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-rw-r--r--servers/physics/physics_server_sw.cpp2
-rw-r--r--servers/physics/physics_server_sw.h2
-rw-r--r--servers/physics_2d/physics_2d_server_sw.cpp2
-rw-r--r--servers/physics_2d/physics_2d_server_sw.h2
-rw-r--r--servers/physics_2d/physics_2d_server_wrap_mt.h2
-rw-r--r--servers/physics_2d_server.h2
-rw-r--r--servers/physics_server.h2
-rw-r--r--servers/visual/rasterizer.h2
-rw-r--r--servers/visual/shader_language.cpp2
-rw-r--r--servers/visual/shader_types.cpp35
-rw-r--r--servers/visual/visual_server_raster.h2
-rw-r--r--servers/visual/visual_server_wrap_mt.h2
-rw-r--r--servers/visual_server.h4
13 files changed, 35 insertions, 26 deletions
diff --git a/servers/physics/physics_server_sw.cpp b/servers/physics/physics_server_sw.cpp
index a0c9f9cd42..1553c3c8e6 100644
--- a/servers/physics/physics_server_sw.cpp
+++ b/servers/physics/physics_server_sw.cpp
@@ -183,7 +183,7 @@ PhysicsDirectSpaceState *PhysicsServerSW::space_get_direct_state(RID p_space) {
ERR_FAIL_COND_V(!space, NULL);
if (!doing_sync || space->is_locked()) {
- ERR_EXPLAIN("Space state is inaccessible right now, wait for iteration or fixed process notification.");
+ ERR_EXPLAIN("Space state is inaccessible right now, wait for iteration or physics process notification.");
ERR_FAIL_V(NULL);
}
diff --git a/servers/physics/physics_server_sw.h b/servers/physics/physics_server_sw.h
index 99ba302acd..aea3e150b0 100644
--- a/servers/physics/physics_server_sw.h
+++ b/servers/physics/physics_server_sw.h
@@ -95,7 +95,7 @@ public:
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value);
virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const;
- // this function only works on fixed process, errors and returns null otherwise
+ // this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectSpaceState *space_get_direct_state(RID p_space);
virtual void space_set_debug_contacts(RID p_space, int p_max_contacts);
diff --git a/servers/physics_2d/physics_2d_server_sw.cpp b/servers/physics_2d/physics_2d_server_sw.cpp
index e9e7122af3..2b7505169a 100644
--- a/servers/physics_2d/physics_2d_server_sw.cpp
+++ b/servers/physics_2d/physics_2d_server_sw.cpp
@@ -270,7 +270,7 @@ Physics2DDirectSpaceState *Physics2DServerSW::space_get_direct_state(RID p_space
ERR_FAIL_COND_V(!space, NULL);
if ((using_threads && !doing_sync) || space->is_locked()) {
- ERR_EXPLAIN("Space state is inaccessible right now, wait for iteration or fixed process notification.");
+ ERR_EXPLAIN("Space state is inaccessible right now, wait for iteration or physics process notification.");
ERR_FAIL_V(NULL);
}
diff --git a/servers/physics_2d/physics_2d_server_sw.h b/servers/physics_2d/physics_2d_server_sw.h
index dd310d7a93..0ebd43be53 100644
--- a/servers/physics_2d/physics_2d_server_sw.h
+++ b/servers/physics_2d/physics_2d_server_sw.h
@@ -103,7 +103,7 @@ public:
virtual Vector<Vector2> space_get_contacts(RID p_space) const;
virtual int space_get_contact_count(RID p_space) const;
- // this function only works on fixed process, errors and returns null otherwise
+ // this function only works on physics process, errors and returns null otherwise
virtual Physics2DDirectSpaceState *space_get_direct_state(RID p_space);
/* AREA API */
diff --git a/servers/physics_2d/physics_2d_server_wrap_mt.h b/servers/physics_2d/physics_2d_server_wrap_mt.h
index 189419e8e4..5bec2f7cbd 100644
--- a/servers/physics_2d/physics_2d_server_wrap_mt.h
+++ b/servers/physics_2d/physics_2d_server_wrap_mt.h
@@ -111,7 +111,7 @@ public:
FUNC3(space_set_param, RID, SpaceParameter, real_t);
FUNC2RC(real_t, space_get_param, RID, SpaceParameter);
