diff options
Diffstat (limited to 'servers')
-rw-r--r-- | servers/audio/effects/audio_effect_limiter.h | 2 | ||||
-rw-r--r-- | servers/audio/effects/audio_effect_record.h | 1 | ||||
-rw-r--r-- | servers/audio/effects/audio_effect_reverb.h | 2 | ||||
-rw-r--r-- | servers/display_server.cpp | 1 | ||||
-rw-r--r-- | servers/display_server.h | 1 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.cpp | 21 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_3d.cpp | 2 | ||||
-rw-r--r-- | servers/physics_3d/godot_physics_server_3d.cpp | 2 | ||||
-rw-r--r-- | servers/physics_3d/godot_soft_body_3d.cpp | 1 | ||||
-rw-r--r-- | servers/physics_server_2d_wrap_mt.h | 2 | ||||
-rw-r--r-- | servers/physics_server_3d_wrap_mt.h | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 14 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl | 6 | ||||
-rw-r--r-- | servers/rendering/shader_language.cpp | 1 | ||||
-rw-r--r-- | servers/rendering_server.cpp | 9 | ||||
-rw-r--r-- | servers/rendering_server.h | 1 |
17 files changed, 40 insertions, 32 deletions
diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h index d5def670a4..398613aa44 100644 --- a/servers/audio/effects/audio_effect_limiter.h +++ b/servers/audio/effects/audio_effect_limiter.h @@ -72,8 +72,6 @@ public: float get_soft_clip_ratio() const; Ref<AudioEffectInstance> instantiate() override; - void set_volume_db(float p_volume); - float get_volume_db() const; AudioEffectLimiter(); }; diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h index 1a89821f80..6e862b1377 100644 --- a/servers/audio/effects/audio_effect_record.h +++ b/servers/audio/effects/audio_effect_record.h @@ -93,7 +93,6 @@ class AudioEffectRecord : public AudioEffect { protected: static void _bind_methods(); - static void debug(uint64_t time_diff, int p_frame_count); public: Ref<AudioEffectInstance> instantiate() override; diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h index d01d1120bd..eaa66352f6 100644 --- a/servers/audio/effects/audio_effect_reverb.h +++ b/servers/audio/effects/audio_effect_reverb.h @@ -90,8 +90,6 @@ public: float get_hpf() const; Ref<AudioEffectInstance> instantiate() override; - void set_volume_db(float p_volume); - float get_volume_db() const; AudioEffectReverb(); }; diff --git a/servers/display_server.cpp b/servers/display_server.cpp index a6101530c8..3fb47e8f05 100644 --- a/servers/display_server.cpp +++ b/servers/display_server.cpp @@ -497,6 +497,7 @@ void DisplayServer::_bind_methods() { BIND_ENUM_CONSTANT(FEATURE_NATIVE_ICON); BIND_ENUM_CONSTANT(FEATURE_ORIENTATION); BIND_ENUM_CONSTANT(FEATURE_SWAP_BUFFERS); + BIND_ENUM_CONSTANT(FEATURE_CLIPBOARD_PRIMARY); BIND_ENUM_CONSTANT(MOUSE_MODE_VISIBLE); BIND_ENUM_CONSTANT(MOUSE_MODE_HIDDEN); diff --git a/servers/display_server.h b/servers/display_server.h index 8af7946a1e..2595cf2eb8 100644 --- a/servers/display_server.h +++ b/servers/display_server.h @@ -114,6 +114,7 @@ public: FEATURE_ORIENTATION, FEATURE_SWAP_BUFFERS, FEATURE_KEEP_SCREEN_ON, + FEATURE_CLIPBOARD_PRIMARY, }; virtual bool has_feature(Feature p_feature) const = 0; diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index 68f114a34a..56f191c203 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -55,7 +55,7 @@ void GodotBody2D::update_mass_properties() { if (calculate_center_of_mass) { // We have to recompute the center of mass. - center_of_mass = Vector2(); + center_of_mass_local = Vector2(); if (total_area != 0.0) { for (int i = 0; i < get_shape_count(); i++) { @@ -68,10 +68,10 @@ void GodotBody2D::update_mass_properties() { real_t mass = area * this->mass / total_area; // NOTE: we assume that the shape origin is also its center of mass. - center_of_mass += mass * get_shape_transform(i).get_origin(); + center_of_mass_local += mass * get_shape_transform(i).get_origin(); } - center_of_mass /= mass; + center_of_mass_local /= mass; } } @@ -94,7 +94,7 @@ void GodotBody2D::update_mass_properties() { Transform2D mtx = get_shape_transform(i); Vector2 scale = mtx.get_scale(); - Vector2 shape_origin = mtx.get_origin() - center_of_mass; + Vector2 shape_origin = mtx.get_origin() - center_of_mass_local; inertia += shape->get_moment_of_inertia(mass, scale) + mass * shape_origin.length_squared(); } } @@ -276,6 +276,7 @@ PhysicsServer2D::BodyMode GodotBody2D::get_mode() const { void GodotBody2D::_shapes_changed() { _mass_properties_changed(); + wakeup(); wakeup_neighbours(); } @@ -557,17 +558,13 @@ void GodotBody2D::integrate_velocities(real_t p_step) { real_t total_angular_velocity = angular_velocity + biased_angular_velocity; Vector2 total_linear_velocity = linear_velocity + biased_linear_velocity; - real_t angle = get_transform().get_rotation() + total_angular_velocity * p_step; + real_t angle_delta = total_angular_velocity * p_step; + real_t angle = get_transform().get_rotation() + angle_delta; Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step; - real_t center_of_mass_distance = center_of_mass.length(); - if (center_of_mass_distance > CMP_EPSILON) { + if (center_of_mass.length_squared() > CMP_EPSILON2) { // Calculate displacement due to center of mass offset. - real_t prev_angle = get_transform().get_rotation(); - real_t angle_base = Math::atan2(center_of_mass.y, center_of_mass.x); - Vector2 point1(Math::cos(angle_base + prev_angle), Math::sin(angle_base + prev_angle)); - Vector2 point2(Math::cos(angle_base + angle), Math::sin(angle_base + angle)); - pos += center_of_mass_distance * (point1 - point2); + pos += center_of_mass - center_of_mass.rotated(angle_delta); } _set_transform(Transform2D(angle, pos), continuous_cd_mode == PhysicsServer2D::CCD_MODE_DISABLED); diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp index 0564c4d452..02929eeaed 100644 --- a/servers/physics_3d/godot_body_3d.cpp +++ b/servers/physics_3d/godot_body_3d.cpp @@ -327,6 +327,8 @@ PhysicsServer3D::BodyMode GodotBody3D::get_mode() const { void GodotBody3D::_shapes_changed() { _mass_properties_changed(); + wakeup(); + wakeup_neighbours(); } void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp index 34b56e733e..79a2e0b0ea 100644 --- a/servers/physics_3d/godot_physics_server_3d.cpp +++ b/servers/physics_3d/godot_physics_server_3d.cpp @@ -584,7 +584,6 @@ void GodotPhysicsServer3D::body_set_collision_layer(RID p_body, uint32_t p_layer ERR_FAIL_COND(!body); body->set_collision_layer(p_layer); - body->wakeup(); } uint32_t GodotPhysicsServer3D::body_get_collision_layer(RID p_body) const { @@ -599,7 +598,6 @@ void GodotPhysicsServer3D::body_set_collision_mask(RID p_body, uint32_t p_mask) ERR_FAIL_COND(!body); body->set_collision_mask(p_mask); - body->wakeup(); } uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const { diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp index d15235d27c..f214e3603a 100644 --- a/servers/physics_3d/godot_soft_body_3d.cpp +++ b/servers/physics_3d/godot_soft_body_3d.cpp @@ -139,6 +139,7 @@ void GodotSoftBody3D::set_mesh(RID p_mesh) { } Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0); + ERR_FAIL_COND(arrays.is_empty()); bool success = create_from_trimesh(arrays[RenderingServer::ARRAY_INDEX], arrays[RenderingServer::ARRAY_VERTEX]); if (!success) { diff --git a/servers/physics_server_2d_wrap_mt.h b/servers/physics_server_2d_wrap_mt.h index 927ef5d57c..4a2f07ab1e 100644 --- a/servers/physics_server_2d_wrap_mt.h +++ b/servers/physics_server_2d_wrap_mt.h @@ -59,9 +59,7 @@ class PhysicsServer2DWrapMT : public PhysicsServer2D { bool create_thread = false; Semaphore step_sem; - int step_pending = 0; void thread_step(real_t p_delta); - void thread_flush(); void thread_exit(); diff --git a/servers/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h index bf936fd0fc..4c88ef2642 100644 --- a/servers/physics_server_3d_wrap_mt.h +++ b/servers/physics_server_3d_wrap_mt.h @@ -58,9 +58,7 @@ class PhysicsServer3DWrapMT : public PhysicsServer3D { bool create_thread = false; Semaphore step_sem; - int step_pending = 0; void thread_step(real_t p_delta); - void thread_flush(); void thread_exit(); diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index a1c3481ed6..d05cfdc386 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -657,6 +657,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; } + actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps + actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]"; + actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter + actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index d128578d0b..a906a853dc 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -2696,9 +2696,14 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) { switch (shadows_quality) { case RS::SHADOW_QUALITY_HARD: { penumbra_shadow_samples = 4; - soft_shadow_samples = 1; + soft_shadow_samples = 0; shadows_quality_radius = 1.0; } break; + case RS::SHADOW_QUALITY_SOFT_VERY_LOW: { + penumbra_shadow_samples = 4; + soft_shadow_samples = 1; + shadows_quality_radius = 1.5; + } break; case RS::SHADOW_QUALITY_SOFT_LOW: { penumbra_shadow_samples = 8; soft_shadow_samples = 4; @@ -2738,9 +2743,14 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q switch (directional_shadow_quality) { case RS::SHADOW_QUALITY_HARD: { directional_penumbra_shadow_samples = 4; - directional_soft_shadow_samples = 1; + directional_soft_shadow_samples = 0; directional_shadow_quality_radius = 1.0; } break; + case RS::SHADOW_QUALITY_SOFT_VERY_LOW: { + directional_penumbra_shadow_samples = 4; + directional_soft_shadow_samples = 1; + directional_shadow_quality_radius = 1.5; + } break; case RS::SHADOW_QUALITY_SOFT_LOW: { directional_penumbra_shadow_samples = 8; directional_soft_shadow_samples = 4; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 4d466342f8..72872c9c08 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -301,7 +301,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve float depth = coord.z; //if only one sample is taken, take it from the center - if (sc_directional_soft_shadow_samples == 1) { + if (sc_directional_soft_shadow_samples == 0) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -327,7 +327,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { float depth = coord.z; //if only one sample is taken, take it from the center - if (sc_soft_shadow_samples == 1) { + if (sc_soft_shadow_samples == 0) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -350,7 +350,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) { //if only one sample is taken, take it from the center - if (sc_soft_shadow_samples == 1) { + if (sc_soft_shadow_samples == 0) { vec2 pos = coord * 0.5 + 0.5; pos = uv_rect.xy + pos * uv_rect.zw; return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 9c38bf7606..53f2d96f52 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -2763,6 +2763,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI bool is_const = false; ConstantNode::Value value; + value.sint = -1; _find_identifier(p_block, false, p_function_info, vn->name, nullptr, nullptr, &is_const, nullptr, nullptr, &value); if (!is_const || value.sint < min || value.sint > max) { diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 348d46545b..039dbc71e3 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -1942,6 +1942,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size); BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD); + BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_VERY_LOW); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH); @@ -2793,14 +2794,14 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096); GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048); ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384")); - GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2); + GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 3); GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true); - GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2); + GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 3); GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048); diff --git a/servers/rendering_server.h b/servers/rendering_server.h index b50da66d03..b6068afcf1 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -474,6 +474,7 @@ public: enum ShadowQuality { SHADOW_QUALITY_HARD, + SHADOW_QUALITY_SOFT_VERY_LOW, SHADOW_QUALITY_SOFT_LOW, SHADOW_QUALITY_SOFT_MEDIUM, SHADOW_QUALITY_SOFT_HIGH, |