diff options
Diffstat (limited to 'scene/resources')
115 files changed, 3470 insertions, 1536 deletions
diff --git a/scene/resources/SCsub b/scene/resources/SCsub index 2ad90247a7..5e5b6f8fd5 100644 --- a/scene/resources/SCsub +++ b/scene/resources/SCsub @@ -4,6 +4,4 @@ Import('env') env.add_source_files(env.scene_sources, "*.cpp") -Export('env') - SConscript("default_theme/SCsub") diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp index 58e6db3f5e..3eb16c544c 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,8 +29,9 @@ /*************************************************************************/ #include "animation.h" +#include "scene/scene_string_names.h" -#include "geometry.h" +#include "core/math/geometry.h" #define ANIM_MIN_LENGTH 0.001 @@ -268,19 +269,19 @@ bool Animation::_set(const StringName &p_name, const Variant &p_value) { for (int i = 0; i < valcount; i++) { - Dictionary d = clips[i]; - if (!d.has("start_offset")) + Dictionary d2 = clips[i]; + if (!d2.has("start_offset")) continue; - if (!d.has("end_offset")) + if (!d2.has("end_offset")) continue; - if (!d.has("stream")) + if (!d2.has("stream")) continue; TKey<AudioKey> ak; ak.time = rt[i]; - ak.value.start_offset = d["start_offset"]; - ak.value.end_offset = d["end_offset"]; - ak.value.stream = d["stream"]; + ak.value.start_offset = d2["start_offset"]; + ak.value.end_offset = d2["end_offset"]; + ak.value.stream = d2["stream"]; ad->values.push_back(ak); } @@ -668,6 +669,7 @@ int Animation::add_track(TrackType p_type, int p_at_pos) { } } emit_changed(); + emit_signal(SceneStringNames::get_singleton()->tracks_changed); return p_at_pos; } @@ -719,6 +721,7 @@ void Animation::remove_track(int p_track) { memdelete(t); tracks.remove(p_track); emit_changed(); + emit_signal(SceneStringNames::get_singleton()->tracks_changed); } int Animation::get_track_count() const { @@ -737,6 +740,7 @@ void Animation::track_set_path(int p_track, const NodePath &p_path) { ERR_FAIL_INDEX(p_track, tracks.size()); tracks[p_track]->path = p_path; emit_changed(); + emit_signal(SceneStringNames::get_singleton()->tracks_changed); } NodePath Animation::track_get_path(int p_track) const { @@ -1410,6 +1414,8 @@ void Animation::track_set_key_value(int p_track, int p_key_idx, const Variant &p } break; } + + emit_changed(); } void Animation::track_set_key_transition(int p_track, int p_key_idx, float p_transition) { @@ -1442,9 +1448,11 @@ void Animation::track_set_key_transition(int p_track, int p_key_idx, float p_tra case TYPE_BEZIER: case TYPE_AUDIO: case TYPE_ANIMATION: { - // they dont use transition + // they don't use transition } break; } + + emit_changed(); } template <class K> @@ -1469,7 +1477,7 @@ int Animation::_find(const Vector<K> &p_keys, float p_time) const { middle = (low + high) / 2; - if (p_time == keys[middle].time) { //match + if (Math::abs(p_time - keys[middle].time) < CMP_EPSILON) { //match return middle; } else if (p_time < keys[middle].time) high = middle - 1; //search low end of array @@ -1815,7 +1823,7 @@ Variant Animation::value_track_interpolate(int p_track, float p_time) const { bool ok = false; - Variant res = _interpolate(vt->values, p_time, vt->update_mode == UPDATE_CONTINUOUS ? vt->interpolation : INTERPOLATION_NEAREST, vt->loop_wrap, &ok); + Variant res = _interpolate(vt->values, p_time, (vt->update_mode == UPDATE_CONTINUOUS || vt->update_mode == UPDATE_CAPTURE) ? vt->interpolation : INTERPOLATION_NEAREST, vt->loop_wrap, &ok); if (ok) { @@ -1828,9 +1836,14 @@ Variant Animation::value_track_interpolate(int p_track, float p_time) const { void Animation::_value_track_get_key_indices_in_range(const ValueTrack *vt, float from_time, float to_time, List<int> *p_indices) const { if (from_time != length && to_time == length) - to_time = length * 1.01; //include a little more if at the end + to_time = length * 1.001; //include a little more if at the end int to = _find(vt->values, to_time); + if (to >= 0 && from_time == to_time && vt->values[to].time == from_time) { + //find exact (0 delta), return if found + p_indices->push_back(to); + return; + } // can't really send the events == time, will be sent in the next frame. // if event>=len then it will probably never be requested by the anim player. @@ -1876,7 +1889,7 @@ void Animation::value_track_get_key_indices(int p_track, float p_time, float p_d if (from_time > to_time) { // handle loop by splitting - _value_track_get_key_indices_in_range(vt, length - from_time, length, p_indices); + _value_track_get_key_indices_in_range(vt, from_time, length, p_indices); _value_track_get_key_indices_in_range(vt, 0, to_time, p_indices); return; } @@ -1901,7 +1914,7 @@ void Animation::value_track_set_update_mode(int p_track, UpdateMode p_mode) { ERR_FAIL_INDEX(p_track, tracks.size()); Track *t = tracks[p_track]; ERR_FAIL_COND(t->type != TYPE_VALUE); - ERR_FAIL_INDEX(p_mode, 4); + ERR_FAIL_INDEX((int)p_mode, 4); ValueTrack *vt = static_cast<ValueTrack *>(t); vt->update_mode = p_mode; @@ -2332,7 +2345,7 @@ float Animation::bezier_track_interpolate(int p_track, float p_time) const { float duration = bt->values[idx + 1].time - bt->values[idx].time; // time duration between our two keyframes float low = 0; // 0% of the current animation segment float high = 1; // 100% of the current animation segment - float middle = 0; + float middle; Vector2 start(0, bt->values[idx].value.value); Vector2 start_out = start + bt->values[idx].value.out_handle; @@ -2554,6 +2567,7 @@ void Animation::track_move_up(int p_track) { } emit_changed(); + emit_signal(SceneStringNames::get_singleton()->tracks_changed); } void Animation::track_set_imported(int p_track, bool p_imported) { @@ -2588,6 +2602,7 @@ void Animation::track_move_down(int p_track) { SWAP(tracks.write[p_track], tracks.write[p_track - 1]); } emit_changed(); + emit_signal(SceneStringNames::get_singleton()->tracks_changed); } void Animation::track_swap(int p_track, int p_with_track) { @@ -2598,6 +2613,7 @@ void Animation::track_swap(int p_track, int p_with_track) { return; SWAP(tracks.write[p_track], tracks.write[p_with_track]); emit_changed(); + emit_signal(SceneStringNames::get_singleton()->tracks_changed); } void Animation::set_step(float p_step) { @@ -2716,6 +2732,8 @@ void Animation::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "loop"), "set_loop", "has_loop"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "step", PROPERTY_HINT_RANGE, "0,4096,0.001"), "set_step", "get_step"); + ADD_SIGNAL(MethodInfo("tracks_changed")); + BIND_ENUM_CONSTANT(TYPE_VALUE); BIND_ENUM_CONSTANT(TYPE_TRANSFORM); BIND_ENUM_CONSTANT(TYPE_METHOD); @@ -2740,6 +2758,8 @@ void Animation::clear() { tracks.clear(); loop = false; length = 1; + emit_changed(); + emit_signal(SceneStringNames::get_singleton()->tracks_changed); } bool Animation::_transform_track_optimize_key(const TKey<TransformKey> &t0, const TKey<TransformKey> &t1, const TKey<TransformKey> &t2, float p_alowed_linear_err, float p_alowed_angular_err, float p_max_optimizable_angle, const Vector3 &p_norm) { diff --git a/scene/resources/animation.h b/scene/resources/animation.h index a41e6ea5d7..b66ae184e9 100644 --- a/scene/resources/animation.h +++ b/scene/resources/animation.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,7 +31,7 @@ #ifndef ANIMATION_H #define ANIMATION_H -#include "resource.h" +#include "core/resource.h" /** @author Juan Linietsky <reduzio@gmail.com> */ diff --git a/scene/resources/audio_stream_sample.cpp b/scene/resources/audio_stream_sample.cpp index e6a4b01deb..a89cf108bc 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,8 +29,8 @@ /*************************************************************************/ #include "audio_stream_sample.h" -#include "io/marshalls.h" -#include "os/file_access.h" +#include "core/io/marshalls.h" +#include "core/os/file_access.h" void AudioStreamPlaybackSample::start(float p_from_pos) { @@ -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; @@ -562,13 +566,13 @@ void AudioStreamSample::save_to_wav(String p_path) { PoolVector<uint8_t>::Read read_data = get_data().read(); switch (format) { case AudioStreamSample::FORMAT_8_BITS: - for (int i = 0; i < data_bytes; i++) { + for (unsigned int i = 0; i < data_bytes; i++) { uint8_t data_point = (read_data[i] + 128); file->store_8(data_point); } break; case AudioStreamSample::FORMAT_16_BITS: - for (int i = 0; i < data_bytes / 2; i++) { + for (unsigned int i = 0; i < data_bytes / 2; i++) { uint16_t data_point = decode_uint16(&read_data[i * 2]); file->store_16(data_point); } @@ -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..bd701ddd12 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -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/bit_mask.cpp b/scene/resources/bit_map.cpp index 5694099754..d2e4d28b44 100644 --- a/scene/resources/bit_mask.cpp +++ b/scene/resources/bit_map.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* bit_mask.cpp */ +/* bit_map.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,9 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "bit_mask.h" +#include "bit_map.h" -#include "io/image_loader.h" +#include "core/io/image_loader.h" void BitMap::create(const Size2 &p_size) { @@ -183,7 +183,6 @@ Vector<Vector2> BitMap::_march_square(const Rect2i &rect, const Point2i &start) unsigned int count = 0; Set<Point2i> case9s; Set<Point2i> case6s; - int i; Vector<Vector2> _points; do { int sv = 0; @@ -333,7 +332,7 @@ Vector<Vector2> BitMap::_march_square(const Rect2i &rect, const Point2i &start) prevx = stepx; prevy = stepy; - ERR_FAIL_COND_V(count > width * height, _points); + ERR_FAIL_COND_V((int)count > width * height, _points); } while (curx != startx || cury != starty); return _points; } @@ -433,8 +432,8 @@ static void fill_bits(const BitMap *p_src, Ref<BitMap> &p_map, const Point2i &p_ int stack_size = 0; Point2i pos = p_pos; - int next_i; - int next_j; + int next_i = 0; + int next_j = 0; bool reenter = true; bool popped = false; @@ -603,7 +602,7 @@ void BitMap::_bind_methods() { ClassDB::bind_method(D_METHOD("set_bit", "position", "bit"), &BitMap::set_bit); ClassDB::bind_method(D_METHOD("get_bit", "position"), &BitMap::get_bit); - ClassDB::bind_method(D_METHOD("set_bit_rect", "p_rect", "bit"), &BitMap::set_bit_rect); + ClassDB::bind_method(D_METHOD("set_bit_rect", "rect", "bit"), &BitMap::set_bit_rect); ClassDB::bind_method(D_METHOD("get_true_bit_count"), &BitMap::get_true_bit_count); ClassDB::bind_method(D_METHOD("get_size"), &BitMap::get_size); diff --git a/scene/resources/bit_mask.h b/scene/resources/bit_map.h index 40f0bfb04a..b3c86afd38 100644 --- a/scene/resources/bit_mask.h +++ b/scene/resources/bit_map.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* bit_mask.h */ +/* bit_map.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,12 +28,12 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BIT_MASK_H -#define BIT_MASK_H +#ifndef BIT_MAP_H +#define BIT_MAP_H -#include "image.h" -#include "io/resource_loader.h" -#include "resource.h" +#include "core/image.h" +#include "core/io/resource_loader.h" +#include "core/resource.h" class BitMap : public Resource { @@ -72,4 +72,4 @@ public: BitMap(); }; -#endif // BIT_MASK_H +#endif // BIT_MAP_H diff --git a/scene/resources/bounds.cpp b/scene/resources/bounds.cpp deleted file mode 100644 index b115d92be3..0000000000 --- a/scene/resources/bounds.cpp +++ /dev/null @@ -1,52 +0,0 @@ -/*************************************************************************/ -/* bounds.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "bounds.h" - -void Bounds::_bind_methods() { - - ClassDB::bind_method(D_METHOD("set_bsp_tree", "bsp_tree"), &Bounds::set_bsp_tree); - ClassDB::bind_method(D_METHOD("get_bsp_tree"), &Bounds::get_bsp_tree); - - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "bsp_tree"), "set_bsp_tree", "get_bsp_tree"); -} - -void Bounds::set_bsp_tree(const BSP_Tree &p_bsp_tree) { - - bsp_tree = p_bsp_tree; -} - -BSP_Tree Bounds::get_bsp_tree() const { - - return bsp_tree; -} - -Bounds::Bounds() { -} diff --git a/scene/resources/bounds.h b/scene/resources/bounds.h deleted file mode 100644 index dfe2fe40c6..0000000000 --- a/scene/resources/bounds.h +++ /dev/null @@ -1,52 +0,0 @@ -/*************************************************************************/ -/* bounds.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef BOUNDS_H -#define BOUNDS_H - -#include "bsp_tree.h" -#include "resource.h" - -class Bounds : public Resource { - - GDCLASS(Bounds, Resource); - BSP_Tree bsp_tree; - -protected: - static void _bind_methods(); - -public: - void set_bsp_tree(const BSP_Tree &p_bsp_tree); - BSP_Tree get_bsp_tree() const; - - Bounds(); -}; - -#endif // BOUNDS_H diff --git a/scene/resources/box_shape.cpp b/scene/resources/box_shape.cpp index e9e01ed98a..d93754076c 100644 --- a/scene/resources/box_shape.cpp +++ b/scene/resources/box_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.h b/scene/resources/box_shape.h index 5ef16b4766..42d54310a8 100644 --- a/scene/resources/box_shape.h +++ b/scene/resources/box_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.cpp b/scene/resources/canvas.cpp index 8da1da9541..0fc8b22046 100644 --- a/scene/resources/canvas.cpp +++ b/scene/resources/canvas.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.h b/scene/resources/canvas.h index dfdea82ca5..4324b6227c 100644 --- a/scene/resources/canvas.h +++ b/scene/resources/canvas.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,7 +31,7 @@ #ifndef CANVAS_H #define CANVAS_H -#include "resource.h" +#include "core/resource.h" class Canvas : public Resource { diff --git a/scene/resources/capsule_shape.cpp b/scene/resources/capsule_shape.cpp index 101970bad8..3f7bf1e0ec 100644 --- a/scene/resources/capsule_shape.cpp +++ b/scene/resources/capsule_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.h b/scene/resources/capsule_shape.h index f89d07c5f1..6bca53f783 100644 --- a/scene/resources/capsule_shape.h +++ b/scene/resources/capsule_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 95ab34abb2..fde05bfb7f 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 04d663c010..3bedf7618d 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 1c7bb76b26..76c1440861 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 06bb433170..e2624ac8ed 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.cpp b/scene/resources/concave_polygon_shape.cpp index bc9e2848b3..b192d088d8 100644 --- a/scene/resources/concave_polygon_shape.cpp +++ b/scene/resources/concave_polygon_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.h b/scene/resources/concave_polygon_shape.h index 2cc9095abf..1b8ddfc308 100644 --- a/scene/resources/concave_polygon_shape.h +++ b/scene/resources/concave_polygon_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 d4343680ef..51dd91fff5 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 e8fa7369ac..8e3267dc2a 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.cpp b/scene/resources/convex_polygon_shape.cpp index fa9369d3bc..98d3460ed2 100644 --- a/scene/resources/convex_polygon_shape.cpp +++ b/scene/resources/convex_polygon_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,7 +29,7 @@ /*************************************************************************/ #include "convex_polygon_shape.h" -#include "quick_hull.h" +#include "core/math/quick_hull.h" #include "servers/physics_server.h" Vector<Vector3> ConvexPolygonShape::_gen_debug_mesh_lines() { @@ -38,10 +38,9 @@ Vector<Vector3> ConvexPolygonShape::_gen_debug_mesh_lines() { if (points.size() > 3) { - QuickHull qh; Vector<Vector3> varr = Variant(points); Geometry::MeshData md; - Error err = qh.build(varr, md); + Error err = QuickHull::build(varr, md); if (err == OK) { Vector<Vector3> lines; lines.resize(md.edges.size() * 2); diff --git a/scene/resources/convex_polygon_shape.h b/scene/resources/convex_polygon_shape.h index 62567fc031..5c192476d3 100644 --- a/scene/resources/convex_polygon_shape.h +++ b/scene/resources/convex_polygon_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 d061c4ea1e..f275405de2 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -30,7 +30,7 @@ #include "convex_polygon_shape_2d.h" -#include "geometry.h" +#include "core/math/geometry.h" #include "servers/physics_2d_server.h" #include "servers/visual_server.h" @@ -41,7 +41,11 @@ bool ConvexPolygonShape2D::_edit_is_selected_on_click(const Point2 &p_point, dou void ConvexPolygonShape2D::_update_shape() { - Physics2DServer::get_singleton()->shape_set_data(get_rid(), points); + Vector<Vector2> final_points = points; + if (Geometry::is_polygon_clockwise(final_points)) { //needs to be counter clockwise + final_points.invert(); + } + Physics2DServer::get_singleton()->shape_set_data(get_rid(), final_points); emit_changed(); } @@ -55,6 +59,7 @@ void ConvexPolygonShape2D::set_point_cloud(const Vector<Vector2> &p_points) { void ConvexPolygonShape2D::set_points(const Vector<Vector2> &p_points) { points = p_points; + _update_shape(); } diff --git a/scene/resources/convex_polygon_shape_2d.h b/scene/resources/convex_polygon_shape_2d.h index 69c237a0e6..8625b800ed 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 d8989bf062..464ca60d31 100644 --- a/scene/resources/curve.cpp +++ b/scene/resources/curve.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -30,7 +30,7 @@ #include "curve.h" -#include "core_string_names.h" +#include "core/core_string_names.h" template <class T> static _FORCE_INLINE_ T _bezier_interp(real_t t, T start, T control_1, T control_2, T end) { @@ -491,6 +491,7 @@ void Curve::ensure_default_setup(float p_min, float p_max) { void Curve::_bind_methods() { + ClassDB::bind_method(D_METHOD("get_point_count"), &Curve::get_point_count); ClassDB::bind_method(D_METHOD("add_point", "position", "left_tangent", "right_tangent", "left_mode", "right_mode"), &Curve::add_point, DEFVAL(0), DEFVAL(0), DEFVAL(TANGENT_FREE), DEFVAL(TANGENT_FREE)); ClassDB::bind_method(D_METHOD("remove_point", "index"), &Curve::remove_point); ClassDB::bind_method(D_METHOD("clear_points"), &Curve::clear_points); @@ -760,8 +761,8 @@ Vector2 Curve2D::interpolate_baked(float p_offset, bool p_cubic) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve2D"); - ERR_FAIL_COND_V(pc == 0, Vector2()); + ERR_EXPLAIN("No points in Curve2D."); + ERR_FAIL_V(Vector2()); } if (pc == 1) @@ -825,8 +826,8 @@ Vector2 Curve2D::get_closest_point(const Vector2 &p_to_point) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve2D"); - ERR_FAIL_COND_V(pc == 0, Vector2()); + ERR_EXPLAIN("No points in Curve2D."); + ERR_FAIL_V(Vector2()); } if (pc == 1) @@ -864,8 +865,8 @@ float Curve2D::get_closest_offset(const Vector2 &p_to_point) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve2D"); - ERR_FAIL_COND_V(pc == 0, 0.0f); + ERR_EXPLAIN("No points in Curve2D."); + ERR_FAIL_V(0.0f); } if (pc == 1) @@ -1330,8 +1331,8 @@ Vector3 Curve3D::interpolate_baked(float p_offset, bool p_cubic) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve3D"); - ERR_FAIL_COND_V(pc == 0, Vector3()); + ERR_EXPLAIN("No points in Curve3D."); + ERR_FAIL_V(Vector3()); } if (pc == 1) @@ -1374,8 +1375,8 @@ float Curve3D::interpolate_baked_tilt(float p_offset) const { //validate// int pc = baked_tilt_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No tilts in Curve3D"); - ERR_FAIL_COND_V(pc == 0, 0); + ERR_EXPLAIN("No tilts in Curve3D."); + ERR_FAIL_V(0); } if (pc == 1) @@ -1412,8 +1413,8 @@ Vector3 Curve3D::interpolate_baked_up_vector(float p_offset, bool p_apply_tilt) // curve may not have baked up vectors int count = baked_up_vector_cache.size(); if (count == 0) { - ERR_EXPLAIN("No up vectors in Curve3D"); - ERR_FAIL_COND_V(count == 0, Vector3(0, 1, 0)); + ERR_EXPLAIN("No up vectors in Curve3D."); + ERR_FAIL_V(Vector3(0, 1, 0)); } if (count == 1) @@ -1483,8 +1484,8 @@ Vector3 Curve3D::get_closest_point(const Vector3 &p_to_point) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve3D"); - ERR_FAIL_COND_V(pc == 0, Vector3()); + ERR_EXPLAIN("No points in Curve3D."); + ERR_FAIL_V(Vector3()); } if (pc == 1) @@ -1522,8 +1523,8 @@ float Curve3D::get_closest_offset(const Vector3 &p_to_point) const { //validate// int pc = baked_point_cache.size(); if (pc == 0) { - ERR_EXPLAIN("No points in Curve3D"); - ERR_FAIL_COND_V(pc == 0, 0.0f); + ERR_EXPLAIN("No points in Curve3D."); + ERR_FAIL_V(0.0f); } if (pc == 1) diff --git a/scene/resources/curve.h b/scene/resources/curve.h index 058c4f1bc2..911a440567 100644 --- a/scene/resources/curve.h +++ b/scene/resources/curve.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,7 +31,7 @@ #ifndef CURVE_H #define CURVE_H -#include "resource.h" +#include "core/resource.h" // y(x) curve class Curve : public Resource { diff --git a/scene/resources/cylinder_shape.cpp b/scene/resources/cylinder_shape.cpp index f760462d49..4fd829b349 100644 --- a/scene/resources/cylinder_shape.cpp +++ b/scene/resources/cylinder_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.h b/scene/resources/cylinder_shape.h index f510758e91..58a4f5a817 100644 --- a/scene/resources/cylinder_shape.h +++ b/scene/resources/cylinder_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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/SCsub b/scene/resources/default_theme/SCsub index bf9125be7f..b01e2fd54d 100644 --- a/scene/resources/default_theme/SCsub +++ b/scene/resources/default_theme/SCsub @@ -3,5 +3,3 @@ Import('env') env.add_source_files(env.scene_sources, "*.cpp") - -Export('env') diff --git a/scene/resources/default_theme/default_theme.cpp b/scene/resources/default_theme/default_theme.cpp index 0eee2ae393..c7a815d8a4 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -32,7 +32,7 @@ #include "scene/resources/theme.h" -#include "os/os.h" +#include "core/os/os.h" #include "theme_data.h" #include "font_hidpi.inc" @@ -120,41 +120,7 @@ static Ref<Texture> make_icon(T p_src) { return texture; } -static Ref<Shader> make_shader(const char *vertex_code, const char *fragment_code, const char *lighting_code) { - Ref<Shader> shader = (memnew(Shader())); - //shader->set_code(vertex_code, fragment_code, lighting_code); - - return shader; -} - -static Ref<BitmapFont> make_font(int p_height, int p_ascent, int p_valign, int p_charcount, const int *p_chars, const Ref<Texture> &p_texture) { - - Ref<BitmapFont> font(memnew(BitmapFont)); - font->add_texture(p_texture); - - for (int i = 0; i < p_charcount; i++) { - - const int *c = &p_chars[i * 8]; - - int chr = c[0]; - Rect2 frect; - frect.position.x = c[1]; - frect.position.y = c[2]; - frect.size.x = c[3]; - frect.size.y = c[4]; - Point2 align(c[5], c[6] + p_valign); - int advance = c[7]; - - font->add_char(chr, 0, frect, align, advance); - } - - font->set_height(p_height); - font->set_ascent(p_ascent); - - return font; -} - -static Ref<BitmapFont> make_font2(int p_height, int p_ascent, int p_charcount, const int *p_char_rects, int p_kerning_count, const int *p_kernings, int p_w, int p_h, const unsigned char *p_img) { +static Ref<BitmapFont> make_font(int p_height, int p_ascent, int p_charcount, const int *p_char_rects, int p_kerning_count, const int *p_kernings, int p_w, int p_h, const unsigned char *p_img) { Ref<BitmapFont> font(memnew(BitmapFont)); @@ -209,8 +175,6 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const tex_cache = memnew(TexCacheMap); - //Ref<BitmapFont> default_font = make_font(_bi_font_normal_height,_bi_font_normal_ascent,_bi_font_normal_valign,_bi_font_normal_charcount,_bi_font_normal_characters,make_icon(font_normal_png)); - // Font Colors Color control_font_color = Color::html("e0e0e0"); @@ -343,10 +307,6 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_constant("hseparation", "MenuButton", 3 * scale); - // ButtonGroup - - theme->set_stylebox("panel", "ButtonGroup", memnew(StyleBoxEmpty)); - // CheckBox Ref<StyleBox> cbx_empty = memnew(StyleBoxEmpty); @@ -364,6 +324,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_stylebox("pressed", "CheckBox", cbx_empty); theme->set_stylebox("disabled", "CheckBox", cbx_empty); theme->set_stylebox("hover", "CheckBox", cbx_empty); + theme->set_stylebox("hover_pressed", "CheckBox", cbx_empty); theme->set_stylebox("focus", "CheckBox", cbx_focus); theme->set_icon("checked", "CheckBox", make_icon(checked_png)); @@ -376,6 +337,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_color("font_color", "CheckBox", control_font_color); theme->set_color("font_color_pressed", "CheckBox", control_font_color_pressed); theme->set_color("font_color_hover", "CheckBox", control_font_color_hover); + theme->set_color("font_color_hover_pressed", "CheckBox", control_font_color_pressed); theme->set_color("font_color_disabled", "CheckBox", control_font_color_disabled); theme->set_constant("hseparation", "CheckBox", 4 * scale); @@ -393,6 +355,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_stylebox("pressed", "CheckButton", cb_empty); theme->set_stylebox("disabled", "CheckButton", cb_empty); theme->set_stylebox("hover", "CheckButton", cb_empty); + theme->set_stylebox("hover_pressed", "CheckButton", cb_empty); theme->set_stylebox("focus", "CheckButton", focus); theme->set_icon("on", "CheckButton", make_icon(toggle_on_png)); @@ -403,6 +366,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_color("font_color", "CheckButton", control_font_color); theme->set_color("font_color_pressed", "CheckButton", control_font_color_pressed); theme->set_color("font_color_hover", "CheckButton", control_font_color_hover); + theme->set_color("font_color_hover_pressed", "CheckButton", control_font_color_pressed); theme->set_color("font_color_disabled", "CheckButton", control_font_color_disabled); theme->set_constant("hseparation", "CheckButton", 4 * scale); @@ -636,6 +600,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_icon("resizer", "GraphNode", make_icon(window_resizer_png)); theme->set_font("title_font", "GraphNode", default_font); theme->set_color("title_color", "GraphNode", Color(0, 0, 0, 1)); + theme->set_color("close_color", "GraphNode", Color(0, 0, 0, 1)); theme->set_constant("title_offset", "GraphNode", 20 * scale); theme->set_constant("close_offset", "GraphNode", 18 * scale); theme->set_constant("port_offset", "GraphNode", 3 * scale); @@ -685,6 +650,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_constant("item_margin", "Tree", 12 * scale); theme->set_constant("button_margin", "Tree", 4 * scale); theme->set_constant("draw_relationship_lines", "Tree", 0); + theme->set_constant("draw_guides", "Tree", 1); theme->set_constant("scroll_border", "Tree", 4); theme->set_constant("scroll_speed", "Tree", 12); @@ -716,6 +682,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_stylebox("tab_fg", "TabContainer", sb_expand(make_stylebox(tab_current_png, 4, 4, 4, 1, 16, 4, 16, 4), 2, 2, 2, 2)); theme->set_stylebox("tab_bg", "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("panel", "TabContainer", tc_sb); theme->set_icon("increment", "TabContainer", make_icon(scroll_button_right_png)); @@ -741,6 +708,7 @@ void fill_default_theme(Ref<Theme> &theme, const Ref<Font> &default_font, const theme->set_stylebox("tab_fg", "Tabs", sb_expand(make_stylebox(tab_current_png, 4, 3, 4, 1, 16, 3, 16, 2), 2, 2, 2, 2)); theme->set_stylebox("tab_bg", "Tabs", sb_expand(make_stylebox(tab_behind_png, 5, 4, 5, 1, 16, 5, 16, 2), 3, 3, 3, 3)); + theme->set_stylebox("tab_disabled", "Tabs", sb_expand(make_stylebox(tab_disabled_png, 5, 5, 5, 1, 16, 6, 16, 4), 3, 0, 3, 3)); theme->set_stylebox("panel", "Tabs", tc_sb); theme->set_stylebox("button_pressed", "Tabs", make_stylebox(button_pressed_png, 4, 4, 4, 4)); theme->set_stylebox("button", "Tabs", make_stylebox(button_normal_png, 4, 4, 4, 4)); @@ -909,9 +877,9 @@ void make_default_theme(bool p_hidpi, Ref<Font> p_font) { if (p_font.is_valid()) { default_font = p_font; } else if (p_hidpi) { - default_font = make_font2(_hidpi_font_height, _hidpi_font_ascent, _hidpi_font_charcount, &_hidpi_font_charrects[0][0], _hidpi_font_kerning_pair_count, &_hidpi_font_kerning_pairs[0][0], _hidpi_font_img_width, _hidpi_font_img_height, _hidpi_font_img_data); + default_font = make_font(_hidpi_font_height, _hidpi_font_ascent, _hidpi_font_charcount, &_hidpi_font_charrects[0][0], _hidpi_font_kerning_pair_count, &_hidpi_font_kerning_pairs[0][0], _hidpi_font_img_width, _hidpi_font_img_height, _hidpi_font_img_data); } else { - default_font = make_font2(_lodpi_font_height, _lodpi_font_ascent, _lodpi_font_charcount, &_lodpi_font_charrects[0][0], _lodpi_font_kerning_pair_count, &_lodpi_font_kerning_pairs[0][0], _lodpi_font_img_width, _lodpi_font_img_height, _lodpi_font_img_data); + default_font = make_font(_lodpi_font_height, _lodpi_font_ascent, _lodpi_font_charcount, &_lodpi_font_charrects[0][0], _lodpi_font_kerning_pair_count, &_lodpi_font_kerning_pairs[0][0], _lodpi_font_img_width, _lodpi_font_img_height, _lodpi_font_img_data); } Ref<Font> large_font = default_font; fill_default_theme(t, default_font, large_font, default_icon, default_style, p_hidpi ? 2.0 : 1.0); diff --git a/scene/resources/default_theme/default_theme.h b/scene/resources/default_theme/default_theme.h index 8f211af35b..cbf0cc1b79 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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/error_icon.png b/scene/resources/default_theme/error_icon.png Binary files differindex 7741d00749..00680db5df 100644 --- a/scene/resources/default_theme/error_icon.png +++ b/scene/resources/default_theme/error_icon.png diff --git a/scene/resources/default_theme/tab_disabled.png b/scene/resources/default_theme/tab_disabled.png Binary files differnew file mode 100644 index 0000000000..97157a58dd --- /dev/null +++ b/scene/resources/default_theme/tab_disabled.png diff --git a/scene/resources/default_theme/theme_data.h b/scene/resources/default_theme/theme_data.h index 353e7eddbe..2b251e5f81 100644 --- a/scene/resources/default_theme/theme_data.h +++ b/scene/resources/default_theme/theme_data.h @@ -71,7 +71,7 @@ static const unsigned char dropdown_png[] = { }; static const unsigned char error_icon_png[] = { - 0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x20, 0x0, 0x0, 0x0, 0x20, 0x8, 0x4, 0x0, 0x0, 0x0, 0xd9, 0x73, 0xb2, 0x7f, 0x0, 0x0, 0x0, 0x36, 0x49, 0x44, 0x41, 0x54, 0x78, 0xda, 0x63, 0xa0, 0x36, 0x18, 0x5, 0xa3, 0x60, 0x14, 0xfc, 0x87, 0x40, 0x38, 0xb, 0x21, 0x6, 0x6, 0x18, 0x62, 0x98, 0x6, 0xa0, 0xb1, 0xfe, 0xe3, 0x67, 0xd1, 0xc2, 0x0, 0x10, 0xc4, 0xc5, 0x82, 0x91, 0x43, 0xc0, 0xb, 0xb8, 0x15, 0x63, 0x78, 0x6, 0x5, 0x8c, 0x82, 0x51, 0x30, 0xa, 0x0, 0x35, 0xa3, 0x4c, 0xb4, 0x7c, 0x8a, 0x7, 0x6, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82 + 0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x10, 0x0, 0x0, 0x0, 0x10, 0x8, 0x4, 0x0, 0x0, 0x0, 0xb5, 0xfa, 0x37, 0xea, 0x0, 0x0, 0x0, 0x2, 0x62, 0x4b, 0x47, 0x44, 0x0, 0xff, 0x87, 0x8f, 0xcc, 0xbf, 0x0, 0x0, 0x0, 0x9, 0x70, 0x48, 0x59, 0x73, 0x0, 0x0, 0xb, 0x13, 0x0, 0x0, 0xb, 0x13, 0x1, 0x0, 0x9a, 0x9c, 0x18, 0x0, 0x0, 0x0, 0x7, 0x74, 0x49, 0x4d, 0x45, 0x7, 0xe2, 0xb, 0xf, 0x0, 0x22, 0x18, 0xc, 0x35, 0xef, 0x18, 0x0, 0x0, 0x0, 0xe, 0x49, 0x44, 0x41, 0x54, 0x28, 0xcf, 0x63, 0x60, 0x18, 0x5, 0xa3, 0x0, 0x1, 0x0, 0x2, 0x10, 0x0, 0x1, 0x14, 0xc2, 0xc0, 0x92, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82 }; static const unsigned char focus_png[] = { @@ -386,6 +386,10 @@ static const unsigned char tab_current_png[] = { 0x89, 0x50, 0x4e, 0x47, 0xd, 0xa, 0x1a, 0xa, 0x0, 0x0, 0x0, 0xd, 0x49, 0x48, 0x44, 0x52, 0x0, 0x0, 0x0, 0x10, 0x0, 0x0, 0x0, 0x10, 0x8, 0x3, 0x0, 0x0, 0x0, 0x28, 0x2d, 0xf, 0x53, 0x0, 0x0, 0x0, 0x99, 0x50, 0x4c, 0x54, 0x45, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x3f, 0x3d, 0x48, 0x5b, 0x58, 0x66, 0x5b, 0x57, 0x65, 0x57, 0x54, 0x62, 0x55, 0x53, 0x62, 0x4a, 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0x4, 0x0, 0x0, 0x0, 0xb5, 0xfa, 0x37, 0xea, 0x0, 0x0, 0x0, 0x36, 0x49, 0x44, 0x41, 0x54, 0x78, 0xda, 0x63, 0x40, 0x5, 0xa3, 0xe0, 0xc1, 0x7f, 0x54, 0x48, 0x3, 0x5, 0xf, 0xe3, 0x1e, 0x7c, 0x81, 0x4b, 0x7f, 0x7b, 0x98, 0x86, 0xc5, 0x15, 0xf7, 0x35, 0xee, 0x5f, 0x2, 0x4b, 0x5f, 0x7f, 0xac, 0x8b, 0xc3, 0xa1, 0x2f, 0xb8, 0x1f, 0xce, 0x7f, 0x38, 0xff, 0x5, 0x37, 0x75, 0xbd, 0xf, 0x0, 0x52, 0xd4, 0x48, 0xb8, 0x2d, 0x78, 0x5a, 0x91, 0x0, 0x0, 0x0, 0x0, 0x49, 0x45, 0x4e, 0x44, 0xae, 0x42, 0x60, 0x82 }; diff --git a/scene/resources/dynamic_font.cpp b/scene/resources/dynamic_font.cpp index 4df849df6a..fd7b67a218 100644 --- a/scene/resources/dynamic_font.cpp +++ b/scene/resources/dynamic_font.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -30,8 +30,8 @@ #ifdef FREETYPE_ENABLED #include "dynamic_font.h" -#include "os/file_access.h" -#include "os/os.h" +#include "core/os/file_access.h" +#include "core/os/os.h" #include FT_STROKER_H @@ -82,11 +82,14 @@ void DynamicFontData::set_force_autohinter(bool p_force) { } void DynamicFontData::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_antialiased", "antialiased"), &DynamicFontData::set_antialiased); + ClassDB::bind_method(D_METHOD("is_antialiased"), &DynamicFontData::is_antialiased); ClassDB::bind_method(D_METHOD("set_font_path", "path"), &DynamicFontData::set_font_path); ClassDB::bind_method(D_METHOD("get_font_path"), &DynamicFontData::get_font_path); ClassDB::bind_method(D_METHOD("set_hinting", "mode"), &DynamicFontData::set_hinting); ClassDB::bind_method(D_METHOD("get_hinting"), &DynamicFontData::get_hinting); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "antialiased"), "set_antialiased", "is_antialiased"); ADD_PROPERTY(PropertyInfo(Variant::INT, "hinting", PROPERTY_HINT_ENUM, "None,Light,Normal"), "set_hinting", "get_hinting"); BIND_ENUM_CONSTANT(HINTING_NONE); @@ -98,6 +101,7 @@ void DynamicFontData::_bind_methods() { DynamicFontData::DynamicFontData() { + antialiased = true; force_autohinter = false; hinting = DynamicFontData::HINTING_NORMAL; font_mem = NULL; @@ -201,10 +205,10 @@ Error DynamicFontAtSize::_load() { if (FT_HAS_COLOR(face)) { int best_match = 0; - int diff = ABS(id.size - face->available_sizes[0].width); + int diff = ABS(id.size - ((int64_t)face->available_sizes[0].width)); scale_color_font = float(id.size) / face->available_sizes[0].width; for (int i = 1; i < face->num_fixed_sizes; i++) { - int ndiff = ABS(id.size - face->available_sizes[i].width); + int ndiff = ABS(id.size - ((int64_t)face->available_sizes[i].width)); if (ndiff < diff) { best_match = i; diff = ndiff; @@ -277,18 +281,6 @@ const Pair<const DynamicFontAtSize::Character *, DynamicFontAtSize *> DynamicFon return Pair<const Character *, DynamicFontAtSize *>(chr, const_cast<DynamicFontAtSize *>(this)); } -float DynamicFontAtSize::_get_kerning_advance(const DynamicFontAtSize *font, CharType p_char, CharType p_next) const { - float advance = 0.0; - - if (p_next) { - FT_Vector delta; - FT_Get_Kerning(font->face, p_char, p_next, FT_KERNING_DEFAULT, &delta); - advance = (delta.x / 64.0) / oversampling; - } - - return advance; -} - Size2 DynamicFontAtSize::get_char_size(CharType p_char, CharType p_next, const Vector<Ref<DynamicFontAtSize> > &p_fallbacks) const { if (!valid) @@ -297,7 +289,6 @@ Size2 DynamicFontAtSize::get_char_size(CharType p_char, CharType p_next, const V Pair<const Character *, DynamicFontAtSize *> char_pair_with_font = _find_char_with_font(p_char, p_fallbacks); const Character *ch = char_pair_with_font.first; - DynamicFontAtSize *font = char_pair_with_font.second; ERR_FAIL_COND_V(!ch, Size2()); Size2 ret(0, get_height()); @@ -305,7 +296,6 @@ Size2 DynamicFontAtSize::get_char_size(CharType p_char, CharType p_next, const V if (ch->found) { ret.x = ch->advance; } - ret.x += _get_kerning_advance(font, p_char, p_next); return ret; } @@ -348,14 +338,12 @@ float DynamicFontAtSize::draw_char(RID p_canvas_item, const Point2 &p_pos, CharT modulate.r = modulate.g = modulate.b = 1.0; } RID texture = font->textures[ch->texture_idx].texture->get_rid(); - VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, ch->rect.size * Vector2(font->scale_color_font, font->scale_color_font)), texture, ch->rect_uv, modulate, false, RID(), false); + VisualServer::get_singleton()->canvas_item_add_texture_rect_region(p_canvas_item, Rect2(cpos, ch->rect.size), texture, ch->rect_uv, modulate, false, RID(), false); } advance = ch->advance; } - advance += _get_kerning_advance(font, p_char, p_next); - return advance; } @@ -632,7 +620,7 @@ void DynamicFontAtSize::_update_char(CharType p_char) { if (id.outline_size > 0) { character = _make_outline_char(p_char); } else { - error = FT_Render_Glyph(face->glyph, FT_RENDER_MODE_NORMAL); + error = FT_Render_Glyph(face->glyph, font->antialiased ? FT_RENDER_MODE_NORMAL : FT_RENDER_MODE_MONO); if (!error) character = _bitmap_to_character(slot->bitmap, slot->bitmap_top, slot->bitmap_left, slot->advance.x / 64.0); } @@ -785,6 +773,18 @@ void DynamicFont::set_use_filter(bool p_enable) { _reload_cache(); } +bool DynamicFontData::is_antialiased() const { + + return antialiased; +} + +void DynamicFontData::set_antialiased(bool p_antialiased) { + + if (antialiased == p_antialiased) + return; + antialiased = p_antialiased; +} + DynamicFontData::Hinting DynamicFontData::get_hinting() const { return hinting; @@ -1009,15 +1009,15 @@ void DynamicFont::_bind_methods() { ADD_GROUP("Settings", ""); ADD_PROPERTY(PropertyInfo(Variant::INT, "size"), "set_size", "get_size"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "outline_size"), "set_outline_size", "get_outline_size"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "outline_size", PROPERTY_HINT_RANGE, "0,255,1"), "set_outline_size", "get_outline_size"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "outline_color"), "set_outline_color", "get_outline_color"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_mipmaps"), "set_use_mipmaps", "get_use_mipmaps"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_filter"), "set_use_filter", "get_use_filter"); ADD_GROUP("Extra Spacing", "extra_spacing"); - ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "extra_spacing_top"), "set_spacing", "get_spacing", SPACING_TOP); - ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "extra_spacing_bottom"), "set_spacing", "get_spacing", SPACING_BOTTOM); - ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "extra_spacing_char"), "set_spacing", "get_spacing", SPACING_CHAR); - ADD_PROPERTYINZ(PropertyInfo(Variant::INT, "extra_spacing_space"), "set_spacing", "get_spacing", SPACING_SPACE); + ADD_PROPERTYI(PropertyInfo(Variant::INT, "extra_spacing_top"), "set_spacing", "get_spacing", SPACING_TOP); + ADD_PROPERTYI(PropertyInfo(Variant::INT, "extra_spacing_bottom"), "set_spacing", "get_spacing", SPACING_BOTTOM); + ADD_PROPERTYI(PropertyInfo(Variant::INT, "extra_spacing_char"), "set_spacing", "get_spacing", SPACING_CHAR); + ADD_PROPERTYI(PropertyInfo(Variant::INT, "extra_spacing_space"), "set_spacing", "get_spacing", SPACING_SPACE); ADD_GROUP("Font", ""); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "font_data", PROPERTY_HINT_RESOURCE_TYPE, "DynamicFontData"), "set_font_data", "get_font_data"); @@ -1029,7 +1029,7 @@ void DynamicFont::_bind_methods() { Mutex *DynamicFont::dynamic_font_mutex = NULL; -SelfList<DynamicFont>::List DynamicFont::dynamic_fonts; +SelfList<DynamicFont>::List *DynamicFont::dynamic_fonts = NULL; DynamicFont::DynamicFont() : font_list(this) { @@ -1041,29 +1041,31 @@ DynamicFont::DynamicFont() : spacing_char = 0; spacing_space = 0; outline_color = Color(1, 1, 1); - if (dynamic_font_mutex) + if (dynamic_font_mutex) { dynamic_font_mutex->lock(); - dynamic_fonts.add(&font_list); - if (dynamic_font_mutex) + dynamic_fonts->add(&font_list); dynamic_font_mutex->unlock(); + } } DynamicFont::~DynamicFont() { - - if (dynamic_font_mutex) + if (dynamic_font_mutex) { dynamic_font_mutex->lock(); - dynamic_fonts.remove(&font_list); - if (dynamic_font_mutex) + dynamic_fonts->remove(&font_list); dynamic_font_mutex->unlock(); + } } void DynamicFont::initialize_dynamic_fonts() { + dynamic_fonts = memnew(SelfList<DynamicFont>::List()); dynamic_font_mutex = Mutex::create(); } void DynamicFont::finish_dynamic_fonts() { memdelete(dynamic_font_mutex); dynamic_font_mutex = NULL; + memdelete(dynamic_fonts); + dynamic_fonts = NULL; } void DynamicFont::update_oversampling() { @@ -1073,7 +1075,7 @@ void DynamicFont::update_oversampling() { if (dynamic_font_mutex) dynamic_font_mutex->lock(); - SelfList<DynamicFont> *E = dynamic_fonts.first(); + SelfList<DynamicFont> *E = dynamic_fonts->first(); while (E) { if (E->self()->data_at_size.is_valid()) { @@ -1083,8 +1085,19 @@ void DynamicFont::update_oversampling() { E->self()->outline_data_at_size->update_oversampling(); } + for (int i = 0; i < E->self()->fallback_data_at_size.size(); i++) { + if (E->self()->fallback_data_at_size[i].is_valid()) { + E->self()->fallback_data_at_size.write[i]->update_oversampling(); + + if (E->self()->has_outline() && E->self()->fallback_outline_data_at_size[i].is_valid()) { + E->self()->fallback_outline_data_at_size.write[i]->update_oversampling(); + } + } + } + changed.push_back(Ref<DynamicFont>(E->self())); } + E = E->next(); } diff --git a/scene/resources/dynamic_font.h b/scene/resources/dynamic_font.h index f460bca2d4..887c7b42c8 100644 --- a/scene/resources/dynamic_font.h +++ b/scene/resources/dynamic_font.