diff options
38 files changed, 795 insertions, 549 deletions
diff --git a/doc/classes/BakedLightmap.xml b/doc/classes/BakedLightmap.xml index 77895249e5..966b6dd7c4 100644 --- a/doc/classes/BakedLightmap.xml +++ b/doc/classes/BakedLightmap.xml @@ -1,8 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="BakedLightmap" inherits="VisualInstance" category="Core" version="3.1"> <brief_description> + Prerendered indirect light map for a scene. </brief_description> <description> + Baked lightmaps are an alternative workflow for adding indirect (or baked) lighting to a scene. Unlike the [GIProbe] approach, baked lightmaps work fine on low-end PCs and mobile devices as they consume almost no resources in run-time. </description> <tutorials> <link>http://docs.godotengine.org/en/3.0/tutorials/3d/baked_lightmaps.html</link> @@ -29,36 +31,49 @@ </methods> <members> <member name="bake_cell_size" type="float" setter="set_bake_cell_size" getter="get_bake_cell_size"> + Grid subdivision size for lightmapper calculation. Default value of [code]0.25[/code] will work for most cases. Increase for better lighting on small details or if your scene is very large. </member> <member name="bake_energy" type="float" setter="set_energy" getter="get_energy"> </member> <member name="bake_extents" type="Vector3" setter="set_extents" getter="get_extents"> + Size of affected area. </member> <member name="bake_hdr" type="bool" setter="set_hdr" getter="is_hdr"> + If [code]true[/code] lightmap can capture light values greater than [code]1.0[/code]. Turning this off will result in a smaller lightmap. Default value:[code]false[/code]. </member> <member name="bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="BakedLightmap.BakeMode"> + Lightmapping mode. See [enum BakeMode]. </member> <member name="bake_propagation" type="float" setter="set_propagation" getter="get_propagation"> </member> <member name="bake_quality" type="int" setter="set_bake_quality" getter="get_bake_quality" enum="BakedLightmap.BakeQuality"> + Three quality modes are available. Higher quality requires more rendering time. See [enum BakeQuality]. </member> <member name="capture_cell_size" type="float" setter="set_capture_cell_size" getter="get_capture_cell_size"> + Grid size used for real-time capture information on dynamic objects. Cannot be larger than [member bake_cell_size]. </member> <member name="image_path" type="String" setter="set_image_path" getter="get_image_path"> + Location where lightmaps will be saved. </member> <member name="light_data" type="BakedLightmapData" setter="set_light_data" getter="get_light_data"> + The calculated light data. </member> </members> <constants> <constant name="BAKE_QUALITY_LOW" value="0" enum="BakeQuality"> + Lowest bake quality mode. Fastest to calculate. </constant> <constant name="BAKE_QUALITY_MEDIUM" value="1" enum="BakeQuality"> + Default bake quality mode. </constant> <constant name="BAKE_QUALITY_HIGH" value="2" enum="BakeQuality"> + Highest bake quality mode. Takes longer to calculate. </constant> <constant name="BAKE_MODE_CONE_TRACE" value="0" enum="BakeMode"> + Less precise but faster bake mode. </constant> <constant name="BAKE_MODE_RAY_TRACE" value="1" enum="BakeMode"> + More precise bake mode but can take considerably longer to bake. </constant> <constant name="BAKE_ERROR_OK" value="0" enum="BakeError"> </constant> diff --git a/doc/classes/DirectionalLight.xml b/doc/classes/DirectionalLight.xml index ef75182811..2dc522083d 100644 --- a/doc/classes/DirectionalLight.xml +++ b/doc/classes/DirectionalLight.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="DirectionalLight" inherits="Light" category="Core" version="3.1"> <brief_description> - Directional Light, such as the Sun or the Moon. + Directional light from a distance, as from the Sun. </brief_description> <description> - A DirectionalLight is a type of [Light] node that emits light constantly in one direction (the negative z axis of the node). It is used lights with strong intensity that are located far away from the scene to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored, only the basis is used do determine light direction. + A directional light is a type of [Light] 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 to model sunlight or moonlight. The worldspace location of the DirectionalLight transform (origin) is ignored. Only the basis is used do determine light direction. </description> <tutorials> <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link> @@ -15,34 +15,48 @@ </methods> <members> <member name="directional_shadow_bias_split_scale" type="float" setter="set_param" getter="get_param"> + Amount of extra bias for shadow splits that are far away. If self shadowing occurs only on the splits far away, this value can fix them. </member> <member name="directional_shadow_blend_splits" type="bool" setter="set_blend_splits" getter="is_blend_splits_enabled"> + If [code]true[/code] shadow detail is sacrificed in exchange for smoother transitions between splits. Default value:[code]false[/code]. </member> <member name="directional_shadow_depth_range" type="int" setter="set_shadow_depth_range" getter="get_shadow_depth_range" enum="DirectionalLight.ShadowDepthRange"> + Optimizes shadow rendering for detail versus movement. See [enum ShadowDepthRange]. </member> <member name="directional_shadow_max_distance" type="float" setter="set_param" getter="get_param"> + The maximum distance for shadow splits. </member> <member name="directional_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="DirectionalLight.ShadowMode"> + The light's shadow rendering algorithm. See [enum ShadowMode]. </member> <member name="directional_shadow_normal_bias" type="float" setter="set_param" getter="get_param"> + Can be used to fix special cases of self shadowing when objects are perpendicular to the light. </member> <member name="directional_shadow_split_1" type="float" setter="set_param" getter="get_param"> + The distance from camera to shadow split 1. Relative to [member directional_shadow_max_distance]. Only used in [enum directional_shadow_mode] SHADOW_PARALLEL_*_SPLITS. </member> <member name="directional_shadow_split_2" type="float" setter="set_param" getter="get_param"> + The distance from shadow split 1 to split 2. Relative to [member directional_shadow_max_distance]. Only used in [enum directional_shadow_mode] SHADOW_PARALLEL_*_SPLITS. </member> <member name="directional_shadow_split_3" type="float" setter="set_param" getter="get_param"> + The distance from shadow split 2 to split 3. Relative to [member directional_shadow_max_distance]. Only used in [enum directional_shadow_mode] SHADOW_PARALLEL_4_SPLITS. </member> </members> <constants> <constant name="SHADOW_ORTHOGONAL" value="0" enum="ShadowMode"> + Renders the entire scene's shadow map from an orthogonal point of view. May result in blockier shadows on close objects. </constant> <constant name="SHADOW_PARALLEL_2_SPLITS" value="1" enum="ShadowMode"> + Splits the view frustum in 2 areas, each with its own shadow map. </constant> <constant name="SHADOW_PARALLEL_4_SPLITS" value="2" enum="ShadowMode"> + Splits the view frustum in 4 areas, each with its own shadow map. </constant> <constant name="SHADOW_DEPTH_RANGE_STABLE" value="0" enum="ShadowDepthRange"> + Keeps the shadow stable when the camera moves, at the cost of lower effective shadow resolution. Default value. </constant> <constant name="SHADOW_DEPTH_RANGE_OPTIMIZED" value="1" enum="ShadowDepthRange"> + Tries to achieve maximum shadow resolution. May result in saw effect on shadow edges. </constant> </constants> </class> diff --git a/doc/classes/InputEventKey.xml b/doc/classes/InputEventKey.xml index 7503e53188..a013ee6266 100644 --- a/doc/classes/InputEventKey.xml +++ b/doc/classes/InputEventKey.xml @@ -16,6 +16,7 @@ <return type="int"> </return> <description> + Returns the scancode combined with modifier keys such as [code]Shift[/code] or [code]Alt[/code]. See also [InputEventWithModifiers]. </description> </method> </methods> diff --git a/doc/classes/InputMap.xml b/doc/classes/InputMap.xml index 2f5fb49dba..cbcff1dd75 100644 --- a/doc/classes/InputMap.xml +++ b/doc/classes/InputMap.xml @@ -40,6 +40,7 @@ <argument index="0" name="action" type="String"> </argument> <description> + Removes all events from an action. </description> </method> <method name="action_has_event"> @@ -50,7 +51,7 @@ <argument index="1" name="event" type="InputEvent"> </argument> <description> - Returns [true] if an action has an [InputEvent] associated with it. + Returns [code]true[/code] if the action has the given [InputEvent] associated with it. </description> </method> <method name="action_set_deadzone"> @@ -71,7 +72,7 @@ <argument index="1" name="deadzone" type="float" default="0.5"> </argument> <description> - Adds an (empty) action to the [code]InputMap[/code], with a configurable [code]deadzone[/code]. + Adds an empty action to the [code]InputMap[/code] with a configurable [code]deadzone[/code]. An [InputEvent] can then be added to this action with [method action_add_event]. </description> </method> diff --git a/doc/classes/KinematicBody2D.xml b/doc/classes/KinematicBody2D.xml index fdc974630f..cdb1b0aa68 100644 --- a/doc/classes/KinematicBody2D.xml +++ b/doc/classes/KinematicBody2D.xml @@ -115,6 +115,8 @@ <argument index="6" name="floor_max_angle" type="float" default="0.785398"> </argument> <description> + Moves the body while keeping it attached to slopes. Similar to [me + As long as the [code]snap[/code] vector is in contact with the ground, the body will remain attached to the surface. This means you must disable snap in order to jump, for example. You can do this by setting[code]snap[/code] to[code](0, 0)[/code] or by using [method move_and_slide] instead. </description> </method> <method name="test_move"> @@ -136,6 +138,7 @@ If the body is at least this close to another body, this body will consider them to be colliding. </member> <member name="motion/sync_to_physics" type="bool" setter="set_sync_to_physics" getter="is_sync_to_physics_enabled"> + If [code]true[/code] the body's movement will be synchronized to the physics frame. This is useful when animating movement via [AnimationPlayer], for example on moving platforms. </member> </members> <constants> diff --git a/doc/classes/Light.xml b/doc/classes/Light.xml index e9b36c2f9d..04191136a8 100644 --- a/doc/classes/Light.xml +++ b/doc/classes/Light.xml @@ -15,28 +15,40 @@ </methods> <members> <member name="editor_only" type="bool" setter="set_editor_only" getter="is_editor_only"> + If [code]true[/code] the light only appears in the editor and will not be visible at runtime. Default value:[code]false[/code]. </member> <member name="light_bake_mode" type="int" setter="set_bake_mode" getter="get_bake_mode" enum="Light.BakeMode"> + The light's bake mode. See [enum BakeMode]. </member> <member name="light_color" type="Color" setter="set_color" getter="get_color"> + The light's color. </member> <member name="light_cull_mask" type="int" setter="set_cull_mask" getter="get_cull_mask"> + The light will affect objects in the selected layers. </member> <member name="light_energy" type="float" setter="set_param" getter="get_param"> + The light's strength multiplier. </member> <member name="light_indirect_energy" type="float" setter="set_param" getter="get_param"> + Secondary multiplier used with indirect light (light bounces). This works in baked light or GIProbe. </member> <member name="light_negative" type="bool" setter="set_negative" getter="is_negative"> + If [code]true[/code] the light's effect is reversed, darkening areas and casting bright shadows. Default value: [code]false[/code]. </member> <member name="light_specular" type="float" setter="set_param" getter="get_param"> + The intensity of the specular blob in objects affected by the light. At [code]0[/code] the light becomes a pure diffuse light. </member> <member name="shadow_bias" type="float" setter="set_param" getter="get_param"> + Used to adjust shadow appearance. Too small a value results in self shadowing, while too large a value causes shadows to separate from casters. Adjust as needed. </member> <member name="shadow_color" type="Color" setter="set_shadow_color" getter="get_shadow_color"> + The color of shadows cast by this light. </member> <member name="shadow_contact" type="float" setter="set_param" getter="get_param"> + Attempts to reduce [member shadow_bias] gap. </member> <member name="shadow_enabled" type="bool" setter="set_shadow" getter="has_shadow"> + If [code]true[/code] the light will cast shadows. Default value: [code]false[/code]. </member> <member name="shadow_reverse_cull_face" type="bool" setter="set_shadow_reverse_cull_face" getter="get_shadow_reverse_cull_face"> </member> @@ -75,10 +87,13 @@ <constant name="PARAM_MAX" value="15" enum="Param"> </constant> <constant name="BAKE_DISABLED" value="0" enum="BakeMode"> + Light is ignored when baking. Note: hiding a light does [i]not[/i] affect baking. </constant> <constant name="BAKE_INDIRECT" value="1" enum="BakeMode"> + Only indirect lighting will be baked. Default value. </constant> <constant name="BAKE_ALL" value="2" enum="BakeMode"> + Both direct and indirect light will be baked. Note: you should hide the light if you don't want it to appear twice (dynamic and baked). </constant> </constants> </class> diff --git a/doc/classes/OmniLight.xml b/doc/classes/OmniLight.xml index ff2e77ffbe..5ed058bb06 100644 --- a/doc/classes/OmniLight.xml +++ b/doc/classes/OmniLight.xml @@ -1,10 +1,10 @@ <?xml version="1.0" encoding="UTF-8" ?