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-rw-r--r--scene/resources/audio_stream_sample.cpp7
-rw-r--r--scene/resources/audio_stream_sample.h3
-rw-r--r--scene/resources/material.cpp61
-rw-r--r--scene/resources/material.h2
-rw-r--r--scene/resources/particles_material.cpp15
-rw-r--r--scene/resources/particles_material.h2
-rw-r--r--scene/resources/primitive_meshes.cpp44
-rw-r--r--scene/resources/surface_tool.cpp2
8 files changed, 97 insertions, 39 deletions
diff --git a/scene/resources/audio_stream_sample.cpp b/scene/resources/audio_stream_sample.cpp
index 9ee85b64b6..35132c1195 100644
--- a/scene/resources/audio_stream_sample.cpp
+++ b/scene/resources/audio_stream_sample.cpp
@@ -249,6 +249,10 @@ void AudioStreamPlaybackSample::mix(AudioFrame *p_buffer, float p_rate_scale, in
int32_t todo = p_frames;
+ if (base->loop_mode == AudioStreamSample::LOOP_BACKWARD) {
+ sign = -1;
+ }
+
float base_rate = AudioServer::get_singleton()->get_mix_rate();
float srate = base->mix_rate;
srate *= p_rate_scale;
@@ -621,7 +625,7 @@ void AudioStreamSample::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::POOL_BYTE_ARRAY, "data", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "set_data", "get_data");
ADD_PROPERTY(PropertyInfo(Variant::INT, "format", PROPERTY_HINT_ENUM, "8-Bit,16-Bit,IMA-ADPCM"), "set_format", "get_format");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "loop_mode", PROPERTY_HINT_ENUM, "Disabled,Forward,Ping-Pong"), "set_loop_mode", "get_loop_mode");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "loop_mode", PROPERTY_HINT_ENUM, "Disabled,Forward,Ping-Pong,Backward"), "set_loop_mode", "get_loop_mode");
ADD_PROPERTY(PropertyInfo(Variant::INT, "loop_begin"), "set_loop_begin", "get_loop_begin");
ADD_PROPERTY(PropertyInfo(Variant::INT, "loop_end"), "set_loop_end", "get_loop_end");
ADD_PROPERTY(PropertyInfo(Variant::INT, "mix_rate"), "set_mix_rate", "get_mix_rate");
@@ -634,6 +638,7 @@ void AudioStreamSample::_bind_methods() {
BIND_ENUM_CONSTANT(LOOP_DISABLED);
BIND_ENUM_CONSTANT(LOOP_FORWARD);
BIND_ENUM_CONSTANT(LOOP_PING_PONG);
+ BIND_ENUM_CONSTANT(LOOP_BACKWARD);
}
AudioStreamSample::AudioStreamSample() {
diff --git a/scene/resources/audio_stream_sample.h b/scene/resources/audio_stream_sample.h
index a27acc92b7..2c39e0a11e 100644
--- a/scene/resources/audio_stream_sample.h
+++ b/scene/resources/audio_stream_sample.h
@@ -94,7 +94,8 @@ public:
enum LoopMode {
LOOP_DISABLED,
LOOP_FORWARD,
- LOOP_PING_PONG
+ LOOP_PING_PONG,
+ LOOP_BACKWARD
};
private:
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index 5327ed318f..f6dc60900f 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -258,7 +258,7 @@ ShaderMaterial::~ShaderMaterial() {
/////////////////////////////////
Mutex *SpatialMaterial::material_mutex = NULL;
-SelfList<SpatialMaterial>::List SpatialMaterial::dirty_materials;
+SelfList<SpatialMaterial>::List *SpatialMaterial::dirty_materials = NULL;
Map<SpatialMaterial::MaterialKey, SpatialMaterial::ShaderData> SpatialMaterial::shader_map;
SpatialMaterial::ShaderNames *SpatialMaterial::shader_names = NULL;
@@ -268,6 +268,8 @@ void SpatialMaterial::init_shaders() {
material_mutex = Mutex::create();
#endif
+ dirty_materials = memnew(SelfList<SpatialMaterial>::List);