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -32,10 +32,10 @@ #define DYNAMIC_FONT_H #ifdef FREETYPE_ENABLED -#include "io/resource_loader.h" -#include "os/mutex.h" -#include "os/thread_safe.h" -#include "pair.h" +#include "core/io/resource_loader.h" +#include "core/os/mutex.h" +#include "core/os/thread_safe.h" +#include "core/pair.h" #include "scene/resources/font.h" #include <ft2build.h> @@ -54,8 +54,9 @@ public: struct { uint32_t size : 16; uint32_t outline_size : 8; - bool mipmaps : 1; - bool filter : 1; + uint32_t mipmaps : 1; + uint32_t filter : 1; + uint32_t unused : 6; }; uint32_t key; }; @@ -71,12 +72,15 @@ public: HINTING_NORMAL }; + bool is_antialiased() const; + void set_antialiased(bool p_antialiased); Hinting get_hinting() const; void set_hinting(Hinting p_hinting); private: const uint8_t *font_mem; int font_mem_size; + bool antialiased; bool force_autohinter; Hinting hinting; @@ -161,7 +165,6 @@ class DynamicFontAtSize : public Reference { const Pair<const Character *, DynamicFontAtSize *> _find_char_with_font(CharType p_char, const Vector<Ref<DynamicFontAtSize> > &p_fallbacks) const; Character _make_outline_char(CharType p_char); - float _get_kerning_advance(const DynamicFontAtSize *font, CharType p_char, CharType p_next) const; TexturePosition _find_texture_pos_for_glyph(int p_color_size, Image::Format p_image_format, int p_width, int p_height); Character _bitmap_to_character(FT_Bitmap bitmap, int yofs, int xofs, float advance); @@ -285,7 +288,7 @@ public: SelfList<DynamicFont> font_list; static Mutex *dynamic_font_mutex; - static SelfList<DynamicFont>::List dynamic_fonts; + static SelfList<DynamicFont>::List *dynamic_fonts; static void initialize_dynamic_fonts(); static void finish_dynamic_fonts(); @@ -300,6 +303,7 @@ VARIANT_ENUM_CAST(DynamicFont::SpacingType); ///////////// class ResourceFormatLoaderDynamicFont : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderDynamicFont, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; diff --git a/scene/resources/dynamic_font_stb.cpp b/scene/resources/dynamic_font_stb.cpp index be394e19c4..3b44f05b94 100644 --- a/scene/resources/dynamic_font_stb.cpp +++ b/scene/resources/dynamic_font_stb.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 @@ #ifndef FREETYPE_ENABLED #define STB_TRUETYPE_IMPLEMENTATION -#include "os/file_access.h" +#include "core/os/file_access.h" void DynamicFontData::lock() { diff --git a/scene/resources/dynamic_font_stb.h b/scene/resources/dynamic_font_stb.h index feae29c0c2..4c98487600 100644 --- a/scene/resources/dynamic_font_stb.h +++ b/scene/resources/dynamic_font_stb.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -33,8 +33,8 @@ #ifndef FREETYPE_ENABLED +#include "core/io/resource_loader.h" #include "font.h" -#include "io/resource_loader.h" #include "thirdparty/misc/stb_truetype.h" @@ -180,6 +180,7 @@ public: ///////////// class ResourceFormatLoaderDynamicFont : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderDynamicFont, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; diff --git a/scene/resources/environment.cpp b/scene/resources/environment.cpp index d3da842b79..17609ed505 100644 --- a/scene/resources/environment.cpp +++ b/scene/resources/environment.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,7 +29,7 @@ /*************************************************************************/ #include "environment.h" -#include "project_settings.h" +#include "core/project_settings.h" #include "servers/visual_server.h" #include "texture.h" @@ -61,6 +61,25 @@ void Environment::set_sky_custom_fov(float p_scale) { bg_sky_custom_fov = p_scale; VS::get_singleton()->environment_set_sky_custom_fov(environment, p_scale); } +void Environment::set_sky_orientation(const Basis &p_orientation) { + + bg_sky_orientation = p_orientation; + _change_notify("background_sky_rotation"); + _change_notify("background_sky_rotation_degrees"); + VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); +} +void Environment::set_sky_rotation(const Vector3 &p_euler_rad) { + + bg_sky_orientation.set_euler(p_euler_rad); + _change_notify("background_sky_orientation"); + _change_notify("background_sky_rotation_degrees"); + VS::get_singleton()->environment_set_sky_orientation(environment, bg_sky_orientation); +} +void Environment::set_sky_rotation_degrees(const Vector3 &p_euler_deg) { + + set_sky_rotation(p_euler_deg * Math_PI / 180.0); + _change_notify("background_sky_rotation"); +} void Environment::set_bg_color(const Color &p_color) { bg_color = p_color; @@ -106,6 +125,22 @@ float Environment::get_sky_custom_fov() const { return bg_sky_custom_fov; } +Basis Environment::get_sky_orientation() const { + + return bg_sky_orientation; +} + +Vector3 Environment::get_sky_rotation() const { + + // should we cache this? maybe overkill + return bg_sky_orientation.get_euler(); +} + +Vector3 Environment::get_sky_rotation_degrees() const { + + return get_sky_rotation() * 180.0 / Math_PI; +} + Color Environment::get_bg_color() const { return bg_color; @@ -268,7 +303,7 @@ Ref<Texture> Environment::get_adjustment_color_correction() const { void Environment::_validate_property(PropertyInfo &property) const { - if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "ambient_light/sky_contribution") { + if (property.name == "background_sky" || property.name == "background_sky_custom_fov" || property.name == "background_sky_orientation" || property.name == "background_sky_rotation" || property.name == "background_sky_rotation_degrees" || property.name == "ambient_light/sky_contribution") { if (bg_mode != BG_SKY && bg_mode != BG_COLOR_SKY) { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } @@ -299,6 +334,19 @@ void Environment::_validate_property(PropertyInfo &property) const { }; + static const char *high_end_prefixes[] = { + "auto_exposure_", + "tonemap_", + "ss_reflections_", + "ssao_", + "dof_blur_far_", + "dof_blur_near_", + "glow_", + "adjustment_", + NULL + + }; + const char **prefixes = hide_prefixes; while (*prefixes) { String prefix = String(*prefixes); @@ -311,6 +359,20 @@ void Environment::_validate_property(PropertyInfo &property) const { prefixes++; } + + if (VisualServer::get_singleton()->is_low_end()) { + prefixes = high_end_prefixes; + while (*prefixes) { + String prefix = String(*prefixes); + + if (property.name.begins_with(prefix)) { + property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; + return; + } + + prefixes++; + } + } } void Environment::set_ssr_enabled(bool p_enable) { @@ -504,7 +566,7 @@ float Environment::get_ssao_edge_sharpness() const { void Environment::set_glow_enabled(bool p_enabled) { glow_enabled = p_enabled; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); _change_notify(); } @@ -522,7 +584,7 @@ void Environment::set_glow_level(int p_level, bool p_enabled) { else glow_levels &= ~(1 << p_level); - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } bool Environment::is_glow_level_enabled(int p_level) const { @@ -535,7 +597,7 @@ void Environment::set_glow_intensity(float p_intensity) { glow_intensity = p_intensity; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_intensity() const { @@ -545,7 +607,7 @@ float Environment::get_glow_intensity() const { void Environment::set_glow_strength(float p_strength) { glow_strength = p_strength; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_strength() const { @@ -556,7 +618,7 @@ void Environment::set_glow_bloom(float p_threshold) { glow_bloom = p_threshold; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_bloom() const { @@ -567,7 +629,7 @@ void Environment::set_glow_blend_mode(GlowBlendMode p_mode) { glow_blend_mode = p_mode; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } Environment::GlowBlendMode Environment::get_glow_blend_mode() const { @@ -578,18 +640,29 @@ void Environment::set_glow_hdr_bleed_threshold(float p_threshold) { glow_hdr_bleed_threshold = p_threshold; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_threshold() const { return glow_hdr_bleed_threshold; } +void Environment::set_glow_hdr_luminance_cap(float p_amount) { + + glow_hdr_luminance_cap = p_amount; + + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); +} +float Environment::get_glow_hdr_luminance_cap() const { + + return glow_hdr_luminance_cap; +} + void Environment::set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } float Environment::get_glow_hdr_bleed_scale() const { @@ -599,7 +672,7 @@ float Environment::get_glow_hdr_bleed_scale() const { void Environment::set_glow_bicubic_upscale(bool p_enable) { glow_bicubic_upscale = p_enable; - VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_bicubic_upscale); + VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale); } bool Environment::is_glow_bicubic_upscale_enabled() const { @@ -761,7 +834,7 @@ float Environment::get_fog_sun_amount() const { void Environment::set_fog_depth_enabled(bool p_enabled) { fog_depth_enabled = p_enabled; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); + VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } bool Environment::is_fog_depth_enabled() const { @@ -771,17 +844,28 @@ bool Environment::is_fog_depth_enabled() const { void Environment::set_fog_depth_begin(float p_distance) { fog_depth_begin = p_distance; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); + VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } float Environment::get_fog_depth_begin() const { return fog_depth_begin; } +void Environment::set_fog_depth_end(float p_distance) { + + fog_depth_end = p_distance; + VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); +} + +float Environment::get_fog_depth_end() const { + + return fog_depth_end; +} + void Environment::set_fog_depth_curve(float p_curve) { fog_depth_curve = p_curve; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); + VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } float Environment::get_fog_depth_curve() const { @@ -791,7 +875,7 @@ float Environment::get_fog_depth_curve() const { void Environment::set_fog_transmit_enabled(bool p_enabled) { fog_transmit_enabled = p_enabled; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); + VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } bool Environment::is_fog_transmit_enabled() const { @@ -801,7 +885,7 @@ bool Environment::is_fog_transmit_enabled() const { void Environment::set_fog_transmit_curve(float p_curve) { fog_transmit_curve = p_curve; - VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); + VS::get_singleton()->environment_set_fog_depth(environment, fog_depth_enabled, fog_depth_begin, fog_depth_end, fog_depth_curve, fog_transmit_enabled, fog_transmit_curve); } float Environment::get_fog_transmit_curve() const { @@ -853,6 +937,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_background", "mode"), &Environment::set_background); ClassDB::bind_method(D_METHOD("set_sky", "sky"), &Environment::set_sky); ClassDB::bind_method(D_METHOD("set_sky_custom_fov", "scale"), &Environment::set_sky_custom_fov); + ClassDB::bind_method(D_METHOD("set_sky_orientation", "orientation"), &Environment::set_sky_orientation); + ClassDB::bind_method(D_METHOD("set_sky_rotation", "euler_radians"), &Environment::set_sky_rotation); + ClassDB::bind_method(D_METHOD("set_sky_rotation_degrees", "euler_degrees"), &Environment::set_sky_rotation_degrees); ClassDB::bind_method(D_METHOD("set_bg_color", "color"), &Environment::set_bg_color); ClassDB::bind_method(D_METHOD("set_bg_energy", "energy"), &Environment::set_bg_energy); ClassDB::bind_method(D_METHOD("set_canvas_max_layer", "layer"), &Environment::set_canvas_max_layer); @@ -863,6 +950,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("get_background"), &Environment::get_background); ClassDB::bind_method(D_METHOD("get_sky"), &Environment::get_sky); ClassDB::bind_method(D_METHOD("get_sky_custom_fov"), &Environment::get_sky_custom_fov); + ClassDB::bind_method(D_METHOD("get_sky_orientation"), &Environment::get_sky_orientation); + ClassDB::bind_method(D_METHOD("get_sky_rotation"), &Environment::get_sky_rotation); + ClassDB::bind_method(D_METHOD("get_sky_rotation_degrees"), &Environment::get_sky_rotation_degrees); ClassDB::bind_method(D_METHOD("get_bg_color"), &Environment::get_bg_color); ClassDB::bind_method(D_METHOD("get_bg_energy"), &Environment::get_bg_energy); ClassDB::bind_method(D_METHOD("get_canvas_max_layer"), &Environment::get_canvas_max_layer); @@ -874,6 +964,9 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::INT, "background_mode", PROPERTY_HINT_ENUM, "Clear Color,Custom Color,Sky,Color+Sky,Canvas,Keep"), "set_background", "get_background"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "background_sky", PROPERTY_HINT_RESOURCE_TYPE, "Sky"), "set_sky", "get_sky"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_sky_custom_fov", PROPERTY_HINT_RANGE, "0,180,0.1"), "set_sky_custom_fov", "get_sky_custom_fov"); + ADD_PROPERTY(PropertyInfo(Variant::BASIS, "background_sky_orientation"), "set_sky_orientation", "get_sky_orientation"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_sky_rotation", "get_sky_rotation"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "background_sky_rotation_degrees", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR), "set_sky_rotation_degrees", "get_sky_rotation_degrees"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "background_color"), "set_bg_color", "get_bg_color"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "background_energy", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_bg_energy", "get_bg_energy"); ADD_PROPERTY(PropertyInfo(Variant::INT, "background_canvas_max_layer", PROPERTY_HINT_RANGE, "-1000,1000,1"), "set_canvas_max_layer", "get_canvas_max_layer"); @@ -900,6 +993,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_fog_depth_begin", "distance"), &Environment::set_fog_depth_begin); ClassDB::bind_method(D_METHOD("get_fog_depth_begin"), &Environment::get_fog_depth_begin); + ClassDB::bind_method(D_METHOD("set_fog_depth_end", "distance"), &Environment::set_fog_depth_end); + ClassDB::bind_method(D_METHOD("get_fog_depth_end"), &Environment::get_fog_depth_end); + ClassDB::bind_method(D_METHOD("set_fog_depth_curve", "curve"), &Environment::set_fog_depth_curve); ClassDB::bind_method(D_METHOD("get_fog_depth_curve"), &Environment::get_fog_depth_curve); @@ -928,6 +1024,7 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_sun_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fog_sun_amount", "get_fog_sun_amount"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_depth_enabled"), "set_fog_depth_enabled", "is_fog_depth_enabled"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_begin", PROPERTY_HINT_RANGE, "0,4000,0.1"), "set_fog_depth_begin", "get_fog_depth_begin"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_end", PROPERTY_HINT_RANGE, "0,4000,0.1,or_greater"), "set_fog_depth_end", "get_fog_depth_end"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_depth_curve", PROPERTY_HINT_EXP_EASING), "set_fog_depth_curve", "get_fog_depth_curve"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "fog_transmit_enabled"), "set_fog_transmit_enabled", "is_fog_transmit_enabled"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "fog_transmit_curve", PROPERTY_HINT_EXP_EASING), "set_fog_transmit_curve", "get_fog_transmit_curve"); @@ -961,7 +1058,7 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("get_tonemap_auto_exposure_grey"), &Environment::get_tonemap_auto_exposure_grey); ADD_GROUP("Tonemap", "tonemap_"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reindhart,Filmic,Aces"), "set_tonemapper", "get_tonemapper"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "tonemap_mode", PROPERTY_HINT_ENUM, "Linear,Reinhard,Filmic,Aces"), "set_tonemapper", "get_tonemapper"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_exposure", "get_tonemap_exposure"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "tonemap_white", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_tonemap_white", "get_tonemap_white"); ADD_GROUP("Auto Exposure", "auto_exposure_"); @@ -1112,6 +1209,9 @@ void Environment::_bind_methods() { ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_threshold", "threshold"), &Environment::set_glow_hdr_bleed_threshold); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_threshold"), &Environment::get_glow_hdr_bleed_threshold); + ClassDB::bind_method(D_METHOD("set_glow_hdr_luminance_cap", "amount"), &Environment::set_glow_hdr_luminance_cap); + ClassDB::bind_method(D_METHOD("get_glow_hdr_luminance_cap"), &Environment::get_glow_hdr_luminance_cap); + ClassDB::bind_method(D_METHOD("set_glow_hdr_bleed_scale", "scale"), &Environment::set_glow_hdr_bleed_scale); ClassDB::bind_method(D_METHOD("get_glow_hdr_bleed_scale"), &Environment::get_glow_hdr_bleed_scale); @@ -1133,6 +1233,7 @@ void Environment::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_bloom", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), "set_glow_bloom", "get_glow_bloom"); ADD_PROPERTY(PropertyInfo(Variant::INT, "glow_blend_mode", PROPERTY_HINT_ENUM, "Additive,Screen,Softlight,Replace"), "set_glow_blend_mode", "get_glow_blend_mode"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_threshold", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_threshold", "get_glow_hdr_bleed_threshold"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_luminance_cap", PROPERTY_HINT_RANGE, "0.0,256.0,0.01"), "set_glow_hdr_luminance_cap", "get_glow_hdr_luminance_cap"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "glow_hdr_scale", PROPERTY_HINT_RANGE, "0.0,4.0,0.01"), "set_glow_hdr_bleed_scale", "get_glow_hdr_bleed_scale"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "glow_bicubic_upscale"), "set_glow_bicubic_upscale", "is_glow_bicubic_upscale_enabled"); @@ -1190,12 +1291,20 @@ void Environment::_bind_methods() { BIND_ENUM_CONSTANT(SSAO_QUALITY_HIGH); } -Environment::Environment() { +Environment::Environment() : + bg_mode(BG_CLEAR_COLOR), + tone_mapper(TONE_MAPPER_LINEAR), + ssao_blur(SSAO_BLUR_DISABLED), + ssao_quality(SSAO_QUALITY_LOW), + glow_blend_mode(GLOW_BLEND_MODE_ADDITIVE), + dof_blur_far_quality(DOF_BLUR_QUALITY_LOW), + dof_blur_near_quality(DOF_BLUR_QUALITY_LOW) { environment = VS::get_singleton()->environment_create(); bg_mode = BG_CLEAR_COLOR; bg_sky_custom_fov = 0; + bg_sky_orientation = Basis(); bg_energy = 1.0; bg_canvas_max_layer = 0; ambient_energy = 1.0; @@ -1246,6 +1355,7 @@ Environment::Environment() { glow_bloom = 0.0; glow_blend_mode = GLOW_BLEND_MODE_SOFTLIGHT; glow_hdr_bleed_threshold = 1.0; + glow_hdr_luminance_cap = 12.0; glow_hdr_bleed_scale = 2.0; glow_bicubic_upscale = false; @@ -1269,6 +1379,7 @@ Environment::Environment() { fog_depth_enabled = true; fog_depth_begin = 10; + fog_depth_end = 0; fog_depth_curve = 1; fog_transmit_enabled = false; diff --git a/scene/resources/environment.h b/scene/resources/environment.h index 7d66c7e60b..a54f13a88f 100644 --- a/scene/resources/environment.h +++ b/scene/resources/environment.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,8 +31,8 @@ #ifndef ENVIRONMENT_H #define ENVIRONMENT_H -#include "resource.h" -#include "scene/resources/sky_box.h" +#include "core/resource.h" +#include "scene/resources/sky.h" #include "scene/resources/texture.h" #include "servers/visual_server.h" @@ -91,6 +91,7 @@ private: BGMode bg_mode; Ref<Sky> bg_sky; float bg_sky_custom_fov; + Basis bg_sky_orientation; Color bg_color; float bg_energy; int bg_canvas_max_layer; @@ -141,6 +142,7 @@ private: GlowBlendMode glow_blend_mode; float glow_hdr_bleed_threshold; float glow_hdr_bleed_scale; + float glow_hdr_luminance_cap; bool glow_bicubic_upscale; bool dof_blur_far_enabled; @@ -162,6 +164,7 @@ private: bool fog_depth_enabled; float fog_depth_begin; + float fog_depth_end; float fog_depth_curve; bool fog_transmit_enabled; @@ -180,6 +183,9 @@ public: void set_background(BGMode p_bg); void set_sky(const Ref<Sky> &p_sky); void set_sky_custom_fov(float p_scale); + void set_sky_orientation(const Basis &p_orientation); + void set_sky_rotation(const Vector3 &p_euler_rad); + void set_sky_rotation_degrees(const Vector3 &p_euler_deg); void set_bg_color(const Color &p_color); void set_bg_energy(float p_energy); void set_canvas_max_layer(int p_max_layer); @@ -190,6 +196,9 @@ public: BGMode get_background() const; Ref<Sky> get_sky() const; float get_sky_custom_fov() const; + Basis get_sky_orientation() const; + Vector3 get_sky_rotation() const; + Vector3 get_sky_rotation_degrees() const; Color get_bg_color() const; float get_bg_energy() const; int get_canvas_max_layer() const; @@ -311,6 +320,9 @@ public: void set_glow_hdr_bleed_threshold(float p_threshold); float get_glow_hdr_bleed_threshold() const; + void set_glow_hdr_luminance_cap(float p_amount); + float get_glow_hdr_luminance_cap() const; + void set_glow_hdr_bleed_scale(float p_scale); float get_glow_hdr_bleed_scale() const; @@ -365,6 +377,9 @@ public: void set_fog_depth_begin(float p_distance); float get_fog_depth_begin() const; + void set_fog_depth_end(float p_distance); + float get_fog_depth_end() const; + void set_fog_depth_curve(float p_curve); float get_fog_depth_curve() const; diff --git a/scene/resources/font.cpp b/scene/resources/font.cpp index 3dfde01320..c72ccc97db 100644 --- a/scene/resources/font.cpp +++ b/scene/resources/font.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,8 +31,8 @@ #include "font.h" #include "core/io/resource_loader.h" +#include "core/method_bind_ext.gen.inc" #include "core/os/file_access.h" -#include "method_bind_ext.gen.inc" void Font::draw_halign(RID p_canvas_item, const Point2 &p_pos, HAlign p_align, float p_width, const String &p_text, const Color &p_modulate, const Color &p_outline_modulate) const { float length = get_string_size(p_text).width; @@ -178,6 +178,7 @@ PoolVector<int> BitmapFont::_get_kernings() const { void BitmapFont::_set_textures(const Vector<Variant> &p_textures) { + textures.clear(); for (int i = 0; i < p_textures.size(); i++) { Ref<Texture> tex = p_textures[i]; ERR_CONTINUE(!tex.is_valid()); @@ -496,6 +497,7 @@ Size2 Font::get_string_size(const String &p_string) const { } void BitmapFont::set_fallback(const Ref<BitmapFont> &p_fallback) { + ERR_FAIL_COND(p_fallback == this); fallback = p_fallback; } diff --git a/scene/resources/font.h b/scene/resources/font.h index 4e295b6035..6bc8d9b792 100644 --- a/scene/resources/font.h +++ b/scene/resources/font.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,8 +31,8 @@ #ifndef FONT_H #define FONT_H -#include "map.h" -#include "resource.h" +#include "core/map.h" +#include "core/resource.h" #include "scene/resources/texture.h" /** @author Juan Linietsky <reduzio@gmail.com> @@ -201,6 +201,7 @@ public: }; class ResourceFormatLoaderBMFont : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderBMFont, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; diff --git a/scene/resources/color_ramp.cpp b/scene/resources/gradient.cpp index 4a43303d84..99ce8ef821 100644 --- a/scene/resources/color_ramp.cpp +++ b/scene/resources/gradient.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* color_ramp.cpp */ +/* gradient.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,8 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "color_ramp.h" -#include "core_string_names.h" +#include "gradient.h" + +#include "core/core_string_names.h" //setter and getter names for property serialization #define COLOR_RAMP_GET_OFFSETS "get_offsets" diff --git a/scene/resources/color_ramp.h b/scene/resources/gradient.h index 070ad7f0d3..a51a0ca0d0 100644 --- a/scene/resources/color_ramp.h +++ b/scene/resources/gradient.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* color_ramp.h */ +/* gradient.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,10 +28,10 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SCENE_RESOURCES_COLOR_RAMP_H_ -#define SCENE_RESOURCES_COLOR_RAMP_H_ +#ifndef GRADIENT_H +#define GRADIENT_H -#include "resource.h" +#include "core/resource.h" class Gradient : public Resource { GDCLASS(Gradient, Resource); @@ -126,4 +126,4 @@ public: int get_points_count() const; }; -#endif /* SCENE_RESOURCES_COLOR_RAMP_H_ */ +#endif // GRADIENT_H diff --git a/scene/resources/shape_line_2d.cpp b/scene/resources/line_shape_2d.cpp index 1a81eea6e5..f5d5fb561a 100644 --- a/scene/resources/shape_line_2d.cpp +++ b/scene/resources/line_shape_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shape_line_2d.cpp */ +/* line_shape_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,7 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "shape_line_2d.h" +#include "line_shape_2d.h" + #include "servers/physics_2d_server.h" #include "servers/visual_server.h" diff --git a/scene/resources/shape_line_2d.h b/scene/resources/line_shape_2d.h index 7d31941558..f684862025 100644 --- a/scene/resources/shape_line_2d.h +++ b/scene/resources/line_shape_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shape_line_2d.h */ +/* line_shape_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SHAPE_LINE_2D_H -#define SHAPE_LINE_2D_H +#ifndef LINE_SHAPE_2D_H +#define LINE_SHAPE_2D_H #include "scene/resources/shape_2d.h" @@ -59,4 +59,4 @@ public: LineShape2D(); }; -#endif // SHAPE_LINE_2D_H +#endif // LINE_SHAPE_2D_H diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp index 4727526b68..536eb11a27 100644 --- a/scene/resources/material.cpp +++ b/scene/resources/material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -113,6 +113,9 @@ bool ShaderMaterial::_set(const StringName &p_name, const Variant &p_value) { if (n.find("param/") == 0) { //backwards compatibility pr = n.substr(6, n.length()); } + if (n.find("shader_param/") == 0) { //backwards compatibility + pr = n.replace_first("shader_param/", ""); + } } if (pr) { VisualServer::get_singleton()->material_set_param(_get_material(), pr, p_value); @@ -128,6 +131,16 @@ bool ShaderMaterial::_get(const StringName &p_name, Variant &r_ret) const { if (shader.is_valid()) { StringName pr = shader->remap_param(p_name); + if (!pr) { + String n = p_name; + if (n.find("param/") == 0) { //backwards compatibility + pr = n.substr(6, n.length()); + } + if (n.find("shader_param/") == 0) { //backwards compatibility + pr = n.replace_first("shader_param/", ""); + } + } + if (pr) { r_ret = VisualServer::get_singleton()->material_get_param(_get_material(), pr); return true; @@ -145,6 +158,31 @@ void ShaderMaterial::_get_property_list(List<PropertyInfo> *p_list) const { } } +bool ShaderMaterial::property_can_revert(const String &p_name) { + if (shader.is_valid()) { + + StringName pr = shader->remap_param(p_name); + if (pr) { + Variant default_value = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr); + Variant current_value; + _get(p_name, current_value); + return default_value.get_type() != Variant::NIL && default_value != current_value; + } + } + return false; +} + +Variant ShaderMaterial::property_get_revert(const String &p_name) { + Variant r_ret; + if (shader.is_valid()) { + StringName pr = shader->remap_param(p_name); + if (pr) { + r_ret = VisualServer::get_singleton()->material_get_param_default(_get_material(), pr); + } + } + return r_ret; +} + void ShaderMaterial::set_shader(const Ref<Shader> &p_shader) { if (shader.is_valid()) { @@ -190,6 +228,8 @@ void ShaderMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shader_param", "param", "value"), &ShaderMaterial::set_shader_param); ClassDB::bind_method(D_METHOD("get_shader_param", "param"), &ShaderMaterial::get_shader_param); ClassDB::bind_method(D_METHOD("_shader_changed"), &ShaderMaterial::_shader_changed); + ClassDB::bind_method(D_METHOD("property_can_revert", "name"), &ShaderMaterial::property_can_revert); + ClassDB::bind_method(D_METHOD("property_get_revert", "name"), &ShaderMaterial::property_get_revert); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shader", PROPERTY_HINT_RESOURCE_TYPE, "Shader"), "set_shader", "get_shader"); } @@ -231,7 +271,7 @@ 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; @@ -241,6 +281,8 @@ void SpatialMaterial::init_shaders() { material_mutex = Mutex::create(); #endif + dirty_materials = memnew(SelfList<SpatialMaterial>::List); + shader_names = memnew(ShaderNames); shader_names->albedo = "albedo"; @@ -272,6 +314,7 @@ void SpatialMaterial::init_shaders() { shader_names->particles_anim_loop = "particles_anim_loop"; shader_names->depth_min_layers = "depth_min_layers"; shader_names->depth_max_layers = "depth_max_layers"; + shader_names->depth_flip = "depth_flip"; shader_names->grow = "grow"; @@ -320,12 +363,15 @@ 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) @@ -400,10 +446,8 @@ void SpatialMaterial::_update_shader() { if (flags[FLAG_USE_VERTEX_LIGHTING]) { code += ",vertex_lighting"; } - bool using_world = false; if (flags[FLAG_TRIPLANAR_USE_WORLD] && (flags[FLAG_UV1_USE_TRIPLANAR] || flags[FLAG_UV2_USE_TRIPLANAR])) { code += ",world_vertex_coords"; - using_world = true; } if (flags[FLAG_DONT_RECEIVE_SHADOWS]) { code += ",shadows_disabled"; @@ -507,6 +551,7 @@ void SpatialMaterial::_update_shader() { code += "uniform float depth_scale;\n"; code += "uniform int depth_min_layers;\n"; code += "uniform int depth_max_layers;\n"; + code += "uniform vec2 depth_flip;\n"; } if (flags[FLAG_UV1_USE_TRIPLANAR]) { code += "varying vec3 uv1_triplanar_pos;\n"; @@ -535,7 +580,9 @@ void SpatialMaterial::_update_shader() { if (flags[FLAG_SRGB_VERTEX_COLOR]) { - code += "\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n"; + code += "\tif (!OUTPUT_IS_SRGB) {\n"; + code += "\t\tCOLOR.rgb = mix( pow((COLOR.