->get_surface_name(surf_idx);
- Dictionary lods = Dictionary();
+ Dictionary lods;
Ref<Material> mat = p_mesh->get_surface_material(surf_idx);
{
Vector<Vector3> vertex_array = arr[ArrayMesh::ARRAY_VERTEX];
diff --git a/editor/plugins/animation_player_editor_plugin.cpp b/editor/plugins/animation_player_editor_plugin.cpp
index 1ebe81c4b0..85739d0d8f 100644
--- a/editor/plugins/animation_player_editor_plugin.cpp
+++ b/editor/plugins/animation_player_editor_plugin.cpp
@@ -950,7 +950,7 @@ void AnimationPlayerEditor::_update_animation_list_icons() {
}
void AnimationPlayerEditor::_update_name_dialog_library_dropdown() {
- StringName current_library_name = StringName();
+ StringName current_library_name;
if (animation->has_selectable_items()) {
String current_animation_name = animation->get_item_text(animation->get_selected());
Ref<Animation> current_animation = player->get_animation(current_animation_name);
diff --git a/editor/plugins/animation_state_machine_editor.cpp b/editor/plugins/animation_state_machine_editor.cpp
index c32f9b1775..cc709182a8 100644
--- a/editor/plugins/animation_state_machine_editor.cpp
+++ b/editor/plugins/animation_state_machine_editor.cpp
@@ -420,7 +420,7 @@ void AnimationNodeStateMachineEditor::_state_machine_gui_input(const Ref<InputEv
if (mm.is_valid()) {
state_machine_draw->grab_focus();
- String new_over_node = StringName();
+ String new_over_node;
int new_over_node_what = -1;
if (tool_select->is_pressed()) {
for (int i = node_rects.size() - 1; i >= 0; i--) { // Inverse to draw order.
diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp
index baf335f5b4..5584b0299c 100644
--- a/editor/plugins/canvas_item_editor_plugin.cpp
+++ b/editor/plugins/canvas_item_editor_plugin.cpp
@@ -412,7 +412,7 @@ Point2 CanvasItemEditor::snap_point(Point2 p_target, unsigned int p_modes, unsig
// Other nodes sides
if ((is_snap_active && snap_other_nodes && (p_modes & SNAP_OTHER_NODES)) || (p_forced_modes & SNAP_OTHER_NODES)) {
- Transform2D to_snap_transform = Transform2D();
+ Transform2D to_snap_transform;
List<const CanvasItem *> exceptions = List<const CanvasItem *>();
for (const CanvasItem *E : p_other_nodes_exceptions) {
exceptions.push_back(E);
@@ -813,7 +813,7 @@ Vector2 CanvasItemEditor::_position_to_anchor(const Control *p_control, Vector2
Rect2 parent_rect = p_control->get_parent_anchorable_rect();
- Vector2 output = Vector2();
+ Vector2 output;
if (p_control->is_layout_rtl()) {
output.x = (parent_rect.size.x == 0) ? 0.0 : (parent_rect.size.x - p_control->get_transform().xform(position).x - parent_rect.position.x) / parent_rect.size.x;
} else {
@@ -2268,7 +2268,7 @@ bool CanvasItemEditor::_gui_input_select(const Ref<InputEvent> &p_event) {
}
}
- String suffix = String();
+ String suffix;
if (locked == 1) {
suffix = " (" + TTR("Locked") + ")";
} else if (locked == 2) {
@@ -2790,7 +2790,7 @@ void CanvasItemEditor::_draw_rulers() {
int font_size = get_theme_font_size(SNAME("rulers_size"), SNAME("EditorFonts"));
// The rule transform
- Transform2D ruler_transform = Transform2D();
+ Transform2D ruler_transform;
if (grid_snap_active || _is_grid_visible()) {
List<CanvasItem *> selection = _get_edited_canvas_items();
if (snap_relative && selection.size() > 0) {
@@ -2816,11 +2816,11 @@ void CanvasItemEditor::_draw_rulers() {
// Subdivisions
int major_subdivision = 2;
- Transform2D major_subdivide = Transform2D();
+ Transform2D major_subdivide;
major_subdivide.scale(Size2(1.0 / major_subdivision, 1.0 / major_subdivision));
int minor_subdivision = 5;
- Transform2D minor_subdivide = Transform2D();
+ Transform2D minor_subdivide;
minor_subdivide.scale(Size2(1.0 / minor_subdivision, 1.0 / minor_subdivision));
// First and last graduations to draw (in the ruler space)
@@ -3032,7 +3032,7 @@ void CanvasItemEditor::_draw_ruler_tool() {
viewport->draw_string_outline(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.y)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
viewport->draw_string(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.y)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_secondary_color);
- Point2 v_angle_text_pos = Point2();
+ Point2 v_angle_text_pos;
v_angle_text_pos.x = CLAMP(begin.x - angle_text_width / 2, angle_text_width / 2, viewport->get_rect().size.x - angle_text_width);
v_angle_text_pos.y = begin.y < end.y ? MIN(text_pos2.y - 2 * text_height, begin.y - text_height * 0.5) : MAX(text_pos2.y + text_height * 3, begin.y + text_height * 1.5);
viewport->draw_string_outline(font, v_angle_text_pos, TS->format_number(vformat(String::utf8("%d°"), vertical_angle)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
@@ -3043,7 +3043,7 @@ void CanvasItemEditor::_draw_ruler_tool() {
viewport->draw_string_outline(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.x)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, outline_size, outline_color);
viewport->draw_string(font, text_pos2, TS->format_number(vformat("%.1f px", length_vector.x)), HORIZONTAL_ALIGNMENT_LEFT, -1, font_size, font_secondary_color);
- Point2 h_angle_text_pos = Point2();
+ Point2 h_angle_text_pos;
h_angle_text_pos.x = CLAMP(end.x - angle_text_width / 2, angle_text_width / 2, viewport->get_rect().size.x - angle_text_width);
if (begin.y < end.y) {
h_angle_text_pos.y = end.y + text_height * 1.5;
diff --git a/editor/plugins/canvas_item_editor_plugin.h b/editor/plugins/canvas_item_editor_plugin.h
index 74d4af9a13..cc98aa8c51 100644
--- a/editor/plugins/canvas_item_editor_plugin.h
+++ b/editor/plugins/canvas_item_editor_plugin.h
@@ -339,12 +339,12 @@ private:
Point2 drag_start_origin;
DragType drag_type = DRAG_NONE;
- Point2 drag_from = Vector2();
- Point2 drag_to = Vector2();
+ Point2 drag_from;
+ Point2 drag_to;
Point2 drag_rotation_center;
List<CanvasItem *> drag_selection;
int dragged_guide_index = -1;
- Point2 dragged_guide_pos = Point2();
+ Point2 dragged_guide_pos;
bool is_hovering_h_guide = false;
bool is_hovering_v_guide = false;
diff --git a/editor/plugins/control_editor_plugin.cpp b/editor/plugins/control_editor_plugin.cpp
index 6af9b85657..00b7845cee 100644
--- a/editor/plugins/control_editor_plugin.cpp
+++ b/editor/plugins/control_editor_plugin.cpp
@@ -816,7 +816,7 @@ Vector2 ControlEditorToolbar::_position_to_anchor(const Control *p_control, Vect
Rect2 parent_rect = p_control->get_parent_anchorable_rect();
- Vector2 output = Vector2();
+ Vector2 output;
if (p_control->is_layout_rtl()) {
output.x = (parent_rect.size.x == 0) ? 0.0 : (parent_rect.size.x - p_control->get_transform().xform(position).x - parent_rect.position.x) / parent_rect.size.x;
} else {
diff --git a/editor/plugins/material_editor_plugin.h b/editor/plugins/material_editor_plugin.h
index a6321dcf34..076fd5e537 100644
--- a/editor/plugins/material_editor_plugin.h
+++ b/editor/plugins/material_editor_plugin.h
@@ -46,7 +46,7 @@ class SubViewportContainer;
class MaterialEditor : public Control {
GDCLASS(MaterialEditor, Control);
- Vector2 rot = Vector2();
+ Vector2 rot;
HBoxContainer *layout_2d = nullptr;
ColorRect *rect_instance = nullptr;
diff --git a/editor/plugins/node_3d_editor_plugin.cpp b/editor/plugins/node_3d_editor_plugin.cpp
index 7febb50f5c..5929807f98 100644
--- a/editor/plugins/node_3d_editor_plugin.cpp
+++ b/editor/plugins/node_3d_editor_plugin.cpp
@@ -1329,7 +1329,7 @@ void Node3DEditorViewport::_list_select(Ref<InputEventMouseButton> b) {
}
}
- String suffix = String();
+ String suffix;
if (locked == 1) {
suffix = " (" + TTR("Locked") + ")";
} else if (locked == 2) {
@@ -3492,7 +3492,7 @@ void Node3DEditorViewport::update_transform_gizmo_view() {
}
for (int i = 0; i < 3; i++) {
- Transform3D axis_angle = Transform3D();
+ Transform3D axis_angle;
if (xform.basis.get_column(i).normalized().dot(xform.basis.get_column((i + 1) % 3).normalized()) < 1.0) {
axis_angle = axis_angle.looking_at(xform.basis.get_column(i).normalized(), xform.basis.get_column((i + 1) % 3).normalized());
}
@@ -6803,8 +6803,8 @@ void Node3DEditor::_init_grid() {
// Don't draw lines over the origin if it's enabled.
if (!(origin_enabled && Math::is_zero_approx(position_a))) {
- Vector3 line_bgn = Vector3();
- Vector3 line_end = Vector3();
+ Vector3 line_bgn;
+ Vector3 line_end;
line_bgn[a] = position_a;
line_end[a] = position_a;
line_bgn[b] = bgn_b;
@@ -6819,8 +6819,8 @@ void Node3DEditor::_init_grid() {
}
if (!(origin_enabled && Math::is_zero_approx(position_b))) {
- Vector3 line_bgn = Vector3();
- Vector3 line_end = Vector3();
+ Vector3 line_bgn;
+ Vector3 line_end;
line_bgn[b] = position_b;
line_end[b] = position_b;
line_bgn[a] = bgn_a;
@@ -6988,8 +6988,8 @@ void Node3DEditor::_snap_selected_nodes_to_floor() {
for (Node *E : selection) {
Node3D *sp = Object::cast_to<Node3D>(E);
if (sp) {
- Vector3 from = Vector3();
- Vector3 position_offset = Vector3();
+ Vector3 from;
+ Vector3 position_offset;
// Priorities for snapping to floor are CollisionShapes, VisualInstances and then origin
HashSet<VisualInstance3D *> vi = _get_child_nodes<VisualInstance3D>(sp);
diff --git a/editor/plugins/node_3d_editor_plugin.h b/editor/plugins/node_3d_editor_plugin.h
index 5c5034a916..a8d3bfb70c 100644
--- a/editor/plugins/node_3d_editor_plugin.h
+++ b/editor/plugins/node_3d_editor_plugin.h
@@ -575,7 +575,7 @@ private:
bool grid_enabled = false;
bool grid_init_draw = false;
Camera3D::ProjectionType grid_camera_last_update_perspective = Camera3D::PROJECTION_PERSPECTIVE;
- Vector3 grid_camera_last_update_position = Vector3();
+ Vector3 grid_camera_last_update_position;
Ref<ArrayMesh> move_gizmo[3], move_plane_gizmo[3], rotate_gizmo[4], scale_gizmo[3], scale_plane_gizmo[3], axis_gizmo[3];
Ref<StandardMaterial3D> gizmo_color[3];
diff --git a/editor/plugins/skeleton_3d_editor_plugin.cpp b/editor/plugins/skeleton_3d_editor_plugin.cpp
index 7922a768ec..58c25c1a5d 100644
--- a/editor/plugins/skeleton_3d_editor_plugin.cpp
+++ b/editor/plugins/skeleton_3d_editor_plugin.cpp
@@ -1288,7 +1288,7 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi
ERR_FAIL_COND(!skeleton);
// Prepare for global to local.
