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-rw-r--r--scene/resources/animation.cpp16
-rw-r--r--scene/resources/animation.h4
-rw-r--r--scene/resources/audio_stream_sample.cpp4
-rw-r--r--scene/resources/audio_stream_sample.h4
-rw-r--r--scene/resources/bit_map.cpp4
-rw-r--r--scene/resources/bit_map.h4
-rw-r--r--scene/resources/box_shape_3d.cpp4
-rw-r--r--scene/resources/box_shape_3d.h4
-rw-r--r--scene/resources/camera_effects.cpp4
-rw-r--r--scene/resources/camera_effects.h4
-rw-r--r--scene/resources/canvas_item_material.cpp4
-rw-r--r--scene/resources/canvas_item_material.h4
-rw-r--r--scene/resources/capsule_shape_2d.cpp4
-rw-r--r--scene/resources/capsule_shape_2d.h4
-rw-r--r--scene/resources/capsule_shape_3d.cpp4
-rw-r--r--scene/resources/capsule_shape_3d.h4
-rw-r--r--scene/resources/circle_shape_2d.cpp4
-rw-r--r--scene/resources/circle_shape_2d.h4
-rw-r--r--scene/resources/concave_polygon_shape_2d.cpp4
-rw-r--r--scene/resources/concave_polygon_shape_2d.h4
-rw-r--r--scene/resources/concave_polygon_shape_3d.cpp4
-rw-r--r--scene/resources/concave_polygon_shape_3d.h4
-rw-r--r--scene/resources/convex_polygon_shape_2d.cpp4
-rw-r--r--scene/resources/convex_polygon_shape_2d.h4
-rw-r--r--scene/resources/convex_polygon_shape_3d.cpp4
-rw-r--r--scene/resources/convex_polygon_shape_3d.h4
-rw-r--r--scene/resources/curve.cpp4
-rw-r--r--scene/resources/curve.h4
-rw-r--r--scene/resources/cylinder_shape_3d.cpp4
-rw-r--r--scene/resources/cylinder_shape_3d.h4
-rw-r--r--scene/resources/default_theme/default_theme.cpp34
-rw-r--r--scene/resources/default_theme/default_theme.h4
-rw-r--r--scene/resources/default_theme/tab_current.pngbin346 -> 754 bytes
-rw-r--r--scene/resources/default_theme/theme_data.h2
-rw-r--r--scene/resources/environment.cpp83
-rw-r--r--scene/resources/environment.h25
-rw-r--r--scene/resources/fog_material.cpp4
-rw-r--r--scene/resources/fog_material.h4
-rw-r--r--scene/resources/font.cpp908
-rw-r--r--scene/resources/font.h24
-rw-r--r--scene/resources/gradient.cpp4
-rw-r--r--scene/resources/gradient.h4
-rw-r--r--scene/resources/height_map_shape_3d.cpp4
-rw-r--r--scene/resources/height_map_shape_3d.h4
-rw-r--r--scene/resources/immediate_mesh.cpp4
-rw-r--r--scene/resources/immediate_mesh.h4
-rw-r--r--scene/resources/importer_mesh.cpp14
-rw-r--r--scene/resources/importer_mesh.h4
-rw-r--r--scene/resources/material.cpp26
-rw-r--r--scene/resources/material.h5
-rw-r--r--scene/resources/mesh.cpp198
-rw-r--r--scene/resources/mesh.h4
-rw-r--r--scene/resources/mesh_data_tool.cpp4
-rw-r--r--scene/resources/mesh_data_tool.h4
-rw-r--r--scene/resources/mesh_library.cpp4
-rw-r--r--scene/resources/mesh_library.h4
-rw-r--r--scene/resources/multimesh.cpp4
-rw-r--r--scene/resources/multimesh.h4
-rw-r--r--scene/resources/navigation_mesh.cpp4
-rw-r--r--scene/resources/navigation_mesh.h4
-rw-r--r--scene/resources/packed_scene.cpp80
-rw-r--r--scene/resources/packed_scene.h8
-rw-r--r--scene/resources/particles_material.cpp38
-rw-r--r--scene/resources/particles_material.h9
-rw-r--r--scene/resources/physics_material.cpp4
-rw-r--r--scene/resources/physics_material.h4
-rw-r--r--scene/resources/polygon_path_finder.cpp4
-rw-r--r--scene/resources/polygon_path_finder.h4
-rw-r--r--scene/resources/primitive_meshes.cpp4
-rw-r--r--scene/resources/primitive_meshes.h7
-rw-r--r--scene/resources/rectangle_shape_2d.cpp4
-rw-r--r--scene/resources/rectangle_shape_2d.h4
-rw-r--r--scene/resources/resource_format_text.cpp43
-rw-r--r--scene/resources/resource_format_text.h4
-rw-r--r--scene/resources/segment_shape_2d.cpp4
-rw-r--r--scene/resources/segment_shape_2d.h4
-rw-r--r--scene/resources/separation_ray_shape_2d.cpp18
-rw-r--r--scene/resources/separation_ray_shape_2d.h4
-rw-r--r--scene/resources/separation_ray_shape_3d.cpp11
-rw-r--r--scene/resources/separation_ray_shape_3d.h4
-rw-r--r--scene/resources/shader.cpp4
-rw-r--r--scene/resources/shader.h4
-rw-r--r--scene/resources/shape_2d.cpp4
-rw-r--r--scene/resources/shape_2d.h4
-rw-r--r--scene/resources/shape_3d.cpp17
-rw-r--r--scene/resources/shape_3d.h8
-rw-r--r--scene/resources/skeleton_modification_2d.cpp4
-rw-r--r--scene/resources/skeleton_modification_2d.h4
-rw-r--r--scene/resources/skeleton_modification_2d_ccdik.cpp4
-rw-r--r--scene/resources/skeleton_modification_2d_ccdik.h4
-rw-r--r--scene/resources/skeleton_modification_2d_fabrik.cpp4
-rw-r--r--scene/resources/skeleton_modification_2d_fabrik.h4
-rw-r--r--scene/resources/skeleton_modification_2d_jiggle.cpp4
-rw-r--r--scene/resources/skeleton_modification_2d_jiggle.h4
-rw-r--r--scene/resources/skeleton_modification_2d_lookat.cpp4
-rw-r--r--scene/resources/skeleton_modification_2d_lookat.h4
-rw-r--r--scene/resources/skeleton_modification_2d_physicalbones.cpp4
-rw-r--r--scene/resources/skeleton_modification_2d_physicalbones.h4
-rw-r--r--scene/resources/skeleton_modification_2d_stackholder.cpp4
-rw-r--r--scene/resources/skeleton_modification_2d_stackholder.h4
-rw-r--r--scene/resources/skeleton_modification_2d_twoboneik.cpp4
-rw-r--r--scene/resources/skeleton_modification_2d_twoboneik.h4
-rw-r--r--scene/resources/skeleton_modification_3d.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d.h4
-rw-r--r--scene/resources/skeleton_modification_3d_ccdik.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d_ccdik.h4
-rw-r--r--scene/resources/skeleton_modification_3d_fabrik.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d_fabrik.h4
-rw-r--r--scene/resources/skeleton_modification_3d_jiggle.cpp6
-rw-r--r--scene/resources/skeleton_modification_3d_jiggle.h4
-rw-r--r--scene/resources/skeleton_modification_3d_lookat.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d_lookat.h4
-rw-r--r--scene/resources/skeleton_modification_3d_stackholder.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d_stackholder.h4
-rw-r--r--scene/resources/skeleton_modification_3d_twoboneik.cpp4
-rw-r--r--scene/resources/skeleton_modification_3d_twoboneik.h4
-rw-r--r--scene/resources/skeleton_modification_stack_2d.cpp4
-rw-r--r--scene/resources/skeleton_modification_stack_2d.h4
-rw-r--r--scene/resources/skeleton_modification_stack_3d.cpp4
-rw-r--r--scene/resources/skeleton_modification_stack_3d.h4
-rw-r--r--scene/resources/skin.cpp5
-rw-r--r--scene/resources/skin.h10
-rw-r--r--scene/resources/sky.cpp4
-rw-r--r--scene/resources/sky.h4
-rw-r--r--scene/resources/sky_material.cpp53
-rw-r--r--scene/resources/sky_material.h11
-rw-r--r--scene/resources/sphere_shape_3d.cpp4
-rw-r--r--scene/resources/sphere_shape_3d.h4
-rw-r--r--scene/resources/sprite_frames.cpp4
-rw-r--r--scene/resources/sprite_frames.h4
-rw-r--r--scene/resources/style_box.cpp27
-rw-r--r--scene/resources/style_box.h4
-rw-r--r--scene/resources/surface_tool.cpp4
-rw-r--r--scene/resources/surface_tool.h4
-rw-r--r--scene/resources/syntax_highlighter.cpp56
-rw-r--r--scene/resources/syntax_highlighter.h4
-rw-r--r--scene/resources/text_file.cpp6
-rw-r--r--scene/resources/text_file.h4
-rw-r--r--scene/resources/text_line.cpp58
-rw-r--r--scene/resources/text_line.h14
-rw-r--r--scene/resources/text_paragraph.cpp76
-rw-r--r--scene/resources/text_paragraph.h14
-rw-r--r--scene/resources/texture.cpp16
-rw-r--r--scene/resources/texture.h4
-rw-r--r--scene/resources/theme.cpp142
-rw-r--r--scene/resources/theme.h60
-rw-r--r--scene/resources/tile_set.cpp98
-rw-r--r--scene/resources/tile_set.h4
-rw-r--r--scene/resources/video_stream.h4
-rw-r--r--scene/resources/visual_shader.cpp120
-rw-r--r--scene/resources/visual_shader.h8
-rw-r--r--scene/resources/visual_shader_nodes.cpp273
-rw-r--r--scene/resources/visual_shader_nodes.h36
-rw-r--r--scene/resources/visual_shader_particle_nodes.cpp4
-rw-r--r--scene/resources/visual_shader_particle_nodes.h4
-rw-r--r--scene/resources/visual_shader_sdf_nodes.cpp16
-rw-r--r--scene/resources/visual_shader_sdf_nodes.h4
-rw-r--r--scene/resources/world_2d.cpp4
-rw-r--r--scene/resources/world_2d.h4
-rw-r--r--scene/resources/world_3d.cpp4
-rw-r--r--scene/resources/world_3d.h4
-rw-r--r--scene/resources/world_boundary_shape_2d.cpp4
-rw-r--r--scene/resources/world_boundary_shape_2d.h4
-rw-r--r--scene/resources/world_boundary_shape_3d.cpp27
-rw-r--r--scene/resources/world_boundary_shape_3d.h4
165 files changed, 2205 insertions, 985 deletions
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp
index e3cf9183a0..44d3e4af19 100644
--- a/scene/resources/animation.cpp
+++ b/scene/resources/animation.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -2715,6 +2715,7 @@ void Animation::value_track_set_update_mode(int p_track, UpdateMode p_mode) {
ValueTrack *vt = static_cast<ValueTrack *>(t);
vt->update_mode = p_mode;
+ emit_changed();
}
Animation::UpdateMode Animation::value_track_get_update_mode(int p_track) const {
@@ -3998,13 +3999,12 @@ bool Animation::_blend_shape_track_optimize_key(const TKey<float> &t0, const TKe
float v1 = t1.value;
float v2 = t2.value;
- if (Math::is_equal_approx(v1, v2, p_allowed_unit_error)) {
+ if (Math::is_equal_approx(v1, v2, (float)p_allowed_unit_error)) {
//0 and 2 are close, let's see if 1 is close
- if (!Math::is_equal_approx(v0, v1, p_allowed_unit_error)) {
+ if (!Math::is_equal_approx(v0, v1, (float)p_allowed_unit_error)) {
//not close, not optimizable
return false;
}
-
} else {
/*
TODO eventually discuss a way to optimize these better.
@@ -4198,7 +4198,7 @@ struct AnimationCompressionDataState {
};
uint32_t components = 3;
- LocalVector<uint8_t> data; //commited packets
+ LocalVector<uint8_t> data; // Committed packets.
struct PacketData {
int32_t data[3] = { 0, 0, 0 };
uint32_t frame = 0;
@@ -4577,7 +4577,7 @@ void Animation::compress(uint32_t p_page_size, uint32_t p_fps, float p_split_tol
}
}
for (int j = 0; j < 3; j++) {
- //cant have zero
+ // Can't have zero.
if (aabb.size[j] < CMP_EPSILON) {
aabb.size[j] = CMP_EPSILON;
}
@@ -4597,7 +4597,7 @@ void Animation::compress(uint32_t p_page_size, uint32_t p_fps, float p_split_tol
}
}
for (int j = 0; j < 3; j++) {
- //cant have zero
+ // Can't have zero.
if (aabb.size[j] < CMP_EPSILON) {
aabb.size[j] = CMP_EPSILON;
}
diff --git a/scene/resources/animation.h b/scene/resources/animation.h
index 8e4287e4fb..f9a33da428 100644
--- a/scene/resources/animation.h
+++ b/scene/resources/animation.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/audio_stream_sample.cpp b/scene/resources/audio_stream_sample.cpp
index d3fab802c5..56786ac4b1 100644
--- a/scene/resources/audio_stream_sample.cpp
+++ b/scene/resources/audio_stream_sample.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/audio_stream_sample.h b/scene/resources/audio_stream_sample.h
index 0eb34be9bf..043a62ff70 100644
--- a/scene/resources/audio_stream_sample.h
+++ b/scene/resources/audio_stream_sample.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/bit_map.cpp b/scene/resources/bit_map.cpp
index 16f1507c34..25f169b6a2 100644
--- a/scene/resources/bit_map.cpp
+++ b/scene/resources/bit_map.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/bit_map.h b/scene/resources/bit_map.h
index 68fd0b999a..0d0d779c32 100644
--- a/scene/resources/bit_map.h
+++ b/scene/resources/bit_map.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/box_shape_3d.cpp b/scene/resources/box_shape_3d.cpp
index 008914c5ee..b97d378e02 100644
--- a/scene/resources/box_shape_3d.cpp
+++ b/scene/resources/box_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/box_shape_3d.h b/scene/resources/box_shape_3d.h
index 91978a0e6a..4e6db893af 100644
--- a/scene/resources/box_shape_3d.h
+++ b/scene/resources/box_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/camera_effects.cpp b/scene/resources/camera_effects.cpp
index 0df372ea1b..ebe2aa4dba 100644
--- a/scene/resources/camera_effects.cpp
+++ b/scene/resources/camera_effects.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/camera_effects.h b/scene/resources/camera_effects.h
index b9338f4806..85ae64cdf5 100644
--- a/scene/resources/camera_effects.h
+++ b/scene/resources/camera_effects.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/canvas_item_material.cpp b/scene/resources/canvas_item_material.cpp
index b291724c4c..2d668cdf7f 100644
--- a/scene/resources/canvas_item_material.cpp
+++ b/scene/resources/canvas_item_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/canvas_item_material.h b/scene/resources/canvas_item_material.h
index 37cd4de136..e40e4392cb 100644
--- a/scene/resources/canvas_item_material.h
+++ b/scene/resources/canvas_item_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/capsule_shape_2d.cpp b/scene/resources/capsule_shape_2d.cpp
index 0818e4fd99..cb8a189116 100644
--- a/scene/resources/capsule_shape_2d.cpp
+++ b/scene/resources/capsule_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/capsule_shape_2d.h b/scene/resources/capsule_shape_2d.h
index 37b6c52c0e..ec8b540947 100644
--- a/scene/resources/capsule_shape_2d.h
+++ b/scene/resources/capsule_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/capsule_shape_3d.cpp b/scene/resources/capsule_shape_3d.cpp
index afec7b1877..c16ddad984 100644
--- a/scene/resources/capsule_shape_3d.cpp
+++ b/scene/resources/capsule_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/capsule_shape_3d.h b/scene/resources/capsule_shape_3d.h
index f09b4fb77d..967a413da4 100644
--- a/scene/resources/capsule_shape_3d.h
+++ b/scene/resources/capsule_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/circle_shape_2d.cpp b/scene/resources/circle_shape_2d.cpp
index f06bc4248d..68ee1be9f9 100644
--- a/scene/resources/circle_shape_2d.cpp
+++ b/scene/resources/circle_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/circle_shape_2d.h b/scene/resources/circle_shape_2d.h
index 333f299236..62a907387f 100644
--- a/scene/resources/circle_shape_2d.h
+++ b/scene/resources/circle_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/concave_polygon_shape_2d.cpp b/scene/resources/concave_polygon_shape_2d.cpp
index 0c767c8a52..b188a6164d 100644
--- a/scene/resources/concave_polygon_shape_2d.cpp
+++ b/scene/resources/concave_polygon_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/concave_polygon_shape_2d.h b/scene/resources/concave_polygon_shape_2d.h
index 98ae341e97..0f49a0d80f 100644
--- a/scene/resources/concave_polygon_shape_2d.h
+++ b/scene/resources/concave_polygon_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/concave_polygon_shape_3d.cpp b/scene/resources/concave_polygon_shape_3d.cpp
index 03854683bd..3e178108c4 100644
--- a/scene/resources/concave_polygon_shape_3d.cpp
+++ b/scene/resources/concave_polygon_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/concave_polygon_shape_3d.h b/scene/resources/concave_polygon_shape_3d.h
index bb28359dcc..5337deb5fb 100644
--- a/scene/resources/concave_polygon_shape_3d.h
+++ b/scene/resources/concave_polygon_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/convex_polygon_shape_2d.cpp b/scene/resources/convex_polygon_shape_2d.cpp
index ac31315858..667399ee75 100644
--- a/scene/resources/convex_polygon_shape_2d.cpp
+++ b/scene/resources/convex_polygon_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/convex_polygon_shape_2d.h b/scene/resources/convex_polygon_shape_2d.h
index 1813b608bd..4896d3ec66 100644
--- a/scene/resources/convex_polygon_shape_2d.h
+++ b/scene/resources/convex_polygon_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/convex_polygon_shape_3d.cpp b/scene/resources/convex_polygon_shape_3d.cpp
index 6b895da606..e7960f1ba4 100644
--- a/scene/resources/convex_polygon_shape_3d.cpp
+++ b/scene/resources/convex_polygon_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/convex_polygon_shape_3d.h b/scene/resources/convex_polygon_shape_3d.h
index edd127c8f4..930edb015d 100644
--- a/scene/resources/convex_polygon_shape_3d.h
+++ b/scene/resources/convex_polygon_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/curve.cpp b/scene/resources/curve.cpp
index bf3efd7599..d2cd76b796 100644
--- a/scene/resources/curve.cpp
+++ b/scene/resources/curve.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/curve.h b/scene/resources/curve.h
index 16facda85a..767900b843 100644
--- a/scene/resources/curve.h
+++ b/scene/resources/curve.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/cylinder_shape_3d.cpp b/scene/resources/cylinder_shape_3d.cpp
index 63bdc8d26d..5eeb62d17b 100644
--- a/scene/resources/cylinder_shape_3d.cpp
+++ b/scene/resources/cylinder_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/cylinder_shape_3d.h b/scene/resources/cylinder_shape_3d.h
index d1b8364672..0211f2b08f 100644
--- a/scene/resources/cylinder_shape_3d.h
+++ b/scene/resources/cylinder_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp
index a1d76ef352..61cd834867 100644
--- a/scene/resources/default_theme/default_theme.cpp
+++ b/scene/resources/default_theme/default_theme.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -407,6 +407,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_constant("minimum_character_width", "LineEdit", 4);
theme->set_constant("outline_size", "LineEdit", 0);
+ theme->set_constant("caret_width", "LineEdit", 1);
theme->set_icon("clear", "LineEdit", make_icon(line_edit_clear_png));
@@ -451,6 +452,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
theme->set_constant("line_spacing", "TextEdit", 4 * scale);
theme->set_constant("outline_size", "TextEdit", 0);
+ theme->set_constant("caret_width", "TextEdit", 1);
// CodeEdit
@@ -770,8 +772,8 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
tc_sb->set_default_margin(SIDE_TOP, 8 * scale);
theme->set_stylebox("tab_selected", "TabContainer", sb_expand(make_stylebox(tab_current_png, 4, 4, 4, 1, 16, 4, 16, 4), 2, 2, 2, 2));
- theme->set_stylebox("tab_unselected", "TabContainer", sb_expand(make_stylebox(tab_behind_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
- theme->set_stylebox("tab_disabled", "TabContainer", sb_expand(make_stylebox(tab_disabled_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
+ theme->set_stylebox("tab_unselected", "TabContainer", sb_expand(make_stylebox(tab_behind_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 0));
+ theme->set_stylebox("tab_disabled", "TabContainer", sb_expand(make_stylebox(tab_disabled_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 0));
theme->set_stylebox("panel", "TabContainer", tc_sb);
theme->set_icon("increment", "TabContainer", make_icon(scroll_button_right_png));
@@ -795,9 +797,9 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
// TabBar
- theme->set_stylebox("tab_selected", "TabBar", sb_expand(make_stylebox(tab_current_png, 4, 3, 4, 1, 16, 3, 16, 2), 2, 2, 2, 2));
- theme->set_stylebox("tab_unselected", "TabBar", sb_expand(make_stylebox(tab_behind_png, 5, 4, 5, 1, 16, 5, 16, 2), 3, 3, 3, 3));
- theme->set_stylebox("tab_disabled", "TabBar", sb_expand(make_stylebox(tab_disabled_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3));
+ theme->set_stylebox("tab_selected", "TabBar", sb_expand(make_stylebox(tab_current_png, 4, 4, 4, 1, 16, 4, 16, 4), 2, 2, 2, 2));
+ theme->set_stylebox("tab_unselected", "TabBar", sb_expand(make_stylebox(tab_behind_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 0));
+ theme->set_stylebox("tab_disabled", "TabBar", sb_expand(make_stylebox(tab_disabled_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 0));
theme->set_stylebox("close_bg_pressed", "TabBar", make_stylebox(button_pressed_png, 4, 4, 4, 4));
theme->set_stylebox("close_bg_highlight", "TabBar", make_stylebox(button_normal_png, 4, 4, 4, 4));
@@ -994,7 +996,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const
// Visual Node Ports
theme->set_constant("port_grab_distance_horizontal", "GraphEdit", 24 * scale);
- theme->set_constant("port_grab_distance_vertical", "GraphEdit", 6 * scale);
+ theme->set_constant("port_grab_distance_vertical", "GraphEdit", 26 * scale);
theme->set_stylebox("bg", "GraphEditMinimap", make_flat_stylebox(Color(0.24, 0.24, 0.24), 0, 0, 0, 0));
Ref<StyleBoxFlat> style_minimap_camera = make_flat_stylebox(Color(0.65, 0.65, 0.65, 0.2), 0, 0, 0, 0);
@@ -1053,17 +1055,17 @@ void make_default_theme(bool p_hidpi, Ref<Font> p_font) {
fill_default_theme(t, default_font, large_font, default_icon, default_style, default_scale);
Theme::set_default(t);
- Theme::set_default_base_scale(default_scale);
- Theme::set_default_icon(default_icon);
- Theme::set_default_style(default_style);
- Theme::set_default_font(default_font);
- Theme::set_default_font_size(default_font_size);
+ Theme::set_fallback_base_scale(default_scale);
+ Theme::set_fallback_icon(default_icon);
+ Theme::set_fallback_style(default_style);
+ Theme::set_fallback_font(default_font);
+ Theme::set_fallback_font_size(default_font_size);
}
void clear_default_theme() {
Theme::set_project_default(nullptr);
Theme::set_default(nullptr);
- Theme::set_default_icon(nullptr);
- Theme::set_default_style(nullptr);
- Theme::set_default_font(nullptr);
+ Theme::set_fallback_icon(nullptr);
+ Theme::set_fallback_style(nullptr);
+ Theme::set_fallback_font(nullptr);
}
diff --git a/scene/resources/default_theme/default_theme.h b/scene/resources/default_theme/default_theme.h
index 4cd781e814..e6d7b31b3e 100644
--- a/scene/resources/default_theme/default_theme.h
+++ b/scene/resources/default_theme/default_theme.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/default_theme/tab_current.png b/scene/resources/default_theme/tab_current.png
index d5641e917a..ce2b9b0925 100644
--- a/scene/resources/default_theme/tab_current.png
+++ b/scene/resources/default_theme/tab_current.png
Binary files differ
diff --git a/scene/resources/default_theme/theme_data.h b/scene/resources/default_theme/theme_data.h
index 57ff9a5325..1cec50eab4 100644
--- a/scene/resources/default_theme/theme_data.h
+++ b/scene/resources/default_theme/theme_data.h
@@ -395,7 +395,7 @@ static const unsigned char tab_container_bg_png[] = {
};
static const unsigned char tab_current_png[] = {
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};
static const unsigned char tab_disabled_png[] = {
diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp
index 4c25ed589b..7e71ad8986 100644
--- a/scene/resources/environment.cpp
+++ b/scene/resources/environment.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -426,6 +426,64 @@ void Environment::_update_ssao() {
ssao_ao_channel_affect);
}
+// SSIL
+
+void Environment::set_ssil_enabled(bool p_enabled) {
+ ssil_enabled = p_enabled;
+ _update_ssil();
+ notify_property_list_changed();
+}
+
+bool Environment::is_ssil_enabled() const {
+ return ssil_enabled;
+}
+
+void Environment::set_ssil_radius(float p_radius) {
+ ssil_radius = p_radius;
+ _update_ssil();
+}
+
+float Environment::get_ssil_radius() const {
+ return ssil_radius;
+}
+
+void Environment::set_ssil_intensity(float p_intensity) {
+ ssil_intensity = p_intensity;
+ _update_ssil();
+}
+
+float Environment::get_ssil_intensity() const {
+ return ssil_intensity;
+}
+
+void Environment::set_ssil_sharpness(float p_sharpness) {
+ ssil_sharpness = p_sharpness;
+ _update_ssil();
+}
+
+float Environment::get_ssil_sharpness() const {
+ return ssil_sharpness;
+}
+
+void Environment::set_ssil_normal_rejection(float p_normal_rejection) {
+ ssil_normal_rejection = p_normal_rejection;
+ _update_ssil();
+}
+
+float Environment::get_ssil_normal_rejection() const {
+ return ssil_normal_rejection;
+}
+
+void Environment::_update_ssil() {
+ RS::get_singleton()->environment_set_ssil(
+ environment,
+ ssil_enabled,
+ ssil_radius,
+ ssil_intensity,
+ ssil_sharpness,
+ ssil_normal_rejection);
+}
+
// SDFGI
void Environment::set_sdfgi_enabled(bool p_enabled) {
@@ -1164,7 +1222,6 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ss_reflections_depth_tolerance", PROPERTY_HINT_RANGE, "0.01,128,0.1"), "set_ssr_depth_tolerance", "get_ssr_depth_tolerance");
// SSAO
-
ClassDB::bind_method(D_METHOD("set_ssao_enabled", "enabled"), &Environment::set_ssao_enabled);
ClassDB::bind_method(D_METHOD("is_ssao_enabled"), &Environment::is_ssao_enabled);
ClassDB::bind_method(D_METHOD("set_ssao_radius", "radius"), &Environment::set_ssao_radius);
@@ -1195,6 +1252,25 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_light_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_direct_light_affect", "get_ssao_direct_light_affect");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssao_ao_channel_affect", PROPERTY_HINT_RANGE, "0.00,1,0.01"), "set_ssao_ao_channel_affect", "get_ssao_ao_channel_affect");
+ // SSIL
+ ClassDB::bind_method(D_METHOD("set_ssil_enabled", "enabled"), &Environment::set_ssil_enabled);
+ ClassDB::bind_method(D_METHOD("is_ssil_enabled"), &Environment::is_ssil_enabled);
+ ClassDB::bind_method(D_METHOD("set_ssil_radius", "radius"), &Environment::set_ssil_radius);
+ ClassDB::bind_method(D_METHOD("get_ssil_radius"), &Environment::get_ssil_radius);
+ ClassDB::bind_method(D_METHOD("set_ssil_intensity", "intensity"), &Environment::set_ssil_intensity);
+ ClassDB::bind_method(D_METHOD("get_ssil_intensity"), &Environment::get_ssil_intensity);
+ ClassDB::bind_method(D_METHOD("set_ssil_sharpness", "sharpness"), &Environment::set_ssil_sharpness);
+ ClassDB::bind_method(D_METHOD("get_ssil_sharpness"), &Environment::get_ssil_sharpness);
+ ClassDB::bind_method(D_METHOD("set_ssil_normal_rejection", "normal_rejection"), &Environment::set_ssil_normal_rejection);
+ ClassDB::bind_method(D_METHOD("get_ssil_normal_rejection"), &Environment::get_ssil_normal_rejection);
+
+ ADD_GROUP("SSIL", "ssil_");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ssil_enabled"), "set_ssil_enabled", "is_ssil_enabled");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_radius", PROPERTY_HINT_RANGE, "0.01,16,0.01,or_greater"), "set_ssil_radius", "get_ssil_radius");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_intensity", PROPERTY_HINT_RANGE, "0,16,0.01,or_greater"), "set_ssil_intensity", "get_ssil_intensity");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_sharpness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssil_sharpness", "get_ssil_sharpness");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "ssil_normal_rejection", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_ssil_normal_rejection", "get_ssil_normal_rejection");