> <class name="OmniLight" inherits="Light" category="Core" version="3.1"> <brief_description> - OmniDirectional Light, such as a light bulb or a candle. + Omnidirectional light, such as a light bulb or a candle. </brief_description> <description> - An OmniDirectional light is a type of [Light] node that emits lights in all directions. The light is attenuated through the distance and this attenuation can be configured by changing the energy, radius and attenuation parameters of [Light]. + An Omnidirectional light is a type of [Light] that emits light in all directions. The light is attenuated by distance and this attenuation can be configured by changing its energy, radius, and attenuation parameters. </description> <tutorials> <link>http://docs.godotengine.org/en/3.0/tutorials/3d/lights_and_shadows.html</link> @@ -15,12 +15,16 @@ </methods> <members> <member name="omni_attenuation" type="float" setter="set_param" getter="get_param"> + The light's attenuation (drop-off) curve. A number of presets are available in the Inspector. </member> <member name="omni_range" type="float" setter="set_param" getter="get_param"> + Maximum distance the light affects. </member> <member name="omni_shadow_detail" type="int" setter="set_shadow_detail" getter="get_shadow_detail" enum="OmniLight.ShadowDetail"> + See [enum ShadowDetail]. </member> <member name="omni_shadow_mode" type="int" setter="set_shadow_mode" getter="get_shadow_mode" enum="OmniLight.ShadowMode"> + See [enum ShadowMode]. </member> </members> <constants> diff --git a/doc/classes/ProgressBar.xml b/doc/classes/ProgressBar.xml index 919ecd7c86..0f03b7b80a 100644 --- a/doc/classes/ProgressBar.xml +++ b/doc/classes/ProgressBar.xml @@ -14,6 +14,7 @@ </methods> <members> <member name="percent_visible" type="bool" setter="set_percent_visible" getter="is_percent_visible"> + If [code]true[/code] the fill percentage is displayed on the bar. Default value: [code]true[/code]. </member> </members> <constants> diff --git a/doc/classes/Range.xml b/doc/classes/Range.xml index fa7e20eff6..46a6132b94 100644 --- a/doc/classes/Range.xml +++ b/doc/classes/Range.xml @@ -17,30 +17,32 @@ <argument index="0" name="with" type="Node"> </argument> <description> - Binds two Ranges together along with any Ranges previously grouped with either of them. When any of Range's member variables change, it will share the new value with all other Ranges in its group. + Binds two ranges together along with any ranges previously grouped with either of them. When any of range's member variables change, it will share the new value with all other ranges in its group. </description> </method> <method name="unshare"> <return type="void"> </return> <description> - Stop Range from sharing its member variables with any other Range. + Stop range from sharing its member variables with any other. </description> </method> </methods> <members> <member name="allow_greater" type="bool" setter="set_allow_greater" getter="is_greater_allowed"> + If [code]true[/code] [member value] may be greater than [member max_value]. Default value: [code]false[/code]. </member> <member name="allow_lesser" type="bool" setter="set_allow_lesser" getter="is_lesser_allowed"> + If [code]true[/code] [member value] may be less than [member min_value]. Default value: [code]false[/code]. </member> <member name="exp_edit" type="bool" setter="set_exp_ratio" getter="is_ratio_exp"> If [code]true[/code] and [code]min_value[/code] is greater than 0, [code]value[/code] will be represented exponentially rather than linearly. </member> <member name="max_value" type="float" setter="set_max" getter="get_max"> - Maximum value. Range is clamped if [code]value[/code] is greater than [code]max_value[/code]. Default value: 100. + Maximum value. Range is clamped if [code]value[/code] is greater than [code]max_value[/code]. Default value: [code]100[/code]. </member> <member name="min_value" type="float" setter="set_min" getter="get_min"> - Minimum value. Range is clamped if [code]value[/code] is less than [code]min_value[/code]. Default value: 0. + Minimum value. Range is clamped if [code]value[/code] is less than [code]min_value[/code]. Default value: [code]0[/code]. </member> <member name="page" type="float" setter="set_page" getter="get_page"> Page size. Used mainly for [ScrollBar]. ScrollBar's length is its size multiplied by [code]page[/code] over the difference between [code]min_value[/code] and [code]max_value[/code]. @@ -49,7 +51,7 @@ The value mapped between 0 and 1. </member> <member name="rounded" type="bool" setter="set_use_rounded_values" getter="is_using_rounded_values"> - If [code]true[/code], [code]value[/code] will always be rounded to the nearest integer. + If [code]true[/code] [code]value[/code] will always be rounded to the nearest integer. Default value: [code]false[/code]. </member> <member name="step" type="float" setter="set_step" getter="get_step"> If greater than 0, [code]value[/code] will always be rounded to a multiple of [code]step[/code]. If [code]rounded[/code] is also [code]true[/code], [code]value[/code] will first be rounded to a multiple of [code]step[/code] then rounded to the nearest integer. @@ -61,14 +63,14 @@ <signals> <signal name="changed"> <description> - This signal is emitted when min, max, range or step change. + Emitted when [member min_value], [member max_value], [member page], or [member step] change. </description> </signal> <signal name="value_changed"> <argument index="0" name="value" type="float"> </argument> <description> - This signal is emitted when value changes. + Emitted when [member value] changes. </description> </signal> </signals> diff --git a/doc/classes/TileSet.xml b/doc/classes/TileSet.xml index 7121bc8b9c..dadc7c5ffa 100644 --- a/doc/classes/TileSet.xml +++ b/doc/classes/TileSet.xml @@ -58,7 +58,7 @@ <return type="void"> </return> <description> - Clear all tiles. + Clears all tiles. </description> </method> <method name="create_tile"> @@ -67,7 +67,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Create a new tile which will be referenced by the given ID. + Creates a new tile which will be referenced by the given ID. </description> </method> <method name="find_tile_by_name" qualifiers="const"> @@ -76,21 +76,21 @@ <argument index="0" name="name" type="String"> </argument> <description> - Find the first tile matching the given name. + Returns the first tile matching the given name. </description> </method> <method name="get_last_unused_tile_id" qualifiers="const"> <return type="int"> </return> <description> - Return the ID following the last currently used ID, useful when creating a new tile. + Returns the ID following the last currently used ID, useful when creating a new tile. </description> </method> <method name="get_tiles_ids" qualifiers="const"> <return type="Array"> </return> <description> - Return an array of all currently used tile IDs. + Returns an array of all currently used tile IDs. </description> </method> <method name="remove_tile"> @@ -99,7 +99,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Remove the tile referenced by the given ID. + Removes the tile referenced by the given ID. </description> </method> <method name="tile_add_shape"> @@ -124,7 +124,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the light occluder of the tile. + Returns the light occluder of the tile. </description> </method> <method name="tile_get_material" qualifiers="const"> @@ -133,7 +133,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the material of the tile. + Returns the material of the tile. </description> </method> <method name="tile_get_modulate" qualifiers="const"> @@ -150,7 +150,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the name of the tile. + Returns the name of the tile. </description> </method> <method name="tile_get_navigation_polygon" qualifiers="const"> @@ -159,7 +159,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the navigation polygon of the tile. + Returns the navigation polygon of the tile. </description> </method> <method name="tile_get_navigation_polygon_offset" qualifiers="const"> @@ -168,7 +168,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the offset of the tile's navigation polygon. + Returns the offset of the tile's navigation polygon. </description> </method> <method name="tile_get_normal_map" qualifiers="const"> @@ -185,7 +185,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the offset of the tile's light occluder. + Returns the offset of the tile's light occluder. </description> </method> <method name="tile_get_region" qualifiers="const"> @@ -194,7 +194,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the tile sub-region in the texture. + Returns the tile sub-region in the texture. </description> </method> <method name="tile_get_shape" qualifiers="const"> @@ -241,7 +241,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the array of shapes of the tile. + Returns the array of shapes of the tile. </description> </method> <method name="tile_get_texture" qualifiers="const"> @@ -250,7 +250,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the texture of the tile. + Returns the texture of the tile. </description> </method> <method name="tile_get_texture_offset" qualifiers="const"> @@ -259,7 +259,7 @@ <argument index="0" name="id" type="int"> </argument> <description> - Return the texture offset of the tile. + Returns the texture offset of the tile. </description> </method> <method name="tile_get_tile_mode" qualifiers="const"> @@ -286,7 +286,7 @@ <argument index="1" name="light_occluder" type="OccluderPolygon2D"> </argument> <description> - Set a light occluder for the tile. + Sets a light occluder for the tile. </description> </method> <method name="tile_set_material"> @@ -297,7 +297,7 @@ <argument index="1" name="material" type="ShaderMaterial"> </argument> <description> - Set the material of the tile. + Sets the tile's material. </description> </method> <method name="tile_set_modulate"> @@ -308,6 +308,7 @@ <argument index="1" name="color" type="Color"> </argument> <description> + Sets the tile's modulation color. </description> </method> <method name="tile_set_name"> @@ -318,7 +319,7 @@ <argument index="1" name="name" type="String"> </argument> <description> - Set the name of the tile, for descriptive purposes. + Sets the tile's name. </description> </method> <method name="tile_set_navigation_polygon"> @@ -329,7 +330,7 @@ <argument index="1" name="navigation_polygon" type="NavigationPolygon"> </argument> <description> - Set a navigation polygon for the tile. + Sets the tile's navigation polygon. </description> </method> <method name="tile_set_navigation_polygon_offset"> @@ -340,7 +341,7 @@ <argument index="1" name="navigation_polygon_offset" type="Vector2"> </argument> <description> - Set an offset for the tile's navigation polygon. + Sets an offset for the tile's navigation polygon. </description> </method> <method name="tile_set_normal_map"> @@ -351,6 +352,7 @@ <argument index="1" name="normal_map" type="Texture"> </argument> <description> + Sets the tile's normal map texture. </description> </method> <method name="tile_set_occluder_offset"> @@ -372,7 +374,7 @@ <argument index="1" name="region" type="Rect2"> </argument> <description> - Set the tile sub-region in the texture. This is common in texture atlases. + Set the tile's sub-region in the texture. This is common in texture atlases. </description> </method> <method name="tile_set_shape"> @@ -419,7 +421,7 @@ <argument