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-rw-r--r--servers/physics_3d/shape_3d_sw.cpp18
-rw-r--r--servers/physics_3d/shape_3d_sw.h8
-rw-r--r--servers/rendering/renderer_canvas_cull.cpp8
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp15
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl10
-rw-r--r--servers/rendering/renderer_scene_cull.cpp4
-rw-r--r--servers/rendering/renderer_scene_occlusion_cull.h2
-rw-r--r--servers/rendering_server.cpp2
-rw-r--r--servers/rendering_server.h2
11 files changed, 41 insertions, 32 deletions
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index 04a174f9c8..5b3721861e 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -1635,7 +1635,7 @@ ConcavePolygonShape3DSW::ConcavePolygonShape3DSW() {
/* HEIGHT MAP SHAPE */
-Vector<float> HeightMapShape3DSW::get_heights() const {
+Vector<real_t> HeightMapShape3DSW::get_heights() const {
return heights;
}
@@ -1932,7 +1932,7 @@ Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const {
(p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y));
}
-void HeightMapShape3DSW::_setup(const Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
+void HeightMapShape3DSW::_setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) {
heights = p_heights;
width = p_width;
depth = p_depth;
@@ -1966,8 +1966,12 @@ void HeightMapShape3DSW::set_data(const Variant &p_data) {
ERR_FAIL_COND(depth <= 0.0);
Variant heights_variant = d["heights"];
- Vector<float> heights_buffer;
+ Vector<real_t> heights_buffer;
+#ifdef REAL_T_IS_DOUBLE
+ if (heights_variant.get_type() == Variant::PACKED_FLOAT64_ARRAY) {
+#else
if (heights_variant.get_type() == Variant::PACKED_FLOAT32_ARRAY) {
+#endif
// Ready-to-use heights can be passed.
heights_buffer = heights_variant;
} else if (heights_variant.get_type() == Variant::OBJECT) {
@@ -1980,13 +1984,17 @@ void HeightMapShape3DSW::set_data(const Variant &p_data) {
PackedByteArray im_data = image->get_data();
heights_buffer.resize(image->get_width() * image->get_height());
- float *w = heights_buffer.ptrw();
- float *rp = (float *)im_data.ptr();
+ real_t *w = heights_buffer.ptrw();
+ real_t *rp = (real_t *)im_data.ptr();
for (int i = 0; i < heights_buffer.size(); ++i) {
w[i] = rp[i];
}
} else {
+#ifdef REAL_T_IS_DOUBLE
+ ERR_FAIL_MSG("Expected PackedFloat64Array or float Image.");
+#else
ERR_FAIL_MSG("Expected PackedFloat32Array or float Image.");
+#endif
}
// Compute min and max heights or use precomputed values.
diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/shape_3d_sw.h
index 0d1b7cc3d7..72be34b788 100644
--- a/servers/physics_3d/shape_3d_sw.h
+++ b/servers/physics_3d/shape_3d_sw.h
@@ -389,12 +389,12 @@ public:
};
struct HeightMapShape3DSW : public ConcaveShape3DSW {
- Vector<float> heights;
+ Vector<real_t> heights;
int width = 0;
int depth = 0;
Vector3 local_origin;
- _FORCE_INLINE_ float _get_height(int p_x, int p_z) const {
+ _FORCE_INLINE_ real_t _get_height(int p_x, int p_z) const {
return heights[(p_z * width) + p_x];
}
@@ -406,10 +406,10 @@ struct HeightMapShape3DSW : public ConcaveShape3DSW {
void _get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const;
- void _setup(const Vector<float> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
+ void _setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height);
public:
- Vector<float> get_heights() const;
+ Vector<real_t> get_heights() const;
int get_width() const;
int get_depth() const;
diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp
index ec0a8347f8..fd7d5b91fa 100644
--- a/servers/rendering/renderer_canvas_cull.cpp
+++ b/servers/rendering/renderer_canvas_cull.cpp
@@ -639,17 +639,19 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point
j2 = j + 1;
- Vector2 tangent = ((t + prev_t).normalized()) * p_width * 0.5;
+ Vector2 dir = (t + prev_t).normalized();
+ Vector2 tangent = dir * p_width * 0.5;
+ Vector2 border = dir * 2.0;
Vector2 pos = p_points[i];
points_ptr[j] = pos + tangent;
points_ptr[j2] = pos - tangent;
- points_top_ptr[j] = pos + tangent + tangent;
+ points_top_ptr[j] = pos + tangent + border;
points_top_ptr[j2] = pos + tangent;
points_bottom_ptr[j] = pos - tangent;
- points_bottom_ptr[j2] = pos - tangent - tangent;
+ points_bottom_ptr[j2] = pos - tangent - border;
if (i < p_colors.size()) {
color = p_colors[i];
diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
index 88fe538903..9331cab090 100644
--- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp
@@ -1280,12 +1280,11 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
- Transform3D local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[2].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[2].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1300,12 +1299,11 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::DrawListID cubemap_draw_list;
for (int i = 0; i < 6; i++) {
- Transform3D local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP_HALF_RES, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[1].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[1].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