- Transform3D original_to_local = Transform3D();
+ Transform3D original_to_local;
int parent_idx = skeleton->get_bone_parent(p_id);
if (parent_idx >= 0) {
original_to_local = original_to_local * skeleton->get_bone_global_pose(parent_idx);
@@ -1296,7 +1296,7 @@ void Skeleton3DGizmoPlugin::set_subgizmo_transform(const EditorNode3DGizmo *p_gi
Basis to_local = original_to_local.get_basis().inverse();
// Prepare transform.
- Transform3D t = Transform3D();
+ Transform3D t;
// Basis.
t.basis = to_local * p_transform.get_basis();
diff --git a/editor/plugins/tiles/tiles_editor_plugin.cpp b/editor/plugins/tiles/tiles_editor_plugin.cpp
index 5b54062632..4239e2c981 100644
--- a/editor/plugins/tiles/tiles_editor_plugin.cpp
+++ b/editor/plugins/tiles/tiles_editor_plugin.cpp
@@ -92,7 +92,7 @@ void TilesEditorPlugin::_thread() {
TypedArray<Vector2i> used_cells = tile_map->get_used_cells(0);
- Rect2 encompassing_rect = Rect2();
+ Rect2 encompassing_rect;
encompassing_rect.set_position(tile_map->map_to_local(used_cells[0]));
for (int i = 0; i < used_cells.size(); i++) {
Vector2i cell = used_cells[i];
diff --git a/editor/plugins/tiles/tiles_editor_plugin.h b/editor/plugins/tiles/tiles_editor_plugin.h
index bdada9ec90..fe0d8179bc 100644
--- a/editor/plugins/tiles/tiles_editor_plugin.h
+++ b/editor/plugins/tiles/tiles_editor_plugin.h
@@ -71,7 +71,7 @@ private:
// For synchronization.
int atlas_sources_lists_current = 0;
float atlas_view_zoom = 1.0;
- Vector2 atlas_view_scroll = Vector2();
+ Vector2 atlas_view_scroll;
void _tile_map_changed();
diff --git a/editor/project_converter_3_to_4.cpp b/editor/project_converter_3_to_4.cpp
index 78f3b4de0e..8de2833240 100644
--- a/editor/project_converter_3_to_4.cpp
+++ b/editor/project_converter_3_to_4.cpp
@@ -366,6 +366,7 @@ static const char *gdscript_function_renames[][2] = {
{ "get_scancode", "get_keycode" }, // InputEventKey
{ "get_scancode_string", "get_keycode_string" }, // OS
{ "get_scancode_with_modifiers", "get_keycode_with_modifiers" }, // InputEventKey
+ { "get_selected_path", "get_current_directory" }, // EditorInterface
{ "get_shift", "is_shift_pressed" }, // InputEventWithModifiers
{ "get_size_override", "get_size_2d_override" }, // SubViewport
{ "get_slide_count", "get_slide_collision_count" }, // CharacterBody2D, CharacterBody3D
diff --git a/editor/script_create_dialog.cpp b/editor/script_create_dialog.cpp
index 08c0f0f708..4a3b0e979f 100644
--- a/editor/script_create_dialog.cpp
+++ b/editor/script_create_dialog.cpp
@@ -853,7 +853,7 @@ ScriptLanguage::ScriptTemplate ScriptCreateDialog::_parse_template(const ScriptL
script_template.inherit = p_inherits;
String space_indent = " ";
// Get meta delimiter
- String meta_delimiter = String();
+ String meta_delimiter;
List<String> comment_delimiters;
p_language->get_comment_delimiters(&comment_delimiters);
for (const String &script_delimiter : comment_delimiters) {
diff --git a/gles3_builders.py b/gles3_builders.py
index 46ab1bbc03..0d0037dea1 100644
--- a/gles3_builders.py
+++ b/gles3_builders.py
@@ -20,6 +20,7 @@ class GLES3HeaderStruct:
self.texunit_names = []
self.ubos = []
self.ubo_names = []
+ self.feedbacks = []
self.vertex_included_files = []
self.fragment_included_files = []
@@ -168,6 +169,20 @@ def include_file_in_gles3_header(filename: str, header_data: GLES3HeaderStruct,
if not x in header_data.uniforms:
header_data.uniforms += [x]
+ if (line.strip().find("out ") == 0 or line.strip().find("flat ") == 0) and line.find("tfb:") != -1:
+ uline = line.replace("flat ", "")
+ uline = uline.replace("out ", "")
+ uline = uline.replace("highp ", "")
+ uline = uline.replace(";", "")
+ uline = uline[uline.find(" ") :].strip()
+
+ if uline.find("//") != -1:
+ name, bind = uline.split("//")
+ if bind.find("tfb:") != -1:
+ name = name.strip()
+ bind = bind.replace("tfb:", "").strip()
+ header_data.feedbacks += [(name, bind)]
+
line = line.replace("\r", "")
line = line.replace("\n", "")
@@ -240,11 +255,11 @@ def build_gles3_header(filename: str, include: str, class_suffix: str, header_da
defspec |= 1 << i
fd.write(
- "\t_FORCE_INLINE_ void version_bind_shader(RID p_version,ShaderVariant p_variant"
+ "\t_FORCE_INLINE_ bool version_bind_shader(RID p_version,ShaderVariant p_variant"
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
- + ") { _version_bind_shader(p_version,p_variant,p_specialization); }\n\n"
+ + ") { return _version_bind_shader(p_version,p_variant,p_specialization); }\n\n"
)
if header_data.uniforms:
@@ -278,7 +293,7 @@ def build_gles3_header(filename: str, include: str, class_suffix: str, header_da
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
- + ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
+ + ") { _FU glUniform1ui(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int8_t p_value,RID p_version,ShaderVariant p_variant"
@@ -292,7 +307,7 @@ def build_gles3_header(filename: str, include: str, class_suffix: str, header_da
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
- + ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
+ + ") { _FU glUniform1ui(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int16_t p_value,RID p_version,ShaderVariant p_variant"
@@ -306,7 +321,7 @@ def build_gles3_header(filename: str, include: str, class_suffix: str, header_da
+ defvariant
+ ",uint64_t p_specialization="
+ str(defspec)
- + ") { _FU glUniform1i(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
+ + ") { _FU glUniform1ui(version_get_uniform(p_uniform,p_version,p_variant,p_specialization),p_value); }\n\n"
)
fd.write(
"\t_FORCE_INLINE_ void version_set_uniform(Uniforms p_uniform, int32_t p_value,RID p_version,ShaderVariant p_variant"
@@ -497,6 +512,8 @@ def build_gles3_header(filename: str, include: str, class_suffix: str, header_da
else:
fd.write("\t\tstatic UBOPair *_ubo_pairs=nullptr;\n")
+ specializations_found = []
+
if header_data.specialization_names:
fd.write("\t\tstatic Specialization _spec_pairs[]={\n")
for i in range(len(header_data.specialization_names)):
@@ -507,10 +524,30 @@ def build_gles3_header(filename: str, include: str, class_suffix: str, header_da
defval = "false"
fd.write('\t\t\t{"' + header_data.specialization_names[i] + '",' + defval + "},\n")
+ specializations_found.append(header_data.specialization_names[i])
fd.write("\t\t};\n\n")
else:
fd.write("\t\tstatic Specialization *_spec_pairs=nullptr;\n")
+ feedback_count = 0
+
+ if header_data.feedbacks:
+
+ fd.write("\t\tstatic const Feedback _feedbacks[]={\n")
+ for x in header_data.feedbacks:
+ name = x[0]
+ spec = x[1]
+ if spec in specializations_found:
+ fd.write('\t\t\t{"' + name + '",' + str(1 << specializations_found.index(spec)) + "},\n")
+ else:
+ fd.write('\t\t\t{"' + name + '",0},\n')
+
+ feedback_count += 1
+
+ fd.write("\t\t};\n\n")
+ else:
+ fd.write("\t\tstatic const Feedback* _feedbacks=nullptr;\n")
+
fd.write("\t\tstatic const char _vertex_code[]={\n")
for x in header_data.vertex_lines:
for c in x:
@@ -535,6 +572,8 @@ def build_gles3_header(filename: str, include: str, class_suffix: str, header_da
+ ",_uniform_strings,"
+ str(len(header_data.ubos))
+ ",_ubo_pairs,"
+ + str(feedback_count)
+ + ",_feedbacks,"
+ str(len(header_data.texunits))
+ ",_texunit_pairs,"
+ str(len(header_data.specialization_names))
diff --git a/modules/gdscript/editor/gdscript_highlighter.cpp b/modules/gdscript/editor/gdscript_highlighter.cpp
index 420401cb79..0ebdbf090d 100644
--- a/modules/gdscript/editor/gdscript_highlighter.cpp
+++ b/modules/gdscript/editor/gdscript_highlighter.cpp
@@ -322,7 +322,7 @@ Dictionary GDScriptSyntaxHighlighter::_get_line_syntax_highlighting_impl(int p_l
}
String word = str.substr(j, to - j);
- Color col = Color();
+ Color col;
if (global_functions.has(word)) {
// "assert" and "preload" are reserved, so highlight even if not followed by a bracket.