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), COLOR.rgb* (1.0 / 12.92), lessThan(COLOR.rgb,vec3(0.04045)) );\n"; + code += "\t}\n"; } if (flags[FLAG_USE_POINT_SIZE]) { @@ -560,17 +607,17 @@ void SpatialMaterial::_update_shader() { code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],CAMERA_MATRIX[1],CAMERA_MATRIX[2],WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { - code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,length(WORLD_MATRIX[1].xyz),0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));\n"; + code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, length(WORLD_MATRIX[1].xyz), 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; } } break; case BILLBOARD_FIXED_Y: { - code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)),0.0),WORLD_MATRIX[3]);\n"; + code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat4(CAMERA_MATRIX[0],WORLD_MATRIX[1],vec4(normalize(cross(CAMERA_MATRIX[0].xyz,WORLD_MATRIX[1].xyz)), 0.0),WORLD_MATRIX[3]);\n"; if (flags[FLAG_BILLBOARD_KEEP_SCALE]) { - code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz),0,0,0),vec4(0,1,0,0),vec4(0,0,length(WORLD_MATRIX[2].xyz),0),vec4(0,0,0,1));\n"; + code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(length(WORLD_MATRIX[0].xyz), 0.0, 0.0, 0.0),vec4(0.0, 1.0, 0.0, 0.0),vec4(0.0, 0.0, length(WORLD_MATRIX[2].xyz), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; } else { - code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1,0,0,0),vec4(0,1.0/length(WORLD_MATRIX[1].xyz),0,0),vec4(0,0,1,0),vec4(0,0,0,1));\n"; + code += "\tMODELVIEW_MATRIX = MODELVIEW_MATRIX * mat4(vec4(1.0, 0.0, 0.0, 0.0),vec4(0.0, 1.0/length(WORLD_MATRIX[1].xyz), 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0 ,1.0));\n"; } } break; case BILLBOARD_PARTICLES: { @@ -578,16 +625,22 @@ void SpatialMaterial::_update_shader() { //make billboard code += "\tmat4 mat_world = mat4(normalize(CAMERA_MATRIX[0])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[1])*length(WORLD_MATRIX[0]),normalize(CAMERA_MATRIX[2])*length(WORLD_MATRIX[2]),WORLD_MATRIX[3]);\n"; //rotate by rotation - code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x),0.0,0.0), vec4(sin(INSTANCE_CUSTOM.x),cos(INSTANCE_CUSTOM.x),0.0,0.0),vec4(0.0,0.0,1.0,0.0),vec4(0.0,0.0,0.0,1.0));\n"; + code += "\tmat_world = mat_world * mat4( vec4(cos(INSTANCE_CUSTOM.x),-sin(INSTANCE_CUSTOM.x), 0.0, 0.0), vec4(sin(INSTANCE_CUSTOM.x), cos(INSTANCE_CUSTOM.x), 0.0, 0.0),vec4(0.0, 0.0, 1.0, 0.0),vec4(0.0, 0.0, 0.0, 1.0));\n"; //set modelview code += "\tMODELVIEW_MATRIX = INV_CAMERA_MATRIX * mat_world;\n"; //handle animation - code += "\tint particle_total_frames = particles_anim_h_frames * particles_anim_v_frames;\n"; - code += "\tint particle_frame = int(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"; - code += "\tif (particles_anim_loop) particle_frame=clamp(particle_frame,0,particle_total_frames-1); else particle_frame=abs(particle_frame)%particle_total_frames;\n"; - code += "\tUV /= vec2(float(particles_anim_h_frames),float(particles_anim_v_frames));\n"; - code += "\tUV += vec2(float(particle_frame % particles_anim_h_frames) / float(particles_anim_h_frames),float(particle_frame / particles_anim_h_frames) / float(particles_anim_v_frames));\n"; + code += "\tfloat h_frames = float(particles_anim_h_frames);\n"; + code += "\tfloat v_frames = float(particles_anim_v_frames);\n"; + code += "\tfloat particle_total_frames = float(particles_anim_h_frames * particles_anim_v_frames);\n"; + code += "\tfloat particle_frame = floor(INSTANCE_CUSTOM.z * float(particle_total_frames));\n"; + code += "\tif (!particles_anim_loop) {\n"; + code += "\t\tparticle_frame = clamp(particle_frame, 0.0, particle_total_frames - 1.0);\n"; + code += "\t} else {\n"; + code += "\t\tparticle_frame = mod(particle_frame, particle_total_frames);\n"; + code += "\t}"; + code += "\tUV /= vec2(h_frames, v_frames);\n"; + code += "\tUV += vec2(mod(particle_frame, h_frames) / h_frames, floor(particle_frame / h_frames) / v_frames);\n"; } break; } @@ -668,9 +721,9 @@ void SpatialMaterial::_update_shader() { code += "\tvec2 base_uv2 = UV2;\n"; } - if (features[FEATURE_DEPTH_MAPPING] && !flags[FLAG_UV1_USE_TRIPLANAR]) { //depthmap not supported with triplanar + if (!VisualServer::get_singleton()->is_low_end() && 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,-BINORMAL,NORMAL));\n"; //binormal is negative due to mikktpsace + 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"; @@ -798,43 +851,45 @@ void SpatialMaterial::_update_shader() { } if (distance_fade != DISTANCE_FADE_DISABLED) { - if (distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER) { - - code += "\t{\n"; - if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { - code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; - - } else { - code += "\t\tfloat fade_distance=-VERTEX.z;\n"; + if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) { + + if (!VisualServer::get_singleton()->is_low_end()) { + code += "\t{\n"; + if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) { + code += "\t\tfloat fade_distance = abs((INV_CAMERA_MATRIX * WORLD_MATRIX[3]).z);\n"; + + } else { + code += "\t\tfloat fade_distance=-VERTEX.z;\n"; + } + + code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n"; + code += "\t\tint x = int(FRAGCOORD.x) % 4;\n"; + code += "\t\tint y = int(FRAGCOORD.y) % 4;\n"; + code += "\t\tint index = x + y * 4;\n"; + code += "\t\tfloat limit = 0.0;\n\n"; + code += "\t\tif (x < 8) {\n"; + code += "\t\t\tif (index == 0) limit = 0.0625;\n"; + code += "\t\t\tif (index == 1) limit = 0.5625;\n"; + code += "\t\t\tif (index == 2) limit = 0.1875;\n"; + code += "\t\t\tif (index == 3) limit = 0.6875;\n"; + code += "\t\t\tif (index == 4) limit = 0.8125;\n"; + code += "\t\t\tif (index == 5) limit = 0.3125;\n"; + code += "\t\t\tif (index == 6) limit = 0.9375;\n"; + code += "\t\t\tif (index == 7) limit = 0.4375;\n"; + code += "\t\t\tif (index == 8) limit = 0.25;\n"; + code += "\t\t\tif (index == 9) limit = 0.75;\n"; + code += "\t\t\tif (index == 10) limit = 0.125;\n"; + code += "\t\t\tif (index == 11) limit = 0.625;\n"; + code += "\t\t\tif (index == 12) limit = 1.0;\n"; + code += "\t\t\tif (index == 13) limit = 0.5;\n"; + code += "\t\t\tif (index == 14) limit = 0.875;\n"; + code += "\t\t\tif (index == 15) limit = 0.375;\n"; + code += "\t\t}\n\n"; + code += "\tif (fade < limit)\n"; + code += "\t\tdiscard;\n"; + code += "\t}\n\n"; } - code += "\t\tfloat fade=clamp(smoothstep(distance_fade_min,distance_fade_max,fade_distance),0.0,1.0);\n"; - code += "\t\tint x = int(FRAGCOORD.x) % 4;\n"; - code += "\t\tint y = int(FRAGCOORD.y) % 4;\n"; - code += "\t\tint index = x + y * 4;\n"; - code += "\t\tfloat limit = 0.0;\n\n"; - code += "\t\tif (x < 8) {\n"; - code += "\t\t\tif (index == 0) limit = 0.0625;\n"; - code += "\t\t\tif (index == 1) limit = 0.5625;\n"; - code += "\t\t\tif (index == 2) limit = 0.1875;\n"; - code += "\t\t\tif (index == 3) limit = 0.6875;\n"; - code += "\t\t\tif (index == 4) limit = 0.8125;\n"; - code += "\t\t\tif (index == 5) limit = 0.3125;\n"; - code += "\t\t\tif (index == 6) limit = 0.9375;\n"; - code += "\t\t\tif (index == 7) limit = 0.4375;\n"; - code += "\t\t\tif (index == 8) limit = 0.25;\n"; - code += "\t\t\tif (index == 9) limit = 0.75;\n"; - code += "\t\t\tif (index == 10) limit = 0.125;\n"; - code += "\t\t\tif (index == 11) limit = 0.625;\n"; - code += "\t\t\tif (index == 12) limit = 1.0;\n"; - code += "\t\t\tif (index == 13) limit = 0.5;\n"; - code += "\t\t\tif (index == 14) limit = 0.875;\n"; - code += "\t\t\tif (index == 15) limit = 0.375;\n"; - code += "\t\t}\n\n"; - code += "\tif (fade < limit)\n"; - code += "\t\tdiscard;\n"; - code += "\t}\n\n"; - } else { code += "\tALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n"; } @@ -971,9 +1026,9 @@ 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) @@ -986,7 +1041,7 @@ void SpatialMaterial::_queue_shader_change() { material_mutex->lock(); if (!element.in_list()) { - dirty_materials.add(&element); + dirty_materials->add(&element); } if (material_mutex) @@ -1284,7 +1339,7 @@ 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(); @@ -1342,6 +1397,12 @@ void SpatialMaterial::_validate_feature(const String &text, Feature feature, Pro } } +void SpatialMaterial::_validate_high_end(const String &text, PropertyInfo &property) const { + if (property.name.begins_with(text)) { + property.usage |= PROPERTY_USAGE_HIGH_END_GFX; + } +} + void SpatialMaterial::_validate_property(PropertyInfo &property) const { _validate_feature("normal", FEATURE_NORMAL_MAPPING, property); _validate_feature("emission", FEATURE_EMISSION, property); @@ -1355,6 +1416,12 @@ void SpatialMaterial::_validate_property(PropertyInfo &property) const { _validate_feature("refraction", FEATURE_REFRACTION, property); _validate_feature("detail", FEATURE_DETAIL, property); + _validate_high_end("refraction", property); + _validate_high_end("subsurf_scatter", property); + _validate_high_end("anisotropy", property); + _validate_high_end("clearcoat", property); + _validate_high_end("depth", property); + if (property.name.begins_with("particles_anim_") && billboard_mode != BILLBOARD_PARTICLES) { property.usage = 0; } @@ -1378,6 +1445,48 @@ 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) { @@ -1500,13 +1609,13 @@ int SpatialMaterial::get_particles_anim_v_frames() const { return particles_anim_v_frames; } -void SpatialMaterial::set_particles_anim_loop(int p_frames) { +void SpatialMaterial::set_particles_anim_loop(bool p_loop) { - particles_anim_loop = p_frames; - VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, p_frames); + particles_anim_loop = p_loop; + VS::get_singleton()->material_set_param(_get_material(), shader_names->particles_anim_loop, particles_anim_loop); } -int SpatialMaterial::get_particles_anim_loop() const { +bool SpatialMaterial::get_particles_anim_loop() const { return particles_anim_loop; } @@ -1543,6 +1652,28 @@ int SpatialMaterial::get_depth_deep_parallax_max_layers() const { return deep_parallax_max_layers; } +void SpatialMaterial::set_depth_deep_parallax_flip_tangent(bool p_flip) { + + depth_parallax_flip_tangent = p_flip; + VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1)); +} + +bool SpatialMaterial::get_depth_deep_parallax_flip_tangent() const { + + return depth_parallax_flip_tangent; +} + +void SpatialMaterial::set_depth_deep_parallax_flip_binormal(bool p_flip) { + + depth_parallax_flip_binormal = p_flip; + VS::get_singleton()->material_set_param(_get_material(), shader_names->depth_flip, Vector2(depth_parallax_flip_tangent ? -1 : 1, depth_parallax_flip_binormal ? -1 : 1)); +} + +bool SpatialMaterial::get_depth_deep_parallax_flip_binormal() const { + + return depth_parallax_flip_binormal; +} + void SpatialMaterial::set_grow_enabled(bool p_enable) { grow_enabled = p_enable; _queue_shader_change(); @@ -1857,7 +1988,7 @@ void SpatialMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_particles_anim_v_frames", "frames"), &SpatialMaterial::set_particles_anim_v_frames); ClassDB::bind_method(D_METHOD("get_particles_anim_v_frames"), &SpatialMaterial::get_particles_anim_v_frames); - ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "frames"), &SpatialMaterial::set_particles_anim_loop); + ClassDB::bind_method(D_METHOD("set_particles_anim_loop", "loop"), &SpatialMaterial::set_particles_anim_loop); ClassDB::bind_method(D_METHOD("get_particles_anim_loop"), &SpatialMaterial::get_particles_anim_loop); ClassDB::bind_method(D_METHOD("set_depth_deep_parallax", "enable"), &SpatialMaterial::set_depth_deep_parallax); @@ -1869,6 +2000,12 @@ void SpatialMaterial::_bind_methods() { ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_max_layers", "layer"), &SpatialMaterial::set_depth_deep_parallax_max_layers); ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_max_layers"), &SpatialMaterial::get_depth_deep_parallax_max_layers); + ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_flip_tangent", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_tangent); + ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_tangent"), &SpatialMaterial::get_depth_deep_parallax_flip_tangent); + + ClassDB::bind_method(D_METHOD("set_depth_deep_parallax_flip_binormal", "flip"), &SpatialMaterial::set_depth_deep_parallax_flip_binormal); + ClassDB::bind_method(D_METHOD("get_depth_deep_parallax_flip_binormal"), &SpatialMaterial::get_depth_deep_parallax_flip_binormal); + ClassDB::bind_method(D_METHOD("set_grow", "amount"), &SpatialMaterial::set_grow); ClassDB::bind_method(D_METHOD("get_grow"), &SpatialMaterial::get_grow); @@ -2004,6 +2141,8 @@ void SpatialMaterial::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_deep_parallax"), "set_depth_deep_parallax", "is_depth_deep_parallax_enabled"); ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_min_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_min_layers", "get_depth_deep_parallax_min_layers"); ADD_PROPERTY(PropertyInfo(Variant::INT, "depth_max_layers", PROPERTY_HINT_RANGE, "1,32,1"), "set_depth_deep_parallax_max_layers", "get_depth_deep_parallax_max_layers"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_tangent"), "set_depth_deep_parallax_flip_tangent", "get_depth_deep_parallax_flip_tangent"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "depth_flip_binormal"), "set_depth_deep_parallax_flip_binormal", "get_depth_deep_parallax_flip_binormal"); ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "depth_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture", TEXTURE_DEPTH); ADD_GROUP("Subsurf Scatter", "subsurf_scatter_"); @@ -2203,8 +2342,11 @@ SpatialMaterial::SpatialMaterial() : set_grow(0.0); deep_parallax = false; + depth_parallax_flip_tangent = false; + depth_parallax_flip_binormal = false; set_depth_deep_parallax_min_layers(8); set_depth_deep_parallax_max_layers(32); + set_depth_deep_parallax_flip_tangent(false); //also sets binormal detail_uv = DETAIL_UV_1; blend_mode = BLEND_MODE_MIX; diff --git a/scene/resources/material.h b/scene/resources/material.h index f43d240a53..1f7fc267af 100644 --- a/scene/resources/material.h +++ b/scene/resources/material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,10 +31,10 @@ #ifndef MATERIAL_H #define MATERIAL_H -#include "resource.h" +#include "core/resource.h" +#include "core/self_list.h" #include "scene/resources/shader.h" #include "scene/resources/texture.h" -#include "self_list.h" #include "servers/visual/shader_language.h" #include "servers/visual_server.h" /** @@ -85,6 +85,8 @@ protected: bool _set(const StringName &p_name, const Variant &p_value); bool _get(const StringName &p_name, Variant &r_ret) const; void _get_property_list(List<PropertyInfo> *p_list) const; + bool property_can_revert(const String &p_name); + Variant property_get_revert(const String &p_name); static void _bind_methods(); @@ -284,7 +286,7 @@ private: mk.key = 0; for (int i = 0; i < FEATURE_MAX; i++) { if (features[i]) { - mk.feature_mask |= (1 << i); + mk.feature_mask |= ((uint64_t)1 << i); } } mk.detail_uv = detail_uv; @@ -293,7 +295,7 @@ private: mk.cull_mode = cull_mode; for (int i = 0; i < FLAG_MAX; i++) { if (flags[i]) { - mk.flags |= (1 << i); + mk.flags |= ((uint64_t)1 << i); } } mk.detail_blend_mode = detail_blend_mode; @@ -336,6 +338,7 @@ private: StringName particles_anim_loop; StringName depth_min_layers; StringName depth_max_layers; + StringName depth_flip; StringName uv1_blend_sharpness; StringName uv2_blend_sharpness; StringName grow; @@ -357,7 +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; @@ -405,6 +408,8 @@ private: bool deep_parallax; int deep_parallax_min_layers; int deep_parallax_max_layers; + bool depth_parallax_flip_tangent; + bool depth_parallax_flip_binormal; bool proximity_fade_enabled; float proximity_fade_distance; @@ -440,6 +445,8 @@ private: static Ref<SpatialMaterial> materials_for_2d[MAX_MATERIALS_FOR_2D]; //used by Sprite3D and other stuff + void _validate_high_end(const String &text, PropertyInfo &property) const; + protected: static void _bind_methods(); void _validate_property(PropertyInfo &property) const; @@ -497,6 +504,12 @@ public: void set_depth_deep_parallax_max_layers(int p_layer); int get_depth_deep_parallax_max_layers() const; + void set_depth_deep_parallax_flip_tangent(bool p_flip); + bool get_depth_deep_parallax_flip_tangent() const; + + void set_depth_deep_parallax_flip_binormal(bool p_flip); + bool get_depth_deep_parallax_flip_binormal() const; + void set_subsurface_scattering_strength(float p_subsurface_scattering_strength); float get_subsurface_scattering_strength() const; @@ -570,8 +583,8 @@ public: void set_particles_anim_v_frames(int p_frames); int get_particles_anim_v_frames() const; - void set_particles_anim_loop(int p_frames); - int get_particles_anim_loop() const; + void set_particles_anim_loop(bool p_loop); + bool get_particles_anim_loop() const; void set_grow_enabled(bool p_enable); bool is_grow_enabled() const; diff --git a/scene/resources/mesh.cpp b/scene/resources/mesh.cpp index e6ef956dc5..85018f38d7 100644 --- a/scene/resources/mesh.cpp +++ b/scene/resources/mesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -30,18 +30,13 @@ #include "mesh.h" -#include "pair.h" +#include "core/pair.h" #include "scene/resources/concave_polygon_shape.h" #include "scene/resources/convex_polygon_shape.h" #include "surface_tool.h" #include <stdlib.h> -void Mesh::_clear_triangle_mesh() const { - - triangle_mesh.unref(); -} - Ref<TriangleMesh> Mesh::generate_triangle_mesh() const { if (triangle_mesh.is_valid()) @@ -89,15 +84,15 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const { PoolVector<int> indices = a[ARRAY_INDEX]; PoolVector<int>::Read ir = indices.read(); - for (int i = 0; i < ic; i++) { - int index = ir[i]; + for (int j = 0; j < ic; j++) { + int index = ir[j]; facesw[widx++] = vr[index]; } } else { - for (int i = 0; i < vc; i++) - facesw[widx++] = vr[i]; + for (int j = 0; j < vc; j++) + facesw[widx++] = vr[j]; } } @@ -111,6 +106,11 @@ Ref<TriangleMesh> Mesh::generate_triangle_mesh() const { void Mesh::generate_debug_mesh_lines(Vector<Vector3> &r_lines) { + if (debug_lines.size() > 0) { + r_lines = debug_lines; + return; + } + Ref<TriangleMesh> tm = generate_triangle_mesh(); if (tm.is_null()) return; @@ -120,23 +120,25 @@ void Mesh::generate_debug_mesh_lines(Vector<Vector3> &r_lines) { const int triangles_num = tm->get_triangles().size(); PoolVector<Vector3> vertices = tm->get_vertices(); - r_lines.resize(tm->get_triangles().size() * 6); // 3 lines x 2 points each line + debug_lines.resize(tm->get_triangles().size() * 6); // 3 lines x 2 points each line PoolVector<int>::Read ind_r = triangle_indices.read(); PoolVector<Vector3>::Read ver_r = vertices.read(); for (int j = 0, x = 0, i = 0; i < triangles_num; j += 6, x += 3, ++i) { // Triangle line 1 - r_lines.write[j + 0] = ver_r[ind_r[x + 0]]; - r_lines.write[j + 1] = ver_r[ind_r[x + 1]]; + debug_lines.write[j + 0] = ver_r[ind_r[x + 0]]; + debug_lines.write[j + 1] = ver_r[ind_r[x + 1]]; // Triangle line 2 - r_lines.write[j + 2] = ver_r[ind_r[x + 1]]; - r_lines.write[j + 3] = ver_r[ind_r[x + 2]]; + debug_lines.write[j + 2] = ver_r[ind_r[x + 1]]; + debug_lines.write[j + 3] = ver_r[ind_r[x + 2]]; // Triangle line 3 - r_lines.write[j + 4] = ver_r[ind_r[x + 2]]; - r_lines.write[j + 5] = ver_r[ind_r[x + 0]]; + debug_lines.write[j + 4] = ver_r[ind_r[x + 2]]; + debug_lines.write[j + 5] = ver_r[ind_r[x + 0]]; } + + r_lines = debug_lines; } void Mesh::generate_debug_mesh_indices(Vector<Vector3> &r_points) { Ref<TriangleMesh> tm = generate_triangle_mesh(); @@ -480,7 +482,7 @@ void Mesh::_bind_methods() { ClassDB::bind_method(D_METHOD("set_lightmap_size_hint", "size"), &Mesh::set_lightmap_size_hint); ClassDB::bind_method(D_METHOD("get_lightmap_size_hint"), &Mesh::get_lightmap_size_hint); - ADD_PROPERTYNZ(PropertyInfo(Variant::VECTOR2, "lightmap_size_hint"), "set_lightmap_size_hint", "get_lightmap_size_hint"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "lightmap_size_hint"), "set_lightmap_size_hint", "get_lightmap_size_hint"); ClassDB::bind_method(D_METHOD("get_surface_count"), &Mesh::get_surface_count); ClassDB::bind_method(D_METHOD("surface_get_arrays", "surf_idx"), &Mesh::surface_get_arrays); @@ -536,53 +538,14 @@ void Mesh::_bind_methods() { BIND_ENUM_CONSTANT(ARRAY_MAX); } -void Mesh::clear_cache() { - _clear_triangle_mesh(); +void Mesh::clear_cache() const { + triangle_mesh.unref(); + debug_lines.clear(); } Mesh::Mesh() { } -static const char *_array_name[] = { - "vertex_array", - "normal_array", - "tangent_array", - "color_array", - "tex_uv_array", - "tex_uv2_array", - "bone_array", - "weights_array", - "index_array", - NULL -}; - -static const ArrayMesh::ArrayType _array_types[] = { - - ArrayMesh::ARRAY_VERTEX, - ArrayMesh::ARRAY_NORMAL, - ArrayMesh::ARRAY_TANGENT, - ArrayMesh::ARRAY_COLOR, - ArrayMesh::ARRAY_TEX_UV, - ArrayMesh::ARRAY_TEX_UV2, - ArrayMesh::ARRAY_BONES, - ArrayMesh::ARRAY_WEIGHTS, - ArrayMesh::ARRAY_INDEX -}; - -/* compatibility */ -static const int _format_translate[] = { - - ArrayMesh::ARRAY_FORMAT_VERTEX, - ArrayMesh::ARRAY_FORMAT_NORMAL, - ArrayMesh::ARRAY_FORMAT_TANGENT, - ArrayMesh::ARRAY_FORMAT_COLOR, - ArrayMesh::ARRAY_FORMAT_TEX_UV, - ArrayMesh::ARRAY_FORMAT_TEX_UV2, - ArrayMesh::ARRAY_FORMAT_BONES, - ArrayMesh::ARRAY_FORMAT_WEIGHTS, - ArrayMesh::ARRAY_FORMAT_INDEX, -}; - bool ArrayMesh::_set(const StringName &p_name, const Variant &p_value) { String sname = p_name; @@ -743,6 +706,7 @@ bool ArrayMesh::_get(const StringName &p_name, Variant &r_ret) const { Vector<AABB> skel_aabb = VS::get_singleton()->mesh_surface_get_skeleton_aabb(mesh, idx); Array arr; + arr.resize(skel_aabb.size()); for (int i = 0; i < skel_aabb.size(); i++) { arr[i] = skel_aabb[i]; } @@ -823,7 +787,6 @@ void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array & Surface s; VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh, (VisualServer::PrimitiveType)p_primitive, p_arrays, p_blend_shapes, p_flags); - surfaces.push_back(s); /* make aABB? */ { @@ -844,13 +807,14 @@ void ArrayMesh::add_surface_from_arrays(PrimitiveType p_primitive, const Array & aabb.expand_to(vtx[i]); } - surfaces.write[surfaces.size() - 1].aabb = aabb; - surfaces.write[surfaces.size() - 1].is_2d = arr.get_type() == Variant::POOL_VECTOR2_ARRAY; + s.aabb = aabb; + s.is_2d = arr.get_type() == Variant::POOL_VECTOR2_ARRAY; + surfaces.push_back(s); _recompute_aabb(); } - _clear_triangle_mesh(); + clear_cache(); _change_notify(); emit_changed(); } @@ -929,7 +893,7 @@ void ArrayMesh::surface_remove(int p_idx) { VisualServer::get_singleton()->mesh_remove_surface(mesh, p_idx); surfaces.remove(p_idx); - _clear_triangle_mesh(); + clear_cache(); _recompute_aabb(); _change_notify(); emit_changed(); @@ -1035,7 +999,7 @@ void ArrayMesh::add_surface_from_mesh_data(const Geometry::MeshData &p_mesh_data else aabb.merge_with(s.aabb); - _clear_triangle_mesh(); + clear_cache(); surfaces.push_back(s); _change_notify(); @@ -1064,34 +1028,6 @@ AABB ArrayMesh::get_custom_aabb() const { return custom_aabb; } -void ArrayMesh::center_geometry() { - - /* - Vector3 ofs = aabb.pos+aabb.size*0.5; - - for(int i=0;i<get_surface_count();i++) { - - PoolVector<Vector3> geom = surface_get_array(i,ARRAY_VERTEX); - int gc =geom.size(); - PoolVector<Vector3>::Write w = geom.write(); - surfaces[i].aabb.pos-=ofs; - - for(int i=0;i<gc;i++) { - - w[i]-=ofs; - } - - w = PoolVector<Vector3>::Write(); - - surface_set_array(i,ARRAY_VERTEX,geom); - - } - - aabb.pos-=ofs; - -*/ -} - void ArrayMesh::regen_normalmaps() { Vector<Ref<SurfaceTool> > surfs; @@ -1331,8 +1267,6 @@ void ArrayMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("create_trimesh_shape"), &ArrayMesh::create_trimesh_shape); ClassDB::bind_method(D_METHOD("create_convex_shape"), &ArrayMesh::create_convex_shape); ClassDB::bind_method(D_METHOD("create_outline", "margin"), &ArrayMesh::create_outline); - ClassDB::bind_method(D_METHOD("center_geometry"), &ArrayMesh::center_geometry); - ClassDB::set_method_flags(get_class_static(), _scs_create("center_geometry"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("regen_normalmaps"), &ArrayMesh::regen_normalmaps); ClassDB::set_method_flags(get_class_static(), _scs_create("regen_normalmaps"), METHOD_FLAGS_DEFAULT | METHOD_FLAG_EDITOR); ClassDB::bind_method(D_METHOD("lightmap_unwrap", "transform", "texel_size"), &ArrayMesh::lightmap_unwrap); @@ -1375,6 +1309,7 @@ void ArrayMesh::reload_from_file() { VisualServer::get_singleton()->mesh_clear(mesh); surfaces.clear(); clear_blend_shapes(); + clear_cache(); Resource::reload_from_file(); diff --git a/scene/resources/mesh.h b/scene/resources/mesh.h index 36bfca49f8..dabfc6ea60 100644 --- a/scene/resources/mesh.h +++ b/scene/resources/mesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,11 +31,11 @@ #ifndef MESH_H #define MESH_H -#include "resource.h" +#include "core/math/triangle_mesh.h" +#include "core/resource.h" #include "scene/resources/material.h" #include "scene/resources/shape.h" #include "servers/visual_server.h" -#include "triangle_mesh.h" /** @author Juan Linietsky <reduzio@gmail.com> */ @@ -44,11 +44,10 @@ class Mesh : public Resource { GDCLASS(Mesh, Resource); mutable Ref<TriangleMesh> triangle_mesh; //cached + mutable Vector<Vector3> debug_lines; Size2 lightmap_size_hint; protected: - void _clear_triangle_mesh() const; - static void _bind_methods(); public: @@ -146,7 +145,7 @@ public: void set_lightmap_size_hint(const Vector2 &p_size); Size2 get_lightmap_size_hint() const; - void clear_cache(); + void clear_cache() const; Mesh(); }; @@ -224,7 +223,6 @@ public: AABB get_aabb() const; virtual RID get_rid() const; - void center_geometry(); void regen_normalmaps(); Error lightmap_unwrap(const Transform &p_base_transform = Transform(), float p_texel_size = 0.05); diff --git a/scene/resources/mesh_data_tool.cpp b/scene/resources/mesh_data_tool.cpp index 6732303925..7cd765fb5d 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -42,8 +42,6 @@ void MeshDataTool::clear() { Error MeshDataTool::create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surface) { ERR_FAIL_COND_V(p_mesh.is_null(), ERR_INVALID_PARAMETER); - - ERR_FAIL_COND_V(p_mesh.is_null(), ERR_INVALID_PARAMETER); ERR_FAIL_COND_V(p_mesh->surface_get_primitive_type(p_surface) != Mesh::PRIMITIVE_TRIANGLES, ERR_INVALID_PARAMETER); Array arrays = p_mesh->surface_get_arrays(p_surface); @@ -79,9 +77,9 @@ Error MeshDataTool::create_from_surface(const Ref<ArrayMesh> &p_mesh, int p_surf if (arrays[Mesh::ARRAY_COLOR].get_type() != Variant::NIL) col = arrays[Mesh::ARRAY_COLOR].operator PoolVector<Color>().read(); - PoolVector<real_t>::Read bo; + PoolVector<int>::Read bo; if (arrays[Mesh::ARRAY_BONES].get_type() != Variant::NIL) - bo = arrays[Mesh::ARRAY_BONES].operator PoolVector<real_t>().read(); + bo = arrays[Mesh::ARRAY_BONES].operator PoolVector<int>().read(); PoolVector<real_t>::Read we; if (arrays[Mesh::ARRAY_WEIGHTS].get_type() != Variant::NIL) @@ -194,7 +192,7 @@ Error MeshDataTool::commit_to_surface(const Ref<ArrayMesh> &p_mesh) { PoolVector<Vector2> u; PoolVector<Vector2> u2; PoolVector<Color> c; - PoolVector<real_t> b; + PoolVector<int> b; PoolVector<real_t> w; PoolVector<int> in; @@ -233,7 +231,7 @@ Error MeshDataTool::commit_to_surface(const Ref<ArrayMesh> &p_mesh) { col = c.write(); } - PoolVector<real_t>::Write bo; + PoolVector<int>::Write bo; if (format & Mesh::ARRAY_FORMAT_BONES) { b.resize(vcount * 4); bo = b.write(); diff --git a/scene/resources/mesh_data_tool.h b/scene/resources/mesh_data_tool.h index f614b80c3b..8f5def72c7 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 a1d3e0ba1e..c5125d576d 100644 --- a/scene/resources/mesh_library.cpp +++ b/scene/resources/mesh_library.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 69719960e2..849a0577eb 100644 --- a/scene/resources/mesh_library.h +++ b/scene/resources/mesh_library.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,9 +31,9 @@ #ifndef GRID_THEME_H #define GRID_THEME_H -#include "map.h" +#include "core/map.h" +#include "core/resource.h" #include "mesh.h" -#include "resource.h" #include "scene/3d/navigation_mesh.h" #include "shape.h" diff --git a/scene/resources/multimesh.cpp b/scene/resources/multimesh.cpp index 4d0a14e3aa..1b406551ab 100644 --- a/scene/resources/multimesh.cpp +++ b/scene/resources/multimesh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -33,8 +33,6 @@ void MultiMesh::_set_transform_array(const PoolVector<Vector3> &p_array) { - int instance_count = get_instance_count(); - PoolVector<Vector3> xforms = p_array; int len = xforms.size(); ERR_FAIL_COND((len / 4) != instance_count); @@ -57,8 +55,6 @@ void MultiMesh::_set_transform_array(const PoolVector<Vector3> &p_array) { PoolVector<Vector3> MultiMesh::_get_transform_array() const { - int instance_count = get_instance_count(); - if (instance_count == 0) return PoolVector<Vector3>(); @@ -81,13 +77,11 @@ PoolVector<Vector3> MultiMesh::_get_transform_array() const { void MultiMesh::_set_color_array(const PoolVector<Color> &p_array) { - int instance_count = get_instance_count(); - PoolVector<Color> colors = p_array; int len = colors.size(); - ERR_FAIL_COND(len != instance_count); if (len == 0) return; + ERR_FAIL_COND(len != instance_count); PoolVector<Color>::Read r = colors.read(); @@ -99,9 +93,7 @@ void MultiMesh::_set_color_array(const PoolVector<Color> &p_array) { PoolVector<Color> MultiMesh::_get_color_array() const { - int instance_count = get_instance_count(); - - if (instance_count == 0) + if (instance_count == 0 || color_format == COLOR_NONE) return PoolVector<Color>(); PoolVector<Color> colors; @@ -115,6 +107,37 @@ PoolVector<Color> MultiMesh::_get_color_array() const { return colors; } +void MultiMesh::_set_custom_data_array(const PoolVector<Color> &p_array) { + + PoolVector<Color> custom_datas = p_array; + int len = custom_datas.size(); + if (len == 0) + return; + ERR_FAIL_COND(len != instance_count); + + PoolVector<Color>::Read r = custom_datas.read(); + + for (int i = 0; i < len; i++) { + + set_instance_custom_data(i, r[i]); + } +} + +PoolVector<Color> MultiMesh::_get_custom_data_array() const { + + if (instance_count == 0 || custom_data_format == CUSTOM_DATA_NONE) + return PoolVector<Color>(); + + PoolVector<Color> custom_datas; + custom_datas.resize(instance_count); + + for (int i = 0; i < instance_count; i++) { + + custom_datas.set(i, get_instance_custom_data(i)); + } + + return custom_datas; +} void MultiMesh::set_mesh(const Ref<Mesh> &p_mesh) { mesh = p_mesh; @@ -130,23 +153,35 @@ Ref<Mesh> MultiMesh::get_mesh() const { } void MultiMesh::set_instance_count(int p_count) { - - VisualServer::get_singleton()->multimesh_allocate(multimesh, p_count, VS::MultimeshTransformFormat(transform_format), VS::MultimeshColorFormat(color_format)); + ERR_FAIL_COND(p_count < 0); + VisualServer::get_singleton()->multimesh_allocate(multimesh, p_count, VS::MultimeshTransformFormat(transform_format), VS::MultimeshColorFormat(color_format), VS::MultimeshCustomDataFormat(custom_data_format)); + instance_count = p_count; } int MultiMesh::get_instance_count() const { - return VisualServer::get_singleton()->multimesh_get_instance_count(multimesh); + return instance_count; } void MultiMesh::set_instance_transform(int p_instance, const Transform &p_transform) { VisualServer::get_singleton()->multimesh_instance_set_transform(multimesh, p_instance, p_transform); } + +void MultiMesh::set_instance_transform_2d(int p_instance, const Transform2D &p_transform) { + + VisualServer::get_singleton()->multimesh_instance_set_transform_2d(multimesh, p_instance, p_transform); +} + Transform MultiMesh::get_instance_transform(int p_instance) const { return VisualServer::get_singleton()->multimesh_instance_get_transform(multimesh, p_instance); } +Transform2D MultiMesh::get_instance_transform_2d(int p_instance) const { + + return VisualServer::get_singleton()->multimesh_instance_get_transform_2d(multimesh, p_instance); +} + void MultiMesh::set_instance_color(int p_instance, const Color &p_color) { VisualServer::get_singleton()->multimesh_instance_set_color(multimesh, p_instance, p_color); @@ -156,6 +191,15 @@ Color MultiMesh::get_instance_color(int p_instance) const { return VisualServer::get_singleton()->multimesh_instance_get_color(multimesh, p_instance); } +void MultiMesh::set_instance_custom_data(int p_instance, const Color &p_custom_data) { + + VisualServer::get_singleton()->multimesh_instance_set_custom_data(multimesh, p_instance, p_custom_data); +} +Color MultiMesh::get_instance_custom_data(int p_instance) const { + + return VisualServer::get_singleton()->multimesh_instance_get_custom_data(multimesh, p_instance); +} + AABB MultiMesh::get_aabb() const { return VisualServer::get_singleton()->multimesh_get_aabb(multimesh); @@ -168,6 +212,7 @@ RID MultiMesh::get_rid() const { void MultiMesh::set_color_format(ColorFormat p_color_format) { + ERR_FAIL_COND(instance_count > 0); color_format = p_color_format; } @@ -176,8 +221,20 @@ MultiMesh::ColorFormat MultiMesh::get_color_format() const { return color_format; } +void MultiMesh::set_custom_data_format(CustomDataFormat p_custom_data_format) { + + ERR_FAIL_COND(instance_count > 0); + custom_data_format = p_custom_data_format; +} + +MultiMesh::CustomDataFormat MultiMesh::get_custom_data_format() const { + + return custom_data_format; +} + void MultiMesh::set_transform_format(TransformFormat p_transform_format) { + ERR_FAIL_COND(instance_count > 0); transform_format = p_transform_format; } MultiMesh::TransformFormat MultiMesh::get_transform_format() const { @@ -191,28 +248,38 @@ void MultiMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("get_mesh"), &MultiMesh::get_mesh); ClassDB::bind_method(D_METHOD("set_color_format", "format"), &MultiMesh::set_color_format); ClassDB::bind_method(D_METHOD("get_color_format"), &MultiMesh::get_color_format); + ClassDB::bind_method(D_METHOD("set_custom_data_format", "format"), &MultiMesh::set_custom_data_format); + ClassDB::bind_method(D_METHOD("get_custom_data_format"), &MultiMesh::get_custom_data_format); ClassDB::bind_method(D_METHOD("set_transform_format", "format"), &MultiMesh::set_transform_format); ClassDB::bind_method(D_METHOD("get_transform_format"), &MultiMesh::get_transform_format); ClassDB::bind_method(D_METHOD("set_instance_count", "count"), &MultiMesh::set_instance_count); ClassDB::bind_method(D_METHOD("get_instance_count"), &MultiMesh::get_instance_count); ClassDB::bind_method(D_METHOD("set_instance_transform", "instance", "transform"), &MultiMesh::set_instance_transform); + ClassDB::bind_method(D_METHOD("set_instance_transform_2d", "instance", "transform"), &MultiMesh::set_instance_transform_2d); ClassDB::bind_method(D_METHOD("get_instance_transform", "instance"), &MultiMesh::get_instance_transform); + ClassDB::bind_method(D_METHOD("get_instance_transform_2d", "instance"), &MultiMesh::get_instance_transform_2d); ClassDB::bind_method(D_METHOD("set_instance_color", "instance", "color"), &MultiMesh::set_instance_color); ClassDB::bind_method(D_METHOD("get_instance_color", "instance"), &MultiMesh::get_instance_color); + ClassDB::bind_method(D_METHOD("set_instance_custom_data", "instance", "custom_data"), &MultiMesh::set_instance_custom_data); + ClassDB::bind_method(D_METHOD("get_instance_custom_data", "instance"), &MultiMesh::get_instance_custom_data); ClassDB::bind_method(D_METHOD("get_aabb"), &MultiMesh::get_aabb); ClassDB::bind_method(D_METHOD("_set_transform_array"), &MultiMesh::_set_transform_array); ClassDB::bind_method(D_METHOD("_get_transform_array"), &MultiMesh::_get_transform_array); ClassDB::bind_method(D_METHOD("_set_color_array"), &MultiMesh::_set_color_array); ClassDB::bind_method(D_METHOD("_get_color_array"), &MultiMesh::_get_color_array); + ClassDB::bind_method(D_METHOD("_set_custom_data_array"), &MultiMesh::_set_custom_data_array); + ClassDB::bind_method(D_METHOD("_get_custom_data_array"), &MultiMesh::_get_custom_data_array); ADD_PROPERTY(PropertyInfo(Variant::INT, "color_format", PROPERTY_HINT_ENUM, "None,Byte,Float"), "set_color_format", "get_color_format"); ADD_PROPERTY(PropertyInfo(Variant::INT, "transform_format", PROPERTY_HINT_ENUM, "2D,3D"), "set_transform_format", "get_transform_format"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "instance_count", PROPERTY_HINT_RANGE, "0,16384,1"), "set_instance_count", "get_instance_count"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "custom_data_format", PROPERTY_HINT_ENUM, "None,Byte,Float"), "set_custom_data_format", "get_custom_data_format"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "instance_count", PROPERTY_HINT_RANGE, "0,16384,1,or_greater"), "set_instance_count", "get_instance_count"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesh", PROPERTY_HINT_RESOURCE_TYPE, "Mesh"), "set_mesh", "get_mesh"); ADD_PROPERTY(PropertyInfo(Variant::POOL_VECTOR3_ARRAY, "transform_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_transform_array", "_get_transform_array"); ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "color_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_color_array", "_get_color_array"); + ADD_PROPERTY(PropertyInfo(Variant::POOL_COLOR_ARRAY, "custom_data_array", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_custom_data_array", "_get_custom_data_array"); BIND_ENUM_CONSTANT(TRANSFORM_2D); BIND_ENUM_CONSTANT(TRANSFORM_3D); @@ -220,13 +287,19 @@ void MultiMesh::_bind_methods() { BIND_ENUM_CONSTANT(COLOR_NONE); BIND_ENUM_CONSTANT(COLOR_8BIT); BIND_ENUM_CONSTANT(COLOR_FLOAT); + + BIND_ENUM_CONSTANT(CUSTOM_DATA_NONE); + BIND_ENUM_CONSTANT(CUSTOM_DATA_8BIT); + BIND_ENUM_CONSTANT(CUSTOM_DATA_FLOAT); } MultiMesh::MultiMesh() { multimesh = VisualServer::get_singleton()->multimesh_create(); color_format = COLOR_NONE; + custom_data_format = CUSTOM_DATA_NONE; transform_format = TRANSFORM_2D; + instance_count = 0; } MultiMesh::~MultiMesh() { diff --git a/scene/resources/multimesh.h b/scene/resources/multimesh.h index 0875d6d06d..ac2c69e022 100644 --- a/scene/resources/multimesh.h +++ b/scene/resources/multimesh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -51,11 +51,19 @@ public: COLOR_FLOAT = VS::MULTIMESH_COLOR_FLOAT, }; + enum CustomDataFormat { + CUSTOM_DATA_NONE, + CUSTOM_DATA_8BIT, + CUSTOM_DATA_FLOAT, + }; + private: Ref<Mesh> mesh; RID multimesh; TransformFormat transform_format; ColorFormat color_format; + CustomDataFormat custom_data_format; + int instance_count; protected: static void _bind_methods(); @@ -66,6 +74,9 @@ protected: void _set_color_array(const PoolVector<Color> &p_array); PoolVector<Color> _get_color_array() const; + void _set_custom_data_array(const PoolVector<Color> &p_array); + PoolVector<Color> _get_custom_data_array() const; + public: void set_mesh(const Ref<Mesh> &p_mesh); Ref<Mesh> get_mesh() const; @@ -73,6 +84,9 @@ public: void set_color_format(ColorFormat p_color_format); ColorFormat get_color_format() const; + void set_custom_data_format(CustomDataFormat p_custom_data_format); + CustomDataFormat get_custom_data_format() const; + void set_transform_format(TransformFormat p_transform_format); TransformFormat get_transform_format() const; @@ -80,11 +94,16 @@ public: int get_instance_count() const; void set_instance_transform(int p_instance, const Transform &p_transform); + void set_instance_transform_2d(int p_instance, const Transform2D &p_transform); Transform get_instance_transform(int p_instance) const; + Transform2D get_instance_transform_2d(int p_instance) const; void set_instance_color(int p_instance, const Color &p_color); Color get_instance_color(int p_instance) const; + void set_instance_custom_data(int p_instance, const Color &p_custom_data); + Color get_instance_custom_data(int p_instance) const; + virtual AABB get_aabb() const; virtual RID get_rid() const; @@ -95,5 +114,6 @@ public: VARIANT_ENUM_CAST(MultiMesh::TransformFormat); VARIANT_ENUM_CAST(MultiMesh::ColorFormat); +VARIANT_ENUM_CAST(MultiMesh::CustomDataFormat); #endif // MULTI_MESH_H diff --git a/scene/resources/packed_scene.cpp b/scene/resources/packed_scene.cpp index f034e07ff9..626ed9f5b4 100644 --- a/scene/resources/packed_scene.cpp +++ b/scene/resources/packed_scene.