diff options
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_2d/godot_space_2d.cpp | 7 | ||||
-rw-r--r-- | servers/physics_3d/godot_shape_3d.cpp | 23 | ||||
-rw-r--r-- | servers/physics_3d/godot_space_3d.cpp | 5 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/fog.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_scene_render_rd.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/canvas.glsl | 9 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/storage_rd/particles_storage.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/shader_language.cpp | 6 | ||||
-rw-r--r-- | servers/rendering/shader_language.h | 2 | ||||
-rw-r--r-- | servers/rendering/shader_types.cpp | 3 |
11 files changed, 22 insertions, 41 deletions
diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index afcc5af951..a82d7dbbc4 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -129,8 +129,8 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parame bool collided = false; Vector2 res_point, res_normal; - int res_shape; - const GodotCollisionObject2D *res_obj; + int res_shape = -1; + const GodotCollisionObject2D *res_obj = nullptr; real_t min_d = 1e10; for (int i = 0; i < amount; i++) { @@ -190,6 +190,7 @@ bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parame if (!collided) { return false; } + ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning. r_result.collider_id = res_obj->get_instance_id(); if (r_result.collider_id.is_valid()) { @@ -1036,8 +1037,6 @@ void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A GodotBodyPair2D *b = memnew(GodotBodyPair2D(static_cast<GodotBody2D *>(A), p_subindex_A, static_cast<GodotBody2D *>(B), p_subindex_B)); return b; } - - return nullptr; } void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) { diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index 5e310670a5..5574be20b7 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -735,29 +735,6 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect r_amount = 1; r_type = FEATURE_POINT; r_supports[0] = get_support(p_normal); - return; - - Vector3 n = p_normal; - real_t h = n.y * Math::sqrt(0.25 * height * height + radius * radius); - if (Math::abs(h) > 1.0) { - // Top or bottom surface. - n.y = (n.y > 0.0) ? height * 0.5 : -height * 0.5; - } else { - // Lateral surface. - n.y = height * 0.5 * h; - } - - real_t s = Math::sqrt(n.x * n.x + n.z * n.z); - if (Math::is_zero_approx(s)) { - n.x = 0.0; - n.z = 0.0; - } else { - real_t scaled_radius = radius / s; - n.x = n.x * scaled_radius; - n.z = n.z * scaled_radius; - } - - r_supports[0] = n; } } diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index 76d59202c9..c23485279d 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -120,8 +120,8 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame bool collided = false; Vector3 res_point, res_normal; - int res_shape; - const GodotCollisionObject3D *res_obj; + int res_shape = -1; + const GodotCollisionObject3D *res_obj = nullptr; real_t min_d = 1e10; for (int i = 0; i < amount; i++) { @@ -185,6 +185,7 @@ bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parame if (!collided) { return false; } + ERR_FAIL_NULL_V(res_obj, false); // Shouldn't happen but silences warning. r_result.collider_id = res_obj->get_instance_id(); if (r_result.collider_id.is_valid()) { diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp index a41552cd5c..3390e9cf64 100644 --- a/servers/rendering/renderer_rd/environment/fog.cpp +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -122,8 +122,6 @@ AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const { return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); } } - - return AABB(); } Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const { diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 0210151420..bbb53f7b97 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -2512,6 +2512,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["LIGHT_POSITION"] = "light_position"; + actions.renames["LIGHT_DIRECTION"] = "light_direction"; + actions.renames["LIGHT_IS_DIRECTIONAL"] = "is_directional"; actions.renames["LIGHT_COLOR"] = "light_color"; actions.renames["LIGHT_ENERGY"] = "light_energy"; actions.renames["LIGHT"] = "light"; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index ac1daad05c..667d910a69 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -282,8 +282,6 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba panorama->fill(panorama_color); return panorama; } - - return Ref<Image>(); } //////////////////////////////////////////////////////////// diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index f24d90a032..45dc63aa17 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -313,6 +313,14 @@ vec4 light_compute( vec2 uv, vec4 color, bool is_directional) { vec4 light = vec4(0.0); + vec3 light_direction = vec3(0.0); + + if (is_directional) { + light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z)); + light_position = vec3(0.0); + } else { + light_direction = normalize(light_position - light_vertex); + } #CODE : LIGHT @@ -686,7 +694,6 @@ void main() { vec3 light_pos = vec3(light_array.data[light_base].position, light_array.data[light_base].height); vec3 pos = light_vertex; vec3 light_vec = normalize(light_pos - pos); - float cNdotL = max(0.0, dot(normal, light_vec)); light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used); } diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp index 424d2d3c7a..07d682bcc1 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp @@ -1874,8 +1874,6 @@ AABB ParticlesStorage::particles_collision_get_aabb(RID p_particles_collision) c return aabb; } } - - return AABB(); } Vector3 ParticlesStorage::particles_collision_get_extents(RID p_particles_collision) const { diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 6754d84cd4..a92292209f 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -4396,8 +4396,6 @@ bool ShaderLanguage::_is_operator_assign(Operator p_op) const { default: return false; } - - return false; } bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, String *r_message) { @@ -5344,8 +5342,8 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons last_type = IDENTIFIER_MAX; _set_tkpos(pos); - DataType data_type; - IdentifierType ident_type; + DataType data_type = TYPE_MAX; + IdentifierType ident_type = IDENTIFIER_MAX; int array_size = 0; StringName struct_name; bool is_local = false; diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h index e9f8c3b289..1e302f5805 100644 --- a/servers/rendering/shader_language.h +++ b/servers/rendering/shader_language.h @@ -483,7 +483,7 @@ public: int array_size = 0; union Value { - bool boolean; + bool boolean = false; float real; int32_t sint; uint32_t uint; diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index cd063f91ac..11799c8fde 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -297,6 +297,9 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SPECULAR_SHININESS"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC4); shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_DIRECTION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_ENERGY"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_IS_DIRECTIONAL"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT_VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["LIGHT"] = ShaderLanguage::TYPE_VEC4; shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].built_ins["SHADOW_MODULATE"] = ShaderLanguage::TYPE_VEC4; |