+
// SDFGI
ClassDB::bind_method(D_METHOD("set_sdfgi_enabled", "enabled"), &Environment::set_sdfgi_enabled);
@@ -1431,6 +1507,7 @@ Environment::Environment() {
_update_tonemap();
_update_ssr();
_update_ssao();
+ _update_ssil();
_update_sdfgi();
_update_glow();
_update_fog();
diff --git a/scene/resources/environment.h b/scene/resources/environment.h
index 024bef34de..98e755c336 100644
--- a/scene/resources/environment.h
+++ b/scene/resources/environment.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -142,6 +142,15 @@ private:
float ssao_ao_channel_affect = 0.0;
void _update_ssao();
+ // SSIL
+ bool ssil_enabled = false;
+ float ssil_radius = 5.0;
+ float ssil_intensity = 1.0;
+ float ssil_sharpness = 0.98;
+ float ssil_normal_rejection = 1.0;
+
+ void _update_ssil();
+
// SDFGI
bool sdfgi_enabled = false;
SDFGICascades sdfgi_cascades = SDFGI_CASCADES_6;
@@ -296,6 +305,18 @@ public:
void set_ssao_ao_channel_affect(float p_ao_channel_affect);
float get_ssao_ao_channel_affect() const;
+ // SSIL
+ void set_ssil_enabled(bool p_enabled);
+ bool is_ssil_enabled() const;
+ void set_ssil_radius(float p_radius);
+ float get_ssil_radius() const;
+ void set_ssil_intensity(float p_intensity);
+ float get_ssil_intensity() const;
+ void set_ssil_sharpness(float p_sharpness);
+ float get_ssil_sharpness() const;
+ void set_ssil_normal_rejection(float p_normal_rejection);
+ float get_ssil_normal_rejection() const;
+
// SDFGI
void set_sdfgi_enabled(bool p_enabled);
bool is_sdfgi_enabled() const;
diff --git a/scene/resources/fog_material.cpp b/scene/resources/fog_material.cpp
index 978aaca33d..a05ef0c779 100644
--- a/scene/resources/fog_material.cpp
+++ b/scene/resources/fog_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/fog_material.h b/scene/resources/fog_material.h
index e256bd4719..1f7cd7bfe6 100644
--- a/scene/resources/fog_material.h
+++ b/scene/resources/fog_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp
index d88a2c557b..f040041aa5 100644
--- a/scene/resources/font.cpp
+++ b/scene/resources/font.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -30,6 +30,7 @@
#include "font.h"
+#include "core/io/image_loader.h"
#include "core/io/resource_loader.h"
#include "core/string/translation.h"
#include "core/templates/hashfuncs.h"
@@ -64,6 +65,9 @@ _FORCE_INLINE_ void FontData::_ensure_rid(int p_cache_index) const {
}
void FontData::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("load_bitmap_font", "path"), &FontData::load_bitmap_font);
+ ClassDB::bind_method(D_METHOD("load_dynamic_font", "path"), &FontData::load_dynamic_font);
+
ClassDB::bind_method(D_METHOD("set_data", "data"), &FontData::set_data);
ClassDB::bind_method(D_METHOD("get_data"), &FontData::get_data);
@@ -184,6 +188,9 @@ void FontData::_bind_methods() {
ClassDB::bind_method(D_METHOD("remove_script_support_override", "script"), &FontData::remove_script_support_override);
ClassDB::bind_method(D_METHOD("get_script_support_overrides"), &FontData::get_script_support_overrides);
+ ClassDB::bind_method(D_METHOD("set_opentype_feature_overrides", "overrides"), &FontData::set_opentype_feature_overrides);
+ ClassDB::bind_method(D_METHOD("get_opentype_feature_overrides"), &FontData::get_opentype_feature_overrides);
+
ClassDB::bind_method(D_METHOD("has_char", "char"), &FontData::has_char);
ClassDB::bind_method(D_METHOD("get_supported_chars"), &FontData::get_supported_chars);
@@ -191,49 +198,25 @@ void FontData::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_supported_feature_list"), &FontData::get_supported_feature_list);
ClassDB::bind_method(D_METHOD("get_supported_variation_list"), &FontData::get_supported_variation_list);
+
+ ADD_PROPERTY(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_data", "get_data");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_antialiased", "is_antialiased");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "font_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_font_name", "get_font_name");
+ ADD_PROPERTY(PropertyInfo(Variant::STRING, "style_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_font_style_name", "get_font_style_name");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "font_style", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_font_style", "get_font_style");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "multichannel_signed_distance_field", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_multichannel_signed_distance_field", "is_multichannel_signed_distance_field");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "msdf_pixel_range", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_msdf_pixel_range", "get_msdf_pixel_range");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "msdf_size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_msdf_size", "get_msdf_size");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "force_autohinter", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_force_autohinter", "is_force_autohinter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "hinting", PROPERTY_HINT_ENUM, "None,Light,Normal", PROPERTY_USAGE_STORAGE), "set_hinting", "get_hinting");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "oversampling", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_oversampling", "get_oversampling");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "fixed_size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_fixed_size", "get_fixed_size");
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "opentype_feature_overrides", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE), "set_opentype_feature_overrides", "get_opentype_feature_overrides");
}
bool FontData::_set(const StringName &p_name, const Variant &p_value) {
Vector<String> tokens = p_name.operator String().split("/");
- if (tokens.size() == 1) {
- if (tokens[0] == "data") {
- set_data(p_value);
- return true;
- } else if (tokens[0] == "antialiased") {
- set_antialiased(p_value);
- return true;
- } else if (tokens[0] == "font_name") {
- set_font_name(p_value);
- return true;
- } else if (tokens[0] == "style_name") {
- set_font_style_name(p_value);
- return true;
- } else if (tokens[0] == "font_style") {
- set_font_style(p_value);
- return true;
- } else if (tokens[0] == "multichannel_signed_distance_field") {
- set_multichannel_signed_distance_field(p_value);
- return true;
- } else if (tokens[0] == "msdf_pixel_range") {
- set_msdf_pixel_range(p_value);
- return true;
- } else if (tokens[0] == "msdf_size") {
- set_msdf_size(p_value);
- return true;
- } else if (tokens[0] == "fixed_size") {
- set_fixed_size(p_value);
- return true;
- } else if (tokens[0] == "hinting") {
- set_hinting((TextServer::Hinting)p_value.operator int());
- return true;
- } else if (tokens[0] == "force_autohinter") {
- set_force_autohinter(p_value);
- return true;
- } else if (tokens[0] == "oversampling") {
- set_oversampling(p_value);
- return true;
- }
- } else if (tokens.size() == 2 && tokens[0] == "language_support_override") {
+ if (tokens.size() == 2 && tokens[0] == "language_support_override") {
String lang = tokens[1];
set_language_support_override(lang, p_value);
return true;
@@ -309,45 +292,7 @@ bool FontData::_set(const StringName &p_name, const Variant &p_value) {
bool FontData::_get(const StringName &p_name, Variant &r_ret) const {
Vector<String> tokens = p_name.operator String().split("/");
- if (tokens.size() == 1) {
- if (tokens[0] == "data") {
- r_ret = get_data();
- return true;
- } else if (tokens[0] == "antialiased") {
- r_ret = is_antialiased();
- return true;
- } else if (tokens[0] == "font_name") {
- r_ret = get_font_name();
- return true;
- } else if (tokens[0] == "style_name") {
- r_ret = get_font_style_name();
- return true;
- } else if (tokens[0] == "font_style") {
- r_ret = get_font_style();
- return true;
- } else if (tokens[0] == "multichannel_signed_distance_field") {
- r_ret = is_multichannel_signed_distance_field();
- return true;
- } else if (tokens[0] == "msdf_pixel_range") {
- r_ret = get_msdf_pixel_range();
- return true;
- } else if (tokens[0] == "msdf_size") {
- r_ret = get_msdf_size();
- return true;
- } else if (tokens[0] == "fixed_size") {
- r_ret = get_fixed_size();
- return true;
- } else if (tokens[0] == "hinting") {
- r_ret = get_hinting();
- return true;
- } else if (tokens[0] == "force_autohinter") {
- r_ret = is_force_autohinter();
- return true;
- } else if (tokens[0] == "oversampling") {
- r_ret = get_oversampling();
- return true;
- }
- } else if (tokens.size() == 2 && tokens[0] == "language_support_override") {
+ if (tokens.size() == 2 && tokens[0] == "language_support_override") {
String lang = tokens[1];
r_ret = get_language_support_override(lang);
return true;
@@ -422,20 +367,6 @@ bool FontData::_get(const StringName &p_name, Variant &r_ret) const {
}
void FontData::_get_property_list(List<PropertyInfo> *p_list) const {
- p_list->push_back(PropertyInfo(Variant::PACKED_BYTE_ARRAY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
-
- p_list->push_back(PropertyInfo(Variant::STRING, "font_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::STRING, "style_name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::INT, "font_style", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::BOOL, "antialiased", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::BOOL, "multichannel_signed_distance_field", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::INT, "msdf_pixel_range", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::INT, "msdf_size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::INT, "fixed_size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::INT, "hinting", PROPERTY_HINT_ENUM, "None,Light,Normal", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::BOOL, "force_autohinter", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
- p_list->push_back(PropertyInfo(Variant::FLOAT, "oversampling", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
-
Vector<String> lang_over = get_language_support_overrides();
for (int i = 0; i < lang_over.size(); i++) {
p_list->push_back(PropertyInfo(Variant::BOOL, "language_support_override/" + lang_over[i], PROPERTY_HINT_NONE, "", PROPERTY_USAGE_STORAGE));
@@ -501,11 +432,766 @@ void FontData::reset_state() {
hinting = TextServer::HINTING_LIGHT;
msdf_pixel_range = 14;
msdf_size = 128;
+ fixed_size = 0;
oversampling = 0.f;
}
+void FontData::_convert_packed_8bit(Ref<Image> &p_source, int p_page, int p_sz) {
+ int w = p_source->get_width();
+ int h = p_source->get_height();
+
+ PackedByteArray imgdata = p_source->get_data();
+ const uint8_t *r = imgdata.ptr();
+
+ PackedByteArray imgdata_r;
+ imgdata_r.resize(w * h * 2);
+ uint8_t *wr = imgdata_r.ptrw();
+
+ PackedByteArray imgdata_g;
+ imgdata_g.resize(w * h * 2);
+ uint8_t *wg = imgdata_g.ptrw();
+
+ PackedByteArray imgdata_b;
+ imgdata_b.resize(w * h * 2);
+ uint8_t *wb = imgdata_b.ptrw();
+
+ PackedByteArray imgdata_a;
+ imgdata_a.resize(w * h * 2);
+ uint8_t *wa = imgdata_a.ptrw();
+
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ int ofs_src = (i * w + j) * 4;
+ int ofs_dst = (i * w + j) * 2;
+ wr[ofs_dst + 0] = 255;
+ wr[ofs_dst + 1] = r[ofs_src + 0];
+ wg[ofs_dst + 0] = 255;
+ wg[ofs_dst + 1] = r[ofs_src + 1];
+ wb[ofs_dst + 0] = 255;
+ wb[ofs_dst + 1] = r[ofs_src + 2];
+ wa[ofs_dst + 0] = 255;
+ wa[ofs_dst + 1] = r[ofs_src + 3];
+ }
+ }
+ Ref<Image> img_r = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_r));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page * 4 + 0, img_r);
+ Ref<Image> img_g = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_g));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page * 4 + 1, img_g);
+ Ref<Image> img_b = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_b));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page * 4 + 2, img_b);
+ Ref<Image> img_a = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_a));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page * 4 + 3, img_a);
+}
+
+void FontData::_convert_packed_4bit(Ref<Image> &p_source, int p_page, int p_sz) {
+ int w = p_source->get_width();
+ int h = p_source->get_height();
+
+ PackedByteArray imgdata = p_source->get_data();
+ const uint8_t *r = imgdata.ptr();
+
+ PackedByteArray imgdata_r;
+ imgdata_r.resize(w * h * 2);
+ uint8_t *wr = imgdata_r.ptrw();
+
+ PackedByteArray imgdata_g;
+ imgdata_g.resize(w * h * 2);
+ uint8_t *wg = imgdata_g.ptrw();
+
+ PackedByteArray imgdata_b;
+ imgdata_b.resize(w * h * 2);
+ uint8_t *wb = imgdata_b.ptrw();
+
+ PackedByteArray imgdata_a;
+ imgdata_a.resize(w * h * 2);
+ uint8_t *wa = imgdata_a.ptrw();
+
+ PackedByteArray imgdata_ro;
+ imgdata_ro.resize(w * h * 2);
+ uint8_t *wro = imgdata_ro.ptrw();
+
+ PackedByteArray imgdata_go;
+ imgdata_go.resize(w * h * 2);
+ uint8_t *wgo = imgdata_go.ptrw();
+
+ PackedByteArray imgdata_bo;
+ imgdata_bo.resize(w * h * 2);
+ uint8_t *wbo = imgdata_bo.ptrw();
+
+ PackedByteArray imgdata_ao;
+ imgdata_ao.resize(w * h * 2);
+ uint8_t *wao = imgdata_ao.ptrw();
+
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ int ofs_src = (i * w + j) * 4;
+ int ofs_dst = (i * w + j) * 2;
+ wr[ofs_dst + 0] = 255;
+ wro[ofs_dst + 0] = 255;
+ if (r[ofs_src + 0] > 0x0F) {
+ wr[ofs_dst + 1] = (r[ofs_src + 0] - 0x0F) * 2;
+ wro[ofs_dst + 1] = 0;
+ } else {
+ wr[ofs_dst + 1] = 0;
+ wro[ofs_dst + 1] = r[ofs_src + 0] * 2;
+ }
+ wg[ofs_dst + 0] = 255;
+ wgo[ofs_dst + 0] = 255;
+ if (r[ofs_src + 1] > 0x0F) {
+ wg[ofs_dst + 1] = (r[ofs_src + 1] - 0x0F) * 2;
+ wgo[ofs_dst + 1] = 0;
+ } else {
+ wg[ofs_dst + 1] = 0;
+ wgo[ofs_dst + 1] = r[ofs_src + 1] * 2;
+ }
+ wb[ofs_dst + 0] = 255;
+ wbo[ofs_dst + 0] = 255;
+ if (r[ofs_src + 2] > 0x0F) {
+ wb[ofs_dst + 1] = (r[ofs_src + 2] - 0x0F) * 2;
+ wbo[ofs_dst + 1] = 0;
+ } else {
+ wb[ofs_dst + 1] = 0;
+ wbo[ofs_dst + 1] = r[ofs_src + 2] * 2;
+ }
+ wa[ofs_dst + 0] = 255;
+ wao[ofs_dst + 0] = 255;
+ if (r[ofs_src + 3] > 0x0F) {
+ wa[ofs_dst + 1] = (r[ofs_src + 3] - 0x0F) * 2;
+ wao[ofs_dst + 1] = 0;
+ } else {
+ wa[ofs_dst + 1] = 0;
+ wao[ofs_dst + 1] = r[ofs_src + 3] * 2;
+ }
+ }
+ }
+ Ref<Image> img_r = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_r));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page * 4 + 0, img_r);
+ Ref<Image> img_g = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_g));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page * 4 + 1, img_g);
+ Ref<Image> img_b = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_b));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page * 4 + 2, img_b);
+ Ref<Image> img_a = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_a));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page * 4 + 3, img_a);
+
+ Ref<Image> img_ro = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_ro));
+ set_texture_image(0, Vector2i(p_sz, 1), p_page * 4 + 0, img_ro);
+ Ref<Image> img_go = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_go));
+ set_texture_image(0, Vector2i(p_sz, 1), p_page * 4 + 1, img_go);
+ Ref<Image> img_bo = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_bo));
+ set_texture_image(0, Vector2i(p_sz, 1), p_page * 4 + 2, img_bo);
+ Ref<Image> img_ao = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_ao));
+ set_texture_image(0, Vector2i(p_sz, 1), p_page * 4 + 3, img_ao);
+}
+
+void FontData::_convert_rgba_4bit(Ref<Image> &p_source, int p_page, int p_sz) {
+ int w = p_source->get_width();
+ int h = p_source->get_height();
+
+ PackedByteArray imgdata = p_source->get_data();
+ const uint8_t *r = imgdata.ptr();
+
+ PackedByteArray imgdata_g;
+ imgdata_g.resize(w * h * 4);
+ uint8_t *wg = imgdata_g.ptrw();
+
+ PackedByteArray imgdata_o;
+ imgdata_o.resize(w * h * 4);
+ uint8_t *wo = imgdata_o.ptrw();
+
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ int ofs = (i * w + j) * 4;
+
+ if (r[ofs + 0] > 0x7F) {
+ wg[ofs + 0] = r[ofs + 0];
+ wo[ofs + 0] = 0;
+ } else {
+ wg[ofs + 0] = 0;
+ wo[ofs + 0] = r[ofs + 0] * 2;
+ }
+ if (r[ofs + 1] > 0x7F) {
+ wg[ofs + 1] = r[ofs + 1];
+ wo[ofs + 1] = 0;
+ } else {
+ wg[ofs + 1] = 0;
+ wo[ofs + 1] = r[ofs + 1] * 2;
+ }
+ if (r[ofs + 2] > 0x7F) {
+ wg[ofs + 2] = r[ofs + 2];
+ wo[ofs + 2] = 0;
+ } else {
+ wg[ofs + 2] = 0;
+ wo[ofs + 2] = r[ofs + 2] * 2;
+ }
+ if (r[ofs + 3] > 0x7F) {
+ wg[ofs + 3] = r[ofs + 3];
+ wo[ofs + 3] = 0;
+ } else {
+ wg[ofs + 3] = 0;
+ wo[ofs + 3] = r[ofs + 3] * 2;
+ }
+ }
+ }
+ Ref<Image> img_g = memnew(Image(w, h, 0, Image::FORMAT_RGBA8, imgdata_g));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page, img_g);
+
+ Ref<Image> img_o = memnew(Image(w, h, 0, Image::FORMAT_RGBA8, imgdata_o));
+ set_texture_image(0, Vector2i(p_sz, 1), p_page, img_o);
+}
+
+void FontData::_convert_mono_8bit(Ref<Image> &p_source, int p_page, int p_ch, int p_sz, int p_ol) {
+ int w = p_source->get_width();
+ int h = p_source->get_height();
+
+ PackedByteArray imgdata = p_source->get_data();
+ const uint8_t *r = imgdata.ptr();
+
+ int size = 4;
+ if (p_source->get_format() == Image::FORMAT_L8) {
+ size = 1;
+ p_ch = 0;
+ }
+
+ PackedByteArray imgdata_g;
+ imgdata_g.resize(w * h * 2);
+ uint8_t *wg = imgdata_g.ptrw();
+
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ int ofs_src = (i * w + j) * size;
+ int ofs_dst = (i * w + j) * 2;
+ wg[ofs_dst + 0] = 255;
+ wg[ofs_dst + 1] = r[ofs_src + p_ch];
+ }
+ }
+ Ref<Image> img_g = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_g));
+ set_texture_image(0, Vector2i(p_sz, p_ol), p_page, img_g);
+}
+
+void FontData::_convert_mono_4bit(Ref<Image> &p_source, int p_page, int p_ch, int p_sz, int p_ol) {
+ int w = p_source->get_width();
+ int h = p_source->get_height();
+
+ PackedByteArray imgdata = p_source->get_data();
+ const uint8_t *r = imgdata.ptr();
+
+ int size = 4;
+ if (p_source->get_format() == Image::FORMAT_L8) {
+ size = 1;
+ p_ch = 0;
+ }
+
+ PackedByteArray imgdata_g;
+ imgdata_g.resize(w * h * 2);
+ uint8_t *wg = imgdata_g.ptrw();
+
+ PackedByteArray imgdata_o;
+ imgdata_o.resize(w * h * 2);
+ uint8_t *wo = imgdata_o.ptrw();
+
+ for (int i = 0; i < h; i++) {
+ for (int j = 0; j < w; j++) {
+ int ofs_src = (i * w + j) * size;
+ int ofs_dst = (i * w + j) * 2;
+ wg[ofs_dst + 0] = 255;
+ wo[ofs_dst + 0] = 255;
+ if (r[ofs_src + p_ch] > 0x7F) {
+ wg[ofs_dst + 1] = r[ofs_src + p_ch];
+ wo[ofs_dst + 1] = 0;
+ } else {
+ wg[ofs_dst + 1] = 0;
+ wo[ofs_dst + 1] = r[ofs_src + p_ch] * 2;
+ }
+ }
+ }
+ Ref<Image> img_g = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_g));
+ set_texture_image(0, Vector2i(p_sz, 0), p_page, img_g);
+
+ Ref<Image> img_o = memnew(Image(w, h, 0, Image::FORMAT_LA8, imgdata_o));
+ set_texture_image(0, Vector2i(p_sz, p_ol), p_page, img_o);
+}
+
/*************************************************************************/
+Error FontData::load_bitmap_font(const String &p_path) {
+ reset_state();
+
+ antialiased = false;
+ msdf = false;
+ force_autohinter = false;
+ hinting = TextServer::HINTING_NONE;
+ oversampling = 1.0f;
+
+ FileAccessRef f = FileAccess::open(p_path, FileAccess::READ);
+ if (f == nullptr) {
+ ERR_FAIL_V_MSG(ERR_CANT_CREATE, TTR("Cannot open font from file ") + "\"" + p_path + "\".");
+ }
+
+ int base_size = 16;
+ int height = 0;
+ int ascent = 0;
+ int outline = 0;
+ uint32_t st_flags = 0;
+ String font_name;
+
+ bool packed = false;
+ uint8_t ch[4] = { 0, 0, 0, 0 }; // RGBA
+ int first_gl_ch = -1;
+ int first_ol_ch = -1;
+ int first_cm_ch = -1;
+
+ unsigned char magic[4];
+ f->get_buffer((unsigned char *)&magic, 4);
+ if (magic[0] == 'B' && magic[1] == 'M' && magic[2] == 'F') {
+ // Binary BMFont file.
+ ERR_FAIL_COND_V_MSG(magic[3] != 3, ERR_CANT_CREATE, vformat(TTR("Version %d of BMFont is not supported."), (int)magic[3]));
+
+ uint8_t block_type = f->get_8();
+ uint32_t block_size = f->get_32();
+ while (!f->eof_reached()) {
+ uint64_t off = f->get_position();
+ switch (block_type) {
+ case 1: /* info */ {
+ ERR_FAIL_COND_V_MSG(block_size < 15, ERR_CANT_CREATE, TTR("Invalid BMFont info block size."));
+ base_size = f->get_16();
+ uint8_t flags = f->get_8();
+ ERR_FAIL_COND_V_MSG(flags & 0x02, ERR_CANT_CREATE, TTR("Non-unicode version of BMFont is not supported."));
+ if (flags & (1 << 3)) {
+ st_flags |= TextServer::FONT_BOLD;
+ }
+ if (flags & (1 << 2)) {
+ st_flags |= TextServer::FONT_ITALIC;
+ }
+ f->get_8(); // non-unicode charset, skip
+ f->get_16(); // stretch_h, skip
+ f->get_8(); // aa, skip
+ f->get_32(); // padding, skip
+ f->get_16(); // spacing, skip
+ outline = f->get_8();
+ // font name
+ PackedByteArray name_data;
+ name_data.resize(block_size - 14);
+ f->get_buffer(name_data.ptrw(), block_size - 14);
+ font_name = String::utf8((const char *)name_data.ptr(), block_size - 14);
+ set_fixed_size(base_size);
+ } break;
+ case 2: /* common */ {
+ ERR_FAIL_COND_V_MSG(block_size != 15, ERR_CANT_CREATE, TTR("Invalid BMFont common block size."));
+ height = f->get_16();
+ ascent = f->get_16();
+ f->get_32(); // scale, skip
+ f->get_16(); // pages, skip
+ uint8_t flags = f->get_8();
+ packed = (flags & 0x01);
+ ch[3] = f->get_8();
+ ch[0] = f->get_8();
+ ch[1] = f->get_8();
+ ch[2] = f->get_8();
+ for (int i = 0; i < 4; i++) {
+ if (ch[i] == 0 && first_gl_ch == -1) {
+ first_gl_ch = i;
+ }
+ if (ch[i] == 1 && first_ol_ch == -1) {
+ first_ol_ch = i;
+ }
+ if (ch[i] == 2 && first_cm_ch == -1) {
+ first_cm_ch = i;
+ }
+ }
+ } break;
+ case 3: /* pages */ {
+ int page = 0;
+ CharString cs;
+ char32_t c = f->get_8();
+ while (!f->eof_reached() && f->get_position() <= off + block_size) {
+ if (c == '\0') {
+ String base_dir = p_path.get_base_dir();
+ String file = base_dir.plus_file(String::utf8(cs.ptr(), cs.length()));
+ if (RenderingServer::get_singleton() != nullptr) {
+ Ref<Image> img;
+ img.instantiate();
+ Error err = ImageLoader::load_image(file, img);
+ ERR_FAIL_COND_V_MSG(err != OK, ERR_FILE_CANT_READ, TTR("Can't load font texture: ") + "\"" + file + "\".");
+
+ if (packed) {
+ if (ch[3] == 0) { // 4 x 8 bit monochrome, no outline
+ outline = 0;
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_packed_8bit(img, page, base_size);
+ } else if ((ch[3] == 2) && (outline > 0)) { // 4 x 4 bit monochrome, gl + outline
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_packed_4bit(img, page, base_size);
+ } else {
+ ERR_FAIL_V_MSG(ERR_CANT_CREATE, TTR("Unsupported BMFont texture format."));
+ }
+ } else {
+ if ((ch[0] == 0) && (ch[1] == 0) && (ch[2] == 0) && (ch[3] == 0)) { // RGBA8 color, no outline
+ outline = 0;
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ set_texture_image(0, Vector2i(base_size, 0), page, img);
+ } else if ((ch[0] == 2) && (ch[1] == 2) && (ch[2] == 2) && (ch[3] == 2) && (outline > 0)) { // RGBA4 color, gl + outline
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_rgba_4bit(img, page, base_size);
+ } else if ((first_gl_ch >= 0) && (first_ol_ch >= 0) && (outline > 0)) { // 1 x 8 bit monochrome, gl + outline
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8 && img->get_format() != Image::FORMAT_L8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_mono_8bit(img, page, first_gl_ch, base_size, 0);
+ _convert_mono_8bit(img, page, first_ol_ch, base_size, 1);
+ } else if ((first_cm_ch >= 0) && (outline > 0)) { // 1 x 4 bit monochrome, gl + outline
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8 && img->get_format() != Image::FORMAT_L8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_mono_4bit(img, page, first_cm_ch, base_size, 1);
+ } else if (first_gl_ch >= 0) { // 1 x 8 bit monochrome, no outline
+ outline = 0;
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8 && img->get_format() != Image::FORMAT_L8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_mono_8bit(img, page, first_gl_ch, base_size, 0);
+ } else {
+ ERR_FAIL_V_MSG(ERR_CANT_CREATE, TTR("Unsupported BMFont texture format."));
+ }
+ }
+ }
+ page++;
+ cs = "";
+ } else {
+ cs += c;
+ }
+ c = f->get_8();
+ }
+ } break;
+ case 4: /* chars */ {
+ int char_count = block_size / 20;
+ for (int i = 0; i < char_count; i++) {
+ Vector2 advance;
+ Vector2 size;
+ Vector2 offset;
+ Rect2 uv_rect;
+
+ char32_t idx = f->get_32();
+ uv_rect.position.x = (int16_t)f->get_16();
+ uv_rect.position.y = (int16_t)f->get_16();
+ uv_rect.size.width = (int16_t)f->get_16();
+ size.width = uv_rect.size.width;
+ uv_rect.size.height = (int16_t)f->get_16();
+ size.height = uv_rect.size.height;
+ offset.x = (int16_t)f->get_16();
+ offset.y = (int16_t)f->get_16() - ascent;
+ advance.x = (int16_t)f->get_16();
+ if (advance.x < 0) {
+ advance.x = size.width + 1;
+ }
+
+ int texture_idx = f->get_8();
+ uint8_t channel = f->get_8();
+
+ ERR_FAIL_COND_V_MSG(!packed && channel != 15, ERR_CANT_CREATE, TTR("Invalid glyph channel."));
+ int ch_off = 0;
+ switch (channel) {
+ case 1:
+ ch_off = 2;
+ break; // B
+ case 2:
+ ch_off = 1;
+ break; // G
+ case 4:
+ ch_off = 0;
+ break; // R
+ case 8:
+ ch_off = 3;
+ break; // A
+ default:
+ ch_off = 0;
+ break;
+ }
+ set_glyph_advance(0, base_size, idx, advance);
+ set_glyph_offset(0, Vector2i(base_size, 0), idx, offset);
+ set_glyph_size(0, Vector2i(base_size, 0), idx, size);
+ set_glyph_uv_rect(0, Vector2i(base_size, 0), idx, uv_rect);
+ set_glyph_texture_idx(0, Vector2i(base_size, 0), idx, texture_idx * (packed ? 4 : 1) + ch_off);
+ if (outline > 0) {
+ set_glyph_offset(0, Vector2i(base_size, 1), idx, offset);
+ set_glyph_size(0, Vector2i(base_size, 1), idx, size);
+ set_glyph_uv_rect(0, Vector2i(base_size, 1), idx, uv_rect);
+ set_glyph_texture_idx(0, Vector2i(base_size, 1), idx, texture_idx * (packed ? 4 : 1) + ch_off);
+ }
+ }
+ } break;
+ case 5: /* kerning */ {
+ int pair_count = block_size / 10;
+ for (int i = 0; i < pair_count; i++) {
+ Vector2i kpk;
+ kpk.x = f->get_32();
+ kpk.y = f->get_32();
+ set_kerning(0, base_size, kpk, Vector2((int16_t)f->get_16(), 0));
+ }
+ } break;
+ default: {
+ ERR_FAIL_V_MSG(ERR_CANT_CREATE, TTR("Invalid BMFont block type."));
+ } break;
+ }
+ f->seek(off + block_size);
+ block_type = f->get_8();
+ block_size = f->get_32();
+ }
+
+ } else {
+ // Text BMFont file.