if (word == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::ASSERT) || word == GDScriptTokenizer::get_token_name(GDScriptTokenizer::Token::PRELOAD)) {
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
index d77baab24b..f511233fcc 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/StringExtensions.cs
@@ -229,7 +229,6 @@ namespace Godot
sb.Replace("\v", "\\v");
sb.Replace("\'", "\\'");
sb.Replace("\"", "\\\"");
- sb.Replace("?", "\\?");
return sb.ToString();
}
@@ -253,7 +252,6 @@ namespace Godot
sb.Replace("\\v", "\v");
sb.Replace("\\'", "\'");
sb.Replace("\\\"", "\"");
- sb.Replace("\\?", "?");
sb.Replace("\\\\", "\\");
return sb.ToString();
diff --git a/modules/multiplayer/editor/replication_editor.cpp b/modules/multiplayer/editor/replication_editor.cpp
index 4ba9cd14f0..ccde9fed22 100644
--- a/modules/multiplayer/editor/replication_editor.cpp
+++ b/modules/multiplayer/editor/replication_editor.cpp
@@ -202,7 +202,7 @@ ReplicationEditor::ReplicationEditor() {
add_pick_button = memnew(Button);
add_pick_button->connect("pressed", callable_mp(this, &ReplicationEditor::_pick_new_property));
- add_pick_button->set_text(TTR("Add property to sync.."));
+ add_pick_button->set_text(TTR("Add property to sync..."));
hb->add_child(add_pick_button);
VSeparator *vs = memnew(VSeparator);
vs->set_custom_minimum_size(Size2(30 * EDSCALE, 0));
diff --git a/modules/navigation/nav_link.h b/modules/navigation/nav_link.h
index 8d57f076c0..8f51a63951 100644
--- a/modules/navigation/nav_link.h
+++ b/modules/navigation/nav_link.h
@@ -37,8 +37,8 @@
class NavLink : public NavBase {
NavMap *map = nullptr;
bool bidirectional = true;
- Vector3 start_location = Vector3();
- Vector3 end_location = Vector3();
+ Vector3 start_location;
+ Vector3 end_location;
bool link_dirty = true;
diff --git a/platform/android/export/export_plugin.cpp b/platform/android/export/export_plugin.cpp
index 9919268375..c3fba625c6 100644
--- a/platform/android/export/export_plugin.cpp
+++ b/platform/android/export/export_plugin.cpp
@@ -802,7 +802,7 @@ void EditorExportPlatformAndroid::_get_permissions(const Ref<EditorExportPreset>
}
void EditorExportPlatformAndroid::_write_tmp_manifest(const Ref<EditorExportPreset> &p_preset, bool p_give_internet, bool p_debug) {
- print_verbose("Building temporary manifest..");
+ print_verbose("Building temporary manifest...");
String manifest_text =
"<?xml version=\"1.0\" encoding=\"utf-8\"?>\n"
"<manifest xmlns:android=\"http://schemas.android.com/apk/res/android\"\n"
@@ -2491,7 +2491,7 @@ void EditorExportPlatformAndroid::_clear_assets_directory() {
// Clear the APK assets directory
if (da_res->dir_exists(APK_ASSETS_DIRECTORY)) {
- print_verbose("Clearing APK assets directory..");
+ print_verbose("Clearing APK assets directory...");
Ref<DirAccess> da_assets = DirAccess::open(APK_ASSETS_DIRECTORY);
da_assets->erase_contents_recursive();
da_res->remove(APK_ASSETS_DIRECTORY);
@@ -2499,7 +2499,7 @@ void EditorExportPlatformAndroid::_clear_assets_directory() {
// Clear the AAB assets directory
if (da_res->dir_exists(AAB_ASSETS_DIRECTORY)) {
- print_verbose("Clearing AAB assets directory..");
+ print_verbose("Clearing AAB assets directory...");
Ref<DirAccess> da_assets = DirAccess::open(AAB_ASSETS_DIRECTORY);
da_assets->erase_contents_recursive();
da_res->remove(AAB_ASSETS_DIRECTORY);
@@ -2615,10 +2615,10 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
}
if (use_custom_build) {
- print_verbose("Starting custom build..");
+ print_verbose("Starting custom build...");
//test that installed build version is alright
{
- print_verbose("Checking build version..");
+ print_verbose("Checking build version...");
Ref<FileAccess> f = FileAccess::open("res://android/.build_version", FileAccess::READ);
if (f.is_null()) {
add_message(EXPORT_MESSAGE_ERROR, TTR("Export"), TTR("Trying to build from a custom built template, but no version info for it exists. Please reinstall from the 'Project' menu."));
@@ -2651,7 +2651,7 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
_clear_assets_directory();
_remove_copied_libs();
if (!apk_expansion) {
- print_verbose("Exporting project files..");
+ print_verbose("Exporting project files...");
CustomExportData user_data;
user_data.assets_directory = assets_directory;
user_data.debug = p_debug;
@@ -2665,14 +2665,14 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
fa->store_string(JSON::stringify(user_data.libs, "\t"));
}
} else {
- print_verbose("Saving apk expansion file..");
+ print_verbose("Saving apk expansion file...");
err = save_apk_expansion_file(p_preset, p_debug, p_path);
if (err != OK) {
add_message(EXPORT_MESSAGE_ERROR, TTR("Export"), TTR("Could not write expansion package file!"));
return err;
}
}
- print_verbose("Storing command line flags..");
+ print_verbose("Storing command line flags...");
store_file_at_path(assets_directory + "/_cl_", command_line_flags);
print_verbose("Updating ANDROID_HOME environment to " + sdk_path);
@@ -2825,7 +2825,7 @@ Error EditorExportPlatformAndroid::export_project_helper(const Ref<EditorExportP
return OK;
}
// This is the start of the Legacy build system
- print_verbose("Starting legacy build system..");
+ print_verbose("Starting legacy build system...");
if (p_debug) {
src_apk = p_preset->get("custom_template/debug");
} else {
diff --git a/platform/android/plugin/godot_plugin_jni.cpp b/platform/android/plugin/godot_plugin_jni.cpp
index 498977ad49..5a7123b833 100644
--- a/platform/android/plugin/godot_plugin_jni.cpp
+++ b/platform/android/plugin/godot_plugin_jni.cpp
@@ -135,7 +135,7 @@ JNIEXPORT void JNICALL Java_org_godotengine_godot_plugin_GodotPlugin_nativeRegis
}
// Retrieve the current list of gdnative libraries.
- Array singletons = Array();
+ Array singletons;
if (ProjectSettings::get_singleton()->has_setting("gdnative/singletons")) {
singletons = GLOBAL_GET("gdnative/singletons");
}
diff --git a/platform/linuxbsd/os_linuxbsd.cpp b/platform/linuxbsd/os_linuxbsd.cpp
index 22c5f063c3..81cadea51f 100644
--- a/platform/linuxbsd/os_linuxbsd.cpp
+++ b/platform/linuxbsd/os_linuxbsd.cpp
@@ -128,6 +128,8 @@ void OS_LinuxBSD::initialize() {
crash_handler.initialize();
OS_Unix::initialize_core();
+
+ system_dir_desktop_cache = get_system_dir(SYSTEM_DIR_DESKTOP);
}
void OS_LinuxBSD::initialize_joypads() {
@@ -719,6 +721,10 @@ String OS_LinuxBSD::get_cache_path() const {
}
String OS_LinuxBSD::get_system_dir(SystemDir p_dir, bool p_shared_storage) const {
+ if (p_dir == SYSTEM_DIR_DESKTOP && !system_dir_desktop_cache.is_empty()) {
+ return system_dir_desktop_cache;
+ }
+
String xdgparam;
switch (p_dir) {
@@ -727,31 +733,24 @@ String OS_LinuxBSD::get_system_dir(SystemDir p_dir, bool p_shared_storage) const
} break;
case SYSTEM_DIR_DCIM: {
xdgparam = "PICTURES";
-
} break;
case SYSTEM_DIR_DOCUMENTS: {
xdgparam = "DOCUMENTS";
-
} break;
case SYSTEM_DIR_DOWNLOADS: {
xdgparam = "DOWNLOAD";
-
} break;
case SYSTEM_DIR_MOVIES: {
xdgparam = "VIDEOS";
-
} break;
case SYSTEM_DIR_MUSIC: {
xdgparam = "MUSIC";
-
} break;
case SYSTEM_DIR_PICTURES: {
xdgparam = "PICTURES";
-
} break;
case SYSTEM_DIR_RINGTONES: {
xdgparam = "MUSIC";
-
} break;
}
diff --git a/platform/linuxbsd/os_linuxbsd.h b/platform/linuxbsd/os_linuxbsd.h
index aea04c1363..aa7af92aa1 100644
--- a/platform/linuxbsd/os_linuxbsd.h
+++ b/platform/linuxbsd/os_linuxbsd.h
@@ -72,6 +72,8 @@ class OS_LinuxBSD : public OS_Unix {
Vector<String> lspci_device_filter(Vector<String> vendor_device_id_mapping, String class_suffix, String check_column, String whitelist) const;
Vector<String> lspci_get_device_value(Vector<String> vendor_device_id_mapping, String check_column, String blacklist) const;
+ String system_dir_desktop_cache;
+
protected:
virtual void initialize() override;
virtual void finalize() override;
diff --git a/scene/2d/gpu_particles_2d.cpp b/scene/2d/gpu_particles_2d.cpp
index e18f2bd1a1..c8f5d7f5a6 100644
--- a/scene/2d/gpu_particles_2d.cpp
+++ b/scene/2d/gpu_particles_2d.cpp
@@ -299,10 +299,6 @@ bool GPUParticles2D::get_interpolate() const {
PackedStringArray GPUParticles2D::get_configuration_warnings() const {
PackedStringArray warnings = Node2D::get_configuration_warnings();
- if (RenderingServer::get_singleton()->is_low_end()) {
- warnings.push_back(RTR("GPU-based particles are not supported by the OpenGL video driver.\nUse the CPUParticles2D node instead. You can use the \"Convert to CPUParticles2D\" option for this purpose."));
- }
-
if (process_material.is_null()) {
warnings.push_back(RTR("A material to process the particles is not assigned, so no behavior is imprinted."));
} else {
diff --git a/scene/2d/gpu_particles_2d.h b/scene/2d/gpu_particles_2d.h
index 7fba174357..94555e0bb0 100644
--- a/scene/2d/gpu_particles_2d.h
+++ b/scene/2d/gpu_particles_2d.h
@@ -64,7 +64,7 @@ private:
#endif
Ref<Material> process_material;
- DrawOrder draw_order;
+ DrawOrder draw_order = DRAW_ORDER_LIFETIME;
Ref<Texture2D> texture;
diff --git a/scene/2d/navigation_link_2d.h b/scene/2d/navigation_link_2d.h
index 2a5092216d..9d36f80dd6 100644
--- a/scene/2d/navigation_link_2d.h
+++ b/scene/2d/navigation_link_2d.h
@@ -37,11 +37,11 @@ class NavigationLink2D : public Node2D {
GDCLASS(NavigationLink2D, Node2D);
bool enabled = true;
- RID link = RID();
+ RID link;
bool bidirectional = true;
uint32_t navigation_layers = 1;
- Vector2 end_location = Vector2();
- Vector2 start_location = Vector2();
+ Vector2 end_location;
+ Vector2 start_location;
real_t enter_cost = 0.0;
real_t travel_cost = 1.0;
diff --git a/scene/2d/skeleton_2d.cpp b/scene/2d/skeleton_2d.cpp
index 02d8e20ce8..62787d4488 100644
--- a/scene/2d/skeleton_2d.cpp
+++ b/scene/2d/skeleton_2d.cpp
@@ -213,7 +213,7 @@ void Bone2D::_notification(int p_what) {
