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-rw-r--r--scene/2d/path_2d.cpp59
-rw-r--r--scene/2d/path_2d.h1
-rw-r--r--scene/3d/light_3d.cpp14
-rw-r--r--scene/3d/light_3d.h3
-rw-r--r--scene/resources/material.cpp9
5 files changed, 64 insertions, 22 deletions
diff --git a/scene/2d/path_2d.cpp b/scene/2d/path_2d.cpp
index b68a8fb031..c4cb8e7f94 100644
--- a/scene/2d/path_2d.cpp
+++ b/scene/2d/path_2d.cpp
@@ -106,18 +106,57 @@ void Path2D::_notification(int p_what) {
#else
const real_t line_width = get_tree()->get_debug_paths_width();
#endif
- _cached_draw_pts.resize(curve->get_point_count() * 8);
- int count = 0;
-
- for (int i = 0; i < curve->get_point_count(); i++) {
- for (int j = 0; j < 8; j++) {
- real_t frac = j * (1.0 / 8.0);
- Vector2 p = curve->sample(i, frac);
- _cached_draw_pts.set(count++, p);
+ real_t interval = 10;
+ const real_t length = curve->get_baked_length();
+
+ if (length > CMP_EPSILON) {
+ const int sample_count = int(length / interval) + 2;
+ interval = length / (sample_count - 1); // Recalculate real interval length.
+
+ Vector<Transform2D> frames;
+ frames.resize(sample_count);
+
+ {
+ Transform2D *w = frames.ptrw();
+
+ for (int i = 0; i < sample_count; i++) {
+ w[i] = curve->sample_baked_with_rotation(i * interval, true, true);
+ }
}
- }
- draw_polyline(_cached_draw_pts, get_tree()->get_debug_paths_color(), line_width, true);
+ const Transform2D *r = frames.ptr();
+ // Draw curve segments
+ {
+ PackedVector2Array v2p;
+ v2p.resize(sample_count);
+ Vector2 *w = v2p.ptrw();
+
+ for (int i = 0; i < sample_count; i++) {
+ w[i] = r[i].get_origin();
+ }
+ draw_polyline(v2p, get_tree()->get_debug_paths_color(), line_width, false);
+ }
+
+ // Draw fish bones
+ {
+ PackedVector2Array v2p;
+ v2p.resize(3);
+ Vector2 *w = v2p.ptrw();
+
+ for (int i = 0; i < sample_count; i++) {
+ const Vector2 p = r[i].get_origin();
+ const Vector2 side = r[i].columns[0];
+ const Vector2 forward = r[i].columns[1];
+
+ // Fish Bone.
+ w[0] = p + (side - forward) * 5;
+ w[1] = p;
+ w[2] = p + (-side - forward) * 5;
+
+ draw_polyline(v2p, get_tree()->get_debug_paths_color(), line_width * 0.5, false);
+ }
+ }
+ }
} break;
}
}
diff --git a/scene/2d/path_2d.h b/scene/2d/path_2d.h
index 5e436fb9f6..935717605a 100644
--- a/scene/2d/path_2d.h
+++ b/scene/2d/path_2d.h
@@ -38,7 +38,6 @@ class Path2D : public Node2D {
GDCLASS(Path2D, Node2D);
Ref<Curve2D> curve;
- Vector<Vector2> _cached_draw_pts;
void _curve_changed();
diff --git a/scene/3d/light_3d.cpp b/scene/3d/light_3d.cpp
index 198dba7811..3f43e718b8 100644
--- a/scene/3d/light_3d.cpp
+++ b/scene/3d/light_3d.cpp
@@ -461,7 +461,7 @@ Light3D::Light3D(RenderingServer::LightType p_type) {
set_param(PARAM_SHADOW_PANCAKE_SIZE, 20.0);
set_param(PARAM_SHADOW_OPACITY, 1.0);
set_param(PARAM_SHADOW_BLUR, 1.0);
- set_param(PARAM_SHADOW_BIAS, 0.03);
+ set_param(PARAM_SHADOW_BIAS, 0.1);
set_param(PARAM_SHADOW_NORMAL_BIAS, 1.0);
set_param(PARAM_TRANSMITTANCE_BIAS, 0.05);
set_param(PARAM_SHADOW_FADE_START, 1);
@@ -571,8 +571,8 @@ DirectionalLight3D::DirectionalLight3D() :
Light3D(RenderingServer::LIGHT_DIRECTIONAL) {
set_param(PARAM_SHADOW_MAX_DISTANCE, 100);
set_param(PARAM_SHADOW_FADE_START, 0.8);
- // Increase the default shadow bias to better suit most scenes.