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,9 +31,9 @@ #include "packed_scene.h" #include "core/core_string_names.h" -#include "engine.h" -#include "io/resource_loader.h" -#include "project_settings.h" +#include "core/engine.h" +#include "core/io/resource_loader.h" +#include "core/project_settings.h" #include "scene/2d/node_2d.h" #include "scene/3d/spatial.h" #include "scene/gui/control.h" @@ -55,7 +55,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { Node *p_name; \ if (p_id & FLAG_ID_IS_PATH) { \ NodePath np = node_paths[p_id & FLAG_MASK]; \ - p_name = ret_nodes[0]->_get_node(np); \ + p_name = ret_nodes[0]->get_node_or_null(np); \ } else { \ ERR_FAIL_INDEX_V(p_id &FLAG_MASK, nc, NULL); \ p_name = ret_nodes[p_id & FLAG_MASK]; \ @@ -92,6 +92,8 @@ Node *SceneState::instance(GenEditState p_edit_state) const { if (i > 0) { + ERR_EXPLAIN(vformat("Invalid scene: node %s does not specify its parent node.", snames[n.name])) + ERR_FAIL_COND_V(n.parent == -1, NULL) NODE_FROM_ID(nparent, n.parent); #ifdef DEBUG_ENABLED if (!nparent && (n.parent & FLAG_ID_IS_PATH)) { @@ -175,8 +177,8 @@ Node *SceneState::instance(GenEditState p_edit_state) const { node = Object::cast_to<Node>(obj); } else { - print_line("Class is disabled for: " + itos(n.type)); - print_line("name: " + String(snames[n.type])); + //print_line("Class is disabled for: " + itos(n.type)); + //print_line("name: " + String(snames[n.type])); } if (node) { @@ -236,8 +238,8 @@ Node *SceneState::instance(GenEditState p_edit_state) const { } else { //for instances, a copy must be made - Node *base = i == 0 ? node : ret_nodes[0]; - Ref<Resource> local_dupe = res->duplicate_for_local_scene(base, resources_local_to_scene); + Node *base2 = i == 0 ? node : ret_nodes[0]; + Ref<Resource> local_dupe = res->duplicate_for_local_scene(base2, resources_local_to_scene); resources_local_to_scene[res] = local_dupe; res = local_dupe; value = local_dupe; @@ -264,7 +266,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { } if (n.instance >= 0 || n.type != TYPE_INSTANCED || i == 0) { - //if node was not part of instance, must set it's name, parenthood and ownership + //if node was not part of instance, must set its name, parenthood and ownership if (i > 0) { if (parent) { parent->_add_child_nocheck(node, snames[n.name]); @@ -296,8 +298,8 @@ Node *SceneState::instance(GenEditState p_edit_state) const { ret_nodes[i] = node; if (node && gen_node_path_cache && ret_nodes[0]) { - NodePath n = ret_nodes[0]->get_path_to(node); - node_path_cache[n] = i; + NodePath n2 = ret_nodes[0]->get_path_to(node); + node_path_cache[n2] = i; } } @@ -342,7 +344,7 @@ Node *SceneState::instance(GenEditState p_edit_state) const { } for (int i = 0; i < editable_instances.size(); i++) { - Node *ei = ret_nodes[0]->_get_node(editable_instances[i]); + Node *ei = ret_nodes[0]->get_node_or_null(editable_instances[i]); if (ei) { ret_nodes[0]->set_editable_instance(ei, true); } @@ -472,6 +474,7 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map List<PropertyInfo> plist; p_node->get_property_list(&plist); + StringName type = p_node->get_class(); for (List<PropertyInfo>::Element *E = plist.front(); E; E = E->next()) { @@ -482,12 +485,23 @@ Error SceneState::_parse_node(Node *p_owner, Node *p_node, int p_parent_idx, Map String name = E->get().name; Variant value = p_node->get(E->get().name); - bool isdefault = ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO) && value.is_zero()) || ((E->get().usage & PROPERTY_USAGE_STORE_IF_NONONE) && value.is_one()); + bool isdefault = false; + Variant default_value = ClassDB::class_get_default_property_value(type, name); - if (E->get().usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) { - isdefault = true; //is script default value + if (default_value.get_type() != Variant::NIL) { + isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value)); } + Ref<Script> script = p_node->get_script(); + if (!isdefault && script.is_valid() && script->get_property_default_value(name, default_value)) { + isdefault = bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value)); + } + // the version above makes more sense, because it does not rely on placeholder or usage flag + // in the script, just the default value function. + // if (E->get().usage & PROPERTY_USAGE_SCRIPT_DEFAULT_VALUE) { + // isdefault = true; //is script default value + // } + if (pack_state_stack.size()) { // we are on part of an instanced subscene // or part of instanced scene. @@ -737,7 +751,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName { Node *nl = p_node; - bool exists = false; + bool exists2 = false; while (nl) { @@ -751,7 +765,7 @@ 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, to_node, c.method)) { - exists = true; + exists2 = true; break; } } @@ -769,7 +783,7 @@ 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, to_node, c.method)) { - exists = true; + exists2 = true; break; } } @@ -779,7 +793,7 @@ Error SceneState::_parse_connections(Node *p_owner, Node *p_node, Map<StringName } } - if (exists) { + if (exists2) { continue; } } diff --git a/scene/resources/packed_scene.h b/scene/resources/packed_scene.h index 278986eb62..3c05929dea 100644 --- a/scene/resources/packed_scene.h +++ b/scene/resources/packed_scene.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,7 +31,7 @@ #ifndef PACKED_SCENE_H #define PACKED_SCENE_H -#include "resource.h" +#include "core/resource.h" #include "scene/main/node.h" class SceneState : public Reference { diff --git a/scene/resources/particles_material.cpp b/scene/resources/particles_material.cpp new file mode 100644 index 0000000000..ef67e6ea80 --- /dev/null +++ b/scene/resources/particles_material.cpp @@ -0,0 +1,1255 @@ +/*************************************************************************/ +/* particles_material.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "particles_material.h" + +Mutex *ParticlesMaterial::material_mutex = NULL; +SelfList<ParticlesMaterial>::List *ParticlesMaterial::dirty_materials = NULL; +Map<ParticlesMaterial::MaterialKey, ParticlesMaterial::ShaderData> ParticlesMaterial::shader_map; +ParticlesMaterial::ShaderNames *ParticlesMaterial::shader_names = NULL; + +void ParticlesMaterial::init_shaders() { + +#ifndef NO_THREADS + material_mutex = Mutex::create(); +#endif + + dirty_materials = memnew(SelfList<ParticlesMaterial>::List); + + shader_names = memnew(ShaderNames); + + shader_names->spread = "spread"; + shader_names->flatness = "flatness"; + shader_names->initial_linear_velocity = "initial_linear_velocity"; + shader_names->initial_angle = "initial_angle"; + shader_names->angular_velocity = "angular_velocity"; + shader_names->orbit_velocity = "orbit_velocity"; + shader_names->linear_accel = "linear_accel"; + shader_names->radial_accel = "radial_accel"; + shader_names->tangent_accel = "tangent_accel"; + shader_names->damping = "damping"; + shader_names->scale = "scale"; + shader_names->hue_variation = "hue_variation"; + shader_names->anim_speed = "anim_speed"; + shader_names->anim_offset = "anim_offset"; + + shader_names->initial_linear_velocity_random = "initial_linear_velocity_random"; + shader_names->initial_angle_random = "initial_angle_random"; + shader_names->angular_velocity_random = "angular_velocity_random"; + shader_names->orbit_velocity_random = "orbit_velocity_random"; + shader_names->linear_accel_random = "linear_accel_random"; + shader_names->radial_accel_random = "radial_accel_random"; + shader_names->tangent_accel_random = "tangent_accel_random"; + shader_names->damping_random = "damping_random"; + shader_names->scale_random = "scale_random"; + shader_names->hue_variation_random = "hue_variation_random"; + shader_names->anim_speed_random = "anim_speed_random"; + shader_names->anim_offset_random = "anim_offset_random"; + + shader_names->angle_texture = "angle_texture"; + shader_names->angular_velocity_texture = "angular_velocity_texture"; + shader_names->orbit_velocity_texture = "orbit_velocity_texture"; + shader_names->linear_accel_texture = "linear_accel_texture"; + shader_names->radial_accel_texture = "radial_accel_texture"; + shader_names->tangent_accel_texture = "tangent_accel_texture"; + shader_names->damping_texture = "damping_texture"; + shader_names->scale_texture = "scale_texture"; + shader_names->hue_variation_texture = "hue_variation_texture"; + shader_names->anim_speed_texture = "anim_speed_texture"; + shader_names->anim_offset_texture = "anim_offset_texture"; + + shader_names->color = "color_value"; + shader_names->color_ramp = "color_ramp"; + + shader_names->emission_sphere_radius = "emission_sphere_radius"; + shader_names->emission_box_extents = "emission_box_extents"; + shader_names->emission_texture_point_count = "emission_texture_point_count"; + shader_names->emission_texture_points = "emission_texture_points"; + shader_names->emission_texture_normal = "emission_texture_normal"; + shader_names->emission_texture_color = "emission_texture_color"; + + shader_names->trail_divisor = "trail_divisor"; + shader_names->trail_size_modifier = "trail_size_modifier"; + shader_names->trail_color_modifier = "trail_color_modifier"; + + shader_names->gravity = "gravity"; +} + +void ParticlesMaterial::finish_shaders() { + +#ifndef NO_THREADS + memdelete(material_mutex); +#endif + + memdelete(dirty_materials); + dirty_materials = NULL; + + memdelete(shader_names); +} + +void ParticlesMaterial::_update_shader() { + + dirty_materials->remove(&element); + + MaterialKey mk = _compute_key(); + if (mk.key == current_key.key) + return; //no update required in the end + + if (shader_map.has(current_key)) { + shader_map[current_key].users--; + if (shader_map[current_key].users == 0) { + //deallocate shader, as it's no longer in use + VS::get_singleton()->free(shader_map[current_key].shader); + shader_map.erase(current_key); + } + } + + current_key = mk; + + if (shader_map.has(mk)) { + + VS::get_singleton()->material_set_shader(_get_material(), shader_map[mk].shader); + shader_map[mk].users++; + return; + } + + //must create a shader! + + String code = "shader_type particles;\n"; + + code += "uniform float spread;\n"; + code += "uniform float flatness;\n"; + code += "uniform float initial_linear_velocity;\n"; + code += "uniform float initial_angle;\n"; + code += "uniform float angular_velocity;\n"; + code += "uniform float orbit_velocity;\n"; + code += "uniform float linear_accel;\n"; + code += "uniform float radial_accel;\n"; + code += "uniform float tangent_accel;\n"; + code += "uniform float damping;\n"; + code += "uniform float scale;\n"; + code += "uniform float hue_variation;\n"; + code += "uniform float anim_speed;\n"; + code += "uniform float anim_offset;\n"; + + code += "uniform float initial_linear_velocity_random;\n"; + code += "uniform float initial_angle_random;\n"; + code += "uniform float angular_velocity_random;\n"; + code += "uniform float orbit_velocity_random;\n"; + code += "uniform float linear_accel_random;\n"; + code += "uniform float radial_accel_random;\n"; + code += "uniform float tangent_accel_random;\n"; + code += "uniform float damping_random;\n"; + code += "uniform float scale_random;\n"; + code += "uniform float hue_variation_random;\n"; + code += "uniform float anim_speed_random;\n"; + code += "uniform float anim_offset_random;\n"; + + switch (emission_shape) { + case EMISSION_SHAPE_POINT: { + //do none + } break; + case EMISSION_SHAPE_SPHERE: { + code += "uniform float emission_sphere_radius;\n"; + } break; + case EMISSION_SHAPE_BOX: { + code += "uniform vec3 emission_box_extents;\n"; + } break; + case EMISSION_SHAPE_DIRECTED_POINTS: { + code += "uniform sampler2D emission_texture_normal : hint_black;\n"; + } //fallthrough + case EMISSION_SHAPE_POINTS: { + code += "uniform sampler2D emission_texture_points : hint_black;\n"; + code += "uniform int emission_texture_point_count;\n"; + if (emission_color_texture.is_valid()) { + code += "uniform sampler2D emission_texture_color : hint_white;\n"; + } + } break; + } + + code += "uniform vec4 color_value : hint_color;\n"; + + code += "uniform int trail_divisor;\n"; + + code += "uniform vec3 gravity;\n"; + + if (color_ramp.is_valid()) + code += "uniform sampler2D color_ramp;\n"; + + if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) + code += "uniform sampler2D linear_velocity_texture;\n"; + if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) + code += "uniform sampler2D orbit_velocity_texture;\n"; + if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) + code += "uniform sampler2D angular_velocity_texture;\n"; + if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) + code += "uniform sampler2D linear_accel_texture;\n"; + if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) + code += "uniform sampler2D radial_accel_texture;\n"; + if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) + code += "uniform sampler2D tangent_accel_texture;\n"; + if (tex_parameters[PARAM_DAMPING].is_valid()) + code += "uniform sampler2D damping_texture;\n"; + if (tex_parameters[PARAM_ANGLE].is_valid()) + code += "uniform sampler2D angle_texture;\n"; + if (tex_parameters[PARAM_SCALE].is_valid()) + code += "uniform sampler2D scale_texture;\n"; + if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) + code += "uniform sampler2D hue_variation_texture;\n"; + if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) + code += "uniform sampler2D anim_speed_texture;\n"; + if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) + code += "uniform sampler2D anim_offset_texture;\n"; + + if (trail_size_modifier.is_valid()) { + code += "uniform sampler2D trail_size_modifier;\n"; + } + + if (trail_color_modifier.is_valid()) { + code += "uniform sampler2D trail_color_modifier;\n"; + } + + //need a random function + code += "\n\n"; + code += "float rand_from_seed(inout uint seed) {\n"; + code += " int k;\n"; + code += " int s = int(seed);\n"; + code += " if (s == 0)\n"; + code += " s = 305420679;\n"; + code += " k = s / 127773;\n"; + code += " s = 16807 * (s - k * 127773) - 2836 * k;\n"; + code += " if (s < 0)\n"; + code += " s += 2147483647;\n"; + code += " seed = uint(s);\n"; + code += " return float(seed % uint(65536)) / 65535.0;\n"; + code += "}\n"; + code += "\n"; + + code += "float rand_from_seed_m1_p1(inout uint seed) {\n"; + code += " return rand_from_seed(seed) * 2.0 - 1.0;\n"; + code += "}\n"; + code += "\n"; + + //improve seed quality + code += "uint hash(uint x) {\n"; + code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n"; + code += " x = ((x >> uint(16)) ^ x) * uint(73244475);\n"; + code += " x = (x >> uint(16)) ^ x;\n"; + code += " return x;\n"; + code += "}\n"; + code += "\n"; + + code += "void vertex() {\n"; + code += " uint base_number = NUMBER / uint(trail_divisor);\n"; + code += " uint alt_seed = hash(base_number + uint(1) + RANDOM_SEED);\n"; + code += " float angle_rand = rand_from_seed(alt_seed);\n"; + 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"; + code += " float pi = 3.14159;\n"; + code += " float degree_to_rad = pi / 180.0;\n"; + code += "\n"; + + if (emission_shape >= EMISSION_SHAPE_POINTS) { + code += " int point = min(emission_texture_point_count - 1, int(rand_from_seed(alt_seed) * float(emission_texture_point_count)));\n"; + code += " ivec2 emission_tex_size = textureSize(emission_texture_points, 0);\n"; + code += " ivec2 emission_tex_ofs = ivec2(point % emission_tex_size.x, point / emission_tex_size.x);\n"; + } + code += " if (RESTART) {\n"; + + if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) + code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(0.0, 0.0), 0.0).r;\n"; + else + code += " float tex_linear_velocity = 0.0;\n"; + + if (tex_parameters[PARAM_ANGLE].is_valid()) + code += " float tex_angle = textureLod(angle_texture, vec2(0.0, 0.0), 0.0).r;\n"; + else + code += " float tex_angle = 0.0;\n"; + + if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) + code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(0.0, 0.0), 0.0).r;\n"; + else + code += " float tex_anim_offset = 0.0;\n"; + + code += " float spread_rad = spread * degree_to_rad;\n"; + + if (flags[FLAG_DISABLE_Z]) { + + code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; + code += " vec3 rot = vec3(cos(angle1_rad), sin(angle1_rad), 0.0);\n"; + code += " VELOCITY = rot * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n"; + + } else { + //initiate velocity spread in 3D + code += " float angle1_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad;\n"; + code += " float angle2_rad = rand_from_seed_m1_p1(alt_seed) * spread_rad * (1.0 - flatness);\n"; + code += " vec3 direction_xz = vec3(sin(angle1_rad), 0.0, cos(angle1_rad));\n"; + code += " vec3 direction_yz = vec3(0.0, sin(angle2_rad), cos(angle2_rad));\n"; + code += " direction_yz.z = direction_yz.z / max(0.0001,sqrt(abs(direction_yz.z))); // better uniform distribution\n"; + code += " vec3 direction = vec3(direction_xz.x * direction_yz.z, direction_yz.y, direction_xz.z * direction_yz.z);\n"; + code += " direction = normalize(direction);\n"; + code += " VELOCITY = direction * initial_linear_velocity * mix(1.0, rand_from_seed(alt_seed), initial_linear_velocity_random);\n"; + } + + code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n"; + code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle + code += " CUSTOM.y = 0.0;\n"; // phase + code += " CUSTOM.z = (anim_offset + tex_anim_offset) * mix(1.0, anim_offset_rand, anim_offset_random);\n"; // animation offset (0-1) + + switch (emission_shape) { + case EMISSION_SHAPE_POINT: { + //do none + } break; + case EMISSION_SHAPE_SPHERE: { + code += " TRANSFORM[3].xyz = normalize(vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0)) * emission_sphere_radius;\n"; + } break; + case EMISSION_SHAPE_BOX: { + code += " TRANSFORM[3].xyz = vec3(rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, rand_from_seed(alt_seed) * 2.0 - 1.0) * emission_box_extents;\n"; + } break; + case EMISSION_SHAPE_POINTS: + case EMISSION_SHAPE_DIRECTED_POINTS: { + code += " TRANSFORM[3].xyz = texelFetch(emission_texture_points, emission_tex_ofs, 0).xyz;\n"; + + if (emission_shape == EMISSION_SHAPE_DIRECTED_POINTS) { + if (flags[FLAG_DISABLE_Z]) { + + code += " mat2 rotm;"; + code += " rotm[0] = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xy;\n"; + code += " rotm[1] = rotm[0].yx * vec2(1.0, -1.0);\n"; + code += " VELOCITY.xy = rotm * VELOCITY.xy;\n"; + } else { + code += " vec3 normal = texelFetch(emission_texture_normal, emission_tex_ofs, 0).xyz;\n"; + code += " vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);\n"; + code += " vec3 tangent = normalize(cross(v0, normal));\n"; + code += " vec3 bitangent = normalize(cross(tangent, normal));\n"; + code += " VELOCITY = mat3(tangent, bitangent, normal) * VELOCITY;\n"; + } + } + } break; + } + code += " VELOCITY = (EMISSION_TRANSFORM * vec4(VELOCITY, 0.0)).xyz;\n"; + code += " TRANSFORM = EMISSION_TRANSFORM * TRANSFORM;\n"; + if (flags[FLAG_DISABLE_Z]) { + code += " VELOCITY.z = 0.0;\n"; + code += " TRANSFORM[3].z = 0.0;\n"; + } + + code += " } else {\n"; + + code += " CUSTOM.y += DELTA / LIFETIME;\n"; + if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) + code += " float tex_linear_velocity = textureLod(linear_velocity_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_linear_velocity = 0.0;\n"; + + if (flags[FLAG_DISABLE_Z]) { + + if (tex_parameters[PARAM_ORBIT_VELOCITY].is_valid()) + code += " float tex_orbit_velocity = textureLod(orbit_velocity_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_orbit_velocity = 0.0;\n"; + } + + if (tex_parameters[PARAM_ANGULAR_VELOCITY].is_valid()) + code += " float tex_angular_velocity = textureLod(angular_velocity_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_angular_velocity = 0.0;\n"; + + if (tex_parameters[PARAM_LINEAR_ACCEL].is_valid()) + code += " float tex_linear_accel = textureLod(linear_accel_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_linear_accel = 0.0;\n"; + + if (tex_parameters[PARAM_RADIAL_ACCEL].is_valid()) + code += " float tex_radial_accel = textureLod(radial_accel_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_radial_accel = 0.0;\n"; + + if (tex_parameters[PARAM_TANGENTIAL_ACCEL].is_valid()) + code += " float tex_tangent_accel = textureLod(tangent_accel_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_tangent_accel = 0.0;\n"; + + if (tex_parameters[PARAM_DAMPING].is_valid()) + code += " float tex_damping = textureLod(damping_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_damping = 0.0;\n"; + + if (tex_parameters[PARAM_ANGLE].is_valid()) + code += " float tex_angle = textureLod(angle_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_angle = 0.0;\n"; + + if (tex_parameters[PARAM_ANIM_SPEED].is_valid()) + code += " float tex_anim_speed = textureLod(anim_speed_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_anim_speed = 0.0;\n"; + + if (tex_parameters[PARAM_ANIM_OFFSET].is_valid()) + code += " float tex_anim_offset = textureLod(anim_offset_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_anim_offset = 0.0;\n"; + + code += " vec3 force = gravity;\n"; + code += " vec3 pos = TRANSFORM[3].xyz;\n"; + if (flags[FLAG_DISABLE_Z]) { + code += " pos.z = 0.0;\n"; + } + code += " // apply linear acceleration\n"; + code += " force += length(VELOCITY) > 0.0 ? normalize(VELOCITY) * (linear_accel + tex_linear_accel) * mix(1.0, rand_from_seed(alt_seed), linear_accel_random) : vec3(0.0);\n"; + code += " // apply radial acceleration\n"; + code += " vec3 org = EMISSION_TRANSFORM[3].xyz;\n"; + code += " vec3 diff = pos - org;\n"; + code += " force += length(diff) > 0.0 ? normalize(diff) * (radial_accel + tex_radial_accel) * mix(1.0, rand_from_seed(alt_seed), radial_accel_random) : vec3(0.0);\n"; + code += " // apply tangential acceleration;\n"; + if (flags[FLAG_DISABLE_Z]) { + code += " force += length(diff.yx) > 0.0 ? vec3(normalize(diff.yx * vec2(-1.0, 1.0)), 0.0) * ((tangent_accel + tex_tangent_accel) * mix(1.0, rand_from_seed(alt_seed), tangent_accel_random)) : vec3(0.0);\n"; + + } else { + code += " vec3 crossDiff = cross(normalize(diff), normalize(gravity));\n"; + code += " force += length(crossDiff) > 0.0 ? normalize(crossDiff) * ((tangent_accel + tex_tangent_accel) * mix(1.0, rand_from_seed(alt_seed), tangent_accel_random)) : vec3(0.0);\n"; + } + code += " // apply attractor forces\n"; + code += " VELOCITY += force * DELTA;\n"; + code += " // orbit velocity\n"; + if (flags[FLAG_DISABLE_Z]) { + + code += " float orbit_amount = (orbit_velocity + tex_orbit_velocity) * mix(1.0, rand_from_seed(alt_seed), orbit_velocity_random);\n"; + code += " if (orbit_amount != 0.0) {\n"; + code += " float ang = orbit_amount * DELTA * pi * 2.0;\n"; + code += " mat2 rot = mat2(vec2(cos(ang), -sin(ang)), vec2(sin(ang), cos(ang)));\n"; + code += " TRANSFORM[3].xy -= diff.xy;\n"; + code += " TRANSFORM[3].xy += rot * diff.xy;\n"; + code += " }\n"; + } + + if (tex_parameters[PARAM_INITIAL_LINEAR_VELOCITY].is_valid()) { + code += " VELOCITY = normalize(VELOCITY) * tex_linear_velocity;\n"; + } + code += " if (damping + tex_damping > 0.0) {\n"; + code += " float v = length(VELOCITY);\n"; + code += " float damp = (damping + tex_damping) * mix(1.0, rand_from_seed(alt_seed), damping_random);\n"; + code += " v -= damp * DELTA;\n"; + code += " if (v < 0.0) {\n"; + code += " VELOCITY = vec3(0.0);\n"; + code += " } else {\n"; + code += " VELOCITY = normalize(VELOCITY) * v;\n"; + code += " }\n"; + code += " }\n"; + code += " float base_angle = (initial_angle + tex_angle) * mix(1.0, angle_rand, initial_angle_random);\n"; + code += " base_angle += CUSTOM.y * LIFETIME * (angular_velocity + tex_angular_velocity) * mix(1.0, rand_from_seed(alt_seed) * 2.0 - 1.0, angular_velocity_random);\n"; + code += " CUSTOM.x = base_angle * degree_to_rad;\n"; // angle + code += " CUSTOM.z = (anim_offset + tex_anim_offset) * mix(1.0, anim_offset_rand, anim_offset_random) + CUSTOM.y * (anim_speed + tex_anim_speed) * mix(1.0, rand_from_seed(alt_seed), anim_speed_random);\n"; // angle + code += " }\n"; + // apply color + // apply hue rotation + if (tex_parameters[PARAM_SCALE].is_valid()) + code += " float tex_scale = textureLod(scale_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_scale = 1.0;\n"; + + if (tex_parameters[PARAM_HUE_VARIATION].is_valid()) + code += " float tex_hue_variation = textureLod(hue_variation_texture, vec2(CUSTOM.y, 0.0), 0.0).r;\n"; + else + code += " float tex_hue_variation = 0.0;\n"; + + code += " float hue_rot_angle = (hue_variation + tex_hue_variation) * pi * 2.0 * mix(1.0, hue_rot_rand * 2.0 - 1.0, hue_variation_random);\n"; + code += " float hue_rot_c = cos(hue_rot_angle);\n"; + code += " float hue_rot_s = sin(hue_rot_angle);\n"; + code += " mat4 hue_rot_mat = mat4(vec4(0.299, 0.587, 0.114, 0.0),\n"; + code += " vec4(0.299, 0.587, 0.114, 0.0),\n"; + code += " vec4(0.299, 0.587, 0.114, 0.0),\n"; + code += " vec4(0.000, 0.000, 0.000, 1.0)) +\n"; + code += " mat4(vec4(0.701, -0.587, -0.114, 0.0),\n"; + code += " vec4(-0.299, 0.413, -0.114, 0.0),\n"; + code += " vec4(-0.300, -0.588, 0.886, 0.0),\n"; + code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_c +\n"; + code += " mat4(vec4(0.168, 0.330, -0.497, 0.0),\n"; + code += " vec4(-0.328, 0.035, 0.292, 0.0),\n"; + code += " vec4(1.250, -1.050, -0.203, 0.0),\n"; + code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n"; + if (color_ramp.is_valid()) { + code += " COLOR = hue_rot_mat * textureLod(color_ramp, vec2(CUSTOM.y, 0.0), 0.0);\n"; + } else { + code += " COLOR = hue_rot_mat * color_value;\n"; + } + if (emission_color_texture.is_valid() && emission_shape >= EMISSION_SHAPE_POINTS) { + code += " COLOR *= texelFetch(emission_texture_color, emission_tex_ofs, 0);\n"; + } + if (trail_color_modifier.is_valid()) { + code += " if (trail_divisor > 1) {\n"; + code += " COLOR *= textureLod(trail_color_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0);\n"; + code += " }\n"; + } + code += "\n"; + + if (flags[FLAG_DISABLE_Z]) { + + if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) { + code += " if (length(VELOCITY) > 0.0) {\n"; + code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n"; + code += " } else {\n"; + code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n"; + code += " }\n"; + code += " TRANSFORM[0].xyz = normalize(cross(TRANSFORM[1].xyz, TRANSFORM[2].xyz));\n"; + code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n"; + } else { + code += " TRANSFORM[0] = vec4(cos(CUSTOM.x), -sin(CUSTOM.x), 0.0, 0.0);\n"; + code += " TRANSFORM[1] = vec4(sin(CUSTOM.x), cos(CUSTOM.x), 0.0, 0.0);\n"; + code += " TRANSFORM[2] = vec4(0.0, 0.0, 1.0, 0.0);\n"; + } + + } else { + // orient particle Y towards velocity + if (flags[FLAG_ALIGN_Y_TO_VELOCITY]) { + code += " if (length(VELOCITY) > 0.0) {\n"; + code += " TRANSFORM[1].xyz = normalize(VELOCITY);\n"; + code += " } else {\n"; + code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n"; + code += " }\n"; + code += " if (TRANSFORM[1].xyz == normalize(TRANSFORM[0].xyz)) {\n"; + code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n"; + code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n"; + code += " } else {\n"; + code += " TRANSFORM[2].xyz = normalize(cross(normalize(TRANSFORM[0].xyz), normalize(TRANSFORM[1].xyz)));\n"; + code += " TRANSFORM[0].xyz = normalize(cross(normalize(TRANSFORM[1].xyz), normalize(TRANSFORM[2].xyz)));\n"; + code += " }\n"; + } else { + code += " TRANSFORM[0].xyz = normalize(TRANSFORM[0].xyz);\n"; + code += " TRANSFORM[1].xyz = normalize(TRANSFORM[1].xyz);\n"; + code += " TRANSFORM[2].xyz = normalize(TRANSFORM[2].xyz);\n"; + } + // turn particle by rotation in Y + if (flags[FLAG_ROTATE_Y]) { + code += " TRANSFORM = TRANSFORM * mat4(vec4(cos(CUSTOM.x), 0.0, -sin(CUSTOM.x), 0.0), vec4(0.0, 1.0, 0.0, 0.0), vec4(sin(CUSTOM.x), 0.0, cos(CUSTOM.x), 0.0), vec4(0.0, 0.0, 0.0, 1.0));\n"; + } + } + //scale by scale + code += " float base_scale = mix(scale * tex_scale, 1.0, scale_random * scale_rand);\n"; + code += " if (base_scale == 0.0) {\n"; + code += " base_scale = 0.000001;\n"; + code += " }\n"; + if (trail_size_modifier.is_valid()) { + code += " if (trail_divisor > 1) {\n"; + code += " base_scale *= textureLod(trail_size_modifier, vec2(float(int(NUMBER) % trail_divisor) / float(trail_divisor - 1), 0.0), 0.0).r;\n"; + code += " }\n"; + } + + code += " TRANSFORM[0].xyz *= base_scale;\n"; + code += " TRANSFORM[1].xyz *= base_scale;\n"; + code += " TRANSFORM[2].xyz *= base_scale;\n"; + if (flags[FLAG_DISABLE_Z]) { + code += " VELOCITY.z = 0.0;\n"; + code += " TRANSFORM[3].z = 0.0;\n"; + } + code += "}\n"; + code += "\n"; + + ShaderData shader_data; + shader_data.shader = VS::get_singleton()->shader_create(); + shader_data.users = 1; + + VS::get_singleton()->shader_set_code(shader_data.shader, code); + + shader_map[mk] = shader_data; + + VS::get_singleton()->material_set_shader(_get_material(), shader_data.shader); +} + +void ParticlesMaterial::flush_changes() { + + if (material_mutex) + material_mutex->lock(); + + while (dirty_materials->first()) { + + dirty_materials->first()->self()->_update_shader(); + } + + if (material_mutex) + material_mutex->unlock(); +} + +void ParticlesMaterial::_queue_shader_change() { + + if (material_mutex) + material_mutex->lock(); + + if (!element.in_list()) { + dirty_materials->add(&element); + } + + if (material_mutex) + material_mutex->unlock(); +} + +bool ParticlesMaterial::_is_shader_dirty() const { + + bool dirty = false; + + if (material_mutex) + material_mutex->lock(); + + dirty = element.in_list(); + + if (material_mutex) + material_mutex->unlock(); + + return dirty; +} + +void ParticlesMaterial::set_spread(float p_spread) { + + spread = p_spread; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->spread, p_spread); +} + +float ParticlesMaterial::get_spread() const { + + return spread; +} + +void ParticlesMaterial::set_flatness(float p_flatness) { + + flatness = p_flatness; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->flatness, p_flatness); +} +float ParticlesMaterial::get_flatness() const { + + return flatness; +} + +void ParticlesMaterial::set_param(Parameter p_param, float p_value) { + + ERR_FAIL_INDEX(p_param, PARAM_MAX); + + parameters[p_param] = p_value; + + switch (p_param) { + case PARAM_INITIAL_LINEAR_VELOCITY: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity, p_value); + } break; + case PARAM_ANGULAR_VELOCITY: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity, p_value); + } break; + case PARAM_ORBIT_VELOCITY: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity, p_value); + } break; + case PARAM_LINEAR_ACCEL: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel, p_value); + } break; + case PARAM_RADIAL_ACCEL: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel, p_value); + } break; + case PARAM_TANGENTIAL_ACCEL: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel, p_value); + } break; + case PARAM_DAMPING: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping, p_value); + } break; + case PARAM_ANGLE: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle, p_value); + } break; + case PARAM_SCALE: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale, p_value); + } break; + case PARAM_HUE_VARIATION: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation, p_value); + } break; + case PARAM_ANIM_SPEED: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed, p_value); + } break; + case PARAM_ANIM_OFFSET: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset, p_value); + } break; + case PARAM_MAX: break; // Can't happen, but silences warning + } +} +float ParticlesMaterial::get_param(Parameter p_param) const { + + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); + + return parameters[p_param]; +} + +void ParticlesMaterial::set_param_randomness(Parameter p_param, float p_value) { + + ERR_FAIL_INDEX(p_param, PARAM_MAX); + + randomness[p_param] = p_value; + + switch (p_param) { + case PARAM_INITIAL_LINEAR_VELOCITY: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_linear_velocity_random, p_value); + } break; + case PARAM_ANGULAR_VELOCITY: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_random, p_value); + } break; + case PARAM_ORBIT_VELOCITY: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_random, p_value); + } break; + case PARAM_LINEAR_ACCEL: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_random, p_value); + } break; + case PARAM_RADIAL_ACCEL: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_random, p_value); + } break; + case PARAM_TANGENTIAL_ACCEL: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_random, p_value); + } break; + case PARAM_DAMPING: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_random, p_value); + } break; + case PARAM_ANGLE: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->initial_angle_random, p_value); + } break; + case PARAM_SCALE: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_random, p_value); + } break; + case PARAM_HUE_VARIATION: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_random, p_value); + } break; + case PARAM_ANIM_SPEED: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_random, p_value); + } break; + case PARAM_ANIM_OFFSET: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_random, p_value); + } break; + case PARAM_MAX: break; // Can't happen, but silences warning + } +} +float ParticlesMaterial::get_param_randomness(Parameter p_param) const { + + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, 0); + + return randomness[p_param]; +} + +static void _adjust_curve_range(const Ref<Texture> &p_texture, float p_min, float p_max) { + + Ref<CurveTexture> curve_tex = p_texture; + if (!curve_tex.is_valid()) + return; + + curve_tex->ensure_default_setup(p_min, p_max); +} + +void ParticlesMaterial::set_param_texture(Parameter p_param, const Ref<Texture> &p_texture) { + + ERR_FAIL_INDEX(p_param, PARAM_MAX); + + tex_parameters[p_param] = p_texture; + + switch (p_param) { + case PARAM_INITIAL_LINEAR_VELOCITY: { + //do none for this one + } break; + case PARAM_ANGULAR_VELOCITY: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angular_velocity_texture, p_texture); + _adjust_curve_range(p_texture, -360, 360); + } break; + case PARAM_ORBIT_VELOCITY: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->orbit_velocity_texture, p_texture); + _adjust_curve_range(p_texture, -500, 500); + } break; + case PARAM_LINEAR_ACCEL: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->linear_accel_texture, p_texture); + _adjust_curve_range(p_texture, -200, 200); + } break; + case PARAM_RADIAL_ACCEL: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->radial_accel_texture, p_texture); + _adjust_curve_range(p_texture, -200, 200); + } break; + case PARAM_TANGENTIAL_ACCEL: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->tangent_accel_texture, p_texture); + _adjust_curve_range(p_texture, -200, 200); + } break; + case PARAM_DAMPING: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->damping_texture, p_texture); + _adjust_curve_range(p_texture, 0, 100); + } break; + case PARAM_ANGLE: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->angle_texture, p_texture); + _adjust_curve_range(p_texture, -360, 360); + } break; + case PARAM_SCALE: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->scale_texture, p_texture); + _adjust_curve_range(p_texture, 0, 1); + } break; + case PARAM_HUE_VARIATION: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->hue_variation_texture, p_texture); + _adjust_curve_range(p_texture, -1, 1); + } break; + case PARAM_ANIM_SPEED: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_speed_texture, p_texture); + _adjust_curve_range(p_texture, 0, 200); + } break; + case PARAM_ANIM_OFFSET: { + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->anim_offset_texture, p_texture); + } break; + case PARAM_MAX: break; // Can't happen, but silences warning + } + + _queue_shader_change(); +} +Ref<Texture> ParticlesMaterial::get_param_texture(Parameter p_param) const { + + ERR_FAIL_INDEX_V(p_param, PARAM_MAX, Ref<Texture>()); + + return tex_parameters[p_param]; +} + +void ParticlesMaterial::set_color(const Color &p_color) { + + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color, p_color); + color = p_color; +} + +Color ParticlesMaterial::get_color() const { + + return color; +} + +void ParticlesMaterial::set_color_ramp(const Ref<Texture> &p_texture) { + + color_ramp = p_texture; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->color_ramp, p_texture); + _queue_shader_change(); + _change_notify(); +} + +Ref<Texture> ParticlesMaterial::get_color_ramp() const { + + return color_ramp; +} + +void ParticlesMaterial::set_flag(Flags p_flag, bool p_enable) { + ERR_FAIL_INDEX(p_flag, FLAG_MAX); + flags[p_flag] = p_enable; + _queue_shader_change(); + if (p_flag == FLAG_DISABLE_Z) { + _change_notify(); + } +} + +bool ParticlesMaterial::get_flag(Flags p_flag) const { + ERR_FAIL_INDEX_V(p_flag, FLAG_MAX, false); + return flags[p_flag]; +} + +void ParticlesMaterial::set_emission_shape(EmissionShape p_shape) { + + emission_shape = p_shape; + _change_notify(); + _queue_shader_change(); +} + +void ParticlesMaterial::set_emission_sphere_radius(float p_radius) { + + emission_sphere_radius = p_radius; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_sphere_radius, p_radius); +} + +void ParticlesMaterial::set_emission_box_extents(Vector3 p_extents) { + + emission_box_extents = p_extents; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_box_extents, p_extents); +} + +void ParticlesMaterial::set_emission_point_texture(const Ref<Texture> &p_points) { + + emission_point_texture = p_points; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_points, p_points); +} + +void ParticlesMaterial::set_emission_normal_texture(const Ref<Texture> &p_normals) { + + emission_normal_texture = p_normals; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_normal, p_normals); +} + +void ParticlesMaterial::set_emission_color_texture(const Ref<Texture> &p_colors) { + + emission_color_texture = p_colors; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_color, p_colors); + _queue_shader_change(); +} + +void ParticlesMaterial::set_emission_point_count(int p_count) { + + emission_point_count = p_count; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->emission_texture_point_count, p_count); +} + +ParticlesMaterial::EmissionShape ParticlesMaterial::get_emission_shape() const { + + return emission_shape; +} + +float ParticlesMaterial::get_emission_sphere_radius() const { + + return emission_sphere_radius; +} +Vector3 ParticlesMaterial::get_emission_box_extents() const { + + return emission_box_extents; +} +Ref<Texture> ParticlesMaterial::get_emission_point_texture() const { + + return emission_point_texture; +} +Ref<Texture> ParticlesMaterial::get_emission_normal_texture() const { + + return emission_normal_texture; +} + +Ref<Texture> ParticlesMaterial::get_emission_color_texture() const { + + return emission_color_texture; +} + +int ParticlesMaterial::get_emission_point_count() const { + + return emission_point_count; +} + +void ParticlesMaterial::set_trail_divisor(int p_divisor) { + + trail_divisor = p_divisor; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_divisor, p_divisor); +} + +int ParticlesMaterial::get_trail_divisor() const { + + return trail_divisor; +} + +void ParticlesMaterial::set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier) { + + trail_size_modifier = p_trail_size_modifier; + + Ref<CurveTexture> curve = trail_size_modifier; + if (curve.is_valid()) { + curve->ensure_default_setup(); + } + + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_size_modifier, curve); + _queue_shader_change(); +} + +Ref<CurveTexture> ParticlesMaterial::get_trail_size_modifier() const { + + return trail_size_modifier; +} + +void ParticlesMaterial::set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier) { + + trail_color_modifier = p_trail_color_modifier; + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->trail_color_modifier, p_trail_color_modifier); + _queue_shader_change(); +} + +Ref<GradientTexture> ParticlesMaterial::get_trail_color_modifier() const { + + return trail_color_modifier; +} + +void ParticlesMaterial::set_gravity(const Vector3 &p_gravity) { + + gravity = p_gravity; + Vector3 gset = gravity; + if (gset == Vector3()) { + gset = Vector3(0, -0.000001, 0); //as gravity is used as upvector in some calculations + } + VisualServer::get_singleton()->material_set_param(_get_material(), shader_names->gravity, gset); +} + +Vector3 ParticlesMaterial::get_gravity() const { + + return gravity; +} + +RID ParticlesMaterial::get_shader_rid() const { + + ERR_FAIL_COND_V(!shader_map.has(current_key), RID()); + return shader_map[current_key].shader; +} + +void ParticlesMaterial::_validate_property(PropertyInfo &property) const { + + if (property.name == "color" && color_ramp.is_valid()) { + property.usage = 0; + } + + if (property.name == "emission_sphere_radius" && emission_shape != EMISSION_SHAPE_SPHERE) { + property.usage = 0; + } + + if (property.name == "emission_box_extents" && emission_shape != EMISSION_SHAPE_BOX) { + property.usage = 0; + } + + if ((property.name == "emission_point_texture" || property.name == "emission_color_texture") && (emission_shape < EMISSION_SHAPE_POINTS)) { + property.usage = 0; + } + + if (property.name == "emission_normal_texture" && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS) { + property.usage = 0; + } + + if (property.name == "emission_point_count" && (emission_shape != EMISSION_SHAPE_POINTS && emission_shape != EMISSION_SHAPE_DIRECTED_POINTS)) { + property.usage = 0; + } + + if (property.name.begins_with("orbit_") && !flags[FLAG_DISABLE_Z]) { + property.usage = 0; + } +} + +Shader::Mode ParticlesMaterial::get_shader_mode() const { + + return Shader::MODE_PARTICLES; +} + +void ParticlesMaterial::_bind_methods() { + + ClassDB::bind_method(D_METHOD("set_spread", "degrees"), &ParticlesMaterial::set_spread); + ClassDB::bind_method(D_METHOD("get_spread"), &ParticlesMaterial::get_spread); + + ClassDB::bind_method(D_METHOD("set_flatness", "amount"), &ParticlesMaterial::set_flatness); + ClassDB::bind_method(D_METHOD("get_flatness"), &ParticlesMaterial::get_flatness); + + ClassDB::bind_method(D_METHOD("set_param", "param", "value"), &ParticlesMaterial::set_param); + ClassDB::bind_method(D_METHOD("get_param", "param"), &ParticlesMaterial::get_param); + + ClassDB::bind_method(D_METHOD("set_param_randomness", "param", "randomness"), &ParticlesMaterial::set_param_randomness); + ClassDB::bind_method(D_METHOD("get_param_randomness", "param"), &ParticlesMaterial::get_param_randomness); + + ClassDB::bind_method(D_METHOD("set_param_texture", "param", "texture"), &ParticlesMaterial::set_param_texture); + ClassDB::bind_method(D_METHOD("get_param_texture", "param"), &ParticlesMaterial::get_param_texture); + + ClassDB::bind_method(D_METHOD("set_color", "color"), &ParticlesMaterial::set_color); + ClassDB::bind_method(D_METHOD("get_color"), &ParticlesMaterial::get_color); + + 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_flag", "flag", "enable"), &ParticlesMaterial::set_flag); + ClassDB::bind_method(D_METHOD("get_flag", "flag"), &ParticlesMaterial::get_flag); + + ClassDB::bind_method(D_METHOD("set_emission_shape", "shape"), &ParticlesMaterial::set_emission_shape); + ClassDB::bind_method(D_METHOD("get_emission_shape"), &ParticlesMaterial::get_emission_shape); + + ClassDB::bind_method(D_METHOD("set_emission_sphere_radius", "radius"), &ParticlesMaterial::set_emission_sphere_radius); + ClassDB::bind_method(D_METHOD("get_emission_sphere_radius"), &ParticlesMaterial::get_emission_sphere_radius); + + ClassDB::bind_method(D_METHOD("set_emission_box_extents", "extents"), &ParticlesMaterial::set_emission_box_extents); + ClassDB::bind_method(D_METHOD("get_emission_box_extents"), &ParticlesMaterial::get_emission_box_extents); + + ClassDB::bind_method(D_METHOD("set_emission_point_texture", "texture"), &ParticlesMaterial::set_emission_point_texture); + ClassDB::bind_method(D_METHOD("get_emission_point_texture"), &ParticlesMaterial::get_emission_point_texture); + + ClassDB::bind_method(D_METHOD("set_emission_normal_texture", "texture"), &ParticlesMaterial::set_emission_normal_texture); + ClassDB::bind_method(D_METHOD("get_emission_normal_texture"), &ParticlesMaterial::get_emission_normal_texture); + + ClassDB::bind_method(D_METHOD("set_emission_color_texture", "texture"), &ParticlesMaterial::set_emission_color_texture); + ClassDB::bind_method(D_METHOD("get_emission_color_texture"), &ParticlesMaterial::get_emission_color_texture); + + ClassDB::bind_method(D_METHOD("set_emission_point_count", "point_count"), &ParticlesMaterial::set_emission_point_count); + ClassDB::bind_method(D_METHOD("get_emission_point_count"), &ParticlesMaterial::get_emission_point_count); + + ClassDB::bind_method(D_METHOD("set_trail_divisor", "divisor"), &ParticlesMaterial::set_trail_divisor); + ClassDB::bind_method(D_METHOD("get_trail_divisor"), &ParticlesMaterial::get_trail_divisor); + + ClassDB::bind_method(D_METHOD("set_trail_size_modifier", "texture"), &ParticlesMaterial::set_trail_size_modifier); + ClassDB::bind_method(D_METHOD("get_trail_size_modifier"), &ParticlesMaterial::get_trail_size_modifier); + + ClassDB::bind_method(D_METHOD("set_trail_color_modifier", "texture"), &ParticlesMaterial::set_trail_color_modifier); + ClassDB::bind_method(D_METHOD("get_trail_color_modifier"), &ParticlesMaterial::get_trail_color_modifier); + + ClassDB::bind_method(D_METHOD("get_gravity"), &ParticlesMaterial::get_gravity); + ClassDB::bind_method(D_METHOD("set_gravity", "accel_vec"), &ParticlesMaterial::set_gravity); + + ADD_GROUP("Trail", "trail_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "trail_divisor", PROPERTY_HINT_RANGE, "1,1000000,1"), "set_trail_divisor", "get_trail_divisor"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_size_modifier", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_trail_size_modifier", "get_trail_size_modifier"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "trail_color_modifier", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_trail_color_modifier", "get_trail_color_modifier"); + ADD_GROUP("Emission Shape", "emission_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_shape", PROPERTY_HINT_ENUM, "Point,Sphere,Box,Points,Directed Points"), "set_emission_shape", "get_emission_shape"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "emission_sphere_radius", PROPERTY_HINT_RANGE, "0.01,128,0.01,or_greater"), "set_emission_sphere_radius", "get_emission_sphere_radius"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "emission_box_extents"), "set_emission_box_extents", "get_emission_box_extents"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_point_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_point_texture", "get_emission_point_texture"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_normal_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_normal_texture", "get_emission_normal_texture"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "emission_color_texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_emission_color_texture", "get_emission_color_texture"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "emission_point_count", PROPERTY_HINT_RANGE, "0,1000000,1"), "set_emission_point_count", "get_emission_point_count"); + ADD_GROUP("Flags", "flag_"); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_align_y"), "set_flag", "get_flag", FLAG_ALIGN_Y_TO_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_rotate_y"), "set_flag", "get_flag", FLAG_ROTATE_Y); + ADD_PROPERTYI(PropertyInfo(Variant::BOOL, "flag_disable_z"), "set_flag", "get_flag", FLAG_DISABLE_Z); + ADD_GROUP("Spread", ""); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "spread", PROPERTY_HINT_RANGE, "0,180,0.01"), "set_spread", "get_spread"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "flatness", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_flatness", "get_flatness"); + ADD_GROUP("Gravity", ""); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "gravity"), "set_gravity", "get_gravity"); + ADD_GROUP("Initial Velocity", "initial_"); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity", PROPERTY_HINT_RANGE, "0,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_INITIAL_LINEAR_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "initial_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_INITIAL_LINEAR_VELOCITY); + ADD_GROUP("Angular Velocity", "angular_"); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity", PROPERTY_HINT_RANGE, "-720,720,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGULAR_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angular_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGULAR_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angular_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGULAR_VELOCITY); + ADD_GROUP("Orbit Velocity", "orbit_"); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity", PROPERTY_HINT_RANGE, "-1000,1000,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_ORBIT_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "orbit_velocity_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ORBIT_VELOCITY); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "orbit_velocity_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ORBIT_VELOCITY); + ADD_GROUP("Linear Accel", "linear_"); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_LINEAR_ACCEL); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "linear_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_LINEAR_ACCEL); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "linear_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_LINEAR_ACCEL); + ADD_GROUP("Radial Accel", "radial_"); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_RADIAL_ACCEL); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "radial_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_RADIAL_ACCEL); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "radial_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_RADIAL_ACCEL); + ADD_GROUP("Tangential Accel", "tangential_"); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel", PROPERTY_HINT_RANGE, "-100,100,0.01,or_lesser,or_greater"), "set_param", "get_param", PARAM_TANGENTIAL_ACCEL); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "tangential_accel_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_TANGENTIAL_ACCEL); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "tangential_accel_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_TANGENTIAL_ACCEL); + ADD_GROUP("Damping", ""); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping", PROPERTY_HINT_RANGE, "0,100,0.01,or_greater"), "set_param", "get_param", PARAM_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "damping_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_DAMPING); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "damping_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_DAMPING); + ADD_GROUP("Angle", ""); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle", PROPERTY_HINT_RANGE, "-720,720,0.1,or_lesser,or_greater"), "set_param", "get_param", PARAM_ANGLE); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "angle_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANGLE); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "angle_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANGLE); + ADD_GROUP("Scale", ""); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale", PROPERTY_HINT_RANGE, "0,1000,0.01,or_greater"), "set_param", "get_param", PARAM_SCALE); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "scale_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_SCALE); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "scale_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_SCALE); + ADD_GROUP("Color", ""); + ADD_PROPERTY(PropertyInfo(Variant::COLOR, "color"), "set_color", "get_color"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "GradientTexture"), "set_color_ramp", "get_color_ramp"); + + ADD_GROUP("Hue Variation", "hue_"); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation", PROPERTY_HINT_RANGE, "-1,1,0.01"), "set_param", "get_param", PARAM_HUE_VARIATION); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "hue_variation_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_HUE_VARIATION); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "hue_variation_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_HUE_VARIATION); + ADD_GROUP("Animation", "anim_"); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed", PROPERTY_HINT_RANGE, "0,128,0.01,or_greater"), "set_param", "get_param", PARAM_ANIM_SPEED); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_speed_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_SPEED); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_speed_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_SPEED); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param", "get_param", PARAM_ANIM_OFFSET); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "anim_offset_random", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_param_randomness", "get_param_randomness", PARAM_ANIM_OFFSET); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "anim_offset_curve", PROPERTY_HINT_RESOURCE_TYPE, "CurveTexture"), "set_param_texture", "get_param_texture", PARAM_ANIM_OFFSET); + + BIND_ENUM_CONSTANT(PARAM_INITIAL_LINEAR_VELOCITY); + BIND_ENUM_CONSTANT(PARAM_ANGULAR_VELOCITY); + BIND_ENUM_CONSTANT(PARAM_ORBIT_VELOCITY); + BIND_ENUM_CONSTANT(PARAM_LINEAR_ACCEL); + BIND_ENUM_CONSTANT(PARAM_RADIAL_ACCEL); + BIND_ENUM_CONSTANT(PARAM_TANGENTIAL_ACCEL); + BIND_ENUM_CONSTANT(PARAM_DAMPING); + BIND_ENUM_CONSTANT(PARAM_ANGLE); + BIND_ENUM_CONSTANT(PARAM_SCALE); + BIND_ENUM_CONSTANT(PARAM_HUE_VARIATION); + BIND_ENUM_CONSTANT(PARAM_ANIM_SPEED); + BIND_ENUM_CONSTANT(PARAM_ANIM_OFFSET); + BIND_ENUM_CONSTANT(PARAM_MAX); + + BIND_ENUM_CONSTANT(FLAG_ALIGN_Y_TO_VELOCITY); + BIND_ENUM_CONSTANT(FLAG_ROTATE_Y); + BIND_ENUM_CONSTANT(FLAG_MAX); + + BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINT); + BIND_ENUM_CONSTANT(EMISSION_SHAPE_SPHERE); + BIND_ENUM_CONSTANT(EMISSION_SHAPE_BOX); + BIND_ENUM_CONSTANT(EMISSION_SHAPE_POINTS); + BIND_ENUM_CONSTANT(EMISSION_SHAPE_DIRECTED_POINTS); +} + +ParticlesMaterial::ParticlesMaterial() : + element(this) { + + set_spread(45); + set_flatness(0); + set_param(PARAM_INITIAL_LINEAR_VELOCITY, 0); + set_param(PARAM_ORBIT_VELOCITY, 0); + set_param(PARAM_LINEAR_ACCEL, 0); + set_param(PARAM_RADIAL_ACCEL, 0); + set_param(PARAM_TANGENTIAL_ACCEL, 0); + set_param(PARAM_DAMPING, 0); + set_param(PARAM_ANGLE, 0); + set_param(PARAM_SCALE, 1); + set_param(PARAM_HUE_VARIATION, 0); + set_param(PARAM_ANIM_SPEED, 0); + set_param(PARAM_ANIM_OFFSET, 0); + set_emission_shape(EMISSION_SHAPE_POINT); + set_emission_sphere_radius(1); + set_emission_box_extents(Vector3(1, 1, 1)); + set_trail_divisor(1); + set_gravity(Vector3(0, -9.8, 0)); + emission_point_count = 1; + + for (int i = 0; i < PARAM_MAX; i++) { + set_param_randomness(Parameter(i), 0); + } + + for (int i = 0; i < FLAG_MAX; i++) { + flags[i] = false; + } + + set_color(Color(1, 1, 1, 1)); + + current_key.key = 0; + current_key.invalid_key = 1; + + _queue_shader_change(); +} + +ParticlesMaterial::~ParticlesMaterial() { + + if (material_mutex) + material_mutex->lock(); + + if (shader_map.has(current_key)) { + shader_map[current_key].users--; + if (shader_map[current_key].users == 0) { + //deallocate shader, as it's no longer in use + VS::get_singleton()->free(shader_map[current_key].shader); + shader_map.erase(current_key); + } + + VS::get_singleton()->material_set_shader(_get_material(), RID()); + } + + if (material_mutex) + material_mutex->unlock(); +} diff --git a/scene/resources/particles_material.h b/scene/resources/particles_material.h new file mode 100644 index 0000000000..8b3248a9cb --- /dev/null +++ b/scene/resources/particles_material.h @@ -0,0 +1,301 @@ +/*************************************************************************/ +/* particles_material.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "core/rid.h" +#include "scene/resources/material.h" + +#ifndef PARTICLES_MATERIAL_H +#define PARTICLES_MATERIAL_H + +class ParticlesMaterial : public Material { + + GDCLASS(ParticlesMaterial, Material) + +public: + enum Parameter { + + PARAM_INITIAL_LINEAR_VELOCITY, + PARAM_ANGULAR_VELOCITY, + PARAM_ORBIT_VELOCITY, + PARAM_LINEAR_ACCEL, + PARAM_RADIAL_ACCEL, + PARAM_TANGENTIAL_ACCEL, + PARAM_DAMPING, + PARAM_ANGLE, + PARAM_SCALE, + PARAM_HUE_VARIATION, + PARAM_ANIM_SPEED, + PARAM_ANIM_OFFSET, + PARAM_MAX + }; + + enum Flags { + FLAG_ALIGN_Y_TO_VELOCITY, + FLAG_ROTATE_Y, + FLAG_DISABLE_Z, + FLAG_MAX + }; + + enum EmissionShape { + EMISSION_SHAPE_POINT, + EMISSION_SHAPE_SPHERE, + EMISSION_SHAPE_BOX, + EMISSION_SHAPE_POINTS, + EMISSION_SHAPE_DIRECTED_POINTS, + }; + +private: + union MaterialKey { + + struct { + uint32_t texture_mask : 16; + uint32_t texture_color : 1; + uint32_t flags : 4; + uint32_t emission_shape : 2; + uint32_t trail_size_texture : 1; + uint32_t trail_color_texture : 1; + uint32_t invalid_key : 1; + uint32_t has_emission_color : 1; + }; + + uint32_t key; + + bool operator<(const MaterialKey &p_key) const { + return key < p_key.key; + } + }; + + struct ShaderData { + RID shader; + int users; + }; + + static Map<MaterialKey, ShaderData> shader_map; + + MaterialKey current_key; + + _FORCE_INLINE_ MaterialKey _compute_key() const { + + MaterialKey mk; + mk.key = 0; + for (int i = 0; i < PARAM_MAX; i++) { + if (tex_parameters[i].is_valid()) { + mk.texture_mask |= (1 << i); + } + } + for (int i = 0; i < FLAG_MAX; i++) { + if (flags[i]) { + mk.flags |= (1 << i); + } + } + + mk.texture_color = color_ramp.is_valid() ? 1 : 0; + mk.emission_shape = emission_shape; + mk.trail_color_texture = trail_color_modifier.is_valid() ? 1 : 0; + mk.trail_size_texture = trail_size_modifier.is_valid() ? 1 : 0; + mk.has_emission_color = emission_shape >= EMISSION_SHAPE_POINTS && emission_color_texture.is_valid(); + + return mk; + } + + static Mutex *material_mutex; + static SelfList<ParticlesMaterial>::List *dirty_materials; + + struct ShaderNames { + StringName spread; + StringName flatness; + StringName initial_linear_velocity; + StringName initial_angle; + StringName angular_velocity; + StringName orbit_velocity; + StringName linear_accel; + StringName radial_accel; + StringName tangent_accel; + StringName damping; + StringName scale; + StringName hue_variation; + StringName anim_speed; + StringName anim_offset; + + StringName initial_linear_velocity_random; + StringName initial_angle_random; + StringName angular_velocity_random; + StringName orbit_velocity_random; + StringName linear_accel_random; + StringName radial_accel_random; + StringName tangent_accel_random; + StringName damping_random; + StringName scale_random; + StringName hue_variation_random; + StringName anim_speed_random; + StringName anim_offset_random; + + StringName angle_texture; + StringName angular_velocity_texture; + StringName orbit_velocity_texture; + StringName linear_accel_texture; + StringName radial_accel_texture; + StringName tangent_accel_texture; + StringName damping_texture; + StringName scale_texture; + StringName hue_variation_texture; + StringName anim_speed_texture; + StringName anim_offset_texture; + + StringName color; + StringName color_ramp; + + StringName emission_sphere_radius; + StringName emission_box_extents; + StringName emission_texture_point_count; + StringName emission_texture_points; + StringName emission_texture_normal; + StringName emission_texture_color; + + StringName trail_divisor; + StringName trail_size_modifier; + StringName trail_color_modifier; + + StringName gravity; + }; + + static ShaderNames *shader_names; + + SelfList<ParticlesMaterial> element; + + void _update_shader(); + _FORCE_INLINE_ void _queue_shader_change(); + _FORCE_INLINE_ bool _is_shader_dirty() const; + + float spread; + float flatness; + + float parameters[PARAM_MAX]; + float randomness[PARAM_MAX]; + + Ref<Texture> tex_parameters[PARAM_MAX]; + Color color; + Ref<Texture> color_ramp; + + bool flags[FLAG_MAX]; + + EmissionShape emission_shape; + float emission_sphere_radius; + Vector3 emission_box_extents; + Ref<Texture> emission_point_texture; + Ref<Texture> emission_normal_texture; + Ref<Texture> emission_color_texture; + int emission_point_count; + + bool anim_loop; + + int trail_divisor; + + Ref<CurveTexture> trail_size_modifier; + Ref<GradientTexture> trail_color_modifier; + + Vector3 gravity; + + //do not save emission points here + +protected: + static void _bind_methods(); + virtual void _validate_property(PropertyInfo &property) const; + +public: + void set_spread(float p_spread); + float get_spread() const; + + void set_flatness(float p_flatness); + float get_flatness() const; + + void set_param(Parameter p_param, float p_value); + float get_param(Parameter p_param) const; + + void set_param_randomness(Parameter p_param, float p_value); + float get_param_randomness(Parameter p_param) const; + + void set_param_texture(Parameter p_param, const Ref<Texture> &p_texture); + Ref<Texture> get_param_texture(Parameter p_param) const; + + void set_color(const Color &p_color); + Color get_color() const; + + void set_color_ramp(const Ref<Texture> &p_texture); + Ref<Texture> get_color_ramp() const; + + void set_flag(Flags p_flag, bool p_enable); + bool get_flag(Flags p_flag) const; + + void set_emission_shape(EmissionShape p_shape); + void set_emission_sphere_radius(float p_radius); + void set_emission_box_extents(Vector3 p_extents); + void set_emission_point_texture(const Ref<Texture> &p_points); + void set_emission_normal_texture(const Ref<Texture> &p_normals); + void set_emission_color_texture(const Ref<Texture> &p_colors); + void set_emission_point_count(int p_count); + + EmissionShape get_emission_shape() const; + float get_emission_sphere_radius() const; + Vector3 get_emission_box_extents() const; + Ref<Texture> get_emission_point_texture() const; + Ref<Texture> get_emission_normal_texture() const; + Ref<Texture> get_emission_color_texture() const; + int get_emission_point_count() const; + + void set_trail_divisor(int p_divisor); + int get_trail_divisor() const; + + void set_trail_size_modifier(const Ref<CurveTexture> &p_trail_size_modifier); + Ref<CurveTexture> get_trail_size_modifier() const; + + void set_trail_color_modifier(const Ref<GradientTexture> &p_trail_color_modifier); + Ref<GradientTexture> get_trail_color_modifier() const; + + void set_gravity(const Vector3 &p_gravity); + Vector3 get_gravity() const; + + static void init_shaders(); + static void finish_shaders(); + static void flush_changes(); + + RID get_shader_rid() const; + + virtual Shader::Mode get_shader_mode() const; + + ParticlesMaterial(); + ~ParticlesMaterial(); +}; + +VARIANT_ENUM_CAST(ParticlesMaterial::Parameter) +VARIANT_ENUM_CAST(ParticlesMaterial::Flags) +VARIANT_ENUM_CAST(ParticlesMaterial::EmissionShape) + +#endif // PARTICLES_MATERIAL_H diff --git a/scene/resources/physics_material.cpp b/scene/resources/physics_material.cpp index dc5ca1aef6..7d97c279ed 100644 --- a/scene/resources/physics_material.cpp +++ b/scene/resources/physics_material.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -27,6 +27,7 @@ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ + #include "physics_material.h" void PhysicsMaterial::_bind_methods() { diff --git a/scene/resources/physics_material.h b/scene/resources/physics_material.h index c69e44a7da..30660e80ac 100644 --- a/scene/resources/physics_material.h +++ b/scene/resources/physics_material.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -27,10 +27,11 @@ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ + #ifndef physics_material_override_H #define physics_material_override_H -#include "resource.h" +#include "core/resource.h" #include "servers/physics_server.h" class PhysicsMaterial : public Resource { diff --git a/scene/resources/plane_shape.cpp b/scene/resources/plane_shape.cpp index 4d38ebe090..419ff8f972 100644 --- a/scene/resources/plane_shape.cpp +++ b/scene/resources/plane_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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/plane_shape.h b/scene/resources/plane_shape.h index c24c9474fb..87c367cfde 100644 --- a/scene/resources/plane_shape.h +++ b/scene/resources/plane_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 44f9ebaf33..52fc21ac11 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,7 +29,7 @@ /*************************************************************************/ #include "polygon_path_finder.h" -#include "geometry.h" +#include "core/math/geometry.h" bool PolygonPathFinder::_is_point_inside(const Vector2 &p_point) const { @@ -441,9 +441,9 @@ void PolygonPathFinder::_set_data(const Dictionary &p_data) { PoolVector<float> penalties = p_data["penalties"]; if (penalties.size() == pc) { - PoolVector<float>::Read pr = penalties.read(); + PoolVector<float>::Read pr2 = penalties.read(); for (int i = 0; i < pc; i++) { - points.write[i].penalty = pr[i]; + points.write[i].penalty = pr2[i]; } } } diff --git a/scene/resources/polygon_path_finder.h b/scene/resources/polygon_path_finder.h index 19761c274c..59387e9672 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,7 +31,7 @@ #ifndef POLYGON_PATH_FINDER_H #define POLYGON_PATH_FINDER_H -#include "resource.h" +#include "core/resource.h" class PolygonPathFinder : public Resource { diff --git a/scene/resources/primitive_meshes.cpp b/scene/resources/primitive_meshes.cpp index 28aa6f1aa7..db58fe7823 100644 --- a/scene/resources/primitive_meshes.cpp +++ b/scene/resources/primitive_meshes.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -89,7 +89,7 @@ void PrimitiveMesh::_update() const { pending_request = false; - _clear_triangle_mesh(); + clear_cache(); const_cast<PrimitiveMesh *>(this)->emit_changed(); } @@ -102,6 +102,9 @@ void PrimitiveMesh::_request_update() { } int PrimitiveMesh::get_surface_count() const { + if (pending_request) { + _update(); + } return 1; } @@ -303,7 +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++; @@ -342,7 +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++; @@ -373,17 +376,17 @@ void CapsuleMesh::_create_mesh_array(Array &p_arr) const { z = radius * cos(0.5 * Math_PI * v); for (i = 0; i <= radial_segments; i++) { - float u = i; - u /= radial_segments; + float u2 = i; + u2 /= radial_segments; - x = sin(u * (Math_PI * 2.0)); - y = -cos(u * (Math_PI * 2.0)); + x = sin(u2 * (Math_PI * 2.0)); + y = -cos(u2 * (Math_PI * 2.0)); 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) - uvs.push_back(Vector2(u, twothirds + ((v - 1.0) * onethird))); + ADD_TANGENT(-y, x, 0.0, 1.0) + uvs.push_back(Vector2(u2, twothirds + ((v - 1.0) * onethird))); point++; if (i > 0 && j > 0) { @@ -511,14 +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++; @@ -565,14 +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++; @@ -619,14 +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++; @@ -770,7 +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++; @@ -832,7 +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++; @@ -849,7 +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++; @@ -979,8 +982,8 @@ 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); - uvs.push_back(Vector2(u, v)); + 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++; if (i > 0 && j > 0) { @@ -1105,14 +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++; @@ -1184,14 +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++; @@ -1238,7 +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++; @@ -1282,7 +1285,7 @@ void PrismMesh::_bind_methods() { ClassDB::bind_method(D_METHOD("get_subdivide_depth"), &PrismMesh::get_subdivide_depth); ADD_PROPERTY(PropertyInfo(Variant::REAL, "left_to_right", PROPERTY_HINT_RANGE, "-2.0,2.0,0.1"), "set_left_to_right", "get_left_to_right"); - ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "size"), "set_size", "get_size"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "size"), "set_size", "get_size"); ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_width", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_width", "get_subdivide_width"); ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_height", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_height", "get_subdivide_height"); ADD_PROPERTY(PropertyInfo(Variant::INT, "subdivide_depth", PROPERTY_HINT_RANGE, "0,100,1,or_greater"), "set_subdivide_depth", "get_subdivide_depth"); @@ -1465,7 +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/primitive_meshes.h b/scene/resources/primitive_meshes.h index a91aa09ffe..88a26801b7 100644 --- a/scene/resources/primitive_meshes.h +++ b/scene/resources/primitive_meshes.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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/ray_shape.cpp b/scene/resources/ray_shape.cpp index a9dec3e87c..b7925d8a58 100644 --- a/scene/resources/ray_shape.cpp +++ b/scene/resources/ray_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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/ray_shape.h b/scene/resources/ray_shape.h index f11b2e7c3c..89fc34051c 100644 --- a/scene/resources/ray_shape.h +++ b/scene/resources/ray_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.cpp b/scene/resources/rectangle_shape_2d.cpp index aeb22f6d0a..ff0743a8dd 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 2d66d328fd..27305e5918 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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/scene_format_text.cpp b/scene/resources/resource_format_text.cpp index fd9989fe72..210fbe9f20 100644 --- a/scene/resources/scene_format_text.cpp +++ b/scene/resources/resource_format_text.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* scene_format_text.cpp */ +/* resource_format_text.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,17 +28,18 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "scene_format_text.h" +#include "resource_format_text.h" + #include "core/io/resource_format_binary.h" -#include "os/dir_access.h" -#include "project_settings.h" -#include "version.h" +#include "core/os/dir_access.h" +#include "core/project_settings.h" +#include "core/version.h" //version 2: changed names for basis, aabb, poolvectors, etc. #define FORMAT_VERSION 2 -#include "os/dir_access.h" -#include "version.h" +#include "core/os/dir_access.h" +#include "core/version.h" #define _printerr() ERR_PRINT(String(res_path + ":" + itos(lines) + " - Parse Error: " + error_text).utf8().get_data()); @@ -294,25 +295,25 @@ Ref<PackedScene> ResourceInteractiveLoaderText::_parse_node_tag(VariantParser::R if (!next_tag.fields.has("from")) { error = ERR_FILE_CORRUPT; - error_text = "missing 'from' field fron connection tag"; + error_text = "missing 'from' field from connection tag"; return Ref<PackedScene>(); } if (!next_tag.fields.has("to")) { error = ERR_FILE_CORRUPT; - error_text = "missing 'to' field fron connection tag"; + error_text = "missing 'to' field from connection tag"; return Ref<PackedScene>(); } if (!next_tag.fields.has("signal")) { error = ERR_FILE_CORRUPT; - error_text = "missing 'signal' field fron connection tag"; + error_text = "missing 'signal' field from connection tag"; return Ref<PackedScene>(); } if (!next_tag.fields.has("method")) { error = ERR_FILE_CORRUPT; - error_text = "missing 'method' field fron connection tag"; + error_text = "missing 'method' field from connection tag"; return Ref<PackedScene>(); } @@ -358,7 +359,7 @@ Ref<PackedScene> ResourceInteractiveLoaderText::_parse_node_tag(VariantParser::R if (!next_tag.fields.has("path")) { error = ERR_FILE_CORRUPT; - error_text = "missing 'path' field fron connection tag"; + error_text = "missing 'path' field from connection tag"; _printerr(); return Ref<PackedScene>(); } @@ -626,14 +627,14 @@ Error ResourceInteractiveLoaderText::poll() { if (!packed_scene.is_valid()) return error; - error = OK; + error = ERR_FILE_EOF; //get it here resource = packed_scene; if (!ResourceCache::has(res_path)) { packed_scene->set_path(res_path); } - return ERR_FILE_EOF; + return error; } else { error_text += "Unknown tag in file: " + next_tag.name; @@ -1360,7 +1361,9 @@ String ResourceFormatSaverTextInstance::_write_resource(const RES &res) { if (internal_resources.has(res)) { return "SubResource( " + itos(internal_resources[res]) + " )"; } else if (res->get_path().length() && res->get_path().find("::") == -1) { - + if (res->get_path() == local_path) { //circular reference attempt + return "null"; + } //external resource String path = relative_paths ? local_path.path_to_file(res->get_path()) : res->get_path(); return "Resource( \"" + path + "\" )"; @@ -1385,6 +1388,10 @@ void ResourceFormatSaverTextInstance::_find_resources(const Variant &p_variant, return; if (!p_main && (!bundle_resources) && res->get_path().length() && res->get_path().find("::") == -1) { + if (res->get_path() == local_path) { + ERR_PRINTS("Circular reference to resource being saved found: '" + local_path + "' will be null next time it's loaded."); + return; + } int index = external_resources.size(); external_resources[res] = index; return; @@ -1407,7 +1414,20 @@ void ResourceFormatSaverTextInstance::_find_resources(const Variant &p_variant, if (pi.usage & PROPERTY_USAGE_STORAGE) { Variant v = res->get(I->get().name); - _find_resources(v); + + if (pi.usage & PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT) { + RES sres = v; + if (sres.is_valid()) { + NonPersistentKey npk; + npk.base = res; + npk.property = pi.name; + non_persistent_map[npk] = sres; + resource_set.insert(sres); + saved_resources.push_back(sres); + } + } else { + _find_resources(v); + } } I = I->next(); @@ -1562,7 +1582,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r break; //save as a scene if (main) { - f->store_line("[resource]\n"); + f->store_line("[resource]"); } else { String line = "[sub_resource "; if (res->get_subindex() == 0) { @@ -1577,7 +1597,7 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r int idx = res->get_subindex(); line += "type=\"" + res->get_class() + "\" id=" + itos(idx); - f->store_line(line + "]\n"); + f->store_line(line + "]"); if (takeover_paths) { res->set_path(p_path + "::" + itos(idx), true); } @@ -1599,10 +1619,22 @@ Error ResourceFormatSaverTextInstance::save(const String &p_path, const RES &p_r if (PE->get().usage & PROPERTY_USAGE_STORAGE) { String name = PE->get().name; - Variant value = res->get(name); + Variant value; + if (PE->get().usage & PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT) { + NonPersistentKey npk; + npk.base = res; + npk.property = name; + if (non_persistent_map.has(npk)) { + value = non_persistent_map[npk]; + } + } else { + value = res->get(name); + } + Variant default_value = ClassDB::class_get_default_property_value(res->get_class(), name); - if ((PE->get().usage & PROPERTY_USAGE_STORE_IF_NONZERO && value.is_zero()) || (PE->get().usage & PROPERTY_USAGE_STORE_IF_NONONE && value.is_one())) + if (default_value.get_type() != Variant::NIL && bool(Variant::evaluate(Variant::OP_EQUAL, value, default_value))) { continue; + } if (PE->get().type == Variant::OBJECT && value.is_zero() && !(PE->get().usage & PROPERTY_USAGE_STORE_IF_NULL)) continue; diff --git a/scene/resources/scene_format_text.h b/scene/resources/resource_format_text.h index c28ded3d77..8d78ab33b0 100644 --- a/scene/resources/scene_format_text.h +++ b/scene/resources/resource_format_text.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* scene_format_text.h */ +/* resource_format_text.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,14 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SCENE_FORMAT_TEXT_H -#define SCENE_FORMAT_TEXT_H +#ifndef RESOURCE_FORMAT_TEXT_H +#define RESOURCE_FORMAT_TEXT_H -#include "io/resource_loader.h" -#include "io/resource_saver.h" -#include "os/file_access.h" +#include "core/io/resource_loader.h" +#include "core/io/resource_saver.h" +#include "core/os/file_access.h" +#include "core/variant_parser.h" #include "scene/resources/packed_scene.h" -#include "variant_parser.h" class ResourceInteractiveLoaderText : public ResourceInteractiveLoader { @@ -128,7 +128,7 @@ public: }; class ResourceFormatLoaderText : public ResourceFormatLoader { - + GDCLASS(ResourceFormatLoaderText, ResourceFormatLoader) public: static ResourceFormatLoaderText *singleton; virtual Ref<ResourceInteractiveLoader> load_interactive(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); @@ -155,6 +155,15 @@ class ResourceFormatSaverTextInstance { bool bundle_resources; bool skip_editor; FileAccess *f; + + struct NonPersistentKey { //for resource properties generated on the fly + RES base; + StringName property; + bool operator<(const NonPersistentKey &p_key) const { return base == p_key.base ? property < p_key.property : base < p_key.base; } + }; + + Map<NonPersistentKey, RES> non_persistent_map; + Set<RES> resource_set; List<RES> saved_resources; Map<RES, int> external_resources; @@ -170,6 +179,7 @@ public: }; class ResourceFormatSaverText : public ResourceFormatSaver { + GDCLASS(ResourceFormatSaverText, ResourceFormatSaver) public: static ResourceFormatSaverText *singleton; virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0); @@ -179,4 +189,4 @@ public: ResourceFormatSaverText(); }; -#endif // SCENE_FORMAT_TEXT_H +#endif // RESOURCE_FORMAT_TEXT_H diff --git a/scene/resources/room.cpp b/scene/resources/room.cpp index 9493f8fbe6..103a7ede74 100644 --- a/scene/resources/room.cpp +++ b/scene/resources/room.