}
// Undo scaling
- Transform2D editor_gizmo_trans = Transform2D();
+ Transform2D editor_gizmo_trans;
editor_gizmo_trans.set_scale(Vector2(1, 1) / get_global_scale());
RenderingServer::get_singleton()->canvas_item_set_transform(editor_gizmo_rid, editor_gizmo_trans);
diff --git a/scene/2d/tile_map.h b/scene/2d/tile_map.h
index 7f3e241871..eaf100631e 100644
--- a/scene/2d/tile_map.h
+++ b/scene/2d/tile_map.h
@@ -115,7 +115,7 @@ public:
class TerrainConstraint {
private:
const TileMap *tile_map;
- Vector2i base_cell_coords = Vector2i();
+ Vector2i base_cell_coords;
int bit = -1;
int terrain = -1;
diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp
index 7de685b469..5ac8535bb6 100644
--- a/scene/3d/cpu_particles_3d.cpp
+++ b/scene/3d/cpu_particles_3d.cpp
@@ -867,7 +867,7 @@ void CPUParticles3D::_particles_process(double p_delta) {
real_t ring_random_angle = Math::randf() * Math_TAU;
real_t ring_random_radius = Math::randf() * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;
Vector3 axis = emission_ring_axis.normalized();
- Vector3 ortho_axis = Vector3();
+ Vector3 ortho_axis;
if (axis == Vector3(1.0, 0.0, 0.0)) {
ortho_axis = Vector3(0.0, 1.0, 0.0).cross(axis);
} else {
diff --git a/scene/3d/gpu_particles_3d.cpp b/scene/3d/gpu_particles_3d.cpp
index 9d04202c2d..17dfe2610e 100644
--- a/scene/3d/gpu_particles_3d.cpp
+++ b/scene/3d/gpu_particles_3d.cpp
@@ -272,10 +272,6 @@ bool GPUParticles3D::get_interpolate() const {
PackedStringArray GPUParticles3D::get_configuration_warnings() const {
PackedStringArray warnings = GeometryInstance3D::get_configuration_warnings();
- if (RenderingServer::get_singleton()->is_low_end()) {
- warnings.push_back(RTR("GPU-based particles are not supported by the OpenGL video driver.\nUse the CPUParticles3D node instead. You can use the \"Convert to CPUParticles3D\" option for this purpose."));
- }
-
bool meshes_found = false;
bool anim_material_found = false;
diff --git a/scene/3d/gpu_particles_3d.h b/scene/3d/gpu_particles_3d.h
index 835d71862a..d1768436e5 100644
--- a/scene/3d/gpu_particles_3d.h
+++ b/scene/3d/gpu_particles_3d.h
@@ -82,7 +82,7 @@ private:
Ref<Material> process_material;
- DrawOrder draw_order;
+ DrawOrder draw_order = DRAW_ORDER_INDEX;
Vector<Ref<Mesh>> draw_passes;
Ref<Skin> skin;
diff --git a/scene/3d/navigation_link_3d.h b/scene/3d/navigation_link_3d.h
index 1fc03546fa..46bc6318b8 100644
--- a/scene/3d/navigation_link_3d.h
+++ b/scene/3d/navigation_link_3d.h
@@ -37,11 +37,11 @@ class NavigationLink3D : public Node3D {
GDCLASS(NavigationLink3D, Node3D);
bool enabled = true;
- RID link = RID();
+ RID link;
bool bidirectional = true;
uint32_t navigation_layers = 1;
- Vector3 end_location = Vector3();
- Vector3 start_location = Vector3();
+ Vector3 end_location;
+ Vector3 start_location;
real_t enter_cost = 0.0;
real_t travel_cost = 1.0;
diff --git a/scene/gui/button.cpp b/scene/gui/button.cpp
index c2b82e01d1..0e7bc5c306 100644
--- a/scene/gui/button.cpp
+++ b/scene/gui/button.cpp
@@ -231,7 +231,7 @@ void Button::_notification(int p_what) {
_icon = icon;
}
- Rect2 icon_region = Rect2();
+ Rect2 icon_region;
HorizontalAlignment icon_align_rtl_checked = icon_alignment;
HorizontalAlignment align_rtl_checked = alignment;
// Swap icon and text alignment sides if right-to-left layout is set.
diff --git a/scene/gui/popup_menu.cpp b/scene/gui/popup_menu.cpp
index 82f56a56c9..ab74979777 100644
--- a/scene/gui/popup_menu.cpp
+++ b/scene/gui/popup_menu.cpp
@@ -558,7 +558,7 @@ void PopupMenu::_draw_items() {
check_ofs += theme_cache.h_separation;
}
- Point2 ofs = Point2();
+ Point2 ofs;
// Loop through all items and draw each.
for (int i = 0; i < items.size(); i++) {
diff --git a/scene/gui/rich_text_label.cpp b/scene/gui/rich_text_label.cpp
index 7f487175dc..87cc26187a 100644
--- a/scene/gui/rich_text_label.cpp
+++ b/scene/gui/rich_text_label.cpp
@@ -4057,7 +4057,7 @@ void RichTextLabel::append_text(const String &p_bbcode) {
Color color = theme_cache.default_color;
Color outline_color = theme_cache.font_outline_color;
int outline_size = theme_cache.outline_size;
- Rect2 dropcap_margins = Rect2();
+ Rect2 dropcap_margins;
for (int i = 0; i < subtag.size(); i++) {
Vector<String> subtag_a = subtag[i].split("=");
@@ -5716,11 +5716,11 @@ Ref<RichTextEffect> RichTextLabel::_get_custom_effect_by_code(String p_bbcode_id
}
Dictionary RichTextLabel::parse_expressions_for_values(Vector<String> p_expressions) {
- Dictionary d = Dictionary();
+ Dictionary d;
for (int i = 0; i < p_expressions.size(); i++) {
String expression = p_expressions[i];
- Array a = Array();
+ Array a;
Vector<String> parts = expression.split("=", true);
String key = parts[0];
if (parts.size() != 2) {
diff --git a/scene/gui/scroll_bar.h b/scene/gui/scroll_bar.h
index 13ca62d7ff..d62acd52af 100644
--- a/scene/gui/scroll_bar.h
+++ b/scene/gui/scroll_bar.h
@@ -72,7 +72,7 @@ class ScrollBar : public Range {
NodePath drag_node_path;
bool drag_node_enabled = true;
- Vector2 drag_node_speed = Vector2();
+ Vector2 drag_node_speed;
Vector2 drag_node_accum;
Vector2 drag_node_from;
Vector2 last_drag_node_accum;
diff --git a/scene/gui/texture_button.cpp b/scene/gui/texture_button.cpp
index d9ab1c2c55..ad12757921 100644
--- a/scene/gui/texture_button.cpp
+++ b/scene/gui/texture_button.cpp
@@ -64,7 +64,7 @@ Size2 TextureButton::get_minimum_size() const {
bool TextureButton::has_point(const Point2 &p_point) const {
if (click_mask.is_valid()) {
Point2 point = p_point;
- Rect2 rect = Rect2();
+ Rect2 rect;
Size2 mask_size = click_mask->get_size();
if (!_position_rect.has_area()) {
diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp
index 25df4e7932..2da76883b4 100644
--- a/scene/gui/tree.cpp
+++ b/scene/gui/tree.cpp
@@ -4553,6 +4553,7 @@ void Tree::ensure_cursor_is_visible() {
return; // Nothing under cursor.
}
+ // Note: Code below similar to Tree::scroll_to_item(), in case of bug fix both.
const Size2 area_size = get_size() - theme_cache.panel_style->get_minimum_size();
int y_offset = get_item_offset(selected_item);
@@ -4561,7 +4562,10 @@ void Tree::ensure_cursor_is_visible() {
y_offset -= tbh;
const int cell_h = compute_item_height(selected_item) + theme_cache.vseparation;
- const int screen_h = area_size.height - h_scroll->get_combined_minimum_size().height - tbh;
+ int screen_h = area_size.height - tbh;
+ if (h_scroll->is_visible()) {
+ screen_h -= h_scroll->get_combined_minimum_size().height;
+ }
if (cell_h > screen_h) { // Screen size is too small, maybe it was not resized yet.
v_scroll->set_value(y_offset);
@@ -4712,26 +4716,32 @@ Point2 Tree::get_scroll() const {
void Tree::scroll_to_item(TreeItem *p_item, bool p_center_on_item) {
ERR_FAIL_NULL(p_item);
- if (!is_visible_in_tree() || !p_item->is_visible()) {
- return; // Hack to work around crash in get_item_rect() if Tree is not in tree.
- }
update_scrollbars();
- const real_t tree_height = get_size().y;
- const Rect2 item_rect = get_item_rect(p_item);
- const real_t item_y = item_rect.position.y;
- const real_t item_height = item_rect.size.y + theme_cache.vseparation;
+ // Note: Code below similar to Tree::ensure_cursor_is_visible(), in case of bug fix both.
+ const Size2 area_size = get_size() - theme_cache.panel_style->get_minimum_size();
- if (p_center_on_item) {
- v_scroll->set_value(item_y - (tree_height - item_height) / 2.0f);
- } else {
- if (item_y < v_scroll->get_value()) {
- v_scroll->set_value(item_y);
+ int y_offset = get_item_offset(p_item);
+ if (y_offset != -1) {
+ const int tbh = _get_title_button_height();
+ y_offset -= tbh;
+
+ const int cell_h = compute_item_height(p_item) + theme_cache.vseparation;
+ int screen_h = area_size.height - tbh;
+ if (h_scroll->is_visible()) {
+ screen_h -= h_scroll->get_combined_minimum_size().height;
+ }
+
+ if (p_center_on_item) {
+ v_scroll->set_value(y_offset - (screen_h - cell_h) / 2.0f);
} else {
- const real_t new_position = item_y + item_height - tree_height;
- if (new_position > v_scroll->get_value()) {
- v_scroll->set_value(new_position);
+ if (cell_h > screen_h) { // Screen size is too small, maybe it was not resized yet.
+ v_scroll->set_value(y_offset);
+ } else if (y_offset + cell_h > v_scroll->get_value() + screen_h) {
+ v_scroll->set_value(y_offset - screen_h + cell_h);
+ } else if (y_offset < v_scroll->get_value()) {
+ v_scroll->set_value(y_offset);
}
}
}
diff --git a/scene/main/multiplayer_api.cpp b/scene/main/multiplayer_api.cpp
index 946929aa89..8b4b98c172 100644
--- a/scene/main/multiplayer_api.cpp
+++ b/scene/main/multiplayer_api.cpp
@@ -39,7 +39,7 @@
#include "core/os/os.h"
#endif
-StringName MultiplayerAPI::default_interface = StringName();
+StringName MultiplayerAPI::default_interface;
void MultiplayerAPI::set_default_interface(const StringName &p_interface) {
ERR_FAIL_COND_MSG(!ClassDB::is_parent_class(p_interface, MultiplayerAPI::get_class_static()), vformat("Can't make %s the default multiplayer interface since it does not extend MultiplayerAPI.", p_interface));
diff --git a/scene/main/node.cpp b/scene/main/node.cpp
index 304504a82e..5dd0911694 100644
--- a/scene/main/node.cpp
+++ b/scene/main/node.cpp
@@ -1759,11 +1759,11 @@ void Node::add_to_group(const StringName &p_identifier, bool p_persistent) {
}
void Node::remove_from_group(const StringName &p_identifier) {
- ERR_FAIL_COND(!data.grouped.has(p_identifier));
-
HashMap<StringName, GroupData>::Iterator E = data.grouped.find(p_identifier);
- ERR_FAIL_COND(!E);
+ if (!E) {
+ return;
+ }
if (data.tree) {
data.tree->remove_from_group(E->key, this);
@@ -2581,10 +2581,14 @@ void Node::print_orphan_nodes() {
}
void Node::queue_free() {
+ // There are users which instantiate multiple scene trees for their games.