- set_param(PARAM_SHADOW_BIAS, 0.1);
+ // Increase the default shadow normal bias to better suit most scenes.
+ set_param(PARAM_SHADOW_NORMAL_BIAS, 2.0);
set_param(PARAM_INTENSITY, 100000.0); // Specified in Lux, approximate mid-day sun.
set_shadow_mode(SHADOW_PARALLEL_4_SPLITS);
blend_splits = false;
@@ -614,8 +614,6 @@ void OmniLight3D::_bind_methods() {
OmniLight3D::OmniLight3D() :
Light3D(RenderingServer::LIGHT_OMNI) {
set_shadow_mode(SHADOW_CUBE);
- // Increase the default shadow biases to better suit most scenes.
- set_param(PARAM_SHADOW_BIAS, 0.2);
}
PackedStringArray SpotLight3D::get_configuration_warnings() const {
@@ -639,3 +637,9 @@ void SpotLight3D::_bind_methods() {
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle", PROPERTY_HINT_RANGE, "0,180,0.01,degrees"), "set_param", "get_param", PARAM_SPOT_ANGLE);
ADD_PROPERTYI(PropertyInfo(Variant::FLOAT, "spot_angle_attenuation", PROPERTY_HINT_EXP_EASING, "attenuation"), "set_param", "get_param", PARAM_SPOT_ATTENUATION);
}
+
+SpotLight3D::SpotLight3D() :
+ Light3D(RenderingServer::LIGHT_SPOT) {
+ // Decrease the default shadow bias to better suit most scenes.
+ set_param(PARAM_SHADOW_BIAS, 0.03);
+}
diff --git a/scene/3d/light_3d.h b/scene/3d/light_3d.h
index 84d214030b..d2dfa32aac 100644
--- a/scene/3d/light_3d.h
+++ b/scene/3d/light_3d.h
@@ -233,8 +233,7 @@ protected:
public:
PackedStringArray get_configuration_warnings() const override;
- SpotLight3D() :
- Light3D(RenderingServer::LIGHT_SPOT) {}
+ SpotLight3D();
};
#endif // LIGHT_3D_H
diff --git a/scene/resources/material.cpp b/scene/resources/material.cpp
index e457b2d377..a16d2c2072 100644
--- a/scene/resources/material.cpp
+++ b/scene/resources/material.cpp
@@ -1252,15 +1252,16 @@ void BaseMaterial3D::_update_shader() {
}
if (distance_fade != DISTANCE_FADE_DISABLED) {
+ // Use the slightly more expensive circular fade (distance to the object) instead of linear
+ // (Z distance), so that the fade is always the same regardless of the camera angle.
if ((distance_fade == DISTANCE_FADE_OBJECT_DITHER || distance_fade == DISTANCE_FADE_PIXEL_DITHER)) {
if (!RenderingServer::get_singleton()->is_low_end()) {
code += " {\n";
if (distance_fade == DISTANCE_FADE_OBJECT_DITHER) {
- code += " float fade_distance = abs((VIEW_MATRIX * MODEL_MATRIX[3]).z);\n";
-
+ code += " float fade_distance = length((VIEW_MATRIX * MODEL_MATRIX[3]));\n";
} else {
- code += " float fade_distance = -VERTEX.z;\n";
+ code += " float fade_distance = length(VERTEX);\n";
}
// Use interleaved gradient noise, which is fast but still looks good.
code += " const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);";
@@ -1274,7 +1275,7 @@ void BaseMaterial3D::_update_shader() {
}
} else {
- code += " ALPHA*=clamp(smoothstep(distance_fade_min,distance_fade_max,-VERTEX.z),0.0,1.0);\n";
+ code += " ALPHA *= clamp(smoothstep(distance_fade_min, distance_fade_max, length(VERTEX)), 0.0, 1.0);\n";
}
}