+ f->seek(0);
+ while (true) {
+ String line = f->get_line();
+
+ int delimiter = line.find(" ");
+ String type = line.substr(0, delimiter);
+ int pos = delimiter + 1;
+ Map<String, String> keys;
+
+ while (pos < line.size() && line[pos] == ' ') {
+ pos++;
+ }
+
+ while (pos < line.size()) {
+ int eq = line.find("=", pos);
+ if (eq == -1) {
+ break;
+ }
+ String key = line.substr(pos, eq - pos);
+ int end = -1;
+ String value;
+ if (line[eq + 1] == '"') {
+ end = line.find("\"", eq + 2);
+ if (end == -1) {
+ break;
+ }
+ value = line.substr(eq + 2, end - 1 - eq - 1);
+ pos = end + 1;
+ } else {
+ end = line.find(" ", eq + 1);
+ if (end == -1) {
+ end = line.size();
+ }
+ value = line.substr(eq + 1, end - eq);
+ pos = end;
+ }
+
+ while (pos < line.size() && line[pos] == ' ') {
+ pos++;
+ }
+
+ keys[key] = value;
+ }
+
+ if (type == "info") {
+ if (keys.has("size")) {
+ base_size = keys["size"].to_int();
+ set_fixed_size(base_size);
+ }
+ if (keys.has("outline")) {
+ outline = keys["outline"].to_int();
+ }
+ if (keys.has("bold")) {
+ if (keys["bold"].to_int()) {
+ st_flags |= TextServer::FONT_BOLD;
+ }
+ }
+ if (keys.has("italic")) {
+ if (keys["italic"].to_int()) {
+ st_flags |= TextServer::FONT_ITALIC;
+ }
+ }
+ if (keys.has("face")) {
+ font_name = keys["face"];
+ }
+ ERR_FAIL_COND_V_MSG((!keys.has("unicode") || keys["unicode"].to_int() != 1), ERR_CANT_CREATE, TTR("Non-unicode version of BMFont is not supported."));
+ } else if (type == "common") {
+ if (keys.has("lineHeight")) {
+ height = keys["lineHeight"].to_int();
+ }
+ if (keys.has("base")) {
+ ascent = keys["base"].to_int();
+ }
+ if (keys.has("packed")) {
+ packed = (keys["packed"].to_int() == 1);
+ }
+ if (keys.has("alphaChnl")) {
+ ch[3] = keys["alphaChnl"].to_int();
+ }
+ if (keys.has("redChnl")) {
+ ch[0] = keys["redChnl"].to_int();
+ }
+ if (keys.has("greenChnl")) {
+ ch[1] = keys["greenChnl"].to_int();
+ }
+ if (keys.has("blueChnl")) {
+ ch[2] = keys["blueChnl"].to_int();
+ }
+ for (int i = 0; i < 4; i++) {
+ if (ch[i] == 0 && first_gl_ch == -1) {
+ first_gl_ch = i;
+ }
+ if (ch[i] == 1 && first_ol_ch == -1) {
+ first_ol_ch = i;
+ }
+ if (ch[i] == 2 && first_cm_ch == -1) {
+ first_cm_ch = i;
+ }
+ }
+ } else if (type == "page") {
+ int page = 0;
+ if (keys.has("id")) {
+ page = keys["id"].to_int();
+ }
+ if (keys.has("file")) {
+ String base_dir = p_path.get_base_dir();
+ String file = base_dir.plus_file(keys["file"]);
+ if (RenderingServer::get_singleton() != nullptr) {
+ Ref<Image> img;
+ img.instantiate();
+ Error err = ImageLoader::load_image(file, img);
+ ERR_FAIL_COND_V_MSG(err != OK, ERR_FILE_CANT_READ, TTR("Can't load font texture: ") + "\"" + file + "\".");
+ if (packed) {
+ if (ch[3] == 0) { // 4 x 8 bit monochrome, no outline
+ outline = 0;
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_packed_8bit(img, page, base_size);
+ } else if ((ch[3] == 2) && (outline > 0)) { // 4 x 4 bit monochrome, gl + outline
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_packed_4bit(img, page, base_size);
+ } else {
+ ERR_FAIL_V_MSG(ERR_CANT_CREATE, TTR("Unsupported BMFont texture format."));
+ }
+ } else {
+ if ((ch[0] == 0) && (ch[1] == 0) && (ch[2] == 0) && (ch[3] == 0)) { // RGBA8 color, no outline
+ outline = 0;
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ set_texture_image(0, Vector2i(base_size, 0), page, img);
+ } else if ((ch[0] == 2) && (ch[1] == 2) && (ch[2] == 2) && (ch[3] == 2) && (outline > 0)) { // RGBA4 color, gl + outline
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_rgba_4bit(img, page, base_size);
+ } else if ((first_gl_ch >= 0) && (first_ol_ch >= 0) && (outline > 0)) { // 1 x 8 bit monochrome, gl + outline
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8 && img->get_format() != Image::FORMAT_L8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_mono_8bit(img, page, first_gl_ch, base_size, 0);
+ _convert_mono_8bit(img, page, first_ol_ch, base_size, 1);
+ } else if ((first_cm_ch >= 0) && (outline > 0)) { // 1 x 4 bit monochrome, gl + outline
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8 && img->get_format() != Image::FORMAT_L8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_mono_4bit(img, page, first_cm_ch, base_size, 1);
+ } else if (first_gl_ch >= 0) { // 1 x 8 bit monochrome, no outline
+ outline = 0;
+ ERR_FAIL_COND_V_MSG(img->get_format() != Image::FORMAT_RGBA8 && img->get_format() != Image::FORMAT_L8, ERR_FILE_CANT_READ, TTR("Unsupported BMFont texture format."));
+ _convert_mono_8bit(img, page, first_gl_ch, base_size, 0);
+ } else {
+ ERR_FAIL_V_MSG(ERR_CANT_CREATE, TTR("Unsupported BMFont texture format."));
+ }
+ }
+ }
+ }
+ } else if (type == "char") {
+ char32_t idx = 0;
+ Vector2 advance;
+ Vector2 size;
+ Vector2 offset;
+ Rect2 uv_rect;
+ int texture_idx = -1;
+ uint8_t channel = 15;
+
+ if (keys.has("id")) {
+ idx = keys["id"].to_int();
+ }
+ if (keys.has("x")) {
+ uv_rect.position.x = keys["x"].to_int();
+ }
+ if (keys.has("y")) {
+ uv_rect.position.y = keys["y"].to_int();
+ }
+ if (keys.has("width")) {
+ uv_rect.size.width = keys["width"].to_int();
+ size.width = keys["width"].to_int();
+ }
+ if (keys.has("height")) {
+ uv_rect.size.height = keys["height"].to_int();
+ size.height = keys["height"].to_int();
+ }
+ if (keys.has("xoffset")) {
+ offset.x = keys["xoffset"].to_int();
+ }
+ if (keys.has("yoffset")) {
+ offset.y = keys["yoffset"].to_int() - ascent;
+ }
+ if (keys.has("page")) {
+ texture_idx = keys["page"].to_int();
+ }
+ if (keys.has("xadvance")) {
+ advance.x = keys["xadvance"].to_int();
+ }
+ if (advance.x < 0) {
+ advance.x = size.width + 1;
+ }
+ if (keys.has("chnl")) {
+ channel = keys["chnl"].to_int();
+ }
+
+ ERR_FAIL_COND_V_MSG(!packed && channel != 15, ERR_CANT_CREATE, TTR("Invalid glyph channel."));
+ int ch_off = 0;
+ switch (channel) {
+ case 1:
+ ch_off = 2;
+ break; // B
+ case 2:
+ ch_off = 1;
+ break; // G
+ case 4:
+ ch_off = 0;
+ break; // R
+ case 8:
+ ch_off = 3;
+ break; // A
+ default:
+ ch_off = 0;
+ break;
+ }
+ set_glyph_advance(0, base_size, idx, advance);
+ set_glyph_offset(0, Vector2i(base_size, 0), idx, offset);
+ set_glyph_size(0, Vector2i(base_size, 0), idx, size);
+ set_glyph_uv_rect(0, Vector2i(base_size, 0), idx, uv_rect);
+ set_glyph_texture_idx(0, Vector2i(base_size, 0), idx, texture_idx * (packed ? 4 : 1) + ch_off);
+ if (outline > 0) {
+ set_glyph_offset(0, Vector2i(base_size, 1), idx, offset);
+ set_glyph_size(0, Vector2i(base_size, 1), idx, size);
+ set_glyph_uv_rect(0, Vector2i(base_size, 1), idx, uv_rect);
+ set_glyph_texture_idx(0, Vector2i(base_size, 1), idx, texture_idx * (packed ? 4 : 1) + ch_off);
+ }
+ } else if (type == "kerning") {
+ Vector2i kpk;
+ if (keys.has("first")) {
+ kpk.x = keys["first"].to_int();
+ }
+ if (keys.has("second")) {
+ kpk.y = keys["second"].to_int();
+ }
+ if (keys.has("amount")) {
+ set_kerning(0, base_size, kpk, Vector2(keys["amount"].to_int(), 0));
+ }
+ }
+
+ if (f->eof_reached()) {
+ break;
+ }
+ }
+ }
+
+ set_font_name(font_name);
+ set_font_style(st_flags);
+ set_ascent(0, base_size, ascent);
+ set_descent(0, base_size, height - ascent);
+
+ return OK;
+}
+
+Error FontData::load_dynamic_font(const String &p_path) {
+ reset_state();
+
+ Vector<uint8_t> data = FileAccess::get_file_as_array(p_path);
+ set_data(data);
+
+ return OK;
+}
+
void FontData::set_data_ptr(const uint8_t *p_data, size_t p_size) {
data.clear();
data_ptr = p_data;
@@ -1077,6 +1763,16 @@ Vector<String> FontData::get_script_support_overrides() const {
return TS->font_get_script_support_overrides(cache[0]);
}
+void FontData::set_opentype_feature_overrides(const Dictionary &p_overrides) {
+ _ensure_rid(0);
+ TS->font_set_opentype_feature_overrides(cache[0], p_overrides);
+}
+
+Dictionary FontData::get_opentype_feature_overrides() const {
+ _ensure_rid(0);
+ return TS->font_get_opentype_feature_overrides(cache[0]);
+}
+
bool FontData::has_char(char32_t p_char) const {
_ensure_rid(0);
return TS->font_has_char(cache[0], p_char);
@@ -1152,11 +1848,11 @@ void Font::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_underline_position", "size"), &Font::get_underline_position, DEFVAL(DEFAULT_FONT_SIZE));
ClassDB::bind_method(D_METHOD("get_underline_thickness", "size"), &Font::get_underline_thickness, DEFVAL(DEFAULT_FONT_SIZE));
- ClassDB::bind_method(D_METHOD("get_string_size", "text", "size", "align", "width", "flags"), &Font::get_string_size, DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(HALIGN_LEFT), DEFVAL(-1), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND));
+ ClassDB::bind_method(D_METHOD("get_string_size", "text", "size", "alignment", "width", "flags"), &Font::get_string_size, DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(HORIZONTAL_ALIGNMENT_LEFT), DEFVAL(-1), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND));
ClassDB::bind_method(D_METHOD("get_multiline_string_size", "text", "width", "size", "flags"), &Font::get_multiline_string_size, DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND));
- ClassDB::bind_method(D_METHOD("draw_string", "canvas_item", "pos", "text", "align", "width", "size", "modulate", "outline_size", "outline_modulate", "flags"), &Font::draw_string, DEFVAL(HALIGN_LEFT), DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND));
- ClassDB::bind_method(D_METHOD("draw_multiline_string", "canvas_item", "pos", "text", "align", "width", "max_lines", "size", "modulate", "outline_size", "outline_modulate", "flags"), &Font::draw_multiline_string, DEFVAL(HALIGN_LEFT), DEFVAL(-1), DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND));
+ ClassDB::bind_method(D_METHOD("draw_string", "canvas_item", "pos", "text", "alignment", "width", "size", "modulate", "outline_size", "outline_modulate", "flags"), &Font::draw_string, DEFVAL(HORIZONTAL_ALIGNMENT_LEFT), DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND));
+ ClassDB::bind_method(D_METHOD("draw_multiline_string", "canvas_item", "pos", "text", "alignment", "width", "max_lines", "size", "modulate", "outline_size", "outline_modulate", "flags"), &Font::draw_multiline_string, DEFVAL(HORIZONTAL_ALIGNMENT_LEFT), DEFVAL(-1), DEFVAL(-1), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)), DEFVAL(TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND));
ClassDB::bind_method(D_METHOD("get_char_size", "char", "next", "size"), &Font::get_char_size, DEFVAL(0), DEFVAL(DEFAULT_FONT_SIZE));
ClassDB::bind_method(D_METHOD("draw_char", "canvas_item", "pos", "char", "next", "size", "modulate", "outline_size", "outline_modulate"), &Font::draw_char, DEFVAL(0), DEFVAL(DEFAULT_FONT_SIZE), DEFVAL(Color(1, 1, 1)), DEFVAL(0), DEFVAL(Color(1, 1, 1, 0)));
@@ -1449,7 +2145,7 @@ real_t Font::get_underline_thickness(int p_size) const {
return ret;
}
-Size2 Font::get_string_size(const String &p_text, int p_size, HAlign p_align, real_t p_width, uint16_t p_flags) const {
+Size2 Font::get_string_size(const String &p_text, int p_size, HorizontalAlignment p_alignment, float p_width, uint16_t p_flags) const {
ERR_FAIL_COND_V(data.is_empty(), Size2());
for (int i = 0; i < data.size(); i++) {
@@ -1457,7 +2153,7 @@ Size2 Font::get_string_size(const String &p_text, int p_size, HAlign p_align, re
}
uint64_t hash = p_text.hash64();
- if (p_align == HALIGN_FILL) {
+ if (p_alignment == HORIZONTAL_ALIGNMENT_FILL) {
hash = hash_djb2_one_64(hash_djb2_one_float(p_width), hash);
hash = hash_djb2_one_64(p_flags, hash);
}
@@ -1474,7 +2170,7 @@ Size2 Font::get_string_size(const String &p_text, int p_size, HAlign p_align, re
return buffer->get_size();
}
-Size2 Font::get_multiline_string_size(const String &p_text, real_t p_width, int p_size, uint16_t p_flags) const {
+Size2 Font::get_multiline_string_size(const String &p_text, float p_width, int p_size, uint16_t p_flags) const {
ERR_FAIL_COND_V(data.is_empty(), Size2());
for (int i = 0; i < data.size(); i++) {
@@ -1511,7 +2207,7 @@ Size2 Font::get_multiline_string_size(const String &p_text, real_t p_width, int
return ret;
}
-void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HAlign p_align, real_t p_width, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const {
+void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment, float p_width, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const {
ERR_FAIL_COND(data.is_empty());
for (int i = 0; i < data.size(); i++) {
@@ -1519,7 +2215,7 @@ void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_t
}
uint64_t hash = p_text.hash64();
- if (p_align == HALIGN_FILL) {
+ if (p_alignment == HORIZONTAL_ALIGNMENT_FILL) {
hash = hash_djb2_one_64(hash_djb2_one_float(p_width), hash);
hash = hash_djb2_one_64(p_flags, hash);
}
@@ -1542,7 +2238,7 @@ void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_t
}
buffer->set_width(p_width);
- buffer->set_align(p_align);
+ buffer->set_horizontal_alignment(p_alignment);
buffer->set_flags(p_flags);
if (p_outline_size > 0 && p_outline_modulate.a != 0.0f) {
@@ -1551,7 +2247,7 @@ void Font::draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_t
buffer->draw(p_canvas_item, ofs, p_modulate);
}
-void Font::draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HAlign p_align, float p_width, int p_max_lines, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const {
+void Font::draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment, float p_width, int p_max_lines, int p_size, const Color &p_modulate, int p_outline_size, const Color &p_outline_modulate, uint16_t p_flags) const {
ERR_FAIL_COND(data.is_empty());
for (int i = 0; i < data.size(); i++) {
@@ -1574,7 +2270,7 @@ void Font::draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const S
cache_wrap.insert(wrp_hash, lines_buffer);
}
- lines_buffer->set_align(p_align);
+ lines_buffer->set_alignment(p_alignment);
Vector2 lofs = p_pos;
for (int i = 0; i < lines_buffer->get_line_count(); i++) {
@@ -1588,7 +2284,7 @@ void Font::draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const S
}
}
if (p_width > 0) {
- lines_buffer->set_align(p_align);
+ lines_buffer->set_alignment(p_alignment);
}
if (p_outline_size > 0 && p_outline_modulate.a != 0.0f) {
diff --git a/scene/resources/font.h b/scene/resources/font.h
index 4d9ee72c84..93351a3493 100644
--- a/scene/resources/font.h
+++ b/scene/resources/font.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -63,6 +63,12 @@ class FontData : public Resource {
_FORCE_INLINE_ void _clear_cache();
_FORCE_INLINE_ void _ensure_rid(int p_cache_index) const;
+ void _convert_packed_8bit(Ref<Image> &p_source, int p_page, int p_sz);
+ void _convert_packed_4bit(Ref<Image> &p_source, int p_page, int p_sz);
+ void _convert_rgba_4bit(Ref<Image> &p_source, int p_page, int p_sz);
+ void _convert_mono_8bit(Ref<Image> &p_source, int p_page, int p_ch, int p_sz, int p_ol);
+ void _convert_mono_4bit(Ref<Image> &p_source, int p_page, int p_ch, int p_sz, int p_ol);
+
protected:
static void _bind_methods();
@@ -73,6 +79,9 @@ protected:
virtual void reset_state() override;
public:
+ Error load_bitmap_font(const String &p_path);
+ Error load_dynamic_font(const String &p_path);
+
// Font source data.
virtual void set_data_ptr(const uint8_t *p_data, size_t p_size);
virtual void set_data(const PackedByteArray &p_data);
@@ -198,6 +207,9 @@ public:
virtual void remove_script_support_override(const String &p_script);
virtual Vector<String> get_script_support_overrides() const;
+ virtual void set_opentype_feature_overrides(const Dictionary &p_overrides);
+ virtual Dictionary get_opentype_feature_overrides() const;
+
// Base font properties.
virtual bool has_char(char32_t p_char) const;
virtual String get_supported_chars() const;
@@ -273,11 +285,11 @@ public:
virtual real_t get_underline_thickness(int p_size = DEFAULT_FONT_SIZE) const;
// Drawing string.
- virtual Size2 get_string_size(const String &p_text, int p_size = DEFAULT_FONT_SIZE, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
- virtual Size2 get_multiline_string_size(const String &p_text, real_t p_width = -1, int p_size = DEFAULT_FONT_SIZE, uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND) const;
+ virtual Size2 get_string_size(const String &p_text, int p_size = DEFAULT_FONT_SIZE, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
+ virtual Size2 get_multiline_string_size(const String &p_text, float p_width = -1, int p_size = DEFAULT_FONT_SIZE, uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND) const;
- virtual void draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, int p_size = DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
- virtual void draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HAlign p_align = HALIGN_LEFT, real_t p_width = -1, int p_max_lines = -1, int p_size = DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
+ virtual void draw_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_size = DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
+ virtual void draw_multiline_string(RID p_canvas_item, const Point2 &p_pos, const String &p_text, HorizontalAlignment p_alignment = HORIZONTAL_ALIGNMENT_LEFT, float p_width = -1, int p_max_lines = -1, int p_size = DEFAULT_FONT_SIZE, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, const Color &p_outline_modulate = Color(1, 1, 1, 0), uint16_t p_flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA | TextServer::JUSTIFICATION_WORD_BOUND) const;
// Helper functions.
virtual bool has_char(char32_t p_char) const;
diff --git a/scene/resources/gradient.cpp b/scene/resources/gradient.cpp
index 95ec141df6..79ac1b57c3 100644
--- a/scene/resources/gradient.cpp
+++ b/scene/resources/gradient.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/gradient.h b/scene/resources/gradient.h
index eb438d0bba..c2085b3a13 100644
--- a/scene/resources/gradient.h
+++ b/scene/resources/gradient.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/height_map_shape_3d.cpp b/scene/resources/height_map_shape_3d.cpp
index d1a958ad38..121930d86f 100644
--- a/scene/resources/height_map_shape_3d.cpp
+++ b/scene/resources/height_map_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/height_map_shape_3d.h b/scene/resources/height_map_shape_3d.h
index 1273aee040..79d1b15674 100644
--- a/scene/resources/height_map_shape_3d.h
+++ b/scene/resources/height_map_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/immediate_mesh.cpp b/scene/resources/immediate_mesh.cpp
index 4f9a055bfb..b9469803a0 100644
--- a/scene/resources/immediate_mesh.cpp
+++ b/scene/resources/immediate_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/immediate_mesh.h b/scene/resources/immediate_mesh.h
index 92bf91441d..e5f627ae8e 100644
--- a/scene/resources/immediate_mesh.h
+++ b/scene/resources/immediate_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/importer_mesh.cpp b/scene/resources/importer_mesh.cpp
index 7afa4c91f0..92ab091b86 100644
--- a/scene/resources/importer_mesh.cpp
+++ b/scene/resources/importer_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -485,7 +485,7 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
raycaster->intersect(rays);
LocalVector<Vector3> ray_normals;
- LocalVector<float> ray_normal_weights;
+ LocalVector<real_t> ray_normal_weights;
ray_normals.resize(new_index_count);
ray_normal_weights.resize(new_index_count);
@@ -517,10 +517,10 @@ void ImporterMesh::generate_lods(float p_normal_merge_angle, float p_normal_spli
Vector3 normal = n0 * w + n1 * u + n2 * v;
Vector2 orig_uv = ray_uvs[j];
- float orig_bary[3] = { 1.0f - orig_uv.x - orig_uv.y, orig_uv.x, orig_uv.y };
+ real_t orig_bary[3] = { 1.0f - orig_uv.x - orig_uv.y, orig_uv.x, orig_uv.y };
for (int k = 0; k < 3; k++) {
int idx = orig_tri_id * 3 + k;
- float weight = orig_bary[k];
+ real_t weight = orig_bary[k];
ray_normals[idx] += normal * weight;
ray_normal_weights[idx] += weight;
}
@@ -653,7 +653,7 @@ Ref<ArrayMesh> ImporterMesh::get_mesh(const Ref<ArrayMesh> &p_base) {
if (surfaces[i].material.is_valid()) {
mesh->surface_set_material(mesh->get_surface_count() - 1, surfaces[i].material);
}
- if (surfaces[i].name != String()) {
+ if (!surfaces[i].name.is_empty()) {
mesh->surface_set_name(mesh->get_surface_count() - 1, surfaces[i].name);
}
}
@@ -839,7 +839,7 @@ Dictionary ImporterMesh::_get_data() const {
d["material"] = surfaces[i].material;
}
- if (surfaces[i].name != String()) {
+ if (!surfaces[i].name.is_empty()) {
d["name"] = surfaces[i].name;
}
diff --git a/scene/resources/importer_mesh.h b/scene/resources/importer_mesh.h
index 8576312a8a..8f77597a58 100644
--- a/scene/resources/importer_mesh.h
+++ b/scene/resources/importer_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 00c109f1a6..f3e5ece1f9 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -449,10 +449,10 @@ void BaseMaterial3D::_update_shader() {
texfilter_str = "filter_linear_mipmap";
break;
case TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC:
- texfilter_str = "filter_nearest_mipmap_aniso";
+ texfilter_str = "filter_nearest_mipmap_anisotropic";
break;
case TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC:
- texfilter_str = "filter_linear_mipmap_aniso";
+ texfilter_str = "filter_linear_mipmap_anisotropic";
break;
case TEXTURE_FILTER_MAX:
break; // Internal value, skip.
@@ -695,7 +695,7 @@ void BaseMaterial3D::_update_shader() {
}
if (features[FEATURE_ANISOTROPY]) {
code += "uniform float anisotropy_ratio : hint_range(0,256);\n";
- code += "uniform sampler2D texture_flowmap : hint_aniso," + texfilter_str + ";\n";
+ code += "uniform sampler2D texture_flowmap : hint_anisotropy," + texfilter_str + ";\n";
}
if (features[FEATURE_AMBIENT_OCCLUSION]) {
code += "uniform sampler2D texture_ambient_occlusion : hint_white, " + texfilter_str + ";\n";
@@ -1659,18 +1659,6 @@ bool BaseMaterial3D::get_feature(Feature p_feature) const {
void BaseMaterial3D::set_texture(TextureParam p_param, const Ref<Texture2D> &p_texture) {
ERR_FAIL_INDEX(p_param, TEXTURE_MAX);
- if (get_texture(TEXTURE_ROUGHNESS).is_null() && p_texture.is_valid() && p_param == TEXTURE_ROUGHNESS) {
- // If no roughness texture is currently set, automatically set the recommended value
- // for roughness when using a roughness map.
- set_roughness(1.0);
- }
-
- if (get_texture(TEXTURE_METALLIC).is_null() && p_texture.is_valid() && p_param == TEXTURE_METALLIC) {
- // If no metallic texture is currently set, automatically set the recommended value
- // for metallic when using a metallic map.