+ // Use the node's own tree to handle its deletion when relevant.
if (is_inside_tree()) {
get_tree()->queue_delete(this);
} else {
- SceneTree::get_singleton()->queue_delete(this);
+ SceneTree *tree = SceneTree::get_singleton();
+ ERR_FAIL_NULL_MSG(tree, "Can't queue free a node when no SceneTree is available.");
+ tree->queue_delete(this);
}
}
@@ -2652,7 +2656,7 @@ PackedStringArray Node::get_configuration_warnings() const {
String Node::get_configuration_warnings_as_string() const {
PackedStringArray warnings = get_configuration_warnings();
- String all_warnings = String();
+ String all_warnings;
for (int i = 0; i < warnings.size(); i++) {
if (i > 0) {
all_warnings += "\n\n";
diff --git a/scene/main/scene_tree.cpp b/scene/main/scene_tree.cpp
index 41eefe0f85..81a4e3073b 100644
--- a/scene/main/scene_tree.cpp
+++ b/scene/main/scene_tree.cpp
@@ -123,6 +123,9 @@ void SceneTree::tree_changed() {
void SceneTree::node_added(Node *p_node) {
emit_signal(node_added_name, p_node);
+ if (call_lock > 0) {
+ call_skip.erase(p_node->get_instance_id());
+ }
}
void SceneTree::node_removed(Node *p_node) {
@@ -131,7 +134,7 @@ void SceneTree::node_removed(Node *p_node) {
}
emit_signal(node_removed_name, p_node);
if (call_lock > 0) {
- call_skip.insert(p_node);
+ call_skip.insert(p_node->get_instance_id());
}
}
@@ -261,7 +264,7 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = gr_node_count - 1; i >= 0; i--) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -275,7 +278,7 @@ void SceneTree::call_group_flagsp(uint32_t p_call_flags, const StringName &p_gro
} else {
for (int i = 0; i < gr_node_count; i++) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -314,7 +317,7 @@ void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_gr
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = gr_node_count - 1; i >= 0; i--) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -327,7 +330,7 @@ void SceneTree::notify_group_flags(uint32_t p_call_flags, const StringName &p_gr
} else {
for (int i = 0; i < gr_node_count; i++) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -365,7 +368,7 @@ void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group
if (p_call_flags & GROUP_CALL_REVERSE) {
for (int i = gr_node_count - 1; i >= 0; i--) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -378,7 +381,7 @@ void SceneTree::set_group_flags(uint32_t p_call_flags, const StringName &p_group
} else {
for (int i = 0; i < gr_node_count; i++) {
- if (call_lock && call_skip.has(gr_nodes[i])) {
+ if (call_lock && call_skip.has(gr_nodes[i]->get_instance_id())) {
continue;
}
@@ -854,7 +857,7 @@ void SceneTree::_notify_group_pause(const StringName &p_group, int p_notificatio
for (int i = 0; i < gr_node_count; i++) {
Node *n = gr_nodes[i];
- if (call_lock && call_skip.has(n)) {
+ if (call_lock && call_skip.has(n->get_instance_id())) {
continue;
}
@@ -904,7 +907,7 @@ void SceneTree::_call_input_pause(const StringName &p_group, CallInputType p_cal
}
Node *n = gr_nodes[i];
- if (call_lock && call_skip.has(n)) {
+ if (call_lock && call_skip.has(n->get_instance_id())) {
continue;
}
diff --git a/scene/main/scene_tree.h b/scene/main/scene_tree.h
index a460e40597..d4fcb288ae 100644
--- a/scene/main/scene_tree.h
+++ b/scene/main/scene_tree.h
@@ -135,7 +135,7 @@ private:
// Safety for when a node is deleted while a group is being called.
int call_lock = 0;
- HashSet<Node *> call_skip; // Skip erased nodes.
+ HashSet<ObjectID> call_skip; // Skip erased nodes. Store ID instead of pointer to avoid false positives when node is freed and a new node is allocated at the pointed address.
List<ObjectID> delete_queue;
diff --git a/scene/main/viewport.cpp b/scene/main/viewport.cpp
index d2be1ce6a7..4c2a761138 100644
--- a/scene/main/viewport.cpp
+++ b/scene/main/viewport.cpp
@@ -4165,7 +4165,7 @@ DisplayServer::WindowID SubViewport::get_window_id() const {
}
Transform2D SubViewport::_stretch_transform() {
- Transform2D transform = Transform2D();
+ Transform2D transform;
Size2i view_size_2d_override = _get_size_2d_override();
if (size_2d_override_stretch && view_size_2d_override.width > 0 && view_size_2d_override.height > 0) {
Size2 scale = Size2(_get_size()) / Size2(view_size_2d_override);
@@ -4176,7 +4176,7 @@ Transform2D SubViewport::_stretch_transform() {
}
Transform2D SubViewport::get_screen_transform() const {
- Transform2D container_transform = Transform2D();
+ Transform2D container_transform;
SubViewportContainer *c = Object::cast_to<SubViewportContainer>(get_parent());
if (c) {
if (c->is_stretch_enabled()) {
diff --git a/scene/main/window.cpp b/scene/main/window.cpp
index ebb11ecee8..aff2c594d9 100644
--- a/scene/main/window.cpp
+++ b/scene/main/window.cpp
@@ -1633,7 +1633,7 @@ void Window::_validate_property(PropertyInfo &p_property) const {
}
Transform2D Window::get_screen_transform() const {
- Transform2D embedder_transform = Transform2D();
+ Transform2D embedder_transform;
if (_get_embedder()) {
embedder_transform.translate_local(get_position());
embedder_transform = _get_embedder()->get_screen_transform() * embedder_transform;
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index 1eb78f0160..ef619c9893 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -4964,7 +4964,7 @@ void Animation::compress(uint32_t p_page_size, uint32_t p_fps, float p_split_tol
if (rollback || best_frame == FRAME_MAX) {
// Commit the page if had to rollback or if no track was found
- print_animc("\tCommiting page..");
+ print_animc("\tCommiting page...");
// The end frame for the page depends entirely on whether its valid or
// no more keys were found.
diff --git a/scene/resources/bone_map.cpp b/scene/resources/bone_map.cpp
index dfaf82f36a..5698e61004 100644
--- a/scene/resources/bone_map.cpp
+++ b/scene/resources/bone_map.cpp
@@ -93,7 +93,7 @@ void BoneMap::set_skeleton_bone_name(StringName p_profile_bone_name, const Strin
}
StringName BoneMap::find_profile_bone_name(StringName p_skeleton_bone_name) const {
- StringName profile_bone_name = StringName();
+ StringName profile_bone_name;
HashMap<StringName, StringName>::ConstIterator E = bone_map.begin();
while (E) {
if (E->value == p_skeleton_bone_name) {
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index 79ca87e9d6..84814d939b 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -1396,6 +1396,9 @@ Error FontFile::load_bitmap_font(const String &p_path) {
case 1: /* info */ {
ERR_FAIL_COND_V_MSG(block_size < 15, ERR_CANT_CREATE, RTR("Invalid BMFont info block size."));
base_size = f->get_16();
+ if (base_size <= 0) {
+ base_size = 16;
+ }
uint8_t flags = f->get_8();
if (flags & (1 << 3)) {
st_flags.set_flag(TextServer::FONT_BOLD);
@@ -1681,7 +1684,6 @@ Error FontFile::load_bitmap_font(const String &p_path) {
if (type == "info") {
if (keys.has("size")) {
base_size = keys["size"].to_int();
- set_fixed_size(base_size);
}
if (keys.has("outline")) {
outline = keys["outline"].to_int();
@@ -1730,6 +1732,7 @@ Error FontFile::load_bitmap_font(const String &p_path) {
encoding = 2;
}
}
+ set_fixed_size(base_size);
} else if (type == "common") {
if (keys.has("lineHeight")) {
height = keys["lineHeight"].to_int();
diff --git a/scene/resources/importer_mesh.cpp b/scene/resources/importer_mesh.cpp
index b728c24e0d..cec5569345 100644
--- a/scene/resources/importer_mesh.cpp
+++ b/scene/resources/importer_mesh.cpp
@@ -255,7 +255,7 @@ void ImporterMesh::set_surface_material(int p_surface, const Ref<Material> &p_ma
}
#define VERTEX_SKIN_FUNC(bone_count, vert_idx, read_array, write_array, transform_array, bone_array, weight_array) \
- Vector3 transformed_vert = Vector3(); \
+ Vector3 transformed_vert; \
for (unsigned int weight_idx = 0; weight_idx < bone_count; weight_idx++) { \
int bone_idx = bone_array[vert_idx * bone_count + weight_idx]; \
float w = weight_array[vert_idx * bone_count + weight_idx]; \
diff --git a/scene/resources/skeleton_modification_2d_fabrik.h b/scene/resources/skeleton_modification_2d_fabrik.h
index 4a875d039f..0ca6582965 100644
--- a/scene/resources/skeleton_modification_2d_fabrik.h
+++ b/scene/resources/skeleton_modification_2d_fabrik.h
@@ -68,8 +68,8 @@ private:
float chain_tolarance = 0.01;
int chain_max_iterations = 10;
int chain_iterations = 0;
- Transform2D target_global_pose = Transform2D();
- Transform2D origin_global_pose = Transform2D();
+ Transform2D target_global_pose;
+ Transform2D origin_global_pose;
void fabrik_joint_update_bone2d_cache(int p_joint_idx);
void chain_backwards();
diff --git a/scene/resources/skeleton_modification_3d_fabrik.h b/scene/resources/skeleton_modification_3d_fabrik.h
index e2e490d636..3e3aa5e587 100644
--- a/scene/resources/skeleton_modification_3d_fabrik.h
+++ b/scene/resources/skeleton_modification_3d_fabrik.h
@@ -47,7 +47,7 @@ private:
bool auto_calculate_length = true;
bool use_tip_node = false;
- NodePath tip_node = NodePath();
+ NodePath tip_node;
ObjectID tip_node_cache;
bool use_target_basis = false;
@@ -68,8 +68,8 @@ private:
void update_joint_tip_cache(int p_joint_idx);
int final_joint_idx = 0;
- Transform3D target_global_pose = Transform3D();
- Transform3D origin_global_pose = Transform3D();
+ Transform3D target_global_pose;
+ Transform3D origin_global_pose;
void chain_backwards();
void chain_forwards();
diff --git a/scene/resources/syntax_highlighter.cpp b/scene/resources/syntax_highlighter.cpp
index f1eddd8ffc..cb5cb4ef96 100644
--- a/scene/resources/syntax_highlighter.cpp
+++ b/scene/resources/syntax_highlighter.cpp
@@ -336,7 +336,7 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) {
}
String word = str.substr(j, to - j);
- Color col = Color();
+ Color col;
if (keywords.has(word)) {
col = keywords[word];
} else if (member_keywords.has(word)) {
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 3caf6484d9..d4ad81614d 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -3789,7 +3789,7 @@ Vector2i TileSetAtlasSource::get_atlas_grid_size() const {
Size2i valid_area = txt->get_size() - margins;
// Compute the number of valid tiles in the tiles atlas
- Size2i grid_size = Size2i();
+ Size2i grid_size;
if (valid_area.x >= texture_region_size.x && valid_area.y >= texture_region_size.y) {
valid_area -= texture_region_size;
grid_size = Size2i(1, 1) + valid_area / (texture_region_size + separation);
diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h
index 8f175e99a6..9f465a17e9 100644
--- a/scene/resources/tile_set.h
+++ b/scene/resources/tile_set.h
@@ -785,7 +785,7 @@ private:
bool flip_h = false;
bool flip_v = false;
bool transpose = false;
- Vector2i tex_offset = Vector2i();
+ Vector2i tex_offset;
Ref<Material> material = Ref<Material>();
Color modulate = Color(1.0, 1.0, 1.0, 1.0);
int z_index = 0;
diff --git a/servers/navigation/navigation_utilities.h b/servers/navigation/navigation_utilities.h
index bedcc16a67..e99c139528 100644
--- a/servers/navigation/navigation_utilities.h
+++ b/servers/navigation/navigation_utilities.h
@@ -48,8 +48,8 @@ struct PathQueryParameters {
PathfindingAlgorithm pathfinding_algorithm = PATHFINDING_ALGORITHM_ASTAR;
PathPostProcessing path_postprocessing = PATH_POSTPROCESSING_CORRIDORFUNNEL;
RID map;
- Vector3 start_position = Vector3();
- Vector3 target_position = Vector3();
+ Vector3 start_position;
+ Vector3 target_position;
uint32_t navigation_layers = 1;
};
diff --git a/servers/rendering/dummy/storage/particles_storage.h b/servers/rendering/dummy/storage/particles_storage.h
index 7cee55922d..beedff0a76 100644
--- a/servers/rendering/dummy/storage/particles_storage.h
+++ b/servers/rendering/dummy/storage/particles_storage.h
@@ -89,8 +89,6 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_instance) override {}
virtual void particles_remove_collision(RID p_particles, RID p_instance) override {}
- virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override {}
-
virtual void update_particles() override {}
/* PARTICLES COLLISION */
@@ -111,7 +109,6 @@ public:
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) override {}
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override { return AABB(); }
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override { return false; }
- virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override { return RID(); }