+
shader_names = memnew(ShaderNames);
shader_names->albedo = "albedo";
@@ -348,12 +350,15 @@ void SpatialMaterial::finish_shaders() {
memdelete(material_mutex);
#endif
+ memdelete(dirty_materials);
+ dirty_materials = NULL;
+
memdelete(shader_names);
}
void SpatialMaterial::_update_shader() {
- dirty_materials.remove(&element);
+ dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key)
@@ -699,7 +704,7 @@ void SpatialMaterial::_update_shader() {
if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar
code += "\t{\n";
- code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,BINORMAL*depth_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace
+ code += "\t\tvec3 view_dir = normalize(normalize(-VERTEX)*mat3(TANGENT*depth_flip.x,-BINORMAL*depth_flip.y,NORMAL));\n"; // binormal is negative due to mikktspace, flip 'unflips' it ;-)
if (deep_parallax) {
code += "\t\tfloat num_layers = mix(float(depth_max_layers),float(depth_min_layers), abs(dot(vec3(0.0, 0.0, 1.0), view_dir)));\n";
@@ -1002,9 +1007,9 @@ void SpatialMaterial::flush_changes() {
if (material_mutex)
material_mutex->lock();
- while (dirty_materials.first()) {
+ while (dirty_materials->first()) {
- dirty_materials.first()->self()->_update_shader();
+ dirty_materials->first()->self()->_update_shader();
}
if (material_mutex)
@@ -1017,7 +1022,7 @@ void SpatialMaterial::_queue_shader_change() {
material_mutex->lock();
if (!element.in_list()) {
- dirty_materials.add(&element);
+ dirty_materials->add(&element);
}
if (material_mutex)
@@ -1315,7 +1320,7 @@ void SpatialMaterial::set_flag(Flags p_flag, bool p_enabled) {
return;
flags[p_flag] = p_enabled;
- if (p_flag == FLAG_USE_ALPHA_SCISSOR) {
+ if (p_flag == FLAG_USE_ALPHA_SCISSOR || p_flag == FLAG_UNSHADED) {
_change_notify();
}
_queue_shader_change();
@@ -1421,6 +1426,48 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const {
if ((property.name == "depth_min_layers" || property.name == "depth_max_layers") && !deep_parallax) {
property.usage = 0;
}
+
+ if (flags[FLAG_UNSHADED]) {
+ if (property.name.begins_with("anisotropy")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("ao")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("clearcoat")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("emission")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("metallic")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("normal")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("rim")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("roughness")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("subsurf_scatter")) {
+ property.usage = 0;
+ }
+
+ if (property.name.begins_with("transmission")) {
+ property.usage = 0;
+ }
+ }
}
void SpatialMaterial::set_line_width(float p_line_width) {
diff --git a/scene/resources/material.h b/scene/resources/material.h
index 54fceaddc1..921f3baeaa 100644
--- a/scene/resources/material.h
+++ b/scene/resources/material.h
@@ -360,7 +360,7 @@ private:
};
static Mutex *material_mutex;
- static SelfList<SpatialMaterial>::List dirty_materials;
+ static SelfList<SpatialMaterial>::List *dirty_materials;
static ShaderNames *shader_names;
SelfList<SpatialMaterial> element;
diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp
index dae01e8d96..92c185712a 100644
--- a/scene/resources/particles_material.cpp
+++ b/scene/resources/particles_material.cpp
@@ -31,7 +31,7 @@
#include "particles_material.h"
Mutex *ParticlesMaterial::material_mutex = NULL;
-SelfList<ParticlesMaterial>::List ParticlesMaterial::dirty_materials;
+SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = NULL;
Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map;
ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL;
@@ -41,6 +41,8 @@ void ParticlesMaterial::init_shaders() {
material_mutex = Mutex::create();
#endif
+ dirty_materials = memnew(SelfList<ParticlesMaterial>::List);
+
shader_names = memnew(ShaderNames);
shader_names->spread = "spread";
@@ -106,12 +108,15 @@ void ParticlesMaterial::finish_shaders() {
memdelete(material_mutex);
#endif
+ memdelete(dirty_materials);
+ dirty_materials = NULL;
+
memdelete(shader_names);
}
void ParticlesMaterial::_update_shader() {
- dirty_materials.remove(&element);
+ dirty_materials->remove(&element);
MaterialKey mk = _compute_key();
if (mk.key == current_key.key)
@@ -584,9 +589,9 @@ void ParticlesMaterial::flush_changes() {
if (material_mutex)
material_mutex->lock();
- while (dirty_materials.first()) {
+ while (dirty_materials->first()) {
- dirty_materials.first()->self()->_update_shader();
+ dirty_materials->first()->self()->_update_shader();
}
if (material_mutex)
@@ -599,7 +604,7 @@ void ParticlesMaterial::_queue_shader_change() {
material_mutex->lock();
if (!element.in_list()) {
- dirty_materials.add(&element);
+ dirty_materials->add(&element);
}
if (material_mutex)
diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h
index 06ebb3c4dc..20b505532e 100644
--- a/scene/resources/particles_material.h
+++ b/scene/resources/particles_material.h
@@ -126,7 +126,7 @@ private:
}
static Mutex *material_mutex;
- static SelfList<ParticlesMaterial>::List dirty_materials;
+ static SelfList<ParticlesMaterial>::List *dirty_materials;
struct ShaderNames {
StringName spread;
diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp
index dafdddd990..6dedb74fad 100644
--- a/scene/resources/primitive_meshes.cpp
+++ b/scene/resources/primitive_meshes.cpp
@@ -306,7 +306,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius * w, y * radius * w, z);
points.push_back(p + Vector3(0.0, 0.0, 0.5 * mid_height));
normals.push_back(p.normalized());
- ADD_TANGENT(-y, x, 0.0, -1.0)
+ ADD_TANGENT(-y, x, 0.0, 1.0)
uvs.push_back(Vector2(u, v * onethird));
point++;
@@ -345,7 +345,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius, y * radius, z);
points.push_back(p);
normals.push_back(Vector3(x, y, 0.0));
- ADD_TANGENT(-y, x, 0.0, -1.0)
+ ADD_TANGENT(-y, x, 0.0, 1.0)
uvs.push_back(Vector2(u, onethird + (v * onethird)));
point++;
@@ -385,7 +385,7 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius * w, y * radius * w, z);
points.push_back(p + Vector3(0.0, 0.0, -0.5 * mid_height));
normals.push_back(p.normalized());
- ADD_TANGENT(-y, x, 0.0, -1.0)
+ ADD_TANGENT(-y, x, 0.0, 1.0)
uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird)));
point++;
@@ -514,14 +514,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
// front
points.push_back(Vector3(x, -y, -start_pos.z)); // double negative on the Z!