- set_metallic(1.0);
- }
-
textures[p_param] = p_texture;
RID rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
RS::get_singleton()->material_set_param(_get_material(), shader_names->texture_names[p_param], rid);
@@ -2569,7 +2557,7 @@ void BaseMaterial3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "uv2_world_triplanar"), "set_flag", "get_flag", FLAG_UV2_USE_WORLD_TRIPLANAR);
ADD_GROUP("Sampling", "texture_");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Aniso.,Linear Mipmap Aniso."), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "texture_repeat"), "set_flag", "get_flag", FLAG_USE_TEXTURE_REPEAT);
ADD_GROUP("Shadows", "");
@@ -2899,7 +2887,7 @@ bool StandardMaterial3D::_set(const StringName &p_name, const Variant &p_value)
idx++;
}
- print_line("remapped parameter not found: " + String(p_name));
+ WARN_PRINT("Godot 3.x SpatialMaterial remapped parameter not found: " + String(p_name));
return true;
}
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 798f7568df..57591bee2f 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -35,7 +35,6 @@
#include "core/templates/self_list.h"
#include "scene/resources/shader.h"
#include "scene/resources/texture.h"
-#include "servers/rendering/shader_language.h"
#include "servers/rendering_server.h"
class Material : public Resource {
diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp
index 51b4e1fbd8..d2d96b1f06 100644
--- a/scene/resources/mesh.cpp
+++ b/scene/resources/mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -596,7 +596,7 @@ enum OldArrayFormat {
OLD_ARRAY_FLAG_USE_2D_VERTICES = OLD_ARRAY_COMPRESS_INDEX << 1,
OLD_ARRAY_FLAG_USE_16_BIT_BONES = OLD_ARRAY_COMPRESS_INDEX << 2,
OLD_ARRAY_FLAG_USE_DYNAMIC_UPDATE = OLD_ARRAY_COMPRESS_INDEX << 3,
-
+ OLD_ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION = OLD_ARRAY_COMPRESS_INDEX << 4,
};
#ifndef DISABLE_DEPRECATED
@@ -626,6 +626,27 @@ static Mesh::PrimitiveType _old_primitives[7] = {
};
#endif // DISABLE_DEPRECATED
+// Convert Octahedron-mapped normalized vector back to Cartesian
+// Assumes normalized format (elements of v within range [-1, 1])
+Vector3 _oct_to_norm(const Vector2 v) {
+ Vector3 res(v.x, v.y, 1 - (Math::absf(v.x) + Math::absf(v.y)));
+ float t = MAX(-res.z, 0.0f);
+ res.x += t * -SIGN(res.x);
+ res.y += t * -SIGN(res.y);
+ return res.normalized();
+}
+
+// Convert Octahedron-mapped normalized tangent vector back to Cartesian
+// out_sign provides the direction for the original cartesian tangent
+// Assumes normalized format (elements of v within range [-1, 1])
+Vector3 _oct_to_tangent(const Vector2 v, float *out_sign) {
+ Vector2 v_decompressed = v;
+ v_decompressed.y = Math::absf(v_decompressed.y) * 2 - 1;
+ Vector3 res = _oct_to_norm(v_decompressed);
+ *out_sign = SIGN(v[1]);
+ return res;
+}
+
void _fix_array_compatibility(const Vector<uint8_t> &p_src, uint32_t p_old_format, uint32_t p_new_format, uint32_t p_elements, Vector<uint8_t> &vertex_data, Vector<uint8_t> &attribute_data, Vector<uint8_t> &skin_data) {
uint32_t dst_vertex_stride;
uint32_t dst_attribute_stride;
@@ -692,66 +713,133 @@ void _fix_array_compatibility(const Vector<uint8_t> &p_src, uint32_t p_old_forma
}
} break;
case OLD_ARRAY_NORMAL: {
- if (p_old_format & OLD_ARRAY_COMPRESS_NORMAL) {
- const float multiplier = 1.f / 127.f * 1023.0f;
+ if (p_old_format & OLD_ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
+ if ((p_old_format & OLD_ARRAY_COMPRESS_NORMAL) && (p_old_format & OLD_ARRAY_FORMAT_TANGENT) && (p_old_format & OLD_ARRAY_COMPRESS_TANGENT)) {
+ for (uint32_t i = 0; i < p_elements; i++) {
+ const int8_t *src = (const int8_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
+ uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_NORMAL]];
+ const Vector2 src_vec(src[0] / 127.0f, src[1] / 127.0f);
+
+ const Vector3 res = _oct_to_norm(src_vec) * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
+ *dst = 0;
+ *dst |= CLAMP(int(res.x * 1023.0f), 0, 1023);
+ *dst |= CLAMP(int(res.y * 1023.0f), 0, 1023) << 10;
+ *dst |= CLAMP(int(res.z * 1023.0f), 0, 1023) << 20;
+ }
+ src_offset += sizeof(int8_t) * 2;
+ } else {
+ for (uint32_t i = 0; i < p_elements; i++) {
+ const int16_t *src = (const int16_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
+ uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_NORMAL]];
+ const Vector2 src_vec(src[0] / 32767.0f, src[1] / 32767.0f);
+
+ const Vector3 res = _oct_to_norm(src_vec) * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
+ *dst = 0;
+ *dst |= CLAMP(int(res.x * 1023.0f), 0, 1023);
+ *dst |= CLAMP(int(res.y * 1023.0f), 0, 1023) << 10;
+ *dst |= CLAMP(int(res.z * 1023.0f), 0, 1023) << 20;
+ }
+ src_offset += sizeof(int16_t) * 2;
+ }
+ } else { // No Octahedral compression
+ if (p_old_format & OLD_ARRAY_COMPRESS_NORMAL) {
+ const float multiplier = 1.f / 127.f * 1023.0f;
- for (uint32_t i = 0; i < p_elements; i++) {
- const int8_t *src = (const int8_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
- uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_NORMAL]];
+ for (uint32_t i = 0; i < p_elements; i++) {
+ const int8_t *src = (const int8_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
+ uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_NORMAL]];
- *dst = 0;
- *dst |= CLAMP(int(src[0] * multiplier), 0, 1023);
- *dst |= CLAMP(int(src[1] * multiplier), 0, 1023) << 10;
- *dst |= CLAMP(int(src[2] * multiplier), 0, 1023) << 20;
- }
- src_offset += sizeof(uint32_t);
- } else {
- for (uint32_t i = 0; i < p_elements; i++) {
- const float *src = (const float *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
- uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_NORMAL]];
+ *dst = 0;
+ *dst |= CLAMP(int(src[0] * multiplier), 0, 1023);
+ *dst |= CLAMP(int(src[1] * multiplier), 0, 1023) << 10;
+ *dst |= CLAMP(int(src[2] * multiplier), 0, 1023) << 20;
+ }
+ src_offset += sizeof(uint32_t);
+ } else {
+ for (uint32_t i = 0; i < p_elements; i++) {
+ const float *src = (const float *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
+ uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_NORMAL]];
- *dst = 0;
- *dst |= CLAMP(int(src[0] * 1023.0), 0, 1023);
- *dst |= CLAMP(int(src[1] * 1023.0), 0, 1023) << 10;
- *dst |= CLAMP(int(src[2] * 1023.0), 0, 1023) << 20;
+ *dst = 0;
+ *dst |= CLAMP(int(src[0] * 1023.0), 0, 1023);
+ *dst |= CLAMP(int(src[1] * 1023.0), 0, 1023) << 10;
+ *dst |= CLAMP(int(src[2] * 1023.0), 0, 1023) << 20;
+ }
+ src_offset += sizeof(float) * 3;
}
- src_offset += sizeof(float) * 3;
}
} break;
case OLD_ARRAY_TANGENT: {
- if (p_old_format & OLD_ARRAY_COMPRESS_TANGENT) {
- const float multiplier = 1.f / 127.f * 1023.0f;
-
- for (uint32_t i = 0; i < p_elements; i++) {
- const int8_t *src = (const int8_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
- uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_TANGENT]];
-
- *dst = 0;
- *dst |= CLAMP(int(src[0] * multiplier), 0, 1023);
- *dst |= CLAMP(int(src[1] * multiplier), 0, 1023) << 10;
- *dst |= CLAMP(int(src[2] * multiplier), 0, 1023) << 20;
- if (src[3] > 0) {
- *dst |= 3 << 30;
+ if (p_old_format & OLD_ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
+ if (p_old_format & OLD_ARRAY_COMPRESS_TANGENT) { // int8
+ for (uint32_t i = 0; i < p_elements; i++) {
+ const int8_t *src = (const int8_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
+ uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_TANGENT]];
+ const Vector2 src_vec(src[0] / 127.0f, src[1] / 127.0f);
+ float out_sign;
+ const Vector3 res = _oct_to_tangent(src_vec, &out_sign) * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
+
+ *dst = 0;
+ *dst |= CLAMP(int(res.x * 1023.0), 0, 1023);
+ *dst |= CLAMP(int(res.y * 1023.0), 0, 1023) << 10;
+ *dst |= CLAMP(int(res.z * 1023.0), 0, 1023) << 20;
+ if (out_sign > 0) {
+ *dst |= 3 << 30;
+ }
}
+ src_offset += sizeof(int8_t) * 2;
+ } else { // int16
+ for (uint32_t i = 0; i < p_elements; i++) {
+ const int16_t *src = (const int16_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
+ uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_TANGENT]];
+ const Vector2 src_vec(src[0] / 32767.0f, src[1] / 32767.0f);
+ float out_sign;
+ Vector3 res = _oct_to_tangent(src_vec, &out_sign) * Vector3(0.5, 0.5, 0.5) + Vector3(0.5, 0.5, 0.5);
+
+ *dst = 0;
+ *dst |= CLAMP(int(res.x * 1023.0), 0, 1023);
+ *dst |= CLAMP(int(res.y * 1023.0), 0, 1023) << 10;
+ *dst |= CLAMP(int(res.z * 1023.0), 0, 1023) << 20;
+ if (out_sign > 0) {
+ *dst |= 3 << 30;
+ }
+ }
+ src_offset += sizeof(int16_t) * 2;
}
- src_offset += sizeof(uint32_t);
- } else {
- for (uint32_t i = 0; i < p_elements; i++) {
- const float *src = (const float *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
- uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_TANGENT]];
-
- *dst = 0;
- *dst |= CLAMP(int(src[0] * 1023.0), 0, 1023);
- *dst |= CLAMP(int(src[1] * 1023.0), 0, 1023) << 10;
- *dst |= CLAMP(int(src[2] * 1023.0), 0, 1023) << 20;
- if (src[3] > 0) {
- *dst |= 3 << 30;
+ } else { // No Octahedral compression
+ if (p_old_format & OLD_ARRAY_COMPRESS_TANGENT) {
+ const float multiplier = 1.f / 127.f * 1023.0f;
+
+ for (uint32_t i = 0; i < p_elements; i++) {
+ const int8_t *src = (const int8_t *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
+ uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_TANGENT]];
+
+ *dst = 0;
+ *dst |= CLAMP(int(src[0] * multiplier), 0, 1023);
+ *dst |= CLAMP(int(src[1] * multiplier), 0, 1023) << 10;
+ *dst |= CLAMP(int(src[2] * multiplier), 0, 1023) << 20;
+ if (src[3] > 0) {
+ *dst |= 3 << 30;
+ }
+ }
+ src_offset += sizeof(uint32_t);
+ } else {
+ for (uint32_t i = 0; i < p_elements; i++) {
+ const float *src = (const float *)&src_vertex_ptr[i * src_vertex_stride + src_offset];
+ uint32_t *dst = (uint32_t *)&dst_vertex_ptr[i * dst_vertex_stride + dst_offsets[Mesh::ARRAY_TANGENT]];
+
+ *dst = 0;
+ *dst |= CLAMP(int(src[0] * 1023.0), 0, 1023);
+ *dst |= CLAMP(int(src[1] * 1023.0), 0, 1023) << 10;
+ *dst |= CLAMP(int(src[2] * 1023.0), 0, 1023) << 20;
+ if (src[3] > 0) {
+ *dst |= 3 << 30;
+ }
}
+ src_offset += sizeof(float) * 4;
}
- src_offset += sizeof(float) * 4;
}
-
} break;
case OLD_ARRAY_COLOR: {
if (p_old_format & OLD_ARRAY_COMPRESS_COLOR) {
@@ -898,7 +986,9 @@ bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) {
return false;
}
- WARN_DEPRECATED_MSG("Mesh uses old surface format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene.");
+ WARN_DEPRECATED_MSG(vformat(
+ "Mesh uses old surface format, which is deprecated (and loads slower). Consider re-importing or re-saving the scene. Path: \"%s\"",
+ get_path()));
int idx = sname.get_slicec('/', 1).to_int();
String what = sname.get_slicec('/', 2);
@@ -994,9 +1084,9 @@ bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) {
}
//clear unused flags
- print_line("format pre: " + itos(old_format));
+ print_verbose("Mesh format pre-conversion: " + itos(old_format));
- print_line("format post: " + itos(new_format));
+ print_verbose("Mesh format post-conversion: " + itos(new_format));
ERR_FAIL_COND_V(!d.has("aabb"), false);
AABB aabb = d["aabb"];
@@ -1104,7 +1194,7 @@ Array ArrayMesh::_get_surfaces() const {
data["material"] = surfaces[i].material;
}
- if (surfaces[i].name != String()) {
+ if (!surfaces[i].name.is_empty()) {
data["name"] = surfaces[i].name;
}
diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h
index a95b4d4a5e..08d834bdb9 100644
--- a/scene/resources/mesh.h
+++ b/scene/resources/mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp
index 9ecd8ec2f3..594f723a1d 100644
--- a/scene/resources/mesh_data_tool.cpp
+++ b/scene/resources/mesh_data_tool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/mesh_data_tool.h b/scene/resources/mesh_data_tool.h
index b0ebfba7ee..ff27d78c29 100644
--- a/scene/resources/mesh_data_tool.h
+++ b/scene/resources/mesh_data_tool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/mesh_library.cpp b/scene/resources/mesh_library.cpp
index 309670e0b1..3db839a1d0 100644
--- a/scene/resources/mesh_library.cpp
+++ b/scene/resources/mesh_library.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/mesh_library.h b/scene/resources/mesh_library.h
index c25df757e9..e0f2ab2114 100644
--- a/scene/resources/mesh_library.h
+++ b/scene/resources/mesh_library.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/multimesh.cpp b/scene/resources/multimesh.cpp
index 8894f0bb11..c30e748f66 100644
--- a/scene/resources/multimesh.cpp
+++ b/scene/resources/multimesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/multimesh.h b/scene/resources/multimesh.h
index 2fe0927e6f..30ada5365f 100644
--- a/scene/resources/multimesh.h
+++ b/scene/resources/multimesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/navigation_mesh.cpp b/scene/resources/navigation_mesh.cpp
index db091ec37b..47a87bdea5 100644
--- a/scene/resources/navigation_mesh.cpp
+++ b/scene/resources/navigation_mesh.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/navigation_mesh.h b/scene/resources/navigation_mesh.h
index 009239838f..e43e8627e4 100644
--- a/scene/resources/navigation_mesh.h
+++ b/scene/resources/navigation_mesh.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp
index c39f59d535..402e67a0f1 100644
--- a/scene/resources/packed_scene.cpp
+++ b/scene/resources/packed_scene.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -353,15 +353,23 @@ Node *SceneState::instantiate(GenEditState p_edit_state) const {
continue;
}
- Vector<Variant> binds;
- if (c.binds.size()) {
- binds.resize(c.binds.size());
- for (int j = 0; j < c.binds.size(); j++) {
- binds.write[j] = props[c.binds[j]];
+ Callable callable(cto, snames[c.method]);
+ if (c.unbinds > 0) {
+ callable = callable.unbind(c.unbinds);
+ } else if (!c.binds.is_empty()) {
+ Vector<Variant> binds;
+ if (c.binds.size()) {
+ binds.resize(c.binds.size());
+ for (int j = 0; j < c.binds.size(); j++) {
+ binds.write[j] = props[c.binds[j]];
+ }
}
+
+ const Variant *args = binds.ptr();
+ callable = callable.bind(&args, binds.size());
}
- cfrom->connect(snames[c.signal], Callable(cto, snames[c.method]), binds, CONNECT_PERSIST | c.flags);
+ cfrom->connect(snames[c.signal], callable, varray(), CONNECT_PERSIST | c.flags);
}
//Node *s = ret_nodes[0];
@@ -417,7 +425,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
// save the child instantiated scenes that are chosen as editable, so they can be restored
// upon load back
- if (p_node != p_owner && p_node->get_scene_file_path() != String() && p_owner->is_editable_instance(p_node)) {
+ if (p_node != p_owner && !p_node->get_scene_file_path().is_empty() && p_owner->is_editable_instance(p_node)) {
editable_instances.push_back(p_owner->get_path_to(p_node));
// Node is the root of an editable instance.
is_editable_instance = true;
@@ -451,7 +459,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
bool instantiated_by_owner = false;
Vector<SceneState::PackState> states_stack = PropertyUtils::get_node_states_stack(p_node, p_owner, &instantiated_by_owner);
- if (p_node->get_scene_file_path() != String() && p_node->get_owner() == p_owner && instantiated_by_owner) {
+ if (!p_node->get_scene_file_path().is_empty() && p_node->get_owner() == p_owner && instantiated_by_owner) {
if (p_node->get_scene_instance_load_placeholder()) {
//it's a placeholder, use the placeholder path
nd.instance = _vm_get_variant(p_node->get_scene_file_path(), variant_map);
@@ -501,8 +509,9 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map
Variant value = forced_value.get_type() == Variant::NIL ? p_node->get(name) : forced_value;
if (!pinned_props.has(name) && forced_value.get_type() == Variant::NIL) {
- Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &states_stack, true);
- if (!PropertyUtils::is_property_value_different(value, default_value)) {
+ bool is_valid_default = false;
+ Variant default_value = PropertyUtils::get_property_default_value(p_node, name, &is_valid_default, &states_stack, true);
+ if (is_valid_default && !PropertyUtils::is_property_value_different(value, default_value)) {
continue;
}
}
@@ -651,12 +660,32 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName
continue;
}
+ Vector<Variant> binds;
+ int unbinds = 0;
+ Callable base_callable;
+
+ if (c.callable.is_custom()) {
+ CallableCustomBind *ccb = dynamic_cast<CallableCustomBind *>(c.callable.get_custom());
+ if (ccb) {
+ binds = ccb->get_binds();
+ base_callable = ccb->get_callable();
+ }
+
+ CallableCustomUnbind *ccu = dynamic_cast<CallableCustomUnbind *>(c.callable.get_custom());
+ if (ccu) {
+ unbinds = ccu->get_unbinds();
+ base_callable = ccu->get_callable();
+ }
+ } else {
+ base_callable = c.callable;
+ }
+
//find if this connection already exists
Node *common_parent = target->find_common_parent_with(p_node);
ERR_CONTINUE(!common_parent);
- if (common_parent != p_owner && common_parent->get_scene_file_path() == String()) {
+ if (common_parent != p_owner && common_parent->get_scene_file_path().is_empty()) {
common_parent = common_parent->get_owner();
}
@@ -676,7 +705,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName
NodePath signal_from = common_parent->get_path_to(p_node);
NodePath signal_to = common_parent->get_path_to(target);
- if (ps->has_connection(signal_from, c.signal.get_name(), signal_to, c.callable.get_method())) {
+ if (ps->has_connection(signal_from, c.signal.get_name(), signal_to, base_callable.get_method())) {
exists = true;
break;
}
@@ -707,7 +736,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName
if (from_node >= 0 && to_node >= 0) {
//this one has state for this node, save
- if (state->is_connection(from_node, c.signal.get_name(), to_node, c.callable.get_method())) {
+ if (state->is_connection(from_node, c.signal.get_name(), to_node, base_callable.get_method())) {
exists2 = true;
break;
}
@@ -716,7 +745,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName
nl = nullptr;
} else {
- if (nl->get_scene_file_path() != String()) {
+ if (!nl->get_scene_file_path().is_empty()) {
//is an instance
Ref<SceneState> state = nl->get_scene_instance_state();
if (state.is_valid()) {
@@ -725,7 +754,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName
if (from_node >= 0 && to_node >= 0) {
//this one has state for this node, save
- if (state->is_connection(from_node, c.signal.get_name(), to_node, c.callable.get_method())) {
+ if (state->is_connection(from_node, c.signal.get_name(), to_node, base_callable.get_method())) {
exists2 = true;
break;
}
@@ -772,12 +801,16 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName
ConnectionData cd;
cd.from = src_id;
cd.to = target_id;
- cd.method = _nm_get_string(c.callable.get_method(), name_map);
+ cd.method = _nm_get_string(base_callable.get_method(), name_map);
cd.signal = _nm_get_string(c.signal.get_name(), name_map);
cd.flags = c.flags;
- for (int i = 0; i < c.binds.size(); i++) {
+ cd.unbinds = unbinds;
+ for (int i = 0; i < c.binds.size(); i++) { // TODO: This could be removed now.
cd.binds.push_back(_vm_get_variant(c.binds[i], variant_map));
}
+ for (int i = 0; i < binds.size(); i++) {
+ cd.binds.push_back(_vm_get_variant(binds[i], variant_map));
+ }
connections.push_back(cd);
}
}
@@ -1389,6 +1422,11 @@ int SceneState::get_connection_flags(int p_idx) const {
return connections[p_idx].flags;
}
+int SceneState::get_connection_unbinds(int p_idx) const {
+ ERR_FAIL_INDEX_V(p_idx, connections.size(), -1);
+ return connections[p_idx].unbinds;
+}
+
Array SceneState::get_connection_binds(int p_idx) const {
ERR_FAIL_INDEX_V(p_idx, connections.size(), Array());
Array binds;
@@ -1493,7 +1531,7 @@ void SceneState::set_base_scene(int p_idx) {
base_scene_idx = p_idx;
}
-void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds) {
+void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, int p_unbinds, const Vector<int> &p_binds) {
ERR_FAIL_INDEX(p_signal, names.size());
ERR_FAIL_INDEX(p_method, names.size());
@@ -1506,6 +1544,7 @@ void SceneState::add_connection(int p_from, int p_to, int p_signal, int p_method
c.signal = p_signal;
c.method = p_method;
c.flags = p_flags;
+ c.unbinds = p_unbinds;
c.binds = p_binds;
connections.push_back(c);
}
@@ -1548,6 +1587,7 @@ void SceneState::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_connection_method", "idx"), &SceneState::get_connection_method);
ClassDB::bind_method(D_METHOD("get_connection_flags", "idx"), &SceneState::get_connection_flags);
ClassDB::bind_method(D_METHOD("get_connection_binds", "idx"), &SceneState::get_connection_binds);
+ ClassDB::bind_method(D_METHOD("get_connection_unbinds", "idx"), &SceneState::get_connection_unbinds);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_DISABLED);
BIND_ENUM_CONSTANT(GEN_EDIT_STATE_INSTANCE);
diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h
index a03da558e4..81b38840d9 100644
--- a/scene/resources/packed_scene.h
+++ b/scene/resources/packed_scene.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -77,6 +77,7 @@ class SceneState : public RefCounted {
int signal = 0;
int method = 0;
int flags = 0;
+ int unbinds = 0;
Vector<int> binds;
};
@@ -163,6 +164,7 @@ public:
NodePath get_connection_target(int p_idx) const;
StringName get_connection_method(int p_idx) const;
int get_connection_flags(int p_idx) const;
+ int get_connection_unbinds(int p_idx) const;
Array get_connection_binds(int p_idx) const;
bool has_connection(const NodePath &p_node_from, const StringName &p_signal, const NodePath &p_node_to, const StringName &p_method);
@@ -178,7 +180,7 @@ public:
void add_node_property(int p_node, int p_name, int p_value);
void add_node_group(int p_node, int p_group);
void set_base_scene(int p_idx);
- void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, const Vector<int> &p_binds);
+ void add_connection(int p_from, int p_to, int p_signal, int p_method, int p_flags, int p_unbinds, const Vector<int> &p_binds);
void add_editable_instance(const NodePath &p_path);
virtual void set_last_modified_time(uint64_t p_time) { last_modified_time = p_time; }
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index 5ceb90d511..1ef2b3496f 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -85,6 +85,7 @@ void ParticlesMaterial::init_shaders() {
shader_names->color = "color_value";
shader_names->color_ramp = "color_ramp";
+ shader_names->color_initial_ramp = "color_initial_ramp";
shader_names->emission_sphere_radius = "emission_sphere_radius";
shader_names->emission_box_extents = "emission_box_extents";
@@ -232,6 +233,10 @@ void ParticlesMaterial::_update_shader() {
code += "uniform sampler2D color_ramp;\n";
}
+ if (color_initial_ramp.is_valid()) {
+ code += "uniform sampler2D color_initial_ramp;\n";
+ }
+
if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) {
code += "uniform sampler2D linear_velocity_texture;\n";
}
@@ -311,6 +316,9 @@ void ParticlesMaterial::_update_shader() {
code += " float scale_rand = rand_from_seed(alt_seed);\n";
code += " float hue_rot_rand = rand_from_seed(alt_seed);\n";
code += " float anim_offset_rand = rand_from_seed(alt_seed);\n";
+ if (color_initial_ramp.is_valid()) {
+ code += " float color_initial_rand = rand_from_seed(alt_seed);\n";
+ }
code += " float pi = 3.14159;\n";
code += " float degree_to_rad = pi / 180.0;\n";
code += "\n";
@@ -462,6 +470,10 @@ void ParticlesMaterial::_update_shader() {
code += " float scale_rand = rand_from_seed(alt_seed);\n";
code += " float hue_rot_rand = rand_from_seed(alt_seed);\n";
code += " float anim_offset_rand = rand_from_seed(alt_seed);\n";
+ if (color_initial_ramp.is_valid()) {
+ code += " float color_initial_rand = rand_from_seed(alt_seed);\n";
+ }
+
code += " float pi = 3.14159;\n";
code += " float degree_to_rad = pi / 180.0;\n";
code += "\n";
@@ -620,6 +632,12 @@ void ParticlesMaterial::_update_shader() {
} else {
code += " COLOR = hue_rot_mat * color_value;\n";
}
+
+ if (color_initial_ramp.is_valid()) {
+ code += " vec4 start_color = textureLod(color_initial_ramp, vec2(color_initial_rand, 0.0), 0.0);\n";
+ code += " COLOR *= start_color;\n";
+ }
+
if (emission_color_texture.is_valid() && (emission_shape == EMISSION_SHAPE_POINTS || emission_shape == EMISSION_SHAPE_DIRECTED_POINTS)) {
code += " COLOR *= texelFetch(emission_texture_color, emission_tex_ofs, 0);\n";
}
@@ -988,6 +1006,18 @@ Ref<Texture2D> ParticlesMaterial::get_color_ramp() const {
return color_ramp;
}
+void ParticlesMaterial::set_color_initial_ramp(const Ref<Texture2D> &p_texture) {
+ color_initial_ramp = p_texture;
+ RID tex_rid = p_texture.is_valid() ? p_texture->get_rid() : RID();
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->color_initial_ramp, tex_rid);
+ _queue_shader_change();
+ notify_property_list_changed();
+}
+
+Ref<Texture2D> ParticlesMaterial::get_color_initial_ramp() const {
+ return color_initial_ramp;
+}
+
void ParticlesMaterial::set_particle_flag(ParticleFlags p_particle_flag, bool p_enable) {
ERR_FAIL_INDEX(p_particle_flag, PARTICLE_FLAG_MAX);
particle_flags[p_particle_flag] = p_enable;
@@ -1282,6 +1312,9 @@ void ParticlesMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_color_ramp", "ramp"), &ParticlesMaterial::set_color_ramp);
ClassDB::bind_method(D_METHOD("get_color_ramp"), &ParticlesMaterial::get_color_ramp);
+ ClassDB::bind_method(D_METHOD("set_color_initial_ramp", "ramp"), &ParticlesMaterial::set_color_initial_ramp);
+ ClassDB::bind_method(D_METHOD("get_color_initial_ramp"), &ParticlesMaterial::get_color_initial_ramp);
+
ClassDB::bind_method(D_METHOD("set_particle_flag", "particle_flag", "enable"), &ParticlesMaterial::set_particle_flag);
ClassDB::bind_method(D_METHOD("get_particle_flag", "particle_flag"), &ParticlesMaterial::get_particle_flag);
@@ -1414,6 +1447,7 @@ void ParticlesMaterial::_bind_methods() {
ADD_GROUP("Color", "");
ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture1D"), "set_color_ramp", "get_color_ramp");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_initial_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture1D"), "set_color_initial_ramp", "get_color_initial_ramp");
ADD_GROUP("Hue Variation", "hue_");
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "hue_variation_min", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param_min", "get_param_min", PARAM_HUE_VARIATION);
diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h
index 36bc456978..fd00c58468 100644
--- a/scene/resources/particles_material.h
+++ b/scene/resources/particles_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -194,6 +194,7 @@ private:
StringName color;
StringName color_ramp;
+ StringName color_initial_ramp;
StringName emission_sphere_radius;
StringName emission_box_extents;
@@ -237,6 +238,7 @@ private:
Ref<Texture2D> tex_parameters[PARAM_MAX];
Color color;
Ref<Texture2D> color_ramp;
+ Ref<Texture2D> color_initial_ramp;
bool particle_flags[PARTICLE_FLAG_MAX];
@@ -299,6 +301,9 @@ public:
void set_color_ramp(const Ref<Texture2D> &p_texture);
Ref<Texture2D> get_color_ramp() const;
+ void set_color_initial_ramp(const Ref<Texture2D> &p_texture);
+ Ref<Texture2D> get_color_initial_ramp() const;
+
void set_particle_flag(ParticleFlags p_particle_flag, bool p_enable);
bool get_particle_flag(ParticleFlags p_particle_flag) const;
diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp
index 31df35aa51..c1b868cb97 100644
--- a/scene/resources/physics_material.cpp
+++ b/scene/resources/physics_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/physics_material.h b/scene/resources/physics_material.h
index d302800823..f352e66189 100644
--- a/scene/resources/physics_material.h
+++ b/scene/resources/physics_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/polygon_path_finder.cpp b/scene/resources/polygon_path_finder.cpp
index ec2022ed2f..882afdb43d 100644
--- a/scene/resources/polygon_path_finder.cpp
+++ b/scene/resources/polygon_path_finder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/polygon_path_finder.h b/scene/resources/polygon_path_finder.h
index 2f3cb634fb..db96192917 100644
--- a/scene/resources/polygon_path_finder.h
+++ b/scene/resources/polygon_path_finder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index f8be00f5fb..38acd0af0a 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/primitive_meshes.h b/scene/resources/primitive_meshes.h
index d447dad97a..aa9682bd80 100644
--- a/scene/resources/primitive_meshes.h
+++ b/scene/resources/primitive_meshes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,11 +36,10 @@
///@TODO probably should change a few integers to unsigned integers...