index="1" name="shapes" type="Array"> </argument> <description> - Set an array of shapes for the tile, enabling physics to collide with it. + Sets an array of shapes for the tile, enabling collision. </description> </method> <method name="tile_set_texture"> @@ -430,7 +432,7 @@ <argument index="1" name="texture" type="Texture"> </argument> <description> - Set the texture of the tile. + Sets the tile's texture. </description> </method> <method name="tile_set_texture_offset"> @@ -441,7 +443,7 @@ <argument index="1" name="texture_offset" type="Vector2"> </argument> <description> - Set the texture offset of the tile. + Sets the tile's texture offset. </description> </method> <method name="tile_set_tile_mode"> @@ -452,6 +454,7 @@ <argument index="1" name="tilemode" type="int" enum="TileSet.TileMode"> </argument> <description> + Sets the tile's [enum TileMode]. </description> </method> <method name="tile_set_z_index"> @@ -462,6 +465,7 @@ <argument index="1" name="z_index" type="int"> </argument> <description> + Sets the tile's drawing index. </description> </method> </methods> diff --git a/doc/classes/Viewport.xml b/doc/classes/Viewport.xml index af0712d357..05649193a6 100644 --- a/doc/classes/Viewport.xml +++ b/doc/classes/Viewport.xml @@ -22,35 +22,35 @@ <return type="World"> </return> <description> - Return the 3D world of the viewport, or if no such present, the one of the parent viewport. + Returns the 3D world of the viewport, or if none the world of the parent viewport. </description> </method> <method name="find_world_2d" qualifiers="const"> <return type="World2D"> </return> <description> - Return the 2D world of the viewport. + Returns the 2D world of the viewport. </description> </method> <method name="get_camera" qualifiers="const"> <return type="Camera"> </return> <description> - Return the active 3D camera. + Returns the active 3D camera. </description> </method> <method name="get_final_transform" qualifiers="const"> <return type="Transform2D"> </return> <description> - Get the total transform of the viewport. + Returns the total transform of the viewport. </description> </method> <method name="get_mouse_position" qualifiers="const"> <return type="Vector2"> </return> <description> - Get the mouse position, relative to the viewport. + Returns the mouse position relative to the viewport. </description> </method> <method name="get_render_info"> @@ -59,35 +59,35 @@ <argument index="0" name="info" type="int" enum="Viewport.RenderInfo"> </argument> <description> - Get the specific information about the viewport from rendering pipeline. + Returns information about the viewport from the rendering pipeline. </description> </method> <method name="get_size_override" qualifiers="const"> <return type="Vector2"> </return> <description> - Get the size override set with [method set_size_override]. + Returns the size override set with [method set_size_override]. </description> </method> <method name="get_texture" qualifiers="const"> <return type="ViewportTexture"> </return> <description> - Get the viewport's texture, for use with various objects that you want to texture with the viewport. + Returns the viewport's texture. </description> </method> <method name="get_viewport_rid" qualifiers="const"> <return type="RID"> </return> <description> - Get the viewport RID from the [VisualServer]. + Returns the viewport's RID from the [VisualServer]. </description> </method> <method name="get_visible_rect" qualifiers="const"> <return type="Rect2"> </return> <description> - Return the final, visible rect in global screen coordinates. + Returns the visible rectangle in global screen coordinates. </description> </method> <method name="gui_get_drag_data" qualifiers="const"> @@ -101,7 +101,7 @@ <return type="bool"> </return> <description> - Returns whether there are shown modals on-screen. + Returns [code]true[/code] if there are visible modals on-screen. </description> </method> <method name="input"> @@ -116,14 +116,14 @@ <return type="bool"> </return> <description> - Get the enabled status of the size override set with [method set_size_override]. + Returns [code]true[/code] if the size override is enabled. See [method set_size_override]. </description> </method> <method name="is_size_override_stretch_enabled" qualifiers="const"> <return type="bool"> </return> <description> - Get the enabled status of the size stretch override set with [method set_size_override_stretch]. + Returns [code]true[/code] if the size stretch override is enabled. See [method set_size_override_stretch]. </description> </method> <method name="set_attach_to_screen_rect"> @@ -144,7 +144,7 @@ <argument index="2" name="margin" type="Vector2" default="Vector2( 0, 0 )"> </argument> <description> - Set the size override of the viewport. If the enable parameter is true, it would use the override, otherwise it would use the default size. If the size parameter is equal to [code](-1, -1)[/code], it won't update the size. + Sets the size override of the viewport. If the [code]enable[/code] parameter is [code]true[/code] the override is used, otherwise it uses the default size. If the size parameter is [code](-1, -1)[/code], it won't update the size. </description> </method> <method name="set_size_override_stretch"> @@ -153,7 +153,7 @@ <argument index="0" name="enabled" type="bool"> </argument> <description> - Set whether the size override affects stretch as well. + If [code]true[/code] the size override affects stretch as well. </description> </method> <method name="unhandled_input"> @@ -168,7 +168,7 @@ <return type="void"> </return> <description> - Force update of the 2D and 3D worlds. + Forces update of the 2D and 3D worlds. </description> </method> <method name="warp_mouse"> @@ -177,7 +177,7 @@ <argument index="0" name="to_position" type="Vector2"> </argument> <description> - Warp the mouse to a position, relative to the viewport. + Warps the mouse to a position relative to the viewport. </description> </method> </methods> diff --git a/drivers/gles2/rasterizer_canvas_gles2.cpp b/drivers/gles2/rasterizer_canvas_gles2.cpp index d6fbf04353..f7b49c627d 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.cpp +++ b/drivers/gles2/rasterizer_canvas_gles2.cpp @@ -64,9 +64,13 @@ void RasterizerCanvasGLES2::_set_uniforms() { state.canvas_shader.set_uniform(CanvasShaderGLES2::SCREEN_PIXEL_SIZE, screen_pixel_size); } + + state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, state.uniforms.texpixel_size); } void RasterizerCanvasGLES2::canvas_begin() { + data.primitive = GL_TRIANGLES; + data.texture = GL_NONE; state.canvas_shader.bind(); if (storage->frame.current_rt) { @@ -95,6 +99,7 @@ void RasterizerCanvasGLES2::canvas_begin() { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + data.texture = storage->resources.white_tex; glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); glDisableVertexAttribArray(VS::ARRAY_COLOR); @@ -125,7 +130,7 @@ void RasterizerCanvasGLES2::canvas_begin() { state.uniforms.extra_matrix = Transform2D(); _set_uniforms(); - _bind_quad_buffer(); + state.prev_uniforms = state.uniforms; } void RasterizerCanvasGLES2::canvas_end() { @@ -143,6 +148,7 @@ void RasterizerCanvasGLES2::canvas_end() { RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map) { RasterizerStorageGLES2::Texture *tex_return = NULL; + GLuint newtexid; if (p_texture.is_valid()) { @@ -152,8 +158,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con state.current_tex = RID(); state.current_tex_ptr = NULL; - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + newtexid = storage->resources.white_tex; } else { @@ -167,8 +172,7 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con texture->render_target->used_in_frame = true; } - glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, texture->tex_id); + newtexid = texture->tex_id; state.current_tex = p_texture; state.current_tex_ptr = texture; @@ -179,8 +183,15 @@ RasterizerStorageGLES2::Texture *RasterizerCanvasGLES2::_bind_canvas_texture(con state.current_tex = RID(); state.current_tex_ptr = NULL; + newtexid = storage->resources.white_tex; + } + + if (data.texture != newtexid) { + _flush(); + glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + glBindTexture(GL_TEXTURE_2D, newtexid); + data.texture = newtexid; } return tex_return; @@ -190,217 +201,154 @@ void RasterizerCanvasGLES2::_set_texture_rect_mode(bool p_enable, bool p_ninepat } void RasterizerCanvasGLES2::_draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - uint32_t buffer_ofs = 0; - - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), NULL); - buffer_ofs += sizeof(Vector2) * p_vertex_count; + bool single; + Color color; if (p_singlecolor) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - Color m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); + single = true; + color = *p_colors; } else if (!p_colors) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } else { - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs); - buffer_ofs += sizeof(Color) * p_vertex_count; - } - - if (p_uvs) { - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); - buffer_ofs += sizeof(Vector2) * p_vertex_count; + single = true; + color = Color(1, 1, 1, 1); } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); + single = false; } - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); - glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); - - glDrawElements(GL_TRIANGLES, p_index_count, GL_UNSIGNED_INT, 0); - - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); -} + const bool use_single_color = single; + const Color single_color = color; -void RasterizerCanvasGLES2::_draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor) { + for (int i = 0; i < p_vertex_count; ++i) { + v->v = p_vertices[i]; - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; - uint32_t buffer_ofs = 0; + if (p_uvs) + v->uv = p_uvs[i]; + else + v->uv = Vector2(); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vector2) * p_vertex_count, p_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), (uint8_t *)0); - buffer_ofs += sizeof(Vector2) * p_vertex_count; - - if (p_singlecolor) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - Color m = *p_colors; - glVertexAttrib4f(VS::ARRAY_COLOR, m.r, m.g, m.b, m.a); - } else if (!p_colors) { - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); - } else { - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Color) * p_vertex_count, p_colors); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Color), ((uint8_t *)0) + buffer_ofs); - buffer_ofs += sizeof(Color) * p_vertex_count; + ++v; } - if (p_uvs) { - glBufferSubData(GL_ARRAY_BUFFER, buffer_ofs, sizeof(Vector2) * p_vertex_count, p_uvs); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vector2), ((uint8_t *)0) + buffer_ofs); - } else { - glDisableVertexAttribArray(VS::ARRAY_TEX_UV); - } + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, p_indices, p_index_count * sizeof(int)); - glDrawArrays(p_primitive, 0, p_vertex_count); - - glBindBuffer(GL_ARRAY_BUFFER, 0); + _commit(p_vertex_count, p_index_count); } -void RasterizerCanvasGLES2::_draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs) { - - static const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; - - int color_offset = 0; - int uv_offset = 0; - int stride = 2; - - if (p_colors) { - color_offset = stride; - stride += 4; - } +void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) { - if (p_uvs) { - uv_offset = stride; - stride += 2; - } + int command_count = p_item->commands.size(); + Item::Command **commands = p_item->commands.ptrw(); - float buffer_data[(2 + 2 + 4) * 4]; + for (int i = 0; i < command_count; i++) { - for (int i = 0; i < p_points; i++) { - buffer_data[stride * i + 0] = p_vertices[i].x; - buffer_data[stride * i + 1] = p_vertices[i].y; - } + Item::Command *command = commands[i]; - if (p_colors) { - for (int i = 0; i < p_points; i++) { - buffer_data[stride * i + color_offset + 0] = p_colors[i].r; - buffer_data[stride * i + color_offset + 1] = p_colors[i].g; - buffer_data[stride * i + color_offset + 2] = p_colors[i].b; - buffer_data[stride * i + color_offset + 3] = p_colors[i].a; + if (command->type != Item::Command::TYPE_RECT && state.tiled) { + _flush(); + _untile(); } - } - if (p_uvs) { - for (int i = 0; i < p_points; i++) { - buffer_data[stride * i + uv_offset + 0] = p_uvs[i].x; - buffer_data[stride * i + uv_offset + 1] = p_uvs[i].y; - } - } + switch (command->type) { - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); - glBufferSubData(GL_ARRAY_BUFFER, 