@@ -1316,12 +1314,11 @@ void RendererSceneSkyRD::update(RendererSceneEnvironmentRD *p_env, const CameraM
RD::get_singleton()->draw_command_begin_label("Render Sky Cubemap");
for (int i = 0; i < 6; i++) {
- Transform3D local_view;
- local_view.set_look_at(Vector3(0, 0, 0), view_normals[i], view_up[i]);
+ Basis local_view = Basis::looking_at(view_normals[i], view_up[i]);
RID texture_uniform_set = sky->get_textures(storage, SKY_TEXTURE_SET_CUBEMAP, sky_shader.default_shader_rd);
cubemap_draw_list = RD::get_singleton()->draw_list_begin(sky->reflection.layers[0].mipmaps[0].framebuffers[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view.basis, multiplier, p_transform.origin);
+ _render_sky(cubemap_draw_list, p_time, sky->reflection.layers[0].mipmaps[0].framebuffers[i], pipeline, material->uniform_set, texture_uniform_set, 1, &cm, local_view, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
RD::get_singleton()->draw_command_end_label();
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index f0b484d50f..4f140dd10d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -912,6 +912,8 @@ void main() {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index f050e3775a..681656e1d5 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -848,6 +848,8 @@ void main() {
specular_light = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), ref_vec, roughness * MAX_ROUGHNESS_LOD).rgb;
#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ float horizon = min(1.0 + dot(ref_vec, normal), 1.0);
+ specular_light *= horizon * horizon;
specular_light *= scene_data.ambient_light_color_energy.a;
}
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index f028195a74..3c685c25b9 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -184,10 +184,6 @@ vec3 tonemap_aces(vec3 color, float white) {
}
vec3 tonemap_reinhard(vec3 color, float white) {
- // Ensure color values are positive.
- // They can be negative in the case of negative lights, which leads to undesired behavior.
- color = max(vec3(0.0), color);
-
return (white * color + color) / (color * white + white);
}
@@ -211,7 +207,7 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
return tonemap_reinhard(color, white);
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
return tonemap_filmic(color, white);
- } else { //aces
+ } else { // TONEMAPPER_ACES
return tonemap_aces(color, white);
}
}
@@ -405,7 +401,9 @@ void main() {
color += screen_space_dither(gl_FragCoord.xy);
}
- color = apply_tonemapping(color, params.white);
+ // Ensure color values passed to tonemappers are positive.
+ // They can be negative in the case of negative lights, which leads to undesired behavior.
+ color = apply_tonemapping(max(vec3(0.0), color), params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 83d1b33bf2..6357a6f4c2 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -1866,7 +1866,7 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
//rotate it
Basis rot = lightmap->transform.basis.orthonormalized();
for (int i = 0; i < 3; i++) {
- float csh[9];
+ real_t csh[9];
for (int j = 0; j < 9; j++) {
csh[j] = sh[j][i];
}
@@ -1878,7 +1878,7 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
- float blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
+ real_t blend = MAX(inner_pos.x, MAX(inner_pos.y, inner_pos.z));
//make blend more rounded
blend = Math::lerp(inner_pos.length(), blend, blend);
blend *= blend;
diff --git a/servers/rendering/renderer_scene_occlusion_cull.h b/servers/rendering/renderer_scene_occlusion_cull.h
index 1d0f53c0bf..e06b3ba153 100644
--- a/servers/rendering/renderer_scene_occlusion_cull.h
+++ b/servers/rendering/renderer_scene_occlusion_cull.h
@@ -60,7 +60,7 @@ public:
void update_mips();
- _FORCE_INLINE_ bool is_occluded(const float p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const CameraMatrix &p_cam_projection, float p_near) const {
+ _FORCE_INLINE_ bool is_occluded(const real_t p_bounds[6], const Vector3 &p_cam_position, const Transform3D &p_cam_inv_transform, const CameraMatrix &p_cam_projection, real_t p_near) const {
if (is_empty()) {
return false;
}
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 9dd0a2ec31..2da8e0f297 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -242,7 +242,7 @@ RID RenderingServer::_make_test_cube() {
return test_cube;
}
-RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, float p_radius) {
+RID RenderingServer::make_sphere_mesh(int p_lats, int p_lons, real_t p_radius) {
Vector<Vector3> vertices;
Vector<Vector3> normals;
const double lat_step = Math_TAU / p_lats;
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index 550d17a7e3..6b789a6121 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -1457,7 +1457,7 @@ public:
virtual void sdfgi_set_debug_probe_select(const Vector3 &p_position, const Vector3 &p_dir) = 0;
- virtual RID make_sphere_mesh(int p_lats, int p_lons, float p_radius);
+ virtual RID make_sphere_mesh(int p_lats, int p_lons, real_t p_radius);
virtual void mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry3D::MeshData &p_mesh_data);
virtual void mesh_add_surface_from_planes(RID p_mesh, const Vector<Plane> &p_planes);