- // this function only works on fixed process, errors and returns null otherwise
+ // this function only works on physics process, errors and returns null otherwise
Physics2DDirectSpaceState *space_get_direct_state(RID p_space) {
ERR_FAIL_COND_V(main_thread != Thread::get_caller_id(), NULL);
diff --git a/servers/physics_2d_server.h b/servers/physics_2d_server.h
index ddf89663c0..34f885db1d 100644
--- a/servers/physics_2d_server.h
+++ b/servers/physics_2d_server.h
@@ -283,7 +283,7 @@ public:
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const = 0;
- // this function only works on fixed process, errors and returns null otherwise
+ // this function only works on physics process, errors and returns null otherwise
virtual Physics2DDirectSpaceState *space_get_direct_state(RID p_space) = 0;
virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) = 0;
diff --git a/servers/physics_server.h b/servers/physics_server.h
index 32aaafa28c..7012caeae6 100644
--- a/servers/physics_server.h
+++ b/servers/physics_server.h
@@ -276,7 +276,7 @@ public:
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
virtual real_t space_get_param(RID p_space, SpaceParameter p_param) const = 0;
- // this function only works on fixed process, errors and returns null otherwise
+ // this function only works on physics process, errors and returns null otherwise
virtual PhysicsDirectSpaceState *space_get_direct_state(RID p_space) = 0;
virtual void space_set_debug_contacts(RID p_space, int p_max_contacts) = 0;
diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h
index 344c10089a..b3f6b243de 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;
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index 595decb529..b2a11deea1 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -1745,8 +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 } },
diff --git a/servers/visual/shader_types.cpp b/servers/visual/shader_types.cpp
index 8c1cb9c828..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;
@@ -90,7 +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;
@@ -122,6 +115,26 @@ ShaderTypes::ShaderTypes() {
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");
@@ -159,21 +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;
@@ -182,13 +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.h b/servers/visual/visual_server_raster.h
index b5cae978f5..888fb29f93 100644
--- a/servers/visual/visual_server_raster.h
+++ b/servers/visual/visual_server_raster.h
@@ -968,7 +968,7 @@ 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)
diff --git a/servers/visual/visual_server_wrap_mt.h b/servers/visual/visual_server_wrap_mt.h
index 5cf941b93d..caec890217 100644
--- a/servers/visual/visual_server_wrap_mt.h
+++ b/servers/visual/visual_server_wrap_mt.h
@@ -381,7 +381,7 @@ 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)
diff --git a/servers/visual_server.h b/servers/visual_server.h
index 72f36f6b65..1cc097f50e 100644
--- a/servers/visual_server.h
+++ b/servers/visual_server.h
@@ -85,7 +85,7 @@ public:
enum TextureFlags {
TEXTURE_FLAG_MIPMAPS = 1, /// Enable automatic mipmap generation - when available
TEXTURE_FLAG_REPEAT = 2, /// Repeat texture (Tiling), otherwise Clamping
- TEXTURE_FLAG_FILTER = 4, /// Create texure with linear (or available) filter
+ TEXTURE_FLAG_FILTER = 4, /// Create texture with linear (or available) filter
TEXTURE_FLAG_ANISOTROPIC_FILTER = 8,
TEXTURE_FLAG_CONVERT_TO_LINEAR = 16,
TEXTURE_FLAG_MIRRORED_REPEAT = 32, /// Repeat texture, with alternate sections mirrored
@@ -637,7 +637,7 @@ public:
virtual void environment_set_background(RID p_env, 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;