virtual RID particles_collision_instance_create(RID p_collision) override { return RID(); }
virtual void particles_collision_instance_free(RID p_rid) override {}
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp
index 27f977a80b..0ab21bc4ef 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp
@@ -56,6 +56,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW
blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE
blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY
+ blur_modes.push_back("\n#define MODE_SET_COLOR\n"); // BLUR_MODE_SET_COLOR
blur_raster.shader.initialize(blur_modes);
memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
@@ -105,6 +106,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) {
copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2
copy_modes.push_back("\n#define MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW
copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH
+ copy_modes.push_back("\n#define MODE_SET_COLOR\n"); // COPY_TO_FB_SET_COLOR
copy_to_fb.shader.initialize(copy_modes);
@@ -535,7 +537,7 @@ void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuff
RD::get_singleton()->draw_list_draw(draw_list, true);
}
-void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) {
+void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
@@ -555,6 +557,9 @@ void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffe
if (p_srgb) {
copy_to_fb.push_constant.srgb = true;
}
+ if (p_alpha_to_one) {
+ copy_to_fb.push_constant.alpha_to_one = true;
+ }
// setup our uniforms
RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
@@ -608,8 +613,6 @@ void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) {
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
-
- memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
@@ -641,7 +644,6 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
RID shader = copy.shader.version_get_shader(copy.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
- //HORIZONTAL
RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
@@ -654,6 +656,43 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re
RD::get_singleton()->compute_list_end();
}
+void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian blur with the clustered renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
+ memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant));
+
+ BlurRasterMode blur_mode = BLUR_MODE_GAUSSIAN_BLUR;
+
+ blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x);
+ blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y);
+
+ // setup our uniforms
+ RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
+
+ RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture }));
+
+ RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0);
+
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant));
+
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
void CopyEffects::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_scale) {
ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer.");
@@ -882,6 +921,36 @@ void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect
RD::get_singleton()->compute_list_end();
}
+void CopyEffects::set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region) {
+ ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the set_color shader with the clustered renderer.");
+
+ UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
+ ERR_FAIL_NULL(uniform_set_cache);
+ MaterialStorage *material_storage = MaterialStorage::get_singleton();
+ ERR_FAIL_NULL(material_storage);
+
+ memset(&copy_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant));
+
+ copy_to_fb.push_constant.set_color[0] = p_color.r;
+ copy_to_fb.push_constant.set_color[1] = p_color.g;
+ copy_to_fb.push_constant.set_color[2] = p_color.b;
+ copy_to_fb.push_constant.set_color[3] = p_color.a;
+
+ RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture);
+
+ CopyToFBMode mode = COPY_TO_FB_SET_COLOR;
+
+ RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode);
+ ERR_FAIL_COND(shader.is_null());
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_region);
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array());
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+ RD::get_singleton()->draw_list_end();
+}
+
void CopyEffects::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h
index 0ddb60ebef..cda4f70730 100644
--- a/servers/rendering/renderer_rd/effects/copy_effects.h
+++ b/servers/rendering/renderer_rd/effects/copy_effects.h
@@ -63,6 +63,8 @@ private:
BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
BLUR_MODE_COPY,
+ BLUR_MODE_SET_COLOR,
+
BLUR_MODE_MAX
};
@@ -174,6 +176,8 @@ private:
COPY_TO_FB_MULTIVIEW,
COPY_TO_FB_MULTIVIEW_WITH_DEPTH,
+
+ COPY_TO_FB_SET_COLOR,
COPY_TO_FB_MAX,
};
@@ -186,7 +190,9 @@ private:
uint32_t force_luminance;
uint32_t alpha_to_zero;
uint32_t srgb;
- uint32_t pad;
+ uint32_t alpha_to_one;
+
+ float set_color[4];
};
struct CopyToFb {
@@ -316,11 +322,12 @@ public:
void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array);
void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
- void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false);
+ void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID(), bool p_multiview = false, bool alpha_to_one = false);
void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false);
void copy_raster(RID p_source_texture, RID p_dest_framebuffer);
void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false);
+ void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size);
void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_scale = 1.0);
@@ -328,6 +335,7 @@ public:
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false);
+ void set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region);
void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size);
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h
index dfaf3881bb..a04dfc4a74 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.h
+++ b/servers/rendering/renderer_rd/effects/ss_effects.h
@@ -100,7 +100,7 @@ public:
float sharpness = 0.98;
float normal_rejection = 1.0;
- Size2i full_screen_size = Size2i();
+ Size2i full_screen_size;
};
void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth);
@@ -137,7 +137,7 @@ public:
float horizon = 0.06;
float sharpness = 0.98;
- Size2i full_screen_size = Size2i();
+ Size2i full_screen_size;
};
void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth);
diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp
index 74082906c4..eece195946 100644
--- a/servers/rendering/renderer_rd/environment/fog.cpp
+++ b/servers/rendering/renderer_rd/environment/fog.cpp
@@ -727,9 +727,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P
any_uses_time |= shader_data->uses_time;
- Vector3i min = Vector3i();
- Vector3i max = Vector3i();
- Vector3i kernel_size = Vector3i();
+ Vector3i min;
+ Vector3i max;
+ Vector3i kernel_size;
Vector3 position = fog_volume_instance->transform.get_origin();
RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume);
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 86425512b8..2d1d0e0951 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -2403,6 +2403,8 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con
scene_data.z_far = p_cam_projection.get_z_far();
scene_data.dual_paraboloid_side = 0;
scene_data.opaque_prepass_threshold = 0.0;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
@@ -2445,6 +2447,8 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform
scene_data.material_uv2_mode = false;
scene_data.opaque_prepass_threshold = 0.0f;
scene_data.emissive_exposure_normalization = p_exposure_normalization;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
@@ -3085,7 +3089,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend
RD::Uniform u;
u.binding = 19;
u.uniform_type = RD::UNIFORM_TYPE_TEXTURE;
- RID vfog = RID();
+ RID vfog;
if (rb_data.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) {
Ref<RendererRD::Fog::VolumetricFog> fog = rb->get_custom_data(RB_SCOPE_FOG);
vfog = fog->fog_map;
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 bd9c736d6a..6c8ce5265e 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
@@ -154,6 +154,8 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+ uses_vertex_time = gen_code.uses_vertex_time;
+ uses_fragment_time = gen_code.uses_fragment_time;
#if 0
print_line("**compiling shader:");
@@ -460,11 +462,15 @@ bool SceneShaderForwardClustered::ShaderData::is_parameter_texture(const StringN
}
bool SceneShaderForwardClustered::ShaderData::is_animated() const {
- return false;
+ return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
bool SceneShaderForwardClustered::ShaderData::casts_shadows() const {
- return false;
+ bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
+ bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_alpha = has_base_alpha || uses_blend_alpha;
+
+ return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const {
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index a9a9fa94de..194edf2dcb 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -150,8 +150,8 @@ public:
String code;
HashMap<StringName, HashMap<int, RID>> default_texture_params;
- DepthDraw depth_draw;
- DepthTest depth_test;
+ DepthDraw depth_draw = DEPTH_DRAW_OPAQUE;
+ DepthTest depth_test = DEPTH_TEST_ENABLED;
bool uses_point_size = false;
bool uses_alpha = false;
@@ -172,6 +172,8 @@ public:
bool uses_depth_texture = false;
bool uses_normal_texture = false;
bool uses_time = false;
+ bool uses_vertex_time = false;
+ bool uses_fragment_time = false;
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
bool uses_screen_texture_mipmaps = false;
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 16711b0d5d..558aba62e1 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1363,6 +1363,8 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c
scene_data.material_uv2_mode = false;
scene_data.opaque_prepass_threshold = 0.0f;
scene_data.emissive_exposure_normalization = p_exposure_normalization;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
@@ -1486,6 +1488,8 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const
scene_data.z_far = p_cam_projection.get_z_far();
scene_data.dual_paraboloid_side = 0;
scene_data.opaque_prepass_threshold = 0.0;
+ scene_data.time = time;
+ scene_data.time_step = time_step;
RenderDataRD render_data;
render_data.scene_data = &scene_data;
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index db9db2fa44..ee82fa7c7d 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -153,6 +153,8 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
+ uses_vertex_time = gen_code.uses_vertex_time;
+ uses_fragment_time = gen_code.uses_fragment_time;
#if 0
print_line("**compiling shader:");
@@ -415,11 +417,15 @@ bool SceneShaderForwardMobile::ShaderData::is_parameter_texture(const StringName
}
bool SceneShaderForwardMobile::ShaderData::is_animated() const {
- return false;
+ return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex);
}
bool SceneShaderForwardMobile::ShaderData::casts_shadows() const {
- return false;
+ bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture;
+ bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha;
+ bool has_alpha = has_base_alpha || uses_blend_alpha;
+
+ return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED));
}
Variant SceneShaderForwardMobile::ShaderData::get_default_parameter(const StringName &p_parameter) const {
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
index f67665a02f..5b51cfc8c3 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h
@@ -132,6 +132,8 @@ public:
bool uses_depth_texture = false;
bool uses_normal_texture = false;
bool uses_time = false;
+ bool uses_vertex_time = false;
+ bool uses_fragment_time = false;
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
index cb06250cf2..31aabbe9d2 100644
--- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl
@@ -53,30 +53,31 @@ void main() {
#ifdef MODE_GAUSSIAN_BLUR
- // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-
- // note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount.