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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/room.h b/scene/resources/room.h index 359d918665..8990056f46 100644 --- a/scene/resources/room.h +++ b/scene/resources/room.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,8 +31,8 @@ #ifndef ROOM_BOUNDS_H #define ROOM_BOUNDS_H -#include "bsp_tree.h" -#include "resource.h" +#include "core/math/bsp_tree.h" +#include "core/resource.h" /** @author Juan Linietsky <reduzio@gmail.com> */ diff --git a/scene/resources/segment_shape_2d.cpp b/scene/resources/segment_shape_2d.cpp index 58027c127d..62c5f9bab3 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 700982ac0a..f35707b990 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) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 f53f03c1c8..89570beb5f 100644 --- a/scene/resources/shader.cpp +++ b/scene/resources/shader.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,7 +29,7 @@ /*************************************************************************/ #include "shader.h" -#include "os/file_access.h" +#include "core/os/file_access.h" #include "scene/scene_string_names.h" #include "servers/visual/shader_language.h" #include "servers/visual_server.h" @@ -126,6 +126,11 @@ void Shader::get_default_texture_param_list(List<StringName> *r_textures) const r_textures->push_back(E->key()); } } + +bool Shader::is_text_shader() const { + return true; +} + bool Shader::has_param(const StringName &p_param) const { return params_cache.has(p_param); @@ -235,8 +240,10 @@ Error ResourceFormatSaverShader::save(const String &p_path, const RES &p_resourc void ResourceFormatSaverShader::get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const { - if (Object::cast_to<Shader>(*p_resource)) { - p_extensions->push_back("shader"); + if (const Shader *shader = Object::cast_to<Shader>(*p_resource)) { + if (shader->is_text_shader()) { + p_extensions->push_back("shader"); + } } } bool ResourceFormatSaverShader::recognize(const RES &p_resource) const { diff --git a/scene/resources/shader.h b/scene/resources/shader.h index efc5da7753..fb493046fc 100644 --- a/scene/resources/shader.h +++ b/scene/resources/shader.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,9 +31,9 @@ #ifndef SHADER_H #define SHADER_H -#include "io/resource_loader.h" -#include "io/resource_saver.h" -#include "resource.h" +#include "core/io/resource_loader.h" +#include "core/io/resource_saver.h" +#include "core/resource.h" #include "scene/resources/texture.h" class Shader : public Resource { @@ -79,6 +79,8 @@ public: Ref<Texture> get_default_texture_param(const StringName &p_param) const; void get_default_texture_param_list(List<StringName> *r_textures) const; + virtual bool is_text_shader() const; + _FORCE_INLINE_ StringName remap_param(const StringName &p_param) const { if (params_cache_dirty) get_param_list(NULL); @@ -98,6 +100,7 @@ public: VARIANT_ENUM_CAST(Shader::Mode); class ResourceFormatLoaderShader : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderShader, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; @@ -106,6 +109,7 @@ public: }; class ResourceFormatSaverShader : public ResourceFormatSaver { + GDCLASS(ResourceFormatSaverShader, ResourceFormatSaver) public: virtual Error save(const String &p_path, const RES &p_resource, uint32_t p_flags = 0); virtual void get_recognized_extensions(const RES &p_resource, List<String> *p_extensions) const; diff --git a/scene/resources/shape.cpp b/scene/resources/shape.cpp index a48ce0564b..825b7f4c8b 100644 --- a/scene/resources/shape.cpp +++ b/scene/resources/shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -30,7 +30,7 @@ #include "shape.h" -#include "os/os.h" +#include "core/os/os.h" #include "scene/main/scene_tree.h" #include "scene/resources/mesh.h" #include "servers/physics_server.h" @@ -101,7 +101,7 @@ void Shape::_bind_methods() { ClassDB::bind_method(D_METHOD("set_margin", "margin"), &Shape::set_margin); ClassDB::bind_method(D_METHOD("get_margin"), &Shape::get_margin); - ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0.04,10,0.01"), "set_margin", "get_margin"); + ADD_PROPERTY(PropertyInfo(Variant::REAL, "margin", PROPERTY_HINT_RANGE, "0.001,10,0.001"), "set_margin", "get_margin"); } Shape::Shape() : diff --git a/scene/resources/shape.h b/scene/resources/shape.h index 0c44b86e92..de99a967a8 100644 --- a/scene/resources/shape.h +++ b/scene/resources/shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,7 +31,7 @@ #ifndef SHAPE_H #define SHAPE_H -#include "resource.h" +#include "core/resource.h" class ArrayMesh; class Shape : public Resource { diff --git a/scene/resources/shape_2d.cpp b/scene/resources/shape_2d.cpp index 0ca518e5bb..e2407e4423 100644 --- a/scene/resources/shape_2d.cpp +++ b/scene/resources/shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -59,37 +59,37 @@ bool Shape2D::collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_sh return Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), NULL, 0, r); } -Variant Shape2D::collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion) { +Array Shape2D::collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion) { - ERR_FAIL_COND_V(p_shape.is_null(), Variant()); + ERR_FAIL_COND_V(p_shape.is_null(), Array()); const int max_contacts = 16; Vector2 result[max_contacts * 2]; int contacts = 0; if (!Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, p_local_motion, p_shape->get_rid(), p_shape_xform, p_shape_motion, result, max_contacts, contacts)) - return Variant(); + return Array(); Array results; results.resize(contacts * 2); - for (int i = 0; i < contacts; i++) { + for (int i = 0; i < contacts * 2; i++) { results[i] = result[i]; } return results; } -Variant Shape2D::collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform) { +Array Shape2D::collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform) { - ERR_FAIL_COND_V(p_shape.is_null(), Variant()); + ERR_FAIL_COND_V(p_shape.is_null(), Array()); const int max_contacts = 16; Vector2 result[max_contacts * 2]; int contacts = 0; if (!Physics2DServer::get_singleton()->shape_collide(get_rid(), p_local_xform, Vector2(), p_shape->get_rid(), p_shape_xform, Vector2(), result, max_contacts, contacts)) - return Variant(); + return Array(); Array results; results.resize(contacts * 2); - for (int i = 0; i < contacts; i++) { + for (int i = 0; i < contacts * 2; i++) { results[i] = result[i]; } diff --git a/scene/resources/shape_2d.h b/scene/resources/shape_2d.h index 7eb0406bd8..da9b80477c 100644 --- a/scene/resources/shape_2d.h +++ b/scene/resources/shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,7 +31,7 @@ #ifndef SHAPE_2D_H #define SHAPE_2D_H -#include "resource.h" +#include "core/resource.h" class Shape2D : public Resource { GDCLASS(Shape2D, Resource); @@ -53,8 +53,8 @@ public: bool collide_with_motion(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion); bool collide(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform); - Variant collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion); - Variant collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform); + Array collide_with_motion_and_get_contacts(const Transform2D &p_local_xform, const Vector2 &p_local_motion, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform, const Vector2 &p_shape_motion); + Array collide_and_get_contacts(const Transform2D &p_local_xform, const Ref<Shape2D> &p_shape, const Transform2D &p_shape_xform); virtual void draw(const RID &p_to_rid, const Color &p_color) {} virtual Rect2 get_rect() const { return Rect2(); } diff --git a/scene/resources/sky_box.cpp b/scene/resources/sky.cpp index 4176aed4d8..f9f8ff19e4 100644 --- a/scene/resources/sky_box.cpp +++ b/scene/resources/sky.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* sky_box.cpp */ +/* sky.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,8 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "sky_box.h" -#include "io/image_loader.h" +#include "sky.h" + +#include "core/io/image_loader.h" void Sky::set_radiance_size(RadianceSize p_size) { ERR_FAIL_INDEX(p_size, RADIANCE_SIZE_MAX); @@ -155,7 +156,10 @@ Ref<Image> ProceduralSky::_generate_sky() { Color ground_bottom_linear = ground_bottom_color.to_linear(); Color ground_horizon_linear = ground_horizon_color.to_linear(); - //Color sun_linear = sun_color.to_linear(); + Color sun_linear; + sun_linear.r = sun_color.r * sun_energy; + sun_linear.g = sun_color.g * sun_energy; + sun_linear.b = sun_color.b * sun_energy; Vector3 sun(0, 0, -1); @@ -190,20 +194,26 @@ Ref<Image> ProceduralSky::_generate_sky() { float c = (v_angle - (Math_PI * 0.5)) / (Math_PI * 0.5); color = ground_horizon_linear.linear_interpolate(ground_bottom_linear, Math::ease(c, ground_curve)); + color.r *= ground_energy; + color.g *= ground_energy; + color.b *= ground_energy; } else { float c = v_angle / (Math_PI * 0.5); color = sky_horizon_linear.linear_interpolate(sky_top_linear, Math::ease(1.0 - c, sky_curve)); + color.r *= sky_energy; + color.g *= sky_energy; + color.b *= sky_energy; float sun_angle = Math::rad2deg(Math::acos(CLAMP(sun.dot(normal), -1.0, 1.0))); if (sun_angle < sun_angle_min) { - color = color.blend(sun_color); + color = color.blend(sun_linear); } else if (sun_angle < sun_angle_max) { float c2 = (sun_angle - sun_angle_min) / (sun_angle_max - sun_angle_min); c2 = Math::ease(c2, sun_curve); - color = color.blend(sun_color).linear_interpolate(color, c2); + color = color.blend(sun_linear).linear_interpolate(color, c2); } } @@ -526,7 +536,7 @@ void ProceduralSky::_bind_methods() { BIND_ENUM_CONSTANT(TEXTURE_SIZE_MAX); } -ProceduralSky::ProceduralSky() { +ProceduralSky::ProceduralSky(bool p_desaturate) { sky = VS::get_singleton()->sky_create(); texture = VS::get_singleton()->texture_create(); @@ -542,13 +552,19 @@ ProceduralSky::ProceduralSky() { ground_curve = 0.02; ground_energy = 1; + if (p_desaturate) { + sky_top_color.set_hsv(sky_top_color.get_h(),0,sky_top_color.get_v()); + sky_horizon_color.set_hsv(sky_horizon_color.get_h(),0,sky_horizon_color.get_v()); + ground_bottom_color.set_hsv(ground_bottom_color.get_h(),0,ground_bottom_color.get_v()); + ground_horizon_color.set_hsv(ground_horizon_color.get_h(),0,ground_horizon_color.get_v()); + } sun_color = Color(1, 1, 1); sun_latitude = 35; sun_longitude = 0; sun_angle_min = 1; sun_angle_max = 100; sun_curve = 0.05; - sun_energy = 16; + sun_energy = 1; texture_size = TEXTURE_SIZE_1024; sky_thread = NULL; diff --git a/scene/resources/sky_box.h b/scene/resources/sky.h index e561653a9e..7327b2a627 100644 --- a/scene/resources/sky_box.h +++ b/scene/resources/sky.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* sky_box.h */ +/* sky.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -28,11 +28,12 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SKY_BOX_H -#define SKY_BOX_H +#ifndef SKY_H +#define SKY_H -#include "os/thread.h" +#include "core/os/thread.h" #include "scene/resources/texture.h" + class Sky : public Resource { GDCLASS(Sky, Resource); @@ -190,10 +191,10 @@ public: virtual RID get_rid() const; - ProceduralSky(); + ProceduralSky(bool p_desaturate=false); ~ProceduralSky(); }; VARIANT_ENUM_CAST(ProceduralSky::TextureSize) -#endif // SKY_BOX_H +#endif // SKY_H diff --git a/scene/resources/space_2d.cpp b/scene/resources/space_2d.cpp index 062f4099db..e6d366c501 100644 --- a/scene/resources/space_2d.cpp +++ b/scene/resources/space_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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/space_2d.h b/scene/resources/space_2d.h index 148285ac6d..ced7c87406 100644 --- a/scene/resources/space_2d.h +++ b/scene/resources/space_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,7 +31,7 @@ #ifndef SPACE_2D_H #define SPACE_2D_H -#include "resource.h" +#include "core/resource.h" #include "servers/physics_2d_server.h" class Space2D : public Resource { diff --git a/scene/resources/sphere_shape.cpp b/scene/resources/sphere_shape.cpp index d8ca1cf3f1..492cf3959d 100644 --- a/scene/resources/sphere_shape.cpp +++ b/scene/resources/sphere_shape.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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.h b/scene/resources/sphere_shape.h index 5dd7daabc5..682928e885 100644 --- a/scene/resources/sphere_shape.h +++ b/scene/resources/sphere_shape.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 fb81375b0a..cdd65c7642 100644 --- a/scene/resources/style_box.cpp +++ b/scene/resources/style_box.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,6 +29,8 @@ /*************************************************************************/ #include "style_box.h" +#include "scene/2d/canvas_item.h" + #include <limits.h> bool StyleBox::test_mask(const Point2 &p_point, const Rect2 &p_rect) const { @@ -54,6 +56,10 @@ float StyleBox::get_margin(Margin p_margin) const { return margin[p_margin]; } +CanvasItem *StyleBox::get_current_item_drawn() const { + return CanvasItem::get_current_item_drawn(); +} + Size2 StyleBox::get_minimum_size() const { return Size2(get_margin(MARGIN_LEFT) + get_margin(MARGIN_RIGHT), get_margin(MARGIN_TOP) + get_margin(MARGIN_BOTTOM)); @@ -83,6 +89,7 @@ void StyleBox::_bind_methods() { ClassDB::bind_method(D_METHOD("get_minimum_size"), &StyleBox::get_minimum_size); ClassDB::bind_method(D_METHOD("get_center_size"), &StyleBox::get_center_size); ClassDB::bind_method(D_METHOD("get_offset"), &StyleBox::get_offset); + ClassDB::bind_method(D_METHOD("get_current_item_drawn"), &StyleBox::get_current_item_drawn); ClassDB::bind_method(D_METHOD("draw", "canvas_item", "rect"), &StyleBox::draw); @@ -136,7 +143,7 @@ Ref<Texture> StyleBoxTexture::get_normal_map() const { void StyleBoxTexture::set_margin_size(Margin p_margin, float p_size) { - ERR_FAIL_INDEX(p_margin, 4); + ERR_FAIL_INDEX((int)p_margin, 4); margin[p_margin] = p_size; emit_changed(); @@ -200,7 +207,7 @@ Size2 StyleBoxTexture::get_center_size() const { void StyleBoxTexture::set_expand_margin_size(Margin p_expand_margin, float p_size) { - ERR_FAIL_INDEX(p_expand_margin, 4); + ERR_FAIL_INDEX((int)p_expand_margin, 4); expand_margin[p_expand_margin] = p_size; emit_changed(); } @@ -223,7 +230,7 @@ void StyleBoxTexture::set_expand_margin_size_all(float p_expand_margin_size) { float StyleBoxTexture::get_expand_margin_size(Margin p_expand_margin) const { - ERR_FAIL_INDEX_V(p_expand_margin, 4, 0); + ERR_FAIL_INDEX_V((int)p_expand_margin, 4, 0); return expand_margin[p_expand_margin]; } @@ -310,7 +317,7 @@ void StyleBoxTexture::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_texture", "get_texture"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "normal_map", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_normal_map", "get_normal_map"); - ADD_PROPERTYNZ(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect"); + ADD_PROPERTY(PropertyInfo(Variant::RECT2, "region_rect"), "set_region_rect", "get_region_rect"); ADD_GROUP("Margin", "margin_"); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "margin_left", PROPERTY_HINT_RANGE, "0,2048,1"), "set_margin_size", "get_margin_size", MARGIN_LEFT); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "margin_right", PROPERTY_HINT_RANGE, "0,2048,1"), "set_margin_size", "get_margin_size", MARGIN_RIGHT); @@ -322,8 +329,8 @@ void StyleBoxTexture::_bind_methods() { ADD_PROPERTYI(PropertyInfo(Variant::REAL, "expand_margin_top", PROPERTY_HINT_RANGE, "0,2048,1"), "set_expand_margin_size", "get_expand_margin_size", MARGIN_TOP); ADD_PROPERTYI(PropertyInfo(Variant::REAL, "expand_margin_bottom", PROPERTY_HINT_RANGE, "0,2048,1"), "set_expand_margin_size", "get_expand_margin_size", MARGIN_BOTTOM); ADD_GROUP("Axis Stretch", "axis_stretch_"); - ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "axis_stretch_horizontal", PROPERTY_HINT_ENUM, "Stretch,Tile,Tile Fit"), "set_h_axis_stretch_mode", "get_h_axis_stretch_mode"); - ADD_PROPERTYNZ(PropertyInfo(Variant::INT, "axis_stretch_vertical", PROPERTY_HINT_ENUM, "Stretch,Tile,Tile Fit"), "set_v_axis_stretch_mode", "get_v_axis_stretch_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "axis_stretch_horizontal", PROPERTY_HINT_ENUM, "Stretch,Tile,Tile Fit"), "set_h_axis_stretch_mode", "get_h_axis_stretch_mode"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "axis_stretch_vertical", PROPERTY_HINT_ENUM, "Stretch,Tile,Tile Fit"), "set_v_axis_stretch_mode", "get_v_axis_stretch_mode"); ADD_GROUP("Modulate", "modulate_"); ADD_PROPERTY(PropertyInfo(Variant::COLOR, "modulate_color"), "set_modulate", "get_modulate"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "draw_center"), "set_draw_center", "is_draw_center_enabled"); @@ -565,8 +572,6 @@ inline void draw_ring(Vector<Vector2> &verts, Vector<int> &indices, Vector<Color vert_offset = 0; } int adapted_corner_detail = (corner_radius[0] == 0 && corner_radius[1] == 0 && corner_radius[2] == 0 && corner_radius[3] == 0) ? 1 : corner_detail; - int rings = (border_width[0] == 0 && border_width[1] == 0 && border_width[2] == 0 && border_width[3] == 0) ? 1 : 2; - rings = 2; int ring_corner_radius[4]; set_inner_corner_radius(style_rect, ring_rect, corner_radius, ring_corner_radius); @@ -592,7 +597,7 @@ inline void draw_ring(Vector<Vector2> &verts, Vector<int> &indices, Vector<Color //calculate the vert array for (int corner_index = 0; corner_index < 4; corner_index++) { for (int detail = 0; detail <= adapted_corner_detail; detail++) { - for (int inner_outer = (2 - rings); inner_outer < 2; inner_outer++) { + for (int inner_outer = 0; inner_outer < 2; inner_outer++) { float radius; Color color; Point2 corner_point; @@ -613,19 +618,17 @@ inline void draw_ring(Vector<Vector2> &verts, Vector<int> &indices, Vector<Color } } - if (rings == 2) { - int vert_count = (adapted_corner_detail + 1) * 4 * rings; - //fill the indices and the colors for the border - for (int i = 0; i < vert_count; i++) { - //poly 1 - indices.push_back(vert_offset + ((i + 0) % vert_count)); - indices.push_back(vert_offset + ((i + 2) % vert_count)); - indices.push_back(vert_offset + ((i + 1) % vert_count)); - //poly 2 - indices.push_back(vert_offset + ((i + 1) % vert_count)); - indices.push_back(vert_offset + ((i + 2) % vert_count)); - indices.push_back(vert_offset + ((i + 3) % vert_count)); - } + int vert_count = (adapted_corner_detail + 1) * 4 * 2; + //fill the indices and the colors for the border + for (int i = 0; i < vert_count; i++) { + //poly 1 + indices.push_back(vert_offset + ((i + 0) % vert_count)); + indices.push_back(vert_offset + ((i + 2) % vert_count)); + indices.push_back(vert_offset + ((i + 1) % vert_count)); + //poly 2 + indices.push_back(vert_offset + ((i + 1) % vert_count)); + indices.push_back(vert_offset + ((i + 2) % vert_count)); + indices.push_back(vert_offset + ((i + 3) % vert_count)); } } @@ -900,6 +903,7 @@ int StyleBoxLine::get_thickness() const { void StyleBoxLine::set_vertical(bool p_vertical) { vertical = p_vertical; + emit_changed(); } bool StyleBoxLine::is_vertical() const { return vertical; diff --git a/scene/resources/style_box.h b/scene/resources/style_box.h index ed193a1ab4..9062270765 100644 --- a/scene/resources/style_box.h +++ b/scene/resources/style_box.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,12 +31,14 @@ #ifndef STYLE_BOX_H #define STYLE_BOX_H -#include "resource.h" +#include "core/resource.h" #include "scene/resources/texture.h" #include "servers/visual_server.h" /** @author Juan Linietsky <reduzio@gmail.com> */ +class CanvasItem; + class StyleBox : public Resource { GDCLASS(StyleBox, Resource); @@ -58,6 +60,8 @@ public: virtual void draw(RID p_canvas_item, const Rect2 &p_rect) const = 0; + CanvasItem *get_current_item_drawn() const; + Size2 get_minimum_size() const; Point2 get_offset() const; diff --git a/scene/resources/surface_tool.cpp b/scene/resources/surface_tool.cpp index 81fabf40fe..83f29503fa 100644 --- a/scene/resources/surface_tool.cpp +++ b/scene/resources/surface_tool.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,7 +29,8 @@ /*************************************************************************/ #include "surface_tool.h" -#include "method_bind_ext.gen.inc" + +#include "core/method_bind_ext.gen.inc" #define _VERTEX_SNAP 0.0001 #define EQ_VERTEX_DIST 0.00001 @@ -189,10 +190,10 @@ void SurfaceTool::add_smooth_group(bool p_smooth) { } } -void SurfaceTool::add_triangle_fan(const Vector<Vector3> &p_vertexes, const Vector<Vector2> &p_uvs, const Vector<Color> &p_colors, const Vector<Vector2> &p_uv2s, const Vector<Vector3> &p_normals, const Vector<Plane> &p_tangents) { +void SurfaceTool::add_triangle_fan(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs, const Vector<Color> &p_colors, const Vector<Vector2> &p_uv2s, const Vector<Vector3> &p_normals, const Vector<Plane> &p_tangents) { ERR_FAIL_COND(!begun); ERR_FAIL_COND(primitive != Mesh::PRIMITIVE_TRIANGLES); - ERR_FAIL_COND(p_vertexes.size() < 3); + ERR_FAIL_COND(p_vertices.size() < 3); #define ADD_POINT(n) \ { \ @@ -206,10 +207,10 @@ void SurfaceTool::add_triangle_fan(const Vector<Vector3> &p_vertexes, const Vect add_normal(p_normals[n]); \ if (p_tangents.size() > n) \ add_tangent(p_tangents[n]); \ - add_vertex(p_vertexes[n]); \ + add_vertex(p_vertices[n]); \ } - for (int i = 0; i < p_vertexes.size() - 2; i++) { + for (int i = 0; i < p_vertices.size() - 2; i++) { ADD_POINT(0); ADD_POINT(i + 1); ADD_POINT(i + 2); @@ -763,10 +764,22 @@ void SurfaceTool::append_from(const Ref<Mesh> &p_existing, int p_surface, const } //mikktspace callbacks +namespace { +struct TangentGenerationContextUserData { + Vector<List<SurfaceTool::Vertex>::Element *> vertices; + Vector<List<int>::Element *> indices; +}; +} // namespace + int SurfaceTool::mikktGetNumFaces(const SMikkTSpaceContext *pContext) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - return varr.size() / 3; + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + + if (triangle_data.indices.size() > 0) { + return triangle_data.indices.size() / 3; + } else { + return triangle_data.vertices.size() / 3; + } } int SurfaceTool::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, const int iFace) { @@ -774,8 +787,17 @@ int SurfaceTool::mikktGetNumVerticesOfFace(const SMikkTSpaceContext *pContext, c } void SurfaceTool::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vector3 v = varr[iFace * 3 + iVert]->get().vertex; + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + Vector3 v; + if (triangle_data.indices.size() > 0) { + int index = triangle_data.indices[iFace * 3 + iVert]->get(); + if (index < triangle_data.vertices.size()) { + v = triangle_data.vertices[index]->get().vertex; + } + } else { + v = triangle_data.vertices[iFace * 3 + iVert]->get().vertex; + } + fvPosOut[0] = v.x; fvPosOut[1] = v.y; fvPosOut[2] = v.z; @@ -783,38 +805,56 @@ void SurfaceTool::mikktGetPosition(const SMikkTSpaceContext *pContext, float fvP void SurfaceTool::mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vector3 v = varr[iFace * 3 + iVert]->get().normal; + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + Vector3 v; + if (triangle_data.indices.size() > 0) { + int index = triangle_data.indices[iFace * 3 + iVert]->get(); + if (index < triangle_data.vertices.size()) { + v = triangle_data.vertices[index]->get().normal; + } + } else { + v = triangle_data.vertices[iFace * 3 + iVert]->get().normal; + } + fvNormOut[0] = v.x; fvNormOut[1] = v.y; fvNormOut[2] = v.z; } void SurfaceTool::mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vector2 v = varr[iFace * 3 + iVert]->get().uv; + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + Vector2 v; + if (triangle_data.indices.size() > 0) { + int index = triangle_data.indices[iFace * 3 + iVert]->get(); + if (index < triangle_data.vertices.size()) { + v = triangle_data.vertices[index]->get().uv; + } + } else { + v = triangle_data.vertices[iFace * 3 + iVert]->get().uv; + } + fvTexcOut[0] = v.x; fvTexcOut[1] = v.y; - //fvTexcOut[1]=1.0-v.y; } void SurfaceTool::mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT, const tbool bIsOrientationPreserving, const int iFace, const int iVert) { - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vertex *vtx = &varr[iFace * 3 + iVert]->get(); - - vtx->tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]); - vtx->binormal = Vector3(fvBiTangent[0], fvBiTangent[1], fvBiTangent[2]); -} - -void SurfaceTool::mikktSetTSpaceBasic(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert) { - - Vector<List<Vertex>::Element *> &varr = *((Vector<List<Vertex>::Element *> *)pContext->m_pUserData); - Vertex &vtx = varr[iFace * 3 + iVert]->get(); + TangentGenerationContextUserData &triangle_data = *reinterpret_cast<TangentGenerationContextUserData *>(pContext->m_pUserData); + Vertex *vtx = NULL; + if (triangle_data.indices.size() > 0) { + int index = triangle_data.indices[iFace * 3 + iVert]->get(); + if (index < triangle_data.vertices.size()) { + vtx = &triangle_data.vertices[index]->get(); + } + } else { + vtx = &triangle_data.vertices[iFace * 3 + iVert]->get(); + } - vtx.tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]); - vtx.binormal = vtx.normal.cross(vtx.tangent) * fSign; + if (vtx != NULL) { + vtx->tangent = Vector3(fvTangent[0], fvTangent[1], fvTangent[2]); + vtx->binormal = Vector3(-fvBiTangent[0], -fvBiTangent[1], -fvBiTangent[2]); // for some reason these are reversed, something with the coordinate system in Godot + } } void SurfaceTool::generate_tangents() { @@ -822,10 +862,6 @@ void SurfaceTool::generate_tangents() { ERR_FAIL_COND(!(format & Mesh::ARRAY_FORMAT_TEX_UV)); ERR_FAIL_COND(!(format & Mesh::ARRAY_FORMAT_NORMAL)); - bool indexed = index_array.size() > 0; - if (indexed) - deindex(); - SMikkTSpaceInterface mkif; mkif.m_getNormal = mikktGetNormal; mkif.m_getNumFaces = mikktGetNumFaces; @@ -838,24 +874,25 @@ void SurfaceTool::generate_tangents() { SMikkTSpaceContext msc; msc.m_pInterface = &mkif; - Vector<List<Vertex>::Element *> vtx; - vtx.resize(vertex_array.size()); + TangentGenerationContextUserData triangle_data; + triangle_data.vertices.resize(vertex_array.size()); int idx = 0; for (List<Vertex>::Element *E = vertex_array.front(); E; E = E->next()) { - vtx.write[idx++] = E; + triangle_data.vertices.write[idx++] = E; E->get().binormal = Vector3(); E->get().tangent = Vector3(); } - msc.m_pUserData = &vtx; + triangle_data.indices.resize(index_array.size()); + idx = 0; + for (List<int>::Element *E = index_array.front(); E; E = E->next()) { + triangle_data.indices.write[idx++] = E; + } + msc.m_pUserData = &triangle_data; bool res = genTangSpaceDefault(&msc); ERR_FAIL_COND(!res); format |= Mesh::ARRAY_FORMAT_TANGENT; - - if (indexed) { - index(); - } } void SurfaceTool::generate_normals(bool p_flip) { @@ -975,7 +1012,7 @@ void SurfaceTool::_bind_methods() { ClassDB::bind_method(D_METHOD("add_weights", "weights"), &SurfaceTool::add_weights); ClassDB::bind_method(D_METHOD("add_smooth_group", "smooth"), &SurfaceTool::add_smooth_group); - ClassDB::bind_method(D_METHOD("add_triangle_fan", "vertexes", "uvs", "colors", "uv2s", "normals", "tangents"), &SurfaceTool::add_triangle_fan, DEFVAL(Vector<Vector2>()), DEFVAL(Vector<Color>()), DEFVAL(Vector<Vector2>()), DEFVAL(Vector<Vector3>()), DEFVAL(Vector<Plane>())); + ClassDB::bind_method(D_METHOD("add_triangle_fan", "vertices", "uvs", "colors", "uv2s", "normals", "tangents"), &SurfaceTool::add_triangle_fan, DEFVAL(Vector<Vector2>()), DEFVAL(Vector<Color>()), DEFVAL(Vector<Vector2>()), DEFVAL(Vector<Vector3>()), DEFVAL(Vector<Plane>())); ClassDB::bind_method(D_METHOD("add_index", "index"), &SurfaceTool::add_index); @@ -984,8 +1021,6 @@ void SurfaceTool::_bind_methods() { ClassDB::bind_method(D_METHOD("generate_normals", "flip"), &SurfaceTool::generate_normals, DEFVAL(false)); ClassDB::bind_method(D_METHOD("generate_tangents"), &SurfaceTool::generate_tangents); - ClassDB::bind_method(D_METHOD("add_to_format", "flags"), &SurfaceTool::add_to_format); - ClassDB::bind_method(D_METHOD("set_material", "material"), &SurfaceTool::set_material); ClassDB::bind_method(D_METHOD("clear"), &SurfaceTool::clear); diff --git a/scene/resources/surface_tool.h b/scene/resources/surface_tool.h index 459d399380..a3b110f0d8 100644 --- a/scene/resources/surface_tool.h +++ b/scene/resources/surface_tool.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -90,7 +90,6 @@ private: static void mikktGetPosition(const SMikkTSpaceContext *pContext, float fvPosOut[], const int iFace, const int iVert); static void mikktGetNormal(const SMikkTSpaceContext *pContext, float fvNormOut[], const int iFace, const int iVert); static void mikktGetTexCoord(const SMikkTSpaceContext *pContext, float fvTexcOut[], const int iFace, const int iVert); - static void mikktSetTSpaceBasic(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fSign, const int iFace, const int iVert); static void mikktSetTSpaceDefault(const SMikkTSpaceContext *pContext, const float fvTangent[], const float fvBiTangent[], const float fMagS, const float fMagT, const tbool bIsOrientationPreserving, const int iFace, const int iVert); @@ -110,7 +109,7 @@ public: void add_weights(const Vector<float> &p_weights); void add_smooth_group(bool p_smooth); - void add_triangle_fan(const Vector<Vector3> &p_vertexes, const Vector<Vector2> &p_uvs = Vector<Vector2>(), const Vector<Color> &p_colors = Vector<Color>(), const Vector<Vector2> &p_uv2s = Vector<Vector2>(), const Vector<Vector3> &p_normals = Vector<Vector3>(), const Vector<Plane> &p_tangents = Vector<Plane>()); + void add_triangle_fan(const Vector<Vector3> &p_vertices, const Vector<Vector2> &p_uvs = Vector<Vector2>(), const Vector<Color> &p_colors = Vector<Color>(), const Vector<Vector2> &p_uv2s = Vector<Vector2>(), const Vector<Vector3> &p_normals = Vector<Vector3>(), const Vector<Plane> &p_tangents = Vector<Plane>()); void add_index(int p_index); @@ -119,8 +118,6 @@ public: void generate_normals(bool p_flip = false); void generate_tangents(); - void add_to_format(int p_flags) { format |= p_flags; } - void set_material(const Ref<Material> &p_material); void clear(); diff --git a/scene/resources/text_file.cpp b/scene/resources/text_file.cpp index e2fe0adfc5..37bdd691b4 100644 --- a/scene/resources/text_file.cpp +++ b/scene/resources/text_file.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -30,7 +30,7 @@ #include "text_file.h" -#include "os/file_access.h" +#include "core/os/file_access.h" bool TextFile::has_text() const { return text != ""; diff --git a/scene/resources/text_file.h b/scene/resources/text_file.h index 40b648eebb..91bb98a3b1 100644 --- a/scene/resources/text_file.h +++ b/scene/resources/text_file.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,8 +31,8 @@ #ifndef TEXTFILE_H #define TEXTFILE_H -#include "io/resource_loader.h" -#include "io/resource_saver.h" +#include "core/io/resource_loader.h" +#include "core/io/resource_saver.h" class TextFile : public Resource { diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp index 811e5c3d2c..3ca2b56d08 100644 --- a/scene/resources/texture.cpp +++ b/scene/resources/texture.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,11 +29,12 @@ /*************************************************************************/ #include "texture.h" -#include "bit_mask.h" + +#include "core/core_string_names.h" +#include "core/io/image_loader.h" #include "core/method_bind_ext.gen.inc" #include "core/os/os.h" -#include "core_string_names.h" -#include "io/image_loader.h" +#include "scene/resources/bit_map.h" Size2 Texture::get_size() const { @@ -156,7 +157,7 @@ bool ImageTexture::_get(const StringName &p_name, Variant &r_ret) const { void ImageTexture::_get_property_list(List<PropertyInfo> *p_list) const { p_list->push_back(PropertyInfo(Variant::INT, "flags", PROPERTY_HINT_FLAGS, "Mipmaps,Repeat,Filter,Anisotropic,sRGB,Mirrored Repeat")); - p_list->push_back(PropertyInfo(Variant::OBJECT, "image", PROPERTY_HINT_RESOURCE_TYPE, "Image")); + p_list->push_back(PropertyInfo(Variant::OBJECT, "image", PROPERTY_HINT_RESOURCE_TYPE, "Image", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_RESOURCE_NOT_PERSISTENT)); p_list->push_back(PropertyInfo(Variant::VECTOR2, "size", PROPERTY_HINT_NONE, "")); } @@ -184,6 +185,7 @@ void ImageTexture::create(int p_width, int p_height, Image::Format p_format, uin format = p_format; w = p_width; h = p_height; + _change_notify(); } void ImageTexture::create_from_image(const Ref<Image> &p_image, uint32_t p_flags) { @@ -196,6 +198,8 @@ void ImageTexture::create_from_image(const Ref<Image> &p_image, uint32_t p_flags VisualServer::get_singleton()->texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_flags); VisualServer::get_singleton()->texture_set_data(texture, p_image); _change_notify(); + + image_stored = true; } void ImageTexture::set_flags(uint32_t p_flags) { @@ -206,7 +210,11 @@ void ImageTexture::set_flags(uint32_t p_flags) { flags=p_flags|cube; */ flags = p_flags; + if (w == 0 || h == 0) { + return; //uninitialized, do not set to texture + } VisualServer::get_singleton()->texture_set_flags(texture, p_flags); + _change_notify("flags"); } uint32_t ImageTexture::get_flags() const { @@ -239,6 +247,7 @@ void ImageTexture::set_data(const Ref<Image> &p_image) { _change_notify(); alpha_cache.unref(); + image_stored = true; } void ImageTexture::_resource_path_changed() { @@ -248,7 +257,11 @@ void ImageTexture::_resource_path_changed() { Ref<Image> ImageTexture::get_data() const { - return VisualServer::get_singleton()->texture_get_data(texture); + if (image_stored) { + return VisualServer::get_singleton()->texture_get_data(texture); + } else { + return Ref<Image>(); + } } int ImageTexture::get_width() const { @@ -320,7 +333,7 @@ bool ImageTexture::is_pixel_opaque(int p_x, int p_y) const { int y = p_y * ah / h; x = CLAMP(x, 0, aw); - y = CLAMP(y, 0, aw); + y = CLAMP(y, 0, ah); return alpha_cache->get_bit(Point2(x, y)); } @@ -413,6 +426,8 @@ ImageTexture::ImageTexture() { texture = VisualServer::get_singleton()->texture_create(); storage = STORAGE_RAW; lossy_storage_quality = 0.7; + image_stored = false; + format = Image::FORMAT_L8; } ImageTexture::~ImageTexture() { @@ -422,6 +437,15 @@ ImageTexture::~ImageTexture() { ////////////////////////////////////////// +void StreamTexture::set_path(const String &p_path, bool p_take_over) { + + if (texture.is_valid()) { + VisualServer::get_singleton()->texture_set_path(texture, p_path); + } + + Resource::set_path(p_path, p_take_over); +} + void StreamTexture::_requested_3d(void *p_ud) { StreamTexture *st = (StreamTexture *)p_ud; @@ -459,7 +483,7 @@ Image::Format StreamTexture::get_format() const { return format; } -Error StreamTexture::_load_data(const String &p_path, int &tw, int &th, int &flags, Ref<Image> &image, int p_size_limit) { +Error StreamTexture::_load_data(const String &p_path, int &tw, int &th, int &tw_custom, int &th_custom, int &flags, Ref<Image> &image, int p_size_limit) { alpha_cache.unref(); @@ -475,8 +499,11 @@ Error StreamTexture::_load_data(const String &p_path, int &tw, int &th, int &fla ERR_FAIL_COND_V(header[0] != 'G' || header[1] != 'D' || header[2] != 'S' || header[3] != 'T', ERR_FILE_CORRUPT); } - tw = f->get_32(); - th = f->get_32(); + tw = f->get_16(); + tw_custom = f->get_16(); + th = f->get_16(); + th_custom = f->get_16(); + flags = f->get_32(); //texture flags! uint32_t df = f->get_32(); //data format @@ -629,16 +656,16 @@ Error StreamTexture::_load_data(const String &p_path, int &tw, int &th, int &fla int sw = tw; int sh = th; - int mipmaps = Image::get_image_required_mipmaps(tw, th, format); + int mipmaps2 = Image::get_image_required_mipmaps(tw, th, format); int total_size = Image::get_image_data_size(tw, th, format, true); int idx = 0; int ofs = 0; - while (mipmaps > 1 && p_size_limit > 0 && (sw > p_size_limit || sh > p_size_limit)) { + while (mipmaps2 > 1 && p_size_limit > 0 && (sw > p_size_limit || sh > p_size_limit)) { sw = MAX(sw >> 1, 1); sh = MAX(sh >> 1, 1); - mipmaps--; + mipmaps2--; idx++; } @@ -665,7 +692,7 @@ Error StreamTexture::_load_data(const String &p_path, int &tw, int &th, int &fla int expected = total_size - ofs; if (bytes < expected) { - //this is a compatibility workaround for older format, which saved less mipmaps. It is still recommended the image is reimported. + //this is a compatibility workaround for older format, which saved less mipmaps2. It is still recommended the image is reimported. zeromem(w.ptr() + bytes, (expected - bytes)); } else if (bytes != expected) { ERR_FAIL_V(ERR_FILE_CORRUPT); @@ -683,22 +710,31 @@ Error StreamTexture::_load_data(const String &p_path, int &tw, int &th, int &fla Error StreamTexture::load(const String &p_path) { - int lw, lh, lflags; + int lw, lh, lwc, lhc, lflags; Ref<Image> image; image.instance(); - Error err = _load_data(p_path, lw, lh, lflags, image); + Error err = _load_data(p_path, lw, lh, lwc, lhc, lflags, image); if (err) return err; + if (get_path() == String()) { + //temporarily set path if no path set for resource, helps find errors + VisualServer::get_singleton()->texture_set_path(texture, p_path); + } VS::get_singleton()->texture_allocate(texture, image->get_width(), image->get_height(), 0, image->get_format(), VS::TEXTURE_TYPE_2D, lflags); VS::get_singleton()->texture_set_data(texture, image); + if (lwc || lhc) { + VS::get_singleton()->texture_set_size_override(texture, lwc, lhc, 0); + } else { + } - w = lw; - h = lh; + w = lwc ? lwc : lw; + h = lhc ? lhc : lh; flags = lflags; path_to_file = p_path; format = image->get_format(); + _change_notify(); return OK; } String StreamTexture::get_load_path() const { @@ -761,6 +797,7 @@ bool StreamTexture::is_pixel_opaque(int p_x, int p_y) const { decom->decompress(); img = decom; } + alpha_cache.instance(); alpha_cache->create_from_image_alpha(img); } @@ -778,7 +815,7 @@ bool StreamTexture::is_pixel_opaque(int p_x, int p_y) const { int y = p_y * ah / h; x = CLAMP(x, 0, aw); - y = CLAMP(y, 0, aw); + y = CLAMP(y, 0, ah); return alpha_cache->get_bit(Point2(x, y)); } @@ -788,6 +825,7 @@ bool StreamTexture::is_pixel_opaque(int p_x, int p_y) const { void StreamTexture::set_flags(uint32_t p_flags) { flags = p_flags; VS::get_singleton()->texture_set_flags(texture, flags); + _change_notify("flags"); } void StreamTexture::reload_from_file() { @@ -804,6 +842,12 @@ void StreamTexture::reload_from_file() { load(path); } +void StreamTexture::_validate_property(PropertyInfo &property) const { + if (property.name == "flags") { + property.usage = PROPERTY_USAGE_NOEDITOR; + } +} + void StreamTexture::_bind_methods() { ClassDB::bind_method(D_METHOD("load", "path"), &StreamTexture::load); @@ -908,6 +952,7 @@ uint32_t AtlasTexture::get_flags() const { void AtlasTexture::set_atlas(const Ref<Texture> &p_atlas) { + ERR_FAIL_COND(p_atlas == this); if (atlas == p_atlas) return; atlas = p_atlas; @@ -981,11 +1026,11 @@ void AtlasTexture::_bind_methods() { void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const { - Rect2 rc = region; - if (!atlas.is_valid()) return; + Rect2 rc = region; + if (rc.size.width == 0) { rc.size.width = atlas->get_width(); } @@ -1000,11 +1045,11 @@ void AtlasTexture::draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_m void AtlasTexture::draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile, const Color &p_modulate, bool p_transpose, const Ref<Texture> &p_normal_map) const { - Rect2 rc = region; - if (!atlas.is_valid()) return; + Rect2 rc = region; + if (rc.size.width == 0) { rc.size.width = atlas->get_width(); } @@ -1035,11 +1080,11 @@ void AtlasTexture::draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, cons bool AtlasTexture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, Rect2 &r_rect, Rect2 &r_src_rect) const { - Rect2 rc = region; - if (!atlas.is_valid()) return false; + Rect2 rc = region; + Rect2 src = p_src_rect; if (src.size == Size2()) { src.size = rc.size; @@ -1071,11 +1116,17 @@ bool AtlasTexture::get_rect_region(const Rect2 &p_rect, const Rect2 &p_src_rect, bool AtlasTexture::is_pixel_opaque(int p_x, int p_y) const { - if (atlas.is_valid()) { - return atlas->is_pixel_opaque(p_x + region.position.x + margin.position.x, p_x + region.position.y + margin.position.y); - } + if (!atlas.is_valid()) + return true; - return true; + int x = p_x + region.position.x - margin.position.x; + int y = p_y + region.position.y - margin.position.y; + + // margin edge may outside of atlas + if (x < 0 || x >= atlas->get_width()) return false; + if (y < 0 || y >= atlas->get_height()) return false; + + return atlas->is_pixel_opaque(x, y); } AtlasTexture::AtlasTexture() { @@ -1141,6 +1192,7 @@ void LargeTexture::set_piece_offset(int p_idx, const Point2 &p_offset) { void LargeTexture::set_piece_texture(int p_idx, const Ref<Texture> &p_texture) { + ERR_FAIL_COND(p_texture == this); ERR_FAIL_INDEX(p_idx, pieces.size()); pieces.write[p_idx].texture = p_texture; }; @@ -1190,6 +1242,17 @@ Ref<Texture> LargeTexture::get_piece_texture(int p_idx) const { ERR_FAIL_INDEX_V(p_idx, pieces.size(), Ref<Texture>()); return pieces[p_idx].texture; } +Ref<Image> LargeTexture::to_image() const { + + Ref<Image> img = memnew(Image(this->get_width(), this->get_height(), false, Image::FORMAT_RGBA8)); + for (int i = 0; i < pieces.size(); i++) { + + Ref<Image> src_img = pieces[i].texture->get_data(); + img->blit_rect(src_img, Rect2(0, 0, src_img->get_width(), src_img->get_height()), pieces[i].offset); + } + + return img; +} void LargeTexture::_bind_methods() { @@ -1459,6 +1522,7 @@ CubeMap::CubeMap() { cubemap = VisualServer::get_singleton()->texture_create(); storage = STORAGE_RAW; lossy_storage_quality = 0.7; + format = Image::FORMAT_BPTC_RGBA; } CubeMap::~CubeMap() { @@ -1606,7 +1670,7 @@ void GradientTexture::_bind_methods() { ClassDB::bind_method(D_METHOD("_update"), &GradientTexture::_update); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_gradient", "get_gradient"); - ADD_PROPERTY(PropertyInfo(Variant::INT, "width"), "set_width", "get_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_width", "get_width"); } void GradientTexture::set_gradient(Ref<Gradient> p_gradient) { @@ -1632,16 +1696,17 @@ void GradientTexture::_queue_update() { if (update_pending) return; + update_pending = true; call_deferred("_update"); } void GradientTexture::_update() { + update_pending = false; + if (gradient.is_null()) return; - update_pending = false; - PoolVector<uint8_t> data; data.resize(width * 4); { @@ -1694,6 +1759,7 @@ void ProxyTexture::_bind_methods() { void ProxyTexture::set_base(const Ref<Texture> &p_texture) { + ERR_FAIL_COND(p_texture == this); base = p_texture; if (base.is_valid()) { VS::get_singleton()->texture_set_proxy(proxy, base->get_rid()); @@ -1809,6 +1875,8 @@ int AnimatedTexture::get_frames() const { } void AnimatedTexture::set_frame_texture(int p_frame, const Ref<Texture> &p_texture) { + + ERR_FAIL_COND(p_texture == this); ERR_FAIL_INDEX(p_frame, MAX_FRAMES); RWLockWrite w(rw_lock); @@ -1944,9 +2012,11 @@ void AnimatedTexture::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::REAL, "fps", PROPERTY_HINT_RANGE, "0,1024,0.1"), "set_fps", "get_fps"); for (int i = 0; i < MAX_FRAMES; i++) { - ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "frame_" + itos(i) + "/texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture"), "set_frame_texture", "get_frame_texture", i); - ADD_PROPERTYI(PropertyInfo(Variant::REAL, "frame_" + itos(i) + "/delay_sec", PROPERTY_HINT_RANGE, "0.0,16.0,0.01"), "set_frame_delay", "get_frame_delay", i); + ADD_PROPERTYI(PropertyInfo(Variant::OBJECT, "frame_" + itos(i) + "/texture", PROPERTY_HINT_RESOURCE_TYPE, "Texture", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "set_frame_texture", "get_frame_texture", i); + ADD_PROPERTYI(PropertyInfo(Variant::REAL, "frame_" + itos(i) + "/delay_sec", PROPERTY_HINT_RANGE, "0.0,16.0,0.01", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_INTERNAL), "set_frame_delay", "get_frame_delay", i); } + + BIND_CONSTANT(MAX_FRAMES); } AnimatedTexture::AnimatedTexture() { @@ -2051,7 +2121,7 @@ void TextureLayered::create(uint32_t p_width, uint32_t p_height, uint32_t p_dept width = p_width; height = p_height; depth = p_depth; - + format = p_format; flags = p_flags; } diff --git a/scene/resources/texture.h b/scene/resources/texture.h index 79e6d2cdf9..281a33929c 100644 --- a/scene/resources/texture.h +++ b/scene/resources/texture.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,15 +31,16 @@ #ifndef TEXTURE_H #define TEXTURE_H -#include "curve.h" -#include "io/resource_loader.h" -#include "os/mutex.h" -#include "os/rw_lock.h" -#include "os/thread_safe.h" -#include "rect2.h" -#include "resource.h" -#include "scene/resources/color_ramp.h" +#include "core/io/resource_loader.h" +#include "core/math/rect2.h" +#include "core/os/mutex.h" +#include "core/os/rw_lock.h" +#include "core/os/thread_safe.h" +#include "core/resource.h" +#include "scene/resources/curve.h" +#include "scene/resources/gradient.h" #include "servers/visual_server.h" + /** @author Juan Linietsky <reduzio@gmail.com> */ @@ -110,6 +111,7 @@ private: Size2 size_override; float lossy_storage_quality; mutable Ref<BitMap> alpha_cache; + bool image_stored; protected: virtual void reload_from_file(); @@ -185,7 +187,7 @@ public: }; private: - Error _load_data(const String &p_path, int &tw, int &th, int &flags, Ref<Image> &image, int p_size_limit = 0); + Error _load_data(const String &p_path, int &tw, int &th, int &tw_custom, int &th_custom, int &flags, Ref<Image> &image, int p_size_limit = 0); String path_to_file; RID texture; Image::Format format; @@ -201,6 +203,7 @@ private: protected: static void _bind_methods(); + void _validate_property(PropertyInfo &property) const; public: typedef void (*TextureFormatRequestCallback)(const Ref<StreamTexture> &); @@ -218,6 +221,8 @@ public: int get_height() const; virtual RID get_rid() const; + virtual void set_path(const String &p_path, bool p_take_over); + virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const; virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const; virtual void draw_rect_region(RID p_canvas_item, const Rect2 &p_rect, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>(), bool p_clip_uv = true) const; @@ -233,6 +238,7 @@ public: }; class ResourceFormatLoaderStreamTexture : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderStreamTexture, ResourceFormatLoader) public: virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); virtual void get_recognized_extensions(List<String> *p_extensions) const; @@ -326,6 +332,7 @@ public: int get_piece_count() const; Vector2 get_piece_offset(int p_idx) const; Ref<Texture> get_piece_texture(int p_idx) const; + Ref<Image> to_image() const; virtual void draw(RID p_canvas_item, const Point2 &p_pos, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const; virtual void draw_rect(RID p_canvas_item, const Rect2 &p_rect, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false, const Ref<Texture> &p_normal_map = Ref<Texture>()) const; @@ -486,6 +493,7 @@ public: }; class ResourceFormatLoaderTextureLayered : public ResourceFormatLoader { + GDCLASS(ResourceFormatLoaderTextureLayered, ResourceFormatLoader) public: enum Compression { COMPRESSION_LOSSLESS, diff --git a/scene/resources/theme.cpp b/scene/resources/theme.cpp index f903669fc7..69258bc834 100644 --- a/scene/resources/theme.cpp +++ b/scene/resources/theme.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,8 +29,8 @@ /*************************************************************************/ #include "theme.h" -#include "os/file_access.h" -#include "print_string.h" +#include "core/os/file_access.h" +#include "core/print_string.h" Ref<Theme> Theme::default_theme; @@ -39,26 +39,6 @@ void Theme::_emit_theme_changed() { emit_changed(); } -void Theme::_ref_font(Ref<Font> p_sc) { - - if (!font_refcount.has(p_sc)) { - font_refcount[p_sc] = 1; - p_sc->connect("changed", this, "_emit_theme_changed"); - } else { - font_refcount[p_sc] += 1; - } -} - -void Theme::_unref_font(Ref<Font> p_sc) { - - ERR_FAIL_COND(!font_refcount.has(p_sc)); - font_refcount[p_sc]--; - if (font_refcount[p_sc] == 0) { - p_sc->disconnect("changed", this, "_emit_theme_changed"); - font_refcount.erase(p_sc); - } -} - bool Theme::_set(const StringName &p_name, const Variant &p_value) { String sname = p_name; @@ -217,13 +197,13 @@ void Theme::set_default_theme_font(const Ref<Font> &p_default_font) { return; if (default_theme_font.is_valid()) { - _unref_font(default_theme_font); + default_theme_font->disconnect("changed", this, "_emit_theme_changed"); } default_theme_font = p_default_font; if (default_theme_font.is_valid()) { - _ref_font(default_theme_font); + default_theme_font->connect("changed", this, "_emit_theme_changed", varray(), CONNECT_REFERENCE_COUNTED); } _change_notify(); @@ -263,8 +243,16 @@ void Theme::set_icon(const StringName &p_name, const StringName &p_type, const R bool new_value = !icon_map.has(p_type) || !icon_map[p_type].has(p_name); + if (icon_map[p_type].has(p_name) && icon_map[p_type][p_name].is_valid()) { + icon_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); + } + icon_map[p_type][p_name] = p_icon; + if (p_icon.is_valid()) { + icon_map[p_type][p_name]->connect("changed", this, "_emit_theme_changed", varray(), CONNECT_REFERENCE_COUNTED); + } + if (new_value) { _change_notify(); emit_changed(); @@ -290,7 +278,12 @@ void Theme::clear_icon(const StringName &p_name, const StringName &p_type) { ERR_FAIL_COND(!icon_map.has(p_type)); ERR_FAIL_COND(!icon_map[p_type].has(p_name)); + if (icon_map[p_type][p_name].is_valid()) { + icon_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); + } + icon_map[p_type].erase(p_name); + _change_notify(); emit_changed(); } @@ -358,8 +351,16 @@ void Theme::set_stylebox(const StringName &p_name, const StringName &p_type, con bool new_value = !style_map.has(p_type) || !style_map[p_type].has(p_name); + if (style_map[p_type].has(p_name) && style_map[p_type][p_name].is_valid()) { + style_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); + } + style_map[p_type][p_name] = p_style; + if (p_style.is_valid()) { + style_map[p_type][p_name]->connect("changed", this, "_emit_theme_changed", varray(), CONNECT_REFERENCE_COUNTED); + } + if (new_value) _change_notify(); emit_changed(); @@ -385,7 +386,12 @@ void Theme::clear_stylebox(const StringName &p_name, const StringName &p_type) { ERR_FAIL_COND(!style_map.has(p_type)); ERR_FAIL_COND(!style_map[p_type].has(p_name)); + if (style_map[p_type][p_name].is_valid()) { + style_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); + } + style_map[p_type].erase(p_name); + _change_notify(); emit_changed(); } @@ -416,15 +422,14 @@ void Theme::set_font(const StringName &p_name, const StringName &p_type, const R bool new_value = !font_map.has(p_type) || !font_map[p_type].has(p_name); - if (!new_value) { - if (font_map[p_type][p_name].is_valid()) { - _unref_font(font_map[p_type][p_name]); - } + if (font_map[p_type][p_name].is_valid()) { + font_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); } + font_map[p_type][p_name] = p_font; if (p_font.is_valid()) { - _ref_font(p_font); + font_map[p_type][p_name]->connect("changed", this, "_emit_theme_changed", varray(), CONNECT_REFERENCE_COUNTED); } if (new_value) { @@ -452,8 +457,8 @@ void Theme::clear_font(const StringName &p_name, const StringName &p_type) { ERR_FAIL_COND(!font_map.has(p_type)); ERR_FAIL_COND(!font_map[p_type].has(p_name)); - if (font_map.has(p_type) && font_map[p_type].has(p_name) && font_map[p_type][p_name].is_valid()) { - _unref_font(font_map[p_type][p_name]); + if (font_map[p_type][p_name].is_valid()) { + font_map[p_type][p_name]->disconnect("changed", this, "_emit_theme_changed"); } font_map[p_type].erase(p_name); @@ -570,15 +575,95 @@ void Theme::get_constant_list(StringName p_type, List<StringName> *p_list) const } } +void Theme::clear() { + + //these need disconnecting + { + const StringName *K = NULL; + while ((K = icon_map.next(K))) { + const StringName *L = NULL; + while ((L = icon_map[*K].next(L))) { + icon_map[*K][*L]->disconnect("changed", this, "_emit_theme_changed"); + } + } + } + + { + const StringName *K = NULL; + while ((K = style_map.next(K))) { + const StringName *L = NULL; + while ((L = style_map[*K].next(L))) { + style_map[*K][*L]->disconnect("changed", this, "_emit_theme_changed"); + } + } + } + + { + const StringName *K = NULL; + while ((K = font_map.next(K))) { + const StringName *L = NULL; + while ((L = font_map[*K].next(L))) { + font_map[*K][*L]->disconnect("changed", this, "_emit_theme_changed"); + } + } + } + + icon_map.clear(); + style_map.clear(); + font_map.clear(); + shader_map.clear(); + color_map.clear(); + constant_map.clear(); + + _change_notify(); + emit_changed(); +} + void Theme::copy_default_theme() { - Ref<Theme> default_theme = get_default(); + Ref<Theme> default_theme2 = get_default(); + copy_theme(default_theme2); +} + +void Theme::copy_theme(const Ref<Theme> &p_other) { + + //these need reconnecting, so add normally + { + const StringName *K = NULL; + while ((K = p_other->icon_map.next(K))) { + const StringName *L = NULL; + while ((L = p_other->icon_map[*K].next(L))) { + set_icon(*L, *K, p_other->icon_map[*K][*L]); + } + } + } + + { + const StringName *K = NULL; + while ((K = p_other->style_map.next(K))) { + const StringName *L = NULL; + while ((L = p_other->style_map[*K].next(L))) { + set_stylebox(*L, *K, p_other->style_map[*K][*L]); + } + } + } + + { + const StringName *K = NULL; + while ((K = p_other->font_map.next(K))) { + const StringName *L = NULL; + while ((L = p_other->font_map[*K].next(L))) { + set_font(*L, *K, p_other->font_map[*K][*L]); + } + } + } + + //these are ok to just copy + + color_map = p_other->color_map; + constant_map = p_other->constant_map; + shader_map = p_other->shader_map; - icon_map = default_theme->icon_map; - style_map = default_theme->style_map; - font_map = default_theme->font_map; - color_map = default_theme->color_map; - constant_map = default_theme->constant_map; _change_notify(); emit_changed(); } @@ -661,6 +746,8 @@ void Theme::_bind_methods() { ClassDB::bind_method(D_METHOD("clear_constant", "name", "type"), &Theme::clear_constant); ClassDB::bind_method(D_METHOD("get_constant_list", "type"), &Theme::_get_constant_list); + ClassDB::bind_method(D_METHOD("clear"), &Theme::clear); + 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); @@ -669,6 +756,7 @@ void Theme::_bind_methods() { ClassDB::bind_method(D_METHOD("_emit_theme_changed"), &Theme::_emit_theme_changed); ClassDB::bind_method("copy_default_theme", &Theme::copy_default_theme); + ClassDB::bind_method(D_METHOD("copy_theme", "other"), &Theme::copy_theme); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "default_font", PROPERTY_HINT_RESOURCE_TYPE, "Font"), "set_default_font", "get_default_font"); } @@ -678,411 +766,3 @@ Theme::Theme() { Theme::~Theme() { } - -RES ResourceFormatLoaderTheme::load(const String &p_path, const String &p_original_path, Error *r_error) { - if (r_error) - *r_error = ERR_CANT_OPEN; - - Error err; - FileAccess *f = FileAccess::open(p_path, FileAccess::READ, &err); - - ERR_EXPLAIN("Unable to open theme file: " + p_path); - ERR_FAIL_COND_V(err, RES()); - String base_path = p_path.get_base_dir(); - Ref<Theme> theme(memnew(Theme)); - Map<StringName, Variant> library; - if (r_error) - *r_error = ERR_FILE_CORRUPT; - - bool reading_library = false; - int line = 0; - - while (!f->eof_reached()) { - - String l = f->get_line().strip_edges(); - line++; - - int comment = l.find(";"); - if (comment != -1) - l = l.substr(0, comment); - if (l == "") - continue; - - if (l.begins_with("[")) { - if (l == "[library]") { - reading_library = true; - } else if (l == "[theme]") { - reading_library = false; - } else { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Unknown section type: '" + l + "'."); - ERR_FAIL_V(RES()); - } - continue; - } - - int eqpos = l.find("="); - if (eqpos == -1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected '='."); - ERR_FAIL_V(RES()); - } - - String right = l.substr(eqpos + 1, l.length()).strip_edges(); - if (right == "") { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected value after '='."); - ERR_FAIL_V(RES()); - } - - Variant value; - - if (right.is_valid_integer()) { - //is number - value = right.to_int(); - } else if (right.is_valid_html_color()) { - //is html color - value = Color::html(right); - } else if (right.begins_with("@")) { //reference - - String reference = right.substr(1, right.length()); - if (!library.has(reference)) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid reference to '" + reference + "'."); - ERR_FAIL_V(RES()); - } - - value = library[reference]; - - } else if (right.begins_with("default")) { //use default - //do none - } else { - //attempt to parse a constructor - int popenpos = right.find("("); - - if (popenpos == -1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid constructor syntax: " + right); - ERR_FAIL_V(RES()); - } - - int pclosepos = right.find_last(")"); - - if (pclosepos == -1) { - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid constructor parameter syntax: " + right); - ERR_FAIL_V(RES()); - } - - String type = right.substr(0, popenpos); - String param = right.substr(popenpos + 1, pclosepos - popenpos - 1); - - if (type == "icon") { - - String path; - - if (param.is_abs_path()) - path = param; - else - path = base_path + "/" + param; - - Ref<Texture> texture = ResourceLoader::load(path); - if (!texture.is_valid()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Couldn't find icon at path: " + path); - ERR_FAIL_V(RES()); - } - - value = texture; - - } else if (type == "sbox") { - - String path; - - if (param.is_abs_path()) - path = param; - else - path = base_path + "/" + param; - - Ref<StyleBox> stylebox = ResourceLoader::load(path); - if (!stylebox.is_valid()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Couldn't find stylebox at path: " + path); - ERR_FAIL_V(RES()); - } - - value = stylebox; - - } else if (type == "sboxt") { - - Vector<String> params = param.split(","); - if (params.size() != 5 && params.size() != 9) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid param count for sboxt(): '" + right + "'."); - ERR_FAIL_V(RES()); - } - - String path = params[0]; - - if (!param.is_abs_path()) - path = base_path + "/" + path; - - Ref<Texture> tex = ResourceLoader::load(path); - if (tex.is_null()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Could not open texture for sboxt at path: '" + params[0] + "'."); - ERR_FAIL_V(RES()); - } - - Ref<StyleBoxTexture> sbtex(memnew(StyleBoxTexture)); - - sbtex->set_texture(tex); - - for (int i = 0; i < 4; i++) { - if (!params[i + 1].is_valid_integer()) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid expand margin parameter for sboxt #" + itos(i + 1) + ", expected integer constant, got: '" + params[i + 1] + "'."); - ERR_FAIL_V(RES()); - } - - int margin = params[i + 1].to_int(); - sbtex->set_expand_margin_size(Margin(i), margin); - } - - if (params.size() == 9) { - - for (int i = 0; i < 4; i++) { - - if (!params[i + 5].is_valid_integer()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid expand margin parameter for sboxt #" + itos(i + 5) + ", expected integer constant, got: '" + params[i + 5] + "'."); - ERR_FAIL_V(RES()); - } - - int margin = params[i + 5].to_int(); - sbtex->set_margin_size(Margin(i), margin); - } - } - - value = sbtex; - } else if (type == "sboxf") { - - Vector<String> params = param.split(","); - if (params.size() < 2) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid param count for sboxf(): '" + right + "'."); - ERR_FAIL_V(RES()); - } - - Ref<StyleBoxFlat> sbflat(memnew(StyleBoxFlat)); - - if (!params[0].is_valid_integer()) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected integer numeric constant for parameter 0 (border size)."); - ERR_FAIL_V(RES()); - } - - sbflat->set_border_width_all(params[0].to_int()); - - if (!params[0].is_valid_integer()) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected integer numeric constant for parameter 0 (border size)."); - ERR_FAIL_V(RES()); - } - - int left = MIN(params.size() - 1, 3); - - int ccodes = 0; - - for (int i = 0; i < left; i++) { - - if (params[i + 1].is_valid_html_color()) - ccodes++; - else - break; - } - - Color normal; - Color bright; - Color dark; - - if (ccodes < 1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected at least 1, 2 or 3 html color codes."); - ERR_FAIL_V(RES()); - } else if (ccodes == 1) { - - normal = Color::html(params[1]); - bright = Color::html(params[1]); - dark = Color::html(params[1]); - } else if (ccodes == 2) { - - normal = Color::html(params[1]); - bright = Color::html(params[2]); - dark = Color::html(params[2]); - } else { - - normal = Color::html(params[1]); - bright = Color::html(params[2]); - dark = Color::html(params[3]); - } - - sbflat->set_border_color_all(bright); - // sbflat->set_dark_color(dark); - sbflat->set_bg_color(normal); - - if (params.size() == ccodes + 5) { - //margins - for (int i = 0; i < 4; i++) { - - if (!params[i + ccodes + 1].is_valid_integer()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid expand margin parameter for sboxf #" + itos(i + ccodes + 1) + ", expected integer constant, got: '" + params[i + ccodes + 1] + "'."); - ERR_FAIL_V(RES()); - } - - //int margin = params[i+ccodes+1].to_int(); - //sbflat->set_margin_size(Margin(i),margin); - } - } else if (params.size() != ccodes + 1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid amount of margin parameters for sboxt."); - ERR_FAIL_V(RES()); - } - - value = sbflat; - - } else { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid constructor type: '" + type + "'."); - ERR_FAIL_V(RES()); - } - } - - //parse left and do something with it - String left = l.substr(0, eqpos); - - if (reading_library) { - - left = left.strip_edges(); - if (!left.is_valid_identifier()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": <LibraryItem> is not a valid identifier."); - ERR_FAIL_V(RES()); - } - if (library.has(left)) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Already in library: '" + left + "'."); - ERR_FAIL_V(RES()); - } - - library[left] = value; - } else { - - int pointpos = left.find("."); - if (pointpos == -1) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Expected 'control.item=..' assign syntax."); - ERR_FAIL_V(RES()); - } - - String control = left.substr(0, pointpos).strip_edges(); - if (!control.is_valid_identifier()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": <Control> is not a valid identifier."); - ERR_FAIL_V(RES()); - } - String item = left.substr(pointpos + 1, left.size()).strip_edges(); - if (!item.is_valid_identifier()) { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": <Item> is not a valid identifier."); - ERR_FAIL_V(RES()); - } - - if (value.get_type() == Variant::NIL) { - //try to use exiting - if (Theme::get_default()->has_stylebox(item, control)) - value = Theme::get_default()->get_stylebox(item, control); - else if (Theme::get_default()->has_font(item, control)) - value = Theme::get_default()->get_font(item, control); - else if (Theme::get_default()->has_icon(item, control)) - value = Theme::get_default()->get_icon(item, control); - else if (Theme::get_default()->has_color(item, control)) - value = Theme::get_default()->get_color(item, control); - else if (Theme::get_default()->has_constant(item, control)) - value = Theme::get_default()->get_constant(item, control); - else { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Default not present for: '" + control + "." + item + "'."); - ERR_FAIL_V(RES()); - } - } - - if (value.get_type() == Variant::OBJECT) { - - Ref<Resource> res = value; - if (!res.is_valid()) { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid resource (NULL)."); - ERR_FAIL_V(RES()); - } - - if (Object::cast_to<StyleBox>(*res)) { - theme->set_stylebox(item, control, res); - } else if (Object::cast_to<Font>(*res)) { - theme->set_font(item, control, res); - } else if (Object::cast_to<Font>(*res)) { - theme->set_font(item, control, res); - } else if (Object::cast_to<Texture>(*res)) { - theme->set_icon(item, control, res); - } else { - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Invalid resource type."); - ERR_FAIL_V(RES()); - } - } else if (value.get_type() == Variant::COLOR) { - - theme->set_color(item, control, value); - - } else if (value.get_type() == Variant::INT) { - - theme->set_constant(item, control, value); - - } else { - - memdelete(f); - ERR_EXPLAIN(p_path + ":" + itos(line) + ": Couldn't even determine what this setting is! what did you do!?"); - ERR_FAIL_V(RES()); - } - } - } - - f->close(); - memdelete(f); - - if (r_error) - *r_error = OK; - - return theme; -} - -void ResourceFormatLoaderTheme::get_recognized_extensions(List<String> *p_extensions) const { - - p_extensions->push_back("theme"); -} - -bool ResourceFormatLoaderTheme::handles_type(const String &p_type) const { - - return p_type == "Theme"; -} - -String ResourceFormatLoaderTheme::get_resource_type(const String &p_path) const { - - if (p_path.get_extension().to_lower() == "theme") - return "Theme"; - return ""; -} diff --git a/scene/resources/theme.h b/scene/resources/theme.h index e0d4038e7e..fb59073cbe 100644 --- a/scene/resources/theme.h +++ b/scene/resources/theme.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,8 +31,8 @@ #ifndef THEME_H #define THEME_H -#include "io/resource_loader.h" -#include "resource.h" +#include "core/io/resource_loader.h" +#include "core/resource.h" #include "scene/resources/font.h" #include "scene/resources/shader.h" #include "scene/resources/style_box.h" @@ -47,12 +47,6 @@ class Theme : public Resource { RES_BASE_EXTENSION("theme"); static Ref<Theme> default_theme; - - //keep a reference count to font, so each time the font changes, we emit theme changed too - Map<Ref<Font>, int> font_refcount; - - void _ref_font(Ref<Font> p_sc); - void _unref_font(Ref<Font> p_sc); void _emit_theme_changed(); HashMap<StringName, HashMap<StringName, Ref<Texture> > > icon_map; @@ -190,17 +184,11 @@ public: void get_type_list(List<StringName> *p_list) const; void copy_default_theme(); + void copy_theme(const Ref<Theme> &p_other); + void clear(); Theme(); ~Theme(); }; -class ResourceFormatLoaderTheme : public ResourceFormatLoader { -public: - virtual RES load(const String &p_path, const String &p_original_path = "", Error *r_error = NULL); - virtual void get_recognized_extensions(List<String> *p_extensions) const; - virtual bool handles_type(const String &p_type) const; - virtual String get_resource_type(const String &p_path) const; -}; - #endif diff --git a/scene/resources/tile_set.cpp b/scene/resources/tile_set.cpp index 8112d6be00..4ddfc0331b 100644 --- a/scene/resources/tile_set.cpp +++ b/scene/resources/tile_set.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,7 +29,8 @@ /*************************************************************************/ #include "tile_set.h" -#include "array.h" +#include "core/array.h" +#include "core/engine.h" bool TileSet::_set(const StringName &p_name, const Variant &p_value) { @@ -129,6 +130,22 @@ bool TileSet::_set(const StringName &p_name, const Variant &p_value) { } p.pop_front(); } + } else if (what == "z_index_map") { + tile_map[id].autotile_data.z_index_map.clear(); + Array p = p_value; + Vector3 val; + Vector2 v; + int z_index; + while (p.size() > 0) { + val = p[0]; + if (val.z != 0) { + v.x = val.x; + v.y = val.y; + z_index = (int)val.z; + tile_map[id].autotile_data.z_index_map[v] = z_index; + } + p.pop_front(); + } } } else if (what == "shape") tile_set_shape(id, 0, p_value); @@ -138,6 +155,8 @@ bool TileSet::_set(const StringName &p_name, const Variant &p_value) { tile_set_shape_transform(id, 0, p_value); else if (what == "shape_one_way") tile_set_shape_one_way(id, 0, p_value); + else if (what == "shape_one_way_margin") + tile_set_shape_one_way_margin(id, 0, p_value); else if (what == "shapes") _tile_set_shapes(id, p_value); else if (what == "occluder") @@ -228,6 +247,19 @@ bool TileSet::_get(const StringName &p_name, Variant &r_ret) const { } } r_ret = p; + } else if (what == "z_index_map") { + Array p; + Vector3 v; + for (Map<Vector2, int>::Element *E = tile_map[id].autotile_data.z_index_map.front(); E; E = E->next()) { + if (E->value() != 0) { + //Don't save default value + v.x = E->key().x; + v.y = E->key().y; + v.z = E->value(); + p.push_back(v); + } + } + r_ret = p; } } else if (what == "shape") r_ret = tile_get_shape(id, 0); @@ -237,6 +269,8 @@ bool TileSet::_get(const StringName &p_name, Variant &r_ret) const { r_ret = tile_get_shape_transform(id, 0); else if (what == "shape_one_way") r_ret = tile_get_shape_one_way(id, 0); + else if (what == "shape_one_way_margin") + r_ret = tile_get_shape_one_way_margin(id, 0); else if (what == "shapes") r_ret = _tile_get_shapes(id); else if (what == "occluder") @@ -278,12 +312,14 @@ void TileSet::_get_property_list(List<PropertyInfo> *p_list) const { p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/occluder_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/navpoly_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/priority_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/z_index_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); } else if (tile_get_tile_mode(id) == ATLAS_TILE) { p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "autotile/icon_coordinate", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "autotile/tile_size", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::INT, pre + "autotile/spacing", PROPERTY_HINT_RANGE, "0,256,1", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/occluder_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/navpoly_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "autotile/z_index_map", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); } p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "occluder_offset")); p_list->push_back(PropertyInfo(Variant::OBJECT, pre + "occluder", PROPERTY_HINT_RESOURCE_TYPE, "OccluderPolygon2D")); @@ -293,6 +329,7 @@ void TileSet::_get_property_list(List<PropertyInfo> *p_list) const { p_list->push_back(PropertyInfo(Variant::VECTOR2, pre + "shape_transform", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR)); p_list->push_back(PropertyInfo(Variant::OBJECT, pre + "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D", PROPERTY_USAGE_EDITOR)); p_list->push_back(PropertyInfo(Variant::BOOL, pre + "shape_one_way", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_EDITOR)); + p_list->push_back(PropertyInfo(Variant::REAL, pre + "shape_one_way_margin", PROPERTY_HINT_RANGE, "0,128,0.01", PROPERTY_USAGE_EDITOR)); p_list->push_back(PropertyInfo(Variant::ARRAY, pre + "shapes", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR)); p_list->push_back(PropertyInfo(Variant::INT, pre + "z_index", PROPERTY_HINT_RANGE, itos(VS::CANVAS_ITEM_Z_MIN) + "," + itos(VS::CANVAS_ITEM_Z_MAX) + ",1")); } @@ -483,6 +520,30 @@ const Map<Vector2, int> &TileSet::autotile_get_priority_map(int p_id) const { return tile_map[p_id].autotile_data.priority_map; } +void TileSet::autotile_set_z_index(int p_id, const Vector2 &p_coord, int p_z_index) { + + ERR_FAIL_COND(!tile_map.has(p_id)); + tile_map[p_id].autotile_data.z_index_map[p_coord] = p_z_index; + emit_changed(); +} + +int TileSet::autotile_get_z_index(int p_id, const Vector2 &p_coord) { + + ERR_FAIL_COND_V(!tile_map.has(p_id), 1); + if (tile_map[p_id].autotile_data.z_index_map.has(p_coord)) { + return tile_map[p_id].autotile_data.z_index_map[p_coord]; + } + //When not custom z index set return the default value + return 0; +} + +const Map<Vector2, int> &TileSet::autotile_get_z_index_map(int p_id) const { + + static Map<Vector2, int> dummy; + ERR_FAIL_COND_V(!tile_map.has(p_id), dummy); + return tile_map[p_id].autotile_data.z_index_map; +} + void TileSet::autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag) { ERR_FAIL_COND(!tile_map.has(p_id)); @@ -554,7 +615,7 @@ Vector2 TileSet::autotile_get_subtile_for_bitmask(int p_id, uint16_t p_bitmask, if (coords.size() == 0) { return autotile_get_icon_coordinate(p_id); } else { - return coords[Math::random(0, (int)coords.size())]; + return coords[Math::rand() % coords.size()]; } } @@ -602,6 +663,7 @@ void TileSet::tile_set_shape(int p_id, int p_shape_id, const Ref<Shape2D> &p_sha if (tile_map[p_id].shapes_data.size() <= p_shape_id) tile_map[p_id].shapes_data.resize(p_shape_id + 1); tile_map[p_id].shapes_data.write[p_shape_id].shape = p_shape; + _decompose_convex_shape(p_shape); emit_changed(); } @@ -660,6 +722,22 @@ bool TileSet::tile_get_shape_one_way(int p_id, int p_shape_id) const { return false; } +void TileSet::tile_set_shape_one_way_margin(int p_id, int p_shape_id, float p_margin) { + ERR_FAIL_COND(!tile_map.has(p_id)); + if (tile_map[p_id].shapes_data.size() <= p_shape_id) + tile_map[p_id].shapes_data.resize(p_shape_id + 1); + tile_map[p_id].shapes_data.write[p_shape_id].one_way_collision_margin = p_margin; + emit_changed(); +} + +float TileSet::tile_get_shape_one_way_margin(int p_id, int p_shape_id) const { + ERR_FAIL_COND_V(!tile_map.has(p_id), 0); + if (tile_map[p_id].shapes_data.size() > p_shape_id) + return tile_map[p_id].shapes_data[p_shape_id].one_way_collision_margin; + + return 0; +} + void TileSet::tile_set_light_occluder(int p_id, const Ref<OccluderPolygon2D> &p_light_occluder) { ERR_FAIL_COND(!tile_map.has(p_id)); @@ -768,6 +846,9 @@ void TileSet::tile_set_shapes(int p_id, const Vector<ShapeData> &p_shapes) { ERR_FAIL_COND(!tile_map.has(p_id)); tile_map[p_id].shapes_data = p_shapes; + for (int i = 0; i < p_shapes.size(); i++) { + _decompose_convex_shape(p_shapes[i].shape); + } emit_changed(); } @@ -812,9 +893,10 @@ void TileSet::_tile_set_shapes(int p_id, const Array &p_shapes) { } else if (p_shapes[i].get_type() == Variant::DICTIONARY) { Dictionary d = p_shapes[i]; - if (d.has("shape") && d["shape"].get_type() == Variant::OBJECT) + if (d.has("shape") && d["shape"].get_type() == Variant::OBJECT) { s.shape = d["shape"]; - else + _decompose_convex_shape(s.shape); + } else continue; if (d.has("shape_transform") && d["shape_transform"].get_type() == Variant::TRANSFORM2D) @@ -829,6 +911,11 @@ void TileSet::_tile_set_shapes(int p_id, const Array &p_shapes) { else s.one_way_collision = default_one_way; + if (d.has("one_way_margin") && d["one_way_margin"].is_num()) + s.one_way_collision_margin = d["one_way_margin"]; + else + s.one_way_collision_margin = 1.0; + if (d.has("autotile_coord") && d["autotile_coord"].get_type() == Variant::VECTOR2) s.autotile_coord = d["autotile_coord"]; else @@ -856,6 +943,7 @@ Array TileSet::_tile_get_shapes(int p_id) const { shape_data["shape"] = data[i].shape; shape_data["shape_transform"] = data[i].shape_transform; shape_data["one_way"] = data[i].one_way_collision; + shape_data["one_way_margin"] = data[i].one_way_collision_margin; shape_data["autotile_coord"] = data[i].autotile_coord; arr.push_back(shape_data); } @@ -874,6 +962,26 @@ Array TileSet::_get_tiles_ids() const { return arr; } +void TileSet::_decompose_convex_shape(Ref<Shape2D> p_shape) { + if (Engine::get_singleton()->is_editor_hint()) + return; + Ref<ConvexPolygonShape2D> convex = p_shape; + if (!convex.is_valid()) + return; + Vector<Vector<Vector2> > decomp = Geometry::decompose_polygon_in_convex(convex->get_points()); + if (decomp.size() > 1) { + Array sub_shapes; + for (int i = 0; i < decomp.size(); i++) { + Ref<ConvexPolygonShape2D> _convex = memnew(ConvexPolygonShape2D); + _convex->set_points(decomp[i]); + sub_shapes.append(_convex); + } + convex->set_meta("decomposed", sub_shapes); + } else { + convex->set_meta("decomposed", Variant()); + } +} + void TileSet::get_tile_list(List<int> *p_tiles) const { for (Map<int, TileData>::Element *E = tile_map.front(); E; E = E->next()) { @@ -938,8 +1046,25 @@ void TileSet::clear() { void TileSet::_bind_methods() { ClassDB::bind_method(D_METHOD("create_tile", "id"), &TileSet::create_tile); + ClassDB::bind_method(D_METHOD("autotile_clear_bitmask_map", "id"), &TileSet::autotile_clear_bitmask_map); + ClassDB::bind_method(D_METHOD("autotile_set_icon_coordinate", "id", "coord"), &TileSet::autotile_set_icon_coordinate); + ClassDB::bind_method(D_METHOD("autotile_get_icon_coordinate", "id"), &TileSet::autotile_get_icon_coordinate); + ClassDB::bind_method(D_METHOD("autotile_set_subtile_priority", "id", "coord", "priority"), &TileSet::autotile_set_subtile_priority); + ClassDB::bind_method(D_METHOD("autotile_get_subtile_priority", "id", "coord"), &TileSet::autotile_get_subtile_priority); + ClassDB::bind_method(D_METHOD("autotile_set_z_index", "id", "coord", "z_index"), &TileSet::autotile_set_z_index); + ClassDB::bind_method(D_METHOD("autotile_get_z_index", "id", "coord"), &TileSet::autotile_get_z_index); + ClassDB::bind_method(D_METHOD("autotile_set_light_occluder", "id", "light_occluder", "coord"), &TileSet::autotile_set_light_occluder); + ClassDB::bind_method(D_METHOD("autotile_get_light_occluder", "id", "coord"), &TileSet::autotile_get_light_occluder); + ClassDB::bind_method(D_METHOD("autotile_set_navigation_polygon", "id", "navigation_polygon", "coord"), &TileSet::autotile_set_navigation_polygon); + ClassDB::bind_method(D_METHOD("autotile_get_navigation_polygon", "id", "coord"), &TileSet::autotile_get_navigation_polygon); + ClassDB::bind_method(D_METHOD("autotile_set_bitmask", "id", "bitmask", "flag"), &TileSet::autotile_set_bitmask); + ClassDB::bind_method(D_METHOD("autotile_get_bitmask", "id", "coord"), &TileSet::autotile_get_bitmask); ClassDB::bind_method(D_METHOD("autotile_set_bitmask_mode", "id", "mode"), &TileSet::autotile_set_bitmask_mode); ClassDB::bind_method(D_METHOD("autotile_get_bitmask_mode", "id"), &TileSet::autotile_get_bitmask_mode); + ClassDB::bind_method(D_METHOD("autotile_set_spacing", "id", "spacing"), &TileSet::autotile_set_spacing); + ClassDB::bind_method(D_METHOD("autotile_get_spacing", "id"), &TileSet::autotile_get_spacing); + ClassDB::bind_method(D_METHOD("autotile_set_size", "id", "size"), &TileSet::autotile_set_size); + ClassDB::bind_method(D_METHOD("autotile_get_size", "id"), &TileSet::autotile_get_size); ClassDB::bind_method(D_METHOD("tile_set_name", "id", "name"), &TileSet::tile_set_name); ClassDB::bind_method(D_METHOD("tile_get_name", "id"), &TileSet::tile_get_name); ClassDB::bind_method(D_METHOD("tile_set_texture", "id", "texture"), &TileSet::tile_set_texture); @@ -962,6 +1087,8 @@ void TileSet::_bind_methods() { ClassDB::bind_method(D_METHOD("tile_get_shape_transform", "id", "shape_id"), &TileSet::tile_get_shape_transform); ClassDB::bind_method(D_METHOD("tile_set_shape_one_way", "id", "shape_id", "one_way"), &TileSet::tile_set_shape_one_way); ClassDB::bind_method(D_METHOD("tile_get_shape_one_way", "id", "shape_id"), &TileSet::tile_get_shape_one_way); + ClassDB::bind_method(D_METHOD("tile_set_shape_one_way_margin", "id", "shape_id", "one_way"), &TileSet::tile_set_shape_one_way_margin); + ClassDB::bind_method(D_METHOD("tile_get_shape_one_way_margin", "id", "shape_id"), &TileSet::tile_get_shape_one_way_margin); ClassDB::bind_method(D_METHOD("tile_add_shape", "id", "shape", "shape_transform", "one_way", "autotile_coord"), &TileSet::tile_add_shape, DEFVAL(false), DEFVAL(Vector2())); ClassDB::bind_method(D_METHOD("tile_get_shape_count", "id"), &TileSet::tile_get_shape_count); ClassDB::bind_method(D_METHOD("tile_set_shapes", "id", "shapes"), &TileSet::_tile_set_shapes); diff --git a/scene/resources/tile_set.h b/scene/resources/tile_set.h index 40eee2700d..fac48243d0 100644 --- a/scene/resources/tile_set.h +++ b/scene/resources/tile_set.