diff options
Diffstat (limited to 'servers/visual')
| -rw-r--r-- | servers/visual/rasterizer.h | 4 | ||||
| -rw-r--r-- | servers/visual/shader_language.cpp | 13 | ||||
| -rw-r--r-- | servers/visual/shader_types.cpp | 38 | ||||
| -rw-r--r-- | servers/visual/visual_server_raster.cpp | 12 | ||||
| -rw-r--r-- | servers/visual/visual_server_raster.h | 28 | ||||
| -rw-r--r-- | servers/visual/visual_server_scene.cpp | 6 | ||||
| -rw-r--r-- | servers/visual/visual_server_scene.h | 5 | ||||
| -rw-r--r-- | servers/visual/visual_server_viewport.cpp | 3 | ||||
| -rw-r--r-- | servers/visual/visual_server_viewport.h | 3 | ||||
| -rw-r--r-- | servers/visual/visual_server_wrap_mt.h | 4 |
10 files changed, 79 insertions, 37 deletions
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index 344c10089a..cd4b465d79 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -53,7 +53,7 @@ public: virtual void environment_set_background(RID p_env, VS::EnvironmentBG p_bg) = 0; virtual void environment_set_sky(RID p_env, RID p_sky) = 0; - virtual void environment_set_sky_scale(RID p_env, float p_scale) = 0; + virtual void environment_set_sky_custom_fov(RID p_env, float p_scale) = 0; virtual void environment_set_bg_color(RID p_env, const Color &p_color) = 0; virtual void environment_set_bg_energy(RID p_env, float p_energy) = 0; virtual void environment_set_canvas_max_layer(RID p_env, int p_max_layer) = 0; @@ -65,7 +65,7 @@ public: virtual void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) = 0; virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) = 0; - virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, bool p_blur) = 0; + virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) = 0; virtual void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) = 0; diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp index 6ad433268f..8fee6050a0 100644 --- a/servers/visual/shader_language.cpp +++ b/servers/visual/shader_language.cpp @@ -267,6 +267,7 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = { { TK_CF_BREAK, "break" }, { TK_CF_CONTINUE, "continue" }, { TK_CF_RETURN, "return" }, + { TK_CF_DISCARD, "discard" }, { TK_UNIFORM, "uniform" }, { TK_VARYING, "varying" }, { TK_ARG_IN, "in" }, @@ -1377,6 +1378,10 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = { { "sqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } }, { "sqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } }, { "sqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } }, + { "inversesqrt", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } }, + { "inversesqrt", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } }, + { "inversesqrt", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } }, + { "inversesqrt", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID } }, //builtins - common { "abs", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } }, { "abs", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } }, @@ -1740,8 +1745,6 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = { { "textureGrad", TYPE_UVEC4, { TYPE_USAMPLER2D, TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID } }, { "textureGrad", TYPE_VEC4, { TYPE_SAMPLERCUBE, TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID } }, - { "textureScreen", TYPE_VEC4, { TYPE_VEC2, TYPE_VOID } }, - { "dFdx", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID } }, { "dFdx", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID } }, { "dFdx", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID } }, @@ -2583,6 +2586,8 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } else if (tk.type == TK_BRACKET_OPEN) { Node *index = _parse_and_reduce_expression(p_block, p_builtin_types); + if (!index) + return NULL; if (index->get_datatype() != TYPE_INT && index->get_datatype() != TYPE_UINT) { _set_error("Only integer datatypes are allowed for indexing"); @@ -3800,6 +3805,10 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct func_node->return_type = type; func_node->return_precision = precision; + if (p_functions.has(name)) { + func_node->can_discard = p_functions[name].can_discard; + } + func_node->body = alloc_node<BlockNode>(); func_node->body->parent_function = func_node; diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp index 91c5d430f5..7489ca7e3e 