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
- color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
- color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
- frag_color = color;
- } else {
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
- color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
- color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
- frag_color = color;
- }
+ // For Gaussian Blur we use 13 taps in a single pass instead of 12 taps over 2 passes.
+ // This minimizes the number of times we change framebuffers which is very important for mobile.
+ // Source: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+ vec4 A = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, -1.0));
+ vec4 B = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, -1.0));
+ vec4 C = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, -1.0));
+ vec4 D = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, -0.5));
+ vec4 E = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, -0.5));
+ vec4 F = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 0.0));
+ vec4 G = texture(source_color, uv_interp);
+ vec4 H = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 0.0));
+ vec4 I = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, 0.5));
+ vec4 J = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, 0.5));
+ vec4 K = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 1.0));
+ vec4 L = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, 1.0));
+ vec4 M = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 1.0));
+
+ float base_weight = 0.5 / 4.0;
+ float lesser_weight = 0.125 / 4.0;
+
+ frag_color = (D + E + I + J) * base_weight;
+ frag_color += (A + B + G + F) * lesser_weight;
+ frag_color += (B + C + H + G) * lesser_weight;
+ frag_color += (F + G + L + K) * lesser_weight;
+ frag_color += (G + H + M + L) * lesser_weight;
#endif
#ifdef MODE_GAUSSIAN_GLOW
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
index bfe329b8ec..5cc2ed7622 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl
@@ -194,10 +194,10 @@ void main() {
color = min(color * feedback, vec4(params.glow_luminance_cap));
}
-#endif
+#endif // MODE_GLOW
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // MODE_GAUSSIAN_BLUR
#ifdef MODE_SIMPLE_COPY
@@ -227,7 +227,7 @@ void main() {
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // MODE_SIMPLE_COPY
#ifdef MODE_SIMPLE_COPY_DEPTH
@@ -239,7 +239,7 @@ void main() {
imageStore(dest_buffer, pos + params.target, vec4(color.r));
-#endif
+#endif // MODE_SIMPLE_COPY_DEPTH
#ifdef MODE_LINEARIZE_DEPTH_COPY
@@ -253,7 +253,7 @@ void main() {
}
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // MODE_LINEARIZE_DEPTH_COPY
#if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
@@ -276,7 +276,7 @@ void main() {
vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne
#endif
imageStore(dest_buffer, pos + params.target, color);
-#endif
+#endif // defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA)
#ifdef MODE_SET_COLOR
imageStore(dest_buffer, pos + params.target, params.set_color);
diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
index 1c17eabb56..4d4e983b7f 100644
--- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl
@@ -26,7 +26,11 @@ layout(push_constant, std430) uniform Params {
bool use_section;
bool force_luminance;
- uint pad[3];
+ bool alpha_to_zero;
+ bool srgb;
+ bool alpha_to_one;
+
+ vec4 color;
}
params;
@@ -72,7 +76,9 @@ layout(push_constant, std430) uniform Params {
bool force_luminance;
bool alpha_to_zero;
bool srgb;
- uint pad;
+ bool alpha_to_one;
+
+ vec4 color;
}
params;
@@ -105,6 +111,10 @@ vec3 linear_to_srgb(vec3 color) {
}
void main() {
+#ifdef MODE_SET_COLOR
+ frag_color = params.color;
+#else
+
#ifdef MULTIVIEW
vec3 uv = uv_interp;
#else
@@ -164,6 +174,10 @@ void main() {
if (params.srgb) {
color.rgb = linear_to_srgb(color.rgb);
}
+ if (params.alpha_to_one) {
+ color.a = 1.0;
+ }
frag_color = color;
+#endif // MODE_SET_COLOR
}
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 0bdf0e50aa..7440c5748b 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -826,7 +826,8 @@ void fragment_shader(in SceneData scene_data) {
// alpha hash can be used in unison with alpha antialiasing
#ifdef ALPHA_HASH_USED
- if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
+ if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
discard;
}
#endif // ALPHA_HASH_USED
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 9aeaa6d978..cc44cff799 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -779,7 +779,8 @@ void main() {
// alpha hash can be used in unison with alpha antialiasing
#ifdef ALPHA_HASH_USED
- if (alpha < compute_alpha_hash_threshold(vertex, alpha_hash_scale)) {
+ vec3 object_pos = (inverse(read_model_matrix) * inv_view_matrix * vec4(vertex, 1.0)).xyz;
+ if (alpha < compute_alpha_hash_threshold(object_pos, alpha_hash_scale)) {
discard;
}
#endif // ALPHA_HASH_USED
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
index 97c913d489..71510ee06a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl
@@ -11,7 +11,8 @@ float hash_3d(vec3 p) {
float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
vec3 dx = dFdx(pos);
- vec3 dy = dFdx(pos);
+ vec3 dy = dFdy(pos);
+
float delta_max_sqr = max(length(dx), length(dy));
float pix_scale = 1.0 / (hash_scale * delta_max_sqr);
@@ -32,9 +33,9 @@ float compute_alpha_hash_threshold(vec3 pos, float hash_scale) {
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;
+ (a_interp < (1.0 - min_lerp)) ? ((a_interp < min_lerp) ? cases.x : cases.y) : cases.z;
- return clamp(alpha_hash_threshold, 0.0, 1.0);
+ return clamp(alpha_hash_threshold, 0.00001, 1.0);
}
#endif // ALPHA_HASH_USED
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index c83473ef07..1dd95969e6 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -653,6 +653,14 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
if (light_data.shadow_opacity > 0.001) {
RS::LightDirectionalShadowMode smode = light->directional_shadow_mode;
+ light_data.soft_shadow_scale = light->param[RS::LIGHT_PARAM_SHADOW_BLUR];
+ light_data.softshadow_angle = angular_diameter;
+ light_data.bake_mode = light->bake_mode;
+
+ if (angular_diameter <= 0.0) {
+ light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->directional_shadow_quality_radius_get(); // Only use quality radius for PCF
+ }
+
int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3);
light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && light->directional_blend_splits;
for (int j = 0; j < 4; j++) {
@@ -669,7 +677,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
Projection shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
- float bias_scale = light_instance->shadow_transform[j].bias_scale;
+ float bias_scale = light_instance->shadow_transform[j].bias_scale * light_data.soft_shadow_scale;
light_data.shadow_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_BIAS] / 100.0 * bias_scale;
light_data.shadow_normal_bias[j] = light->param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] * light_instance->shadow_transform[j].shadow_texel_size;
light_data.shadow_transmittance_bias[j] = light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] * bias_scale;
@@ -702,14 +710,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
float fade_start = light->param[RS::LIGHT_PARAM_SHADOW_FADE_START];
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
-
- light_data.soft_shadow_scale = light->param[RS::LIGHT_PARAM_SHADOW_BLUR];
- light_data.softshadow_angle = angular_diameter;
- light_data.bake_mode = light->bake_mode;
-
- if (angular_diameter <= 0.0) {
- light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->directional_shadow_quality_radius_get(); // Only use quality radius for PCF
- }
}
r_directional_light_count++;
@@ -978,6 +978,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
light_data.soft_shadow_size = 0.0;
light_data.soft_shadow_scale *= RendererSceneRenderRD::get_singleton()->shadows_quality_radius_get(); // Only use quality radius for PCF
}
+ light_data.shadow_bias *= light_data.soft_shadow_scale;
}
} else {
light_data.shadow_opacity = 0.0;
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index 854976692e..51aa81745b 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -1027,6 +1027,7 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
uniforms.push_back(u);
}
p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
+ p_particles->collision_heightmap_texture = collision_heightmap_texture;
}
}
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
index a9cc98abb9..49a8444e2f 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
@@ -54,8 +54,7 @@ private:
float velocity[3];
uint32_t active;
float color[4];
- float custom[3];
- float lifetime;
+ float custom[4];
};
struct ParticlesFrameParams {
@@ -127,9 +126,6 @@ private:
Collider colliders[MAX_COLLIDERS];
};
- struct ParticleEmissionBufferData {
- };
-
struct ParticleEmissionBuffer {
struct Data {
float xform[16];
@@ -412,7 +408,7 @@ public:
bool owns_particles(RID p_rid) { return particles_owner.owns(p_rid); }
virtual RID particles_allocate() override;
- virtual void particles_initialize(RID p_particles_collision) override;
+ virtual void particles_initialize(RID p_rid) override;
virtual void particles_free(RID p_rid) override;
virtual void particles_set_mode(RID p_particles, RS::ParticlesMode p_mode) override;
@@ -519,7 +515,7 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) override;
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) override;
- virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) override;
+ void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture);
virtual void update_particles() override;
@@ -546,7 +542,7 @@ public:
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const override;
Vector3 particles_collision_get_extents(RID p_particles_collision) const;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const override;
- virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const override;
+ RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
Dependency *particles_collision_get_dependency(RID p_particles) const;
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index 077fde58b8..bea2a80890 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -3119,9 +3119,11 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
// TODO figure out stereo support here
- //single texture copy for backbuffer
- //RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
- copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true);
+ } else {
+ copy_effects->copy_to_fb_rect(rt->color, rt->backbuffer_fb, region, false, false, false, false, RID(), false, true);
+ }
if (!p_gen_mipmaps) {
return;
@@ -3130,6 +3132,8 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
//then mipmap blur
RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps.