0, p_points * stride * 4 * sizeof(float), buffer_data); + case Item::Command::TYPE_LINE: { + const Item::CommandLine *line = static_cast<Item::CommandLine *>(command); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), NULL); + if (line->width <= 1) { + const int p_vertex_count = 2; + const int p_index_count = 2; - if (p_colors) { - glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + color_offset * sizeof(float)); - glEnableVertexAttribArray(VS::ARRAY_COLOR); - } + _begin(GL_LINES); + _prepare(p_vertex_count, p_index_count); - if (p_uvs) { - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, stride * sizeof(float), (uint8_t *)0 + uv_offset * sizeof(float)); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); - } + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - glDrawArrays(prim[p_points], 0, p_points); + Vertex vertices[p_vertex_count]; - glBindBuffer(GL_ARRAY_BUFFER, 0); -} + vertices[0].v = Vector2(line->from.x, line->from.y); + vertices[0].c = line->color; + vertices[0].uv = Vector2(); -void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material) { + vertices[1].v = Vector2(line->to.x, line->to.y); + vertices[1].c = line->color; + vertices[1].uv = Vector2(); - int command_count = p_item->commands.size(); - Item::Command **commands = p_item->commands.ptrw(); + memcpy(data.mem_vertex_buffer + data.mem_vertex_buffer_offset, vertices, sizeof(vertices)); - for (int i = 0; i < command_count; i++) { + const int indices[p_index_count] = { 0, 1 }; - Item::Command *command = commands[i]; + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(indices)); - switch (command->type) { + _commit(p_vertex_count, p_index_count); + } else { + const int p_vertex_count = 4; + const int p_index_count = 6; - case Item::Command::TYPE_LINE: { + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - Item::CommandLine *line = static_cast<Item::CommandLine *>(command); + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - _bind_canvas_texture(RID(), RID()); + Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5; - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4fv(VS::ARRAY_COLOR, line->color.components); + v[0].v = line->from - t; + v[0].c = line->color; + v[0].uv = Vector2(); - state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); + v[1].v = line->from + t; + v[1].c = line->color; + v[1].uv = Vector2(); - if (line->width <= 1) { - Vector2 verts[2] = { - Vector2(line->from.x, line->from.y), - Vector2(line->to.x, line->to.y) - }; + v[2].v = line->to + t; + v[2].c = line->color; + v[2].uv = Vector2(); - _draw_gui_primitive(2, verts, NULL, NULL); - } else { - Vector2 t = (line->from - line->to).normalized().tangent() * line->width * 0.5; + v[3].v = line->to - t; + v[3].c = line->color; + v[3].uv = Vector2(); - Vector2 verts[4] = { - line->from - t, - line->from + t, - line->to + t, - line->to - t + const int indices[p_index_count] = { + 0, 1, 2, + 2, 3, 0 }; - _draw_gui_primitive(4, verts, NULL, NULL); + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(indices)); + + _commit(p_vertex_count, p_index_count); } + } break; case Item::Command::TYPE_RECT: { + const int p_vertex_count = 4; + const int p_index_count = 6; - Item::CommandRect *r = static_cast<Item::CommandRect *>(command); + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4fv(VS::ARRAY_COLOR, r->modulate.components); + Item::CommandRect *r = static_cast<Item::CommandRect *>(command); - _bind_quad_buffer(); + _bind_shader(p_material); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + Rect2 src_rect; + Rect2 dst_rect; RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(r->texture, r->normal_map); if (!tex) { - Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + dst_rect = Rect2(r->rect.position, r->rect.size); if (dst_rect.size.width < 0) { dst_rect.position.x += dst_rect.size.width; @@ -411,24 +359,28 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur dst_rect.size.height *= -1; } - state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(0, 0, 1, 1)); + src_rect = Rect2(0, 0, 1, 1); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); } else { - bool untile = false; + const bool tiled = r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT); - if (r->flags & CANVAS_RECT_TILE && !(tex->flags & VS::TEXTURE_FLAG_REPEAT)) { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); - untile = true; + if (tiled != state.tiled) { + _flush(); + + if (tiled) { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); + state.tiled = true; + } else { + _untile(); + } } Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); - Rect2 src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); - Rect2 dst_rect = Rect2(r->rect.position, r->rect.size); + src_rect = (r->flags & CANVAS_RECT_REGION) ? Rect2(r->source.position * texpixel_size, r->source.size * texpixel_size) : Rect2(0, 0, 1, 1); + dst_rect = Rect2(r->rect.position, r->rect.size); if (dst_rect.size.width < 0) { dst_rect.position.x += dst_rect.size.width; @@ -441,48 +393,61 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur if (r->flags & CANVAS_RECT_FLIP_H) { src_rect.size.x *= -1; + src_rect.position.x -= src_rect.size.width; } - if (r->flags & CANVAS_RECT_FLIP_V) { src_rect.size.y *= -1; + src_rect.position.y -= src_rect.size.height; } - if (r->flags & CANVAS_RECT_TRANSPOSE) { dst_rect.size.x *= -1; // Encoding in the dst_rect.z uniform } - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + state.uniforms.texpixel_size = texpixel_size; + } - state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(dst_rect.position.x, dst_rect.position.y, dst_rect.size.x, dst_rect.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(src_rect.position.x, src_rect.position.y, src_rect.size.x, src_rect.size.y)); + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + // 0,0 + v[0].v = dst_rect.position; + v[0].c = r->modulate; + v[0].uv = src_rect.position; - if (untile) { - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - } - } + // 0,1 + v[1].v = Vector2(dst_rect.position.x, dst_rect.position.y + dst_rect.size.y); + v[1].c = r->modulate; + v[1].uv = Vector2(src_rect.position.x, src_rect.position.y + src_rect.size.y); - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + // 1,1 + v[2].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y + dst_rect.size.y); + v[2].c = r->modulate; + v[2].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y + src_rect.size.y); + // 1,0 + v[3].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y); + v[3].c = r->modulate; + v[3].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y); + + const int indices[p_index_count] = { + 0, 1, 2, + 2, 3, 0 + }; + + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(int) * p_index_count); + + _commit(p_vertex_count, p_index_count); } break; case Item::Command::TYPE_NINEPATCH: { + const int p_vertex_count = 16; + const int p_index_count = 54; - Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command); + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } - - glDisableVertexAttribArray(VS::ARRAY_COLOR); - glVertexAttrib4fv(VS::ARRAY_COLOR, np->color.components); + Item::CommandNinePatch *np = static_cast<Item::CommandNinePatch *>(command); + _bind_shader(p_material); RasterizerStorageGLES2::Texture *tex = _bind_canvas_texture(np->texture, np->normal_map); if (!tex) { @@ -492,8 +457,7 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur Size2 texpixel_size(1.0 / tex->width, 1.0 / tex->height); - // state.canvas_shader.set_uniform(CanvasShaderGLES2::MODELVIEW_MATRIX, state.uniforms.modelview_matrix); - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + state.uniforms.texpixel_size = texpixel_size; Rect2 source = np->source; if (source.size.x == 0 && source.size.y == 0) { @@ -505,255 +469,334 @@ void RasterizerCanvasGLES2::_canvas_item_render_commands(Item *p_item, Item *cur // this buffer contains [ POS POS UV UV ] * - float buffer[16 * 2 + 16 * 2]; + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - { + v[0].v = np->rect.position; + v[0].c = np->color; + v[0].uv = source.position * texpixel_size; - // first row + v[1].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], 0); + v[1].c = np->color; + v[1].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], 0)) * texpixel_size; - buffer[(0 * 4 * 4) + 0] = np->rect.position.x; - buffer[(0 * 4 * 4) + 1] = np->rect.position.y; + v[2].v = np->rect.position + Vector2(np->rect.size.x - np->margin[MARGIN_RIGHT], 0); + v[2].c = np->color; + v[2].uv = (source.position + Vector2(source.size.x - np->margin[MARGIN_RIGHT], 0)) * texpixel_size; - buffer[(0 * 4 * 4) + 2] = source.position.x * texpixel_size.x; - buffer[(0 * 4 * 4) + 3] = source.position.y * texpixel_size.y; + v[3].v = np->rect.position + Vector2(np->rect.size.x, 0); + v[3].c = np->color; + v[3].uv = (source.position + Vector2(source.size.x, 0)) * texpixel_size; - buffer[(0 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; - buffer[(0 * 4 * 4) + 5] = np->rect.position.y; + v[4].v = np->rect.position + Vector2(0, np->margin[MARGIN_TOP]); + v[4].c = np->color; + v[4].uv = (source.position + Vector2(0, np->margin[MARGIN_TOP])) * texpixel_size; - buffer[(0 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; - buffer[(0 * 4 * 4) + 7] = source.position.y * texpixel_size.y; + v[5].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP]); + v[5].c = np->color; + v[5].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], np->margin[MARGIN_TOP])) * texpixel_size; - buffer[(0 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; - buffer[(0 * 4 * 4) + 9] = np->rect.position.y; + v[6].v = np->rect.position + Vector2(np->rect.size.x - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP]); + v[6].c = np->color; + v[6].uv = (source.position + Vector2(source.size.x - np->margin[MARGIN_RIGHT], np->margin[MARGIN_TOP])) * texpixel_size; - buffer[(0 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; - buffer[(0 * 4 * 4) + 11] = source.position.y * texpixel_size.y; + v[7].v = np->rect.position + Vector2(np->rect.size.x, np->margin[MARGIN_TOP]); + v[7].c = np->color; + v[7].uv = (source.position + Vector2(source.size.x, np->margin[MARGIN_TOP])) * texpixel_size; - buffer[(0 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; - buffer[(0 * 4 * 4) + 13] = np->rect.position.y; + v[8].v = np->rect.position + Vector2(0, np->rect.size.y - np->margin[MARGIN_BOTTOM]); + v[8].c = np->color; + v[8].uv = (source.position + Vector2(0, source.size.y - np->margin[MARGIN_BOTTOM])) * texpixel_size; - buffer[(0 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x; - buffer[(0 * 4 * 4) + 15] = source.position.y * texpixel_size.y; + v[9].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], np->rect.size.y - np->margin[MARGIN_BOTTOM]); + v[9].c = np->color; + v[9].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], source.size.y - np->margin[MARGIN_BOTTOM])) * texpixel_size; - // second row + v[10].v = np->rect.position + np->rect.size - Vector2(np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM]); + v[10].c = np->color; + v[10].uv = (source.position + source.size - Vector2(np->margin[MARGIN_RIGHT], np->margin[MARGIN_BOTTOM])) * texpixel_size; - buffer[(1 * 4 * 4) + 0] = np->rect.position.x; - buffer[(1 * 4 * 4) + 1] = np->rect.position.y + np->margin[MARGIN_TOP]; + v[11].v = np->rect.position + np->rect.size - Vector2(0, np->margin[MARGIN_BOTTOM]); + v[11].c = np->color; + v[11].uv = (source.position + source.size - Vector2(0, np->margin[MARGIN_BOTTOM])) * texpixel_size; - buffer[(1 * 4 * 4) + 2] = source.position.x * texpixel_size.x; - buffer[(1 * 4 * 4) + 3] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + v[12].v = np->rect.position + Vector2(0, np->rect.size.y); + v[12].c = np->color; + v[12].uv = (source.position + Vector2(0, source.size.y)) * texpixel_size; - buffer[(1 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; - buffer[(1 * 4 * 4) + 5] = np->rect.position.y + np->margin[MARGIN_TOP]; + v[13].v = np->rect.position + Vector2(np->margin[MARGIN_LEFT], np->rect.size.y); + v[13].c = np->color; + v[13].uv = (source.position + Vector2(np->margin[MARGIN_LEFT], source.size.y)) * texpixel_size; - buffer[(1 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; - buffer[(1 * 4 * 4) + 7] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + v[14].v = np->rect.position + np->rect.size - Vector2(np->margin[MARGIN_RIGHT], 0); + v[14].c = np->color; + v[14].uv = (source.position + source.size - Vector2(np->margin[MARGIN_RIGHT], 0)) * texpixel_size; - buffer[(1 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; - buffer[(1 * 4 * 4) + 9] = np->rect.position.y + np->margin[MARGIN_TOP]; + v[15].v = np->rect.position + np->rect.size; + v[15].c = np->color; + v[15].uv = (source.position + source.size) * texpixel_size; - buffer[(1 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; - buffer[(1 * 4 * 4) + 11] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, data.ninepatch_elements, sizeof(data.ninepatch_elements)); - buffer[(1 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; - buffer[(1 * 4 * 4) + 13] = np->rect.position.y + np->margin[MARGIN_TOP]; + _commit(p_vertex_count, p_index_count - (np->draw_center ? 