normals.push_back(Vector3(0.0, 0.0, 1.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(u, v));
point++;
// back
points.push_back(Vector3(-x, -y, start_pos.z));
normals.push_back(Vector3(0.0, 0.0, -1.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + u, v));
point++;
@@ -568,14 +568,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
// right
points.push_back(Vector3(-start_pos.x, -y, -z));
normals.push_back(Vector3(1.0, 0.0, 0.0));
- ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
uvs.push_back(Vector2(onethird + u, v));
point++;
// left
points.push_back(Vector3(start_pos.x, -y, z));
normals.push_back(Vector3(-1.0, 0.0, 0.0));
- ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
uvs.push_back(Vector2(u, 0.5 + v));
point++;
@@ -622,14 +622,14 @@ void CubeMesh::_create_mesh_array(Array &p_arr) const {
// top
points.push_back(Vector3(-x, -start_pos.y, -z));
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(onethird + u, 0.5 + v));
point++;
// bottom
points.push_back(Vector3(x, start_pos.y, -z));
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
point++;
@@ -773,7 +773,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * radius, y, z * radius);
points.push_back(p);
normals.push_back(Vector3(x, 0.0, z));
- ADD_TANGENT(z, 0.0, -x, -1.0)
+ ADD_TANGENT(z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, v * 0.5));
point++;
@@ -799,7 +799,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
points.push_back(Vector3(0.0, y, 0.0));
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(0.25, 0.75));
point++;
@@ -816,7 +816,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * top_radius, y, z * top_radius);
points.push_back(p);
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(u, v));
point++;
@@ -835,7 +835,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
thisrow = point;
points.push_back(Vector3(0.0, y, 0.0));
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(0.75, 0.75));
point++;
@@ -852,7 +852,7 @@ void CylinderMesh::_create_mesh_array(Array &p_arr) const {
Vector3 p = Vector3(x * bottom_radius, y, z * bottom_radius);
points.push_back(p);
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0)
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0)
uvs.push_back(Vector2(u, v));
point++;
@@ -982,7 +982,7 @@ void PlaneMesh::_create_mesh_array(Array &p_arr) const {
points.push_back(Vector3(-x, 0.0, -z));
normals.push_back(Vector3(0.0, 1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(1.0 - u, 1.0 - v)); /* 1.0 - uv to match orientation with Quad */
point++;
@@ -1108,14 +1108,14 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
/* front */
points.push_back(Vector3(start_x + x, -y, -start_pos.z)); // double negative on the Z!
normals.push_back(Vector3(0.0, 0.0, 1.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(offset_front + u, v));
point++;
/* back */
points.push_back(Vector3(start_x + scaled_size_x - x, -y, start_pos.z));
normals.push_back(Vector3(0.0, 0.0, -1.0));
- ADD_TANGENT(-1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(-1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + offset_back + u, v));
point++;
@@ -1187,14 +1187,14 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
/* right */
points.push_back(Vector3(right, -y, -z));
normals.push_back(normal_right);
- ADD_TANGENT(0.0, 0.0, -1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, -1.0, 1.0);
uvs.push_back(Vector2(onethird + u, v));
point++;
/* left */
points.push_back(Vector3(left, -y, z));
normals.push_back(normal_left);
- ADD_TANGENT(0.0, 0.0, 1.0, -1.0);
+ ADD_TANGENT(0.0, 0.0, 1.0, 1.0);
uvs.push_back(Vector2(u, 0.5 + v));
point++;
@@ -1241,7 +1241,7 @@ void PrismMesh::_create_mesh_array(Array &p_arr) const {
/* bottom */
points.push_back(Vector3(x, start_pos.y, -z));
normals.push_back(Vector3(0.0, -1.0, 0.0));
- ADD_TANGENT(1.0, 0.0, 0.0, -1.0);
+ ADD_TANGENT(1.0, 0.0, 0.0, 1.0);
uvs.push_back(Vector2(twothirds + u, 0.5 + v));
point++;
@@ -1382,7 +1382,7 @@ void QuadMesh::_create_mesh_array(Array &p_arr) const {
tangents.set(i * 4 + 0, 1.0);
tangents.set(i * 4 + 1, 0.0);
tangents.set(i * 4 + 2, 0.0);
- tangents.set(i * 4 + 3, -1.0);
+ tangents.set(i * 4 + 3, 1.0);
static const Vector2 quad_uv[4] = {
Vector2(0, 1),
@@ -1468,7 +1468,7 @@ void SphereMesh::_create_mesh_array(Array &p_arr) const {
points.push_back(p);
normals.push_back(p.normalized());
};
- ADD_TANGENT(z, 0.0, -x, -1.0)
+ ADD_TANGENT(z, 0.0, -x, 1.0)
uvs.push_back(Vector2(u, v));
point++;
diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp
index 9907636e91..842252d5d9 100644
--- a/scene/resources/surface_tool.cpp
+++ b/scene/resources/surface_tool.cpp
@@ -853,7 +853,7 @@ void SurfaceTool::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, cons
if (vtx != NULL) {
vtx->tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]);
- vtx->binormal = Vector3(fvBiTangent[0], fvBiTangent[1], fvBiTangent[2]);
+ vtx->binormal = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot
}
}