100644 --- a/servers/visual/shader_types.cpp +++ b/servers/visual/shader_types.cpp @@ -50,12 +50,6 @@ ShaderTypes::ShaderTypes() { /*************** SPATIAL ***********************/ - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_NORMAL"] = ShaderLanguage::TYPE_VEC3; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_BONES"] = ShaderLanguage::TYPE_IVEC4; - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["SRC_WEIGHTS"] = ShaderLanguage::TYPE_VEC4; - - shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TANGENT"] = ShaderLanguage::TYPE_VEC3; @@ -75,6 +69,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["MODELVIEW_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2; @@ -89,7 +84,6 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["UV2"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; - shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["ALPHA"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["METALLIC"] = ShaderLanguage::TYPE_FLOAT; @@ -104,6 +98,7 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; @@ -115,10 +110,31 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_SPATIAL].functions["fragment"].can_discard = true; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_CAMERA_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["INV_PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEWPORT_SIZE"] = ShaderLanguage::TYPE_VEC2; + + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["VIEW"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3; + shader_modes[VS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3; + + shader_modes[VS::SHADER_SPATIAL].functions["light"].can_discard = true; + shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_mix"); shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_add"); shader_modes[VS::SHADER_SPATIAL].modes.insert("blend_sub"); @@ -156,21 +172,19 @@ ShaderTypes::ShaderTypes() { /************ CANVAS ITEM **************************/ - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SRC_VERTEX"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_COLOR"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["WORLD_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PROJECTION_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["EXTRA_MATRIX"] = ShaderLanguage::TYPE_MAT4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["PARTICLE_CUSTOM"] = ShaderLanguage::TYPE_VEC4; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL; shader_modes[VS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SRC_COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["FRAGCOORD"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMALMAP"] = ShaderLanguage::TYPE_VEC3; @@ -179,13 +193,13 @@ ShaderTypes::ShaderTypes() { shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TEXTURE_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2; + shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["NORMAL_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["TIME"] = ShaderLanguage::TYPE_FLOAT; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = ShaderLanguage::TYPE_BOOL; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = ShaderLanguage::TYPE_SAMPLER2D; - shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_UV"] = ShaderLanguage::TYPE_VEC2; shader_modes[VS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true; shader_modes[VS::SHADER_CANVAS_ITEM].functions["light"].built_ins["POSITION"] = ShaderLanguage::TYPE_VEC2; diff --git a/servers/visual/visual_server_raster.cpp b/servers/visual/visual_server_raster.cpp index 68ca586caf..69e2d1c162 100644 --- a/servers/visual/visual_server_raster.cpp +++ b/servers/visual/visual_server_raster.cpp @@ -90,17 +90,10 @@ void VisualServerRaster::request_frame_drawn_callback(Object *p_where, const Str fdc.param = p_userdata; frame_drawn_callbacks.push_back(fdc); - - print_line("added callback to draw"); } void VisualServerRaster::draw() { - /* - if (changes) - print_line("changes: "+itos(changes)); - */ - changes = 0; VSG::rasterizer->begin_frame(); @@ -109,9 +102,8 @@ void VisualServerRaster::draw() { VSG::viewport->draw_viewports(); VSG::scene->render_probes(); - //_draw_cursors_and_margins(); + _draw_margins(); VSG::rasterizer->end_frame(); - //draw_extra_frame=VS:rasterizer->needs_to_draw_next_frame(); while (frame_drawn_callbacks.front()) { @@ -128,8 +120,6 @@ void VisualServerRaster::draw() { frame_drawn_callbacks.pop_front(); } - - _draw_margins(); } void VisualServerRaster::sync() { } diff --git a/servers/visual/visual_server_raster.h b/servers/visual/visual_server_raster.h index 7c7ce46268..425381550e 100644 --- a/servers/visual/visual_server_raster.h +++ b/servers/visual/visual_server_raster.h @@ -281,7 +281,7 @@ class VisualServerRaster : public VisualServer { Set<Instance*> owned_instances; BakedLightSampler *sampler; int resolution; - Vector<Color> light_bufer; + Vector<Color> light_buffer; RID sampled_light; uint64_t last_pass; Transform xform; // viewspace normal to lightspace, might not use one. @@ -589,11 +589,29 @@ class VisualServerRaster : public VisualServer { #endif void _draw_margins(); + static void _changes_changed() {} public: +//if editor is redrawing when it shouldn't, enable this and put a breakpoint in _changes_changed() +//#define DEBUG_CHANGES + +#ifdef DEBUG_CHANGES + _FORCE_INLINE_ static void redraw_request() { + changes++; + _changes_changed(); + } + +#define DISPLAY_CHANGED \ + changes++; \ + _changes_changed(); + +#else _FORCE_INLINE_ static void redraw_request() { changes++; } -#define DISPLAY_CHANGED changes++; +#define DISPLAY_CHANGED \ + changes++; +#endif +// print_line(String("CHANGED: ") + __FUNCTION__); #define BIND0R(m_r, m_name) \ m_r m_name() { return BINDBASE->m_name(); } @@ -634,6 +652,8 @@ public: void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10); } #define BIND11(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11) \ void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11); } +#define BIND12(m_name, m_type1, m_type2, m_type3, m_type4, m_type5, m_type6, m_type7, m_type8, m_type9, m_type10, m_type11, m_type12) \ + void m_name(m_type1 arg1, m_type2 arg2, m_type3 arg3, m_type4 arg4, m_type5 arg5, m_type6 arg6, m_type7 arg7, m_type8 arg8, m_type9 arg9, m_type10 arg10, m_type11 arg11, m_type12 arg12) { DISPLAY_CHANGED BINDBASE->m_name(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8, arg9, arg10, arg11, arg12); } //from now on, calls forwarded to this singleton #define BINDBASE VSG::storage @@ -950,13 +970,13 @@ public: BIND2(environment_set_background, RID, EnvironmentBG) BIND2(environment_set_sky, RID, RID) - BIND2(environment_set_sky_scale, RID, float) + BIND2(environment_set_sky_custom_fov, RID, float) BIND2(environment_set_bg_color, RID, const Color &) BIND2(environment_set_bg_energy, RID, float) BIND2(environment_set_canvas_max_layer, RID, int) BIND4(environment_set_ambient_light, RID, const Color &, float, float) BIND7(environment_set_ssr, RID, bool, int, float, float, float, bool) - BIND10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool) + BIND12(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float) BIND6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality) BIND6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality) diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp index 9fb4dc524d..e49baf0763 100644 --- a/servers/visual/visual_server_scene.cpp +++ b/servers/visual/visual_server_scene.cpp @@ -2348,7 +2348,7 @@ void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) { RID rid = E->key(); const InstanceGIProbeData::LightCache &lc = E->get(); - if (!probe_data->dynamic.light_cache_changes.has(rid) || !(probe_data->dynamic.light_cache_changes[rid] == lc)) { + if ((!probe_data->dynamic.light_cache_changes.has(rid) || !(probe_data->dynamic.light_cache_changes[rid] == lc)) && lc.visible) { //erase light data _bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, -1); @@ -2361,7 +2361,7 @@ void VisualServerScene::_bake_gi_probe(Instance *p_gi_probe) { RID rid = E->key(); const InstanceGIProbeData::LightCache &lc = E->get(); - if (!probe_data->dynamic.light_cache.has(rid) || !(probe_data->dynamic.light_cache[rid] == lc)) { + if ((!probe_data->dynamic.light_cache.has(rid) || !