+ Size2i texture_size = rt->size;
+
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
region.position.x >>= 1;
region.position.y >>= 1;
@@ -3137,7 +3141,13 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons
region.size.y = MAX(1, region.size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
- copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ } else {
+ texture_size.x = MAX(1, texture_size.x >> 1);
+ texture_size.y = MAX(1, texture_size.y >> 1);
+ copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size);
+ }
prev_texture = mipmap;
}
RD::get_singleton()->draw_command_end_label();
@@ -3165,7 +3175,11 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const
}
//single texture copy for backbuffer
- copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+ } else {
+ copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true);
+ }
}
void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) {
@@ -3191,6 +3205,7 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
RD::get_singleton()->draw_command_begin_label("Gaussian Blur Mipmaps2");
//then mipmap blur
RID prev_texture = rt->backbuffer_mipmap0;
+ Size2i texture_size = rt->size;
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
region.position.x >>= 1;
@@ -3199,7 +3214,14 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target,
region.size.y = MAX(1, region.size.y >> 1);
RID mipmap = rt->backbuffer_mipmaps[i];
- copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+
+ if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) {
+ copy_effects->gaussian_blur(prev_texture, mipmap, region, true);
+ } else {
+ texture_size.x = MAX(1, texture_size.x >> 1);
+ texture_size.y = MAX(1, texture_size.y >> 1);
+ copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size);
+ }
prev_texture = mipmap;
}
RD::get_singleton()->draw_command_end_label();
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 14c09c1512..797e332af0 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -3645,7 +3645,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
switch (p_type) {
case ShaderLanguage::TYPE_BOOL:
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@@ -3658,7 +3658,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 2;
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@@ -3671,7 +3671,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 3;
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@@ -3684,7 +3684,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 4;
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].boolean);
}
@@ -3695,7 +3695,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
break;
case ShaderLanguage::TYPE_INT:
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@@ -3708,7 +3708,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 2;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@@ -3721,7 +3721,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 3;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@@ -3734,7 +3734,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 4;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].sint);
}
@@ -3745,7 +3745,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
break;
case ShaderLanguage::TYPE_UINT:
if (array_size > 0) {
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@@ -3758,7 +3758,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 2;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@@ -3771,7 +3771,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 3;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@@ -3784,7 +3784,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 4;
- PackedInt32Array array = PackedInt32Array();
+ PackedInt32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].uint);
}
@@ -3795,7 +3795,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
break;
case ShaderLanguage::TYPE_FLOAT:
if (array_size > 0) {
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i++) {
array.push_back(p_value[i].real);
}
@@ -3808,7 +3808,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 2;
- PackedVector2Array array = PackedVector2Array();
+ PackedVector2Array array;
for (int i = 0; i < array_size; i += 2) {
array.push_back(Vector2(p_value[i].real, p_value[i + 1].real));
}
@@ -3822,13 +3822,13 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 3;
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
- PackedColorArray array = PackedColorArray();
+ PackedColorArray array;
for (int i = 0; i < array_size; i += 3) {
array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
value = Variant(array);
} else {
- PackedVector3Array array = PackedVector3Array();
+ PackedVector3Array array;
for (int i = 0; i < array_size; i += 3) {
array.push_back(Vector3(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real));
}
@@ -3847,13 +3847,13 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
array_size *= 4;
if (p_hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
- PackedColorArray array = PackedColorArray();
+ PackedColorArray array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(Color(p_value[i].real, p_value[i + 1].real, p_value[i + 2].real, p_value[i + 3].real));
}
value = Variant(array);
} else {
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(p_value[i].real);
array.push_back(p_value[i + 1].real);
@@ -3874,7 +3874,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 4;
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i += 4) {
array.push_back(p_value[i].real);
array.push_back(p_value[i + 1].real);
@@ -3890,7 +3890,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 9;
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i += 9) {
for (int j = 0; j < 9; j++) {
array.push_back(p_value[i + j].real);
@@ -3916,7 +3916,7 @@ Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::C
if (array_size > 0) {
array_size *= 16;
- PackedFloat32Array array = PackedFloat32Array();
+ PackedFloat32Array array;
for (int i = 0; i < array_size; i += 16) {
for (int j = 0; j < 16; j++) {
array.push_back(p_value[i + j].real);
diff --git a/servers/rendering/storage/environment_storage.h b/servers/rendering/storage/environment_storage.h
index 17bde94902..dea9487af6 100644
--- a/servers/rendering/storage/environment_storage.h
+++ b/servers/rendering/storage/environment_storage.h
@@ -98,7 +98,7 @@ private:
float glow_hdr_luminance_cap = 12.0;
float glow_hdr_bleed_scale = 2.0;
float glow_map_strength = 0.0f; // 1.0f in GLES3 ??
- RID glow_map = RID();
+ RID glow_map;
// SSR
bool ssr_enabled = false;
@@ -143,7 +143,7 @@ private:
float adjustments_contrast = 1.0f;
float adjustments_saturation = 1.0f;
bool use_1d_color_correction = false;
- RID color_correction = RID();
+ RID color_correction;
};
mutable RID_Owner<Environment, true> environment_owner;
diff --git a/servers/rendering/storage/particles_storage.h b/servers/rendering/storage/particles_storage.h
index ee4b8679b3..5ef54346f2 100644
--- a/servers/rendering/storage/particles_storage.h
+++ b/servers/rendering/storage/particles_storage.h
@@ -94,8 +94,6 @@ public:
virtual void particles_add_collision(RID p_particles, RID p_particles_collision_instance) = 0;
virtual void particles_remove_collision(RID p_particles, RID p_particles_collision_instance) = 0;
- virtual void particles_set_canvas_sdf_collision(RID p_particles, bool p_enable, const Transform2D &p_xform, const Rect2 &p_to_screen, RID p_texture) = 0;
-
virtual void update_particles() = 0;
/* PARTICLES COLLISION */
@@ -116,7 +114,6 @@ public:
virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field
virtual AABB particles_collision_get_aabb(RID p_particles_collision) const = 0;
virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0;
- virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const = 0;
//used from 2D and 3D
virtual RID particles_collision_instance_create(RID p_collision) = 0;
diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h
index 86d328d41c..2960074dd2 100644
--- a/servers/xr/xr_interface.h
+++ b/servers/xr/xr_interface.h
@@ -138,8 +138,6 @@ public:
virtual bool start_passthrough() { return false; }
virtual void stop_passthrough() {}
- virtual void notification(int p_what){};
-
XRInterface();
~XRInterface();
diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp
index 89752b3017..2142ecd262 100644
--- a/servers/xr/xr_interface_extension.cpp
+++ b/servers/xr/xr_interface_extension.cpp
@@ -58,8 +58,6 @@ void XRInterfaceExtension::_bind_methods() {
GDVIRTUAL_BIND(_post_draw_viewport, "render_target", "screen_rect");
GDVIRTUAL_BIND(_end_frame);
- GDVIRTUAL_BIND(_notification, "what");
-
/** input and output **/
GDVIRTUAL_BIND(_get_suggested_tracker_names);
@@ -309,10 +307,6 @@ void XRInterfaceExtension::end_frame() {
GDVIRTUAL_CALL(_end_frame);
}
-void XRInterfaceExtension::notification(int p_what) {
- GDVIRTUAL_CALL(_notification, p_what);
-}
-
RID XRInterfaceExtension::get_render_target_texture(RID p_render_target) {
// In due time this will need to be enhance to return the correct INTERNAL RID for the chosen rendering engine.
// So once a GLES driver is implemented we'll return that and the implemented plugin needs to handle this correctly too.
diff --git a/servers/xr/xr_interface_extension.h b/servers/xr/xr_interface_extension.h
index 2235b57cb3..123626864d 100644
--- a/servers/xr/xr_interface_extension.h
+++ b/servers/xr/xr_interface_extension.h
@@ -123,7 +123,6 @@ public:
virtual bool pre_draw_viewport(RID p_render_target) override;
virtual Vector<BlitToScreen> post_draw_viewport(RID p_render_target, const Rect2 &p_screen_rect) override;
virtual void end_frame() override;
- virtual void notification(int p_what) override;
GDVIRTUAL0(_process);
GDVIRTUAL0(_pre_render);
@@ -131,8 +130,6 @@ public:
GDVIRTUAL2(_post_draw_viewport, RID, const Rect2 &);
GDVIRTUAL0(_end_frame);
- GDVIRTUAL1(_notification, int);
-
/* access to some internals we need */
RID get_render_target_texture(RID p_render_target);
// RID get_render_target_depth(RID p_render_target);
diff --git a/tests/python_build/fixtures/gles3/vertex_fragment_expected_full.glsl b/tests/python_build/fixtures/gles3/vertex_fragment_expected_full.glsl
index 7bf56e73cd..58ddd08cdd 100644
--- a/tests/python_build/fixtures/gles3/vertex_fragment_expected_full.glsl
+++ b/tests/python_build/fixtures/gles3/vertex_fragment_expected_full.glsl
@@ -18,7 +18,7 @@ public:
DISABLE_LIGHTING=1,
};
- _FORCE_INLINE_ void version_bind_shader(RID p_version,ShaderVariant p_variant,uint64_t p_specialization=0) { _version_bind_shader(p_version,p_variant,p_specialization); }
+ _FORCE_INLINE_ bool version_bind_shader(RID p_version,ShaderVariant p_variant,uint64_t p_specialization=0) { return _version_bind_shader(p_version,p_variant,p_specialization); }
protected:
@@ -35,13 +35,14 @@ protected:
{"DISABLE_LIGHTING",false},
};
+ static const Feedback* _feedbacks=nullptr;
static const char _vertex_code[]={
10,112,114,101,99,105,115,105,111,110,32,104,105,103,104,112,32,102,108,111,97,116,59,10,112,114,101,99,105,115,105,111,110,32,104,105,103,104,112,32,105,110,116,59,10,10,108,97,121,111,117,116,40,108,111,99,97,116,105,111,110,32,61,32,48,41,32,105,110,32,104,105,103,104,112,32,118,101,99,51,32,118,101,114,116,101,120,59,10,10,111,117,116,32,104,105,103,104,112,32,118,101,99,52,32,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,32,61,32,118,101,99,52,40,118,101,114,116,101,120,46,120,44,49,44,48,44,49,41,59,10,125,10,10, 0};
static const char _fragment_code[]={
10,112,114,101,99,105,115,105,111,110,32,104,105,103,104,112,32,102,108,111,97,116,59,10,112,114,101,99,105,115,105,111,110,32,104,105,103,104,112,32,105,110,116,59,10,10,105,110,32,104,105,103,104,112,32,118,101,99,52,32,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,59,10,10,118,111,105,100,32,109,97,105,110,40,41,32,123,10,9,104,105,103,104,112,32,102,108,111,97,116,32,100,101,112,116,104,32,61,32,40,40,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,46,122,32,47,32,112,111,115,105,116,105,111,110,95,105,110,116,101,114,112,46,119,41,32,43,32,49,46,48,41,59,10,9,102,114,97,103,95,99,111,108,111,114,32,61,32,118,101,99,52,40,100,101,112,116,104,41,59,10,125,10, 0};
- _setup(_vertex_code,_fragment_code,"VertexFragmentShaderGLES3",0,_uniform_strings,0,_ubo_pairs,0,_texunit_pairs,1,_spec_pairs,1,_variant_defines);
+ _setup(_vertex_code,_fragment_code,"VertexFragmentShaderGLES3",0,_uniform_strings,0,_ubo_pairs,0,_feedbacks,0,_texunit_pairs,1,_spec_pairs,1,_variant_defines);
}
};
diff --git a/tests/python_build/fixtures/gles3/vertex_fragment_expected_parts.json b/tests/python_build/fixtures/gles3/vertex_fragment_expected_parts.json
index eaeb5981c0..5ac8092ad0 100644
--- a/tests/python_build/fixtures/gles3/vertex_fragment_expected_parts.json
+++ b/tests/python_build/fixtures/gles3/vertex_fragment_expected_parts.json
@@ -31,6 +31,7 @@
"texunit_names": [],
"ubos": [],
"ubo_names": [],
+ "feedbacks": [],
"vertex_included_files": [],
"fragment_included_files": [],
"reading": "fragment",