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -32,9 +32,10 @@ #define TILE_SET_H #include "core/array.h" -#include "resource.h" +#include "core/resource.h" #include "scene/2d/light_occluder_2d.h" #include "scene/2d/navigation_polygon.h" +#include "scene/resources/convex_polygon_shape_2d.h" #include "scene/resources/shape_2d.h" #include "scene/resources/texture.h" @@ -48,9 +49,11 @@ public: Transform2D shape_transform; Vector2 autotile_coord; bool one_way_collision; + float one_way_collision_margin; ShapeData() { one_way_collision = false; + one_way_collision_margin = 1.0; } }; @@ -80,21 +83,21 @@ public: struct AutotileData { BitmaskMode bitmask_mode; - int spacing; Size2 size; + int spacing; Vector2 icon_coord; Map<Vector2, uint16_t> flags; Map<Vector2, Ref<OccluderPolygon2D> > occluder_map; Map<Vector2, Ref<NavigationPolygon> > navpoly_map; Map<Vector2, int> priority_map; + Map<Vector2, int> z_index_map; // Default size to prevent invalid value explicit AutotileData() : + bitmask_mode(BITMASK_2X2), size(64, 64), spacing(0), - icon_coord(0, 0) { - bitmask_mode = BITMASK_2X2; - } + icon_coord(0, 0) {} }; private: @@ -111,8 +114,8 @@ private: Vector2 navigation_polygon_offset; Ref<NavigationPolygon> navigation_polygon; Ref<ShaderMaterial> material; - Color modulate; TileMode tile_mode; + Color modulate; AutotileData autotile_data; int z_index; @@ -132,6 +135,7 @@ protected: void _tile_set_shapes(int p_id, const Array &p_shapes); Array _tile_get_shapes(int p_id) const; Array _get_tiles_ids() const; + void _decompose_convex_shape(Ref<Shape2D> p_shape); static void _bind_methods(); @@ -173,6 +177,10 @@ public: int autotile_get_subtile_priority(int p_id, const Vector2 &p_coord); const Map<Vector2, int> &autotile_get_priority_map(int p_id) const; + void autotile_set_z_index(int p_id, const Vector2 &p_coord, int p_z_index); + int autotile_get_z_index(int p_id, const Vector2 &p_coord); + const Map<Vector2, int> &autotile_get_z_index_map(int p_id) const; + void autotile_set_bitmask(int p_id, Vector2 p_coord, uint16_t p_flag); uint16_t autotile_get_bitmask(int p_id, Vector2 p_coord); const Map<Vector2, uint16_t> &autotile_get_bitmask_map(int p_id); @@ -190,6 +198,9 @@ public: void tile_set_shape_one_way(int p_id, int p_shape_id, bool p_one_way); bool tile_get_shape_one_way(int p_id, int p_shape_id) const; + void tile_set_shape_one_way_margin(int p_id, int p_shape_id, float p_margin); + float tile_get_shape_one_way_margin(int p_id, int p_shape_id) const; + void tile_clear_shapes(int p_id); void tile_add_shape(int p_id, const Ref<Shape2D> &p_shape, const Transform2D &p_transform, bool p_one_way = false, const Vector2 &p_autotile_coord = Vector2()); int tile_get_shape_count(int p_id) const; diff --git a/scene/resources/video_stream.cpp b/scene/resources/video_stream.cpp index 3cd8cbae77..a85db0c592 100644 --- a/scene/resources/video_stream.cpp +++ b/scene/resources/video_stream.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 0d25d9d687..eb3bf6770f 100644 --- a/scene/resources/video_stream.h +++ b/scene/resources/video_stream.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 dac12205b6..4e5909eb2e 100644 --- a/scene/resources/visual_shader.cpp +++ b/scene/resources/visual_shader.cpp @@ -1,6 +1,36 @@ +/*************************************************************************/ +/* visual_shader.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + #include "visual_shader.h" +#include "core/vmap.h" #include "servers/visual/shader_types.h" -#include "vmap.h" void VisualShaderNode::set_output_port_for_preview(int p_index) { @@ -76,7 +106,7 @@ void VisualShaderNode::_bind_methods() { ClassDB::bind_method(D_METHOD("_get_default_input_values"), &VisualShaderNode::_get_default_input_values); ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview"); - ADD_PROPERTYNZ(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_default_input_values", "_get_default_input_values"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR), "_set_default_input_values", "_get_default_input_values"); ADD_SIGNAL(MethodInfo("editor_refresh_request")); } @@ -384,6 +414,10 @@ Shader::Mode VisualShader::get_mode() const { return shader_mode; } +bool VisualShader::is_text_shader() const { + return false; +} + String VisualShader::generate_preview_shader(Type p_type, int p_node, int p_port, Vector<DefaultTextureParam> &default_tex_params) const { Ref<VisualShaderNode> node = get_node(p_type, p_node); @@ -535,7 +569,7 @@ bool VisualShader::_set(const StringName &p_name, const Variant &p_value) { String mode = name.get_slicec('/', 1); int value = p_value; if (value == 0) { - modes.erase(mode); //means its default anyway, so dont store it + modes.erase(mode); //means it's default anyway, so don't store it } else { modes[mode] = value; } @@ -762,10 +796,10 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui val.basis.transpose(); inputs[i] = "n_in" + itos(node) + "p" + itos(i); Array values; - for (int i = 0; i < 3; i++) { - values.push_back(val.basis[i].x); - values.push_back(val.basis[i].y); - values.push_back(val.basis[i].z); + for (int j = 0; j < 3; j++) { + values.push_back(val.basis[j].x); + values.push_back(val.basis[j].y); + values.push_back(val.basis[j].z); } values.push_back(val.origin.x); values.push_back(val.origin.y); @@ -800,15 +834,15 @@ Error VisualShader::_write_node(Type type, StringBuilder &global_code, StringBui } Ref<VisualShaderNodeInput> input = vsnode; + bool skip_global = input.is_valid() && for_preview; - if (input.is_valid() && for_preview) { - //handle for preview - code += input->generate_code_for_preview(type, node, inputs, outputs); - } else { - //handle normally + if (!skip_global) { global_code += vsnode->generate_global(get_mode(), type, node); - code += vsnode->generate_code(get_mode(), type, node, inputs, outputs); } + + //handle normally + code += vsnode->generate_code(get_mode(), type, node, inputs, outputs, for_preview); + code += "\n"; // processed.insert(node); @@ -1012,32 +1046,40 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "modelview", "MODELVIEW_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0)" }, // Spatial, Fragment + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "VERTEX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "tangent", "TANGENT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "binormal", "BINORMAL" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv2", "vec3(UV2,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "float(FRONT_FACING ? 1.0 : 0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" }, // Spatial, Light + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "view", "VIEW" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light", "LIGHT" }, @@ -1045,19 +1087,24 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "attenuation", "ATTENUATION" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "albedo", "ALBEDO" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "transmission", "TRANSMISSION" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "diffuse", "DIFFUSE_LIGHT" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "specular", "SPECULAR_LIGHT" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "roughness", "ROUGHNESS" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_camera", "INV_CAMERA_MATRIX" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "camera", "CAMERA_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_TRANSFORM, "inv_projection", "INV_PROJECTION_MATRIX" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(VIEWPORT_SIZE, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(VIEWPORT_SIZE, 0.0)" }, // Canvas Item, Vertex { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "point_size", "POINT_SIZE" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "world", "WORLD_MATRIX" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_TRANSFORM, "projection", "PROJECTION_MATRIX" }, @@ -1065,14 +1112,18 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" }, // Canvas Item, Fragment + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_pixel_size", "vec3(SCREEN_PIXEL_SIZE, 1.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "light_pass", "float(AT_LIGHT_PASS ? 1.0 : 0.0)" }, // Canvas Item, Light + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "fragcoord", "FRAGCOORD.xyz" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "NORMAL" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, @@ -1083,10 +1134,11 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_alpha", "LIGHT_COLOR.a" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "light_uv", "vec3(LIGHT_UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "shadow_color", "SHADOW_COLOR.rgb" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec2(POINT_COORD,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "texture_pixel_size", "vec3(TEXTURE_PIXEL_SIZE, 1.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "point_coord", "vec3(POINT_COORD,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, + // Particles, Vertex { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "COLOR.rgb" }, { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "COLOR.a" }, @@ -1117,16 +1169,16 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "side", "1.0" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(1.0,1.0, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0,1.0, 0.0)" }, // Spatial, Light { Shader::MODE_SPATIAL, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "normal", "vec3(0.0,0.0,1.0)" }, { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, - { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "vp_size", "vec3(1.0, 1.0, 0.0)" }, + { Shader::MODE_SPATIAL, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "viewport_size", "vec3(1.0, 1.0, 0.0)" }, // Canvas Item, Vertex { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "vertex", "vec3(VERTEX,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, @@ -1137,7 +1189,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_FRAGMENT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Canvas Item, Light { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "uv", "vec3(UV,0.0)" }, @@ -1145,7 +1197,7 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = { { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "alpha", "1.0" }, - { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(UV,0.0)" }, + { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV,0.0)" }, { Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" }, // Particles, Vertex { Shader::MODE_PARTICLES, VisualShader::TYPE_VERTEX, VisualShaderNode::PORT_TYPE_VECTOR, "color", "vec3(1.0)" }, @@ -1184,56 +1236,56 @@ String VisualShaderNodeInput::get_caption() const { return TTR("Input"); } -String VisualShaderNodeInput::generate_code_for_preview(VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeInput::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 { - int idx = 0; + if (p_for_preview) { + int idx = 0; - String code; + String code; - while (preview_ports[idx].mode != Shader::MODE_MAX) { - if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) { - code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n"; - break; + while (preview_ports[idx].mode != Shader::MODE_MAX) { + if (preview_ports[idx].mode == shader_mode && preview_ports[idx].shader_type == shader_type && preview_ports[idx].name == input_name) { + code = "\t" + p_output_vars[0] + " = " + preview_ports[idx].string + ";\n"; + break; + } + idx++; } - idx++; - } - if (code == String()) { - switch (get_output_port_type(0)) { - case PORT_TYPE_SCALAR: { - code = "\t" + p_output_vars[0] + " = 0.0;\n"; - } break; //default (none found) is scalar - case PORT_TYPE_VECTOR: { - code = "\t" + p_output_vars[0] + " = vec3(0.0);\n"; - } break; //default (none found) is scalar - case PORT_TYPE_TRANSFORM: { - code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n"; - } break; //default (none found) is scalar + if (code == String()) { + switch (get_output_port_type(0)) { + case PORT_TYPE_SCALAR: { + code = "\t" + p_output_vars[0] + " = 0.0;\n"; + } break; //default (none found) is scalar + case PORT_TYPE_VECTOR: { + code = "\t" + p_output_vars[0] + " = vec3(0.0);\n"; + } break; //default (none found) is scalar + case PORT_TYPE_TRANSFORM: { + code = "\t" + p_output_vars[0] + " = mat4( vec4(1.0,0.0,0.0,0.0), vec4(0.0,1.0,0.0,0.0), vec4(0.0,0.0,1.0,0.0), vec4(0.0,0.0,0.0,1.0) );\n"; + } break; //default (none found) is scalar + } } - } - return code; -} + return code; -String VisualShaderNodeInput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { + } else { + int idx = 0; - int idx = 0; + String code; - String code; + while (ports[idx].mode != Shader::MODE_MAX) { + if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) { + code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n"; + break; + } + idx++; + } - while (ports[idx].mode != Shader::MODE_MAX) { - if (ports[idx].mode == shader_mode && ports[idx].shader_type == shader_type && ports[idx].name == input_name) { - code = "\t" + p_output_vars[0] + " = " + ports[idx].string + ";\n"; - break; + if (code == String()) { + code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar } - idx++; - } - if (code == String()) { - code = "\t" + p_output_vars[0] + " = 0.0;\n"; //default (none found) is scalar + return code; } - - return code; } void VisualShaderNodeInput::set_input_name(String p_name) { @@ -1501,7 +1553,7 @@ String VisualShaderNodeOutput::get_caption() const { return TTR("Output"); } -String VisualShaderNodeOutput::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeOutput::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 { int idx = 0; int count = 0; diff --git a/scene/resources/visual_shader.h b/scene/resources/visual_shader.h index 6ff1c9a9fe..4792038351 100644 --- a/scene/resources/visual_shader.h +++ b/scene/resources/visual_shader.h @@ -1,8 +1,38 @@ +/*************************************************************************/ +/* visual_shader.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + #ifndef VISUAL_SHADER_H #define VISUAL_SHADER_H +#include "core/string_builder.h" #include "scene/resources/shader.h" -#include "string_builder.h" class VisualShaderNodeUniform; class VisualShaderNode; @@ -111,6 +141,8 @@ public: void set_mode(Mode p_mode); virtual Mode get_mode() const; + virtual bool is_text_shader() const; + void set_graph_offset(const Vector2 &p_offset); Vector2 get_graph_offset() const; @@ -168,7 +200,7 @@ public: virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; - 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) const = 0; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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 = 0; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty virtual String get_warning(Shader::Mode p_mode, VisualShader::Type p_type) const; @@ -211,8 +243,7 @@ public: virtual String get_caption() const; - virtual String generate_code_for_preview(VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const; - 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) const; + 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; void set_input_name(String p_name); String get_input_name() const; @@ -261,7 +292,7 @@ public: virtual String get_caption() const; - 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) const; + 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; VisualShaderNodeOutput(); }; diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 98ecdbdf30..e47069d723 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -1,3 +1,33 @@ +/*************************************************************************/ +/* visual_shader_nodes.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + #include "visual_shader_nodes.h" ////////////// Scalar @@ -25,7 +55,7 @@ String VisualShaderNodeScalarConstant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } -String VisualShaderNodeScalarConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeScalarConstant::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 "\t" + p_output_vars[0] + " = " + vformat("%.6f", constant) + ";\n"; } @@ -84,7 +114,7 @@ String VisualShaderNodeColorConstant::get_output_port_name(int p_port) const { return p_port == 0 ? "" : "alpha"; //no output port means the editor will be used as port } -String VisualShaderNodeColorConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeColorConstant::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 code; code += "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.r, constant.g, constant.b) + ";\n"; @@ -148,7 +178,7 @@ String VisualShaderNodeVec3Constant::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } -String VisualShaderNodeVec3Constant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVec3Constant::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 "\t" + p_output_vars[0] + " = " + vformat("vec3(%.6f,%.6f,%.6f)", constant.x, constant.y, constant.z) + ";\n"; } @@ -206,7 +236,7 @@ String VisualShaderNodeTransformConstant::get_output_port_name(int p_port) const return ""; //no output port means the editor will be used as port } -String VisualShaderNodeTransformConstant::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTransformConstant::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 { Transform t = constant; t.basis.transpose(); @@ -294,7 +324,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade String u = "uniform sampler2D " + make_unique_id(p_type, p_id, "tex"); switch (texture_type) { case TYPE_DATA: break; - case TYPE_COLOR: u += " : hint_color"; break; + case TYPE_COLOR: u += " : hint_albedo"; break; case TYPE_NORMALMAP: u += " : hint_normal"; break; } return u + ";"; @@ -303,7 +333,7 @@ String VisualShaderNodeTexture::generate_global(Shader::Mode p_mode, VisualShade return String(); } -String VisualShaderNodeTexture::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTexture::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 (source == SOURCE_TEXTURE) { String id = make_unique_id(p_type, p_id, "tex"); @@ -327,7 +357,7 @@ 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 = "\t{\n"; - if (p_input_vars[0] == String()) { //none bound, do nothing + if (p_input_vars[0] == String() || p_for_preview) { //none bound, do nothing code += "\t\tvec4 _tex_read = vec4(0.0);\n"; @@ -524,13 +554,13 @@ String VisualShaderNodeCubeMap::generate_global(Shader::Mode p_mode, VisualShade String u = "uniform sampler2DCube " + make_unique_id(p_type, p_id, "cube"); switch (texture_type) { case TYPE_DATA: break; - case TYPE_COLOR: u += " : hint_color"; break; + case TYPE_COLOR: u += " : hint_albedo"; break; case TYPE_NORMALMAP: u += " : hint_normal"; break; } return u + ";"; } -String VisualShaderNodeCubeMap::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeCubeMap::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 id = make_unique_id(p_type, p_id, "cube"); String code; @@ -622,7 +652,7 @@ String VisualShaderNodeScalarOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } -String VisualShaderNodeScalarOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeScalarOp::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 code = "\t" + p_output_vars[0] + " = "; switch (op) { @@ -708,7 +738,7 @@ String VisualShaderNodeVectorOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } -String VisualShaderNodeVectorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVectorOp::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 code = "\t" + p_output_vars[0] + " = "; switch (op) { @@ -794,7 +824,7 @@ String VisualShaderNodeColorOp::get_output_port_name(int p_port) const { return "op"; //no output port means the editor will be used as port } -String VisualShaderNodeColorOp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeColorOp::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 code; static const char *axisn[3] = { "x", "y", "z" }; @@ -942,7 +972,7 @@ String VisualShaderNodeTransformMult::get_output_port_name(int p_port) const { return "mult"; //no output port means the editor will be used as port } -String VisualShaderNodeTransformMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTransformMult::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 (op == OP_AxB) { return "\t" + p_output_vars[0] + " = " + p_input_vars[0] + " * " + p_input_vars[1] + ";\n"; @@ -1011,7 +1041,7 @@ String VisualShaderNodeTransformVecMult::get_output_port_name(int p_port) const return ""; //no output port means the editor will be used as port } -String VisualShaderNodeTransformVecMult::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTransformVecMult::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 (op == OP_AxB) { return "\t" + p_output_vars[0] + " = ( " + p_input_vars[0] + " * vec4(" + p_input_vars[1] + ", 1.0) ).xyz;\n"; } else if (op == OP_BxA) { @@ -1085,7 +1115,7 @@ String VisualShaderNodeScalarFunc::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } -String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeScalarFunc::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 { static const char *scalar_func_id[FUNC_NEGATE + 1] = { "sin($)", @@ -1106,7 +1136,7 @@ String VisualShaderNodeScalarFunc::generate_code(Shader::Mode p_mode, VisualShad "round($)", "ceil($)", "fract($)", - "min(max($,0),1)", + "min(max($,0.0),1.0)", "-($)", }; @@ -1190,7 +1220,7 @@ String VisualShaderNodeVectorFunc::get_output_port_name(int p_port) const { return ""; //no output port means the editor will be used as port } -String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVectorFunc::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars, bool p_for_preview) const { static const char *vec_func_id[FUNC_HSV2RGB + 1] = { "normalize($)", @@ -1291,7 +1321,7 @@ String VisualShaderNodeDotProduct::get_output_port_name(int p_port) const { return "dot"; } -String VisualShaderNodeDotProduct::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeDotProduct::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 "\t" + p_output_vars[0] + " = dot( " + p_input_vars[0] + " , " + p_input_vars[1] + " );\n"; } @@ -1326,7 +1356,7 @@ String VisualShaderNodeVectorLen::get_output_port_name(int p_port) const { return "length"; } -String VisualShaderNodeVectorLen::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVectorLen::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 "\t" + p_output_vars[0] + " = length( " + p_input_vars[0] + " );\n"; } @@ -1366,7 +1396,7 @@ String VisualShaderNodeScalarInterp::get_output_port_name(int p_port) const { return "mix"; } -String VisualShaderNodeScalarInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeScalarInterp::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 "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; } @@ -1408,7 +1438,7 @@ String VisualShaderNodeVectorInterp::get_output_port_name(int p_port) const { return "mix"; } -String VisualShaderNodeVectorInterp::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVectorInterp::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 "\t" + p_output_vars[0] + " = mix( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; } @@ -1449,7 +1479,7 @@ String VisualShaderNodeVectorCompose::get_output_port_name(int p_port) const { return "vec"; } -String VisualShaderNodeVectorCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVectorCompose::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 "\t" + p_output_vars[0] + " = vec3( " + p_input_vars[0] + " , " + p_input_vars[1] + " , " + p_input_vars[2] + " );\n"; } @@ -1494,7 +1524,7 @@ String VisualShaderNodeTransformCompose::get_output_port_name(int p_port) const return "xform"; } -String VisualShaderNodeTransformCompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTransformCompose::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 "\t" + p_output_vars[0] + " = mat4( vec4(" + p_input_vars[0] + ", 0.0) , vec4(" + p_input_vars[1] + ", 0.0) , vec4(" + p_input_vars[2] + ",0.0), vec4(" + p_input_vars[3] + ",1.0) );\n"; } @@ -1537,7 +1567,7 @@ String VisualShaderNodeVectorDecompose::get_output_port_name(int p_port) const { } } -String VisualShaderNodeVectorDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVectorDecompose::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 code; code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + ".x;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + ".y;\n"; @@ -1583,7 +1613,7 @@ String VisualShaderNodeTransformDecompose::get_output_port_name(int p_port) cons } } -String VisualShaderNodeTransformDecompose::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTransformDecompose::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 code; code += "\t" + p_output_vars[0] + " = " + p_input_vars[0] + "[0].xyz;\n"; code += "\t" + p_output_vars[1] + " = " + p_input_vars[0] + "[1].xyz;\n"; @@ -1625,7 +1655,7 @@ String VisualShaderNodeScalarUniform::get_output_port_name(int p_port) const { String VisualShaderNodeScalarUniform::generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const { return "uniform float " + get_uniform_name() + ";\n"; } -String VisualShaderNodeScalarUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeScalarUniform::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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } @@ -1663,7 +1693,7 @@ String VisualShaderNodeColorUniform::generate_global(Shader::Mode p_mode, Visual return "uniform vec4 " + get_uniform_name() + " : hint_color;\n"; } -String VisualShaderNodeColorUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeColorUniform::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 code = "\t" + p_output_vars[0] + " = " + get_uniform_name() + ".rgb;\n"; code += "\t" + p_output_vars[1] + " = " + get_uniform_name() + ".a;\n"; return code; @@ -1701,7 +1731,7 @@ String VisualShaderNodeVec3Uniform::generate_global(Shader::Mode p_mode, VisualS return "uniform vec3 " + get_uniform_name() + ";\n"; } -String VisualShaderNodeVec3Uniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeVec3Uniform::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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } @@ -1737,7 +1767,7 @@ String VisualShaderNodeTransformUniform::generate_global(Shader::Mode p_mode, Vi return "uniform mat4 " + get_uniform_name() + ";\n"; } -String VisualShaderNodeTransformUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTransformUniform::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 "\t" + p_output_vars[0] + " = " + get_uniform_name() + ";\n"; } @@ -1793,7 +1823,7 @@ String VisualShaderNodeTextureUniform::generate_global(Shader::Mode p_mode, Visu return code; } -String VisualShaderNodeTextureUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeTextureUniform::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 id = get_uniform_name(); String code = "\t{\n"; @@ -1888,7 +1918,7 @@ String VisualShaderNodeCubeMapUniform::get_output_port_name(int p_port) const { return p_port == 0 ? "rgb" : "alpha"; } -String VisualShaderNodeCubeMapUniform::generate_code(Shader::Mode p_mode, VisualShader::Type p_type, int p_id, const String *p_input_vars, const String *p_output_vars) const { +String VisualShaderNodeCubeMapUniform::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 String(); } diff --git a/scene/resources/visual_shader_nodes.h b/scene/resources/visual_shader_nodes.h index 2ede36fbc8..27b557494a 100644 --- a/scene/resources/visual_shader_nodes.h +++ b/scene/resources/visual_shader_nodes.h @@ -1,3 +1,33 @@ +/*************************************************************************/ +/* visual_shader_nodes.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + #ifndef VISUAL_SHADER_NODES_H #define VISUAL_SHADER_NODES_H @@ -23,7 +53,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_constant(float p_value); float get_constant() const; @@ -51,7 +81,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_constant(Color p_value); Color get_constant() const; @@ -79,7 +109,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_constant(Vector3 p_value); Vector3 get_constant() const; @@ -107,7 +137,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_constant(Transform p_value); Transform get_constant() const; @@ -157,7 +187,7 @@ public: virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_source(Source p_source); Source get_source() const; @@ -210,7 +240,7 @@ public: virtual Vector<VisualShader::DefaultTextureParam> get_default_texture_parameters(VisualShader::Type p_type, int p_id) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_cube_map(Ref<CubeMap> p_value); Ref<CubeMap> get_cube_map() const; @@ -258,7 +288,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; @@ -303,7 +333,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; @@ -347,7 +377,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; @@ -384,7 +414,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; @@ -423,7 +453,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_operator(Operator p_op); Operator get_operator() const; @@ -480,7 +510,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_function(Function p_func); Function get_function() const; @@ -523,7 +553,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty void set_function(Function p_func); Function get_function() const; @@ -551,7 +581,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeDotProduct(); }; @@ -572,7 +602,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorLen(); }; @@ -593,7 +623,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeScalarInterp(); }; @@ -614,7 +644,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorInterp(); }; @@ -635,7 +665,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorCompose(); }; @@ -656,7 +686,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeTransformCompose(); }; @@ -677,7 +707,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVectorDecompose(); }; @@ -698,7 +728,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeTransformDecompose(); }; @@ -720,7 +750,7 @@ public: virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeScalarUniform(); }; @@ -740,7 +770,7 @@ public: virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeColorUniform(); }; @@ -760,7 +790,7 @@ public: virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeVec3Uniform(); }; @@ -780,7 +810,7 @@ public: virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeTransformUniform(); }; @@ -821,7 +851,7 @@ public: virtual String get_output_port_name(int p_port) const; virtual String generate_global(Shader::Mode p_mode, VisualShader::Type p_type, int p_id) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty Vector<StringName> get_editable_properties() const; @@ -853,7 +883,7 @@ public: virtual PortType get_output_port_type(int p_port) const; virtual String get_output_port_name(int p_port) const; - 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) const; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty + 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; //if no output is connected, the output var passed will be empty. if no input is connected and input is NIL, the input var passed will be empty VisualShaderNodeCubeMapUniform(); }; diff --git a/scene/resources/world.cpp b/scene/resources/world.cpp index 82183d24e7..0ca5d7eb36 100644 --- a/scene/resources/world.cpp +++ b/scene/resources/world.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -30,8 +30,8 @@ #include "world.h" -#include "camera_matrix.h" -#include "octree.h" +#include "core/math/camera_matrix.h" +#include "core/math/octree.h" #include "scene/3d/camera.h" #include "scene/3d/visibility_notifier.h" #include "scene/scene_string_names.h" diff --git a/scene/resources/world.h b/scene/resources/world.h index 54bdf25784..05d5ceb411 100644 --- a/scene/resources/world.h +++ b/scene/resources/world.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,14 +31,14 @@ #ifndef WORLD_H #define WORLD_H -#include "resource.h" +#include "core/resource.h" #include "scene/resources/environment.h" #include "servers/physics_server.h" #include "servers/visual_server.h" -class SpatialIndexer; class Camera; class VisibilityNotifier; +struct SpatialIndexer; class World : public Resource { GDCLASS(World, Resource); diff --git a/scene/resources/world_2d.cpp b/scene/resources/world_2d.cpp index bed6ffd1bd..13b45f58dc 100644 --- a/scene/resources/world_2d.cpp +++ b/scene/resources/world_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -29,13 +29,13 @@ /*************************************************************************/ #include "world_2d.h" -#include "servers/physics_2d_server.h" -#include "servers/visual_server.h" -//#include "servers/spatial_sound_2d_server.h" -#include "project_settings.h" + +#include "core/project_settings.h" #include "scene/2d/camera_2d.h" #include "scene/2d/visibility_notifier_2d.h" #include "scene/main/viewport.h" +#include "servers/physics_2d_server.h" +#include "servers/visual_server.h" struct SpatialIndexer2D { diff --git a/scene/resources/world_2d.h b/scene/resources/world_2d.h index 59f34e32f2..e0c671e1a7 100644 --- a/scene/resources/world_2d.h +++ b/scene/resources/world_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 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 */ @@ -31,13 +31,13 @@ #ifndef WORLD_2D_H #define WORLD_2D_H -#include "project_settings.h" -#include "resource.h" +#include "core/project_settings.h" +#include "core/resource.h" #include "servers/physics_2d_server.h" -class SpatialIndexer2D; class VisibilityNotifier2D; class Viewport; +struct SpatialIndexer2D; class World2D : public Resource { |