(probe_data->dynamic.light_cache[rid] == lc)) && lc.visible) { //add light data _bake_gi_probe_light(header, cells, local_data, leaves, leaf_count, lc, 1); @@ -2568,6 +2568,7 @@ bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) { lc.spot_angle = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ANGLE); lc.spot_attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ATTENUATION); lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform; + lc.visible = E->get()->visible; if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self] == lc)) { all_equal = false; @@ -2587,6 +2588,7 @@ bool VisualServerScene::_check_gi_probe(Instance *p_gi_probe) { lc.spot_angle = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ANGLE); lc.spot_attenuation = VSG::storage->light_get_param(E->get()->base, VS::LIGHT_PARAM_SPOT_ATTENUATION); lc.transform = probe_data->dynamic.light_to_cell_xform * E->get()->transform; + lc.visible = E->get()->visible; if (!probe_data->dynamic.light_cache.has(E->get()->self) || !(probe_data->dynamic.light_cache[E->get()->self] == lc)) { all_equal = false; diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h index ac771030cf..d30a2108a5 100644 --- a/servers/visual/visual_server_scene.h +++ b/servers/visual/visual_server_scene.h @@ -359,6 +359,7 @@ public: float attenuation; float spot_angle; float spot_attenuation; + bool visible; bool operator==(const LightCache &p_cache) { @@ -369,7 +370,8 @@ public: radius == p_cache.radius && attenuation == p_cache.attenuation && spot_angle == p_cache.spot_angle && - spot_attenuation == p_cache.spot_attenuation); + spot_attenuation == p_cache.spot_attenuation && + visible == p_cache.visible); } LightCache() { @@ -380,6 +382,7 @@ public: attenuation = 1.0; spot_angle = 1.0; spot_attenuation = 1.0; + visible = true; } }; diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp index 0dca09a5bf..92c431e393 100644 --- a/servers/visual/visual_server_viewport.cpp +++ b/servers/visual/visual_server_viewport.cpp @@ -54,7 +54,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E bool can_draw_3d = !p_viewport->disable_3d && !p_viewport->disable_3d_by_usage && VSG::scene->camera_owner.owns(p_viewport->camera); if (p_viewport->clear_mode != VS::VIEWPORT_CLEAR_NEVER) { - VSG::rasterizer->clear_render_target(clear_color); + VSG::rasterizer->clear_render_target(p_viewport->transparent_bg ? Color(0, 0, 0, 0) : clear_color); if (p_viewport->clear_mode == VS::VIEWPORT_CLEAR_ONLY_NEXT_FRAME) { p_viewport->clear_mode = VS::VIEWPORT_CLEAR_NEVER; } @@ -504,6 +504,7 @@ void VisualServerViewport::viewport_set_transparent_background(RID p_viewport, b ERR_FAIL_COND(!viewport); VSG::storage->render_target_set_flag(viewport->render_target, RasterizerStorage::RENDER_TARGET_TRANSPARENT, p_enabled); + viewport->transparent_bg = true; } void VisualServerViewport::viewport_set_global_canvas_transform(RID p_viewport, const Transform2D &p_transform) { diff --git a/servers/visual/visual_server_viewport.h b/servers/visual/visual_server_viewport.h index 8a294a9129..8db6eda133 100644 --- a/servers/visual/visual_server_viewport.h +++ b/servers/visual/visual_server_viewport.h @@ -72,6 +72,8 @@ public: VS::ViewportClearMode clear_mode; + bool transparent_bg; + struct CanvasKey { int layer; @@ -101,6 +103,7 @@ public: Viewport() { update_mode = VS::VIEWPORT_UPDATE_WHEN_VISIBLE; clear_mode = VS::VIEWPORT_CLEAR_ALWAYS; + transparent_bg = false; disable_environment = false; viewport_to_screen = 0; shadow_atlas_size = 0; diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h index 5cf941b93d..67d503dfca 100644 --- a/servers/visual/visual_server_wrap_mt.h +++ b/servers/visual/visual_server_wrap_mt.h @@ -381,13 +381,13 @@ public: FUNC2(environment_set_background, RID, EnvironmentBG) FUNC2(environment_set_sky, RID, RID) - FUNC2(environment_set_sky_scale, RID, float) + FUNC2(environment_set_sky_custom_fov, RID, float) FUNC2(environment_set_bg_color, RID, const Color &) FUNC2(environment_set_bg_energy, RID, float) FUNC2(environment_set_canvas_max_layer, RID, int) FUNC4(environment_set_ambient_light, RID, const Color &, float, float) FUNC7(environment_set_ssr, RID, bool, int, float, float, float, bool) - FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, bool) + FUNC12(environment_set_ssao, RID, bool, float, float, float, float, float, float, const Color &, EnvironmentSSAOQuality, EnvironmentSSAOBlur, float) FUNC6(environment_set_dof_blur_near, RID, bool, float, float, float, EnvironmentDOFBlurQuality) FUNC6(environment_set_dof_blur_far, RID, bool, float, float, float, EnvironmentDOFBlurQuality) |