/**
- @author Bastiaan Olij <mux213@gmail.com>
-
Base class for all the classes in this file, handles a number of code functions that are shared among all meshes.
This class is set apart that it assumes a single surface is always generated for our mesh.
*/
+
class PrimitiveMesh : public Mesh {
GDCLASS(PrimitiveMesh, Mesh);
diff --git a/scene/resources/rectangle_shape_2d.cpp b/scene/resources/rectangle_shape_2d.cpp
index 17ce0b34ac..27659f724e 100644
--- a/scene/resources/rectangle_shape_2d.cpp
+++ b/scene/resources/rectangle_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/rectangle_shape_2d.h b/scene/resources/rectangle_shape_2d.h
index f1e8be4c5b..fa85aef428 100644
--- a/scene/resources/rectangle_shape_2d.h
+++ b/scene/resources/rectangle_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/resource_format_text.cpp b/scene/resources/resource_format_text.cpp
index cead42b4e2..1b81455d4c 100644
--- a/scene/resources/resource_format_text.cpp
+++ b/scene/resources/resource_format_text.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -274,12 +274,12 @@ Ref<PackedScene> ResourceLoaderText::_parse_node_tag(VariantParser::ResourcePars
}
}
- if (assign != String()) {
+ if (!assign.is_empty()) {
int nameidx = packed_scene->get_state()->add_name(assign);
int valueidx = packed_scene->get_state()->add_value(value);
packed_scene->get_state()->add_node_property(node_id, nameidx, valueidx);
//it's assignment
- } else if (next_tag.name != String()) {
+ } else if (!next_tag.name.is_empty()) {
break;
}
}
@@ -313,6 +313,7 @@ Ref<PackedScene> ResourceLoaderText::_parse_node_tag(VariantParser::ResourcePars
StringName method = next_tag.fields["method"];
StringName signal = next_tag.fields["signal"];
int flags = Object::CONNECT_PERSIST;
+ int unbinds = 0;
Array binds;
if (next_tag.fields.has("flags")) {
@@ -323,6 +324,10 @@ Ref<PackedScene> ResourceLoaderText::_parse_node_tag(VariantParser::ResourcePars
binds = next_tag.fields["binds"];
}
+ if (next_tag.fields.has("unbinds")) {
+ unbinds = next_tag.fields["unbinds"];
+ }
+
Vector<int> bind_ints;
for (int i = 0; i < binds.size(); i++) {
bind_ints.push_back(packed_scene->get_state()->add_value(binds[i]));
@@ -334,6 +339,7 @@ Ref<PackedScene> ResourceLoaderText::_parse_node_tag(VariantParser::ResourcePars
packed_scene->get_state()->add_name(signal),
packed_scene->get_state()->add_name(method),
flags,
+ unbinds,
bind_ints);
error = VariantParser::parse_tag(&stream, lines, error_text, next_tag, &parser);
@@ -575,12 +581,12 @@ Error ResourceLoaderText::load() {
return error;
}
- if (assign != String()) {
+ if (!assign.is_empty()) {
if (do_assign) {
res->set(assign, value);
}
//it's assignment
- } else if (next_tag.name != String()) {
+ } else if (!next_tag.name.is_empty()) {
error = OK;
break;
} else {
@@ -659,10 +665,10 @@ Error ResourceLoaderText::load() {
return error;
}
- if (assign != String()) {
+ if (!assign.is_empty()) {
resource->set(assign, value);
//it's assignment
- } else if (next_tag.name != String()) {
+ } else if (!next_tag.name.is_empty()) {
error = ERR_FILE_CORRUPT;
error_text = "Extra tag found when parsing main resource file";
_printerr();
@@ -1166,13 +1172,13 @@ Error ResourceLoaderText::save_as_binary(FileAccess *p_f, const String &p_path)
return error;
}
- if (assign != String()) {
+ if (!assign.is_empty()) {
Map<StringName, int> empty_string_map; //unused
bs_save_unicode_string(wf2, assign, true);
ResourceFormatSaverBinaryInstance::write_variant(wf2, value, dummy_read.resource_index_map, dummy_read.external_resources, empty_string_map);
prop_count++;
- } else if (next_tag.name != String()) {
+ } else if (!next_tag.name.is_empty()) {
error = OK;
break;
} else {
@@ -1350,7 +1356,7 @@ RES ResourceFormatLoaderText::load(const String &p_path, const String &p_origina
ERR_FAIL_COND_V_MSG(err != OK, RES(), "Cannot open file '" + p_path + "'.");
ResourceLoaderText loader;
- String path = p_original_path != "" ? p_original_path : p_path;
+ String path = !p_original_path.is_empty() ? p_original_path : p_path;
loader.cache_mode = p_cache_mode;
loader.use_sub_threads = p_use_sub_threads;
loader.local_path = ProjectSettings::get_singleton()->localize_path(path);
@@ -1369,7 +1375,7 @@ RES ResourceFormatLoaderText::load(const String &p_path, const String &p_origina
}
void ResourceFormatLoaderText::get_recognized_extensions_for_type(const String &p_type, List<String> *p_extensions) const {
- if (p_type == "") {
+ if (p_type.is_empty()) {
get_recognized_extensions(p_extensions);
return;
}
@@ -1655,7 +1661,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r
Set<String> cached_ids_found;
for (KeyValue<RES, String> &E : external_resources) {
String cached_id = E.key->get_id_for_path(local_path);
- if (cached_id == "" || cached_ids_found.has(cached_id)) {
+ if (cached_id.is_empty() || cached_ids_found.has(cached_id)) {
int sep_pos = E.value.find("_");
if (sep_pos != -1) {
E.value = E.value.substr(0, sep_pos + 1); // Keep the order found, for improved thread loading performance.
@@ -1729,7 +1735,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r
for (List<RES>::Element *E = saved_resources.front(); E; E = E->next()) {
RES res = E->get();
if (E->next() && res->is_built_in()) {
- if (res->get_scene_unique_id() != "") {
+ if (!res->get_scene_unique_id().is_empty()) {
if (used_unique_ids.has(res->get_scene_unique_id())) {
res->set_scene_unique_id(""); // Repeated.
} else {
@@ -1752,7 +1758,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r
f->store_line("[resource]");
} else {
String line = "[sub_resource ";
- if (res->get_scene_unique_id() == "") {
+ if (res->get_scene_unique_id().is_empty()) {
String new_id;
while (true) {
new_id = res->get_class() + "_" + Resource::generate_scene_unique_id();
@@ -1866,7 +1872,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r
f->store_string(header);
- if (instance_placeholder != String()) {
+ if (!instance_placeholder.is_empty()) {
String vars;
f->store_string(" instance_placeholder=");
VariantWriter::write_to_string(instance_placeholder, vars, _write_resources, this);
@@ -1909,6 +1915,11 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r
connstr += " flags=" + itos(flags);
}
+ int unbinds = state->get_connection_unbinds(i);
+ if (unbinds > 0) {
+ connstr += " unbinds=" + itos(unbinds);
+ }
+
Array binds = state->get_connection_binds(i);
f->store_string(connstr);
if (binds.size()) {
diff --git a/scene/resources/resource_format_text.h b/scene/resources/resource_format_text.h
index 373e71b2c4..9585b9040f 100644
--- a/scene/resources/resource_format_text.h
+++ b/scene/resources/resource_format_text.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/segment_shape_2d.cpp b/scene/resources/segment_shape_2d.cpp
index 35439634f8..cea8ca1b29 100644
--- a/scene/resources/segment_shape_2d.cpp
+++ b/scene/resources/segment_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/segment_shape_2d.h b/scene/resources/segment_shape_2d.h
index f218955061..6ade0618e3 100644
--- a/scene/resources/segment_shape_2d.h
+++ b/scene/resources/segment_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/separation_ray_shape_2d.cpp b/scene/resources/separation_ray_shape_2d.cpp
index 0acd6d268d..0406c91b70 100644
--- a/scene/resources/separation_ray_shape_2d.cpp
+++ b/scene/resources/separation_ray_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -59,15 +59,13 @@ void SeparationRayShape2D::draw(const RID &p_to_rid, const Color &p_color) {
xf.rotate(target_position.angle());
xf.translate(Vector2(no_line ? 0 : target_position.length() - arrow_size, 0));
- Vector<Vector2> pts;
- pts.push_back(xf.xform(Vector2(arrow_size, 0)));
- pts.push_back(xf.xform(Vector2(0, 0.5 * arrow_size)));
- pts.push_back(xf.xform(Vector2(0, -0.5 * arrow_size)));
+ Vector<Vector2> pts = {
+ xf.xform(Vector2(arrow_size, 0)),
+ xf.xform(Vector2(0, 0.5 * arrow_size)),
+ xf.xform(Vector2(0, -0.5 * arrow_size))
+ };
- Vector<Color> cols;
- for (int i = 0; i < 3; i++) {
- cols.push_back(p_color);
- }
+ Vector<Color> cols = { p_color, p_color, p_color };
RS::get_singleton()->canvas_item_add_primitive(p_to_rid, pts, cols, Vector<Point2>(), RID());
}
diff --git a/scene/resources/separation_ray_shape_2d.h b/scene/resources/separation_ray_shape_2d.h
index 5b74e6c727..7c35d53133 100644
--- a/scene/resources/separation_ray_shape_2d.h
+++ b/scene/resources/separation_ray_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/separation_ray_shape_3d.cpp b/scene/resources/separation_ray_shape_3d.cpp
index 376e04c844..5aa7616589 100644
--- a/scene/resources/separation_ray_shape_3d.cpp
+++ b/scene/resources/separation_ray_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,9 +33,10 @@
#include "servers/physics_server_3d.h"
Vector<Vector3> SeparationRayShape3D::get_debug_mesh_lines() const {
- Vector<Vector3> points;
- points.push_back(Vector3());
- points.push_back(Vector3(0, 0, get_length()));
+ Vector<Vector3> points = {
+ Vector3(),
+ Vector3(0, 0, get_length())
+ };
return points;
}
diff --git a/scene/resources/separation_ray_shape_3d.h b/scene/resources/separation_ray_shape_3d.h
index 54058b6095..0e750a48e6 100644
--- a/scene/resources/separation_ray_shape_3d.h
+++ b/scene/resources/separation_ray_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shader.cpp b/scene/resources/shader.cpp
index 84fa07e4f4..ce7fcb199d 100644
--- a/scene/resources/shader.cpp
+++ b/scene/resources/shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shader.h b/scene/resources/shader.h
index c688dc1bab..d05ec06819 100644
--- a/scene/resources/shader.h
+++ b/scene/resources/shader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shape_2d.cpp b/scene/resources/shape_2d.cpp
index 013b1ef1a9..16ef45829f 100644
--- a/scene/resources/shape_2d.cpp
+++ b/scene/resources/shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shape_2d.h b/scene/resources/shape_2d.h
index 7c5d1344e8..e9dc10eeae 100644
--- a/scene/resources/shape_2d.h
+++ b/scene/resources/shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/shape_3d.cpp b/scene/resources/shape_3d.cpp
index a02a0e5488..ffb2b27644 100644
--- a/scene/resources/shape_3d.cpp
+++ b/scene/resources/shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -48,6 +48,15 @@ void Shape3D::add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p
}
}
+void Shape3D::set_custom_solver_bias(real_t p_bias) {
+ custom_bias = p_bias;
+ PhysicsServer3D::get_singleton()->shape_set_custom_solver_bias(shape, custom_bias);
+}
+
+real_t Shape3D::get_custom_solver_bias() const {
+ return custom_bias;
+}
+
real_t Shape3D::get_margin() const {
return margin;
}
@@ -99,11 +108,15 @@ void Shape3D::_update_shape() {
}
void Shape3D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_custom_solver_bias", "bias"), &Shape3D::set_custom_solver_bias);
+ ClassDB::bind_method(D_METHOD("get_custom_solver_bias"), &Shape3D::get_custom_solver_bias);
+
ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape3D::set_margin);
ClassDB::bind_method(D_METHOD("get_margin"), &Shape3D::get_margin);
ClassDB::bind_method(D_METHOD("get_debug_mesh"), &Shape3D::get_debug_mesh);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "custom_solver_bias", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_custom_solver_bias", "get_custom_solver_bias");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin");
}
diff --git a/scene/resources/shape_3d.h b/scene/resources/shape_3d.h
index b8e529cd3c..77e79a269d 100644
--- a/scene/resources/shape_3d.h
+++ b/scene/resources/shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -40,6 +40,7 @@ class Shape3D : public Resource {
OBJ_SAVE_TYPE(Shape3D);
RES_BASE_EXTENSION("shape");
RID shape;
+ real_t custom_bias = 0.0;
real_t margin = 0.04;
Ref<ArrayMesh> debug_mesh_cache;
@@ -62,6 +63,9 @@ public:
void add_vertices_to_array(Vector<Vector3> &array, const Transform3D &p_xform);
+ void set_custom_solver_bias(real_t p_bias);
+ real_t get_custom_solver_bias() const;
+
real_t get_margin() const;
void set_margin(real_t p_margin);
diff --git a/scene/resources/skeleton_modification_2d.cpp b/scene/resources/skeleton_modification_2d.cpp
index 7ac40b497d..885cf0f1b8 100644
--- a/scene/resources/skeleton_modification_2d.cpp
+++ b/scene/resources/skeleton_modification_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d.h b/scene/resources/skeleton_modification_2d.h
index aaddb9136e..d49f9e7f51 100644
--- a/scene/resources/skeleton_modification_2d.h
+++ b/scene/resources/skeleton_modification_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_ccdik.cpp b/scene/resources/skeleton_modification_2d_ccdik.cpp
index bea42109cb..7adaf1452c 100644
--- a/scene/resources/skeleton_modification_2d_ccdik.cpp
+++ b/scene/resources/skeleton_modification_2d_ccdik.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_ccdik.h b/scene/resources/skeleton_modification_2d_ccdik.h
index dc48291f62..31485fa31f 100644
--- a/scene/resources/skeleton_modification_2d_ccdik.h
+++ b/scene/resources/skeleton_modification_2d_ccdik.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_fabrik.cpp b/scene/resources/skeleton_modification_2d_fabrik.cpp
index 3b5c555f89..393d404e9b 100644
--- a/scene/resources/skeleton_modification_2d_fabrik.cpp
+++ b/scene/resources/skeleton_modification_2d_fabrik.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_fabrik.h b/scene/resources/skeleton_modification_2d_fabrik.h
index 79e0106e26..d5077084ef 100644
--- a/scene/resources/skeleton_modification_2d_fabrik.h
+++ b/scene/resources/skeleton_modification_2d_fabrik.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_jiggle.cpp b/scene/resources/skeleton_modification_2d_jiggle.cpp
index 31045455a3..eee6067dae 100644
--- a/scene/resources/skeleton_modification_2d_jiggle.cpp
+++ b/scene/resources/skeleton_modification_2d_jiggle.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_jiggle.h b/scene/resources/skeleton_modification_2d_jiggle.h
index e24038a1db..a1abca6564 100644
--- a/scene/resources/skeleton_modification_2d_jiggle.h
+++ b/scene/resources/skeleton_modification_2d_jiggle.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_lookat.cpp b/scene/resources/skeleton_modification_2d_lookat.cpp
index 740937fc44..23e1c579dc 100644
--- a/scene/resources/skeleton_modification_2d_lookat.cpp
+++ b/scene/resources/skeleton_modification_2d_lookat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_lookat.h b/scene/resources/skeleton_modification_2d_lookat.h
index 6aff30b826..ff91b92e7d 100644
--- a/scene/resources/skeleton_modification_2d_lookat.h
+++ b/scene/resources/skeleton_modification_2d_lookat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_physicalbones.cpp b/scene/resources/skeleton_modification_2d_physicalbones.cpp
index 9dedb93f36..ddfd1d06b3 100644
--- a/scene/resources/skeleton_modification_2d_physicalbones.cpp
+++ b/scene/resources/skeleton_modification_2d_physicalbones.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_physicalbones.h b/scene/resources/skeleton_modification_2d_physicalbones.h
index cdf6a5f570..d53102fa5e 100644
--- a/scene/resources/skeleton_modification_2d_physicalbones.h
+++ b/scene/resources/skeleton_modification_2d_physicalbones.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_stackholder.cpp b/scene/resources/skeleton_modification_2d_stackholder.cpp
index 9436092cd9..9ec3434704 100644
--- a/scene/resources/skeleton_modification_2d_stackholder.cpp
+++ b/scene/resources/skeleton_modification_2d_stackholder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_stackholder.h b/scene/resources/skeleton_modification_2d_stackholder.h
index 9cc38e3942..99d9f6f381 100644
--- a/scene/resources/skeleton_modification_2d_stackholder.h
+++ b/scene/resources/skeleton_modification_2d_stackholder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_twoboneik.cpp b/scene/resources/skeleton_modification_2d_twoboneik.cpp
index 4f752896a9..b08fd82381 100644
--- a/scene/resources/skeleton_modification_2d_twoboneik.cpp
+++ b/scene/resources/skeleton_modification_2d_twoboneik.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_2d_twoboneik.h b/scene/resources/skeleton_modification_2d_twoboneik.h
index c7e545a488..fc14d35f70 100644
--- a/scene/resources/skeleton_modification_2d_twoboneik.h
+++ b/scene/resources/skeleton_modification_2d_twoboneik.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d.cpp b/scene/resources/skeleton_modification_3d.cpp
index b476952d86..b5b3fd5e9f 100644
--- a/scene/resources/skeleton_modification_3d.cpp
+++ b/scene/resources/skeleton_modification_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d.h b/scene/resources/skeleton_modification_3d.h
index fb1f3d33d1..a81c0c38bd 100644
--- a/scene/resources/skeleton_modification_3d.h
+++ b/scene/resources/skeleton_modification_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_ccdik.cpp b/scene/resources/skeleton_modification_3d_ccdik.cpp
index 6409022563..f19be47db2 100644
--- a/scene/resources/skeleton_modification_3d_ccdik.cpp
+++ b/scene/resources/skeleton_modification_3d_ccdik.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_ccdik.h b/scene/resources/skeleton_modification_3d_ccdik.h
index e7537cc5b0..873ab8aa5a 100644
--- a/scene/resources/skeleton_modification_3d_ccdik.h
+++ b/scene/resources/skeleton_modification_3d_ccdik.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_fabrik.cpp b/scene/resources/skeleton_modification_3d_fabrik.cpp
index dedea3e282..b62dda3f4f 100644
--- a/scene/resources/skeleton_modification_3d_fabrik.cpp
+++ b/scene/resources/skeleton_modification_3d_fabrik.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_fabrik.h b/scene/resources/skeleton_modification_3d_fabrik.h
index 6c58b8a07a..cc4d3a5e20 100644
--- a/scene/resources/skeleton_modification_3d_fabrik.h
+++ b/scene/resources/skeleton_modification_3d_fabrik.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_jiggle.cpp b/scene/resources/skeleton_modification_3d_jiggle.cpp
index 2535f2b987..3e36c241f7 100644
--- a/scene/resources/skeleton_modification_3d_jiggle.cpp
+++ b/scene/resources/skeleton_modification_3d_jiggle.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -168,7 +168,7 @@ void SkeletonModification3DJiggle::_execute_jiggle_joint(int p_joint_idx, Node3D
}
if (_print_execution_error(
jiggle_data_chain[p_joint_idx].bone_idx < 0 || jiggle_data_chain[p_joint_idx].bone_idx > stack->skeleton->get_bone_count(),
- "Jiggle joint " + itos(p_joint_idx) + " bone index is invald. Cannot execute modification!")) {
+ "Jiggle joint " + itos(p_joint_idx) + " bone index is invalid. Cannot execute modification!")) {
return;
}
diff --git a/scene/resources/skeleton_modification_3d_jiggle.h b/scene/resources/skeleton_modification_3d_jiggle.h
index c210c8fa73..7ec5ed4f11 100644
--- a/scene/resources/skeleton_modification_3d_jiggle.h
+++ b/scene/resources/skeleton_modification_3d_jiggle.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_lookat.cpp b/scene/resources/skeleton_modification_3d_lookat.cpp
index f3b0f41d60..3e8c1e3a77 100644
--- a/scene/resources/skeleton_modification_3d_lookat.cpp
+++ b/scene/resources/skeleton_modification_3d_lookat.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_lookat.h b/scene/resources/skeleton_modification_3d_lookat.h
index 5971e3f647..9f5120a0fd 100644
--- a/scene/resources/skeleton_modification_3d_lookat.h
+++ b/scene/resources/skeleton_modification_3d_lookat.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_stackholder.cpp b/scene/resources/skeleton_modification_3d_stackholder.cpp
index 56035a4def..fb2e80d217 100644
--- a/scene/resources/skeleton_modification_3d_stackholder.cpp
+++ b/scene/resources/skeleton_modification_3d_stackholder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_stackholder.h b/scene/resources/skeleton_modification_3d_stackholder.h
index c765cd8de3..5780d7d43f 100644
--- a/scene/resources/skeleton_modification_3d_stackholder.h
+++ b/scene/resources/skeleton_modification_3d_stackholder.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_twoboneik.cpp b/scene/resources/skeleton_modification_3d_twoboneik.cpp
index 93ec155a88..acc5ff716c 100644
--- a/scene/resources/skeleton_modification_3d_twoboneik.cpp
+++ b/scene/resources/skeleton_modification_3d_twoboneik.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_3d_twoboneik.h b/scene/resources/skeleton_modification_3d_twoboneik.h
index e62d6cc497..a4ddc6cee7 100644
--- a/scene/resources/skeleton_modification_3d_twoboneik.h
+++ b/scene/resources/skeleton_modification_3d_twoboneik.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_stack_2d.cpp b/scene/resources/skeleton_modification_stack_2d.cpp
index e596390f78..b944c244b6 100644
--- a/scene/resources/skeleton_modification_stack_2d.cpp
+++ b/scene/resources/skeleton_modification_stack_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_stack_2d.h b/scene/resources/skeleton_modification_stack_2d.h
index 58855701a1..7b5f8e0322 100644
--- a/scene/resources/skeleton_modification_stack_2d.h
+++ b/scene/resources/skeleton_modification_stack_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_stack_3d.cpp b/scene/resources/skeleton_modification_stack_3d.cpp
index e5b7771251..7ccba1228c 100644
--- a/scene/resources/skeleton_modification_stack_3d.cpp
+++ b/scene/resources/skeleton_modification_stack_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skeleton_modification_stack_3d.h b/scene/resources/skeleton_modification_stack_3d.h
index cbc8d4e0b9..2c17fba2c5 100644
--- a/scene/resources/skeleton_modification_stack_3d.h
+++ b/scene/resources/skeleton_modification_stack_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/skin.cpp b/scene/resources/skin.cpp
index 15cdb86bab..54ed71999c 100644
--- a/scene/resources/skin.cpp
+++ b/scene/resources/skin.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -143,6 +143,7 @@ void Skin::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_bind_count"), &Skin::get_bind_count);
ClassDB::bind_method(D_METHOD("add_bind", "bone", "pose"), &Skin::add_bind);
+ ClassDB::bind_method(D_METHOD("add_named_bind", "name", "pose"), &Skin::add_named_bind);
ClassDB::bind_method(D_METHOD("set_bind_pose", "bind_index", "pose"), &Skin::set_bind_pose);
ClassDB::bind_method(D_METHOD("get_bind_pose", "bind_index"), &Skin::get_bind_pose);
diff --git a/scene/resources/skin.h b/scene/resources/skin.h
index 6857bf743a..6ade9dbed1 100644
--- a/scene/resources/skin.h
+++ b/scene/resources/skin.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -67,23 +67,17 @@ public:
void set_bind_name(int p_index, const StringName &p_name);
inline int get_bind_bone(int p_index) const {
-#ifdef DEBUG_ENABLED
ERR_FAIL_INDEX_V(p_index, bind_count, -1);
-#endif
return binds_ptr[p_index].bone;
}
inline StringName get_bind_name(int p_index) const {
-#ifdef DEBUG_ENABLED
ERR_FAIL_INDEX_V(p_index, bind_count, StringName());
-#endif
return binds_ptr[p_index].name;
}
inline Transform3D get_bind_pose(int p_index) const {
-#ifdef DEBUG_ENABLED
ERR_FAIL_INDEX_V(p_index, bind_count, Transform3D());
-#endif
return binds_ptr[p_index].pose;
}
diff --git a/scene/resources/sky.cpp b/scene/resources/sky.cpp
index 71424ba8ac..9cb6a16f5c 100644
--- a/scene/resources/sky.cpp
+++ b/scene/resources/sky.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sky.h b/scene/resources/sky.h
index f0226d321d..5e52239032 100644
--- a/scene/resources/sky.h
+++ b/scene/resources/sky.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sky_material.cpp b/scene/resources/sky_material.cpp
index ff388e288c..6ec16f12df 100644
--- a/scene/resources/sky_material.cpp
+++ b/scene/resources/sky_material.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -308,14 +308,30 @@ Ref<Texture2D> PanoramaSkyMaterial::get_panorama() const {
return panorama;
}
+void PanoramaSkyMaterial::set_filtering_enabled(bool p_enabled) {
+ filter = p_enabled;
+ notify_property_list_changed();
+ _update_shader();
+ // Only set if shader already compiled
+ if (shader_set) {
+ RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
+ }
+}
+
+bool PanoramaSkyMaterial::is_filtering_enabled() const {
+ return filter;
+}
+
Shader::Mode PanoramaSkyMaterial::get_shader_mode() const {
return Shader::MODE_SKY;
}
RID PanoramaSkyMaterial::get_rid() const {
_update_shader();
+ // Don't compile shaders until first use, then compile both
if (!shader_set) {
- RS::get_singleton()->material_set_shader(_get_material(), shader);
+ RS::get_singleton()->material_set_shader(_get_material(), shader_cache[1 - int(filter)]);
+ RS::get_singleton()->material_set_shader(_get_material(), shader_cache[int(filter)]);
shader_set = true;
}
return _get_material();
@@ -323,42 +339,47 @@ RID PanoramaSkyMaterial::get_rid() const {
RID PanoramaSkyMaterial::get_shader_rid() const {
_update_shader();
- return shader;
+ return shader_cache[int(filter)];
}
void PanoramaSkyMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_panorama", "texture"), &PanoramaSkyMaterial::set_panorama);
ClassDB::bind_method(D_METHOD("get_panorama"), &PanoramaSkyMaterial::get_panorama);
+ ClassDB::bind_method(D_METHOD("set_filtering_enabled", "enabled"), &PanoramaSkyMaterial::set_filtering_enabled);
+ ClassDB::bind_method(D_METHOD("is_filtering_enabled"), &PanoramaSkyMaterial::is_filtering_enabled);
+
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "panorama", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_panorama", "get_panorama");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "filter"), "set_filtering_enabled", "is_filtering_enabled");
}
Mutex PanoramaSkyMaterial::shader_mutex;
-RID PanoramaSkyMaterial::shader;
+RID PanoramaSkyMaterial::shader_cache[2];
void PanoramaSkyMaterial::cleanup_shader() {
- if (shader.is_valid()) {
- RS::get_singleton()->free(shader);
+ if (shader_cache[0].is_valid()) {
+ RS::get_singleton()->free(shader_cache[0]);
+ RS::get_singleton()->free(shader_cache[1]);
}
}
void PanoramaSkyMaterial::_update_shader() {
shader_mutex.lock();
- if (shader.is_null()) {
- shader = RS::get_singleton()->shader_create();
+ if (shader_cache[0].is_null()) {
+ for (int i = 0; i < 2; i++) {
+ shader_cache[i] = RS::get_singleton()->shader_create();
- // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
- RS::get_singleton()->shader_set_code(shader, R"(
+ // Add a comment to describe the shader origin (useful when converting to ShaderMaterial).