0 : 6)); + } break; - buffer[(1 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x; - buffer[(1 * 4 * 4) + 15] = (source.position.y + np->margin[MARGIN_TOP]) * texpixel_size.y; + case Item::Command::TYPE_CIRCLE: { + Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command); - // thrid row + _bind_shader(p_material); - buffer[(2 * 4 * 4) + 0] = np->rect.position.x; - buffer[(2 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + const int num_points = 32; - buffer[(2 * 4 * 4) + 2] = source.position.x * texpixel_size.x; - buffer[(2 * 4 * 4) + 3] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + Vector2 points[num_points + 1]; + points[num_points] = circle->pos; - buffer[(2 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; - buffer[(2 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + int indices[num_points * 3]; - buffer[(2 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; - buffer[(2 * 4 * 4) + 7] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + for (int i = 0; i < num_points; i++) { + points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius; + indices[i * 3 + 0] = i; + indices[i * 3 + 1] = (i + 1) % num_points; + indices[i * 3 + 2] = num_points; + } - buffer[(2 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; - buffer[(2 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + _bind_canvas_texture(RID(), RID()); - buffer[(2 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; - buffer[(2 * 4 * 4) + 11] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true); + } break; - buffer[(2 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; - buffer[(2 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y - np->margin[MARGIN_BOTTOM]; + case Item::Command::TYPE_POLYGON: { + Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command); - buffer[(2 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x; - buffer[(2 * 4 * 4) + 15] = (source.position.y + source.size.y - np->margin[MARGIN_BOTTOM]) * texpixel_size.y; + const int *indices = polygon->indices.ptr(); + if (!indices) // self-intersecting polygon + break; - // fourth row + _bind_shader(p_material); + RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); - buffer[(3 * 4 * 4) + 0] = np->rect.position.x; - buffer[(3 * 4 * 4) + 1] = np->rect.position.y + np->rect.size.y; + if (texture) { + Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); + state.uniforms.texpixel_size = texpixel_size; + } - buffer[(3 * 4 * 4) + 2] = source.position.x * texpixel_size.x; - buffer[(3 * 4 * 4) + 3] = (source.position.y + source.size.y) * texpixel_size.y; + _draw_polygon(indices, polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); + } break; - buffer[(3 * 4 * 4) + 4] = np->rect.position.x + np->margin[MARGIN_LEFT]; - buffer[(3 * 4 * 4) + 5] = np->rect.position.y + np->rect.size.y; + case Item::Command::TYPE_POLYLINE: { + Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command); - buffer[(3 * 4 * 4) + 6] = (source.position.x + np->margin[MARGIN_LEFT]) * texpixel_size.x; - buffer[(3 * 4 * 4) + 7] = (source.position.y + source.size.y) * texpixel_size.y; + if (pline->triangles.size()) { + const int p_vertex_count = pline->triangles.size(); + const int p_triangle_count = p_vertex_count - 2; + const int p_index_count = p_triangle_count * 3; - buffer[(3 * 4 * 4) + 8] = np->rect.position.x + np->rect.size.x - np->margin[MARGIN_RIGHT]; - buffer[(3 * 4 * 4) + 9] = np->rect.position.y + np->rect.size.y; + _begin(GL_TRIANGLES); + _prepare(p_vertex_count, p_index_count); - buffer[(3 * 4 * 4) + 10] = (source.position.x + source.size.x - np->margin[MARGIN_RIGHT]) * texpixel_size.x; - buffer[(3 * 4 * 4) + 11] = (source.position.y + source.size.y) * texpixel_size.y; + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - buffer[(3 * 4 * 4) + 12] = np->rect.position.x + np->rect.size.x; - buffer[(3 * 4 * 4) + 13] = np->rect.position.y + np->rect.size.y; + const Vector2 *t = pline->triangles.ptr(); + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - buffer[(3 * 4 * 4) + 14] = (source.position.x + source.size.x) * texpixel_size.x; - buffer[(3 * 4 * 4) + 15] = (source.position.y + source.size.y) * texpixel_size.y; + const bool p_singlecolor = pline->triangle_colors.size() == 1; + const Color *p_colors = pline->triangle_colors.ptr(); - // print_line(String::num((source.position.y + source.size.y) * texpixel_size.y)); - } + bool single; + Color color; - glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices); - glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(float) * (16 + 16) * 2, buffer); + if (pline->triangle_colors.size() == 1) { + single = true; + color = *p_colors; + } else if (!p_colors) { + single = true; + color = Color(1, 1, 1, 1); + } else { + single = false; + } - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); + const bool use_single_color = single; + const Color single_color = color; - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + for (int i = 0; i < p_vertex_count; ++i) { + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), NULL); - glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (uint8_t *)0 + (sizeof(float) * 2)); + v->uv = Vector2(); + v->v = t[i]; - glDrawElements(GL_TRIANGLES, 18 * 3 - (np->draw_center ? 0 : 6), GL_UNSIGNED_BYTE, NULL); + ++v; + } - glBindBuffer(GL_ARRAY_BUFFER, 0); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + for (int i = 0; i < p_triangle_count; ++i) { + const int indices[3] = { + i, i + 1, i + 2 + }; - } break; + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset + i * 3, indices, sizeof(indices)); + } - case Item::Command::TYPE_CIRCLE: { + _commit(p_vertex_count, p_index_count); + } else { + _begin(GL_LINES); - Item::CommandCircle *circle = static_cast<Item::CommandCircle *>(command); + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + const Color *p_colors = pline->line_colors.ptr(); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + bool single; + Color color; - static const int num_points = 32; + if (pline->line_colors.size() == 1) { + single = true; + color = *p_colors; + } else if (!p_colors) { + single = true; + color = Color(1, 1, 1, 1); + } else { + single = false; + } - Vector2 points[num_points + 1]; - points[num_points] = circle->pos; + const bool use_single_color = single; + const Color single_color = color; - int indices[num_points * 3]; + const Vector2 *p_lines = pline->lines.ptr(); - for (int i = 0; i < num_points; i++) { - points[i] = circle->pos + Vector2(Math::sin(i * Math_PI * 2.0 / num_points), Math::cos(i * Math_PI * 2.0 / num_points)) * circle->radius; - indices[i * 3 + 0] = i; - indices[i * 3 + 1] = (i + 1) % num_points; - indices[i * 3 + 2] = num_points; - } + if (pline->multiline) { + const int p_lines_count = pline->lines.size() / 2; - _bind_canvas_texture(RID(), RID()); + for (int i = 0; i < p_lines_count; ++i) { + const int p_vertex_count = 2; + const int p_index_count = 2; - _draw_polygon(indices, num_points * 3, num_points + 1, points, NULL, &circle->color, true); - } break; + _prepare(p_vertex_count, p_index_count); - case Item::Command::TYPE_POLYGON: { + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - Item::CommandPolygon *polygon = static_cast<Item::CommandPolygon *>(command); + for (int j = 0; j < 2; ++j) { + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); + v->uv = Vector2(); + v->v = p_lines[i * 2 + j]; - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + ++v; + } - RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(polygon->texture, polygon->normal_map); + const int indices[p_index_count] = { 0, 1 }; - if (texture) { - Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); - } + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset, indices, sizeof(indices)); - _draw_polygon(polygon->indices.ptr(), polygon->count, polygon->points.size(), polygon->points.ptr(), polygon->uvs.ptr(), polygon->colors.ptr(), polygon->colors.size() == 1); - } break; + _commit(p_vertex_count, p_index_count); + } + } else { + const int p_vertex_count = pline->lines.size(); + const int p_lines_count = p_vertex_count - 1; + const int p_index_count = p_lines_count * 2; - case Item::Command::TYPE_POLYLINE: { - Item::CommandPolyLine *pline = static_cast<Item::CommandPolyLine *>(command); + _prepare(p_vertex_count, p_index_count); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); + _bind_shader(p_material); + _bind_canvas_texture(RID(), RID()); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; - _bind_canvas_texture(RID(), RID()); + for (int i = 0; i < p_vertex_count; ++i) { + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; - if (pline->triangles.size()) { - _draw_generic(GL_TRIANGLE_STRIP, pline->triangles.size(), pline->triangles.ptr(), NULL, pline->triangle_colors.ptr(), pline->triangle_colors.size() == 1); - } else { - if (pline->multiline) { - int todo = pline->lines.size() / 2; - int max_per_call = data.polygon_buffer_size / (sizeof(real_t) * 4); - int offset = 0; - - while (todo) { - int to_draw = MIN(max_per_call, todo); - _draw_generic(GL_LINES, to_draw * 2, &pline->lines.ptr()[offset], NULL, pline->line_colors.size() == 1 ? pline->line_colors.ptr() : &pline->line_colors.ptr()[offset], pline->line_colors.size() == 1); - todo -= to_draw; - offset += to_draw * 2; + v->uv = Vector2(); + v->v = p_lines[i]; + + ++v; } - } else { - _draw_generic(GL_LINES, pline->lines.size(), pline->lines.ptr(), NULL, pline->line_colors.ptr(), pline->line_colors.size() == 1); + + for (int i = 0; i < p_lines_count; ++i) { + const int indices[2] = { i, i + 1 }; + + memcpy(data.mem_index_buffer + data.mem_index_buffer_offset + i * 2, indices, sizeof(indices)); + } + + _commit(p_vertex_count, p_index_count); } } } break; case Item::Command::TYPE_PRIMITIVE: { - Item::CommandPrimitive *primitive = static_cast<Item::CommandPrimitive *>(command); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, false); - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, true); - if (state.canvas_shader.bind()) { - _set_uniforms(); - state.canvas_shader.use_material((void *)p_material); - } + const GLenum prim[5] = { GL_POINTS, GL_POINTS, GL_LINES, GL_TRIANGLES, GL_TRIANGLE_FAN }; ERR_CONTINUE(primitive->points.size() < 1); + _bind_shader(p_material); RasterizerStorageGLES2::Texture *texture = _bind_canvas_texture(primitive->texture, primitive->normal_map); if (texture) { Size2 texpixel_size(1.0 / texture->width, 1.0 / texture->height); - state.canvas_shader.set_uniform(CanvasShaderGLES2::COLOR_TEXPIXEL_SIZE, texpixel_size); + state.uniforms.texpixel_size = texpixel_size; } + const int p_vertex_count = primitive->points.size(); + const int p_index_count = p_vertex_count; + + _begin(prim[p_vertex_count]); + _prepare(p_vertex_count, p_index_count); + + Vertex *v = data.mem_vertex_buffer + data.mem_vertex_buffer_offset; + int *index = data.mem_index_buffer + data.mem_index_buffer_offset; + + Color c; + bool p_single_color; + + const Color *p_colors = primitive->colors.ptr(); + const Vector2 *p_uvs = primitive->uvs.ptr(); + const Vector2 *p_points = primitive->points.ptr(); + if (primitive->colors.size() == 1 && primitive->points.size() > 1) { - Color c = primitive->colors[0]; - glVertexAttrib4f(VS::ARRAY_COLOR, c.r, c.g, c.b, c.a); + p_single_color = true; + c = primitive->colors[0]; } else if (primitive->colors.empty()) { - glVertexAttrib4f(VS::ARRAY_COLOR, 1, 1, 1, 1); + p_single_color = true; + c = Color(1, 1, 1, 1); + } else { + p_single_color = false; + } + + const bool use_single_color = p_single_color; + const Color single_color = c; + + for (int i = 0; i < p_vertex_count; ++i) { + if (use_single_color) + v->c = single_color; + else + v->c = p_colors[i]; + + if (p_uvs) + v->uv = p_uvs[i]; + else + v->uv = Vector2(); + + v->v = p_points[i]; + + index[i] = i; + + ++v; } - _draw_gui_primitive(primitive->points.size(), primitive->points.ptr(), primitive->colors.ptr(), primitive->uvs.ptr()); + _commit(p_vertex_count, p_index_count); } break; case