+ RS::get_singleton()->shader_set_code(shader_cache[i], vformat(R"(
// NOTE: Shader automatically converted from )" VERSION_NAME " " VERSION_FULL_CONFIG R"('s PanoramaSkyMaterial.
-
shader_type sky;
-
-uniform sampler2D source_panorama : filter_linear, hint_albedo;
-
+uniform sampler2D source_panorama : %s, hint_albedo;
void sky() {
COLOR = texture(source_panorama, SKY_COORDS).rgb;
}
-)");
+)",
+ i ? "filter_linear" : "filter_nearest"));
+ }
}
shader_mutex.unlock();
diff --git a/scene/resources/sky_material.h b/scene/resources/sky_material.h
index daeda212d4..7f421beb8d 100644
--- a/scene/resources/sky_material.h
+++ b/scene/resources/sky_material.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -110,10 +110,12 @@ private:
Ref<Texture2D> panorama;
static Mutex shader_mutex;
- static RID shader;
+ static RID shader_cache[2];
static void _update_shader();
mutable bool shader_set = false;
+ bool filter = true;
+
protected:
static void _bind_methods();
@@ -121,6 +123,9 @@ public:
void set_panorama(const Ref<Texture2D> &p_panorama);
Ref<Texture2D> get_panorama() const;
+ void set_filtering_enabled(bool p_enabled);
+ bool is_filtering_enabled() const;
+
virtual Shader::Mode get_shader_mode() const override;
virtual RID get_shader_rid() const override;
virtual RID get_rid() const override;
diff --git a/scene/resources/sphere_shape_3d.cpp b/scene/resources/sphere_shape_3d.cpp
index e4b4398063..ee789362c9 100644
--- a/scene/resources/sphere_shape_3d.cpp
+++ b/scene/resources/sphere_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sphere_shape_3d.h b/scene/resources/sphere_shape_3d.h
index eddd2a2132..ff6d883940 100644
--- a/scene/resources/sphere_shape_3d.h
+++ b/scene/resources/sphere_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sprite_frames.cpp b/scene/resources/sprite_frames.cpp
index 71ed96cf15..ece126791e 100644
--- a/scene/resources/sprite_frames.cpp
+++ b/scene/resources/sprite_frames.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/sprite_frames.h b/scene/resources/sprite_frames.h
index fdfd6af5ab..12b69afde1 100644
--- a/scene/resources/sprite_frames.h
+++ b/scene/resources/sprite_frames.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/style_box.cpp b/scene/resources/style_box.cpp
index b960944d99..5afd424e03 100644
--- a/scene/resources/style_box.cpp
+++ b/scene/resources/style_box.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -521,21 +521,22 @@ inline void draw_ring(Vector<Vector2> &verts, Vector<int> &indices, Vector<Color
set_inner_corner_radius(style_rect, ring_rect, corner_radius, ring_corner_radius);
// Corner radius center points.
- Vector<Point2> outer_points;
- outer_points.push_back(ring_rect.position + Vector2(ring_corner_radius[0], ring_corner_radius[0])); //tl
- outer_points.push_back(Point2(ring_rect.position.x + ring_rect.size.x - ring_corner_radius[1], ring_rect.position.y + ring_corner_radius[1])); //tr
- outer_points.push_back(ring_rect.position + ring_rect.size - Vector2(ring_corner_radius[2], ring_corner_radius[2])); //br
- outer_points.push_back(Point2(ring_rect.position.x + ring_corner_radius[3], ring_rect.position.y + ring_rect.size.y - ring_corner_radius[3])); //bl
+ Vector<Point2> outer_points = {
+ ring_rect.position + Vector2(ring_corner_radius[0], ring_corner_radius[0]), //tl
+ Point2(ring_rect.position.x + ring_rect.size.x - ring_corner_radius[1], ring_rect.position.y + ring_corner_radius[1]), //tr
+ ring_rect.position + ring_rect.size - Vector2(ring_corner_radius[2], ring_corner_radius[2]), //br
+ Point2(ring_rect.position.x + ring_corner_radius[3], ring_rect.position.y + ring_rect.size.y - ring_corner_radius[3]) //bl
+ };
real_t inner_corner_radius[4];
set_inner_corner_radius(style_rect, inner_rect, corner_radius, inner_corner_radius);
- Vector<Point2> inner_points;
- inner_points.push_back(inner_rect.position + Vector2(inner_corner_radius[0], inner_corner_radius[0])); //tl
- inner_points.push_back(Point2(inner_rect.position.x + inner_rect.size.x - inner_corner_radius[1], inner_rect.position.y + inner_corner_radius[1])); //tr
- inner_points.push_back(inner_rect.position + inner_rect.size - Vector2(inner_corner_radius[2], inner_corner_radius[2])); //br
- inner_points.push_back(Point2(inner_rect.position.x + inner_corner_radius[3], inner_rect.position.y + inner_rect.size.y - inner_corner_radius[3])); //bl
-
+ Vector<Point2> inner_points = {
+ inner_rect.position + Vector2(inner_corner_radius[0], inner_corner_radius[0]), //tl
+ Point2(inner_rect.position.x + inner_rect.size.x - inner_corner_radius[1], inner_rect.position.y + inner_corner_radius[1]), //tr
+ inner_rect.position + inner_rect.size - Vector2(inner_corner_radius[2], inner_corner_radius[2]), //br
+ Point2(inner_rect.position.x + inner_corner_radius[3], inner_rect.position.y + inner_rect.size.y - inner_corner_radius[3]) //bl
+ };
// Calculate the vertices.
for (int corner_index = 0; corner_index < 4; corner_index++) {
for (int detail = 0; detail <= adapted_corner_detail; detail++) {
diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h
index a6cd5b7fb7..4c41f42293 100644
--- a/scene/resources/style_box.h
+++ b/scene/resources/style_box.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index 455af8a40c..cc7322476f 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h
index bde6702759..9cb83e0e68 100644
--- a/scene/resources/surface_tool.h
+++ b/scene/resources/surface_tool.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/syntax_highlighter.cpp b/scene/resources/syntax_highlighter.cpp
index cfb5ac2ca6..e0aa21ac37 100644
--- a/scene/resources/syntax_highlighter.cpp
+++ b/scene/resources/syntax_highlighter.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -171,12 +171,15 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) {
/* color regions */
if (is_a_symbol || in_region != -1) {
int from = j;
- for (; from < line_length; from++) {
- if (str[from] == '\\') {
- from++;
- continue;
+
+ if (in_region == -1) {
+ for (; from < line_length; from++) {
+ if (str[from] == '\\') {
+ from++;
+ continue;
+ }
+ break;
}
- break;
}
if (from != line_length) {
@@ -208,6 +211,12 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) {
/* check if it's the whole line */
if (end_key_length == 0 || color_regions[c].line_only || from + end_key_length > line_length) {
+ if (from + end_key_length > line_length && (color_regions[in_region].start_key == "\"" || color_regions[in_region].start_key == "\'")) {
+ // If it's key length and there is a '\', dont skip to highlight esc chars.
+ if (str.find("\\", from) >= 0) {
+ break;
+ }
+ }
prev_color = color_regions[in_region].color;
highlighter_info["color"] = color_regions[c].color;
color_map[j] = highlighter_info;
@@ -227,13 +236,23 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) {
/* if we are in one find the end key */
if (in_region != -1) {
+ bool is_string = (color_regions[in_region].start_key == "\"" || color_regions[in_region].start_key == "\'");
+
+ Color region_color = color_regions[in_region].color;
+ prev_color = region_color;
+ highlighter_info["color"] = region_color;
+ color_map[j] = highlighter_info;
+
/* search the line */
int region_end_index = -1;
int end_key_length = color_regions[in_region].end_key.length();
const char32_t *end_key = color_regions[in_region].end_key.get_data();
for (; from < line_length; from++) {
if (line_length - from < end_key_length) {
- break;
+ // Don't break if '\' to highlight esc chars.
+ if (!is_string || str.find("\\", from) < 0) {
+ break;
+ }
}
if (!is_symbol(str[from])) {
@@ -241,7 +260,20 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) {
}
if (str[from] == '\\') {
+ if (is_string) {
+ Dictionary escape_char_highlighter_info;
+ escape_char_highlighter_info["color"] = symbol_color;
+ color_map[from] = escape_char_highlighter_info;
+ }
+
from++;
+
+ if (is_string) {
+ Dictionary region_continue_highlighter_info;
+ prev_color = region_color;
+ region_continue_highlighter_info["color"] = region_color;
+ color_map[from + 1] = region_continue_highlighter_info;
+ }
continue;
}
@@ -258,10 +290,6 @@ Dictionary CodeHighlighter::_get_line_syntax_highlighting_impl(int p_line) {
}
}
- prev_color = color_regions[in_region].color;
- highlighter_info["color"] = color_regions[in_region].color;
- color_map[j] = highlighter_info;
-
j = from + (end_key_length - 1);
if (region_end_index == -1) {
color_region_cache[p_line] = in_region;
@@ -493,7 +521,7 @@ void CodeHighlighter::add_color_region(const String &p_start_key, const String &
color_region.color = p_color;
color_region.start_key = p_start_key;
color_region.end_key = p_end_key;
- color_region.line_only = p_line_only || p_end_key == "";
+ color_region.line_only = p_line_only || p_end_key.is_empty();
color_regions.insert(at, color_region);
clear_highlighting_cache();
}
@@ -529,7 +557,7 @@ void CodeHighlighter::set_color_regions(const Dictionary &p_color_regions) {
String start_key = key.get_slice(" ", 0);
String end_key = key.get_slice_count(" ") > 1 ? key.get_slice(" ", 1) : String();
- add_color_region(start_key, end_key, p_color_regions[key], end_key == "");
+ add_color_region(start_key, end_key, p_color_regions[key], end_key.is_empty());
}
clear_highlighting_cache();
}
diff --git a/scene/resources/syntax_highlighter.h b/scene/resources/syntax_highlighter.h
index 0fe39ccff6..143f1679c6 100644
--- a/scene/resources/syntax_highlighter.h
+++ b/scene/resources/syntax_highlighter.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/text_file.cpp b/scene/resources/text_file.cpp
index 33bb0a83e9..cbfee754e2 100644
--- a/scene/resources/text_file.cpp
+++ b/scene/resources/text_file.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -33,7 +33,7 @@
#include "core/io/file_access.h"
bool TextFile::has_text() const {
- return text != "";
+ return !text.is_empty();
}
String TextFile::get_text() const {
diff --git a/scene/resources/text_file.h b/scene/resources/text_file.h
index 005075a218..0c8cf855f0 100644
--- a/scene/resources/text_file.h
+++ b/scene/resources/text_file.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/text_line.cpp b/scene/resources/text_line.cpp
index 0094518967..f3752053c0 100644
--- a/scene/resources/text_line.cpp
+++ b/scene/resources/text_line.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -56,18 +56,18 @@ void TextLine::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_bidi_override", "override"), &TextLine::set_bidi_override);
ClassDB::bind_method(D_METHOD("add_string", "text", "fonts", "size", "opentype_features", "language"), &TextLine::add_string, DEFVAL(Dictionary()), DEFVAL(""));
- ClassDB::bind_method(D_METHOD("add_object", "key", "size", "inline_align", "length"), &TextLine::add_object, DEFVAL(INLINE_ALIGN_CENTER), DEFVAL(1));
- ClassDB::bind_method(D_METHOD("resize_object", "key", "size", "inline_align"), &TextLine::resize_object, DEFVAL(INLINE_ALIGN_CENTER));
+ ClassDB::bind_method(D_METHOD("add_object", "key", "size", "inline_align", "length"), &TextLine::add_object, DEFVAL(INLINE_ALIGNMENT_CENTER), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("resize_object", "key", "size", "inline_align"), &TextLine::resize_object, DEFVAL(INLINE_ALIGNMENT_CENTER));
ClassDB::bind_method(D_METHOD("set_width", "width"), &TextLine::set_width);
ClassDB::bind_method(D_METHOD("get_width"), &TextLine::get_width);
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "width"), "set_width", "get_width");
- ClassDB::bind_method(D_METHOD("set_align", "align"), &TextLine::set_align);
- ClassDB::bind_method(D_METHOD("get_align"), &TextLine::get_align);
+ ClassDB::bind_method(D_METHOD("set_horizontal_alignment", "alignment"), &TextLine::set_horizontal_alignment);
+ ClassDB::bind_method(D_METHOD("get_horizontal_alignment"), &TextLine::get_horizontal_alignment);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "align", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_align", "get_align");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_horizontal_alignment", "get_horizontal_alignment");
ClassDB::bind_method(D_METHOD("tab_align", "tab_stops"), &TextLine::tab_align);
@@ -135,14 +135,14 @@ void TextLine::_shape() {
break;
}
- if (align == HALIGN_FILL) {
+ if (alignment == HORIZONTAL_ALIGNMENT_FILL) {
TS->shaped_text_fit_to_width(rid, width, flags);
overrun_flags |= TextServer::OVERRUN_JUSTIFICATION_AWARE;
TS->shaped_text_overrun_trim_to_width(rid, width, overrun_flags);
} else {
TS->shaped_text_overrun_trim_to_width(rid, width, overrun_flags);
}
- } else if (align == HALIGN_FILL) {
+ } else if (alignment == HORIZONTAL_ALIGNMENT_FILL) {
TS->shaped_text_fit_to_width(rid, width, flags);
}
dirty = false;
@@ -209,13 +209,13 @@ bool TextLine::add_string(const String &p_text, const Ref<Font> &p_fonts, int p_
return res;
}
-bool TextLine::add_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align, int p_length) {
+bool TextLine::add_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align, int p_length) {
bool res = TS->shaped_text_add_object(rid, p_key, p_size, p_inline_align, p_length);
dirty = true;
return res;
}
-bool TextLine::resize_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align) {
+bool TextLine::resize_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align) {
const_cast<TextLine *>(this)->_shape();
return TS->shaped_text_resize_object(rid, p_key, p_size, p_inline_align);
}
@@ -228,19 +228,19 @@ Rect2 TextLine::get_object_rect(Variant p_key) const {
return TS->shaped_text_get_object_rect(rid, p_key);
}
-void TextLine::set_align(HAlign p_align) {
- if (align != p_align) {
- if (align == HALIGN_FILL || p_align == HALIGN_FILL) {
- align = p_align;
+void TextLine::set_horizontal_alignment(HorizontalAlignment p_alignment) {
+ if (alignment != p_alignment) {
+ if (alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) {
+ alignment = p_alignment;
dirty = true;
} else {
- align = p_align;
+ alignment = p_alignment;
}
}
}
-HAlign TextLine::get_align() const {
- return align;
+HorizontalAlignment TextLine::get_horizontal_alignment() const {
+ return alignment;
}
void TextLine::tab_align(const Vector<float> &p_tab_stops) {
@@ -272,7 +272,7 @@ TextLine::OverrunBehavior TextLine::get_text_overrun_behavior() const {
void TextLine::set_width(float p_width) {
width = p_width;
- if (align == HALIGN_FILL || overrun_behavior != OVERRUN_NO_TRIMMING) {
+ if (alignment == HORIZONTAL_ALIGNMENT_FILL || overrun_behavior != OVERRUN_NO_TRIMMING) {
dirty = true;
}
}
@@ -322,18 +322,18 @@ void TextLine::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_color) co
float length = TS->shaped_text_get_width(rid);
if (width > 0) {
- switch (align) {
- case HALIGN_FILL:
- case HALIGN_LEFT:
+ switch (alignment) {
+ case HORIZONTAL_ALIGNMENT_FILL:
+ case HORIZONTAL_ALIGNMENT_LEFT:
break;
- case HALIGN_CENTER: {
+ case HORIZONTAL_ALIGNMENT_CENTER: {
if (TS->shaped_text_get_orientation(rid) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += Math::floor((width - length) / 2.0);
} else {
ofs.y += Math::floor((width - length) / 2.0);
}
} break;
- case HALIGN_RIGHT: {
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
if (TS->shaped_text_get_orientation(rid) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += width - length;
} else {
@@ -361,18 +361,18 @@ void TextLine::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outline_si
float length = TS->shaped_text_get_width(rid);
if (width > 0) {
- switch (align) {
- case HALIGN_FILL:
- case HALIGN_LEFT:
+ switch (alignment) {
+ case HORIZONTAL_ALIGNMENT_FILL:
+ case HORIZONTAL_ALIGNMENT_LEFT:
break;
- case HALIGN_CENTER: {
+ case HORIZONTAL_ALIGNMENT_CENTER: {
if (TS->shaped_text_get_orientation(rid) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += Math::floor((width - length) / 2.0);
} else {
ofs.y += Math::floor((width - length) / 2.0);
}
} break;
- case HALIGN_RIGHT: {
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
if (TS->shaped_text_get_orientation(rid) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += width - length;
} else {
diff --git a/scene/resources/text_line.h b/scene/resources/text_line.h
index 43739f27ec..e68049ee45 100644
--- a/scene/resources/text_line.h
+++ b/scene/resources/text_line.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -57,7 +57,7 @@ private:
float width = -1.0;
uint16_t flags = TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA;
- HAlign align = HALIGN_LEFT;
+ HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_LEFT;
OverrunBehavior overrun_behavior = OVERRUN_TRIM_ELLIPSIS;
Vector<float> tab_stops;
@@ -87,11 +87,11 @@ public:
bool get_preserve_control() const;
bool add_string(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "");
- bool add_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER, int p_length = 1);
- bool resize_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER);
+ bool add_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER, int p_length = 1);
+ bool resize_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER);
- void set_align(HAlign p_align);
- HAlign get_align() const;
+ void set_horizontal_alignment(HorizontalAlignment p_alignment);
+ HorizontalAlignment get_horizontal_alignment() const;
void tab_align(const Vector<float> &p_tab_stops);
diff --git a/scene/resources/text_paragraph.cpp b/scene/resources/text_paragraph.cpp
index 1b7fc64267..c3bdef7b01 100644
--- a/scene/resources/text_paragraph.cpp
+++ b/scene/resources/text_paragraph.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -64,13 +64,13 @@ void TextParagraph::_bind_methods() {
ClassDB::bind_method(D_METHOD("clear_dropcap"), &TextParagraph::clear_dropcap);
ClassDB::bind_method(D_METHOD("add_string", "text", "fonts", "size", "opentype_features", "language"), &TextParagraph::add_string, DEFVAL(Dictionary()), DEFVAL(""));
- ClassDB::bind_method(D_METHOD("add_object", "key", "size", "inline_align", "length"), &TextParagraph::add_object, DEFVAL(INLINE_ALIGN_CENTER), DEFVAL(1));
- ClassDB::bind_method(D_METHOD("resize_object", "key", "size", "inline_align"), &TextParagraph::resize_object, DEFVAL(INLINE_ALIGN_CENTER));
+ ClassDB::bind_method(D_METHOD("add_object", "key", "size", "inline_align", "length"), &TextParagraph::add_object, DEFVAL(INLINE_ALIGNMENT_CENTER), DEFVAL(1));
+ ClassDB::bind_method(D_METHOD("resize_object", "key", "size", "inline_align"), &TextParagraph::resize_object, DEFVAL(INLINE_ALIGNMENT_CENTER));
- ClassDB::bind_method(D_METHOD("set_align", "align"), &TextParagraph::set_align);
- ClassDB::bind_method(D_METHOD("get_align"), &TextParagraph::get_align);
+ ClassDB::bind_method(D_METHOD("set_alignment", "alignment"), &TextParagraph::set_alignment);
+ ClassDB::bind_method(D_METHOD("get_alignment"), &TextParagraph::get_alignment);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "align", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_align", "get_align");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "alignment", PROPERTY_HINT_ENUM, "Left,Center,Right,Fill"), "set_alignment", "get_alignment");
ClassDB::bind_method(D_METHOD("tab_align", "tab_stops"), &TextParagraph::tab_align);
@@ -223,7 +223,7 @@ void TextParagraph::_shape_lines() {
if (lines_hidden) {
overrun_flags |= TextServer::OVERRUN_ENFORCE_ELLIPSIS;
}
- if (align == HALIGN_FILL) {
+ if (alignment == HORIZONTAL_ALIGNMENT_FILL) {
for (int i = 0; i < lines_rid.size(); i++) {
if (i < visible_lines - 1 || lines_rid.size() == 1) {
TS->shaped_text_fit_to_width(lines_rid[i], width, flags);
@@ -239,7 +239,7 @@ void TextParagraph::_shape_lines() {
} else {
// Autowrap disabled.
for (int i = 0; i < lines_rid.size(); i++) {
- if (align == HALIGN_FILL) {
+ if (alignment == HORIZONTAL_ALIGNMENT_FILL) {
TS->shaped_text_fit_to_width(lines_rid[i], width, flags);
overrun_flags |= TextServer::OVERRUN_JUSTIFICATION_AWARE;
TS->shaped_text_overrun_trim_to_width(lines_rid[i], width, overrun_flags);
@@ -366,31 +366,31 @@ void TextParagraph::set_bidi_override(const Array &p_override) {
lines_dirty = true;
}
-bool TextParagraph::add_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align, int p_length) {
+bool TextParagraph::add_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align, int p_length) {
bool res = TS->shaped_text_add_object(rid, p_key, p_size, p_inline_align, p_length);
lines_dirty = true;
return res;
}
-bool TextParagraph::resize_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align) {
+bool TextParagraph::resize_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align) {
bool res = TS->shaped_text_resize_object(rid, p_key, p_size, p_inline_align);
lines_dirty = true;
return res;
}
-void TextParagraph::set_align(HAlign p_align) {
- if (align != p_align) {
- if (align == HALIGN_FILL || p_align == HALIGN_FILL) {
- align = p_align;
+void TextParagraph::set_alignment(HorizontalAlignment p_alignment) {
+ if (alignment != p_alignment) {
+ if (alignment == HORIZONTAL_ALIGNMENT_FILL || p_alignment == HORIZONTAL_ALIGNMENT_FILL) {
+ alignment = p_alignment;
lines_dirty = true;
} else {
- align = p_align;
+ alignment = p_alignment;
}
}
}
-HAlign TextParagraph::get_align() const {
- return align;
+HorizontalAlignment TextParagraph::get_alignment() const {
+ return alignment;
}
void TextParagraph::tab_align(const Vector<float> &p_tab_stops) {
@@ -561,7 +561,7 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo
if (h_offset > 0) {
// Draw dropcap.
Vector2 dc_off = ofs;
- if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
+ if (TS->shaped_text_get_inferred_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
dc_off.x += width - h_offset;
} else {
@@ -579,7 +579,7 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo
ofs.x = p_pos.x;
ofs.y += TS->shaped_text_get_ascent(lines_rid[i]) + spacing_top;
if (i <= dropcap_lines) {
- if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
+ if (TS->shaped_text_get_inferred_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
ofs.x -= h_offset;
}
l_width -= h_offset;
@@ -588,7 +588,7 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo
ofs.y = p_pos.y;
ofs.x += TS->shaped_text_get_ascent(lines_rid[i]) + spacing_top;
if (i <= dropcap_lines) {
- if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
+ if (TS->shaped_text_get_inferred_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
ofs.x -= h_offset;
}
l_width -= h_offset;
@@ -596,9 +596,9 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo
}
float line_width = TS->shaped_text_get_width(lines_rid[i]);
if (width > 0) {
- switch (align) {
- case HALIGN_FILL:
- if (TS->shaped_text_get_direction(lines_rid[i]) == TextServer::DIRECTION_RTL) {
+ switch (alignment) {
+ case HORIZONTAL_ALIGNMENT_FILL:
+ if (TS->shaped_text_get_inferred_direction(lines_rid[i]) == TextServer::DIRECTION_RTL) {
if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += l_width - line_width;
} else {
@@ -606,16 +606,16 @@ void TextParagraph::draw(RID p_canvas, const Vector2 &p_pos, const Color &p_colo
}
}
break;
- case HALIGN_LEFT:
+ case HORIZONTAL_ALIGNMENT_LEFT:
break;
- case HALIGN_CENTER: {
+ case HORIZONTAL_ALIGNMENT_CENTER: {
if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += Math::floor((l_width - line_width) / 2.0);
} else {
ofs.y += Math::floor((l_width - line_width) / 2.0);
}
} break;
- case HALIGN_RIGHT: {
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += l_width - line_width;
} else {
@@ -655,7 +655,7 @@ void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outli
if (h_offset > 0) {
// Draw dropcap.
Vector2 dc_off = ofs;
- if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
+ if (TS->shaped_text_get_inferred_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
dc_off.x += width - h_offset;
} else {
@@ -671,7 +671,7 @@ void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outli
ofs.x = p_pos.x;
ofs.y += TS->shaped_text_get_ascent(lines_rid[i]) + spacing_top;
if (i <= dropcap_lines) {
- if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
+ if (TS->shaped_text_get_inferred_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
ofs.x -= h_offset;
}
l_width -= h_offset;
@@ -680,7 +680,7 @@ void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outli
ofs.y = p_pos.y;
ofs.x += TS->shaped_text_get_ascent(lines_rid[i]) + spacing_top;
if (i <= dropcap_lines) {
- if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
+ if (TS->shaped_text_get_inferred_direction(dropcap_rid) == TextServer::DIRECTION_LTR) {
ofs.x -= h_offset;
}
l_width -= h_offset;
@@ -688,9 +688,9 @@ void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outli
}
float length = TS->shaped_text_get_width(lines_rid[i]);
if (width > 0) {
- switch (align) {
- case HALIGN_FILL:
- if (TS->shaped_text_get_direction(lines_rid[i]) == TextServer::DIRECTION_RTL) {
+ switch (alignment) {
+ case HORIZONTAL_ALIGNMENT_FILL:
+ if (TS->shaped_text_get_inferred_direction(lines_rid[i]) == TextServer::DIRECTION_RTL) {
if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += l_width - length;
} else {
@@ -698,16 +698,16 @@ void TextParagraph::draw_outline(RID p_canvas, const Vector2 &p_pos, int p_outli
}
}
break;
- case HALIGN_LEFT:
+ case HORIZONTAL_ALIGNMENT_LEFT:
break;
- case HALIGN_CENTER: {
+ case HORIZONTAL_ALIGNMENT_CENTER: {
if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += Math::floor((l_width - length) / 2.0);
} else {
ofs.y += Math::floor((l_width - length) / 2.0);
}
} break;
- case HALIGN_RIGHT: {
+ case HORIZONTAL_ALIGNMENT_RIGHT: {
if (TS->shaped_text_get_orientation(lines_rid[i]) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += l_width - length;
} else {
@@ -772,7 +772,7 @@ void TextParagraph::draw_dropcap(RID p_canvas, const Vector2 &p_pos, const Color
if (h_offset > 0) {
// Draw dropcap.
- if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
+ if (TS->shaped_text_get_inferred_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += width - h_offset;
} else {
@@ -794,7 +794,7 @@ void TextParagraph::draw_dropcap_outline(RID p_canvas, const Vector2 &p_pos, int
if (h_offset > 0) {
// Draw dropcap.
- if (TS->shaped_text_get_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
+ if (TS->shaped_text_get_inferred_direction(dropcap_rid) == TextServer::DIRECTION_RTL) {
if (TS->shaped_text_get_orientation(dropcap_rid) == TextServer::ORIENTATION_HORIZONTAL) {
ofs.x += width - h_offset;
} else {
diff --git a/scene/resources/text_paragraph.h b/scene/resources/text_paragraph.h
index 4c4af43d14..773cc1a858 100644
--- a/scene/resources/text_paragraph.h
+++ b/scene/resources/text_paragraph.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -66,7 +66,7 @@ private:
uint16_t flags = TextServer::BREAK_MANDATORY | TextServer::BREAK_WORD_BOUND | TextServer::JUSTIFICATION_WORD_BOUND | TextServer::JUSTIFICATION_KASHIDA;
OverrunBehavior overrun_behavior = OVERRUN_NO_TRIMMING;
- HAlign align = HALIGN_LEFT;
+ HorizontalAlignment alignment = HORIZONTAL_ALIGNMENT_LEFT;
Vector<float> tab_stops;
@@ -103,11 +103,11 @@ public:
void clear_dropcap();
bool add_string(const String &p_text, const Ref<Font> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "");
- bool add_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER, int p_length = 1);
- bool resize_object(Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER);
+ bool add_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER, int p_length = 1);
+ bool resize_object(Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER);
- void set_align(HAlign p_align);
- HAlign get_align() const;
+ void set_alignment(HorizontalAlignment p_alignment);
+ HorizontalAlignment get_alignment() const;
void tab_align(const Vector<float> &p_tab_stops);
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 311bd9524b..331674d248 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -553,7 +553,7 @@ Error StreamTexture2D::load(const String &p_path) {
path_to_file = p_path;
format = image->get_format();
- if (get_path() == String()) {
+ if (get_path().is_empty()) {
//temporarily set path if no path set for resource, helps find errors
RenderingServer::get_singleton()->texture_set_path(texture, p_path);
}
@@ -927,7 +927,7 @@ Error StreamTexture3D::load(const String &p_path) {
path_to_file = p_path;
- if (get_path() == String()) {
+ if (get_path().is_empty()) {
//temporarily set path if no path set for resource, helps find errors
RenderingServer::get_singleton()->texture_set_path(texture, p_path);
}
@@ -1156,7 +1156,7 @@ void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_m
rc.size.height = atlas->get_height();
}
- RS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(p_pos + margin.position, rc.size), atlas->get_rid(), rc, p_modulate, p_transpose, filter_clip);
+ atlas->draw_rect_region(p_canvas_item, Rect2(p_pos + margin.position, rc.size), rc, p_modulate, p_transpose, filter_clip);
}
void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose) const {
@@ -1177,7 +1177,7 @@ void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile
Vector2 scale = p_rect.size / (region.size + margin.size);
Rect2 dr(p_rect.position + margin.position * scale, rc.size * scale);
- RS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), rc, p_modulate, p_transpose, filter_clip);
+ atlas->draw_rect_region(p_canvas_item, dr, rc, p_modulate, p_transpose, filter_clip);
}
void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate, bool p_transpose, bool p_clip_uv) const {
@@ -1190,7 +1190,7 @@ void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, cons
Rect2 src_c;
get_rect_region(p_rect, p_src_rect, dr, src_c);
- RS::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, dr, atlas->get_rid(), src_c, p_modulate, p_transpose, filter_clip);
+ atlas->draw_rect_region(p_canvas_item, dr, src_c, p_modulate, p_transpose, filter_clip);
}
bool AtlasTexture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const {
@@ -2680,7 +2680,7 @@ Error StreamTextureLayered::load(const String &p_path) {
path_to_file = p_path;
- if (get_path() == String()) {
+ if (get_path().is_empty()) {
//temporarily set path if no path set for resource, helps find errors
RenderingServer::get_singleton()->texture_set_path(texture, p_path);
}
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index 5b69711de6..c3f29ad417 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/theme.cpp b/scene/resources/theme.cpp
index 99977a20f2..8da287042e 100644
--- a/scene/resources/theme.cpp
+++ b/scene/resources/theme.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -36,11 +36,11 @@ Ref<Theme> Theme::default_theme;
Ref<Theme> Theme::project_default_theme;
// Universal default values, final fallback for every theme.
-float Theme::default_base_scale = 1.0;
-Ref<Texture2D> Theme::default_icon;
-Ref<StyleBox> Theme::default_style;
-Ref<Font> Theme::default_font;
-int Theme::default_font_size = 16;
+float Theme::fallback_base_scale = 1.0;
+Ref<Texture2D> Theme::fallback_icon;
+Ref<StyleBox> Theme::fallback_style;
+Ref<Font> Theme::fallback_font;
+int Theme::fallback_font_size = 16;
// Dynamic properties.
bool Theme::_set(const StringName &p_name, const Variant &p_value) {
@@ -220,87 +220,107 @@ void Theme::set_project_default(const Ref<Theme> &p_project_default) {
}
// Universal fallback values for theme item types.
-void Theme::set_default_base_scale(float p_base_scale) {
- default_base_scale = p_base_scale;
+void Theme::set_fallback_base_scale(float p_base_scale) {
+ fallback_base_scale = p_base_scale;
}
-void Theme::set_default_icon(const Ref<Texture2D> &p_icon) {
- default_icon = p_icon;
+void Theme::set_fallback_icon(const Ref<Texture2D> &p_icon) {
+ fallback_icon = p_icon;
}
-void Theme::set_default_style(const Ref<StyleBox> &p_style) {
- default_style = p_style;
+void Theme::set_fallback_style(const Ref<StyleBox> &p_style) {
+ fallback_style = p_style;
}
-void Theme::set_default_font(const Ref<Font> &p_font) {
- default_font = p_font;
+void Theme::set_fallback_font(const Ref<Font> &p_font) {
+ fallback_font = p_font;
}
-void Theme::set_default_font_size(int p_font_size) {
- default_font_size = p_font_size;
+void Theme::set_fallback_font_size(int p_font_size) {
+ fallback_font_size = p_font_size;
+}
+
+float Theme::get_fallback_base_scale() {
+ return fallback_base_scale;
+}
+
+Ref<Texture2D> Theme::get_fallback_icon() {
+ return fallback_icon;
+}
+
+Ref<StyleBox> Theme::get_fallback_style() {
+ return fallback_style;
+}
+
+Ref<Font> Theme::get_fallback_font() {
+ return fallback_font;
+}
+
+int Theme::get_fallback_font_size() {
+ return fallback_font_size;
}
// Fallback values for theme item types, configurable per theme.
-void Theme::set_default_theme_base_scale(float p_base_scale) {
- if (default_theme_base_scale == p_base_scale) {
+void Theme::set_default_base_scale(float p_base_scale) {
+ if (default_base_scale == p_base_scale) {
return;
}
- default_theme_base_scale = p_base_scale;
+ default_base_scale = p_base_scale;
_emit_theme_changed();
}
-float Theme::get_default_theme_base_scale() const {
- return default_theme_base_scale;
+float Theme::get_default_base_scale() const {
+ return default_base_scale;
}
-bool Theme::has_default_theme_base_scale() const {
- return default_theme_base_scale > 0.0;
+bool Theme::has_default_base_scale() const {
+ return default_base_scale > 0.0;
}
-void Theme::set_default_theme_font(const Ref<Font> &p_default_font) {
- if (default_theme_font == p_default_font) {
+void Theme::set_default_font(const Ref<Font> &p_default_font) {
+ if (default_font == p_default_font) {
return;
}
- if (default_theme_font.is_valid()) {
- default_theme_font->disconnect("changed", callable_mp(this, &Theme::_emit_theme_changed));
+ if (default_font.is_valid()) {
+ default_font->disconnect("changed", callable_mp(this, &Theme::_emit_theme_changed));
}
- default_theme_font = p_default_font;
+ default_font = p_default_font;
- if (default_theme_font.is_valid()) {
- default_theme_font->connect("changed", callable_mp(this, &Theme::_emit_theme_changed), varray(false), CONNECT_REFERENCE_COUNTED);
+ if (default_font.is_valid()) {
+ default_font->connect("changed", callable_mp(this, &Theme::_emit_theme_changed), varray(false), CONNECT_REFERENCE_COUNTED);
}
_emit_theme_changed();
}
-Ref<Font> Theme::get_default_theme_font() const {
- return default_theme_font;
+Ref<Font> Theme::get_default_font() const {
+ return default_font;
}
-bool Theme::has_default_theme_font() const {
- return default_theme_font.is_valid();
+bool Theme::has_default_font() const {
+ return default_font.is_valid();
}
-void Theme::set_default_theme_font_size(int p_font_size) {
- if (default_theme_font_size == p_font_size) {
+void Theme::set_default_font_size(int p_font_size) {
+ if (default_font_size == p_font_size) {
return;
}
- default_theme_font_size = p_font_size;
+ default_font_size = p_font_size;
_emit_theme_changed();
}
-int Theme::get_default_theme_font_size() const {
- return default_theme_font_size;
+int Theme::get_default_font_size() const {
+ return default_font_size;
}
-bool Theme::has_default_theme_font_size() const {
- return default_theme_font_size > 0;
+bool Theme::has_default_font_size() const {
+ return default_font_size > 0;
}
// Icons.
@@ -324,7 +344,7 @@ Ref<Texture2D> Theme::get_icon(const StringName &p_name, const StringName &p_the
if (icon_map.has(p_theme_type) && icon_map[p_theme_type].has(p_name) && icon_map[p_theme_type][p_name].is_valid()) {
return icon_map[p_theme_type][p_name];
} else {
- return default_icon;
+ return fallback_icon;
}
}
@@ -411,7 +431,7 @@ Ref<StyleBox> Theme::get_stylebox(const StringName &p_name, const StringName &p_
if (style_map.has(p_theme_type) && style_map[p_theme_type].has(p_name) && style_map[p_theme_type][p_name].is_valid()) {
return style_map[p_theme_type][p_name];
} else {
- return default_style;
+ return fallback_style;
}
}
@@ -497,15 +517,15 @@ void Theme::set_font(const StringName &p_name, const StringName &p_theme_type, c
Ref<Font> Theme::get_font(const StringName &p_name, const StringName &p_theme_type) const {
if (font_map.has(p_theme_type) && font_map[p_theme_type].has(p_name) && font_map[p_theme_type][p_name].is_valid()) {
return font_map[p_theme_type][p_name];
- } else if (has_default_theme_font()) {
- return default_theme_font;
- } else {
+ } else if (has_default_font()) {
return default_font;
+ } else {
+ return fallback_font;
}
}
bool Theme::has_font(const StringName &p_name, const StringName &p_theme_type) const {
- return ((font_map.has(p_theme_type) && font_map[p_theme_type].has(p_name) && font_map[p_theme_type][p_name].is_valid()) || has_default_theme_font());
+ return ((font_map.has(p_theme_type) && font_map[p_theme_type].has(p_name) && font_map[p_theme_type][p_name].is_valid()) || has_default_font());
}
bool Theme::has_font_nocheck(const StringName &p_name, const StringName &p_theme_type) const {
@@ -577,15 +597,15 @@ void Theme::set_font_size(const StringName &p_name, const StringName &p_theme_ty
int Theme::get_font_size(const StringName &p_name, const StringName &p_theme_type) const {
if (font_size_map.has(p_theme_type) && font_size_map[p_theme_type].has(p_name) && (font_size_map[p_theme_type][p_name] > 0)) {
return font_size_map[p_theme_type][p_name];
- } else if (has_default_theme_font_size()) {
- return default_theme_font_size;
- } else {
+ } else if (has_default_font_size()) {
return default_font_size;
+ } else {
+ return fallback_font_size;
}
}
bool Theme::has_font_size(const StringName &p_name, const StringName &p_theme_type) const {
- return ((font_size_map.has(p_theme_type) && font_size_map[p_theme_type].has(p_name) && (font_size_map[p_theme_type][p_name] > 0)) || has_default_theme_font_size());
+ return ((font_size_map.has(p_theme_type) && font_size_map[p_theme_type].has(p_name) && (font_size_map[p_theme_type][p_name] > 0)) || has_default_font_size());
}
bool Theme::has_font_size_nocheck(const StringName &p_name, const StringName &p_theme_type) const {
@@ -1622,17 +1642,17 @@ void Theme::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_constant_list", "theme_type"), &Theme::_get_constant_list);
ClassDB::bind_method(D_METHOD("get_constant_type_list"), &Theme::_get_constant_type_list);
- ClassDB::bind_method(D_METHOD("set_default_base_scale", "font_size"), &Theme::set_default_theme_base_scale);
- ClassDB::bind_method(D_METHOD("get_default_base_scale"), &Theme::get_default_theme_base_scale);
- ClassDB::bind_method(D_METHOD("has_default_base_scale"), &Theme::has_default_theme_base_scale);
+ ClassDB::bind_method(D_METHOD("set_default_base_scale", "base_scale"), &Theme::set_default_base_scale);
+ ClassDB::bind_method(D_METHOD("get_default_base_scale"), &Theme::get_default_base_scale);
+ ClassDB::bind_method(D_METHOD("has_default_base_scale"), &Theme::has_default_base_scale);
- ClassDB::bind_method(D_METHOD("set_default_font", "font"), &Theme::set_default_theme_font);
- ClassDB::bind_method(D_METHOD("get_default_font"), &Theme::get_default_theme_font);
- ClassDB::bind_method(D_METHOD("has_default_font"), &Theme::has_default_theme_font);
+ ClassDB::bind_method(D_METHOD("set_default_font", "font"), &Theme::set_default_font);
+ ClassDB::bind_method(D_METHOD("get_default_font"), &Theme::get_default_font);
+ ClassDB::bind_method(D_METHOD("has_default_font"), &Theme::has_default_font);
- ClassDB::bind_method(D_METHOD("set_default_font_size", "font_size"), &Theme::set_default_theme_font_size);
- ClassDB::bind_method(D_METHOD("get_default_font_size"), &Theme::get_default_theme_font_size);
- ClassDB::bind_method(D_METHOD("has_default_font_size"), &Theme::has_default_theme_font_size);
+ ClassDB::bind_method(D_METHOD("set_default_font_size", "font_size"), &Theme::set_default_font_size);
+ ClassDB::bind_method(D_METHOD("get_default_font_size"), &Theme::get_default_font_size);
+ ClassDB::bind_method(D_METHOD("has_default_font_size"), &Theme::has_default_font_size);
ClassDB::bind_method(D_METHOD("set_theme_item", "data_type", "name", "theme_type", "value"), &Theme::set_theme_item);
ClassDB::bind_method(D_METHOD("get_theme_item", "data_type", "name", "theme_type"), &Theme::get_theme_item);
diff --git a/scene/resources/theme.h b/scene/resources/theme.h
index d170d53ae3..822743a1fe 100644
--- a/scene/resources/theme.h
+++ b/scene/resources/theme.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -101,16 +101,16 @@ protected:
static Ref<Theme> project_default_theme;
// Universal default values, final fallback for every theme.
- static float default_base_scale;
- static Ref<Texture2D> default_icon;
- static Ref<StyleBox> default_style;
- static Ref<Font> default_font;
- static int default_font_size;
+ static float fallback_base_scale;
+ static Ref<Texture2D> fallback_icon;
+ static Ref<StyleBox> fallback_style;
+ static Ref<Font> fallback_font;
+ static int fallback_font_size;
// Default values configurable for each individual theme.
- float default_theme_base_scale = 0.0;
- Ref<Font> default_theme_font;
- int default_theme_font_size = -1;
+ float default_base_scale = 0.0;
+ Ref<Font> default_font;
+ int default_font_size = -1;
static void _bind_methods();
@@ -126,23 +126,29 @@ public:
static Ref<Theme> get_project_default();
static void set_project_default(const Ref<Theme> &p_project_default);
- static void set_default_base_scale(float p_base_scale);
- static void set_default_icon(const Ref<Texture2D> &p_icon);
- static void set_default_style(const Ref<StyleBox> &p_style);
- static void set_default_font(const Ref<Font> &p_font);
- static void set_default_font_size(int p_font_size);
-
- void set_default_theme_base_scale(float p_base_scale);
- float get_default_theme_base_scale() const;
- bool has_default_theme_base_scale() const;
-
- void set_default_theme_font(const Ref<Font> &p_default_font);
- Ref<Font> get_default_theme_font() const;
- bool has_default_theme_font() const;
-
- void set_default_theme_font_size(int p_font_size);
- int get_default_theme_font_size() const;
- bool has_default_theme_font_size() const;
+ static void set_fallback_base_scale(float p_base_scale);
+ static void set_fallback_icon(const Ref<Texture2D> &p_icon);
+ static void set_fallback_style(const Ref<StyleBox> &p_style);
+ static void set_fallback_font(const Ref<Font> &p_font);
+ static void set_fallback_font_size(int p_font_size);
+
+ static float get_fallback_base_scale();
+ static Ref<Texture2D> get_fallback_icon();
+ static Ref<StyleBox> get_fallback_style();
+ static Ref<Font> get_fallback_font();
+ static int get_fallback_font_size();
+
+ void set_default_base_scale(float p_base_scale);
+ float get_default_base_scale() const;
+ bool has_default_base_scale() const;
+
+ void set_default_font(const Ref<Font> &p_default_font);
+ Ref<Font> get_default_font() const;
+ bool has_default_font() const;
+
+ void set_default_font_size(int p_font_size);
+ int get_default_font_size() const;
+ bool has_default_font_size() const;
void set_icon(const StringName &p_name, const StringName &p_theme_type, const Ref<Texture2D> &p_icon);
Ref<Texture2D> get_icon(const StringName &p_name, const StringName &p_theme_type) const;
diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp
index 34fe7c0b87..ddb9cc7440 100644
--- a/scene/resources/tile_set.cpp
+++ b/scene/resources/tile_set.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1765,11 +1765,14 @@ Vector<Point2> TileSet::_get_square_corner_or_side_terrain_bit_polygon(Vector2i
break;
}
bit_rect.position *= Vector2(p_size) / 6.0;
- Vector<Vector2> polygon;
- polygon.push_back(bit_rect.position);
- polygon.push_back(Vector2(bit_rect.get_end().x, bit_rect.position.y));
- polygon.push_back(bit_rect.get_end());
- polygon.push_back(Vector2(bit_rect.position.x, bit_rect.get_end().y));
+
+ Vector<Vector2> polygon = {
+ bit_rect.position,
+ Vector2(bit_rect.get_end().x, bit_rect.position.y),
+ bit_rect.get_end(),
+ Vector2(bit_rect.position.x, bit_rect.get_end().y)
+ };
+
return polygon;
}
@@ -1984,25 +1987,26 @@ Vector<Point2> TileSet::_get_isometric_side_terrain_bit_polygon(Vector2i p_size,
}
Vector<Point2> TileSet::_get_half_offset_corner_or_side_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit, float p_overlap, TileSet::TileOffsetAxis p_offset_axis) {
- Vector<Vector2> point_list;
- point_list.push_back(Vector2(3, (3.0 * (1.0 - p_overlap * 2.0)) / 2.0));
- point_list.push_back(Vector2(3, 3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(2, 3.0 * (1.0 - (p_overlap * 2.0) * 2.0 / 3.0)));
- point_list.push_back(Vector2(1, 3.0 - p_overlap * 2.0));
- point_list.push_back(Vector2(0, 3));
- point_list.push_back(Vector2(-1, 3.0 - p_overlap * 2.0));
- point_list.push_back(Vector2(-2, 3.0 * (1.0 - (p_overlap * 2.0) * 2.0 / 3.0)));
- point_list.push_back(Vector2(-3, 3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(-3, (3.0 * (1.0 - p_overlap * 2.0)) / 2.0));
- point_list.push_back(Vector2(-3, -(3.0 * (1.0 - p_overlap * 2.0)) / 2.0));
- point_list.push_back(Vector2(-3, -3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(-2, -3.0 * (1.0 - (p_overlap * 2.0) * 2.0 / 3.0)));
- point_list.push_back(Vector2(-1, -(3.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(0, -3));
- point_list.push_back(Vector2(1, -(3.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(2, -3.0 * (1.0 - (p_overlap * 2.0) * 2.0 / 3.0)));
- point_list.push_back(Vector2(3, -3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(3, -(3.0 * (1.0 - p_overlap * 2.0)) / 2.0));
+ Vector<Vector2> point_list = {
+ Vector2(3, (3.0 * (1.0 - p_overlap * 2.0)) / 2.0),
+ Vector2(3, 3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(2, 3.0 * (1.0 - (p_overlap * 2.0) * 2.0 / 3.0)),
+ Vector2(1, 3.0 - p_overlap * 2.0),
+ Vector2(0, 3),
+ Vector2(-1, 3.0 - p_overlap * 2.0),
+ Vector2(-2, 3.0 * (1.0 - (p_overlap * 2.0) * 2.0 / 3.0)),
+ Vector2(-3, 3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(-3, (3.0 * (1.0 - p_overlap * 2.0)) / 2.0),
+ Vector2(-3, -(3.0 * (1.0 - p_overlap * 2.0)) / 2.0),
+ Vector2(-3, -3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(-2, -3.0 * (1.0 - (p_overlap * 2.0) * 2.0 / 3.0)),
+ Vector2(-1, -(3.0 - p_overlap * 2.0)),
+ Vector2(0, -3),
+ Vector2(1, -(3.0 - p_overlap * 2.0)),
+ Vector2(2, -3.0 * (1.0 - (p_overlap * 2.0) * 2.0 / 3.0)),
+ Vector2(3, -3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(3, -(3.0 * (1.0 - p_overlap * 2.0)) / 2.0)
+ };
Vector2 unit = Vector2(p_size) / 6.0;
for (int i = 0; i < point_list.size(); i++) {
@@ -2144,19 +2148,20 @@ Vector<Point2> TileSet::_get_half_offset_corner_or_side_terrain_bit_polygon(Vect
}
Vector<Point2> TileSet::_get_half_offset_corner_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit, float p_overlap, TileSet::TileOffsetAxis p_offset_axis) {
- Vector<Vector2> point_list;
- point_list.push_back(Vector2(3, 0));
- point_list.push_back(Vector2(3, 3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(1.5, (3.0 * (1.0 - p_overlap * 2.0) + 3.0) / 2.0));
- point_list.push_back(Vector2(0, 3));
- point_list.push_back(Vector2(-1.5, (3.0 * (1.0 - p_overlap * 2.0) + 3.0) / 2.0));
- point_list.push_back(Vector2(-3, 3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(-3, 0));
- point_list.push_back(Vector2(-3, -3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(-1.5, -(3.0 * (1.0 - p_overlap * 2.0) + 3.0) / 2.0));
- point_list.push_back(Vector2(0, -3));
- point_list.push_back(Vector2(1.5, -(3.0 * (1.0 - p_overlap * 2.0) + 3.0) / 2.0));
- point_list.push_back(Vector2(3, -3.0 * (1.0 - p_overlap * 2.0)));
+ Vector<Vector2> point_list = {
+ Vector2(3, 0),
+ Vector2(3, 3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(1.5, (3.0 * (1.0 - p_overlap * 2.0) + 3.0) / 2.0),
+ Vector2(0, 3),
+ Vector2(-1.5, (3.0 * (1.0 - p_overlap * 2.0) + 3.0) / 2.0),
+ Vector2(-3, 3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(-3, 0),
+ Vector2(-3, -3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(-1.5, -(3.0 * (1.0 - p_overlap * 2.0) + 3.0) / 2.0),
+ Vector2(0, -3),
+ Vector2(1.5, -(3.0 * (1.0 - p_overlap * 2.0) + 3.0) / 2.0),
+ Vector2(3, -3.0 * (1.0 - p_overlap * 2.0))
+ };
Vector2 unit = Vector2(p_size) / 6.0;
for (int i = 0; i < point_list.size(); i++) {
@@ -2250,13 +2255,14 @@ Vector<Point2> TileSet::_get_half_offset_corner_terrain_bit_polygon(Vector2i p_s
}
Vector<Point2> TileSet::_get_half_offset_side_terrain_bit_polygon(Vector2i p_size, TileSet::CellNeighbor p_bit, float p_overlap, TileSet::TileOffsetAxis p_offset_axis) {
- Vector<Vector2> point_list;
- point_list.push_back(Vector2(3, 3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(0, 3));
- point_list.push_back(Vector2(-3, 3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(-3, -3.0 * (1.0 - p_overlap * 2.0)));
- point_list.push_back(Vector2(0, -3));
- point_list.push_back(Vector2(3, -3.0 * (1.0 - p_overlap * 2.0)));
+ Vector<Vector2> point_list = {
+ Vector2(3, 3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(0, 3),
+ Vector2(-3, 3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(-3, -3.0 * (1.0 - p_overlap * 2.0)),
+ Vector2(0, -3),
+ Vector2(3, -3.0 * (1.0 - p_overlap * 2.0))
+ };
Vector2 unit = Vector2(p_size) / 6.0;
for (int i = 0; i < point_list.size(); i++) {
diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h
index d2238c26d2..2673ca1cb6 100644
--- a/scene/resources/tile_set.h
+++ b/scene/resources/tile_set.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/video_stream.h b/scene/resources/video_stream.h
index f960f85521..3e154d539b 100644
--- a/scene/resources/video_stream.h
+++ b/scene/resources/video_stream.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index 41e78e0bc8..ece1ba1972 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -349,11 +349,11 @@ String VisualShaderNodeCustom::get_output_port_name(int p_port) const {
String VisualShaderNodeCustom::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
ERR_FAIL_COND_V(!GDVIRTUAL_IS_OVERRIDDEN(_get_code), "");
- Vector<String> input_vars;
+ TypedArray<String> input_vars;
for (int i = 0; i < get_input_port_count(); i++) {
input_vars.push_back(p_input_vars[i]);
}
- Array output_vars;
+ TypedArray<String> output_vars;
for (int i = 0; i < get_output_port_count(); i++) {
output_vars.push_back(p_output_vars[i]);
}
@@ -979,7 +979,7 @@ String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port
String VisualShader::validate_port_name(const String &p_port_name, VisualShaderNode *p_node, int p_port_id, bool p_output) const {
String name = p_port_name;
- if (name == String()) {
+ if (name.is_empty()) {
return String();
}
@@ -987,7 +987,7 @@ String VisualShader::validate_port_name(const String &p_port_name, VisualShaderN
name = name.substr(1, name.length() - 1);
}
- if (name != String()) {
+ if (!name.is_empty()) {
String valid_name;
for (int i = 0; i < name.length(); i++) {
@@ -1031,7 +1031,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua
while (name.length() && !IS_INITIAL_CHAR(name[0])) {
name = name.substr(1, name.length() - 1);
}
- if (name != String()) {
+ if (!name.is_empty()) {
String valid_name;
for (int i = 0; i < name.length(); i++) {
@@ -1045,7 +1045,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua
name = valid_name;
}
- if (name == String()) {
+ if (name.is_empty()) {
name = p_uniform->get_caption();
}
@@ -1075,7 +1075,7 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua
while (name.length() && name[name.length() - 1] >= '0' && name[name.length() - 1] <= '9') {
name = name.substr(0, name.length() - 1);
}
- ERR_FAIL_COND_V(name == String(), String());
+ ERR_FAIL_COND_V(name.is_empty(), String());
name += itos(attempt);
} else {
break;
@@ -1085,16 +1085,6 @@ String VisualShader::validate_uniform_name(const String &p_name, const Ref<Visua
return name;
}
-VisualShader::RenderModeEnums VisualShader::render_mode_enums[] = {
- { Shader::MODE_SPATIAL, "blend" },
- { Shader::MODE_SPATIAL, "depth_draw" },
- { Shader::MODE_SPATIAL, "cull" },
- { Shader::MODE_SPATIAL, "diffuse" },
- { Shader::MODE_SPATIAL, "specular" },
- { Shader::MODE_CANVAS_ITEM, "blend" },
- { Shader::MODE_CANVAS_ITEM, nullptr }
-};
-
static const char *type_string[VisualShader::TYPE_MAX] = {
"vertex",
"fragment",
@@ -1261,27 +1251,25 @@ void VisualShader::_get_property_list(List<PropertyInfo> *p_list) const {
Map<String, String> blend_mode_enums;
Set<String> toggles;
- for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
- String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
- int idx = 0;
- bool in_enum = false;
- while (render_mode_enums[idx].string) {
- if (mode.begins_with(render_mode_enums[idx].string)) {
- String begin = render_mode_enums[idx].string;
- String option = mode.replace_first(begin + "_", "");
+ const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
+
+ for (int i = 0; i < rmodes.size(); i++) {
+ const ShaderLanguage::ModeInfo &info = rmodes[i];
+
+ if (!info.options.is_empty()) {
+ const String begin = String(info.name);
+
+ for (int j = 0; j < info.options.size(); j++) {
+ const String option = String(info.options[j]);
+
if (!blend_mode_enums.has(begin)) {
blend_mode_enums[begin] = option;
} else {
blend_mode_enums[begin] += "," + option;
}
- in_enum = true;
- break;
}
- idx++;
- }
-
- if (!in_enum) {
- toggles.insert(mode);
+ } else {
+ toggles.insert(String(info.name));
}
}
@@ -1568,7 +1556,7 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui
}
node_code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview);
- if (node_code != String()) {
+ if (!node_code.is_empty()) {
code += node_name;
code += node_code;
code += "\n";
@@ -1653,44 +1641,36 @@ void VisualShader::_update_shader() const {
String render_mode;
{
- //fill render mode enums
- int idx = 0;
- while (render_mode_enums[idx].string) {
- if (shader_mode == render_mode_enums[idx].mode) {
- if (modes.has(render_mode_enums[idx].string)) {
- int which = modes[render_mode_enums[idx].string];
- int count = 0;
- for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
- String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
- if (mode.begins_with(render_mode_enums[idx].string)) {
- if (count == which) {
- if (render_mode != String()) {
- render_mode += ", ";
- }
- render_mode += mode;
- break;
- }
- count++;
- }
+ const Vector<ShaderLanguage::ModeInfo> &rmodes = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode));
+ Vector<String> flag_names;
+
+ // Add enum modes first.