Item::Command::TYPE_TRANSFORM: { Item::CommandTransform *transform = static_cast<Item::CommandTransform *>(command); state.uniforms.extra_matrix = transform->xform; - state.canvas_shader.set_uniform(CanvasShaderGLES2::EXTRA_MATRIX, state.uniforms.extra_matrix); } break; case Item::Command::TYPE_PARTICLES: { @@ -816,6 +859,7 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, storage->resources.white_tex); + data.texture = storage->resources.white_tex; int last_blend_mode = -1; @@ -825,8 +869,9 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons Item *ci = p_item_list; - if (current_clip != ci->final_clip_owner) { + Item *material_owner = ci->material_owner ? ci->material_owner : ci; + if (current_clip != ci->final_clip_owner) { current_clip = ci->final_clip_owner; if (current_clip) { @@ -850,8 +895,6 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons } } - Item *material_owner = ci->material_owner ? ci->material_owner : ci; - RID material = material_owner->material; RasterizerStorageGLES2::Material *material_ptr = storage->material_owner.getornull(material); @@ -981,9 +1024,11 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons state.uniforms.extra_matrix = Transform2D(); _set_uniforms(); - _canvas_item_render_commands(p_item_list, NULL, reclip, material_ptr); + // TODO: figure out when to _flush to get better batching results + _flush(); + rebind_shader = true; // hacked in for now. if (reclip) { @@ -997,6 +1042,8 @@ void RasterizerCanvasGLES2::canvas_render_items(Item *p_item_list, int p_z, cons p_item_list = p_item_list->next; } + _flush(); + if (current_clip) { glDisable(GL_SCISSOR_TEST); } @@ -1035,17 +1082,40 @@ void RasterizerCanvasGLES2::reset_canvas() { glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } -void RasterizerCanvasGLES2::_bind_quad_buffer() { - glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); - glEnableVertexAttribArray(VS::ARRAY_VERTEX); - glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, NULL); -} -void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src) { +void RasterizerCanvasGLES2::draw_generic_textured_rect(const Rect2 &dst_rect, const Rect2 &src_rect) { + + const int p_index_count = 6; + const int p_vertex_count = 4; + + Vertex v[p_vertex_count]; + Color c(1, 1, 1, 1); + + // 0,0 + v[0].v = dst_rect.position; + v[0].c = c; + v[0].uv = src_rect.position; + + // 0,1 + v[1].v = Vector2(dst_rect.position.x, dst_rect.position.y + dst_rect.size.y); + v[1].c = c; + v[1].uv = Vector2(src_rect.position.x, src_rect.position.y + src_rect.size.y); + + // 1,1 + v[2].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y + dst_rect.size.y); + v[2].c = c; + v[2].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y + src_rect.size.y); - state.canvas_shader.set_uniform(CanvasShaderGLES2::DST_RECT, Color(p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y)); - state.canvas_shader.set_uniform(CanvasShaderGLES2::SRC_RECT, Color(p_src.position.x, p_src.position.y, p_src.size.x, p_src.size.y)); + // 1,0 + v[3].v = Vector2(dst_rect.position.x + dst_rect.size.x, dst_rect.position.y); + v[3].c = c; + v[3].uv = Vector2(src_rect.position.x + src_rect.size.x, src_rect.position.y); - glDrawArrays(GL_TRIANGLE_FAN, 0, 4); + const int indices[p_index_count] = { + 0, 1, 2, + 2, 3, 0 + }; + + _draw(GL_TRIANGLES, p_vertex_count, v, p_index_count, indices); } void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_image) { @@ -1053,60 +1123,36 @@ void RasterizerCanvasGLES2::draw_window_margins(int *black_margin, RID *black_im void RasterizerCanvasGLES2::initialize() { - // quad buffer - { - glGenBuffers(1, &data.canvas_quad_vertices); - glBindBuffer(GL_ARRAY_BUFFER, data.canvas_quad_vertices); - - const float qv[8] = { - 0, 0, - 0, 1, - 1, 1, - 1, 0 - }; - - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 8, qv, GL_STATIC_DRAW); - - glBindBuffer(GL_ARRAY_BUFFER, 0); - } - // polygon buffer { uint32_t poly_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_buffer_size_kb", 128); poly_size *= 1024; poly_size = MAX(poly_size, (2 + 2 + 4) * 4 * sizeof(float)); - glGenBuffers(1, &data.polygon_buffer); - glBindBuffer(GL_ARRAY_BUFFER, data.polygon_buffer); + glGenBuffers(1, &data.vertex_buffer); + glBindBuffer(GL_ARRAY_BUFFER, data.vertex_buffer); glBufferData(GL_ARRAY_BUFFER, poly_size, NULL, GL_DYNAMIC_DRAW); - data.polygon_buffer_size = poly_size; + data.vertex_buffer_size = poly_size; glBindBuffer(GL_ARRAY_BUFFER, 0); uint32_t index_size = GLOBAL_DEF("rendering/limits/buffers/canvas_polygon_index_size_kb", 128); index_size *= 1024; // kb - glGenBuffers(1, &data.polygon_index_buffer); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.polygon_index_buffer); + glGenBuffers(1, &data.index_buffer); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.index_buffer); glBufferData(GL_ELEMENT_ARRAY_BUFFER, index_size, NULL, GL_DYNAMIC_DRAW); + + data.index_buffer_size = index_size; + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); } // ninepatch buffers { // array buffer - glGenBuffers(1, &data.ninepatch_vertices); - glBindBuffer(GL_ARRAY_BUFFER, data.ninepatch_vertices); - - glBufferData(GL_ARRAY_BUFFER, sizeof(float) * (16 + 16) * 2, NULL, GL_DYNAMIC_DRAW); - - glBindBuffer(GL_ARRAY_BUFFER, 0); - - // element buffer - glGenBuffers(1, &data.ninepatch_elements); - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.ninepatch_elements); #define _EIDX(y, x) (y * 4 + x) - uint8_t elems[3 * 2 * 9] = { + const int elems[3 * 2 * 9] = { // first row @@ -1150,14 +1196,24 @@ void RasterizerCanvasGLES2::initialize() { ; #undef _EIDX - glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(elems), elems, GL_STATIC_DRAW); + memcpy(data.ninepatch_elements, elems, sizeof(elems)); + } - glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + { + const uint32_t size = data.vertex_buffer_size / sizeof(Vertex); + data.mem_vertex_buffer = (Vertex *)memalloc(sizeof(Vertex) * size); + data.mem_vertex_buffer_offset = 0; + data.mem_vertex_buffer_size = size; } - state.canvas_shader.init(); + { + const uint32_t size = data.index_buffer_size / sizeof(int); + data.mem_index_buffer = (int *)memalloc(sizeof(int) * size); + data.mem_index_buffer_offset = 0; + data.mem_index_buffer_size = size; + } - state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); + state.canvas_shader.init(); state.canvas_shader.bind(); } @@ -1167,3 +1223,92 @@ void RasterizerCanvasGLES2::finalize() { RasterizerCanvasGLES2::RasterizerCanvasGLES2() { } + +void RasterizerCanvasGLES2::_begin(const GLuint p_primitive) { + if (data.primitive != p_primitive) { + _flush(); + data.primitive = p_primitive; + } +} + +void RasterizerCanvasGLES2::_prepare(const int p_vertex_count, const int p_index_count) { + if (data.mem_vertex_buffer_size - data.mem_vertex_buffer_offset < p_vertex_count || + data.mem_index_buffer_size - data.mem_index_buffer_offset < p_index_count) { + _flush(); + } +} + +void RasterizerCanvasGLES2::_draw(const GLuint p_primitive, const int p_vertex_count, const Vertex *p_vertices, const int p_index_count, const int *p_indices) { + glBindBuffer(GL_ARRAY_BUFFER, data.vertex_buffer); + glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(Vertex) * p_vertex_count, p_vertices); + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, data.index_buffer); + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, sizeof(int) * p_index_count, p_indices); + + glEnableVertexAttribArray(VS::ARRAY_VERTEX); + glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), NULL); + + glEnableVertexAttribArray(VS::ARRAY_COLOR); + glVertexAttribPointer(VS::ARRAY_COLOR, 4, GL_FLOAT, GL_FALSE, sizeof(Vertex), ((uint8_t *)0) + sizeof(Vector2)); + + glEnableVertexAttribArray(VS::ARRAY_TEX_UV); + glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), ((uint8_t *)0) + sizeof(Vector2) + sizeof(Color)); + + glDrawElements(p_primitive, p_index_count, GL_UNSIGNED_INT, 0); + + glBindBuffer(GL_ARRAY_BUFFER, 0); + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); +} + +void RasterizerCanvasGLES2::_flush() { + if (data.mem_vertex_buffer_offset) { + _draw(data.primitive, data.mem_vertex_buffer_offset, data.mem_vertex_buffer, data.mem_index_buffer_offset, data.mem_index_buffer); + } + + data.mem_vertex_buffer_offset = 0; + data.mem_index_buffer_offset = 0; +} + +void RasterizerCanvasGLES2::_commit(const int p_vertex_count, const int p_index_count) { + ERR_FAIL_COND(!p_vertex_count); + ERR_FAIL_COND(!p_index_count); + + if (state.uniforms.extra_matrix != state.prev_uniforms.extra_matrix || + state.uniforms.final_modulate != state.prev_uniforms.final_modulate || + state.uniforms.modelview_matrix != state.prev_uniforms.modelview_matrix || + state.uniforms.projection_matrix != state.prev_uniforms.projection_matrix || + state.uniforms.texpixel_size != state.prev_uniforms.texpixel_size || + state.uniforms.time != state.prev_uniforms.time) { + + _set_uniforms(); + state.prev_uniforms = state.uniforms; + _flush(); + } + + const int new_index_offset = data.mem_index_buffer_offset + p_index_count; + + for (int i = data.mem_index_buffer_offset; i < new_index_offset; ++i) + data.mem_index_buffer[i] += data.mem_vertex_buffer_offset; + + data.mem_vertex_buffer_offset += p_vertex_count; + data.mem_index_buffer_offset = new_index_offset; +} + +void RasterizerCanvasGLES2::_untile() { + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + state.tiled = false; +} + +void RasterizerCanvasGLES2::_bind_shader(RasterizerStorageGLES2::Material *p_material) { + if (!state.canvas_shader.is_dirty()) { + return; + } + + _flush(); + + if (state.canvas_shader.bind()) { + state.canvas_shader.use_material((void *)p_material); + } +} diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h index cda3ec79e7..d5a122e533 100644 --- a/drivers/gles2/rasterizer_canvas_gles2.h +++ b/drivers/gles2/rasterizer_canvas_gles2.h @@ -50,23 +50,44 @@ public: Color final_modulate; float time; + + Size2 texpixel_size; + }; + + struct Vertex { + Vector2 v; + Color c; + Vector2 uv; }; struct Data { - GLuint canvas_quad_vertices; - GLuint polygon_buffer; - GLuint polygon_index_buffer; + GLuint vertex_buffer; + GLuint index_buffer; + + uint32_t vertex_buffer_size; + uint32_t index_buffer_size; + + int ninepatch_elements[3 * 2 * 9]; - uint32_t polygon_buffer_size; + int *mem_index_buffer; + uint32_t mem_index_buffer_offset; + uint32_t mem_index_buffer_size; - GLuint ninepatch_vertices; - GLuint ninepatch_elements; + Vertex *mem_vertex_buffer; + uint32_t mem_vertex_buffer_offset; + uint32_t mem_vertex_buffer_size; + GLuint primitive; + GLuint texture; } data; struct State { Uniforms uniforms; + Uniforms prev_uniforms; + + bool tiled; + bool canvas_texscreen_used; CanvasShaderGLES2 canvas_shader; // CanvasShadowShaderGLES3 canvas_shadow_shader; @@ -99,9 +120,16 @@ public: _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false); - _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs); _FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); - _FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor); + + _FORCE_INLINE_ void _begin(const GLuint p_primitive); + _FORCE_INLINE_ void _prepare(const int p_vertex_count, const int p_index_count); + _FORCE_INLINE_ void _commit(const int p_vertex_count, const int p_index_count); + + _FORCE_INLINE_ void _flush(); + _FORCE_INLINE_ void _draw(const GLuint p_primitive, const int p_vertex_count, const Vertex *p_vertices, const int p_index_count, const int *p_indices); + + _FORCE_INLINE_ void _untile(); _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material); _FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect); @@ -114,8 +142,8 @@ public: virtual void reset_canvas(); RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map); + _FORCE_INLINE_ void _bind_shader(RasterizerStorageGLES2::Material *p_material); - void _bind_quad_buffer(); void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src); void initialize(); diff --git a/drivers/gles2/rasterizer_gles2.cpp b/drivers/gles2/rasterizer_gles2.cpp index a1a0b9e2c6..165ffc0412 100644 --- a/drivers/gles2/rasterizer_gles2.cpp +++ b/drivers/gles2/rasterizer_gles2.cpp @@ -345,9 +345,6 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re RasterizerStorageGLES2::RenderTarget *rt = storage->render_target_owner.getornull(p_render_target); ERR_FAIL_COND(!rt); - canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_TEXTURE_RECT, true); - canvas->state.canvas_shader.set_conditional(CanvasShaderGLES2::USE_UV_ATTRIBUTE, false); - canvas->state.canvas_shader.set_custom_shader(0); canvas->state.canvas_shader.bind(); @@ -359,7 +356,7 @@ void RasterizerGLES2::blit_render_target_to_screen(RID p_render_target, const Re // TODO normals - canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 0, 1, -1)); + canvas->draw_generic_textured_rect(p_screen_rect, Rect2(0, 1, 1, -1)); glBindTexture(GL_TEXTURE_2D, 0); canvas->canvas_end(); diff --git a/drivers/gles2/rasterizer_storage_gles2.h b/drivers/gles2/rasterizer_storage_gles2.h index c1fbf73254..38c0ccaac2 100644 --- a/drivers/gles2/rasterizer_storage_gles2.h +++ b/drivers/gles2/rasterizer_storage_gles2.h @@ -252,7 +252,7 @@ public: int mipmaps; bool active; - GLenum tex_id; + GLuint tex_id; uint16_t stored_cube_sides; @@ -429,6 +429,8 @@ public: bool uses_screen_texture; bool uses_screen_uv; bool uses_time; + bool uses_modelview_matrix; + bool uses_vertex; } canvas_item; diff --git a/drivers/gles2/shader_gles2.cpp b/drivers/gles2/shader_gles2.cpp index e9b58cb272..89c1b6490d 100644 --- a/drivers/gles2/shader_gles2.cpp +++ b/drivers/gles2/shader_gles2.cpp @@ -122,13 +122,11 @@ GLint ShaderGLES2::get_uniform_location(int p_index) const { } bool ShaderGLES2::bind() { - - if (active != this || !version || new_conditional_version.key != conditional_version.key) { - conditional_version = new_conditional_version; - version = get_current_version(); - } else { + if (!is_dirty()) return false; - } + + conditional_version = new_conditional_version; + version = get_current_version(); ERR_FAIL_COND_V(!version, false); @@ -1109,3 +1107,7 @@ ShaderGLES2::ShaderGLES2() { ShaderGLES2::~ShaderGLES2() { finish(); } + +bool ShaderGLES2::is_dirty() const { + return active != this || !version || new_conditional_version.key != conditional_version.key; +} diff --git a/drivers/gles2/shader_gles2.h b/drivers/gles2/shader_gles2.h index cb515c199c..99513abfe9 100644 --- a/drivers/gles2/shader_gles2.h +++ b/drivers/gles2/shader_gles2.h @@ -208,6 +208,7 @@ public: GLint get_uniform_location(int p_index) const; static _FORCE_INLINE_ ShaderGLES2 *get_active() { return active; } + bool is_dirty() const; bool bind(); void unbind(); void bind_uniforms(); diff --git a/drivers/gles2/shaders/canvas.glsl b/drivers/gles2/shaders/canvas.glsl index 29d81bb2c4..a63c7675d8 100644 --- a/drivers/gles2/shaders/canvas.glsl +++ b/drivers/gles2/shaders/canvas.glsl @@ -20,13 +20,6 @@ varying vec4 color_interp; uniform highp vec2 color_texpixel_size; -#ifdef USE_TEXTURE_RECT - -uniform vec4 dst_rect; -uniform vec4 src_rect; - -#endif - uniform highp float time; VERTEX_SHADER_GLOBALS @@ -44,35 +37,9 @@ void main() { vec4 color = color_attrib; -#ifdef USE_TEXTURE_RECT - - if (dst_rect.z < 0.0) { // Transpose is encoded as negative dst_rect.z - uv_interp = src_rect.xy + abs(src_rect.zw) * vertex.yx; - } else { - uv_interp = src_rect.xy + abs(src_rect.zw) * vertex; - } - - vec4 outvec = vec4(0.0, 0.0, 0.0, 1.0); - - // This is what is done in the GLES 3 bindings and should - // take care of flipped rects. - // - // But it doesn't. - // I don't know why, will need to investigate further. - - outvec.xy = dst_rect.xy + abs(dst_rect.zw) * select(vertex, vec2(1.0, 1.0) - vertex, lessThan(src_rect.zw, vec2(0.0, 0.0))); - - // outvec.xy = dst_rect.xy + abs(dst_rect.zw) * vertex; -#else vec4 outvec = vec4(vertex.xy, 0.0, 1.0); -#ifdef USE_UV_ATTRIBUTE uv_interp = uv_attrib; -#else - uv_interp = vertex.xy; -#endif - -#endif { vec2 src_vtx=outvec.xy; diff --git a/editor/editor_properties.cpp b/editor/editor_properties.cpp index 0cbd5f0bff..1c1d72e7d1 100644 --- a/editor/editor_properties.cpp +++ b/editor/editor_properties.cpp @@ -61,7 +61,7 @@ void EditorPropertyText::_text_changed(const String &p_string) { if (updating) return; - emit_signal("property_changed", get_edited_property(), p_string); + emit_signal("property_changed", get_edited_property(), p_string, true); } void EditorPropertyText::update_property() { @@ -92,12 +92,11 @@ EditorPropertyText::EditorPropertyText() { void EditorPropertyMultilineText::_big_text_changed() { text->set_text(big_text->get_text()); - emit_signal("property_changed", get_edited_property(), big_text->get_text()); + emit_signal("property_changed", get_edited_property(), big_text->get_text(), true); } void EditorPropertyMultilineText::_text_changed() { - - emit_signal("property_changed", get_edited_property(), text->get_text()); + emit_signal("property_changed", get_edited_property(), text->get_text(), true); } void EditorPropertyMultilineText::_open_big_text() { @@ -1735,12 +1734,18 @@ EditorPropertyTransform::EditorPropertyTransform() { void EditorPropertyColor::_color_changed(const Color &p_color) { - emit_signal("property_changed", get_edited_property(), p_color); + emit_signal("property_changed", get_edited_property(), p_color, true); +} + +void EditorPropertyColor::_popup_closed() { + + emit_signal("property_changed", get_edited_property(), picker->get_pick_color(), false); } void EditorPropertyColor::_bind_methods() { ClassDB::bind_method(D_METHOD("_color_changed"), &EditorPropertyColor::_color_changed); + ClassDB::bind_method(D_METHOD("_popup_closed"), &EditorPropertyColor::_popup_closed); } void EditorPropertyColor::update_property() { @@ -1758,6 +1763,7 @@ EditorPropertyColor::EditorPropertyColor() { add_child(picker); picker->set_flat(true); picker->connect("color_changed", this, "_color_changed"); + picker->connect("popup_closed", this, "_popup_closed"); } ////////////// NODE PATH ////////////////////// diff --git a/editor/editor_properties.h b/editor/editor_properties.h index d5fac9c1a0..ea107d76b0 100644 --- a/editor/editor_properties.h +++ b/editor/editor_properties.h @@ -476,6 +476,7 @@ class EditorPropertyColor : public EditorProperty { GDCLASS(EditorPropertyColor, EditorProperty) ColorPickerButton *picker; void _color_changed(const Color &p_color); + void _popup_closed(); protected: static void _bind_methods(); diff --git a/editor/editor_properties_array_dict.cpp b/editor/editor_properties_array_dict.cpp index 8203c85c6a..23dbb026dd 100644 --- a/editor/editor_properties_array_dict.cpp +++ b/editor/editor_properties_array_dict.cpp @@ -125,13 +125,13 @@ EditorPropertyDictionaryObject::EditorPropertyDictionaryObject() { ///////////////////// ARRAY /////////////////////////// -void EditorPropertyArray::_property_changed(const String &p_prop, Variant p_value) { +void EditorPropertyArray::_property_changed(const String &p_prop, Variant p_value, bool changing) { if (p_prop.begins_with("indices")) { int idx = p_prop.get_slice("/", 1).to_int(); Variant array = object->get_array(); array.set(idx, p_value); - emit_signal("property_changed", get_edited_property(), array); + emit_signal("property_changed", get_edited_property(), array, true); if (array.get_type() == Variant::ARRAY) { array = array.call("duplicate"); //dupe, so undo/redo works better @@ -544,7 +544,7 @@ void EditorPropertyArray::_bind_methods() { ClassDB::bind_method("_edit_pressed", &EditorPropertyArray::_edit_pressed); ClassDB::bind_method("_page_changed", &EditorPropertyArray::_page_changed); ClassDB::bind_method("_length_changed", &EditorPropertyArray::_length_changed); - ClassDB::bind_method("_property_changed", &EditorPropertyArray::_property_changed); + ClassDB::bind_method("_property_changed", &EditorPropertyArray::_property_changed, DEFVAL(false)); ClassDB::bind_method("_change_type", &EditorPropertyArray::_change_type); ClassDB::bind_method("_change_type_menu", &EditorPropertyArray::_change_type_menu); } @@ -579,7 +579,7 @@ EditorPropertyArray::EditorPropertyArray() { ///////////////////// DICTIONARY /////////////////////////// -void EditorPropertyDictionary::_property_changed(const String &p_prop, Variant p_value) { +void EditorPropertyDictionary::_property_changed(const String &p_prop, Variant p_value, bool changing) { if (p_prop == "new_item_key") { @@ -593,7 +593,7 @@ void EditorPropertyDictionary::_property_changed(const String &p_prop, Variant p Variant key = dict.get_key_at_index(idx); dict[key] = p_value; - emit_signal("property_changed", get_edited_property(), dict); + emit_signal("property_changed", get_edited_property(), dict, true); dict = dict.duplicate(); //dupe, so undo/redo works better object->set_dict(dict); @@ -1006,7 +1006,7 @@ void EditorPropertyDictionary::_page_changed(double p_page) { void EditorPropertyDictionary::_bind_methods() { ClassDB::bind_method("_edit_pressed", &EditorPropertyDictionary::_edit_pressed); ClassDB::bind_method("_page_changed", &EditorPropertyDictionary::_page_changed); - ClassDB::bind_method("_property_changed", &EditorPropertyDictionary::_property_changed); + ClassDB::bind_method("_property_changed", &EditorPropertyDictionary::_property_changed, DEFVAL(false)); ClassDB::bind_method("_change_type", &EditorPropertyDictionary::_change_type); ClassDB::bind_method("_change_type_menu", &EditorPropertyDictionary::_change_type_menu); ClassDB::bind_method("_add_key_value", &EditorPropertyDictionary::_add_key_value); diff --git a/editor/editor_properties_array_dict.h b/editor/editor_properties_array_dict.h index 75c67d280d..a8ddb02e9d 100644 --- a/editor/editor_properties_array_dict.h +++ b/editor/editor_properties_array_dict.h @@ -67,7 +67,7 @@ class EditorPropertyArray : public EditorProperty { void _page_changed(double p_page); void _length_changed(double p_page); void _edit_pressed(); - void _property_changed(const String &p_prop, Variant p_value); + void _property_changed(const String &p_prop, Variant p_value, bool changing = false); void _change_type(Object *p_button, int p_index); void _change_type_menu(int p_index); @@ -99,7 +99,7 @@ class EditorPropertyDictionary : public EditorProperty { void _page_changed(double p_page); void _edit_pressed(); - void _property_changed(const String &p_prop, Variant p_value); + void _property_changed(const String &p_prop, Variant p_value, bool changing = false); void _change_type(Object *p_button, int p_index); void _change_type_menu(int p_index); diff --git a/editor/editor_settings.cpp b/editor/editor_settings.cpp index d24816ee02..d673cc1b29 100644 --- a/editor/editor_settings.cpp +++ b/editor/editor_settings.cpp @@ -473,6 +473,7 @@ void EditorSettings::_load_defaults(Ref<ConfigFile> p_extra_config) { hints["editors/3d/freelook/freelook_modifier_speed_factor"] = PropertyInfo(Variant::REAL, "editors/3d/freelook/freelook_modifier_speed_factor", PROPERTY_HINT_RANGE, "0.0, 10.0, 0.1"); _initial_set("editors/3d/freelook/freelook_speed_zoom_link", false); + _initial_set("editors/2d/grid_color", Color(1.0, 1.0, 1.0, 0.07)); _initial_set("editors/2d/guides_color", Color(0.6, 0.0, 0.8)); _initial_set("editors/2d/bone_width", 5); _initial_set("editors/2d/bone_color1", Color(1.0, 1.0, 1.0, 0.9)); diff --git a/editor/editor_themes.cpp b/editor/editor_themes.cpp index 69a013dd00..50d71f1c98 100644 --- a/editor/editor_themes.cpp +++ b/editor/editor_themes.cpp @@ -381,12 +381,6 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { theme->set_color("error_color", "Editor", error_color); theme->set_color("property_color", "Editor", property_color); - // 2d grid color - const Color grid_minor_color = mono_color * Color(1.0, 1.0, 1.0, 0.07); - const Color grid_major_color = Color(font_color_disabled.r, font_color_disabled.g, font_color_disabled.b, 0.15); - theme->set_color("grid_major_color", "Editor", grid_major_color); - theme->set_color("grid_minor_color", "Editor", grid_minor_color); - const int thumb_size = EDITOR_DEF("filesystem/file_dialog/thumbnail_size", 64); theme->set_constant("scale", "Editor", EDSCALE); theme->set_constant("thumb_size", "Editor", thumb_size); @@ -971,8 +965,8 @@ Ref<Theme> create_editor_theme(const Ref<Theme> p_theme) { // GraphEdit theme->set_stylebox("bg", "GraphEdit", style_tree_bg); - theme->set_color("grid_major", "GraphEdit", grid_major_color); - theme->set_color("grid_minor", "GraphEdit", grid_minor_color); + theme->set_color("grid_major", "GraphEdit", Color(1.0, 1.0, 1.0, 0.15)); + theme->set_color("grid_minor", "GraphEdit", Color(1.0, 1.0, 1.0, 0.07)); theme->set_color("activity", "GraphEdit", accent_color); theme->set_icon("minus", "GraphEdit", theme->get_icon("ZoomLess", "EditorIcons")); theme->set_icon("more", "GraphEdit", theme->get_icon("ZoomMore", "EditorIcons")); diff --git a/editor/import/resource_importer_texture.cpp b/editor/import/resource_importer_texture.cpp index 17a9394b51..a2d54e0048 100644 --- a/editor/import/resource_importer_texture.cpp +++ b/editor/import/resource_importer_texture.cpp @@ -198,6 +198,7 @@ void ResourceImporterTexture::get_import_options(List<ImportOption> *r_options, r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/fix_alpha_border"), p_preset != PRESET_3D ? true : false)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/premult_alpha"), false)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/HDR_as_SRGB"), false)); + r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/invert_color"), false)); r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "stream"), false)); r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "size_limit", PROPERTY_HINT_RANGE, "0,4096,1"), 0)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "detect_3d"), p_preset == PRESET_DETECT)); @@ -354,6 +355,7 @@ Error ResourceImporterTexture::import(const String &p_source_file, const String int srgb = p_options["flags/srgb"]; bool fix_alpha_border = p_options["process/fix_alpha_border"]; bool premult_alpha = p_options["process/premult_alpha"]; + bool invert_color = p_options["process/invert_color"]; bool stream = p_options["stream"]; int size_limit = p_options["size_limit"]; bool force_rgbe = int(p_options["compress/hdr_mode"]) == 1; @@ -409,6 +411,19 @@ Error ResourceImporterTexture::import(const String &p_source_file, const String image->premultiply_alpha(); } + if (invert_color) { + int height = image->get_height(); + int width = image->get_width(); + + image->lock(); + for (int i = 0; i < height; i++) { + for (int j = 0; j < width; j++) { + image->set_pixel(i, j, image->get_pixel(i, j).inverted()); + } + } + image->unlock(); + } + bool detect_3d = p_options["detect_3d"]; bool detect_srgb = srgb == 2; bool detect_normal = normal == 0; diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp index 145a2ef9bb..72248b62a3 100644 --- a/editor/plugins/canvas_item_editor_plugin.cpp +++ b/editor/plugins/canvas_item_editor_plugin.cpp @@ -2276,14 +2276,14 @@ void CanvasItemEditor::_draw_grid() { real_grid_offset = grid_offset; } - const Color grid_minor_color = get_color("grid_minor_color", "Editor"); + const Color grid_color = EditorSettings::get_singleton()->get("editors/2d/grid_color"); if (grid_step.x != 0) { for (int i = 0; i < s.width; i++) { int cell = Math::fast_ftoi(Math::floor((xform.xform(Vector2(i, 0)).x - real_grid_offset.x) / (grid_step.x * Math::pow(2.0, grid_step_multiplier)))); if (i == 0) last_cell = cell; if (last_cell != cell) - viewport->draw_line(Point2(i, 0), Point2(i, s.height), grid_minor_color); + viewport->draw_line(Point2(i, 0), Point2(i, s.height), grid_color); last_cell = cell; } } @@ -2294,7 +2294,7 @@ void CanvasItemEditor::_draw_grid() { if (i == 0) last_cell = cell; if (last_cell != cell) - viewport->draw_line(Point2(0, i), Point2(s.width, i), grid_minor_color); + viewport->draw_line(Point2(0, i), Point2(s.width, i), grid_color); last_cell = cell; } } diff --git a/editor/plugins/curve_editor_plugin.cpp b/editor/plugins/curve_editor_plugin.cpp index 49c54ad67d..f5bdf77973 100644 --- a/editor/plugins/curve_editor_plugin.cpp +++ b/editor/plugins/curve_editor_plugin.cpp @@ -616,8 +616,8 @@ void CurveEditor::_draw() { Vector2 min_edge = get_world_pos(Vector2(0, view_size.y)); Vector2 max_edge = get_world_pos(Vector2(view_size.x, 0)); - const Color grid_color0 = get_color("grid_major_color", "Editor"); - const Color grid_color1 = get_color("grid_minor_color", "Editor"); + const Color grid_color0 = Color(1.0, 1.0, 1.0, 0.15); + const Color grid_color1 = Color(1.0, 1.0, 1.0, 0.07); draw_line(Vector2(min_edge.x, curve.get_min_value()), Vector2(max_edge.x, curve.get_min_value()), grid_color0); draw_line(Vector2(max_edge.x, curve.get_max_value()), Vector2(min_edge.x, curve.get_max_value()), grid_color0); draw_line(Vector2(0, min_edge.y), Vector2(0, max_edge.y), grid_color0); diff --git a/editor/plugins/spatial_editor_plugin.cpp b/editor/plugins/spatial_editor_plugin.cpp index 9782b9d1f4..7445e6ce1c 100644 --- a/editor/plugins/spatial_editor_plugin.cpp +++ b/editor/plugins/spatial_editor_plugin.cpp @@ -4352,10 +4352,13 @@ void SpatialEditor::_menu_item_pressed(int p_option) { bool is_checked = view_menu->get_popup()->is_item_checked(view_menu->get_popup()->get_item_index(p_option)); - is_checked = !is_checked; - VisualServer::get_singleton()->instance_set_visible(origin_instance, is_checked); + origin_enabled = !is_checked; + VisualServer::get_singleton()->instance_set_visible(origin_instance, origin_enabled); + // Update the grid since its appearance depends on whether the origin is enabled + _finish_grid(); + _init_grid(); - view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(p_option), is_checked); + view_menu->get_popup()->set_item_checked(view_menu->get_popup()->get_item_index(p_option), origin_enabled); } break; case MENU_VIEW_GRID: { @@ -4778,7 +4781,11 @@ void SpatialEditor::_init_grid() { Vector3 p2_dest = p2 * (-axis_n1 + axis_n2); Color line_color = secondary_grid_color; - if (j % primary_grid_steps == 0) { + if (origin_enabled && j == 0) { + // Don't draw the center lines of the grid if the origin is enabled + // The origin would overlap the grid lines in this case, causing flickering + continue; + } else if (j % primary_grid_steps == 0) { line_color = primary_grid_color; } diff --git a/editor/plugins/spatial_editor_plugin.h b/editor/plugins/spatial_editor_plugin.h index 4057145c2f..5850c0dbf1 100644 --- a/editor/plugins/spatial_editor_plugin.h +++ b/editor/plugins/spatial_editor_plugin.h @@ -508,6 +508,7 @@ private: RID origin; RID origin_instance; + bool origin_enabled; RID grid[3]; RID grid_instance[3]; bool grid_visible[3]; //currently visible diff --git a/editor/plugins/texture_region_editor_plugin.cpp b/editor/plugins/texture_region_editor_plugin.cpp index d13e01dc1e..4a9cbfe535 100644 --- a/editor/plugins/texture_region_editor_plugin.cpp +++ b/editor/plugins/texture_region_editor_plugin.cpp @@ -70,7 +70,7 @@ void TextureRegionEditor::_region_draw() { VS::get_singleton()->canvas_item_add_set_transform(edit_draw->get_canvas_item(), Transform2D()); if (snap_mode == SNAP_GRID) { - Color grid_color = get_color("grid_major_color", "Editor"); + Color grid_color = Color(1.0, 1.0, 1.0, 0.15); Size2 s = edit_draw->get_size(); int last_cell = 0; diff --git a/modules/bullet/godot_result_callbacks.cpp b/modules/bullet/godot_result_callbacks.cpp index 197550d686..815ad9c10f 100644 --- a/modules/bullet/godot_result_callbacks.cpp +++ b/modules/bullet/godot_result_callbacks.cpp @@ -51,8 +51,8 @@ bool GodotClosestRayResultCallback::needsCollision(btBroadphaseProxy *proxy0) co if (needs) { btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject); CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer()); - if (m_pickRay && gObj->is_ray_pickable()) { - return true; + if (m_pickRay && !gObj->is_ray_pickable()) { + return false; } else if (m_exclude->has(gObj->get_self())) { return false; } diff --git a/modules/gdscript/gdscript_editor.cpp b/modules/gdscript/gdscript_editor.cpp index abd56d2757..934c93059a 100644 --- a/modules/gdscript/gdscript_editor.cpp +++ b/modules/gdscript/gdscript_editor.cpp @@ -46,12 +46,12 @@ void GDScriptLanguage::get_comment_delimiters(List<String> *p_delimiters) const { p_delimiters->push_back("#"); - p_delimiters->push_back("\"\"\" \"\"\""); } void GDScriptLanguage::get_string_delimiters(List<String> *p_delimiters) const { p_delimiters->push_back("\" \""); p_delimiters->push_back("' '"); + p_delimiters->push_back("\"\"\" \"\"\""); } Ref<Script> GDScriptLanguage::get_template(const String &p_class_name, const String &p_base_class_name) const { #ifdef TOOLS_ENABLED diff --git a/platform/windows/detect.py b/platform/windows/detect.py index 34fc3e09b5..7667de160d 100644 --- a/platform/windows/detect.py +++ b/platform/windows/detect.py @@ -172,6 +172,7 @@ def configure_msvc(env, manual_msvc_config): env.Append(CCFLAGS=['/O1']) env.Append(LINKFLAGS=['/SUBSYSTEM:WINDOWS']) env.Append(LINKFLAGS=['/ENTRY:mainCRTStartup']) + env.Append(LINKFLAGS=['/OPT:REF']) elif (env["target"] == "release_debug"): if (env["optimize"] == "speed"): #optimize for speed (default) @@ -180,6 +181,7 @@ def configure_msvc(env, manual_msvc_config): env.Append(CCFLAGS=['/O1']) env.AppendUnique(CPPDEFINES = ['DEBUG_ENABLED']) env.Append(LINKFLAGS=['/SUBSYSTEM:CONSOLE']) + env.Append(LINKFLAGS=['/OPT:REF']) elif (env["target"] == "debug_release"): env.Append(CCFLAGS=['/Z7', '/Od']) @@ -194,6 +196,10 @@ def configure_msvc(env, manual_msvc_config): env.Append(LINKFLAGS=['/SUBSYSTEM:CONSOLE']) env.Append(LINKFLAGS=['/DEBUG']) + if (env["debug_symbols"] == "full" or env["debug_symbols"] == "yes"): + env.AppendUnique(CCFLAGS=['/Z7']) + env.AppendUnique(LINKFLAGS=['/DEBUG']) + ## Compile/link flags env.AppendUnique(CCFLAGS=['/MT', '/Gd', '/GR', '/nologo']) diff --git a/platform/windows/os_windows.cpp b/platform/windows/os_windows.cpp index d6cfd039d9..d5bb85c035 100644 --- a/platform/windows/os_windows.cpp +++ b/platform/windows/os_windows.cpp @@ -2790,9 +2790,13 @@ bool OS_Windows::is_disable_crash_handler() const { Error OS_Windows::move_to_trash(const String &p_path) { SHFILEOPSTRUCTW sf; + WCHAR *from = new WCHAR[p_path.length() + 2]; + wcscpy(from, p_path.c_str()); + from[p_path.length() + 1] = 0; + sf.hwnd = hWnd; sf.wFunc = FO_DELETE; - sf.pFrom = p_path.c_str(); + sf.pFrom = from; sf.pTo = NULL; sf.fFlags = FOF_ALLOWUNDO | FOF_NOCONFIRMATION; sf.fAnyOperationsAborted = FALSE; @@ -2800,6 +2804,7 @@ Error OS_Windows::move_to_trash(const String &p_path) { sf.lpszProgressTitle = NULL; int ret = SHFileOperationW(&sf); + delete[] from; if (ret) { ERR_PRINTS("SHFileOperation error: " + itos(ret)); diff --git a/scene/animation/skeleton_ik.cpp b/scene/animation/skeleton_ik.cpp index 4991cedfab..9b1cb1369a 100644 --- a/scene/animation/skeleton_ik.cpp +++ b/scene/animation/skeleton_ik.cpp @@ -34,6 +34,8 @@ #include "skeleton_ik.h" +#ifndef _3D_DISABLED + FabrikInverseKinematic::ChainItem *FabrikInverseKinematic::ChainItem::find_child(const BoneId p_bone_id) { for (int i = childs.size() - 1; 0 <= i; --i) { if (p_bone_id == childs[i].bone) { @@ -549,3 +551,5 @@ void SkeletonIK::_solve_chain() { return; FabrikInverseKinematic::solve(task, interpolation, use_magnet, magnet_position); } + +#endif // _3D_DISABLED diff --git a/scene/animation/skeleton_ik.h b/scene/animation/skeleton_ik.h index 366c599c01..08fb00e798 100644 --- a/scene/animation/skeleton_ik.h +++ b/scene/animation/skeleton_ik.h @@ -31,6 +31,8 @@ #ifndef SKELETON_IK_H #define SKELETON_IK_H +#ifndef _3D_DISABLED + /** * @author AndreaCatania */ @@ -209,4 +211,6 @@ private: void _solve_chain(); }; +#endif // _3D_DISABLED + #endif // SKELETON_IK_H diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp index 382bddfb4e..d066814069 100644 --- a/scene/register_scene_types.cpp +++ b/scene/register_scene_types.cpp @@ -51,7 +51,6 @@ #include "scene/2d/parallax_background.h" #include "scene/2d/parallax_layer.h" #include "scene/2d/particles_2d.h" - #include "scene/2d/path_2d.h" #include "scene/2d/physics_body_2d.h" #include "scene/2d/polygon_2d.h" @@ -366,14 +365,12 @@ void register_scene_types() { ClassDB::register_class<Spatial>(); ClassDB::register_virtual_class<SpatialGizmo>(); ClassDB::register_class<Skeleton>(); - ClassDB::register_class<SkeletonIK>(); ClassDB::register_class<AnimationPlayer>(); ClassDB::register_class<Tween>(); OS::get_singleton()->yield(); //may take time to init #ifndef _3D_DISABLED - ClassDB::register_class<BoneAttachment>(); ClassDB::register_virtual_class<VisualInstance>(); ClassDB::register_virtual_class<GeometryInstance>(); ClassDB::register_class<Camera>(); @@ -438,6 +435,9 @@ void register_scene_types() { ClassDB::register_class<PhysicalBone>(); ClassDB::register_class<SoftBody>(); + ClassDB::register_class<SkeletonIK>(); + ClassDB::register_class<BoneAttachment>(); + ClassDB::register_class<VehicleBody>(); ClassDB::register_class<VehicleWheel>(); ClassDB::register_class<Area>(); diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp index ca50d0d049..8705033326 100644 --- a/servers/visual/shader_language.cpp +++ b/servers/visual/shader_language.cpp @@ -3875,8 +3875,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct return ERR_PARSE_ERROR; } - if (!uniform && (type < TYPE_FLOAT || type > TYPE_VEC4)) { - _set_error("Invalid type for varying, only float,vec2,vec3,vec4 allowed."); + if (!uniform && (type < TYPE_FLOAT || type > TYPE_MAT4)) { + _set_error("Invalid type for varying, only float,vec2,vec3,vec4,mat2,mat3,mat4 allowed."); return ERR_PARSE_ERROR; } |