+ for (int i = 0; i < rmodes.size(); i++) {
+ const ShaderLanguage::ModeInfo &info = rmodes[i];
+ const String temp = String(info.name);
+
+ if (!info.options.is_empty()) {
+ if (modes.has(temp) && modes[temp] < info.options.size()) {
+ if (!render_mode.is_empty()) {
+ render_mode += ", ";
}
+ render_mode += temp + "_" + info.options[modes[temp]];
}
+ } else if (flags.has(temp)) {
+ flag_names.push_back(temp);
}
- idx++;
}
- //fill render mode flags
- for (int i = 0; i < ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode)).size(); i++) {
- String mode = ShaderTypes::get_singleton()->get_modes(RenderingServer::ShaderMode(shader_mode))[i];
- if (flags.has(mode)) {
- if (render_mode != String()) {
- render_mode += ", ";
- }
- render_mode += mode;
+ // Add flags afterward.
+ for (int i = 0; i < flag_names.size(); i++) {
+ if (!render_mode.is_empty()) {
+ render_mode += ", ";
}
+ render_mode += flag_names[i];
}
}
- if (render_mode != String()) {
+ if (!render_mode.is_empty()) {
global_code += "render_mode " + render_mode + ";\n\n";
}
@@ -2035,7 +2015,7 @@ void VisualShader::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_shader"), &VisualShader::_update_shader);
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "graph_offset", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_graph_offset", "get_graph_offset");
- ADD_PROPERTY(PropertyInfo(Variant::STRING, "engine_version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_engine_version", "get_engine_version");
+ ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "engine_version", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR), "set_engine_version", "get_engine_version");
ADD_PROPERTY_DEFAULT("code", ""); // Inherited from Shader, prevents showing default code as override in docs.
@@ -2468,7 +2448,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
idx++;
}
- if (code == String()) {
+ if (code.is_empty()) {
switch (get_output_port_type(0)) {
case PORT_TYPE_SCALAR: {
code = " " + p_output_vars[0] + " = 0.0;\n";
@@ -2502,7 +2482,7 @@ String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::T
idx++;
}
- if (code == String()) {
+ if (code.is_empty()) {
code = " " + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar
}
@@ -2605,7 +2585,7 @@ void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
- if (port_list != String()) {
+ if (!port_list.is_empty()) {
port_list += ",";
}
port_list += ports[idx].name;
@@ -2613,7 +2593,7 @@ void VisualShaderNodeInput::_validate_property(PropertyInfo &property) const {
idx++;
}
- if (port_list == "") {
+ if (port_list.is_empty()) {
port_list = TTR("None");
}
property.hint_string = port_list;
@@ -3063,7 +3043,7 @@ String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::
String code;
while (ports[idx].mode != Shader::MODE_MAX) {
if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type) {
- if (p_input_vars[count] != String()) {
+ if (!p_input_vars[count].is_empty()) {
String s = ports[idx].string;
if (s.find(":") != -1) {
code += " " + s.get_slicec(':', 0) + " = " + p_input_vars[count] + "." + s.get_slicec(':', 1) + ";\n";
diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h
index 5bb9d45f39..066c18e3bc 100644
--- a/scene/resources/visual_shader.h
+++ b/scene/resources/visual_shader.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -102,8 +102,6 @@ private:
HashMap<String, int> modes;
Set<StringName> flags;
- static RenderModeEnums render_mode_enums[];
-
mutable SafeFlag dirty;
void _queue_update();
@@ -328,7 +326,7 @@ protected:
GDVIRTUAL0RC(int, _get_output_port_count)
GDVIRTUAL1RC(int, _get_output_port_type, int)
GDVIRTUAL1RC(String, _get_output_port_name, int)
- GDVIRTUAL4RC(String, _get_code, Vector<String>, TypedArray<String>, Shader::Mode, VisualShader::Type)
+ GDVIRTUAL4RC(String, _get_code, TypedArray<String>, TypedArray<String>, Shader::Mode, VisualShader::Type)
GDVIRTUAL1RC(String, _get_global_code, Shader::Mode)
GDVIRTUAL0RC(bool, _is_highend)
diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp
index e6870971d4..b61e3f5d14 100644
--- a/scene/resources/visual_shader_nodes.cpp
+++ b/scene/resources/visual_shader_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -535,15 +535,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_TEXTURE) {
String id = make_unique_id(p_type, p_id, "tex");
String code;
- if (p_input_vars[0] == String()) { // Use UV by default.
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
@@ -560,18 +560,18 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
String code;
code += " {\n";
- if (id == String()) {
+ if (id.is_empty()) {
code += " vec4 " + id + "_tex_read = vec4(0.0);\n";
} else {
- if (p_input_vars[0] == String()) { // Use UV by default.
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
@@ -587,15 +587,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_SCREEN && (p_mode == Shader::MODE_SPATIAL || p_mode == Shader::MODE_CANVAS_ITEM) && p_type == VisualShader::TYPE_FRAGMENT) {
String code = " {\n";
- if (p_input_vars[0] == String() || p_for_preview) { // Use UV by default.
+ if (p_input_vars[0].is_empty() || p_for_preview) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", 0.0 );\n";
} else {
code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " vec4 _tex_read = textureLod(SCREEN_TEXTURE, " + p_input_vars[0] + ".xy, 0.0);\n";
} else {
@@ -610,15 +610,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_2D_TEXTURE && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
String code = " {\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 _tex_read = texture(TEXTURE, " + default_uv + ");\n";
} else {
code += " vec4 _tex_read = textureLod(TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " vec4 _tex_read = texture(TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
@@ -633,15 +633,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_2D_NORMAL && p_mode == Shader::MODE_CANVAS_ITEM && p_type == VisualShader::TYPE_FRAGMENT) {
String code = " {\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + default_uv + ");\n";
} else {
code += " vec4 _tex_read = textureLod(NORMAL_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " vec4 _tex_read = texture(NORMAL_TEXTURE, " + p_input_vars[0] + ".xy);\n";
} else {
@@ -666,15 +666,15 @@ String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader:
if (source == SOURCE_DEPTH && p_mode == Shader::MODE_SPATIAL && p_type == VisualShader::TYPE_FRAGMENT) {
String code = " {\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " float _depth = texture(DEPTH_TEXTURE, " + default_uv + ").r;\n";
} else {
code += " float _depth = textureLod(DEPTH_TEXTURE, " + default_uv + ", " + p_input_vars[1] + ").r;\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " float _depth = texture(DEPTH_TEXTURE, " + p_input_vars[0] + ".xy).r;\n";
} else {
@@ -883,7 +883,7 @@ String VisualShaderNodeCurveTexture::generate_global(Shader::Mode p_mode, Visual
}
String VisualShaderNodeCurveTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- if (p_input_vars[0] == String()) {
+ if (p_input_vars[0].is_empty()) {
return " " + p_output_vars[0] + " = 0.0;\n";
}
String id = make_unique_id(p_type, p_id, "curve");
@@ -968,7 +968,7 @@ String VisualShaderNodeCurveXYZTexture::generate_global(Shader::Mode p_mode, Vis
}
String VisualShaderNodeCurveXYZTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- if (p_input_vars[0] == String()) {
+ if (p_input_vars[0].is_empty()) {
return " " + p_output_vars[0] + " = vec3(0.0);\n";
}
String id = make_unique_id(p_type, p_id, "curve3d");
@@ -1076,14 +1076,14 @@ String VisualShaderNodeSample3D::generate_code(Shader::Mode p_mode, VisualShader
} else {
id = p_input_vars[2];
}
- if (id != String()) {
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (!id.is_empty()) {
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
+ if (p_input_vars[1].is_empty()) {
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " vec4 " + id + "_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " vec4 " + id + "_tex_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
@@ -1364,7 +1364,7 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
code += " {\n";
- if (id == String()) {
+ if (id.is_empty()) {
code += " vec4 " + id + "_read = vec4(0.0);\n";
code += " " + p_output_vars[0] + " = " + id + "_read.rgb;\n";
code += " " + p_output_vars[1] + " = " + id + "_read.a;\n";
@@ -1372,15 +1372,15 @@ String VisualShaderNodeCubemap::generate_code(Shader::Mode p_mode, VisualShader:
return code;
}
- if (p_input_vars[0] == String()) { // Use UV by default.
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec4 " + id + "_read = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " vec4 " + id + "_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + " );\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " vec4 " + id + "_read = texture(" + id + ", " + p_input_vars[0] + ");\n";
} else {
@@ -4857,34 +4857,106 @@ String VisualShaderNodeTextureUniform::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const {
+ bool has_colon = false;
String code = _get_qual_str() + "uniform sampler2D " + get_uniform_name();
- switch (texture_type) {
- case TYPE_DATA:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black;\n";
+ // type
+ {
+ String type_code;
+
+ switch (texture_type) {
+ case TYPE_DATA:
+ if (color_default == COLOR_DEFAULT_BLACK) {
+ type_code = "hint_black";
+ }
+ break;
+ case TYPE_COLOR:
+ if (color_default == COLOR_DEFAULT_BLACK) {
+ type_code = "hint_black_albedo";
+ } else {
+ type_code = "hint_albedo";
+ }
+ break;
+ case TYPE_NORMAL_MAP:
+ type_code = "hint_normal";
+ break;
+ case TYPE_ANISOTROPY:
+ type_code = "hint_anisotropy";
+ break;
+ default:
+ break;
+ }
+
+ if (!type_code.is_empty()) {
+ code += " : " + type_code;
+ has_colon = true;
+ }
+ }
+
+ // filter
+ {
+ String filter_code;
+
+ switch (texture_filter) {
+ case FILTER_NEAREST:
+ filter_code = "filter_nearest";
+ break;
+ case FILTER_LINEAR:
+ filter_code = "filter_linear";
+ break;
+ case FILTER_NEAREST_MIPMAP:
+ filter_code = "filter_nearest_mipmap";
+ break;
+ case FILTER_LINEAR_MIPMAP:
+ filter_code = "filter_linear_mipmap";
+ break;
+ case FILTER_NEAREST_MIPMAP_ANISOTROPIC:
+ filter_code = "filter_nearest_mipmap_anisotropic";
+ break;
+ case FILTER_LINEAR_MIPMAP_ANISOTROPIC:
+ filter_code = "filter_linear_mipmap_anisotropic";
+ break;
+ default:
+ break;
+ }
+
+ if (!filter_code.is_empty()) {
+ if (!has_colon) {
+ code += " : ";
+ has_colon = true;
} else {
- code += ";\n";
+ code += ", ";
}
- break;
- case TYPE_COLOR:
- if (color_default == COLOR_DEFAULT_BLACK) {
- code += " : hint_black_albedo;\n";
+ code += filter_code;
+ }
+ }
+
+ // repeat
+ {
+ String repeat_code;
+
+ switch (texture_repeat) {
+ case REPEAT_ENABLED:
+ repeat_code = "repeat_enable";
+ break;
+ case REPEAT_DISABLED:
+ repeat_code = "repeat_disable";
+ break;
+ default:
+ break;
+ }
+
+ if (!repeat_code.is_empty()) {
+ if (!has_colon) {
+ code += " : ";
} else {
- code += " : hint_albedo;\n";
+ code += ", ";
}
- break;
- case TYPE_NORMAL_MAP:
- code += " : hint_normal;\n";
- break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
- break;
- default:
- code += ";\n";
- break;
+ code += repeat_code;
+ }
}
+ code += ";\n";
return code;
}
@@ -4902,13 +4974,13 @@ String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, Visual
String id = get_uniform_name();
String code = " {\n";
- if (p_input_vars[0] == String()) { // Use UV by default.
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[0].is_empty()) { // Use UV by default.
+ if (p_input_vars[1].is_empty()) {
code += " vec4 n_tex_read = texture(" + id + ", " + default_uv + ");\n";
} else {
code += " vec4 n_tex_read = textureLod(" + id + ", " + default_uv + ", " + p_input_vars[1] + ");\n";
}
- } else if (p_input_vars[1] == String()) {
+ } else if (p_input_vars[1].is_empty()) {
//no lod
code += " vec4 n_tex_read = texture(" + id + ", " + p_input_vars[0] + ".xy);\n";
} else {
@@ -4947,13 +5019,56 @@ VisualShaderNodeTextureUniform::ColorDefault VisualShaderNodeTextureUniform::get
return color_default;
}
+void VisualShaderNodeTextureUniform::set_texture_filter(TextureFilter p_filter) {
+ ERR_FAIL_INDEX(int(p_filter), int(FILTER_MAX));
+ if (texture_filter == p_filter) {
+ return;
+ }
+ texture_filter = p_filter;
+ emit_changed();
+}
+
+VisualShaderNodeTextureUniform::TextureFilter VisualShaderNodeTextureUniform::get_texture_filter() const {
+ return texture_filter;
+}
+
+void VisualShaderNodeTextureUniform::set_texture_repeat(TextureRepeat p_repeat) {
+ ERR_FAIL_INDEX(int(p_repeat), int(REPEAT_MAX));
+ if (texture_repeat == p_repeat) {
+ return;
+ }
+ texture_repeat = p_repeat;
+ emit_changed();
+}
+
+VisualShaderNodeTextureUniform::TextureRepeat VisualShaderNodeTextureUniform::get_texture_repeat() const {
+ return texture_repeat;
+}
+
Vector<StringName> VisualShaderNodeTextureUniform::get_editable_properties() const {
Vector<StringName> props = VisualShaderNodeUniform::get_editable_properties();
props.push_back("texture_type");
- props.push_back("color_default");
+ if (texture_type == TYPE_DATA || texture_type == TYPE_COLOR) {
+ props.push_back("color_default");
+ }
+ props.push_back("texture_filter");
+ props.push_back("texture_repeat");
return props;
}
+bool VisualShaderNodeTextureUniform::is_show_prop_names() const {
+ return true;
+}
+
+Map<StringName, String> VisualShaderNodeTextureUniform::get_editable_properties_names() const {
+ Map<StringName, String> names;
+ names.insert("texture_type", TTR("Type"));
+ names.insert("color_default", TTR("Default Color"));
+ names.insert("texture_filter", TTR("Filter"));
+ names.insert("texture_repeat", TTR("Repeat"));
+ return names;
+}
+
void VisualShaderNodeTextureUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_type", "type"), &VisualShaderNodeTextureUniform::set_texture_type);
ClassDB::bind_method(D_METHOD("get_texture_type"), &VisualShaderNodeTextureUniform::get_texture_type);
@@ -4961,18 +5076,40 @@ void VisualShaderNodeTextureUniform::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_color_default", "type"), &VisualShaderNodeTextureUniform::set_color_default);
ClassDB::bind_method(D_METHOD("get_color_default"), &VisualShaderNodeTextureUniform::get_color_default);
+ ClassDB::bind_method(D_METHOD("set_texture_filter", "filter"), &VisualShaderNodeTextureUniform::set_texture_filter);
+ ClassDB::bind_method(D_METHOD("get_texture_filter"), &VisualShaderNodeTextureUniform::get_texture_filter);
+
+ ClassDB::bind_method(D_METHOD("set_texture_repeat", "type"), &VisualShaderNodeTextureUniform::set_texture_repeat);
+ ClassDB::bind_method(D_METHOD("get_texture_repeat"), &VisualShaderNodeTextureUniform::get_texture_repeat);
+
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_type", PROPERTY_HINT_ENUM, "Data,Color,Normal Map,Anisotropic"), "set_texture_type", "get_texture_type");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White Default,Black Default"), "set_color_default", "get_color_default");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "color_default", PROPERTY_HINT_ENUM, "White,Black"), "set_color_default", "get_color_default");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_filter", PROPERTY_HINT_ENUM, "Default,Nearest,Linear,Nearest Mipmap,Linear Mipmap,Nearest Mipmap Anisotropic,Linear Mipmap Anisotropic"), "set_texture_filter", "get_texture_filter");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_repeat", PROPERTY_HINT_ENUM, "Default,Enabled,Disabled"), "set_texture_repeat", "get_texture_repeat");
BIND_ENUM_CONSTANT(TYPE_DATA);
BIND_ENUM_CONSTANT(TYPE_COLOR);
BIND_ENUM_CONSTANT(TYPE_NORMAL_MAP);
- BIND_ENUM_CONSTANT(TYPE_ANISO);
+ BIND_ENUM_CONSTANT(TYPE_ANISOTROPY);
BIND_ENUM_CONSTANT(TYPE_MAX);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_WHITE);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_BLACK);
BIND_ENUM_CONSTANT(COLOR_DEFAULT_MAX);
+
+ BIND_ENUM_CONSTANT(FILTER_DEFAULT);
+ BIND_ENUM_CONSTANT(FILTER_NEAREST);
+ BIND_ENUM_CONSTANT(FILTER_LINEAR);
+ BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP);
+ BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP);
+ BIND_ENUM_CONSTANT(FILTER_NEAREST_MIPMAP_ANISOTROPIC);
+ BIND_ENUM_CONSTANT(FILTER_LINEAR_MIPMAP_ANISOTROPIC);
+ BIND_ENUM_CONSTANT(FILTER_MAX);
+
+ BIND_ENUM_CONSTANT(REPEAT_DEFAULT);
+ BIND_ENUM_CONSTANT(REPEAT_ENABLED);
+ BIND_ENUM_CONSTANT(REPEAT_DISABLED);
+ BIND_ENUM_CONSTANT(REPEAT_MAX);
}
String VisualShaderNodeTextureUniform::get_input_port_default_hint(int p_port) const {
@@ -5070,11 +5207,11 @@ String VisualShaderNodeTextureUniformTriplanar::generate_code(Shader::Mode p_mod
String id = get_uniform_name();
String code = " {\n";
- if (p_input_vars[0] == String() && p_input_vars[1] == String()) {
+ if (p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, triplanar_pos);\n";
- } else if (p_input_vars[0] != String() && p_input_vars[1] == String()) {
+ } else if (!p_input_vars[0].is_empty() && p_input_vars[1].is_empty()) {
code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", triplanar_pos);\n";
- } else if (p_input_vars[0] == String() && p_input_vars[1] != String()) {
+ } else if (p_input_vars[0].is_empty() && !p_input_vars[1].is_empty()) {
code += " vec4 n_tex_read = triplanar_texture(" + id + ", triplanar_power_normal, " + p_input_vars[1] + ");\n";
} else {
code += " vec4 n_tex_read = triplanar_texture(" + id + ", " + p_input_vars[0] + ", " + p_input_vars[1] + ");\n";
@@ -5154,8 +5291,8 @@ String VisualShaderNodeTexture2DArrayUniform::generate_global(Shader::Mode p_mod
case TYPE_NORMAL_MAP:
code += " : hint_normal;\n";
break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
+ case TYPE_ANISOTROPY:
+ code += " : hint_anisotropy;\n";
break;
default:
code += ";\n";
@@ -5227,8 +5364,8 @@ String VisualShaderNodeTexture3DUniform::generate_global(Shader::Mode p_mode, Vi
case TYPE_NORMAL_MAP:
code += " : hint_normal;\n";
break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
+ case TYPE_ANISOTROPY:
+ code += " : hint_anisotropy;\n";
break;
default:
code += ";\n";
@@ -5300,8 +5437,8 @@ String VisualShaderNodeCubemapUniform::generate_global(Shader::Mode p_mode, Visu
case TYPE_NORMAL_MAP:
code += " : hint_normal;\n";
break;
- case TYPE_ANISO:
- code += " : hint_aniso;\n";
+ case TYPE_ANISOTROPY:
+ code += " : hint_anisotropy;\n";
break;
default:
code += ";\n";
@@ -5600,12 +5737,12 @@ bool VisualShaderNodeFresnel::is_generate_input_var(int p_port) const {
String VisualShaderNodeFresnel::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
String normal;
String view;
- if (p_input_vars[0] == String()) {
+ if (p_input_vars[0].is_empty()) {
normal = "NORMAL";
} else {
normal = p_input_vars[0];
}
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
view = "VIEW";
} else {
view = p_input_vars[1];
diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h
index 2f3400404c..f1dda634f1 100644
--- a/scene/resources/visual_shader_nodes.h
+++ b/scene/resources/visual_shader_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -1943,7 +1943,7 @@ public:
TYPE_DATA,
TYPE_COLOR,
TYPE_NORMAL_MAP,
- TYPE_ANISO,
+ TYPE_ANISOTROPY,
TYPE_MAX,
};
@@ -1953,9 +1953,29 @@ public:
COLOR_DEFAULT_MAX,
};
+ enum TextureFilter {
+ FILTER_DEFAULT,
+ FILTER_NEAREST,
+ FILTER_LINEAR,
+ FILTER_NEAREST_MIPMAP,
+ FILTER_LINEAR_MIPMAP,
+ FILTER_NEAREST_MIPMAP_ANISOTROPIC,
+ FILTER_LINEAR_MIPMAP_ANISOTROPIC,
+ FILTER_MAX,
+ };
+
+ enum TextureRepeat {
+ REPEAT_DEFAULT,
+ REPEAT_ENABLED,
+ REPEAT_DISABLED,
+ REPEAT_MAX,
+ };
+
protected:
TextureType texture_type = TYPE_DATA;
ColorDefault color_default = COLOR_DEFAULT_WHITE;
+ TextureFilter texture_filter = FILTER_DEFAULT;
+ TextureRepeat texture_repeat = REPEAT_DEFAULT;
protected:
static void _bind_methods();
@@ -1975,6 +1995,8 @@ public:
virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const override;
virtual String generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview = false) const override;
+ virtual Map<StringName, String> get_editable_properties_names() const override;
+ virtual bool is_show_prop_names() const override;
virtual bool is_code_generated() const override;
Vector<StringName> get_editable_properties() const override;
@@ -1985,6 +2007,12 @@ public:
void set_color_default(ColorDefault p_default);
ColorDefault get_color_default() const;
+ void set_texture_filter(TextureFilter p_filter);
+ TextureFilter get_texture_filter() const;
+
+ void set_texture_repeat(TextureRepeat p_repeat);
+ TextureRepeat get_texture_repeat() const;
+
bool is_qualifier_supported(Qualifier p_qual) const override;
bool is_convertible_to_constant() const override;
@@ -1993,6 +2021,8 @@ public:
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureType)
VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::ColorDefault)
+VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureFilter)
+VARIANT_ENUM_CAST(VisualShaderNodeTextureUniform::TextureRepeat)
///////////////////////////////////////
diff --git a/scene/resources/visual_shader_particle_nodes.cpp b/scene/resources/visual_shader_particle_nodes.cpp
index a7c20b2cb9..c970b9c08b 100644
--- a/scene/resources/visual_shader_particle_nodes.cpp
+++ b/scene/resources/visual_shader_particle_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/visual_shader_particle_nodes.h b/scene/resources/visual_shader_particle_nodes.h
index ae7ea69225..add6928841 100644
--- a/scene/resources/visual_shader_particle_nodes.h
+++ b/scene/resources/visual_shader_particle_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/visual_shader_sdf_nodes.cpp b/scene/resources/visual_shader_sdf_nodes.cpp
index 14c655b129..1b43fda4c5 100644
--- a/scene/resources/visual_shader_sdf_nodes.cpp
+++ b/scene/resources/visual_shader_sdf_nodes.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -61,7 +61,7 @@ String VisualShaderNodeSDFToScreenUV::get_output_port_name(int p_port) const {
}
String VisualShaderNodeSDFToScreenUV::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = vec3(sdf_to_screen_uv(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
}
VisualShaderNodeSDFToScreenUV::VisualShaderNodeSDFToScreenUV() {
@@ -105,7 +105,7 @@ String VisualShaderNodeScreenUVToSDF::get_input_port_default_hint(int p_port) co
}
String VisualShaderNodeScreenUVToSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0] == String() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = vec3(screen_uv_to_sdf(" + (p_input_vars[0].is_empty() ? "SCREEN_UV" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
}
VisualShaderNodeScreenUVToSDF::VisualShaderNodeScreenUVToSDF() {
@@ -142,7 +142,7 @@ String VisualShaderNodeTextureSDF::get_output_port_name(int p_port) const {
}
String VisualShaderNodeTextureSDF::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
+ return " " + p_output_vars[0] + " = texture_sdf(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + ");\n";
}
VisualShaderNodeTextureSDF::VisualShaderNodeTextureSDF() {
@@ -179,7 +179,7 @@ String VisualShaderNodeTextureSDFNormal::get_output_port_name(int p_port) const
}
String VisualShaderNodeTextureSDFNormal::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const {
- return " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0] == String() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
+ return " " + p_output_vars[0] + " = vec3(texture_sdf_normal(" + (p_input_vars[0].is_empty() ? "vec2(0.0)" : p_input_vars[0] + ".xy") + "), 0.0f);\n";
}
VisualShaderNodeTextureSDFNormal::VisualShaderNodeTextureSDFNormal() {
@@ -242,13 +242,13 @@ String VisualShaderNodeSDFRaymarch::generate_code(Shader::Mode p_mode, VisualSha
code += " {\n";
- if (p_input_vars[0] == String()) {
+ if (p_input_vars[0].is_empty()) {
code += " vec2 __from_pos = vec2(0.0f);\n";
} else {
code += " vec2 __from_pos = " + p_input_vars[0] + ".xy;\n";
}
- if (p_input_vars[1] == String()) {
+ if (p_input_vars[1].is_empty()) {
code += " vec2 __to_pos = vec2(0.0f);\n";
} else {
code += " vec2 __to_pos = " + p_input_vars[1] + ".xy;\n";
diff --git a/scene/resources/visual_shader_sdf_nodes.h b/scene/resources/visual_shader_sdf_nodes.h
index 0fcf5ec0b5..d2d1dde4ea 100644
--- a/scene/resources/visual_shader_sdf_nodes.h
+++ b/scene/resources/visual_shader_sdf_nodes.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp
index eceb42ee14..c937d988d2 100644
--- a/scene/resources/world_2d.cpp
+++ b/scene/resources/world_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h
index 65f89c8f64..91f9a026d3 100644
--- a/scene/resources/world_2d.h
+++ b/scene/resources/world_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_3d.cpp b/scene/resources/world_3d.cpp
index 0e1b343eac..c012ab6177 100644
--- a/scene/resources/world_3d.cpp
+++ b/scene/resources/world_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_3d.h b/scene/resources/world_3d.h
index 2c5be35609..b34b7a2bfb 100644
--- a/scene/resources/world_3d.h
+++ b/scene/resources/world_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_boundary_shape_2d.cpp b/scene/resources/world_boundary_shape_2d.cpp
index 39af92793f..9789388c6a 100644
--- a/scene/resources/world_boundary_shape_2d.cpp
+++ b/scene/resources/world_boundary_shape_2d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_boundary_shape_2d.h b/scene/resources/world_boundary_shape_2d.h
index 4cc60f5985..3275e8c916 100644
--- a/scene/resources/world_boundary_shape_2d.h
+++ b/scene/resources/world_boundary_shape_2d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
diff --git a/scene/resources/world_boundary_shape_3d.cpp b/scene/resources/world_boundary_shape_3d.cpp
index 8cde537164..09d41e8291 100644
--- a/scene/resources/world_boundary_shape_3d.cpp
+++ b/scene/resources/world_boundary_shape_3d.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -34,7 +34,6 @@
Vector<Vector3> WorldBoundaryShape3D::get_debug_mesh_lines() const {
Plane p = get_plane();
- Vector<Vector3> points;
Vector3 n1 = p.get_any_perpendicular_normal();
Vector3 n2 = p.normal.cross(n1).normalized();
@@ -46,16 +45,18 @@ Vector<Vector3> WorldBoundaryShape3D::get_debug_mesh_lines() const {
p.normal * p.d + n1 * -10.0 + n2 * 10.0,
};
- points.push_back(pface[0]);
- points.push_back(pface[1]);
- points.push_back(pface[1]);
- points.push_back(pface[2]);
- points.push_back(pface[2]);
- points.push_back(pface[3]);
- points.push_back(pface[3]);
- points.push_back(pface[0]);
- points.push_back(p.normal * p.d);
- points.push_back(p.normal * p.d + p.normal * 3);
+ Vector<Vector3> points = {
+ pface[0],
+ pface[1],
+ pface[1],
+ pface[2],
+ pface[2],
+ pface[3],
+ pface[3],
+ pface[0],
+ p.normal * p.d,
+ p.normal * p.d + p.normal * 3
+ };
return points;
}
diff --git a/scene/resources/world_boundary_shape_3d.h b/scene/resources/world_boundary_shape_3d.h
index 853f555ebc..5378bc52c7 100644
--- a/scene/resources/world_boundary_shape_3d.h
+++ b/scene/resources/world_boundary_shape_3d.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */