diff options
Diffstat (limited to 'servers')
253 files changed, 4079 insertions, 2501 deletions
diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp index 47799dce96..1ba0afd8a1 100644 --- a/servers/audio/audio_driver_dummy.cpp +++ b/servers/audio/audio_driver_dummy.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h index 7d84e7ffc8..6324e2f5d3 100644 --- a/servers/audio/audio_driver_dummy.h +++ b/servers/audio/audio_driver_dummy.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_effect.cpp b/servers/audio/audio_effect.cpp index 3035828c95..b9eca14a4c 100644 --- a/servers/audio/audio_effect.cpp +++ b/servers/audio/audio_effect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h index bea7292b8e..00a5d6c004 100644 --- a/servers/audio/audio_effect.h +++ b/servers/audio/audio_effect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp index b31014bd21..082931647a 100644 --- a/servers/audio/audio_filter_sw.cpp +++ b/servers/audio/audio_filter_sw.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_filter_sw.h b/servers/audio/audio_filter_sw.h index 540d6368e3..9e55662d0a 100644 --- a/servers/audio/audio_filter_sw.h +++ b/servers/audio/audio_filter_sw.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_rb_resampler.cpp b/servers/audio/audio_rb_resampler.cpp index b37965a988..0cfba17563 100644 --- a/servers/audio/audio_rb_resampler.cpp +++ b/servers/audio/audio_rb_resampler.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_rb_resampler.h b/servers/audio/audio_rb_resampler.h index c0f981704b..3fbe684c3e 100644 --- a/servers/audio/audio_rb_resampler.h +++ b/servers/audio/audio_rb_resampler.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp index c098a97906..170a7ef967 100644 --- a/servers/audio/audio_stream.cpp +++ b/servers/audio/audio_stream.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h index 12d4343f5c..32159e96ef 100644 --- a/servers/audio/audio_stream.h +++ b/servers/audio/audio_stream.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp index 79788d334b..b01160ea5c 100644 --- a/servers/audio/effects/audio_effect_amplify.cpp +++ b/servers/audio/effects/audio_effect_amplify.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_amplify.h b/servers/audio/effects/audio_effect_amplify.h index 9d3facc230..bd0fcaa94d 100644 --- a/servers/audio/effects/audio_effect_amplify.h +++ b/servers/audio/effects/audio_effect_amplify.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_capture.cpp b/servers/audio/effects/audio_effect_capture.cpp index 065065042e..f605cfc9d4 100644 --- a/servers/audio/effects/audio_effect_capture.cpp +++ b/servers/audio/effects/audio_effect_capture.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_capture.h b/servers/audio/effects/audio_effect_capture.h index bb1d03be8c..3935f7d473 100644 --- a/servers/audio/effects/audio_effect_capture.h +++ b/servers/audio/effects/audio_effect_capture.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp index 9af3ed30cc..8b1fe9cfd2 100644 --- a/servers/audio/effects/audio_effect_chorus.cpp +++ b/servers/audio/effects/audio_effect_chorus.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_chorus.h b/servers/audio/effects/audio_effect_chorus.h index f81bebb0ae..19035222c5 100644 --- a/servers/audio/effects/audio_effect_chorus.h +++ b/servers/audio/effects/audio_effect_chorus.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp index cfa2ae6f79..f75d092dd3 100644 --- a/servers/audio/effects/audio_effect_compressor.cpp +++ b/servers/audio/effects/audio_effect_compressor.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_compressor.h b/servers/audio/effects/audio_effect_compressor.h index dae4618a64..53c448e5db 100644 --- a/servers/audio/effects/audio_effect_compressor.h +++ b/servers/audio/effects/audio_effect_compressor.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp index 07475e1ed4..bddd235204 100644 --- a/servers/audio/effects/audio_effect_delay.cpp +++ b/servers/audio/effects/audio_effect_delay.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_delay.h b/servers/audio/effects/audio_effect_delay.h index 50a2233e5f..5cc6d72c99 100644 --- a/servers/audio/effects/audio_effect_delay.h +++ b/servers/audio/effects/audio_effect_delay.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp index 188b7a3301..afc4353bd7 100644 --- a/servers/audio/effects/audio_effect_distortion.cpp +++ b/servers/audio/effects/audio_effect_distortion.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_distortion.h b/servers/audio/effects/audio_effect_distortion.h index 3a762f8cf6..487babbdda 100644 --- a/servers/audio/effects/audio_effect_distortion.h +++ b/servers/audio/effects/audio_effect_distortion.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp index e87944b74b..cc317031d4 100644 --- a/servers/audio/effects/audio_effect_eq.cpp +++ b/servers/audio/effects/audio_effect_eq.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_eq.h b/servers/audio/effects/audio_effect_eq.h index b99727d7c0..252f931e6c 100644 --- a/servers/audio/effects/audio_effect_eq.h +++ b/servers/audio/effects/audio_effect_eq.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_filter.cpp b/servers/audio/effects/audio_effect_filter.cpp index 1db8b1f1b5..06e66f22b1 100644 --- a/servers/audio/effects/audio_effect_filter.cpp +++ b/servers/audio/effects/audio_effect_filter.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_filter.h b/servers/audio/effects/audio_effect_filter.h index 1fa3df1570..d5d58ddaa3 100644 --- a/servers/audio/effects/audio_effect_filter.h +++ b/servers/audio/effects/audio_effect_filter.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp index 280411641b..5923cf8cf5 100644 --- a/servers/audio/effects/audio_effect_limiter.cpp +++ b/servers/audio/effects/audio_effect_limiter.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h index 398613aa44..f84a0ae103 100644 --- a/servers/audio/effects/audio_effect_limiter.h +++ b/servers/audio/effects/audio_effect_limiter.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_panner.cpp b/servers/audio/effects/audio_effect_panner.cpp index e2062609b9..278acda86c 100644 --- a/servers/audio/effects/audio_effect_panner.cpp +++ b/servers/audio/effects/audio_effect_panner.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_panner.h b/servers/audio/effects/audio_effect_panner.h index d75bcaeb95..d05c9902af 100644 --- a/servers/audio/effects/audio_effect_panner.h +++ b/servers/audio/effects/audio_effect_panner.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp index c76692eed7..af5dce707e 100644 --- a/servers/audio/effects/audio_effect_phaser.cpp +++ b/servers/audio/effects/audio_effect_phaser.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h index 2a0ed64805..80b7742835 100644 --- a/servers/audio/effects/audio_effect_phaser.h +++ b/servers/audio/effects/audio_effect_phaser.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp index d6c396e0a5..3c53887931 100644 --- a/servers/audio/effects/audio_effect_pitch_shift.cpp +++ b/servers/audio/effects/audio_effect_pitch_shift.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_pitch_shift.h b/servers/audio/effects/audio_effect_pitch_shift.h index 3ed096cd94..0478d05ceb 100644 --- a/servers/audio/effects/audio_effect_pitch_shift.h +++ b/servers/audio/effects/audio_effect_pitch_shift.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_record.cpp b/servers/audio/effects/audio_effect_record.cpp index f71679d30f..569832b8a8 100644 --- a/servers/audio/effects/audio_effect_record.cpp +++ b/servers/audio/effects/audio_effect_record.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h index 6e862b1377..18b5d4d83c 100644 --- a/servers/audio/effects/audio_effect_record.h +++ b/servers/audio/effects/audio_effect_record.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_reverb.cpp b/servers/audio/effects/audio_effect_reverb.cpp index 819f906773..0d4eb14e6a 100644 --- a/servers/audio/effects/audio_effect_reverb.cpp +++ b/servers/audio/effects/audio_effect_reverb.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h index eaa66352f6..90694c5492 100644 --- a/servers/audio/effects/audio_effect_reverb.h +++ b/servers/audio/effects/audio_effect_reverb.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp index 6f9e7ac67d..10627be74c 100644 --- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp +++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.h b/servers/audio/effects/audio_effect_spectrum_analyzer.h index 3c5ae4a5e8..982c20d4a4 100644 --- a/servers/audio/effects/audio_effect_spectrum_analyzer.h +++ b/servers/audio/effects/audio_effect_spectrum_analyzer.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp index 3a016b06b8..757edd6d43 100644 --- a/servers/audio/effects/audio_effect_stereo_enhance.cpp +++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_stereo_enhance.h b/servers/audio/effects/audio_effect_stereo_enhance.h index e0f9d79a94..8b8b7b47a0 100644 --- a/servers/audio/effects/audio_effect_stereo_enhance.h +++ b/servers/audio/effects/audio_effect_stereo_enhance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_stream_generator.cpp b/servers/audio/effects/audio_stream_generator.cpp index 447acf53a4..6c917f3eb6 100644 --- a/servers/audio/effects/audio_stream_generator.cpp +++ b/servers/audio/effects/audio_stream_generator.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_stream_generator.h b/servers/audio/effects/audio_stream_generator.h index 918589f6d0..51288262b3 100644 --- a/servers/audio/effects/audio_stream_generator.h +++ b/servers/audio/effects/audio_stream_generator.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/eq.cpp b/servers/audio/effects/eq.cpp index e0c3eb6d3a..2123284b3b 100644 --- a/servers/audio/effects/eq.cpp +++ b/servers/audio/effects/eq.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/eq.h b/servers/audio/effects/eq.h index afd5bf5334..d6293bf875 100644 --- a/servers/audio/effects/eq.h +++ b/servers/audio/effects/eq.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,18 +28,12 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -// Author: reduzio@gmail.com (C) 2006 - #ifndef EQ_FILTER_H #define EQ_FILTER_H #include "core/templates/vector.h" #include "core/typedefs.h" -/** -@author Juan Linietsky -*/ - class EQ { public: enum Preset { @@ -105,4 +99,4 @@ inline void EQ::BandProcess::process_one(float &p_data) { history.b2 = history.b1; } -#endif +#endif // EQ_FILTER_H diff --git a/servers/audio/effects/reverb.cpp b/servers/audio/effects/reverb.cpp index 1d97de5205..4b5b9ab79f 100644 --- a/servers/audio/effects/reverb.cpp +++ b/servers/audio/effects/reverb.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/reverb.h b/servers/audio/effects/reverb.h index e7ce55098d..ff59ab8d82 100644 --- a/servers/audio/effects/reverb.h +++ b/servers/audio/effects/reverb.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,8 +28,6 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2006 - #ifndef REVERB_H #define REVERB_H @@ -120,4 +118,4 @@ public: ~Reverb(); }; -#endif +#endif // REVERB_H diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp index f7c8f0921c..c89f811678 100644 --- a/servers/audio_server.cpp +++ b/servers/audio_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -1591,7 +1591,7 @@ void AudioServer::set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout) { Bus::Effect bfx; bfx.effect = fx; bfx.enabled = p_bus_layout->buses[i].effects[j].enabled; -#if DEBUG_ENABLED +#ifdef DEBUG_ENABLED bfx.prof_time = 0; #endif bus->effects.push_back(bfx); diff --git a/servers/audio_server.h b/servers/audio_server.h index 46873845dc..0c150427f2 100644 --- a/servers/audio_server.h +++ b/servers/audio_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/camera/camera_feed.cpp b/servers/camera/camera_feed.cpp index 9f8e8a8106..3aab995857 100644 --- a/servers/camera/camera_feed.cpp +++ b/servers/camera/camera_feed.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/camera/camera_feed.h b/servers/camera/camera_feed.h index 1f80d15e30..e86605a89b 100644 --- a/servers/camera/camera_feed.h +++ b/servers/camera/camera_feed.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -37,8 +37,6 @@ #include "servers/rendering_server.h" /** - @author Bastiaan Olij <mux213@gmail.com> - The camera server is a singleton object that gives access to the various camera feeds that can be used as the background for our environment. **/ @@ -111,4 +109,4 @@ public: VARIANT_ENUM_CAST(CameraFeed::FeedDataType); VARIANT_ENUM_CAST(CameraFeed::FeedPosition); -#endif /* !CAMERA_FEED_H */ +#endif // CAMERA_FEED_H diff --git a/servers/camera_server.cpp b/servers/camera_server.cpp index 8391a2ee2e..91df3afadd 100644 --- a/servers/camera_server.cpp +++ b/servers/camera_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/camera_server.h b/servers/camera_server.h index 7390129df9..b70938c34f 100644 --- a/servers/camera_server.h +++ b/servers/camera_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -38,8 +38,6 @@ #include "core/variant/variant.h" /** - @author Bastiaan Olij <mux213@gmail.com> - The camera server is a singleton object that gives access to the various camera feeds that can be used as the background for our environment. **/ @@ -113,4 +111,4 @@ public: VARIANT_ENUM_CAST(CameraServer::FeedImage); -#endif /* CAMERA_SERVER_H */ +#endif // CAMERA_SERVER_H diff --git a/servers/display_server.cpp b/servers/display_server.cpp index 8b5a965738..d4ff42bc34 100644 --- a/servers/display_server.cpp +++ b/servers/display_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -139,10 +139,6 @@ void DisplayServer::mouse_warp_to_position(const Point2i &p_to) { WARN_PRINT("Mouse warping is not supported by this display server."); } -Point2i DisplayServer::mouse_get_absolute_position() const { - ERR_FAIL_V_MSG(Point2i(), "Mouse is not supported by this display server."); -} - Point2i DisplayServer::mouse_get_position() const { ERR_FAIL_V_MSG(Point2i(), "Mouse is not supported by this display server."); } @@ -159,6 +155,10 @@ String DisplayServer::clipboard_get() const { ERR_FAIL_V_MSG(String(), "Clipboard is not supported by this display server."); } +bool DisplayServer::clipboard_has() const { + return !clipboard_get().is_empty(); +} + void DisplayServer::clipboard_set_primary(const String &p_text) { WARN_PRINT("Primary clipboard is not supported by this display server."); } @@ -228,14 +228,6 @@ String DisplayServer::ime_get_text() const { ERR_FAIL_V_MSG(String(), "IME or NOTIFICATION_WM_IME_UPDATEnot supported by this display server."); } -void DisplayServer::console_set_visible(bool p_enabled) { - WARN_PRINT("Console window not supported by this display server."); -} - -bool DisplayServer::is_console_visible() const { - return false; -} - void DisplayServer::virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect, bool p_multiline, int p_max_length, int p_cursor_start, int p_cursor_end) { WARN_PRINT("Virtual keyboard not supported by this display server."); } @@ -367,11 +359,11 @@ void DisplayServer::_bind_methods() { ClassDB::bind_method(D_METHOD("mouse_warp_to_position", "position"), &DisplayServer::mouse_warp_to_position); ClassDB::bind_method(D_METHOD("mouse_get_position"), &DisplayServer::mouse_get_position); - ClassDB::bind_method(D_METHOD("mouse_get_absolute_position"), &DisplayServer::mouse_get_absolute_position); ClassDB::bind_method(D_METHOD("mouse_get_button_state"), &DisplayServer::mouse_get_button_state); ClassDB::bind_method(D_METHOD("clipboard_set", "clipboard"), &DisplayServer::clipboard_set); ClassDB::bind_method(D_METHOD("clipboard_get"), &DisplayServer::clipboard_get); + ClassDB::bind_method(D_METHOD("clipboard_has"), &DisplayServer::clipboard_has); ClassDB::bind_method(D_METHOD("clipboard_set_primary", "clipboard_primary"), &DisplayServer::clipboard_set_primary); ClassDB::bind_method(D_METHOD("clipboard_get_primary"), &DisplayServer::clipboard_get_primary); @@ -446,9 +438,6 @@ void DisplayServer::_bind_methods() { ClassDB::bind_method(D_METHOD("ime_get_selection"), &DisplayServer::ime_get_selection); ClassDB::bind_method(D_METHOD("ime_get_text"), &DisplayServer::ime_get_text); - ClassDB::bind_method(D_METHOD("console_set_visible", "console_visible"), &DisplayServer::console_set_visible); - ClassDB::bind_method(D_METHOD("is_console_visible"), &DisplayServer::is_console_visible); - ClassDB::bind_method(D_METHOD("virtual_keyboard_show", "existing_text", "position", "multiline", "max_length", "cursor_start", "cursor_end"), &DisplayServer::virtual_keyboard_show, DEFVAL(Rect2i()), DEFVAL(false), DEFVAL(-1), DEFVAL(-1), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("virtual_keyboard_hide"), &DisplayServer::virtual_keyboard_hide); @@ -493,7 +482,6 @@ void DisplayServer::_bind_methods() { BIND_ENUM_CONSTANT(FEATURE_CURSOR_SHAPE); BIND_ENUM_CONSTANT(FEATURE_CUSTOM_CURSOR_SHAPE); BIND_ENUM_CONSTANT(FEATURE_NATIVE_DIALOG); - BIND_ENUM_CONSTANT(FEATURE_CONSOLE_WINDOW); BIND_ENUM_CONSTANT(FEATURE_IME); BIND_ENUM_CONSTANT(FEATURE_WINDOW_TRANSPARENCY); BIND_ENUM_CONSTANT(FEATURE_HIDPI); diff --git a/servers/display_server.h b/servers/display_server.h index 2d837dbef9..0c2bc5dd3a 100644 --- a/servers/display_server.h +++ b/servers/display_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -105,7 +105,6 @@ public: FEATURE_CURSOR_SHAPE, FEATURE_CUSTOM_CURSOR_SHAPE, FEATURE_NATIVE_DIALOG, - FEATURE_CONSOLE_WINDOW, FEATURE_IME, FEATURE_WINDOW_TRANSPARENCY, FEATURE_HIDPI, @@ -157,11 +156,11 @@ public: virtual void mouse_warp_to_position(const Point2i &p_to); virtual Point2i mouse_get_position() const; - virtual Point2i mouse_get_absolute_position() const; virtual MouseButton mouse_get_button_state() const; virtual void clipboard_set(const String &p_text); virtual String clipboard_get() const; + virtual bool clipboard_has() const; virtual void clipboard_set_primary(const String &p_text); virtual String clipboard_get_primary() const; @@ -304,9 +303,6 @@ public: virtual Point2i ime_get_selection() const; virtual String ime_get_text() const; - virtual void console_set_visible(bool p_enabled); - virtual bool is_console_visible() const; - virtual void virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect = Rect2(), bool p_multiline = false, int p_max_length = -1, int p_cursor_start = -1, int p_cursor_end = -1); virtual void virtual_keyboard_hide(); diff --git a/servers/display_server_headless.h b/servers/display_server_headless.h index 0837e41db8..4ef9dc622f 100644 --- a/servers/display_server_headless.h +++ b/servers/display_server_headless.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/navigation_server_2d.cpp b/servers/navigation_server_2d.cpp index 85b12f1585..ee196673a3 100644 --- a/servers/navigation_server_2d.cpp +++ b/servers/navigation_server_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -29,14 +29,11 @@ /*************************************************************************/ #include "servers/navigation_server_2d.h" + #include "core/math/transform_2d.h" #include "core/math/transform_3d.h" #include "servers/navigation_server_3d.h" -/** - @author AndreaCatania -*/ - NavigationServer2D *NavigationServer2D::singleton = nullptr; #define FORWARD_0_C(FUNC_NAME) \ @@ -204,7 +201,7 @@ void NavigationServer2D::_bind_methods() { NavigationServer2D::NavigationServer2D() { singleton = this; ERR_FAIL_COND_MSG(!NavigationServer3D::get_singleton(), "The Navigation3D singleton should be initialized before the 2D one."); - NavigationServer3D::get_singleton()->connect("map_changed", callable_mp(this, &NavigationServer2D::_emit_map_changed)); + NavigationServer3D::get_singleton_mut()->connect("map_changed", callable_mp(this, &NavigationServer2D::_emit_map_changed)); } NavigationServer2D::~NavigationServer2D() { diff --git a/servers/navigation_server_2d.h b/servers/navigation_server_2d.h index d56c719839..7350eeb5b1 100644 --- a/servers/navigation_server_2d.h +++ b/servers/navigation_server_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,12 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -/** - @author AndreaCatania -*/ - -#ifndef NAVIGATION_2D_SERVER_H -#define NAVIGATION_2D_SERVER_H +#ifndef NAVIGATION_SERVER_2D_H +#define NAVIGATION_SERVER_2D_H #include "core/object/class_db.h" #include "core/templates/rid.h" @@ -52,7 +48,7 @@ protected: public: /// Thread safe, can be used across many threads. - static NavigationServer2D *get_singleton() { return singleton; } + static const NavigationServer2D *get_singleton() { return singleton; } /// MUST be used in single thread! static NavigationServer2D *get_singleton_mut() { return singleton; } @@ -171,4 +167,4 @@ public: virtual ~NavigationServer2D(); }; -#endif +#endif // NAVIGATION_SERVER_2D_H diff --git a/servers/navigation_server_3d.cpp b/servers/navigation_server_3d.cpp index b0047a250a..d18777869a 100644 --- a/servers/navigation_server_3d.cpp +++ b/servers/navigation_server_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,10 +28,6 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -/** - @author AndreaCatania -*/ - #include "navigation_server_3d.h" NavigationServer3D *NavigationServer3D::singleton = nullptr; @@ -84,7 +80,7 @@ void NavigationServer3D::_bind_methods() { ADD_SIGNAL(MethodInfo("map_changed", PropertyInfo(Variant::RID, "map"))); } -NavigationServer3D *NavigationServer3D::get_singleton() { +const NavigationServer3D *NavigationServer3D::get_singleton() { return singleton; } diff --git a/servers/navigation_server_3d.h b/servers/navigation_server_3d.h index 3aef693ac8..0a75b07931 100644 --- a/servers/navigation_server_3d.h +++ b/servers/navigation_server_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,12 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -/** - @author AndreaCatania -*/ - -#ifndef NAVIGATION_SERVER_H -#define NAVIGATION_SERVER_H +#ifndef NAVIGATION_SERVER_3D_H +#define NAVIGATION_SERVER_3D_H #include "core/object/class_db.h" #include "core/templates/rid.h" @@ -55,7 +51,7 @@ protected: public: /// Thread safe, can be used across many threads. - static NavigationServer3D *get_singleton(); + static const NavigationServer3D *get_singleton(); /// MUST be used in single thread! static NavigationServer3D *get_singleton_mut(); @@ -205,4 +201,4 @@ public: static NavigationServer3D *new_default_server(); }; -#endif +#endif // NAVIGATION_SERVER_3D_H diff --git a/servers/physics_2d/godot_area_2d.cpp b/servers/physics_2d/godot_area_2d.cpp index c4060615c9..9937178550 100644 --- a/servers/physics_2d/godot_area_2d.cpp +++ b/servers/physics_2d/godot_area_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_area_2d.h b/servers/physics_2d/godot_area_2d.h index 699c1c1bc8..6e8078909b 100644 --- a/servers/physics_2d/godot_area_2d.h +++ b/servers/physics_2d/godot_area_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_area_pair_2d.cpp b/servers/physics_2d/godot_area_pair_2d.cpp index bde22aab11..72208d7dff 100644 --- a/servers/physics_2d/godot_area_pair_2d.cpp +++ b/servers/physics_2d/godot_area_pair_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_area_pair_2d.h b/servers/physics_2d/godot_area_pair_2d.h index f1290a27d0..ef6c774bc3 100644 --- a/servers/physics_2d/godot_area_pair_2d.h +++ b/servers/physics_2d/godot_area_pair_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index 886fe4af0f..6873504f70 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h index 9902da9b46..1335a19126 100644 --- a/servers/physics_2d/godot_body_2d.h +++ b/servers/physics_2d/godot_body_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_body_direct_state_2d.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp index 2843466e01..cde6e8c991 100644 --- a/servers/physics_2d/godot_body_direct_state_2d.cpp +++ b/servers/physics_2d/godot_body_direct_state_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_body_direct_state_2d.h b/servers/physics_2d/godot_body_direct_state_2d.h index bc6038f7e8..a2c0a87989 100644 --- a/servers/physics_2d/godot_body_direct_state_2d.h +++ b/servers/physics_2d/godot_body_direct_state_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp index ca67277d1c..1986191cc3 100644 --- a/servers/physics_2d/godot_body_pair_2d.cpp +++ b/servers/physics_2d/godot_body_pair_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_body_pair_2d.h b/servers/physics_2d/godot_body_pair_2d.h index 0a086a78b1..1c0f61be26 100644 --- a/servers/physics_2d/godot_body_pair_2d.h +++ b/servers/physics_2d/godot_body_pair_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_broad_phase_2d.cpp b/servers/physics_2d/godot_broad_phase_2d.cpp index 4b35f8d996..e734c24f88 100644 --- a/servers/physics_2d/godot_broad_phase_2d.cpp +++ b/servers/physics_2d/godot_broad_phase_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_broad_phase_2d.h b/servers/physics_2d/godot_broad_phase_2d.h index 7017a6e41f..abab087045 100644 --- a/servers/physics_2d/godot_broad_phase_2d.h +++ b/servers/physics_2d/godot_broad_phase_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp index 9ec6b0a6b7..5a96dae8ca 100644 --- a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.h b/servers/physics_2d/godot_broad_phase_2d_bvh.h index 19b49f3499..d77e0574eb 100644 --- a/servers/physics_2d/godot_broad_phase_2d_bvh.h +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_collision_object_2d.cpp b/servers/physics_2d/godot_collision_object_2d.cpp index 719d9c874a..35027e0f69 100644 --- a/servers/physics_2d/godot_collision_object_2d.cpp +++ b/servers/physics_2d/godot_collision_object_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_collision_object_2d.h b/servers/physics_2d/godot_collision_object_2d.h index 7233857808..1e9baad8d9 100644 --- a/servers/physics_2d/godot_collision_object_2d.h +++ b/servers/physics_2d/godot_collision_object_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_collision_solver_2d.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp index 25371b9885..263d6d939f 100644 --- a/servers/physics_2d/godot_collision_solver_2d.cpp +++ b/servers/physics_2d/godot_collision_solver_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_collision_solver_2d.h b/servers/physics_2d/godot_collision_solver_2d.h index f10815a444..bd90641f04 100644 --- a/servers/physics_2d/godot_collision_solver_2d.h +++ b/servers/physics_2d/godot_collision_solver_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp index 63053e8259..a965795bee 100644 --- a/servers/physics_2d/godot_collision_solver_2d_sat.cpp +++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.h b/servers/physics_2d/godot_collision_solver_2d_sat.h index 1517b90a19..3d8e29c41a 100644 --- a/servers/physics_2d/godot_collision_solver_2d_sat.h +++ b/servers/physics_2d/godot_collision_solver_2d_sat.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_constraint_2d.h b/servers/physics_2d/godot_constraint_2d.h index 84f975e583..d9bf035c2b 100644 --- a/servers/physics_2d/godot_constraint_2d.h +++ b/servers/physics_2d/godot_constraint_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_joints_2d.cpp b/servers/physics_2d/godot_joints_2d.cpp index 7c08c2f4b4..0876184d8c 100644 --- a/servers/physics_2d/godot_joints_2d.cpp +++ b/servers/physics_2d/godot_joints_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_joints_2d.h b/servers/physics_2d/godot_joints_2d.h index 4c97190d01..acaaf0f629 100644 --- a/servers/physics_2d/godot_joints_2d.h +++ b/servers/physics_2d/godot_joints_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp index a1b2d8c3e0..5e099e27ec 100644 --- a/servers/physics_2d/godot_physics_server_2d.cpp +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_physics_server_2d.h b/servers/physics_2d/godot_physics_server_2d.h index bdf614a16d..0a84caadc5 100644 --- a/servers/physics_2d/godot_physics_server_2d.h +++ b/servers/physics_2d/godot_physics_server_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_shape_2d.cpp b/servers/physics_2d/godot_shape_2d.cpp index 3604004324..1e8799a727 100644 --- a/servers/physics_2d/godot_shape_2d.cpp +++ b/servers/physics_2d/godot_shape_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_shape_2d.h b/servers/physics_2d/godot_shape_2d.h index 25d113aafb..fb52cbce20 100644 --- a/servers/physics_2d/godot_shape_2d.h +++ b/servers/physics_2d/godot_shape_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index 8f22efc40c..5c2bda340b 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_space_2d.h b/servers/physics_2d/godot_space_2d.h index e11f4c3afb..5d97721176 100644 --- a/servers/physics_2d/godot_space_2d.h +++ b/servers/physics_2d/godot_space_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp index bc604e380a..866c415440 100644 --- a/servers/physics_2d/godot_step_2d.cpp +++ b/servers/physics_2d/godot_step_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/godot_step_2d.h b/servers/physics_2d/godot_step_2d.h index 4038417854..9a6d8caf9b 100644 --- a/servers/physics_2d/godot_step_2d.h +++ b/servers/physics_2d/godot_step_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp index ef6535a878..928ffe0980 100644 --- a/servers/physics_3d/gjk_epa.cpp +++ b/servers/physics_3d/gjk_epa.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h index 39a7d03435..01a47f222e 100644 --- a/servers/physics_3d/gjk_epa.h +++ b/servers/physics_3d/gjk_epa.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_area_3d.cpp b/servers/physics_3d/godot_area_3d.cpp index d4e14b8d85..e7df23d0d8 100644 --- a/servers/physics_3d/godot_area_3d.cpp +++ b/servers/physics_3d/godot_area_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_area_3d.h b/servers/physics_3d/godot_area_3d.h index 0dcf89b2b4..ce64fc802a 100644 --- a/servers/physics_3d/godot_area_3d.h +++ b/servers/physics_3d/godot_area_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_area_pair_3d.cpp b/servers/physics_3d/godot_area_pair_3d.cpp index 58188565e3..a75cb74f60 100644 --- a/servers/physics_3d/godot_area_pair_3d.cpp +++ b/servers/physics_3d/godot_area_pair_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_area_pair_3d.h b/servers/physics_3d/godot_area_pair_3d.h index 4237e7722e..c416477204 100644 --- a/servers/physics_3d/godot_area_pair_3d.h +++ b/servers/physics_3d/godot_area_pair_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp index fca8a3f3a9..ad97533f44 100644 --- a/servers/physics_3d/godot_body_3d.cpp +++ b/servers/physics_3d/godot_body_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h index 5868d8c282..1906e8aab1 100644 --- a/servers/physics_3d/godot_body_3d.h +++ b/servers/physics_3d/godot_body_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_body_direct_state_3d.cpp b/servers/physics_3d/godot_body_direct_state_3d.cpp index e45180cd02..a8c6086e1c 100644 --- a/servers/physics_3d/godot_body_direct_state_3d.cpp +++ b/servers/physics_3d/godot_body_direct_state_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_body_direct_state_3d.h b/servers/physics_3d/godot_body_direct_state_3d.h index 93e9997e11..483cfb9298 100644 --- a/servers/physics_3d/godot_body_direct_state_3d.h +++ b/servers/physics_3d/godot_body_direct_state_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index dd82a02059..89d5d59161 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_body_pair_3d.h b/servers/physics_3d/godot_body_pair_3d.h index 8a9664e7e1..7a7309f9d5 100644 --- a/servers/physics_3d/godot_body_pair_3d.h +++ b/servers/physics_3d/godot_body_pair_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_broad_phase_3d.cpp b/servers/physics_3d/godot_broad_phase_3d.cpp index db51dfb2b6..115a01a0c5 100644 --- a/servers/physics_3d/godot_broad_phase_3d.cpp +++ b/servers/physics_3d/godot_broad_phase_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_broad_phase_3d.h b/servers/physics_3d/godot_broad_phase_3d.h index 65423f293c..75196cbd1b 100644 --- a/servers/physics_3d/godot_broad_phase_3d.h +++ b/servers/physics_3d/godot_broad_phase_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp index 0f2061a1ea..9a6b96c411 100644 --- a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp +++ b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.h b/servers/physics_3d/godot_broad_phase_3d_bvh.h index 61127e52c1..7138019a9c 100644 --- a/servers/physics_3d/godot_broad_phase_3d_bvh.h +++ b/servers/physics_3d/godot_broad_phase_3d_bvh.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_collision_object_3d.cpp b/servers/physics_3d/godot_collision_object_3d.cpp index 421291011b..63284aeca5 100644 --- a/servers/physics_3d/godot_collision_object_3d.cpp +++ b/servers/physics_3d/godot_collision_object_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_collision_object_3d.h b/servers/physics_3d/godot_collision_object_3d.h index 43558034e0..0178838a25 100644 --- a/servers/physics_3d/godot_collision_object_3d.h +++ b/servers/physics_3d/godot_collision_object_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp index 540b16c6e3..81e1a88366 100644 --- a/servers/physics_3d/godot_collision_solver_3d.cpp +++ b/servers/physics_3d/godot_collision_solver_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_collision_solver_3d.h b/servers/physics_3d/godot_collision_solver_3d.h index 133635ca7e..a6a0ebfead 100644 --- a/servers/physics_3d/godot_collision_solver_3d.h +++ b/servers/physics_3d/godot_collision_solver_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp index 4faa07b6c9..82e04a7e31 100644 --- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp +++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.h b/servers/physics_3d/godot_collision_solver_3d_sat.h index 069a701cba..3eb7aa4c9e 100644 --- a/servers/physics_3d/godot_collision_solver_3d_sat.h +++ b/servers/physics_3d/godot_collision_solver_3d_sat.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_constraint_3d.h b/servers/physics_3d/godot_constraint_3d.h index 840c81716c..217955047f 100644 --- a/servers/physics_3d/godot_constraint_3d.h +++ b/servers/physics_3d/godot_constraint_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_joint_3d.h b/servers/physics_3d/godot_joint_3d.h index 4086bb53e1..d4b719fc5e 100644 --- a/servers/physics_3d/godot_joint_3d.h +++ b/servers/physics_3d/godot_joint_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp index f301b791bb..4e1680e6ac 100644 --- a/servers/physics_3d/godot_physics_server_3d.cpp +++ b/servers/physics_3d/godot_physics_server_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_physics_server_3d.h b/servers/physics_3d/godot_physics_server_3d.h index ab9cd19723..b903f4808c 100644 --- a/servers/physics_3d/godot_physics_server_3d.h +++ b/servers/physics_3d/godot_physics_server_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index 5364a9833d..666e773c1c 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -52,11 +52,11 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -#define _EDGE_IS_VALID_SUPPORT_THRESHOLD 0.0002 -#define _FACE_IS_VALID_SUPPORT_THRESHOLD 0.9998 +constexpr double edge_support_threshold = 0.0002; +constexpr double face_support_threshold = 0.9998; -#define _CYLINDER_EDGE_IS_VALID_SUPPORT_THRESHOLD 0.002 -#define _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD 0.999 +constexpr double cylinder_edge_support_threshold = 0.002; +constexpr double cylinder_face_support_threshold = 0.999; void GodotShape3D::configure(const AABB &p_aabb) { aabb = p_aabb; @@ -184,7 +184,7 @@ Vector3 GodotSeparationRayShape3D::get_support(const Vector3 &p_normal) const { } void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { - if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(p_normal.z) < edge_support_threshold) { r_amount = 2; r_type = FEATURE_EDGE; r_supports[0] = Vector3(0, 0, 0); @@ -335,7 +335,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 * Vector3 axis; axis[i] = 1.0; real_t dot = p_normal.dot(axis); - if (Math::abs(dot) > _FACE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(dot) > face_support_threshold) { //Vector3 axis_b; bool neg = dot < 0; @@ -376,7 +376,7 @@ void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 * Vector3 axis; axis[i] = 1.0; - if (Math::abs(p_normal.dot(axis)) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(p_normal.dot(axis)) < edge_support_threshold) { r_amount = 2; r_type = FEATURE_EDGE; @@ -522,7 +522,7 @@ void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vecto real_t d = n.y; - if (Math::abs(d) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(d) < edge_support_threshold) { // make it flat n.y = 0.0; n.normalize(); @@ -703,7 +703,7 @@ Vector3 GodotCylinderShape3D::get_support(const Vector3 &p_normal) const { void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { real_t d = p_normal.y; - if (Math::abs(d) > _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(d) > cylinder_face_support_threshold) { real_t h = (d > 0) ? height : -height; Vector3 n = p_normal; @@ -718,7 +718,7 @@ void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vect r_supports[1].x += radius; r_supports[2] = n; r_supports[2].z += radius; - } else if (Math::abs(d) < _CYLINDER_EDGE_IS_VALID_SUPPORT_THRESHOLD) { + } else if (Math::abs(d) < cylinder_edge_support_threshold) { // make it flat Vector3 n = p_normal; n.y = 0.0; @@ -911,7 +911,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, } for (int i = 0; i < fc; i++) { - if (faces[i].plane.normal.dot(p_normal) > _FACE_IS_VALID_SUPPORT_THRESHOLD) { + if (faces[i].plane.normal.dot(p_normal) > face_support_threshold) { int ic = faces[i].indices.size(); const int *ind = faces[i].indices.ptr(); @@ -940,7 +940,7 @@ void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, for (int i = 0; i < ec; i++) { real_t dot = (vertices[edges[i].a] - vertices[edges[i].b]).normalized().dot(p_normal); dot = ABS(dot); - if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD && (edges[i].a == vtx || edges[i].b == vtx)) { + if (dot < edge_support_threshold && (edges[i].a == vtx || edges[i].b == vtx)) { r_amount = 2; r_type = FEATURE_EDGE; r_supports[0] = vertices[edges[i].a]; @@ -1140,7 +1140,7 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 Vector3 n = p_normal; /** TEST FACE AS SUPPORT **/ - if (Math::abs(normal.dot(n)) > _FACE_IS_VALID_SUPPORT_THRESHOLD) { + if (Math::abs(normal.dot(n)) > face_support_threshold) { r_amount = 3; r_type = FEATURE_FACE; for (int i = 0; i < 3; i++) { @@ -1174,7 +1174,7 @@ void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 // check if edge is valid as a support real_t dot = (vertex[i] - vertex[nx]).normalized().dot(n); dot = ABS(dot); - if (dot < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { + if (dot < edge_support_threshold) { r_amount = 2; r_type = FEATURE_EDGE; r_supports[0] = vertex[i]; diff --git a/servers/physics_3d/godot_shape_3d.h b/servers/physics_3d/godot_shape_3d.h index 43319510d4..9d171c3928 100644 --- a/servers/physics_3d/godot_shape_3d.h +++ b/servers/physics_3d/godot_shape_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp index 43d4433302..1de27760d5 100644 --- a/servers/physics_3d/godot_soft_body_3d.cpp +++ b/servers/physics_3d/godot_soft_body_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h index 14ddc419cf..5028e81dd8 100644 --- a/servers/physics_3d/godot_soft_body_3d.h +++ b/servers/physics_3d/godot_soft_body_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index 89e0d5c51f..ed756a7f9d 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_space_3d.h b/servers/physics_3d/godot_space_3d.h index fbdb65e29c..ac54c8bf69 100644 --- a/servers/physics_3d/godot_space_3d.h +++ b/servers/physics_3d/godot_space_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp index 6332532f6e..63635b224b 100644 --- a/servers/physics_3d/godot_step_3d.cpp +++ b/servers/physics_3d/godot_step_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/godot_step_3d.h b/servers/physics_3d/godot_step_3d.h index 10389713f6..6d975b0dd3 100644 --- a/servers/physics_3d/godot_step_3d.h +++ b/servers/physics_3d/godot_step_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp index 864086c956..dc4858ff9a 100644 --- a/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_cone_twist_joint_3d.h b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h index 999d0f0692..fdcc2ceea3 100644 --- a/servers/physics_3d/joints/godot_cone_twist_joint_3d.h +++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp index 915bb528e9..41e9bf06bb 100644 --- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h index f37b5b981b..bcf2d18647 100644 --- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h +++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_hinge_joint_3d.cpp b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp index cf77129a30..a7a7843499 100644 --- a/servers/physics_3d/joints/godot_hinge_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_hinge_joint_3d.h b/servers/physics_3d/joints/godot_hinge_joint_3d.h index ff1fbe0f25..b934540e8d 100644 --- a/servers/physics_3d/joints/godot_hinge_joint_3d.h +++ b/servers/physics_3d/joints/godot_hinge_joint_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_jacobian_entry_3d.h b/servers/physics_3d/joints/godot_jacobian_entry_3d.h index 90a77a9b61..0fe15751d5 100644 --- a/servers/physics_3d/joints/godot_jacobian_entry_3d.h +++ b/servers/physics_3d/joints/godot_jacobian_entry_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_pin_joint_3d.cpp b/servers/physics_3d/joints/godot_pin_joint_3d.cpp index e9e81b61a7..c52ea2665c 100644 --- a/servers/physics_3d/joints/godot_pin_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_pin_joint_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_pin_joint_3d.h b/servers/physics_3d/joints/godot_pin_joint_3d.h index 17e2e6e973..eeeaa650bd 100644 --- a/servers/physics_3d/joints/godot_pin_joint_3d.h +++ b/servers/physics_3d/joints/godot_pin_joint_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_slider_joint_3d.cpp b/servers/physics_3d/joints/godot_slider_joint_3d.cpp index 1f463ad24c..f175421304 100644 --- a/servers/physics_3d/joints/godot_slider_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_slider_joint_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/joints/godot_slider_joint_3d.h b/servers/physics_3d/joints/godot_slider_joint_3d.h index 9baaf1fa40..f596c9ff75 100644 --- a/servers/physics_3d/joints/godot_slider_joint_3d.h +++ b/servers/physics_3d/joints/godot_slider_joint_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index f76e00d466..d8f2a2a780 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index 87a549e72d..e9faf0a3bf 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_server_2d_wrap_mt.cpp b/servers/physics_server_2d_wrap_mt.cpp index 33070bf42d..02223b83f0 100644 --- a/servers/physics_server_2d_wrap_mt.cpp +++ b/servers/physics_server_2d_wrap_mt.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_server_2d_wrap_mt.h b/servers/physics_server_2d_wrap_mt.h index cb6e6fc084..aa3a8bc04a 100644 --- a/servers/physics_server_2d_wrap_mt.h +++ b/servers/physics_server_2d_wrap_mt.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index f5a099013f..8fafd07f87 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 13719ba1c5..f830c95b58 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_server_3d_wrap_mt.cpp b/servers/physics_server_3d_wrap_mt.cpp index c424100bba..822ca44b72 100644 --- a/servers/physics_server_3d_wrap_mt.cpp +++ b/servers/physics_server_3d_wrap_mt.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h index 179ca90a2f..ecaef886e1 100644 --- a/servers/physics_server_3d_wrap_mt.h +++ b/servers/physics_server_3d_wrap_mt.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp index 7004b2317c..3fbf4fe436 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/register_server_types.h b/servers/register_server_types.h index f6a65cb653..cf6364eee3 100644 --- a/servers/register_server_types.h +++ b/servers/register_server_types.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h index 01e96b3bc6..83da8388e4 100644 --- a/servers/rendering/rasterizer_dummy.h +++ b/servers/rendering/rasterizer_dummy.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -44,6 +44,7 @@ public: GeometryInstance *geometry_instance_create(RID p_base) override { return nullptr; } void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override {} void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override {} + void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override {} void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) override {} void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override {} void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override {} @@ -116,8 +117,10 @@ public: void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {} void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override {} void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {} + void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override {} + void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {} - void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {} + void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {} void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override {} void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override {} @@ -186,7 +189,7 @@ public: void voxel_gi_set_quality(RS::VoxelGIQuality) override {} - void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {} + void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {} void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {} void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override {} @@ -327,8 +330,8 @@ public: void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override {} void mesh_instance_check_for_update(RID p_mesh_instance) override {} void update_mesh_instances() override {} - void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) override {} - float reflection_probe_get_lod_threshold(RID p_probe) const override { return 0.0; } + void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override {} + float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override { return 0.0; } void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override {} @@ -702,6 +705,7 @@ public: String get_video_adapter_name() const override { return String(); } String get_video_adapter_vendor() const override { return String(); } + RenderingDevice::DeviceType get_video_adapter_type() const override { return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER; } static RendererStorage *base_singleton; diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp index 591023c820..418d2bc42e 100644 --- a/servers/rendering/renderer_canvas_cull.cpp +++ b/servers/rendering/renderer_canvas_cull.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -261,6 +261,10 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2 if (ci->clip) { if (p_canvas_clip != nullptr) { ci->final_clip_rect = p_canvas_clip->final_clip_rect.intersection(global_rect); + if (ci->final_clip_rect == Rect2()) { + // Clip rects do not intersect, so don't draw this item. + return; + } } else { ci->final_clip_rect = global_rect; } @@ -1436,7 +1440,7 @@ void RendererCanvasCull::canvas_light_occluder_set_polygon(RID p_occluder, RID p ERR_FAIL_COND(!occluder); if (occluder->polygon.is_valid()) { - LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(p_polygon); + LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(occluder->polygon); if (occluder_poly) { occluder_poly->owners.erase(occluder); } diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h index bdd61123df..fc53ce2327 100644 --- a/servers/rendering/renderer_canvas_cull.h +++ b/servers/rendering/renderer_canvas_cull.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_canvas_render.cpp b/servers/rendering/renderer_canvas_render.cpp index 1945435586..3b68cd74fd 100644 --- a/servers/rendering/renderer_canvas_render.cpp +++ b/servers/rendering/renderer_canvas_render.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h index 04ddae4089..1840925f78 100644 --- a/servers/rendering/renderer_canvas_render.h +++ b/servers/rendering/renderer_canvas_render.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_compositor.cpp b/servers/rendering/renderer_compositor.cpp index 80c4625261..82e8bd6ef9 100644 --- a/servers/rendering/renderer_compositor.cpp +++ b/servers/rendering/renderer_compositor.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h index 4526354d17..f245af9a4a 100644 --- a/servers/rendering/renderer_compositor.h +++ b/servers/rendering/renderer_compositor.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp index 4a98cf0831..6ad3556969 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp +++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h index feafd4c2db..7f6750fa7e 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.h +++ b/servers/rendering/renderer_rd/cluster_builder_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp index cf943901d4..4ab50782df 100644 --- a/servers/rendering/renderer_rd/effects_rd.cpp +++ b/servers/rendering/renderer_rd/effects_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -446,7 +446,7 @@ void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i } void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer."); + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer."); memset(©.push_constant, 0, sizeof(CopyPushConstant)); @@ -1315,6 +1315,111 @@ void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, } } +void EffectsRD::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection) { + // Downsample and deinterleave the depth buffer for SSAO and SSIL + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + int downsample_pipeline = SS_EFFECTS_DOWNSAMPLE; + bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM; + + if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_HALF; + } else if (use_mips) { + downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP; + } + + bool use_half_size = false; + bool use_full_mips = false; + + if (p_ssao_half_size && p_ssil_half_size) { + downsample_pipeline++; + use_half_size = true; + } else if (p_ssao_half_size != p_ssil_half_size) { + if (use_mips) { + downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS; + use_full_mips = true; + } else { + // Only need the first two mipmaps, but the cost to generate the next two is trivial + // TODO investigate the benefit of a shader version to generate only 2 mips + downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP; + use_mips = true; + } + } + + int depth_index = use_half_size ? 1 : 0; + + RD::get_singleton()->draw_command_begin_label("Downsample Depth"); + if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.ids.push_back(p_depth_mipmaps[depth_index + 1]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.ids.push_back(p_depth_mipmaps[depth_index + 2]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.ids.push_back(p_depth_mipmaps[depth_index + 3]); + uniforms.push_back(u); + } + if (use_full_mips) { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.ids.push_back(p_depth_mipmaps[4]); + uniforms.push_back(u); + } + ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2); + } + + float depth_linearize_mul = -p_projection.matrix[3][2]; + float depth_linearize_add = p_projection.matrix[2][2]; + if (depth_linearize_mul * depth_linearize_add < 0) { + depth_linearize_add = -depth_linearize_add; + } + + ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); + ss_effects.downsample_push_constant.z_near = depth_linearize_mul; + ss_effects.downsample_push_constant.z_far = depth_linearize_add; + if (ss_effects.downsample_push_constant.orthogonal) { + ss_effects.downsample_push_constant.z_near = p_projection.get_z_near(); + ss_effects.downsample_push_constant.z_far = p_projection.get_z_far(); + } + ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x; + ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y; + ss_effects.downsample_push_constant.radius_sq = 1.0; + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_pipeline]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[depth_index + 0]), 1); + if (use_mips) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2); + } + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant)); + + Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1))); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE); + + ss_effects.used_full_mips_last_frame = use_mips; + ss_effects.used_full_mips_last_frame = use_full_mips; + ss_effects.used_half_size_last_frame = use_half_size; +} + void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) { RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) { @@ -1341,82 +1446,12 @@ void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> RD::get_singleton()->compute_list_add_barrier(p_compute_list); } -void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) { +void EffectsRD::generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->draw_command_begin_label("SSAO"); + memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant)); /* FIRST PASS */ - // Downsample and deinterleave the depth buffer. - { - RD::get_singleton()->draw_command_begin_label("Downsample Depth"); - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.ids.push_back(p_depth_mipmaps[1]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.ids.push_back(p_depth_mipmaps[2]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 2; - u.ids.push_back(p_depth_mipmaps[3]); - uniforms.push_back(u); - } - r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2); - } - - float depth_linearize_mul = -p_projection.matrix[3][2]; - float depth_linearize_add = p_projection.matrix[2][2]; - if (depth_linearize_mul * depth_linearize_add < 0) { - depth_linearize_add = -depth_linearize_add; - } - - ssao.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); - ssao.downsample_push_constant.z_near = depth_linearize_mul; - ssao.downsample_push_constant.z_far = depth_linearize_add; - if (ssao.downsample_push_constant.orthogonal) { - ssao.downsample_push_constant.z_near = p_projection.get_z_near(); - ssao.downsample_push_constant.z_far = p_projection.get_z_far(); - } - ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; - ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; - ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius; - - int downsample_pipeline = SSAO_DOWNSAMPLE; - if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - downsample_pipeline = SSAO_DOWNSAMPLE_HALF; - } else if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) { - downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP; - } - - if (p_settings.half_size) { - downsample_pipeline++; - } - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1); - if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2); - } - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant)); - - Size2i size(MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)), MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1))); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->draw_command_end_label(); // Downsample SSAO - } + RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion"); /* SECOND PASS */ // Sample SSAO { @@ -1469,7 +1504,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; - u.ids.push_back(ssao.mirror_sampler); + u.ids.push_back(default_sampler); u.ids.push_back(p_depth_mipmaps_texture); uniforms.push_back(u); } @@ -1484,7 +1519,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 2; - u.ids.push_back(ssao.gather_constants_buffer); + u.ids.push_back(ss_effects.gather_constants_buffer); uniforms.push_back(u); } r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0); @@ -1574,6 +1609,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep for (int pass = 0; pass < blur_passes; pass++) { int blur_pipeline = SSAO_BLUR_PASS; if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { + blur_pipeline = SSAO_BLUR_PASS_SMART; if (pass < blur_passes - 2) { blur_pipeline = SSAO_BLUR_PASS_WIDE; } else { @@ -1591,7 +1627,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0); } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ssao.mirror_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ss_effects.mirror_sampler), 0); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1); @@ -1599,7 +1635,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0); } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ssao.mirror_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ss_effects.mirror_sampler), 0); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1); } @@ -1649,12 +1685,305 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep RD::get_singleton()->draw_command_end_label(); // Interleave } RD::get_singleton()->draw_command_end_label(); //SSAO - RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); //wait for upcoming transfer + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier } +void EffectsRD::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) { + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); + if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) { + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); + } + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3); + + for (int i = 0; i < 4; i++) { + if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + ssil.gather_push_constant.pass_coord_offset[0] = i % 2; + ssil.gather_push_constant.pass_coord_offset[1] = i / 2; + ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; + ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; + ssil.gather_push_constant.pass = i; + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_image_pair(p_ssil_slices[i], p_edges_slices[i]), 2); + RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant)); + + Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); + } + RD::get_singleton()->compute_list_add_barrier(p_compute_list); +} + +void EffectsRD::screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ssil, const Vector<RID> p_ssil_slices, RID p_ssil_pong, const Vector<RID> p_ssil_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set) { + RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting"); + //Store projection info before starting the compute list + SSILProjectionUniforms projection_uniforms; + store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix); + + RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms); + + memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant)); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + { + RD::get_singleton()->draw_command_begin_label("Gather Samples"); + ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; + ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; + + ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; + ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; + float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; + float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; + ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; + ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; + ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; + ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; + ssil.gather_push_constant.z_near = p_projection.get_z_near(); + ssil.gather_push_constant.z_far = p_projection.get_z_far(); + ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); + + ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25; + ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25; + + ssil.gather_push_constant.radius = p_settings.radius; + float radius_near_limit = (p_settings.radius * 1.2f); + if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) { + radius_near_limit *= 1.50f; + + if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + ssil.gather_push_constant.radius *= 0.8f; + } + } + radius_near_limit /= tan_half_fov_y; + ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI; + ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); + ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; + ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; + ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius; + ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection; + + ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255); + ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; + + ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1); + ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; + + if (p_invalidate_uniform_sets) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.ids.push_back(default_mipmap_sampler); + u.ids.push_back(p_diffuse); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 1; + u.ids.push_back(ssil.projection_uniform_buffer); + uniforms.push_back(u); + } + r_projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3); + } + + if (p_invalidate_uniform_sets) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.ids.push_back(default_sampler); + u.ids.push_back(p_depth_mipmaps_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.ids.push_back(p_normal_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.ids.push_back(ss_effects.gather_constants_buffer); + uniforms.push_back(u); + } + r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0); + } + + if (p_invalidate_uniform_sets) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.ids.push_back(p_ssil_pong); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 1; + u.ids.push_back(default_sampler); + u.ids.push_back(p_importance_map); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.ids.push_back(ssil.importance_map_load_counter); + uniforms.push_back(u); + } + r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1); + } + + if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) { + RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); + ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; + ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; + ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI; + //base pass + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]); + gather_ssil(compute_list, p_ssil_pong_slices, p_edges_slices, p_settings, true, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set); + //generate importance map + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + // process Importance Map A + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + // process Importance Map B + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->draw_command_end_label(); // Importance Map + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]); + } else { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]); + } + + gather_ssil(compute_list, p_ssil_slices, p_edges_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set); + RD::get_singleton()->draw_command_end_label(); //Gather + } + + { + RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); + ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; + ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; + ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; + + int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; + + for (int pass = 0; pass < blur_passes; pass++) { + int blur_pipeline = SSIL_BLUR_PASS; + if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { + blur_pipeline = SSIL_BLUR_PASS_SMART; + if (pass < blur_passes - 2) { + blur_pipeline = SSIL_BLUR_PASS_WIDE; + } + } + + for (int i = 0; i < 4; i++) { + if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]); + if (pass % 2 == 0) { + if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_slices[i]), 0); + } else { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_slices[i], ss_effects.mirror_sampler), 0); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_pong_slices[i]), 1); + } else { + if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong_slices[i]), 0); + } else { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_pong_slices[i], ss_effects.mirror_sampler), 0); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_slices[i]), 1); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges_slices[i]), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant)); + + int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)); + int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1); + if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + } + } + + RD::get_singleton()->draw_command_end_label(); // Blur + } + + { + RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); + ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; + ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; + ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; + ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); + + int interleave_pipeline = SSIL_INTERLEAVE_HALF; + if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) { + interleave_pipeline = SSIL_INTERLEAVE; + } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) { + interleave_pipeline = SSIL_INTERLEAVE_SMART; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination), 0); + + if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil), 1); + } else { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 1); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); // Interleave + } + + RD::get_singleton()->draw_command_end_label(); // SSIL + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); + + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier +} + void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) { roughness_limiter.push_constant.screen_size[0] = p_size.x; roughness_limiter.push_constant.screen_size[1] = p_size.y; @@ -2173,63 +2502,36 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } if (!prefer_raster_effects) { - // Initialize ssao - - RD::SamplerState sampler; - sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.max_lod = 4; - - ssao.mirror_sampler = RD::get_singleton()->sampler_create(sampler); - - uint32_t pipeline = 0; - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n"); - ssao_modes.push_back("\n#define USE_HALF_SIZE\n"); - ssao_modes.push_back("\n#define GENERATE_MIPS\n"); - ssao_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE"); - ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n"); - ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE"); - - ssao.downsample_shader.initialize(ssao_modes); - - ssao.downsample_shader_version = ssao.downsample_shader.version_create(); - - for (int i = 0; i <= SSAO_DOWNSAMPLE_HALF_RES_HALF; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, i)); - pipeline++; - } - } { - Vector<String> ssao_modes; - - ssao_modes.push_back("\n"); - ssao_modes.push_back("\n#define SSAO_BASE\n"); - ssao_modes.push_back("\n#define ADAPTIVE\n"); - - ssao.gather_shader.initialize(ssao_modes); - - ssao.gather_shader_version = ssao.gather_shader.version_create(); - - for (int i = SSAO_GATHER; i <= SSAO_GATHER_ADAPTIVE; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER)); - pipeline++; + // Initialize depth buffer for screen space effects + Vector<String> downsampler_modes; + downsampler_modes.push_back("\n"); + downsampler_modes.push_back("\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n"); + downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS"); + + ss_effects.downsample_shader.initialize(downsampler_modes); + + ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create(); + + for (int i = 0; i < SS_EFFECTS_MAX; i++) { + ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i)); } - ssao.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSAOGatherConstants)); - SSAOGatherConstants gather_constants; + ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants)); + SSEffectsGatherConstants gather_constants; const int sub_pass_count = 5; for (int pass = 0; pass < 4; pass++) { for (int subPass = 0; subPass < sub_pass_count; subPass++) { int a = pass; + int b = subPass; + int spmap[5]{ 0, 1, 4, 3, 2 }; - int b = spmap[subPass]; + b = spmap[subPass]; float ca, sa; float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f; @@ -2246,72 +2548,105 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } } - RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants); + RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants); } + { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define GENERATE_MAP\n"); - ssao_modes.push_back("\n#define PROCESS_MAPA\n"); - ssao_modes.push_back("\n#define PROCESS_MAPB\n"); + // Initialize ssao - ssao.importance_map_shader.initialize(ssao_modes); + RD::SamplerState sampler; + sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.max_lod = 4; - ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); + ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler); - for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); + uint32_t pipeline = 0; + { + Vector<String> ssao_modes; - pipeline++; - } - ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); - int zero[1] = { 0 }; - RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); - RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); + ssao_modes.push_back("\n"); + ssao_modes.push_back("\n#define SSAO_BASE\n"); + ssao_modes.push_back("\n#define ADAPTIVE\n"); - Vector<RD::Uniform> uniforms; + ssao.gather_shader.initialize(ssao_modes); + + ssao.gather_shader_version = ssao.gather_shader.version_create(); + + for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i)); + pipeline++; + } + } { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(ssao.importance_map_load_counter); - uniforms.push_back(u); + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define GENERATE_MAP\n"); + ssao_modes.push_back("\n#define PROCESS_MAPA\n"); + ssao_modes.push_back("\n#define PROCESS_MAPB\n"); + + ssao.importance_map_shader.initialize(ssao_modes); + + ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); + + for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); + + pipeline++; + } + ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); + RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.ids.push_back(ssao.importance_map_load_counter); + uniforms.push_back(u); + } + ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); + RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); } - ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); - RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define MODE_NON_SMART\n"); - ssao_modes.push_back("\n#define MODE_SMART\n"); - ssao_modes.push_back("\n#define MODE_WIDE\n"); + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define MODE_NON_SMART\n"); + ssao_modes.push_back("\n#define MODE_SMART\n"); + ssao_modes.push_back("\n#define MODE_WIDE\n"); - ssao.blur_shader.initialize(ssao_modes); + ssao.blur_shader.initialize(ssao_modes); - ssao.blur_shader_version = ssao.blur_shader.version_create(); + ssao.blur_shader_version = ssao.blur_shader.version_create(); - for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); + for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); - pipeline++; + pipeline++; + } } - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define MODE_NON_SMART\n"); - ssao_modes.push_back("\n#define MODE_SMART\n"); - ssao_modes.push_back("\n#define MODE_HALF\n"); - - ssao.interleave_shader.initialize(ssao_modes); - - ssao.interleave_shader_version = ssao.interleave_shader.version_create(); - for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); - RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); - pipeline++; + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define MODE_NON_SMART\n"); + ssao_modes.push_back("\n#define MODE_SMART\n"); + ssao_modes.push_back("\n#define MODE_HALF\n"); + + ssao.interleave_shader.initialize(ssao_modes); + + ssao.interleave_shader_version = ssao.interleave_shader.version_create(); + for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); + RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); + pipeline++; + } } - } - ERR_FAIL_COND(pipeline != SSAO_MAX); + ERR_FAIL_COND(pipeline != SSAO_MAX); + } } if (!prefer_raster_effects) { @@ -2504,6 +2839,79 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } { + Vector<String> ssil_modes; + ssil_modes.push_back("\n"); + ssil_modes.push_back("\n#define SSIL_BASE\n"); + ssil_modes.push_back("\n#define ADAPTIVE\n"); + + ssil.gather_shader.initialize(ssil_modes); + + ssil.gather_shader_version = ssil.gather_shader.version_create(); + + for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i)); + } + ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms)); + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define GENERATE_MAP\n"); + ssil_modes.push_back("\n#define PROCESS_MAPA\n"); + ssil_modes.push_back("\n#define PROCESS_MAPB\n"); + + ssil.importance_map_shader.initialize(ssil_modes); + + ssil.importance_map_shader_version = ssil.importance_map_shader.version_create(); + + for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP)); + } + ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero); + RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter"); + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.ids.push_back(ssil.importance_map_load_counter); + uniforms.push_back(u); + } + ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2); + RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set"); + } + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define MODE_NON_SMART\n"); + ssil_modes.push_back("\n#define MODE_SMART\n"); + ssil_modes.push_back("\n#define MODE_WIDE\n"); + + ssil.blur_shader.initialize(ssil_modes); + + ssil.blur_shader_version = ssil.blur_shader.version_create(); + for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS)); + } + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define MODE_NON_SMART\n"); + ssil_modes.push_back("\n#define MODE_SMART\n"); + ssil_modes.push_back("\n#define MODE_HALF\n"); + + ssil.interleave_shader.initialize(ssil_modes); + + ssil.interleave_shader_version = ssil.interleave_shader.version_create(); + for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE)); + } + } + + { Vector<String> resolve_modes; resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n"); resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n"); @@ -2600,20 +3008,26 @@ EffectsRD::~EffectsRD() { copy.shader.version_free(copy.shader_version); resolve.shader.version_free(resolve.shader_version); specular_merge.shader.version_free(specular_merge.shader_version); + ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version); ssao.blur_shader.version_free(ssao.blur_shader_version); ssao.gather_shader.version_free(ssao.gather_shader_version); - ssao.downsample_shader.version_free(ssao.downsample_shader_version); ssao.interleave_shader.version_free(ssao.interleave_shader_version); ssao.importance_map_shader.version_free(ssao.importance_map_shader_version); + ssil.blur_shader.version_free(ssil.blur_shader_version); + ssil.gather_shader.version_free(ssil.gather_shader_version); + ssil.interleave_shader.version_free(ssil.interleave_shader_version); + ssil.importance_map_shader.version_free(ssil.importance_map_shader_version); roughness_limiter.shader.version_free(roughness_limiter.shader_version); ssr.shader.version_free(ssr.shader_version); ssr_filter.shader.version_free(ssr_filter.shader_version); ssr_scale.shader.version_free(ssr_scale.shader_version); sss.shader.version_free(sss.shader_version); - RD::get_singleton()->free(ssao.mirror_sampler); - RD::get_singleton()->free(ssao.gather_constants_buffer); + RD::get_singleton()->free(ss_effects.mirror_sampler); + RD::get_singleton()->free(ss_effects.gather_constants_buffer); RD::get_singleton()->free(ssao.importance_map_load_counter); + RD::get_singleton()->free(ssil.importance_map_load_counter); + RD::get_singleton()->free(ssil.projection_uniform_buffer); } copy_to_fb.shader.version_free(copy_to_fb.shader_version); cube_to_dp.shader.version_free(cube_to_dp.shader_version); diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index 6037127e82..a3fb4db3df 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -55,11 +55,15 @@ #include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil_interleave.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" @@ -399,13 +403,47 @@ private: PipelineCacheRD raster_pipelines[BOKEH_MAX]; } bokeh; + struct SSEffectsDownsamplePushConstant { + float pixel_size[2]; + float z_far; + float z_near; + uint32_t orthogonal; + float radius_sq; + uint32_t pad[2]; + }; + + enum SSEffectsMode { + SS_EFFECTS_DOWNSAMPLE, + SS_EFFECTS_DOWNSAMPLE_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_MIPMAP, + SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_HALF, + SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF, + SS_EFFECTS_DOWNSAMPLE_FULL_MIPS, + SS_EFFECTS_MAX + }; + + struct SSEffectsGatherConstants { + float rotation_matrices[80]; //5 vec4s * 4 + }; + + struct SSEffects { + SSEffectsDownsamplePushConstant downsample_push_constant; + SsEffectsDownsampleShaderRD downsample_shader; + RID downsample_shader_version; + RID downsample_uniform_set; + bool used_half_size_last_frame = false; + bool used_mips_last_frame = false; + bool used_full_mips_last_frame = false; + + RID gather_constants_buffer; + + RID mirror_sampler; + + RID pipelines[SS_EFFECTS_MAX]; + } ss_effects; + enum SSAOMode { - SSAO_DOWNSAMPLE, - SSAO_DOWNSAMPLE_HALF_RES, - SSAO_DOWNSAMPLE_MIPMAP, - SSAO_DOWNSAMPLE_MIPMAP_HALF_RES, - SSAO_DOWNSAMPLE_HALF, - SSAO_DOWNSAMPLE_HALF_RES_HALF, SSAO_GATHER, SSAO_GATHER_BASE, SSAO_GATHER_ADAPTIVE, @@ -421,15 +459,6 @@ private: SSAO_MAX }; - struct SSAODownsamplePushConstant { - float pixel_size[2]; - float z_far; - float z_near; - uint32_t orthogonal; - float radius_sq; - uint32_t pad[2]; - }; - struct SSAOGatherPushConstant { int32_t screen_size[2]; int pass; @@ -455,7 +484,7 @@ private: float horizon_angle_threshold; float inv_radius_near_limit; - bool is_orthogonal; + uint32_t is_orthogonal; float neg_inv_radius; float load_counter_avg_div; float adaptive_sample_limit; @@ -464,10 +493,6 @@ private: float pass_uv_offset[2]; }; - struct SSAOGatherConstants { - float rotation_matrices[80]; //5 vec4s * 4 - }; - struct SSAOImportanceMapPushConstant { float half_screen_pixel_size[2]; float intensity; @@ -487,15 +512,9 @@ private: }; struct SSAO { - SSAODownsamplePushConstant downsample_push_constant; - SsaoDownsampleShaderRD downsample_shader; - RID downsample_shader_version; - SSAOGatherPushConstant gather_push_constant; SsaoShaderRD gather_shader; RID gather_shader_version; - RID gather_constants_buffer; - bool gather_initialized = false; SSAOImportanceMapPushConstant importance_map_push_constant; SsaoImportanceMapShaderRD importance_map_shader; @@ -511,10 +530,104 @@ private: SsaoInterleaveShaderRD interleave_shader; RID interleave_shader_version; - RID mirror_sampler; RID pipelines[SSAO_MAX]; } ssao; + enum SSILMode { + SSIL_GATHER, + SSIL_GATHER_BASE, + SSIL_GATHER_ADAPTIVE, + SSIL_GENERATE_IMPORTANCE_MAP, + SSIL_PROCESS_IMPORTANCE_MAPA, + SSIL_PROCESS_IMPORTANCE_MAPB, + SSIL_BLUR_PASS, + SSIL_BLUR_PASS_SMART, + SSIL_BLUR_PASS_WIDE, + SSIL_INTERLEAVE, + SSIL_INTERLEAVE_SMART, + SSIL_INTERLEAVE_HALF, + SSIL_MAX + }; + + struct SSILGatherPushConstant { + int32_t screen_size[2]; + int pass; + int quality; + + float half_screen_pixel_size[2]; + float half_screen_pixel_size_x025[2]; + + float NDC_to_view_mul[2]; + float NDC_to_view_add[2]; + + float pad2[2]; + float z_near; + float z_far; + + float radius; + float intensity; + int size_multiplier; + int pad; + + float fade_out_mul; + float fade_out_add; + float normal_rejection_amount; + float inv_radius_near_limit; + + uint32_t is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + int32_t pass_coord_offset[2]; + float pass_uv_offset[2]; + }; + + struct SSILImportanceMapPushConstant { + float half_screen_pixel_size[2]; + float intensity; + float pad; + }; + + struct SSILBlurPushConstant { + float edge_sharpness; + float pad; + float half_screen_pixel_size[2]; + }; + + struct SSILInterleavePushConstant { + float inv_sharpness; + uint32_t size_modifier; + float pixel_size[2]; + }; + + struct SSILProjectionUniforms { + float inv_last_frame_projection_matrix[16]; + }; + + struct SSIL { + SSILGatherPushConstant gather_push_constant; + SsilShaderRD gather_shader; + RID gather_shader_version; + RID projection_uniform_buffer; + + SSILImportanceMapPushConstant importance_map_push_constant; + SsilImportanceMapShaderRD importance_map_shader; + RID importance_map_shader_version; + RID importance_map_load_counter; + RID counter_uniform_set; + + SSILBlurPushConstant blur_push_constant; + SsilBlurShaderRD blur_shader; + RID blur_shader_version; + + SSILInterleavePushConstant interleave_push_constant; + SsilInterleaveShaderRD interleave_shader; + RID interleave_shader_version; + + RID pipelines[SSIL_MAX]; + } ssil; + struct RoughnessLimiterPushConstant { int32_t screen_size[2]; float curve; @@ -879,11 +992,34 @@ public: Size2i quarter_screen_size = Size2i(); }; + struct SSILSettings { + float radius = 1.0; + float intensity = 2.0; + float sharpness = 0.98; + float normal_rejection = 1.0; + + RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM; + bool half_size = true; + float adaptive_target = 0.5; + int blur_passes = 4; + float fadeout_from = 50.0; + float fadeout_to = 300.0; + + Size2i full_screen_size = Size2i(); + Size2i half_screen_size = Size2i(); + Size2i quarter_screen_size = Size2i(); + }; + void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings); void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings); + void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection); + void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set); - void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set); + void generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set); + + void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set); + void screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set); void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve); void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size); diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 03ce2690bf..36604073cc 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -730,7 +730,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.ambient_light_color_energy[3] = 1.0; scene_state.ubo.use_ambient_cubemap = false; scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; + scene_state.ubo.ss_effects_flags = 0; } else if (is_environment(p_render_data->environment)) { RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment); @@ -775,9 +775,14 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.use_reflection_cubemap = false; } - scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment); scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment); scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment); + uint32_t ss_flags = 0; + if (p_opaque_render_buffers) { + ss_flags |= environment_is_ssao_enabled(p_render_data->environment) ? 1 : 0; + ss_flags |= environment_is_ssil_enabled(p_render_data->environment) ? 2 : 0; + } + scene_state.ubo.ss_effects_flags = ss_flags; scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment); scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment); @@ -809,7 +814,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.use_ambient_cubemap = false; scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; + scene_state.ubo.ss_effects_flags = 0; } scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active(); @@ -1057,7 +1062,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con // LOD - if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->screen_mesh_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { //lod Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); @@ -1077,7 +1082,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con } uint32_t indices; - surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices); + surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -1225,6 +1230,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool using_sdfgi = false; bool using_voxelgi = false; bool reverse_cull = false; + bool using_ssil = p_render_data->environment.is_valid() && environment_is_ssil_enabled(p_render_data->environment); if (render_buffer) { screen_size.x = render_buffer->width; @@ -1254,7 +1260,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co opaque_specular_framebuffer = render_buffer->color_specular_fb; } - } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { + } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS; } @@ -1398,7 +1404,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION; bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES; - bool depth_pre_pass = depth_framebuffer.is_valid(); + bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid(); bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_is_ssao_enabled(p_render_data->environment); bool continue_depth = false; @@ -1423,7 +1429,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID()); bool finish_depth = using_ssao || using_sdfgi || using_voxelgi; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold); _render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear); RD::get_singleton()->draw_command_end_label(); @@ -1449,7 +1455,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co continue_depth = !finish_depth; } - _pre_opaque_render(p_render_data, using_ssao, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID()); + _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID()); RD::get_singleton()->draw_command_begin_label("Render Opaque Pass"); @@ -1481,7 +1487,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold); _render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); if (will_continue_color && using_separate_specular) { // close the specular framebuffer, as it's no longer used @@ -1588,20 +1594,30 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); { - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR_TRANSPARENT, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR_TRANSPARENT, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold); _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); } RD::get_singleton()->draw_command_end_label(); + RENDER_TIMESTAMP("Resolve"); + RD::get_singleton()->draw_command_begin_label("Resolve"); if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color); + storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); } RD::get_singleton()->draw_command_end_label(); + RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL"); + if (using_ssil) { + RENDER_TIMESTAMP("Copy Final Framebuffer"); + _copy_framebuffer_to_ssil(p_render_data->render_buffers); + } + RD::get_singleton()->draw_command_end_label(); + if (p_render_data->render_buffers.is_valid()) { _debug_draw_cluster(p_render_data->render_buffers); @@ -1620,7 +1636,7 @@ void RenderForwardClustered::_render_shadow_begin() { scene_state.instance_data[RENDER_LIST_SECONDARY].clear(); } -void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { +void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -1643,9 +1659,9 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_lod_threshold = 0.0; + render_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_lod_threshold = p_screen_lod_threshold; + render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; @@ -1670,7 +1686,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold; + shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; @@ -1699,7 +1715,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); + RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect); } @@ -1779,12 +1795,14 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); RD::get_singleton()->draw_list_end(); @@ -1823,12 +1841,13 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, true); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); const int uv_offset_count = 9; @@ -1885,11 +1904,12 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i Vector3 half_extents = p_bounds.size * 0.5; Vector3 center = p_bounds.position + half_extents; - Vector<RID> sbs; - sbs.push_back(p_albedo_texture); - sbs.push_back(p_emission_texture); - sbs.push_back(p_emission_aniso_texture); - sbs.push_back(p_geom_facing_texture); + Vector<RID> sbs = { + p_albedo_texture, + p_emission_texture, + p_emission_aniso_texture, + p_geom_facing_texture + }; //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds); for (int i = 0; i < 3; i++) { @@ -2372,6 +2392,15 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.ids.push_back(vfog); uniforms.push_back(u); } + { + RD::Uniform u; + u.binding = 19; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID(); + RID texture = ssil.is_valid() ? ssil : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); + u.ids.push_back(texture); + uniforms.push_back(u); + } } if (p_index >= (int)render_pass_uniform_sets.size()) { @@ -2649,6 +2678,24 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet sdcache->sort.uses_softshadow = ginstance->using_softshadows; } +void RenderForwardClustered::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh) { + SceneShaderForwardClustered::MaterialData *material = p_material; + + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), storage->material_get_shader_id(p_mat_src), p_mesh); + + while (material->next_pass.is_valid()) { + RID next_pass = material->next_pass; + material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); + if (!material || !material->shader_data->valid) { + break; + } + if (ginstance->data->dirty_dependencies) { + storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + } + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); + } +} + void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { RID m_src; @@ -2674,18 +2721,19 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw ERR_FAIL_COND(!material); - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh); + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); - while (material->next_pass.is_valid()) { - RID next_pass = material->next_pass; - material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); - if (!material || !material->shader_data->valid) { - break; - } - if (ginstance->data->dirty_dependencies) { - storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + if (ginstance->data->material_overlay.is_valid()) { + m_src = ginstance->data->material_overlay; + + material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D); + if (material && material->shader_data->valid) { + if (ginstance->data->dirty_dependencies) { + storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + } + + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); } - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); } } @@ -2894,6 +2942,13 @@ void RenderForwardClustered::geometry_instance_set_material_override(GeometryIns _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } +void RenderForwardClustered::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) { + GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->material_overlay = p_overlay; + _geometry_instance_mark_dirty(ginstance); + ginstance->data->dirty_dependencies = true; +} void RenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index d6ab4d1db2..f858887bd0 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -162,13 +162,13 @@ class RenderForwardClustered : public RendererSceneRenderRD { Vector2 uv_offset; Plane lod_plane; float lod_distance_multiplier = 0.0; - float screen_lod_threshold = 0.0; + float screen_mesh_lod_threshold = 0.0; RD::FramebufferFormatID framebuffer_format = 0; uint32_t element_offset = 0; uint32_t barrier = RD::BARRIER_MASK_ALL; bool use_directional_soft_shadow = false; - RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { + RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { elements = p_elements; element_info = p_element_info; element_count = p_element_count; @@ -180,7 +180,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { uv_offset = p_uv_offset; lod_plane = p_lod_plane; lod_distance_multiplier = p_lod_distance_multiplier; - screen_lod_threshold = p_screen_lod_threshold; + screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; element_offset = p_element_offset; barrier = p_barrier; use_directional_soft_shadow = p_use_directional_soft_shadows; @@ -251,7 +251,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { float z_far; float z_near; - uint32_t ssao_enabled; + uint32_t ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; uint32_t roughness_limiter_enabled; @@ -342,7 +342,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID rp_uniform_set; Plane camera_plane; float lod_distance_multiplier; - float screen_lod_threshold; + float screen_mesh_lod_threshold; RID framebuffer; RD::InitialAction initial_depth_action; @@ -496,6 +496,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID skeleton; Vector<RID> surface_materials; RID material_override; + RID material_overlay; AABB aabb; bool use_dynamic_gi = false; @@ -523,6 +524,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh; void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); + void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); void _geometry_instance_update(GeometryInstance *p_geometry_instance); @@ -594,7 +596,7 @@ protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; virtual void _render_shadow_begin() override; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; + virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; virtual void _render_shadow_process() override; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; @@ -612,6 +614,7 @@ public: virtual GeometryInstance *geometry_instance_create(RID p_base) override; virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override; virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override; + virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override; virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override; virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override; virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override; 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 71753f9694..7987a98b0e 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 @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -48,7 +48,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; + ShaderCompiler::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; int depth_testi = DEPTH_TEST_ENABLED; @@ -79,10 +79,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { int depth_drawi = DEPTH_DRAW_OPAQUE; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; - actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; - actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); @@ -157,10 +157,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } print_line("\n**uniforms:\n" + gen_code.uniforms); - print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]); - print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif - shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -463,7 +463,6 @@ SceneShaderForwardClustered::MaterialData::~MaterialData() { RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) { MaterialData *material_data = memnew(MaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -510,7 +509,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin { //shader compiler - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["WORLD_MATRIX"] = "world_matrix"; actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix"; @@ -531,6 +530,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.renames["COLOR"] = "color_interp"; actions.renames["POINT_SIZE"] = "gl_PointSize"; actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h index f2a55939f4..33049fad9c 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -129,7 +129,7 @@ public: String path; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; @@ -189,7 +189,6 @@ public: } struct MaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; ShaderData *shader_data; RID uniform_set; uint64_t last_pass = 0; @@ -208,7 +207,7 @@ public: } SceneForwardClusteredShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 445623fb86..b9c51f5461 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -669,7 +669,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers } - _pre_opaque_render(p_render_data, false, false, RID(), RID()); + _pre_opaque_render(p_render_data, false, false, false, RID(), RID()); uint32_t spec_constant_base_flags = 0; @@ -730,7 +730,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -794,7 +794,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (using_subpass_transparent) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -831,7 +831,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -877,7 +877,7 @@ void RenderForwardMobile::_render_shadow_begin() { render_list[RENDER_LIST_SECONDARY].clear(); } -void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { +void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -903,9 +903,9 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_lod_threshold = 0.0; + render_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_lod_threshold = p_screen_lod_threshold; + render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; @@ -930,7 +930,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold; + shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; @@ -959,7 +959,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); + RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect); } @@ -1002,12 +1002,13 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, 0); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); RD::get_singleton()->draw_list_end(); @@ -1043,12 +1044,14 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, 0); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); const int uv_offset_count = 9; @@ -1407,7 +1410,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const // LOD - if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->screen_mesh_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { //lod Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); @@ -1427,7 +1430,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } uint32_t indices; - surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices); + surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -2033,6 +2036,15 @@ void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstan ginstance->data->dirty_dependencies = true; } +void RenderForwardMobile::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) { + GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->material_overlay = p_overlay; + + _geometry_instance_mark_dirty(ginstance); + ginstance->data->dirty_dependencies = true; +} + void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); @@ -2359,6 +2371,24 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI sdcache->sort.priority = p_material->priority; } +void RenderForwardMobile::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh) { + SceneShaderForwardMobile::MaterialData *material = p_material; + + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), storage->material_get_shader_id(p_mat_src), p_mesh); + + while (material->next_pass.is_valid()) { + RID next_pass = material->next_pass; + material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); + if (!material || !material->shader_data->valid) { + break; + } + if (ginstance->data->dirty_dependencies) { + storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + } + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); + } +} + void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { RID m_src; @@ -2384,18 +2414,19 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward ERR_FAIL_COND(!material); - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh); + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); - while (material->next_pass.is_valid()) { - RID next_pass = material->next_pass; - material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); - if (!material || !material->shader_data->valid) { - break; - } - if (ginstance->data->dirty_dependencies) { - storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + if (ginstance->data->material_overlay.is_valid()) { + m_src = ginstance->data->material_overlay; + + material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D); + if (material && material->shader_data->valid) { + if (ginstance->data->dirty_dependencies) { + storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + } + + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); } - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); } } diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 485d08b589..8274dc3b0c 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -176,13 +176,13 @@ protected: Plane lod_plane; uint32_t spec_constant_base_flags = 0; float lod_distance_multiplier = 0.0; - float screen_lod_threshold = 0.0; + float screen_mesh_lod_threshold = 0.0; RD::FramebufferFormatID framebuffer_format = 0; uint32_t element_offset = 0; uint32_t barrier = RD::BARRIER_MASK_ALL; uint32_t subpass = 0; - RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { + RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { elements = p_elements; element_info = p_element_info; element_count = p_element_count; @@ -195,7 +195,7 @@ protected: uv_offset = p_uv_offset; lod_plane = p_lod_plane; lod_distance_multiplier = p_lod_distance_multiplier; - screen_lod_threshold = p_screen_lod_threshold; + screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; element_offset = p_element_offset; barrier = p_barrier; spec_constant_base_flags = p_spec_constant_base_flags; @@ -210,7 +210,7 @@ protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; virtual void _render_shadow_begin() override; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; + virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; virtual void _render_shadow_process() override; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; @@ -346,7 +346,7 @@ protected: RID rp_uniform_set; Plane camera_plane; float lod_distance_multiplier; - float screen_lod_threshold; + float screen_mesh_lod_threshold; RID framebuffer; RD::InitialAction initial_depth_action; @@ -586,6 +586,7 @@ protected: RID skeleton; Vector<RID> surface_materials; RID material_override; + RID material_overlay; AABB aabb; bool use_baked_light = false; @@ -620,6 +621,7 @@ public: PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh; void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); + void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); void _geometry_instance_update(GeometryInstance *p_geometry_instance); @@ -628,6 +630,7 @@ public: virtual GeometryInstance *geometry_instance_create(RID p_base) override; virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override; virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override; + virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) override; virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override; virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override; virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 8807ebf134..0b99948063 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -51,7 +51,7 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; + ShaderCompiler::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; int depth_testi = DEPTH_TEST_ENABLED; @@ -81,10 +81,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { int depth_drawi = DEPTH_DRAW_OPAQUE; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; - actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; - actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); @@ -159,11 +159,11 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { } print_line("\n**uniforms:\n" + gen_code.uniforms); - print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]); - print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif - shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -452,7 +452,6 @@ SceneShaderForwardMobile::MaterialData::~MaterialData() { RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) { MaterialData *material_data = memnew(MaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -498,7 +497,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p { //shader compiler - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["WORLD_MATRIX"] = "world_matrix"; actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix"; @@ -519,6 +518,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.renames["COLOR"] = "color_interp"; actions.renames["POINT_SIZE"] = "gl_PointSize"; actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h index 392fac1e3e..92db15e3b0 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -105,7 +105,7 @@ public: String path; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; @@ -163,7 +163,6 @@ public: } struct MaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; ShaderData *shader_data; RID uniform_set; uint64_t last_pass = 0; @@ -184,7 +183,7 @@ public: } SceneForwardMobileShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp index 0d60052666..e812a48d3d 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h index e52f47fa47..8d82480b38 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.h +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 2ff7f27d33..0f3daef371 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -281,7 +281,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[4] = vd; - buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES); + buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_WEIGHTS); } //check that everything is as it should be @@ -1377,14 +1377,6 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p if (md->shader_data->uses_time) { time_used = true; } - if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) { - md->last_frame = RendererCompositorRD::singleton->get_frame_number(); - if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) { - // uniform set may be gone because a dependency was erased. In this case, it will happen - // if a texture is deleted, so just re-create it. - storage->material_force_update_textures(material, RendererStorageRD::SHADER_TYPE_2D); - } - } } } @@ -1957,15 +1949,15 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; + ShaderCompiler::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; uses_screen_texture = false; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; - actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; - actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); @@ -2002,7 +1994,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { print_line("\n**fragment_code:\n" + gen_code.fragment); print_line("\n**light_code:\n" + gen_code.light); #endif - canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -2240,7 +2232,6 @@ RendererCanvasRenderRD::MaterialData::~MaterialData() { RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) { MaterialData *material_data = memnew(MaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -2359,7 +2350,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { { //shader compiler - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["VERTEX"] = "vertex"; actions.renames["LIGHT_VERTEX"] = "light_vertex"; @@ -2391,6 +2382,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["POINT_COORD"] = "gl_PointCoord"; + actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["LIGHT_POSITION"] = "light_position"; actions.renames["LIGHT_COLOR"] = "light_color"; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index 26ccbd3bf5..84f64b6fda 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -35,10 +35,10 @@ #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" -#include "servers/rendering/renderer_rd/shader_compiler_rd.h" #include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h" #include "servers/rendering/rendering_device.h" +#include "servers/rendering/shader_compiler.h" class RendererCanvasRenderRD : public RendererCanvasRender { RendererStorageRD *storage; @@ -148,7 +148,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender { RID default_skeleton_uniform_buffer; RID default_skeleton_texture_buffer; - ShaderCompilerRD compiler; + ShaderCompiler compiler; } shader; struct ShaderData : public RendererStorageRD::ShaderData { @@ -167,7 +167,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender { String path; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; @@ -200,7 +200,6 @@ class RendererCanvasRenderRD : public RendererCanvasRender { } struct MaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; ShaderData *shader_data; RID uniform_set; diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index d310becd1e..2f8ef696cd 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index f69e40e0ff..9a992d5819 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp index 550e59ba98..0d0d7513d0 100644 --- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -68,7 +68,7 @@ void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, glow_hdr_luminance_cap = p_hdr_luminance_cap; } -void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { +void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { sdfgi_enabled = p_enable; sdfgi_cascades = p_cascades; sdfgi_min_cell_size = p_min_cell_size; diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h index ec9cb4a798..629d224b49 100644 --- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -123,9 +123,17 @@ public: float ssr_fade_out = 2.0; float ssr_depth_tolerance = 0.2; + /// SSIL + /// + bool ssil_enabled = false; + float ssil_radius = 5.0; + float ssil_intensity = 1.0; + float ssil_sharpness = 0.98; + float ssil_normal_rejection = 1.0; + /// SDFGI bool sdfgi_enabled = false; - RS::EnvironmentSDFGICascades sdfgi_cascades; + int sdfgi_cascades = 6; float sdfgi_min_cell_size = 0.2; bool sdfgi_use_occlusion = false; float sdfgi_bounce_feedback = 0.0; @@ -147,7 +155,7 @@ public: void set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source); void set_tonemap(RS::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); void set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap); - void set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias); + void set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias); void set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective); void set_volumetric_fog(bool p_enable, float p_density, const Color &p_scatterin, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject); void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance); diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp index d1085245c0..3069b1c379 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -42,14 +42,13 @@ const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFF void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi) { storage = p_gi->storage; gi = p_gi; - cascade_mode = p_env->sdfgi_cascades; + num_cascades = p_env->sdfgi_cascades; min_cell_size = p_env->sdfgi_min_cell_size; uses_occlusion = p_env->sdfgi_use_occlusion; y_scale_mode = p_env->sdfgi_y_scale; static const float y_scale[3] = { 1.0, 1.5, 2.0 }; y_mult = y_scale[y_scale_mode]; - static const int cascasde_size[3] = { 4, 6, 8 }; - cascades.resize(cascasde_size[cascade_mode]); + cascades.resize(num_cascades); probe_axis_count = SDFGI::PROBE_DIVISOR + 1; solid_cell_ratio = gi->sdfgi_solid_cell_ratio; solid_cell_count = uint32_t(float(cascade_size * cascade_size * cascade_size) * solid_cell_ratio); @@ -716,7 +715,10 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 13; RID parent_average; - if (i < cascades.size() - 1) { + if (cascades.size() == 1) { + // If there is only one SDFGI cascade, we can't use the previous cascade for blending. + parent_average = cascades[i].lightprobe_average_tex; + } else if (i < cascades.size() - 1) { parent_average = cascades[i + 1].lightprobe_average_tex; } else { parent_average = cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used @@ -2059,7 +2061,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c for (int i = 0; i < levels.size(); i++) { VoxelGIInstance::Mipmap mipmap; - mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D); + mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, 1, RD::TEXTURE_SLICE_3D); mipmap.level = levels.size() - i - 1; mipmap.cell_offset = 0; for (uint32_t j = 0; j < mipmap.level; j++) { @@ -2176,8 +2178,9 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView()); if (dynamic_maps.size() == 0) { - //render depth for first one - dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; + // Render depth for first one. + // Use 16-bit depth when supported to improve performance. + dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView()); } diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h index 9f6fc8a9b7..5e55262798 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -495,7 +495,7 @@ public: float solid_cell_ratio = 0; uint32_t solid_cell_count = 0; - RS::EnvironmentSDFGICascades cascade_mode; + int num_cascades = 6; float min_cell_size = 0; uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints @@ -602,19 +602,15 @@ public: }; struct VoxelGIData { - float xform[16]; - float bounds[3]; - float dynamic_range; + float xform[16]; // 64 - 64 - float bias; - float normal_bias; - uint32_t blend_ambient; - uint32_t texture_slot; + float bounds[3]; // 12 - 76 + float dynamic_range; // 4 - 80 - uint32_t pad0; - uint32_t pad1; - uint32_t pad2; - uint32_t mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + uint32_t blend_ambient; // 4 - 92 + uint32_t mipmaps; // 4 - 96 }; struct PushConstant { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 7c35b01b50..126f40584a 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -65,7 +65,7 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 }; uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge]; - if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) { + if (rb->sdfgi && (rb->sdfgi->num_cascades != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) { //configuration changed, erase rb->sdfgi->erase(); memdelete(rb->sdfgi); @@ -303,7 +303,7 @@ void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) glow_high_quality = p_enable; } -void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { +void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); ERR_FAIL_COND(!env); @@ -427,6 +427,26 @@ void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQual ssao_fadeout_to = p_fadeout_to; } +void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) { + RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); + ERR_FAIL_COND(!env); + + env->ssil_enabled = p_enable; + env->ssil_radius = p_radius; + env->ssil_intensity = p_intensity; + env->ssil_sharpness = p_sharpness; + env->ssil_normal_rejection = p_normal_rejection; +} + +void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { + ssil_quality = p_quality; + ssil_half_size = p_half_size; + ssil_adaptive_target = p_adaptive_target; + ssil_blur_passes = p_blur_passes; + ssil_fadeout_from = p_fadeout_from; + ssil_fadeout_to = p_fadeout_to; +} + bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const { RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); ERR_FAIL_COND_V(!env, false); @@ -445,6 +465,12 @@ float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const return env->ssao_direct_light_affect; } +bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const { + RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); + ERR_FAIL_COND_V(!env, false); + return env->ssil_enabled; +} + bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const { RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); ERR_FAIL_COND_V(!env, false); @@ -464,34 +490,63 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); ERR_FAIL_COND_V(!env, Ref<Image>()); - if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) { + RS::EnvironmentBG environment_background = env->background; + + if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) { return Ref<Image>(); //nothing to bake } - if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) { - Color color; - if (env->background == RS::ENV_BG_CLEAR_COLOR) { - color = storage->get_default_clear_color(); - } else { - color = env->bg_color; - } - color.r *= env->bg_energy; - color.g *= env->bg_energy; - color.b *= env->bg_energy; - - Ref<Image> ret; - ret.instantiate(); - ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF); - for (int i = 0; i < p_size.width; i++) { - for (int j = 0; j < p_size.height; j++) { - ret->set_pixel(i, j, color); + RS::EnvironmentAmbientSource ambient_source = env->ambient_source; + + bool use_ambient_light = false; + bool use_cube_map = false; + if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) { + use_ambient_light = true; + } else { + use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY; + use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR; + } + use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && env->sky.is_valid()); + + Color ambient_color; + float ambient_color_sky_mix; + if (use_ambient_light) { + ambient_color_sky_mix = env->ambient_sky_contribution; + const float ambient_energy = env->ambient_light_energy; + ambient_color = env->ambient_light; + ambient_color = ambient_color.to_linear(); + ambient_color.r *= ambient_energy; + ambient_color.g *= ambient_energy; + ambient_color.b *= ambient_energy; + } + + if (use_cube_map) { + Ref<Image> panorama = sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size); + if (use_ambient_light) { + for (int x = 0; x < p_size.width; x++) { + for (int y = 0; y < p_size.height; y++) { + panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix)); + } } } - return ret; - } + return panorama; + } else { + const float bg_energy = env->bg_energy; + Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? storage->get_default_clear_color() : env->bg_color); + panorama_color = panorama_color.to_linear(); + panorama_color.r *= bg_energy; + panorama_color.g *= bg_energy; + panorama_color.b *= bg_energy; + + if (use_ambient_light) { + panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix); + } - if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) { - return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size); + Ref<Image> panorama; + panorama.instantiate(); + panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF); + panorama->fill(panorama_color); + return panorama; } return Ref<Image>(); @@ -1798,24 +1853,51 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) { rb->luminance.current = RID(); } - if (rb->ssao.depth.is_valid()) { - RD::get_singleton()->free(rb->ssao.depth); - RD::get_singleton()->free(rb->ssao.ao_deinterleaved); - RD::get_singleton()->free(rb->ssao.ao_pong); - RD::get_singleton()->free(rb->ssao.ao_final); + if (rb->ss_effects.linear_depth.is_valid()) { + RD::get_singleton()->free(rb->ss_effects.linear_depth); + rb->ss_effects.linear_depth = RID(); + rb->ss_effects.linear_depth_slices.clear(); + } + + if (rb->ss_effects.ssao.ao_final.is_valid()) { + RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved); + RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong); + RD::get_singleton()->free(rb->ss_effects.ssao.ao_final); - RD::get_singleton()->free(rb->ssao.importance_map[0]); - RD::get_singleton()->free(rb->ssao.importance_map[1]); + RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]); + RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]); - rb->ssao.depth = RID(); - rb->ssao.ao_deinterleaved = RID(); - rb->ssao.ao_pong = RID(); - rb->ssao.ao_final = RID(); - rb->ssao.importance_map[0] = RID(); - rb->ssao.importance_map[1] = RID(); - rb->ssao.depth_slices.clear(); - rb->ssao.ao_deinterleaved_slices.clear(); - rb->ssao.ao_pong_slices.clear(); + rb->ss_effects.ssao.ao_deinterleaved = RID(); + rb->ss_effects.ssao.ao_pong = RID(); + rb->ss_effects.ssao.ao_final = RID(); + rb->ss_effects.ssao.importance_map[0] = RID(); + rb->ss_effects.ssao.importance_map[1] = RID(); + + rb->ss_effects.ssao.ao_deinterleaved_slices.clear(); + rb->ss_effects.ssao.ao_pong_slices.clear(); + } + + if (rb->ss_effects.ssil.ssil_final.is_valid()) { + RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final); + RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved); + RD::get_singleton()->free(rb->ss_effects.ssil.pong); + RD::get_singleton()->free(rb->ss_effects.ssil.edges); + RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]); + RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]); + + rb->ss_effects.ssil.ssil_final = RID(); + rb->ss_effects.ssil.deinterleaved = RID(); + rb->ss_effects.ssil.pong = RID(); + rb->ss_effects.ssil.edges = RID(); + rb->ss_effects.ssil.deinterleaved_slices.clear(); + rb->ss_effects.ssil.pong_slices.clear(); + rb->ss_effects.ssil.edges_slices.clear(); + rb->ss_effects.ssil.importance_map[0] = RID(); + rb->ss_effects.ssil.importance_map[1] = RID(); + + RD::get_singleton()->free(rb->ss_effects.last_frame); + rb->ss_effects.last_frame = RID(); + rb->ss_effects.last_frame_slices.clear(); } if (rb->ssr.blur_radius[0].is_valid()) { @@ -1919,24 +2001,21 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen RENDER_TIMESTAMP("Process SSAO"); - if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) { - RD::get_singleton()->free(rb->ssao.depth); - RD::get_singleton()->free(rb->ssao.ao_deinterleaved); - RD::get_singleton()->free(rb->ssao.ao_pong); - RD::get_singleton()->free(rb->ssao.ao_final); + if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) { + RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved); + RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong); + RD::get_singleton()->free(rb->ss_effects.ssao.ao_final); - RD::get_singleton()->free(rb->ssao.importance_map[0]); - RD::get_singleton()->free(rb->ssao.importance_map[1]); + RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]); + RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]); - rb->ssao.depth = RID(); - rb->ssao.ao_deinterleaved = RID(); - rb->ssao.ao_pong = RID(); - rb->ssao.ao_final = RID(); - rb->ssao.importance_map[0] = RID(); - rb->ssao.importance_map[1] = RID(); - rb->ssao.depth_slices.clear(); - rb->ssao.ao_deinterleaved_slices.clear(); - rb->ssao.ao_pong_slices.clear(); + rb->ss_effects.ssao.ao_deinterleaved = RID(); + rb->ss_effects.ssao.ao_pong = RID(); + rb->ss_effects.ssao.ao_final = RID(); + rb->ss_effects.ssao.importance_map[0] = RID(); + rb->ss_effects.ssao.importance_map[1] = RID(); + rb->ss_effects.ssao.ao_deinterleaved_slices.clear(); + rb->ss_effects.ssao.ao_pong_slices.clear(); } int buffer_width; @@ -1955,27 +2034,10 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen half_height = (rb->internal_height + 3) / 4; } bool uniform_sets_are_invalid = false; - if (rb->ssao.depth.is_null()) { - //allocate depth slices - + if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) { { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16_SFLOAT; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.mipmaps = 4; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth"); - for (uint32_t i = 0; i < tf.mipmaps; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY); - rb->ssao.depth_slices.push_back(slice); - RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " "); - } + rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); } - { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8_UNORM; @@ -1984,12 +2046,12 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen tf.height = buffer_height; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array"); + rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array"); for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0); - rb->ssao.ao_deinterleaved_slices.push_back(slice); - RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " "); + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0); + rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " "); } } @@ -2001,12 +2063,12 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen tf.height = buffer_height; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong"); + rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong"); for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0); - rb->ssao.ao_pong_slices.push_back(slice); - RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0); + rb->ss_effects.ssao.ao_pong_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); } } @@ -2016,10 +2078,10 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen tf.width = half_width; tf.height = half_height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map"); - rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong"); + rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map"); + rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong"); } { RD::TextureFormat tf; @@ -2027,8 +2089,8 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen tf.width = rb->internal_width; tf.height = rb->internal_height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final"); + rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final"); } ssao_using_half_size = ssao_half_size; uniform_sets_are_invalid = true; @@ -2052,7 +2114,187 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen settings.half_screen_size = Size2i(buffer_width, buffer_height); settings.quarter_screen_size = Size2i(half_width, half_height); - storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set); + storage->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set); +} + +void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND(!rb); + + RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment); + ERR_FAIL_COND(!env); + + RENDER_TIMESTAMP("Process SSIL"); + + if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) { + RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final); + RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved); + RD::get_singleton()->free(rb->ss_effects.ssil.pong); + RD::get_singleton()->free(rb->ss_effects.ssil.edges); + RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]); + RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]); + + rb->ss_effects.ssil.ssil_final = RID(); + rb->ss_effects.ssil.deinterleaved = RID(); + rb->ss_effects.ssil.pong = RID(); + rb->ss_effects.ssil.edges = RID(); + rb->ss_effects.ssil.deinterleaved_slices.clear(); + rb->ss_effects.ssil.pong_slices.clear(); + rb->ss_effects.ssil.edges_slices.clear(); + rb->ss_effects.ssil.importance_map[0] = RID(); + rb->ss_effects.ssil.importance_map[1] = RID(); + } + + int buffer_width; + int buffer_height; + int half_width; + int half_height; + if (ssil_half_size) { + buffer_width = (rb->width + 3) / 4; + buffer_height = (rb->height + 3) / 4; + half_width = (rb->width + 7) / 8; + half_height = (rb->height + 7) / 8; + } else { + buffer_width = (rb->width + 1) / 2; + buffer_height = (rb->height + 1) / 2; + half_width = (rb->width + 3) / 4; + half_height = (rb->height + 3) / 4; + } + bool uniform_sets_are_invalid = false; + if (rb->ss_effects.ssil.ssil_final.is_null()) { + { + rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.width = rb->width; + tf.height = rb->height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture"); + RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1); + if (rb->ss_effects.last_frame.is_null()) { + tf.mipmaps = 6; + rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance"); + RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1); + for (uint32_t i = 0; i < 6; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i); + rb->ss_effects.last_frame_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " "); + } + } + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = buffer_width; + tf.height = buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0); + rb->ss_effects.ssil.deinterleaved_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = buffer_width; + tf.height = buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0); + rb->ss_effects.ssil.pong_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = buffer_width; + tf.height = buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0); + rb->ss_effects.ssil.edges_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = half_width; + tf.height = half_height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map"); + rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong"); + } + uniform_sets_are_invalid = true; + ssil_using_half_size = ssil_half_size; + } + + EffectsRD::SSILSettings settings; + settings.radius = env->ssil_radius; + settings.intensity = env->ssil_intensity; + settings.sharpness = env->ssil_sharpness; + settings.normal_rejection = env->ssil_normal_rejection; + + settings.quality = ssil_quality; + settings.half_size = ssil_half_size; + settings.adaptive_target = ssil_adaptive_target; + settings.blur_passes = ssil_blur_passes; + settings.fadeout_from = ssil_fadeout_from; + settings.fadeout_to = ssil_fadeout_to; + settings.full_screen_size = Size2i(rb->width, rb->height); + settings.half_screen_size = Size2i(buffer_width, buffer_height); + settings.quarter_screen_size = Size2i(half_width, half_height); + + CameraMatrix correction; + correction.set_depth_correction(true); + CameraMatrix projection = correction * p_projection; + Transform3D transform = p_transform; + transform.set_origin(Vector3(0.0, 0.0, 0.0)); + CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse(); + + storage->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set); + rb->ss_effects.last_frame_projection = projection; + rb->ss_effects.last_frame_transform = transform; +} + +void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND(!rb); + + if (rb->ss_effects.last_frame.is_valid()) { + storage->get_effects()->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height)); + + int width = rb->width; + int height = rb->height; + for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) { + width = MAX(1, width >> 1); + height = MAX(1, height >> 1); + storage->get_effects()->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height)); + } + } } void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) { @@ -2427,10 +2669,14 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID } } - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) { + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) { Size2 rtsize = storage->render_target_get_size(rb->render_target); - RID ao_buf = rb->ssao.ao_final; - effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true); + effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true); + } + + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) { + Size2 rtsize = storage->render_target_get_size(rb->render_target); + effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) { @@ -2494,7 +2740,13 @@ RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) { RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); - return rb->ssao.ao_final; + return rb->ss_effects.ssao.ao_final; +} +RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND_V(!rb, RID()); + + return rb->ss_effects.ssil.ssil_final; } RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) { @@ -3585,9 +3837,9 @@ void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["fog"] = ShaderCompilerRD::STAGE_COMPUTE; + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE; uses_time = false; @@ -3604,7 +3856,7 @@ void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) { version = scene_singleton->volumetric_fog.shader.version_create(); } - scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines); + scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines); ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -3741,7 +3993,6 @@ RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) { FogMaterialData *material_data = memnew(FogMaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -3759,6 +4010,9 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) { RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map); RD::get_singleton()->free(rb->volumetric_fog->light_density_map); RD::get_singleton()->free(rb->volumetric_fog->fog_map); + RD::get_singleton()->free(rb->volumetric_fog->density_map); + RD::get_singleton()->free(rb->volumetric_fog->light_map); + RD::get_singleton()->free(rb->volumetric_fog->emissive_map); if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) { RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set); @@ -4528,7 +4782,7 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo } } -void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) { +void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) { // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time if (p_render_data->render_buffers.is_valid() && p_use_gi) { @@ -4560,7 +4814,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //cube shadows are rendered in their own way for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); } if (render_state.directional_shadows.size()) { @@ -4590,11 +4844,11 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //render directional shadows for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info); } //render positional shadows for (uint32_t i = 0; i < render_state.shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info); } _render_shadow_process(); @@ -4615,9 +4869,40 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } if (p_render_data->render_buffers.is_valid()) { + if (p_use_ssao || p_use_ssil) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); + ERR_FAIL_COND(!rb); + + bool invalidate_uniform_set = false; + if (rb->ss_effects.linear_depth.is_null()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = (rb->width + 1) / 2; + tf.height = (rb->height + 1) / 2; + tf.mipmaps = 5; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth"); + for (uint32_t i = 0; i < tf.mipmaps; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY); + rb->ss_effects.linear_depth_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " "); + } + invalidate_uniform_set = true; + } + + storage->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection); + } + if (p_use_ssao) { _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection); } + + if (p_use_ssil) { + _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection, p_render_data->cam_transform); + } } //full barrier here, we need raster, transfer and compute and it depends from the previous work @@ -4663,7 +4948,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } } -void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { +void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { // getting this here now so we can direct call a bunch of things more easily RenderBuffers *rb = nullptr; if (p_render_buffers.is_valid()) { @@ -4709,9 +4994,9 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin()); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_lod_threshold = 0.0; + render_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_lod_threshold = p_screen_lod_threshold; + render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } render_state.render_shadows = p_render_shadows; @@ -4837,7 +5122,7 @@ void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) { } } -void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) { +void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) { LightInstance *light_instance = light_instance_owner.get_or_null(p_light); ERR_FAIL_COND(!light_instance); @@ -4987,7 +5272,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, if (render_cubemap) { //rendering to cubemap - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info); + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info); if (finalize_cubemap) { _render_shadow_process(); _render_shadow_end(); @@ -5005,7 +5290,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, } else { //render shadow - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info); + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info); } } @@ -5370,7 +5655,7 @@ void RendererSceneRenderRD::init() { } { - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["TIME"] = "scene_params.time"; actions.renames["PI"] = _MKSTR(Math_PI); @@ -5499,6 +5784,9 @@ void fog() { sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality"))); sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale"); sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale"); + + environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to")); + directional_penumbra_shadow_kernel = memnew_arr(float, 128); directional_soft_shadow_kernel = memnew_arr(float, 128); penumbra_shadow_kernel = memnew_arr(float, 128); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 98ab1a2c3c..276cb8f229 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -75,7 +75,7 @@ struct RenderDataRD { float lod_distance_multiplier = 0.0; Plane lod_camera_plane = Plane(); - float screen_lod_threshold = 0.0; + float screen_mesh_lod_threshold = 0.0; RID cluster_buffer = RID(); uint32_t cluster_size = 0; @@ -109,7 +109,7 @@ protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0; virtual void _render_shadow_begin() = 0; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0; + virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0; virtual void _render_shadow_process() = 0; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0; @@ -129,12 +129,15 @@ protected: void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection); void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive); void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera); + void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform); + void _copy_framebuffer_to_ssil(RID p_render_buffers); + void _ensure_ss_effects(RID p_render_buffers, bool p_using_ssil); bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi); - void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer); + void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer); void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data); void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data); @@ -415,6 +418,14 @@ private: float ssao_fadeout_from = 50.0; float ssao_fadeout_to = 300.0; + RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM; + bool ssil_half_size = false; + bool ssil_using_half_size = false; + float ssil_adaptive_target = 0.5; + int ssil_blur_passes = 4; + float ssil_fadeout_from = 50.0; + float ssil_fadeout_to = 300.0; + bool glow_bicubic_upscale = false; bool glow_high_quality = false; RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW; @@ -524,20 +535,47 @@ private: RID current_fb; } luminance; - struct SSAO { - RID depth; - Vector<RID> depth_slices; - RID ao_deinterleaved; - Vector<RID> ao_deinterleaved_slices; - RID ao_pong; - Vector<RID> ao_pong_slices; - RID ao_final; - RID importance_map[2]; + struct SSEffects { + RID linear_depth; + Vector<RID> linear_depth_slices; RID downsample_uniform_set; - RID gather_uniform_set; - RID importance_map_uniform_set; - } ssao; + + RID last_frame; + Vector<RID> last_frame_slices; + + CameraMatrix last_frame_projection; + Transform3D last_frame_transform; + + struct SSAO { + RID ao_deinterleaved; + Vector<RID> ao_deinterleaved_slices; + RID ao_pong; + Vector<RID> ao_pong_slices; + RID ao_final; + RID importance_map[2]; + RID depth_texture_view; + + RID gather_uniform_set; + RID importance_map_uniform_set; + } ssao; + + struct SSIL { + RID ssil_final; + RID deinterleaved; + Vector<RID> deinterleaved_slices; + RID pong; + Vector<RID> pong_slices; + RID edges; + Vector<RID> edges_slices; + RID importance_map[2]; + RID depth_texture_view; + + RID gather_uniform_set; + RID importance_map_uniform_set; + RID projection_uniform_set; + } ssil; + } ss_effects; struct SSR { RID normal_scaled; @@ -796,7 +834,7 @@ private: float transform[16]; }; - ShaderCompilerRD compiler; + ShaderCompiler compiler; VolumetricFogShaderRD shader; FogPushConstant push_constant; RID volume_ubo; @@ -879,7 +917,7 @@ private: RID pipeline; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; @@ -904,7 +942,6 @@ private: }; struct FogMaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; FogShaderData *shader_data; RID uniform_set; bool uniform_set_updated; @@ -935,7 +972,7 @@ private: uint32_t max_cluster_elements = 512; - void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr); + void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr); public: virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0; @@ -1046,13 +1083,16 @@ public: 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) override; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override; virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; + virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override; + virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; bool environment_is_ssao_enabled(RID p_env) const; float environment_get_ssao_ao_affect(RID p_env) const; float environment_get_ssao_light_affect(RID p_env) const; + bool environment_is_ssil_enabled(RID p_env) const; bool environment_is_ssr_enabled(RID p_env) const; bool environment_is_sdfgi_enabled(RID p_env) const; - virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override; + virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override; virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override; virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override; virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override; @@ -1344,6 +1384,7 @@ public: RID render_buffers_get_depth_texture(RID p_render_buffers); RID render_buffers_get_ao_texture(RID p_render_buffers); + RID render_buffers_get_ssil_texture(RID p_render_buffers); RID render_buffers_get_back_buffer_texture(RID p_render_buffers); RID render_buffers_get_back_depth_texture(RID p_render_buffers); RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers); @@ -1372,7 +1413,7 @@ public: virtual void update_uniform_sets(){}; - virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; + virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index f595edb225..856ea5e74d 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -50,9 +50,9 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT; uses_time = false; uses_half_res = false; @@ -112,7 +112,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { print_line("\n**light_code:\n" + gen_code.light); #endif - scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -360,7 +360,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } - layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP); + layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP); mmw = MAX(1, mmw >> 1); mmh = MAX(1, mmh >> 1); @@ -388,7 +388,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } - layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP); + layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP); mmw = MAX(1, mmw >> 1); mmh = MAX(1, mmh >> 1); @@ -397,7 +397,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR layers.push_back(layer); } - radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP); + radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP); RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap"); RD::TextureFormat tf; tf.format = p_texture_format; @@ -418,7 +418,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j]; mm.size.width = mmw; mm.size.height = mmh; - mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP); + mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP); RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " "); if (prefer_raster_effects) { // we need a framebuffer for each side of our cubemap @@ -750,7 +750,6 @@ RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() { RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) { SkyMaterialData *material_data = memnew(SkyMaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -807,7 +806,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs); { - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["COLOR"] = "color"; actions.renames["ALPHA"] = "alpha"; diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h index 8689395bea..d81a415c2d 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -111,7 +111,7 @@ private: PipelineCacheRD pipelines[SKY_VERSION_MAX]; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; @@ -220,7 +220,7 @@ public: struct SkyShader { SkyShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; @@ -228,7 +228,6 @@ public: } sky_shader; struct SkyMaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; SkyShaderData *shader_data; RID uniform_set; bool uniform_set_updated; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 321d86ffda..2e63ac57d9 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -324,75 +324,6 @@ Ref<Image> RendererStorageRD::_validate_texture_format(const Ref<Image> &p_image r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; } break; //unsigned float bc6hu - case Image::FORMAT_PVRTC1_2: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; //pvrtc - case Image::FORMAT_PVRTC1_2A: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; - case Image::FORMAT_PVRTC1_4: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_PVRTC1_4A: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; case Image::FORMAT_ETC2_R11: { if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { r_format.format = RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK; @@ -971,12 +902,7 @@ void RendererStorageRD::texture_2d_placeholder_initialize(RID p_texture) { Ref<Image> image; image.instantiate(); image->create(4, 4, false, Image::FORMAT_RGBA8); - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - image->set_pixel(i, j, Color(1, 0, 1, 1)); - } - } + image->fill(Color(1, 0, 1, 1)); texture_2d_initialize(p_texture, image); } @@ -987,12 +913,7 @@ void RendererStorageRD::texture_2d_layered_placeholder_initialize(RID p_texture, Ref<Image> image; image.instantiate(); image->create(4, 4, false, Image::FORMAT_RGBA8); - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - image->set_pixel(i, j, Color(1, 0, 1, 1)); - } - } + image->fill(Color(1, 0, 1, 1)); Vector<Ref<Image>> images; if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) { @@ -1013,12 +934,7 @@ void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) { Ref<Image> image; image.instantiate(); image->create(4, 4, false, Image::FORMAT_RGBA8); - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - image->set_pixel(i, j, Color(1, 0, 1, 1)); - } - } + image->fill(Color(1, 0, 1, 1)); Vector<Ref<Image>> images; //cube @@ -1639,14 +1555,14 @@ void RendererStorageRD::material_initialize(RID p_rid) { } void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) { + material->uniform_dirty = material->uniform_dirty || p_uniform; + material->texture_dirty = material->texture_dirty || p_texture; + if (material->update_element.in_list()) { return; } material_update_list.add(&material->update_element); - - material->uniform_dirty = material->uniform_dirty || p_uniform; - material->texture_dirty = material->texture_dirty || p_texture; } void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) { @@ -2627,7 +2543,7 @@ void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName } if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - continue; //instance uniforms don't appear in the bufferr + continue; //instance uniforms don't appear in the buffer } if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { @@ -2655,13 +2571,13 @@ void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName uint32_t size = 0U; // The following code enforces a 16-byte alignment of uniform arrays. if (E.value.array_size > 0) { - size = ShaderLanguage::get_type_size(E.value.type) * E.value.array_size; + size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size; int m = (16 * E.value.array_size); if ((size % m) != 0U) { size += m - (size % m); } } else { - size = ShaderLanguage::get_type_size(E.value.type); + size = ShaderLanguage::get_datatype_size(E.value.type); } ERR_CONTINUE(offset + size > p_buffer_size); #endif @@ -2725,7 +2641,7 @@ RendererStorageRD::MaterialData::~MaterialData() { } } -void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { +void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { RendererStorageRD *singleton = (RendererStorageRD *)RendererStorage::base_singleton; #ifdef TOOLS_ENABLED Texture *roughness_detect_texture = nullptr; @@ -2818,12 +2734,15 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: { rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK); } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: { - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); - } break; case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: { rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO); } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); + } break; default: { rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE); } break; @@ -2948,7 +2867,7 @@ void RendererStorageRD::MaterialData::free_parameters_uniform_set(RID p_uniform_ } } -bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) { +bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) { if ((uint32_t)ubo_data.size() != p_ubo_size) { p_uniform_dirty = true; if (uniform_buffer.is_valid()) { @@ -3043,24 +2962,19 @@ bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<St return true; } -void RendererStorageRD::_material_uniform_set_erased(const RID &p_set, void *p_material) { +void RendererStorageRD::_material_uniform_set_erased(void *p_material) { RID rid = *(RID *)p_material; Material *material = base_singleton->material_owner.get_or_null(rid); if (material) { + if (material->data) { + // Uniform set may be gone because a dependency was erased. This happens + // if a texture is deleted, so re-create it. + base_singleton->_material_queue_update(material, false, true); + } material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL); } } -void RendererStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) { - Material *material = material_owner.get_or_null(p_material); - if (material->shader_type != p_shader_type) { - return; - } - if (material->data) { - material->data->update_parameters(material->params, false, true); - } -} - void RendererStorageRD::_update_queued_materials() { while (material_update_list.first()) { Material *material = material_update_list.first()->self(); @@ -3875,7 +3789,7 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf } break; case RS::ARRAY_WEIGHTS: { //assumed weights too - vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT; + vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; } break; } } else { @@ -5824,10 +5738,10 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["start"] = ShaderCompilerRD::STAGE_COMPUTE; - actions.entry_point_stages["process"] = ShaderCompilerRD::STAGE_COMPUTE; + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["start"] = ShaderCompiler::STAGE_COMPUTE; + actions.entry_point_stages["process"] = ShaderCompiler::STAGE_COMPUTE; /* uses_time = false; @@ -5849,7 +5763,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) { version = base_singleton->particles_shader.shader.version_create(); } - base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines); + base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines); ERR_FAIL_COND(!base_singleton->particles_shader.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -5963,8 +5877,6 @@ RendererStorageRD::ShaderData *RendererStorageRD::_create_particles_shader_func( } bool RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - uniform_set_updated = true; - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3); } @@ -5975,7 +5887,6 @@ RendererStorageRD::ParticlesMaterialData::~ParticlesMaterialData() { RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) { ParticlesMaterialData *material_data = memnew(ParticlesMaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -6877,11 +6788,11 @@ void RendererStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resol reflection_probe->resolution = p_resolution; } -void RendererStorageRD::reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) { +void RendererStorageRD::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) { ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); ERR_FAIL_COND(!reflection_probe); - reflection_probe->lod_threshold = p_ratio; + reflection_probe->mesh_lod_threshold = p_ratio; reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); } @@ -6939,11 +6850,11 @@ float RendererStorageRD::reflection_probe_get_origin_max_distance(RID p_probe) c return reflection_probe->max_distance; } -float RendererStorageRD::reflection_probe_get_lod_threshold(RID p_probe) const { +float RendererStorageRD::reflection_probe_get_mesh_lod_threshold(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); ERR_FAIL_COND_V(!reflection_probe, 0); - return reflection_probe->lod_threshold; + return reflection_probe->mesh_lod_threshold; } int RendererStorageRD::reflection_probe_get_resolution(RID p_probe) const { @@ -9234,7 +9145,7 @@ void RendererStorageRD::_update_global_variables() { for (uint32_t i = 0; i < total_regions; i++) { if (global_variables.buffer_dirty_regions[i]) { - RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, global_variables.buffer_values); + RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, &global_variables.buffer_values[i * GlobalVariables::BUFFER_DIRTY_REGION_SIZE]); global_variables.buffer_dirty_regions[i] = false; } @@ -9296,10 +9207,6 @@ bool RendererStorageRD::has_os_feature(const String &p_feature) const { return true; } - if (p_feature == "pvrtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT)) { - return true; - } - return false; } @@ -9529,10 +9436,15 @@ uint64_t RendererStorageRD::get_rendering_info(RS::RenderingInfo p_info) { String RendererStorageRD::get_video_adapter_name() const { return RenderingDevice::get_singleton()->get_device_name(); } + String RendererStorageRD::get_video_adapter_vendor() const { return RenderingDevice::get_singleton()->get_device_vendor_name(); } +RenderingDevice::DeviceType RendererStorageRD::get_video_adapter_type() const { + return RenderingDevice::get_singleton()->get_device_type(); +} + RendererStorageRD *RendererStorageRD::base_singleton = nullptr; RendererStorageRD::RendererStorageRD() { @@ -10023,7 +9935,7 @@ RendererStorageRD::RendererStorageRD() { material_set_data_request_function(RendererStorageRD::SHADER_TYPE_PARTICLES, _create_particles_material_funcs); { - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["COLOR"] = "PARTICLE.color"; actions.renames["VELOCITY"] = "PARTICLE.velocity"; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h index 9a64480c3e..43bbcf6520 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.h +++ b/servers/rendering/renderer_rd/renderer_storage_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -36,7 +36,6 @@ #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/effects_rd.h" -#include "servers/rendering/renderer_rd/shader_compiler_rd.h" #include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h" @@ -44,6 +43,7 @@ #include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" +#include "servers/rendering/shader_compiler.h" class RendererStorageRD : public RendererStorage { public: static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { @@ -152,7 +152,7 @@ public: struct MaterialData { void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); - void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); + void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); virtual void set_render_priority(int p_priority) = 0; virtual void set_next_pass(RID p_pass) = 0; @@ -160,7 +160,7 @@ public: virtual ~MaterialData(); //to be used internally by update_parameters, in the most common configuration of material parameters - bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL); + bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL); void free_parameters_uniform_set(RID p_uniform_set); private: @@ -177,7 +177,7 @@ public: Vector<RID> texture_cache; }; typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); - static void _material_uniform_set_erased(const RID &p_set, void *p_material); + static void _material_uniform_set_erased(void *p_material); enum DefaultRDTexture { DEFAULT_RD_TEXTURE_WHITE, @@ -826,7 +826,7 @@ private: }; ParticlesShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; @@ -877,7 +877,7 @@ private: //PipelineCacheRD pipelines[SKY_VERSION_MAX]; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; @@ -910,10 +910,8 @@ private: } struct ParticlesMaterialData : public MaterialData { - uint64_t last_frame = 0; ParticlesShaderData *shader_data = nullptr; RID uniform_set; - bool uniform_set_updated = false; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} @@ -1053,7 +1051,7 @@ private: bool box_projection = false; bool enable_shadows = false; uint32_t cull_mask = (1 << 20) - 1; - float lod_threshold = 0.01; + float mesh_lod_threshold = 0.01; Dependency dependency; }; @@ -1099,7 +1097,7 @@ private: AABB bounds; Vector3i octree_size; - float dynamic_range = 4.0; + float dynamic_range = 2.0; float energy = 1.0; float bias = 1.4; float normal_bias = 0.0; @@ -1448,7 +1446,6 @@ public: void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters); void material_update_dependency(RID p_material, DependencyTracker *p_instance); - void material_force_update_textures(RID p_material, ShaderType p_shader_type); void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function); @@ -1557,7 +1554,7 @@ public: return s->index_count ? s->index_count : s->vertex_count; } - _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold, uint32_t *r_index_count = nullptr) const { + _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const { Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); int32_t current_lod = -1; @@ -1566,7 +1563,7 @@ public: } for (uint32_t i = 0; i < s->lod_count; i++) { float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold; - if (screen_size > p_lod_threshold) { + if (screen_size > p_mesh_lod_threshold) { break; } current_lod = i; @@ -1955,7 +1952,7 @@ public: void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); void reflection_probe_set_resolution(RID p_probe, int p_resolution); - void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio); + void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio); AABB reflection_probe_get_aabb(RID p_probe) const; RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; @@ -1963,7 +1960,7 @@ public: Vector3 reflection_probe_get_extents(RID p_probe) const; Vector3 reflection_probe_get_origin_offset(RID p_probe) const; float reflection_probe_get_origin_max_distance(RID p_probe) const; - float reflection_probe_get_lod_threshold(RID p_probe) const; + float reflection_probe_get_mesh_lod_threshold(RID p_probe) const; int reflection_probe_get_resolution(RID p_probe) const; bool reflection_probe_renders_shadows(RID p_probe) const; @@ -2393,6 +2390,7 @@ public: String get_video_adapter_name() const; String get_video_adapter_vendor() const; + RenderingDevice::DeviceType get_video_adapter_type() const; virtual void capture_timestamps_begin(); virtual void capture_timestamp(const String &p_name); diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index 438e78ba8c..73766d14d8 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h index 984b168659..8e57f0d9af 100644 --- a/servers/rendering/renderer_rd/shader_rd.h +++ b/servers/rendering/renderer_rd/shader_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -40,11 +40,6 @@ #include "core/variant/variant.h" #include "servers/rendering_server.h" -#include <stdio.h> -/** - @author Juan Linietsky <reduzio@gmail.com> -*/ - class ShaderRD { //versions CharString general_defines; @@ -173,4 +168,4 @@ public: virtual ~ShaderRD(); }; -#endif +#endif // SHADER_RD_H diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl index 4110a95ddb..d4d0ed0f56 100644 --- a/servers/rendering/renderer_rd/shaders/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/copy.glsl @@ -84,6 +84,8 @@ void main() { color += texelFetch(source_color, base_pos + ivec2(1, 0), 0); color += texelFetch(source_color, base_pos + ivec2(1, 1), 0); color /= 4.0; + color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color)); + color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color)); imageStore(dest_buffer, pos + params.target, color); #endif @@ -132,6 +134,13 @@ void main() { local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0); local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0); } + if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { + // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html + local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114)); + } memoryBarrierShared(); barrier(); @@ -177,6 +186,11 @@ void main() { color += temp_cache[index - 2] * 0.140367; color += temp_cache[index - 3] * 0.106595; + if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { + // Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html + color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114)); + } + color *= params.glow_strength; if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { @@ -186,7 +200,7 @@ void main() { #endif color *= params.glow_exposure; - float luminance = max(color.r, max(color.g, color.b)); + float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114)); float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom); color = min(color * feedback, vec4(params.glow_luminance_cap)); @@ -256,7 +270,9 @@ void main() { const float PI = 3.14159265359; vec2 uv = vec2(pos) / vec2(params.section.zw); - uv.y = 1.0 - uv.y; + if (bool(params.flags & FLAG_FLIP_Y)) { + uv.y = 1.0 - uv.y; + } float phi = uv.x * 2.0 * PI; float theta = uv.y * PI; diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl index 4e2ba84033..54a7790f77 100644 --- a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl +++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl index 5528ea3659..9854f124d7 100644 --- a/servers/rendering/renderer_rd/shaders/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/gi.glsl @@ -68,19 +68,15 @@ sdfgi; #define MAX_VOXEL_GI_INSTANCES 8 struct VoxelGIData { - mat4 xform; - vec3 bounds; - float dynamic_range; + mat4 xform; // 64 - 64 - float bias; - float normal_bias; - bool blend_ambient; - uint texture_slot; + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 - uint pad0; - uint pad1; - uint pad2; - uint mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 }; layout(set = 0, binding = 16, std140) uniform VoxelGIs { diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl index 25d87ca45d..a6d65bffeb 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl +++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl @@ -7,7 +7,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl index fdc7729338..52787bb204 100644 --- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl @@ -1,6 +1,6 @@ #define LIGHT_BAKE_DISABLED 0 -#define LIGHT_BAKE_DYNAMIC 1 -#define LIGHT_BAKE_STATIC 2 +#define LIGHT_BAKE_STATIC 1 +#define LIGHT_BAKE_DYNAMIC 2 struct LightData { //this structure needs to be as packed as possible highp vec3 position; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index e4628b2d5a..97f7e0a6e6 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -251,7 +251,9 @@ void main() { vertex = (world_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED normal = world_normal_matrix * normal; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) @@ -290,12 +292,13 @@ void main() { #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; - normal = mat3(scene_data.inverse_normal_matrix) * normal; +#ifdef NORMAL_USED + normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; - tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; + binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz; + tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz; #endif #endif @@ -572,7 +575,7 @@ void main() { uint instance_index = instance_index_interp; - //lay out everything, whathever is unused is optimized away anyway + //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; vec3 view = -normalize(vertex_interp); vec3 albedo = vec3(1.0); @@ -1153,7 +1156,7 @@ void main() { } #endif // !USE_LIGHTMAP - if (scene_data.ssao_enabled) { + if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; ao = min(ao, ssao); ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect); @@ -1223,6 +1226,12 @@ void main() { // convert ao to direct light ao ao = mix(1.0, ao, ao_light_affect); + if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { + vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0); + ambient_light *= 1.0 - ssil.a; + ambient_light += ssil.rgb * albedo.rgb; + } + //this saves some VGPRs vec3 f0 = F0(metallic, specular, albedo); diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index be29cf4f58..0f7cd18534 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -72,6 +72,9 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler; //3 bits of stride #define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF +#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1 +#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2 + layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { LightData data[]; } @@ -201,7 +204,7 @@ layout(set = 1, binding = 0, std140) uniform SceneData { float z_far; float z_near; - bool ssao_enabled; + uint ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; bool roughness_limiter_enabled; @@ -305,19 +308,15 @@ layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture; layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades; struct VoxelGIData { - mat4 xform; - vec3 bounds; - float dynamic_range; + mat4 xform; // 64 - 64 - float bias; - float normal_bias; - bool blend_ambient; - uint texture_slot; + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 - float anisotropy_strength; - float ambient_occlusion; - float ambient_occlusion_size; - uint mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 }; layout(set = 1, binding = 17, std140) uniform VoxelGIs { @@ -327,6 +326,8 @@ voxel_gi_instances; layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture; +layout(set = 1, binding = 19) uniform texture2D ssil_buffer; + #endif /* Set 2 Skeleton & Instancing (can change per item) */ diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index e92fbecfd0..4d6a3b5864 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -261,7 +261,9 @@ void main() { vertex = (world_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED normal = world_normal_matrix * normal; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) @@ -302,12 +304,13 @@ void main() { #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; - normal = mat3(scene_data.inverse_normal_matrix) * normal; +#ifdef NORMAL_USED + normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; - tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; + binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz; + tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz; #endif #endif @@ -578,7 +581,7 @@ void main() { discard; #endif - //lay out everything, whathever is unused is optimized away anyway + //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; vec3 view = -normalize(vertex_interp); vec3 albedo = vec3(1.0); diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl index 78e0a85341..fde5688301 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl @@ -223,7 +223,6 @@ void main() { blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); } } - final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size)); imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8 diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl index 4d9fa85a74..f6ec249b5e 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl @@ -102,7 +102,7 @@ dispatch_data; struct ProcessVoxel { uint position; // xyz 7 bit packed, extra 11 bits for neighbors. - uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours + uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours //total neighbours: 26 @@ -135,7 +135,7 @@ dispatch_data; struct ProcessVoxel { uint position; // xyz 7 bit packed, extra 11 bits for neighbors. - uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours + uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours //total neighbours: 26 diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl index ee0db6a6f0..bdabc146d8 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl +++ b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl @@ -42,6 +42,9 @@ layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_ layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1; layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2; layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3; +#ifdef GENERATE_FULL_MIPS +layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4; +#endif #endif vec4 screen_space_to_view_space_depth(vec4 p_depth) { @@ -150,7 +153,27 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid) float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); +#ifndef GENERATE_FULL_MIPS + } +#else + depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg; } + still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y; + + p_output_coord /= 2; + groupMemoryBarrier(); + barrier(); + + if (still_alive) { + float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0]; + float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8]; + float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0]; + float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8]; + + float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); + imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); + } +#endif } #else #ifndef USE_HALF_BUFFERS diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl index 6e945edfcd..18cab75c3b 100644 --- a/servers/rendering/renderer_rd/shaders/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao.glsl @@ -23,8 +23,6 @@ #VERSION_DEFINES -#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5 - #define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32) const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = { vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827), @@ -62,7 +60,6 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 }; #define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) #define SSAO_MAX_TAPS 32 -#define SSAO_MAX_REF_TAPS 512 #define SSAO_ADAPTIVE_TAP_BASE_COUNT 5 #define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT) #define SSAO_DEPTH_MIP_LEVELS 4 diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl index d9cd2b4e85..b154f5e527 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl @@ -128,19 +128,19 @@ void main() { #ifdef MODE_NON_SMART - vec2 halfPixel = params.half_screen_pixel_size * 0.5f; + vec2 half_pixel = params.half_screen_pixel_size * 0.5; vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; - vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy; + vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy; vec4 vals; - vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x; - vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x; - vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x; - vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x; + vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x; + vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x; + vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x; + vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x; - vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y); + vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y); #else #ifdef MODE_SMART diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl index 687fe1e6e2..23eba34d63 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl @@ -26,7 +26,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #ifdef GENERATE_MAP -layout(set = 0, binding = 0) uniform sampler2DArray source_ssao; +layout(set = 0, binding = 0) uniform sampler2DArray source_texture; #else layout(set = 0, binding = 0) uniform sampler2D source_importance; #endif @@ -56,11 +56,10 @@ void main() { vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size; - float avg = 0.0; float minV = 1.0; float maxV = 0.0; for (int i = 0; i < 4; i++) { - vec4 vals = textureGather(source_ssao, vec3(base_uv, i)); + vec4 vals = textureGather(source_texture, vec3(base_uv, i)); // apply the same modifications that would have been applied in the main shader vals = params.intensity * vals; @@ -69,8 +68,6 @@ void main() { vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power)); - avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0)); - maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w))); minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w))); } diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/ssil.glsl new file mode 100644 index 0000000000..d1f8f42790 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/ssil.glsl @@ -0,0 +1,444 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Copyright (c) 2016, Intel Corporation +// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated +// documentation files (the "Software"), to deal in the Software without restriction, including without limitation +// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to +// permit persons to whom the Software is furnished to do so, subject to the following conditions: +// The above copyright notice and this permission notice shall be included in all copies or substantial portions of +// the Software. +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO +// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2016-09-07: filip.strugar@intel.com: first commit +// 2020-12-05: clayjohn: convert to Vulkan and Godot +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +#define SSIL_MAIN_DISK_SAMPLE_COUNT (32) +const vec4 sample_pattern[SSIL_MAIN_DISK_SAMPLE_COUNT] = { + vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827), + vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283), + vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055), + vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520), + vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800), + vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046), + vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246), + vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244) +}; + +// these values can be changed (up to SSIL_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors +// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples) +const int num_taps[5] = { 3, 5, 12, 0, 0 }; + +#define SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar +#define SSIL_TILT_SAMPLES_AMOUNT (0.4) +// +#define SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar +#define SSIL_HALOING_REDUCTION_AMOUNT (0.8) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable) +// +#define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) +#define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically +// +// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for +// testing purposes, it will not yield performance gains (or correct results) +#define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1) +// +#define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) + +#define SSIL_MAX_TAPS 32 +#define SSIL_ADAPTIVE_TAP_BASE_COUNT 5 +#define SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSIL_MAX_TAPS - SSIL_ADAPTIVE_TAP_BASE_COUNT) +#define SSIL_DEPTH_MIP_LEVELS 4 + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps; +layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal; +layout(set = 0, binding = 2) uniform Constants { //get into a lower set + vec4 rotation_matrices[20]; +} +constants; + +#ifdef ADAPTIVE +layout(rgba16, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssil; +layout(set = 1, binding = 1) uniform sampler2D source_importance; +layout(set = 1, binding = 2, std430) buffer Counter { + uint sum; +} +counter; +#endif + +layout(rgba16, set = 2, binding = 0) uniform restrict writeonly image2D dest_image; +layout(r8, set = 2, binding = 1) uniform image2D edges_weights_image; + +layout(set = 3, binding = 0) uniform sampler2D last_frame; +layout(set = 3, binding = 1) uniform ProjectionConstants { + mat4 reprojection; +} +projection_constants; + +layout(push_constant, binding = 3, std430) uniform Params { + ivec2 screen_size; + int pass; + int quality; + + vec2 half_screen_pixel_size; + vec2 half_screen_pixel_size_x025; + + vec2 NDC_to_view_mul; + vec2 NDC_to_view_add; + + vec2 pad2; + float z_near; + float z_far; + + float radius; + float intensity; + int size_multiplier; + int pad; + + float fade_out_mul; + float fade_out_add; + float normal_rejection_amount; + float inv_radius_near_limit; + + bool is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + ivec2 pass_coord_offset; + vec2 pass_uv_offset; +} +params; + +float pack_edges(vec4 p_edgesLRTB) { + p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05); + return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0)); +} + +vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) { + if (params.is_orthogonal) { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth); + } else { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth); + } +} + +// calculate effect radius and fit our screen sampling pattern inside it +void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) { + r_radius = params.radius; + + // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts + const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2; + + r_radius *= too_close_limit; + + // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence + r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x; + + // used to calculate falloff (both for AO samples and per-sample weights) + r_fallof_sq = -1.0 / (r_radius * r_radius); +} + +vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) { + // slope-sensitive depth-based edge detection + vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z; + vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz; + edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted)); + return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0); +} + +vec3 decode_normal(vec3 p_encoded_normal) { + vec3 normal = p_encoded_normal * 2.0 - 1.0; + return normal; +} + +vec3 load_normal(ivec2 p_pos) { + vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +vec3 load_normal(ivec2 p_pos, ivec2 p_offset) { + vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +// all vectors in viewspace +float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) { + float length_sq = dot(p_hit_delta, p_hit_delta); + float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq); + + float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0); + + return max(0, NdotD - 0.05) * falloff_mult; +} + +void SSIL_tap_inner(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) { + // get depth at sample + float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x; + vec3 sample_normal = load_normal(ivec2(p_sampling_uv * vec2(params.screen_size))); + + // convert to viewspace + vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z); + vec3 hit_delta = hit_pos - p_pix_center_pos; + + float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq); + float weight = 1.0; + + if (p_quality_level >= SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) { + float reduct = max(0, -hit_delta.z); + reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0); + weight = SSIL_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSIL_HALOING_REDUCTION_AMOUNT); + } + + // Translate sampling_uv to last screen's coordinates + const vec4 sample_pos = projection_constants.reprojection * vec4(p_sampling_uv * 2.0 - 1.0, (viewspace_sample_z - params.z_near) / (params.z_far - params.z_near) * 2.0 - 1.0, 1.0); + vec2 reprojected_sampling_uv = (sample_pos.xy / sample_pos.w) * 0.5 + 0.5; + + weight *= p_weight_mod; + + r_obscurance_sum += obscurance * weight; + + vec3 sample_color = textureLod(last_frame, reprojected_sampling_uv, 5.0).rgb; + // Reduce impact of fireflies by tonemapping before averaging: http://graphicrants.blogspot.com/2013/12/tone-mapping.html + sample_color /= (1.0 + dot(sample_color, vec3(0.299, 0.587, 0.114))); + r_color_sum += sample_color * obscurance * weight * mix(1.0, smoothstep(0.0, 0.1, -dot(sample_normal, normalize(hit_delta))), params.normal_rejection_amount); + r_weight_sum += weight; +} + +void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) { + vec2 sample_offset; + float sample_pow_2_len; + + // patterns + { + vec4 new_sample = sample_pattern[p_tap_index]; + sample_offset = new_sample.xy * p_rot_scale; + sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) ); + p_weight_mod *= new_sample.z; + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + sample_offset = round(sample_offset); + + // calculate MIP based on the sample distance from the centre, similar to as described + // in http://graphics.cs.williams.edu/papers/SAOHPG12/. + float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset); + + vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); + + // for the second tap, just use the mirrored offset + vec2 sample_offset_mirrored_uv = -sample_offset; + + // tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + if (p_quality_level >= SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) { + float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy); + sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy; + sample_offset_mirrored_uv = round(sample_offset_mirrored_uv); + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); +} + +void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) { + vec2 pos_rounded = trunc(p_pos); + uvec2 upos = uvec2(pos_rounded); + + const int number_of_taps = (p_adaptive_base) ? (SSIL_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]); + float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z; + + vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass)); + vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass)); + + // get this pixel's viewspace depth + pix_z = valuesUL.y; + + // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0) + pix_left_z = valuesUL.x; + pix_top_z = valuesUL.z; + pix_right_z = valuesBR.z; + pix_bottom_z = valuesBR.x; + + vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025; + vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z); + + // Load this pixel's viewspace normal + uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy; + vec3 pixel_normal = load_normal(ivec2(full_res_coord)); + + const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy; + + float pixel_lookup_radius; + float fallof_sq; + + // calculate effect radius and fit our screen sampling pattern inside it + float viewspace_radius; + calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq); + + // calculate samples rotation/scaling + mat2 rot_scale_matrix; + uint pseudo_random_index; + + { + vec4 rotation_scale; + // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead + if (!p_adaptive_base && (p_quality_level >= SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) { + float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y)); + near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0); + pixel_lookup_radius *= near_screen_border; + } + + // load & update pseudo-random rotation matrix + pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5; + rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index]; + rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius); + } + + // the main obscurance & sample weight storage + vec3 color_sum = vec3(0.0); + float obscurance_sum = 0.0; + float weight_sum = 0.0; + + // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) + vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0); + + // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats + pix_center_pos *= 0.9992; + + if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z); + } + + const float global_mip_offset = SSIL_DEPTH_MIPS_GLOBAL_OFFSET; + float mip_offset = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset); + + // Used to tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y); + float norm_xy_length = length(norm_xy); + norm_xy /= vec2(norm_xy_length, -norm_xy_length); + norm_xy_length *= SSIL_TILT_SAMPLES_AMOUNT; + + // standard, non-adaptive approach + if ((p_quality_level != 3) || p_adaptive_base) { + for (int i = 0; i < number_of_taps; i++) { + SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length); + } + } +#ifdef ADAPTIVE + else { + // add new ones if needed + vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy; + float importance = textureLod(source_importance, full_res_uv, 0.0).x; + + //Need to store obscurance from base pass + // load existing base values + vec4 base_values = imageLoad(source_ssil, ivec3(upos, params.pass)); + weight_sum += imageLoad(edges_weights_image, ivec2(upos)).r * float(SSIL_ADAPTIVE_TAP_BASE_COUNT * 4.0); + color_sum += (base_values.rgb) * weight_sum; + obscurance_sum += (base_values.a) * weight_sum; + + // increase importance around edges + float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0)); + + float avg_total_importance = float(counter.sum) * params.load_counter_avg_div; + + float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0); + importance *= importance_limiter; + + float additional_sample_count = SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance; + + const float blend_range = 3.0; + const float blend_range_inv = 1.0 / blend_range; + + additional_sample_count += 0.5; + uint additional_samples = uint(additional_sample_count); + uint additional_samples_to = min(SSIL_MAX_TAPS, additional_samples + SSIL_ADAPTIVE_TAP_BASE_COUNT); + + for (uint i = SSIL_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) { + additional_sample_count -= 1.0f; + float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0); + SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length); + } + } +#endif + + // Early out for adaptive base + if (p_adaptive_base) { + vec3 color = color_sum / weight_sum; + + r_color = color; + r_edges = vec4(0.0); + r_obscurance = obscurance_sum / weight_sum; + r_weight = weight_sum; + return; + } + + // Calculate weighted average + vec3 color = color_sum / weight_sum; + color /= 1.0 - dot(color, vec3(0.299, 0.587, 0.114)); + + // Calculate fadeout (1 close, gradient, 0 far) + float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0); + + // Reduce the SSIL if we're on the edge to remove artifacts on edges (we don't care for the lower quality one) + if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts + float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0); + + fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0); + } + + color = params.intensity * color; + + color *= fade_out; + + // outputs! + r_color = color; + r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc. + r_obscurance = clamp((obscurance_sum / weight_sum) * params.intensity, 0.0, 1.0); + r_weight = weight_sum; +} + +void main() { + vec3 out_color; + float out_obscurance; + float out_weight; + vec4 out_edges; + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + return; + } + + vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5); +#ifdef SSIL_BASE + generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, true); + + imageStore(dest_image, ssC, vec4(out_color, out_obscurance)); + imageStore(edges_weights_image, ssC, vec4(out_weight / (float(SSIL_ADAPTIVE_TAP_BASE_COUNT) * 4.0))); +#else + generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, false); // pass in quality levels + + imageStore(dest_image, ssC, vec4(out_color, out_obscurance)); + imageStore(edges_weights_image, ssC, vec4(pack_edges(out_edges))); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl new file mode 100644 index 0000000000..11861e261f --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl @@ -0,0 +1,124 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(set = 0, binding = 0) uniform sampler2D source_ssil; + +layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; + +layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges; + +layout(push_constant, binding = 1, std430) uniform Params { + float edge_sharpness; + float pad; + vec2 half_screen_pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0); +} + +void add_sample(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) { + float weight = p_edge_value; + + r_sum += (weight * p_ssil_value); + r_sum_weight += weight; +} + +#ifdef MODE_WIDE +vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) { + vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); + vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0)); + vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2)); + vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0)); + vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2)); + + vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r); + edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y; + edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w; + edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x; + edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z; + + float sum_weight = 0.8; + vec4 sum = ssil_value * sum_weight; + + add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight); + add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight); + add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight); + add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight); + + vec4 ssil_avg = sum / sum_weight; + + ssil_value = ssil_avg; + + return ssil_value; +} +#endif + +#ifdef MODE_SMART +vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) { + vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); + vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0)); + vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1)); + vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0)); + vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1)); + + float packed_edges = imageLoad(source_edges, p_pos).r; + vec4 edgesLRTB = unpack_edges(packed_edges); + + float sum_weight = 0.5; + vec4 sum = vC * sum_weight; + + add_sample(vL, edgesLRTB.x, sum, sum_weight); + add_sample(vR, edgesLRTB.y, sum, sum_weight); + add_sample(vT, edgesLRTB.z, sum, sum_weight); + add_sample(vB, edgesLRTB.w, sum, sum_weight); + + vec4 ssil_avg = sum / sum_weight; + + vec4 ssil_value = ssil_avg; + + return ssil_value; +} +#endif + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + +#ifdef MODE_NON_SMART + + vec2 half_pixel = params.half_screen_pixel_size * 0.5; + + vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; + + vec4 centre = textureLod(source_ssil, uv, 0.0); + + vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2; + + vec4 sampled = value + centre * 0.2; + +#else +#ifdef MODE_SMART + vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#else // MODE_WIDE + vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#endif +#endif // MODE_NON_SMART + imageStore(dest_image, ssC, sampled); +} diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl new file mode 100644 index 0000000000..815aa55fd4 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl @@ -0,0 +1,124 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Copyright (c) 2016, Intel Corporation +// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated +// documentation files (the "Software"), to deal in the Software without restriction, including without limitation +// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to +// permit persons to whom the Software is furnished to do so, subject to the following conditions: +// The above copyright notice and this permission notice shall be included in all copies or substantial portions of +// the Software. +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO +// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2016-09-07: filip.strugar@intel.com: first commit +// 2020-12-05: clayjohn: convert to Vulkan and Godot +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +#ifdef GENERATE_MAP +layout(set = 0, binding = 0) uniform sampler2DArray source_texture; +#else +layout(set = 0, binding = 0) uniform sampler2D source_importance; +#endif +layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; + +#ifdef PROCESS_MAPB +layout(set = 2, binding = 0, std430) buffer Counter { + uint sum; +} +counter; +#endif + +layout(push_constant, binding = 1, std430) uniform Params { + vec2 half_screen_pixel_size; + float intensity; + float pad; +} +params; + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + +#ifdef GENERATE_MAP + // importance map stuff + uvec2 base_position = ssC * 2; + + float avg = 0.0; + float minV = 1.0; + float maxV = 0.0; + for (int i = 0; i < 4; i++) { + vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity; + vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity; + vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity; + vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity; + + // Calculate luminance (black and white value) + float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721)); + float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721)); + float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721)); + float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721)); + + maxV = max(maxV, max(max(a, b), max(c, d))); + minV = min(minV, min(min(a, b), min(c, d))); + } + + float min_max_diff = maxV - minV; + + imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6))); +#endif + +#ifdef PROCESS_MAPA + vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0; + + float centre = textureLod(source_importance, uv, 0.0).x; + + vec2 half_pixel = params.half_screen_pixel_size; + + vec4 vals; + vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x; + vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x; + vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x; + vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x; + + float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25)); + + imageStore(dest_image, ssC, vec4(avg)); +#endif + +#ifdef PROCESS_MAPB + vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0; + + float centre = textureLod(source_importance, uv, 0.0).x; + + vec2 half_pixel = params.half_screen_pixel_size; + + vec4 vals; + vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x; + vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x; + vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x; + vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x; + + float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25)); + + imageStore(dest_image, ssC, vec4(avg)); + + // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel + uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5); + + // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9 + if (((ssC.x % 3) + (ssC.y % 3)) == 0) { + atomicAdd(counter.sum, sum); + } +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl new file mode 100644 index 0000000000..8a7a5ae4fd --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl @@ -0,0 +1,102 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image; +layout(set = 1, binding = 0) uniform sampler2DArray source_texture; +layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges; + +layout(push_constant, binding = 1, std430) uniform Params { + float inv_sharpness; + uint size_modifier; + vec2 pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0); +} + +void main() { + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing + return; + } + +#ifdef MODE_SMART + uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy); + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; + + // calculate index in the four deinterleaved source array texture + int mx = int(pix_pos.x % 2); + int my = int(pix_pos.y % 2); + int index_center = mx + my * 2; // center index + int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal + int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical + int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal + + vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0); + + vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r); + + // convert index shifts to sampling offsets + float fmx = float(mx); + float fmy = float(my); + + // in case of an edge, push sampling offsets away from the edge (towards pixel center) + float fmxe = (edgesLRTB.y - edgesLRTB.x); + float fmye = (edgesLRTB.w - edgesLRTB.z); + + // calculate final sampling offsets and sample using bilinear filter + vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size; + vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0); + vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size; + vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0); + vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size; + vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0); + + // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0 + vec4 blendWeights; + blendWeights.x = 1.0; + blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5; + blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5; + blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5; + + // calculate weighted average + float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0)); + color += color_horizontal * blendWeights.y; + color += color_vertical * blendWeights.z; + color += color_diagonal * blendWeights.w; + color /= blendWeightsSum; + + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color); +#else // !MODE_SMART + + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; +#ifdef MODE_HALF + vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); + vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); + vec4 avg = (a + d) * 0.5; + +#else + vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); + vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0); + vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0); + vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); + vec4 avg = (a + b + c + d) * 0.25; + +#endif + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl index 999e8d0844..7c8d4f7f99 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl @@ -76,19 +76,15 @@ layout(set = 0, binding = 10) uniform sampler shadow_sampler; #define MAX_VOXEL_GI_INSTANCES 8 struct VoxelGIData { - mat4 xform; - vec3 bounds; - float dynamic_range; + mat4 xform; // 64 - 64 - float bias; - float normal_bias; - bool blend_ambient; - uint texture_slot; + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 - float anisotropy_strength; - float ambient_occlusion; - float ambient_occlusion_size; - uint mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 }; layout(set = 0, binding = 11, std140) uniform VoxelGIs { diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl index 779f04ed35..73a97d9df1 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl @@ -13,7 +13,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #ifndef MODE_DYNAMIC #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl index 281c496df3..3f3437f527 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl @@ -90,66 +90,10 @@ void main() { #endif #ifdef MODE_DEBUG_LIGHT - -#ifdef USE_ANISOTROPY - -#define POS_X 0 -#define POS_Y 1 -#define POS_Z 2 -#define NEG_X 3 -#define NEG_Y 4 -#define NEG_Z 5 - - const uint triangle_aniso[12] = uint[]( - NEG_X, - NEG_Z, - NEG_Y, - NEG_Z, - NEG_X, - NEG_Y, - POS_Z, - POS_X, - POS_X, - POS_Y, - POS_Y, - POS_Z); - - color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range; - vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz; - vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz; - uint side = triangle_aniso[gl_VertexIndex / 3]; - - float strength = 0.0; - switch (side) { - case POS_X: - strength = aniso_pos.x; - break; - case POS_Y: - strength = aniso_pos.y; - break; - case POS_Z: - strength = aniso_pos.z; - break; - case NEG_X: - strength = aniso_neg.x; - break; - case NEG_Y: - strength = aniso_neg.y; - break; - case NEG_Z: - strength = aniso_neg.z; - break; - } - - color_interp.xyz *= strength; - -#else color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)); color_interp.xyz *params.dynamic_range; - #endif -#endif float scale = (1 << params.level); gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0); diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl index e20b3f680d..3bb4421646 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl @@ -6,10 +6,9 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; -#define MAX_DISTANCE 100000 +#define MAX_DISTANCE 100000.0 #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; @@ -44,7 +43,7 @@ params; void main() { vec3 pos = vec3(gl_GlobalInvocationID); - float closest_dist = 100000.0; + float closest_dist = MAX_DISTANCE; for (uint i = params.offset; i < params.end; i++) { vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21)); diff --git a/servers/rendering/renderer_scene.cpp b/servers/rendering/renderer_scene.cpp index dd544d4f3f..b3fdd88626 100644 --- a/servers/rendering/renderer_scene.cpp +++ b/servers/rendering/renderer_scene.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h index 02c845581c..426d22f83e 100644 --- a/servers/rendering/renderer_scene.h +++ b/servers/rendering/renderer_scene.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -95,6 +95,7 @@ public: virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0; virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0; virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0; + virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0; virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0; virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0; @@ -143,10 +144,12 @@ public: virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0; - virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; - virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; + virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0; + virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; + + virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0; virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0; @@ -208,7 +211,7 @@ public: int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {}; }; - virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0; + virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0; virtual void update() = 0; virtual void render_probes() = 0; diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 5b834db178..8ded180633 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -636,6 +636,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) { scene_render->geometry_instance_set_skeleton(geom->geometry_instance, instance->skeleton); scene_render->geometry_instance_set_material_override(geom->geometry_instance, instance->material_override); + scene_render->geometry_instance_set_material_overlay(geom->geometry_instance, instance->material_overlay); scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, instance->materials); scene_render->geometry_instance_set_transform(geom->geometry_instance, instance->transform, instance->aabb, instance->transformed_aabb); scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, instance->layer_mask); @@ -1222,6 +1223,19 @@ void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, } } +void RendererSceneCull::instance_geometry_set_material_overlay(RID p_instance, RID p_material) { + Instance *instance = instance_owner.get_or_null(p_instance); + ERR_FAIL_COND(!instance); + + instance->material_overlay = p_material; + _instance_queue_update(instance, false, true); + + if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) { + InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data); + scene_render->geometry_instance_set_material_overlay(geom->geometry_instance, p_material); + } +} + void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) { Instance *instance = instance_owner.get_or_null(p_instance); ERR_FAIL_COND(!instance); @@ -2193,7 +2207,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in } } -bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) { +bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold) { InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data); Transform3D light_transform = p_instance->transform; @@ -2416,7 +2430,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons return animated_material_found; } -void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) { +void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) { #ifndef _3D_DISABLED Camera *camera = camera_owner.get_or_null(p_camera); @@ -2498,7 +2512,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_ // For now just cull on the first camera RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool); - _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold, true, r_render_info); + _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info); #endif } @@ -2862,7 +2876,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul } } -void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) { +void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) { Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it Scenario *scenario = scenario_owner.get_or_null(p_scenario); @@ -3142,7 +3156,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) { //must redraw! RENDER_TIMESTAMP(">Rendering Light " + itos(i)); - light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold); + light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold); RENDER_TIMESTAMP("<Rendering Light " + itos(i)); } else { light->shadow_dirty = redraw; @@ -3204,7 +3218,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c } RENDER_TIMESTAMP("Render Scene "); - scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info); + scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info); for (uint32_t i = 0; i < max_shadows_used; i++) { render_shadow_data[i].instances.clear(); @@ -3215,7 +3229,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c render_sdfgi_data[i].instances.clear(); } - // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0; + // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0; } RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) { @@ -3293,7 +3307,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base); float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base); float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas); - float lod_threshold = RSG::storage->reflection_probe_get_lod_threshold(p_instance->base) / size; + float mesh_lod_threshold = RSG::storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / size; Vector3 edge = view_normals[p_step] * extents; float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit @@ -3327,7 +3341,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int RendererSceneRender::CameraData camera_data; camera_data.set_camera(xform, cm, false, false); - _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows); + _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows); } else { //do roughness postprocess step until it believes it's done @@ -3656,6 +3670,10 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker); } + if (p_instance->material_overlay.is_valid()) { + RSG::storage->material_update_dependency(p_instance->material_overlay, &p_instance->dependency_tracker); + } + if (p_instance->base_type == RS::INSTANCE_MESH) { //remove materials no longer used and un-own them @@ -3785,6 +3803,12 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { } } + if (p_instance->material_overlay.is_valid()) { + can_cast_shadows = can_cast_shadows || RSG::storage->material_casts_shadows(p_instance->material_overlay); + is_animated = is_animated || RSG::storage->material_is_animated(p_instance->material_overlay); + _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_overlay); + } + if (can_cast_shadows != geom->can_cast_shadows) { //ability to cast shadows change, let lights now for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) { @@ -3897,6 +3921,7 @@ bool RendererSceneCull::free(RID p_rid) { instance_set_scenario(p_rid, RID()); instance_set_base(p_rid, RID()); instance_geometry_set_material_override(p_rid, RID()); + instance_geometry_set_material_overlay(p_rid, RID()); instance_attach_skeleton(p_rid, RID()); if (instance->instance_allocated_shader_parameters) { diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index e51a1fc02e..1e770ef66c 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -390,6 +390,7 @@ public: RID skeleton; RID material_override; + RID material_overlay; RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist @@ -961,6 +962,7 @@ public: virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled); virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting); virtual void instance_geometry_set_material_override(RID p_instance, RID p_material); + virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material); virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode); @@ -982,7 +984,7 @@ public: void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect); - _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold); + _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold); RID _render_get_environment(RID p_camera, RID p_scenario); @@ -1054,10 +1056,10 @@ public: _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data); bool _render_reflection_probe_step(Instance *p_instance, int p_step); - void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); + void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas); - void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr); + void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr); void update_dirty_instances(); void render_particle_colliders(); @@ -1108,6 +1110,9 @@ public: PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float) PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float) + PASS6(environment_set_ssil, RID, bool, float, float, float, float) + PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float) + PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float) PASS1(environment_glow_set_use_bicubic_upscale, bool) PASS1(environment_glow_set_use_high_quality, bool) @@ -1122,7 +1127,7 @@ public: PASS2(environment_set_volumetric_fog_volume_size, int, int) PASS1(environment_set_volumetric_fog_filter_active, bool) - PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float) + PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float) PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount) PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge) PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight) diff --git a/servers/rendering/renderer_scene_occlusion_cull.cpp b/servers/rendering/renderer_scene_occlusion_cull.cpp index 1b8aea36d7..bda0950097 100644 --- a/servers/rendering/renderer_scene_occlusion_cull.cpp +++ b/servers/rendering/renderer_scene_occlusion_cull.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_scene_occlusion_cull.h b/servers/rendering/renderer_scene_occlusion_cull.h index 4e4b1b94db..48412dab68 100644 --- a/servers/rendering/renderer_scene_occlusion_cull.h +++ b/servers/rendering/renderer_scene_occlusion_cull.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp index 38d1218dee..c802f72fdf 100644 --- a/servers/rendering/renderer_scene_render.cpp +++ b/servers/rendering/renderer_scene_render.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index 0d71ea22da..c34a46d166 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -51,6 +51,7 @@ public: virtual GeometryInstance *geometry_instance_create(RID p_base) = 0; virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) = 0; virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) = 0; + virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) = 0; virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) = 0; virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) = 0; virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) = 0; @@ -134,10 +135,12 @@ public: virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0; - virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; - virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; + virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0; + virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; + + virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0; virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0; @@ -246,7 +249,7 @@ public: void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_ortogonal, bool p_vaspect); }; - virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0; + virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0; virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) = 0; diff --git a/servers/rendering/renderer_storage.cpp b/servers/rendering/renderer_storage.cpp index aa005fac0a..56409ae187 100644 --- a/servers/rendering/renderer_storage.cpp +++ b/servers/rendering/renderer_storage.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h index 8926bf24aa..43a7778d67 100644 --- a/servers/rendering/renderer_storage.h +++ b/servers/rendering/renderer_storage.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -366,7 +366,7 @@ public: virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0; - virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) = 0; + virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) = 0; virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0; virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0; @@ -375,7 +375,7 @@ public: virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0; virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0; - virtual float reflection_probe_get_lod_threshold(RID p_probe) const = 0; + virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const = 0; virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) = 0; virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) = 0; @@ -620,6 +620,7 @@ public: virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) = 0; virtual String get_video_adapter_name() const = 0; virtual String get_video_adapter_vendor() const = 0; + virtual RenderingDevice::DeviceType get_video_adapter_type() const = 0; static RendererStorage *base_singleton; diff --git a/servers/rendering/renderer_thread_pool.cpp b/servers/rendering/renderer_thread_pool.cpp index 98050dd508..ddf1d1bd00 100644 --- a/servers/rendering/renderer_thread_pool.cpp +++ b/servers/rendering/renderer_thread_pool.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_thread_pool.h b/servers/rendering/renderer_thread_pool.h index ae25415a0d..4626490d32 100644 --- a/servers/rendering/renderer_thread_pool.h +++ b/servers/rendering/renderer_thread_pool.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index eddf5bf53d..17a665922f 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -167,8 +167,8 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) { } } - float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width); - RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info); + float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width); + RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info); RENDER_TIMESTAMP("<End Rendering 3D Scene"); } @@ -582,6 +582,21 @@ void RendererViewport::draw_viewports() { bool visible = vp->viewport_to_screen_rect != Rect2(); + if (vp->use_xr && xr_interface.is_valid()) { + visible = true; // XR viewport is always visible regardless of update mode, output is sent to HMD. + + // Override our size, make sure it matches our required size and is created as a stereo target + Size2 xr_size = xr_interface->get_render_target_size(); + + // Would have been nice if we could call viewport_set_size here, + // but alas that takes our RID and we now have our pointer, + // also we only check if view_count changes in render_target_set_size so we need to call that for this to reliably change + vp->occlusion_buffer_dirty = vp->occlusion_buffer_dirty || (vp->size != xr_size); + vp->size = xr_size; + uint32_t view_count = xr_interface->get_view_count(); + RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count); + } + if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) { visible = true; } @@ -619,11 +634,6 @@ void RendererViewport::draw_viewports() { RSG::storage->render_target_set_as_unused(vp->render_target); if (vp->use_xr && xr_interface.is_valid()) { - // override our size, make sure it matches our required size and is created as a stereo target - vp->size = xr_interface->get_render_target_size(); - uint32_t view_count = xr_interface->get_view_count(); - RSG::storage->render_target_set_size(vp->render_target, vp->internal_size.x, vp->internal_size.y, view_count); - // check for an external texture destination (disabled for now, not yet supported) // RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono)); RSG::storage->render_target_set_external_texture(vp->render_target, 0); @@ -843,7 +853,7 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_ // if render_direct_to_screen was used, reset size and position if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) { RSG::storage->render_target_set_position(viewport->render_target, 0, 0); - RSG::storage->render_target_set_size(viewport->render_target, viewport->internal_size.x, viewport->internal_size.y, viewport->get_view_count()); + RSG::storage->render_target_set_size(viewport->render_target, viewport->size.x, viewport->size.y, viewport->get_view_count()); } viewport->viewport_to_screen_rect = Rect2(); @@ -1084,11 +1094,11 @@ void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::Viewport RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality); } -void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels) { +void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_COND(!viewport); - viewport->lod_threshold = p_pixels; + viewport->mesh_lod_threshold = p_pixels; } int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) { diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h index 5bb4dbbc6f..7bc8f9961b 100644 --- a/servers/rendering/renderer_viewport.h +++ b/servers/rendering/renderer_viewport.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -95,7 +95,7 @@ public: bool sdf_active; - float lod_threshold = 1.0; + float mesh_lod_threshold = 1.0; uint64_t last_pass = 0; @@ -256,7 +256,7 @@ public: void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling); void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread); void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality); - void viewport_set_lod_threshold(RID p_viewport, float p_pixels); + void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels); virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info); virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw); diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp index 38f57b4624..6fc5d0b3e8 100644 --- a/servers/rendering/rendering_device.cpp +++ b/servers/rendering/rendering_device.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -98,10 +98,10 @@ RID RenderingDevice::_texture_create_shared(const Ref<RDTextureView> &p_view, RI return texture_create_shared(p_view->base, p_with_texture); } -RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type) { +RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps, TextureSliceType p_slice_type) { ERR_FAIL_COND_V(p_view.is_null(), RID()); - return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_slice_type); + return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_mipmaps, p_slice_type); } RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count) { @@ -364,7 +364,7 @@ void RenderingDevice::_compute_list_set_push_constant(ComputeListID p_list, cons void RenderingDevice::_bind_methods() { ClassDB::bind_method(D_METHOD("texture_create", "format", "view", "data"), &RenderingDevice::_texture_create, DEFVAL(Array())); ClassDB::bind_method(D_METHOD("texture_create_shared", "view", "with_texture"), &RenderingDevice::_texture_create_shared); - ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(TEXTURE_SLICE_2D)); + ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "mipmaps", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(1), DEFVAL(TEXTURE_SLICE_2D)); ClassDB::bind_method(D_METHOD("texture_update", "texture", "layer", "data", "post_barrier"), &RenderingDevice::texture_update, DEFVAL(BARRIER_MASK_ALL)); ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "layer"), &RenderingDevice::texture_get_data); @@ -451,7 +451,7 @@ void RenderingDevice::_bind_methods() { ClassDB::bind_method(D_METHOD("compute_list_add_barrier", "compute_list"), &RenderingDevice::compute_list_add_barrier); ClassDB::bind_method(D_METHOD("compute_list_end", "post_barrier"), &RenderingDevice::compute_list_end, DEFVAL(BARRIER_MASK_ALL)); - ClassDB::bind_method(D_METHOD("free", "rid"), &RenderingDevice::free); + ClassDB::bind_method(D_METHOD("free_rid", "rid"), &RenderingDevice::free); ClassDB::bind_method(D_METHOD("capture_timestamp", "name"), &RenderingDevice::capture_timestamp); ClassDB::bind_method(D_METHOD("get_captured_timestamps_count"), &RenderingDevice::get_captured_timestamps_count); @@ -490,6 +490,13 @@ void RenderingDevice::_bind_methods() { BIND_CONSTANT(BARRIER_MASK_ALL); BIND_CONSTANT(BARRIER_MASK_NO_BARRIER); + BIND_ENUM_CONSTANT(DEVICE_TYPE_OTHER); + BIND_ENUM_CONSTANT(DEVICE_TYPE_INTEGRATED_GPU); + BIND_ENUM_CONSTANT(DEVICE_TYPE_DISCRETE_GPU); + BIND_ENUM_CONSTANT(DEVICE_TYPE_VIRTUAL_GPU); + BIND_ENUM_CONSTANT(DEVICE_TYPE_CPU); + BIND_ENUM_CONSTANT(DEVICE_TYPE_MAX); + BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_DEVICE); BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE); BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_INSTANCE); @@ -722,14 +729,6 @@ void RenderingDevice::_bind_methods() { BIND_ENUM_CONSTANT(DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM); BIND_ENUM_CONSTANT(DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM); BIND_ENUM_CONSTANT(DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC2_2BPP_UNORM_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC2_4BPP_UNORM_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC2_2BPP_SRGB_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC2_4BPP_SRGB_BLOCK_IMG); BIND_ENUM_CONSTANT(DATA_FORMAT_MAX); BIND_ENUM_CONSTANT(TEXTURE_TYPE_1D); diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index 563a80c12c..655a32a805 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -60,6 +60,17 @@ public: DEVICE_DIRECTX }; + // This enum matches VkPhysicalDeviceType (except for `DEVICE_TYPE_MAX`). + // Unlike VkPhysicalDeviceType, DeviceType is exposed to the scripting API. + enum DeviceType { + DEVICE_TYPE_OTHER, + DEVICE_TYPE_INTEGRATED_GPU, + DEVICE_TYPE_DISCRETE_GPU, + DEVICE_TYPE_VIRTUAL_GPU, + DEVICE_TYPE_CPU, + DEVICE_TYPE_MAX, + }; + enum DriverResource { DRIVER_RESOURCE_VULKAN_DEVICE = 0, DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE, @@ -381,14 +392,6 @@ public: DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM, DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM, DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM, - DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, - DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, - DATA_FORMAT_PVRTC2_2BPP_UNORM_BLOCK_IMG, - DATA_FORMAT_PVRTC2_4BPP_UNORM_BLOCK_IMG, - DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG, - DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG, - DATA_FORMAT_PVRTC2_2BPP_SRGB_BLOCK_IMG, - DATA_FORMAT_PVRTC2_4BPP_SRGB_BLOCK_IMG, DATA_FORMAT_MAX }; @@ -505,7 +508,7 @@ public: TEXTURE_SLICE_2D_ARRAY, }; - virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0; + virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0; virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0; virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer) = 0; // CPU textures will return immediately, while GPU textures will most likely force a flush @@ -739,7 +742,7 @@ public: virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) = 0; virtual bool uniform_set_is_valid(RID p_uniform_set) = 0; - typedef void (*UniformSetInvalidatedCallback)(const RID &, void *); + typedef void (*UniformSetInvalidatedCallback)(void *); virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, UniformSetInvalidatedCallback p_callback, void *p_userdata) = 0; virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0; @@ -1199,6 +1202,7 @@ public: virtual String get_device_vendor_name() const = 0; virtual String get_device_name() const = 0; + virtual RenderingDevice::DeviceType get_device_type() const = 0; virtual String get_device_pipeline_cache_uuid() const = 0; virtual uint64_t get_driver_resource(DriverResource p_resource, RID p_rid = RID(), uint64_t p_index = 0) = 0; @@ -1210,7 +1214,7 @@ protected: //binders to script API RID _texture_create(const Ref<RDTextureFormat> &p_format, const Ref<RDTextureView> &p_view, const TypedArray<PackedByteArray> &p_data = Array()); RID _texture_create_shared(const Ref<RDTextureView> &p_view, RID p_with_texture); - RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D); + RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D); FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count); FramebufferFormatID _framebuffer_format_create_multipass(const TypedArray<RDAttachmentFormat> &p_attachments, const TypedArray<RDFramebufferPass> &p_passes, uint32_t p_view_count); @@ -1237,6 +1241,7 @@ protected: Vector<int64_t> _draw_list_switch_to_next_pass_split(uint32_t p_splits); }; +VARIANT_ENUM_CAST(RenderingDevice::DeviceType) VARIANT_ENUM_CAST(RenderingDevice::DriverResource) VARIANT_ENUM_CAST(RenderingDevice::ShaderStage) VARIANT_ENUM_CAST(RenderingDevice::ShaderLanguage) diff --git a/servers/rendering/rendering_device_binds.cpp b/servers/rendering/rendering_device_binds.cpp index 3d09d83601..19cde610ba 100644 --- a/servers/rendering/rendering_device_binds.cpp +++ b/servers/rendering/rendering_device_binds.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h index 651c9b0090..b07857364b 100644 --- a/servers/rendering/rendering_device_binds.h +++ b/servers/rendering/rendering_device_binds.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp index 2ce9a20b6b..d7e9d210db 100644 --- a/servers/rendering/rendering_server_default.cpp +++ b/servers/rendering/rendering_server_default.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -255,6 +255,10 @@ String RenderingServerDefault::get_video_adapter_vendor() const { return RSG::storage->get_video_adapter_vendor(); } +RenderingDevice::DeviceType RenderingServerDefault::get_video_adapter_type() const { + return RSG::storage->get_video_adapter_type(); +} + void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) { RSG::storage->capturing_timestamps = p_enable; } diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h index b50631bb21..54fd897a77 100644 --- a/servers/rendering/rendering_server_default.h +++ b/servers/rendering/rendering_server_default.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -259,7 +259,6 @@ public: command_queue.push(RSG::storage, &RendererStorage::mesh_initialize, mesh); command_queue.push(RSG::storage, &RendererStorage::mesh_set_blend_shape_count, mesh, p_blend_shape_count); for (int i = 0; i < p_surfaces.size(); i++) { - RSG::storage->mesh_add_surface(mesh, p_surfaces[i]); command_queue.push(RSG::storage, &RendererStorage::mesh_add_surface, mesh, p_surfaces[i]); } } @@ -374,7 +373,7 @@ public: FUNC2(reflection_probe_set_enable_shadows, RID, bool) FUNC2(reflection_probe_set_cull_mask, RID, uint32_t) FUNC2(reflection_probe_set_resolution, RID, int) - FUNC2(reflection_probe_set_lod_threshold, RID, float) + FUNC2(reflection_probe_set_mesh_lod_threshold, RID, float) /* DECAL API */ @@ -575,7 +574,7 @@ public: FUNC2(viewport_set_use_occlusion_culling, RID, bool) FUNC1(viewport_set_occlusion_rays_per_thread, int) FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality) - FUNC2(viewport_set_lod_threshold, RID, float) + FUNC2(viewport_set_mesh_lod_threshold, RID, float) FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo) FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw) @@ -626,6 +625,9 @@ public: FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float) FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float) + FUNC6(environment_set_ssil, RID, bool, float, float, float, float) + FUNC6(environment_set_ssil_quality, EnvironmentSSILQuality, bool, float, int, float, float) + FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float) FUNC1(environment_glow_set_use_bicubic_upscale, bool) FUNC1(environment_glow_set_use_high_quality, bool) @@ -640,7 +642,7 @@ public: FUNC2(environment_set_volumetric_fog_volume_size, int, int) FUNC1(environment_set_volumetric_fog_filter_active, bool) - FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float) + FUNC11(environment_set_sdfgi, RID, bool, int, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float) FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount) FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge) FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight) @@ -709,6 +711,7 @@ public: FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool) FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting) FUNC2(instance_geometry_set_material_override, RID, RID) + FUNC2(instance_geometry_set_material_overlay, RID, RID) FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode) FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int) @@ -891,6 +894,7 @@ public: virtual uint64_t get_rendering_info(RenderingInfo p_info) override; virtual String get_video_adapter_name() const override; virtual String get_video_adapter_vendor() const override; + virtual RenderingDevice::DeviceType get_video_adapter_type() const override; virtual void set_frame_profiling_enabled(bool p_enable) override; virtual Vector<FrameProfileArea> get_frame_profile() override; diff --git a/servers/rendering/rendering_server_globals.cpp b/servers/rendering/rendering_server_globals.cpp index 2dda506bac..b8b06b5eea 100644 --- a/servers/rendering/rendering_server_globals.cpp +++ b/servers/rendering/rendering_server_globals.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/rendering_server_globals.h b/servers/rendering/rendering_server_globals.h index 63755e6125..4351830a5f 100644 --- a/servers/rendering/rendering_server_globals.h +++ b/servers/rendering/rendering_server_globals.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/shader_compiler.cpp index 794c999d1d..78e81eac0b 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shader_compiler_rd.cpp */ +/* shader_compiler.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "shader_compiler_rd.h" +#include "shader_compiler.h" #include "core/config/project_settings.h" #include "core/os/os.h" -#include "renderer_storage_rd.h" +#include "servers/rendering/shader_types.h" #include "servers/rendering_server.h" #define SL ShaderLanguage @@ -54,81 +54,6 @@ static String _typestr(SL::DataType p_type) { return type; } -static int _get_datatype_size(SL::DataType p_type) { - switch (p_type) { - case SL::TYPE_VOID: - return 0; - case SL::TYPE_BOOL: - return 4; - case SL::TYPE_BVEC2: - return 8; - case SL::TYPE_BVEC3: - return 12; - case SL::TYPE_BVEC4: - return 16; - case SL::TYPE_INT: - return 4; - case SL::TYPE_IVEC2: - return 8; - case SL::TYPE_IVEC3: - return 12; - case SL::TYPE_IVEC4: - return 16; - case SL::TYPE_UINT: - return 4; - case SL::TYPE_UVEC2: - return 8; - case SL::TYPE_UVEC3: - return 12; - case SL::TYPE_UVEC4: - return 16; - case SL::TYPE_FLOAT: - return 4; - case SL::TYPE_VEC2: - return 8; - case SL::TYPE_VEC3: - return 12; - case SL::TYPE_VEC4: - return 16; - case SL::TYPE_MAT2: - return 32; // 4 * 4 + 4 * 4 - case SL::TYPE_MAT3: - return 48; // 4 * 4 + 4 * 4 + 4 * 4 - case SL::TYPE_MAT4: - return 64; - case SL::TYPE_SAMPLER2D: - return 16; - case SL::TYPE_ISAMPLER2D: - return 16; - case SL::TYPE_USAMPLER2D: - return 16; - case SL::TYPE_SAMPLER2DARRAY: - return 16; - case SL::TYPE_ISAMPLER2DARRAY: - return 16; - case SL::TYPE_USAMPLER2DARRAY: - return 16; - case SL::TYPE_SAMPLER3D: - return 16; - case SL::TYPE_ISAMPLER3D: - return 16; - case SL::TYPE_USAMPLER3D: - return 16; - case SL::TYPE_SAMPLERCUBE: - return 16; - case SL::TYPE_SAMPLERCUBEARRAY: - return 16; - case SL::TYPE_STRUCT: - return 0; - - case SL::TYPE_MAX: { - ERR_FAIL_V(0); - }; - } - - ERR_FAIL_V(0); -} - static int _get_datatype_alignment(SL::DataType p_type) { switch (p_type) { case SL::TYPE_VOID: @@ -352,7 +277,7 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo } } -String ShaderCompilerRD::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) { +String ShaderCompiler::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) { if (p_filter == ShaderLanguage::FILTER_DEFAULT) { ERR_FAIL_COND_V(actions.default_filter == ShaderLanguage::FILTER_DEFAULT, String()); p_filter = actions.default_filter; @@ -364,7 +289,7 @@ String ShaderCompilerRD::_get_sampler_name(ShaderLanguage::TextureFilter p_filte return actions.sampler_array_name + "[" + itos(p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)) + "]"; } -void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) { +void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) { int fidx = -1; for (int i = 0; i < p_node->functions.size(); i++) { @@ -510,7 +435,7 @@ static String _get_global_variable_from_type_and_index(const String &p_buffer, c } } -String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) { +String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) { String code; switch (p_node->type) { @@ -658,12 +583,12 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge uniform_defines.write[uniform.order] = ucode; if (is_buffer_global) { //globals are indices into the global table - uniform_sizes.write[uniform.order] = _get_datatype_size(ShaderLanguage::TYPE_UINT); + uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(ShaderLanguage::TYPE_UINT); uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT); } else { // The following code enforces a 16-byte alignment of uniform arrays. if (uniform.array_size > 0) { - int size = _get_datatype_size(uniform.type) * uniform.array_size; + int size = ShaderLanguage::get_datatype_size(uniform.type) * uniform.array_size; int m = (16 * uniform.array_size); if ((size % m) != 0) { size += m - (size % m); @@ -671,7 +596,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge uniform_sizes.write[uniform.order] = size; uniform_alignments.write[uniform.order] = 16; } else { - uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type); + uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(uniform.type); uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type); } } @@ -767,17 +692,36 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type)); vcode += _typestr(varying.type); vcode += " " + _mkid(varying_name); + uint32_t inc = 1U; + if (varying.array_size > 0) { + inc = (uint32_t)varying.array_size; + vcode += "["; vcode += itos(varying.array_size); vcode += "]"; } + + switch (varying.type) { + case SL::TYPE_MAT2: + inc *= 2U; + break; + case SL::TYPE_MAT3: + inc *= 3U; + break; + case SL::TYPE_MAT4: + inc *= 4U; + break; + default: + break; + } + vcode += ";\n"; r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode; r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode; - index++; + index += inc; } if (var_frag_to_light.size() > 0) { @@ -888,16 +832,49 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge } else { declaration += _prestr(vdnode->precision) + _typestr(vdnode->datatype); } + declaration += " "; for (int i = 0; i < vdnode->declarations.size(); i++) { + bool is_array = vdnode->declarations[i].size > 0; if (i > 0) { declaration += ","; - } else { - declaration += " "; } declaration += _mkid(vdnode->declarations[i].name); - if (vdnode->declarations[i].initializer) { - declaration += "="; - declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + if (is_array) { + declaration += "["; + if (vdnode->declarations[i].size_expression != nullptr) { + declaration += _dump_node_code(vdnode->declarations[i].size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } else { + declaration += itos(vdnode->declarations[i].size); + } + declaration += "]"; + } + + if (!is_array || vdnode->declarations[i].single_expression) { + if (!vdnode->declarations[i].initializer.is_empty()) { + declaration += "="; + declaration += _dump_node_code(vdnode->declarations[i].initializer[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } + } else { + int size = vdnode->declarations[i].initializer.size(); + if (size > 0) { + declaration += "="; + if (vdnode->datatype == SL::TYPE_STRUCT) { + declaration += _mkid(vdnode->struct_name); + } else { + declaration += _typestr(vdnode->datatype); + } + declaration += "["; + declaration += itos(size); + declaration += "]"; + declaration += "("; + for (int j = 0; j < size; j++) { + if (j > 0) { + declaration += ","; + } + declaration += _dump_node_code(vdnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } + declaration += ")"; + } } } @@ -999,58 +976,6 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge } code += ")"; } break; - case SL::Node::TYPE_ARRAY_DECLARATION: { - SL::ArrayDeclarationNode *adnode = (SL::ArrayDeclarationNode *)p_node; - String declaration; - declaration += _constr(adnode->is_const); - if (adnode->datatype == SL::TYPE_STRUCT) { - declaration += _mkid(adnode->struct_name); - } else { - declaration += _prestr(adnode->precision) + _typestr(adnode->datatype); - } - for (int i = 0; i < adnode->declarations.size(); i++) { - if (i > 0) { - declaration += ","; - } else { - declaration += " "; - } - declaration += _mkid(adnode->declarations[i].name); - declaration += "["; - if (adnode->size_expression != nullptr) { - declaration += _dump_node_code(adnode->size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - } else { - declaration += itos(adnode->declarations[i].size); - } - declaration += "]"; - if (adnode->declarations[i].single_expression) { - declaration += "="; - declaration += _dump_node_code(adnode->declarations[i].initializer[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - } else { - int sz = adnode->declarations[i].initializer.size(); - if (sz > 0) { - declaration += "="; - if (adnode->datatype == SL::TYPE_STRUCT) { - declaration += _mkid(adnode->struct_name); - } else { - declaration += _typestr(adnode->datatype); - } - declaration += "["; - declaration += itos(sz); - declaration += "]"; - declaration += "("; - for (int j = 0; j < sz; j++) { - declaration += _dump_node_code(adnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (j != sz - 1) { - declaration += ", "; - } - } - declaration += ")"; - } - } - } - - code += declaration; - } break; case SL::Node::TYPE_ARRAY: { SL::ArrayNode *anode = (SL::ArrayNode *)p_node; bool use_fragment_varying = false; @@ -1407,12 +1332,12 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge return code; } -ShaderLanguage::DataType ShaderCompilerRD::_get_variable_type(const StringName &p_type) { - RS::GlobalVariableType gvt = ((RendererStorageRD *)(RendererStorage::base_singleton))->global_variable_get_type_internal(p_type); - return RS::global_variable_type_get_shader_datatype(gvt); +ShaderLanguage::DataType ShaderCompiler::_get_variable_type(const StringName &p_type) { + RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_type); + return (ShaderLanguage::DataType)RS::global_variable_type_get_shader_datatype(gvt); } -Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { +Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { SL::ShaderCompileInfo info; info.functions = ShaderTypes::get_singleton()->get_functions(p_mode); info.render_modes = ShaderTypes::get_singleton()->get_modes(p_mode); @@ -1458,7 +1383,7 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide return OK; } -void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) { +void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) { actions = p_actions; time_name = "TIME"; @@ -1480,7 +1405,7 @@ void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) { texture_functions.insert("texelFetch"); } -ShaderCompilerRD::ShaderCompilerRD() { +ShaderCompiler::ShaderCompiler() { #if 0 /** SPATIAL SHADER **/ diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/shader_compiler.h index 2ab689c27c..8f0ee664ac 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.h +++ b/servers/rendering/shader_compiler.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shader_compiler_rd.h */ +/* shader_compiler.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,15 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SHADER_COMPILER_RD_H -#define SHADER_COMPILER_RD_H +#ifndef SHADER_COMPILER_H +#define SHADER_COMPILER_H #include "core/templates/pair.h" #include "servers/rendering/shader_language.h" -#include "servers/rendering/shader_types.h" #include "servers/rendering_server.h" -class ShaderCompilerRD { +class ShaderCompiler { public: enum Stage { STAGE_VERTEX, @@ -127,7 +126,7 @@ public: Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code); void initialize(DefaultIdentifierActions p_actions); - ShaderCompilerRD(); + ShaderCompiler(); }; -#endif // SHADERCOMPILERRD_H +#endif // SHADER_COMPILER_H diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 33f4999cdf..4e07582187 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -690,7 +690,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() { } if (!str.is_valid_int()) { if (uint_suffix_found) { - return _make_token(TK_ERROR, "Invalid (usigned integer) numeric constant"); + return _make_token(TK_ERROR, "Invalid (unsigned integer) numeric constant"); } else { return _make_token(TK_ERROR, "Invalid (integer) numeric constant"); } @@ -977,8 +977,6 @@ void ShaderLanguage::clear() { completion_base = TYPE_VOID; completion_base_array = false; - unknown_varying_usages.clear(); - #ifdef DEBUG_ENABLED used_constants.clear(); used_varyings.clear(); @@ -2744,13 +2742,13 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI //stage based function const StageFunctionInfo &sf = p_function_info.stage_functions[name]; if (argcount != sf.arguments.size()) { - _set_error(vformat("Invalid number of arguments when calling stage function '%s', which expects %d arguments.", String(name), sf.arguments.size())); + _set_error(vformat(RTR("Invalid number of arguments when calling stage function '%s', which expects %d arguments."), String(name), sf.arguments.size())); return false; } //validate arguments for (int i = 0; i < argcount; i++) { if (args[i] != sf.arguments[i].type) { - _set_error(vformat("Invalid argument type when calling stage function '%s', type expected is '%s'.", String(name), String(get_datatype_name(sf.arguments[i].type)))); + _set_error(vformat(RTR("Invalid argument type when calling stage function '%s', type expected is '%s'."), String(name), get_datatype_name(sf.arguments[i].type))); return false; } } @@ -2854,7 +2852,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } } if (error) { - _set_error(vformat("Expected integer constant within %s..%s range.", min, max)); + _set_error(vformat(RTR("Expected integer constant within [%d..%d] range."), min, max)); return false; } } @@ -2873,7 +2871,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (arg_idx < argcount) { if (p_func->arguments[arg_idx + 1]->type != Node::TYPE_VARIABLE && p_func->arguments[arg_idx + 1]->type != Node::TYPE_MEMBER && p_func->arguments[arg_idx + 1]->type != Node::TYPE_ARRAY) { - _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' is not a variable, array or member."); + _set_error(vformat(RTR("Argument %d of function '%s' is not a variable, array, or member."), arg_idx + 1, String(name))); return false; } @@ -2897,7 +2895,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI fail = true; } else { if (shader->varyings.has(varname)) { - _set_error(vformat("Varyings cannot be passed for '%s' parameter!", "out")); + _set_error(vformat(RTR("Varyings cannot be passed for the '%s' parameter."), "out")); return false; } if (p_function_info.built_ins.has(varname)) { @@ -2910,7 +2908,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } } if (fail) { - _set_error(vformat("Constant value cannot be passed for '%s' parameter!", "out")); + _set_error(vformat(RTR("A constant value cannot be passed for the '%s' parameter."), "out")); return false; } @@ -2923,7 +2921,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI n = static_cast<const MemberNode *>(n)->owner; } if (n->type != Node::TYPE_VARIABLE && n->type != Node::TYPE_ARRAY) { - _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' is not a variable, array or member."); + _set_error(vformat(RTR("Argument %d of function '%s' is not a variable, array, or member."), arg_idx + 1, String(name))); return false; } if (n->type == Node::TYPE_VARIABLE) { @@ -2953,7 +2951,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (!valid) { - _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' can only take a local variable, array or member."); + _set_error(vformat(RTR("Argument %d of function '%s' can only take a local variable, array, or member."), arg_idx + 1, String(name))); return false; } } @@ -3000,16 +2998,15 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI arglist += get_datatype_name(builtin_func_defs[builtin_idx].args[i]); } - String err = "Built-in function \"" + String(name) + "(" + arglist + ")\" is supported only on high-end platform!"; - _set_error(err); + _set_error(vformat(RTR("Built-in function \"%s(%s)\" is only supported on high-end platforms."), String(name), arglist)); return false; } if (failed_builtin) { - String err = "Invalid arguments for built-in function: " + String(name) + "("; + String arg_list; for (int i = 0; i < argcount; i++) { if (i > 0) { - err += ","; + arg_list += ","; } String arg_name; @@ -3023,10 +3020,9 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI arg_name += itos(args3[i]); arg_name += "]"; } - err += arg_name; + arg_list += arg_name; } - err += ")"; - _set_error(err); + _set_error(vformat(RTR("Invalid arguments for the built-in function: \"%s(%s)\"."), String(name), arg_list)); return false; } @@ -3043,7 +3039,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (name == exclude_function) { - _set_error("Recursion is not allowed"); + _set_error(RTR("Recursion is not allowed.")); return false; } @@ -3056,7 +3052,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (!shader->functions[i].callable) { - _set_error("Function '" + String(name) + " can't be called from source code."); + _set_error(vformat(RTR("Function '%s' can't be called from source code."), String(name))); return false; } @@ -3115,7 +3111,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI arg_name += "]"; } - _set_error(vformat("Invalid argument for \"%s(%s)\" function: argument %s should be %s but is %s.", String(name), arg_list, j + 1, func_arg_name, arg_name)); + _set_error(vformat(RTR("Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."), String(name), arg_list, j + 1, func_arg_name, arg_name)); fail = true; break; } @@ -3152,9 +3148,9 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (last_arg_count > args.size()) { - _set_error(vformat("Too few arguments for \"%s(%s)\" call. Expected at least %s but received %s.", String(name), arg_list, last_arg_count, args.size())); + _set_error(vformat(RTR("Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."), String(name), arg_list, last_arg_count, args.size())); } else if (last_arg_count < args.size()) { - _set_error(vformat("Too many arguments for \"%s(%s)\" call. Expected at most %s but received %s.", String(name), arg_list, last_arg_count, args.size())); + _set_error(vformat(RTR("Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d."), String(name), arg_list, last_arg_count, args.size())); } return false; @@ -3192,7 +3188,7 @@ bool ShaderLanguage::_compare_datatypes(DataType p_datatype_a, String p_datatype type_name2 += "]"; } - _set_error("Invalid assignment of '" + type_name2 + "' to '" + type_name + "'"); + _set_error(vformat(RTR("Invalid assignment of '%s' to '%s'."), type_name2, type_name)); } return result; } @@ -3237,7 +3233,7 @@ bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Functio return true; } else if (tk.type != TK_COMMA) { // something is broken - _set_error("Expected ',' or ')' after argument"); + _set_error(RTR("Expected ',' or ')' after argument.")); return false; } } @@ -3868,55 +3864,77 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform return pi; } -uint32_t ShaderLanguage::get_type_size(DataType p_type) { +uint32_t ShaderLanguage::get_datatype_size(ShaderLanguage::DataType p_type) { switch (p_type) { case TYPE_VOID: return 0; case TYPE_BOOL: - case TYPE_INT: - case TYPE_UINT: - case TYPE_FLOAT: return 4; case TYPE_BVEC2: - case TYPE_IVEC2: - case TYPE_UVEC2: - case TYPE_VEC2: return 8; case TYPE_BVEC3: - case TYPE_IVEC3: - case TYPE_UVEC3: - case TYPE_VEC3: return 12; case TYPE_BVEC4: + return 16; + case TYPE_INT: + return 4; + case TYPE_IVEC2: + return 8; + case TYPE_IVEC3: + return 12; case TYPE_IVEC4: + return 16; + case TYPE_UINT: + return 4; + case TYPE_UVEC2: + return 8; + case TYPE_UVEC3: + return 12; case TYPE_UVEC4: + return 16; + case TYPE_FLOAT: + return 4; + case TYPE_VEC2: + return 8; + case TYPE_VEC3: + return 12; case TYPE_VEC4: return 16; case TYPE_MAT2: - return 8; + return 32; // 4 * 4 + 4 * 4 case TYPE_MAT3: - return 12; + return 48; // 4 * 4 + 4 * 4 + 4 * 4 case TYPE_MAT4: - return 16; + return 64; case TYPE_SAMPLER2D: + return 16; case TYPE_ISAMPLER2D: + return 16; case TYPE_USAMPLER2D: + return 16; case TYPE_SAMPLER2DARRAY: + return 16; case TYPE_ISAMPLER2DARRAY: + return 16; case TYPE_USAMPLER2DARRAY: + return 16; case TYPE_SAMPLER3D: + return 16; case TYPE_ISAMPLER3D: + return 16; case TYPE_USAMPLER3D: + return 16; case TYPE_SAMPLERCUBE: + return 16; case TYPE_SAMPLERCUBEARRAY: - return 4; //not really, but useful for indices + return 16; case TYPE_STRUCT: - // FIXME: Implement. - return 0; - case ShaderLanguage::TYPE_MAX: return 0; + case TYPE_MAX: { + ERR_FAIL_V(0); + }; } - return 0; + ERR_FAIL_V(0); } void ShaderLanguage::get_keyword_list(List<String> *r_keywords) { @@ -4122,43 +4140,6 @@ bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, St return true; } -bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, String *r_message) { - switch (p_varying.stage) { - case ShaderNode::Varying::STAGE_UNKNOWN: - VaryingUsage usage; - usage.var = &p_varying; - usage.line = tk_line; - unknown_varying_usages.push_back(usage); - break; - case ShaderNode::Varying::STAGE_VERTEX: - if (current_function == varying_function_names.fragment || current_function == varying_function_names.light) { - p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT; - } - break; - case ShaderNode::Varying::STAGE_FRAGMENT: - if (current_function == varying_function_names.light) { - p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT; - } - break; - default: - break; - } - return true; -} - -bool ShaderLanguage::_check_varying_usages(int *r_error_line, String *r_error_message) const { - for (const List<ShaderLanguage::VaryingUsage>::Element *E = unknown_varying_usages.front(); E; E = E->next()) { - ShaderNode::Varying::Stage stage = E->get().var->stage; - if (stage != ShaderNode::Varying::STAGE_UNKNOWN && stage != ShaderNode::Varying::STAGE_VERTEX && stage != ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT) { - *r_error_line = E->get().line; - *r_error_message = RTR("Fragment-stage varying could not been accessed in custom function!"); - return false; - } - } - - return true; -} - bool ShaderLanguage::_check_node_constness(const Node *p_node) const { switch (p_node->type) { case Node::TYPE_OPERATOR: { @@ -4264,14 +4245,14 @@ bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(StringNam ERR_FAIL_INDEX_V(p_argument, shader->functions[i].function->arguments.size(), false); FunctionNode::Argument *arg = &shader->functions[i].function->arguments.write[p_argument]; if (arg->tex_builtin_check) { - _set_error("Sampler argument #" + itos(p_argument) + " of function '" + String(p_name) + "' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."); + _set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."), p_argument, String(p_name))); return false; } else if (arg->tex_argument_check) { //was checked, verify that filter and repeat are the same if (arg->tex_argument_filter == p_filter && arg->tex_argument_repeat == p_repeat) { return true; } else { - _set_error("Sampler argument #" + itos(p_argument) + " of function '" + String(p_name) + "' called more than once using textures that differ in either filter or repeat setting."); + _set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using textures that differ in either filter or repeat setting."), p_argument, String(p_name))); return false; } } else { @@ -4298,14 +4279,14 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa ERR_FAIL_INDEX_V(p_argument, shader->functions[i].function->arguments.size(), false); FunctionNode::Argument *arg = &shader->functions[i].function->arguments.write[p_argument]; if (arg->tex_argument_check) { - _set_error("Sampler argument #" + itos(p_argument) + " of function '" + String(p_name) + "' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."); + _set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."), p_argument, String(p_name))); return false; } else if (arg->tex_builtin_check) { //was checked, verify that the built-in is the same if (arg->tex_builtin == p_builtin) { return true; } else { - _set_error("Sampler argument #" + itos(p_argument) + " of function '" + String(p_name) + "' called more than once using different built-ins. Only calling with the same built-in is supported."); + _set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using different built-ins. Only calling with the same built-in is supported."), p_argument, String(p_name))); return false; } } else { @@ -4326,114 +4307,87 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa ERR_FAIL_V(false); //bug? function not found } -ShaderLanguage::Node *ShaderLanguage::_parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, int &r_array_size) { - int array_size = 0; - - Node *n = _parse_and_reduce_expression(p_block, p_function_info); - if (n) { - if (n->type == Node::TYPE_VARIABLE) { - VariableNode *vn = static_cast<VariableNode *>(n); - if (vn) { - ConstantNode::Value v; - DataType data_type; - bool is_const = false; - - _find_identifier(p_block, false, p_function_info, vn->name, &data_type, nullptr, &is_const, nullptr, nullptr, &v); - - if (is_const) { - if (data_type == TYPE_INT) { - int32_t value = v.sint; - if (value > 0) { - array_size = value; - } - } else if (data_type == TYPE_UINT) { - uint32_t value = v.uint; - if (value > 0U) { - array_size = value; - } - } - } - } - } else if (n->type == Node::TYPE_OPERATOR) { - _set_error("Array size expressions are not yet implemented."); - return nullptr; - } +Error ShaderLanguage::_parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_forbid_unknown_size, Node **r_size_expression, int *r_array_size, bool *r_unknown_size) { + bool error = false; + if (r_array_size != nullptr && *r_array_size > 0) { + error = true; } - - r_array_size = array_size; - return n; -} - -Error ShaderLanguage::_parse_global_array_size(int &r_array_size, const FunctionInfo &p_function_info) { - if (r_array_size > 0) { - _set_error("Array size is already defined!"); - return ERR_PARSE_ERROR; + if (r_unknown_size != nullptr && *r_unknown_size) { + error = true; } - TkPos pos = _get_tkpos(); - Token tk = _get_token(); - - int array_size = 0; - - if (!tk.is_integer_constant() || ((int)tk.constant) <= 0) { - _set_tkpos(pos); - Node *n = _parse_array_size(nullptr, p_function_info, array_size); - if (!n) { - return ERR_PARSE_ERROR; - } - } else if (((int)tk.constant) > 0) { - array_size = (uint32_t)tk.constant; - } - - if (array_size <= 0) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); + if (error) { + _set_error(vformat(RTR("Array size is already defined."))); return ERR_PARSE_ERROR; } - r_array_size = array_size; - return OK; -} - -Error ShaderLanguage::_parse_local_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, Node *&r_size_expression, int &r_array_size, bool &r_is_unknown_size) { TkPos pos = _get_tkpos(); Token tk = _get_token(); if (tk.type == TK_BRACKET_CLOSE) { - r_is_unknown_size = true; + if (p_forbid_unknown_size) { + _set_error(vformat(RTR("Unknown array size is forbidden in that context."))); + return ERR_PARSE_ERROR; + } + if (r_unknown_size != nullptr) { + *r_unknown_size = true; + } } else { - int size = 0; + int array_size = 0; + if (!tk.is_integer_constant() || ((int)tk.constant) <= 0) { _set_tkpos(pos); - int array_size = 0; - Node *n = _parse_array_size(p_block, p_function_info, array_size); - if (!n) { - return ERR_PARSE_ERROR; + Node *n = _parse_and_reduce_expression(p_block, p_function_info); + if (n) { + if (n->type == Node::TYPE_VARIABLE) { + VariableNode *vn = static_cast<VariableNode *>(n); + if (vn) { + ConstantNode::Value v; + DataType data_type; + bool is_const = false; + + _find_identifier(p_block, false, p_function_info, vn->name, &data_type, nullptr, &is_const, nullptr, nullptr, &v); + + if (is_const) { + if (data_type == TYPE_INT) { + int32_t value = v.sint; + if (value > 0) { + array_size = value; + } + } else if (data_type == TYPE_UINT) { + uint32_t value = v.uint; + if (value > 0U) { + array_size = value; + } + } + } + } + } else if (n->type == Node::TYPE_OPERATOR) { + _set_error(vformat(RTR("Array size expressions are not supported."))); + return ERR_PARSE_ERROR; + } + if (r_size_expression != nullptr) { + *r_size_expression = n; + } } - size = array_size; - r_size_expression = n; } else if (((int)tk.constant) > 0) { - size = (uint32_t)tk.constant; + array_size = (uint32_t)tk.constant; } - if (size <= 0) { - _set_error("Expected single integer constant > 0"); + if (array_size <= 0) { + _set_error(RTR("Expected a positive integer constant.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); + _set_expected_error("]"); return ERR_PARSE_ERROR; } - r_array_size = size; + if (r_array_size != nullptr) { + *r_array_size = array_size; + } } - return OK; } @@ -4453,49 +4407,20 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc struct_name = tk.text; } else { if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for array"); + _set_error(RTR("Invalid data type for the array.")); return nullptr; } type = get_token_datatype(tk.type); } tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - TkPos pos = _get_tkpos(); - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { - undefined_size = true; - tk = _get_token(); - } else { - _set_tkpos(pos); - - Node *n = _parse_and_reduce_expression(p_block, p_function_info); - if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - - ConstantNode *cnode = (ConstantNode *)n; - if (cnode->values.size() == 1) { - array_size = cnode->values[0].sint; - if (array_size <= 0) { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - } else { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return nullptr; - } else { - tk = _get_token(); - } + Error error = _parse_array_size(p_block, p_function_info, false, nullptr, &array_size, &undefined_size); + if (error != OK) { + return nullptr; } + tk = _get_token(); } else { - _set_error("Expected '['"); + _set_expected_error("["); return nullptr; } } @@ -4533,20 +4458,20 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc break; } else { if (auto_size) { - _set_error("Expected '}' or ','"); + _set_expected_error("}", ","); } else { - _set_error("Expected ')' or ','"); + _set_expected_error(")", ","); } return nullptr; } idx++; } if (!auto_size && !undefined_size && an->initializer.size() != array_size) { - _set_error("Array size mismatch"); + _set_error(RTR("Array size mismatch.")); return nullptr; } } else { - _set_error("Expected array initialization!"); + _set_error(RTR("Expected array initialization.")); return nullptr; } @@ -4576,7 +4501,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc Node *n = _parse_and_reduce_expression(p_block, p_function_info); if (!n) { - _set_error("Invalid data type for array"); + _set_error(RTR("Invalid data type for the array.")); return nullptr; } @@ -4589,65 +4514,42 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc } tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - TkPos pos = _get_tkpos(); - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { + bool is_unknown_size = false; + Error error = _parse_array_size(p_block, p_function_info, false, nullptr, &array_size, &is_unknown_size); + if (error != OK) { + return nullptr; + } + if (is_unknown_size) { array_size = p_array_size; - tk = _get_token(); - } else { - _set_tkpos(pos); - - Node *n = _parse_and_reduce_expression(p_block, p_function_info); - if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - - ConstantNode *cnode = (ConstantNode *)n; - if (cnode->values.size() == 1) { - array_size = cnode->values[0].sint; - if (array_size <= 0) { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - } else { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return nullptr; - } else { - tk = _get_token(); - } } + tk = _get_token(); } else { - _set_error("Expected '['"); + _set_expected_error("["); return nullptr; } if (type != p_type || struct_name != p_struct_name || array_size != p_array_size) { - String error_str = "Cannot convert from '"; + String from; if (type == TYPE_STRUCT) { - error_str += struct_name; + from += struct_name; } else { - error_str += get_datatype_name(type); + from += get_datatype_name(type); } - error_str += "["; - error_str += itos(array_size); - error_str += "]'"; - error_str += " to '"; + from += "["; + from += itos(array_size); + from += "]'"; + + String to; if (type == TYPE_STRUCT) { - error_str += p_struct_name; + to += p_struct_name; } else { - error_str += get_datatype_name(p_type); + to += get_datatype_name(p_type); } - error_str += "["; - error_str += itos(p_array_size); - error_str += "]'"; - _set_error(error_str); + to += "["; + to += itos(p_array_size); + to += "]'"; + + _set_error(vformat(RTR("Cannot convert from '%s' to '%s'."), from, to)); return nullptr; } } @@ -4678,19 +4580,19 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc break; } else { if (auto_size) { - _set_error("Expected '}' or ','"); + _set_expected_error("}", ","); } else { - _set_error("Expected ')' or ','"); + _set_expected_error(")", ","); } return nullptr; } } if (an->initializer.size() != p_array_size) { - _set_error("Array size mismatch"); + _set_error(RTR("Array size mismatch.")); return nullptr; } } else { - _set_error("Expected array initialization!"); + _set_error(RTR("Expected array initialization.")); return nullptr; } @@ -4721,7 +4623,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' in expression"); + _set_error(RTR("Expected ')' in expression.")); return nullptr; } @@ -4769,7 +4671,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } else if (tk.type == TK_TYPE_VOID) { //make sure void is not used in expression - _set_error("Void value not allowed in Expression"); + _set_error(RTR("Void value not allowed in expression.")); return nullptr; } else if (is_token_nonvoid_datatype(tk.type) || tk.type == TK_CURLY_BRACKET_OPEN) { if (tk.type == TK_CURLY_BRACKET_OPEN) { @@ -4798,7 +4700,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons expr = _parse_array_constructor(p_block, p_function_info); } else { if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after type name"); + _set_error(RTR("Expected '(' after the type name.")); return nullptr; } //basic type constructor @@ -4831,7 +4733,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) { - _set_error("No matching constructor found for: '" + String(funcname->name) + "'"); + _set_error(vformat(RTR("No matching constructor found for: '%s'."), String(funcname->name))); return nullptr; } @@ -4888,7 +4790,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (i + 1 < pstruct->members.size()) { tk = _get_token(); if (tk.type != TK_COMMA) { - _set_error("Expected ','"); + _set_expected_error(","); return nullptr; } } @@ -4896,7 +4798,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')'"); + _set_expected_error(")"); return nullptr; } @@ -4920,7 +4822,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons ShaderLanguage::BlockNode *bnode = p_block; while (bnode) { if (bnode->variables.has(name)) { - _set_error("Expected function name"); + _set_error(RTR("Expected a function name.")); return nullptr; } bnode = bnode->parent_block; @@ -4957,7 +4859,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) { - _set_error("No matching function found for: '" + String(funcname->name) + "'"); + _set_error(vformat(RTR("No matching function found for: '%s'."), String(funcname->name))); return nullptr; } completion_class = TAG_GLOBAL; // reset sub-class @@ -4991,55 +4893,104 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons for (int i = 0; i < call_function->arguments.size(); i++) { int argidx = i + 1; if (argidx < func->arguments.size()) { - if (call_function->arguments[i].is_const || call_function->arguments[i].qualifier == ArgumentQualifier::ARGUMENT_QUALIFIER_OUT || call_function->arguments[i].qualifier == ArgumentQualifier::ARGUMENT_QUALIFIER_INOUT) { - bool error = false; - Node *n = func->arguments[argidx]; - if (n->type == Node::TYPE_CONSTANT || n->type == Node::TYPE_OPERATOR) { - if (!call_function->arguments[i].is_const) { + bool error = false; + Node *n = func->arguments[argidx]; + ArgumentQualifier arg_qual = call_function->arguments[i].qualifier; + bool is_out_arg = arg_qual != ArgumentQualifier::ARGUMENT_QUALIFIER_IN; + + if (n->type == Node::TYPE_VARIABLE || n->type == Node::TYPE_ARRAY) { + StringName varname; + + if (n->type == Node::TYPE_VARIABLE) { + VariableNode *vn = static_cast<VariableNode *>(n); + varname = vn->name; + } else { // TYPE_ARRAY + ArrayNode *an = static_cast<ArrayNode *>(n); + varname = an->name; + } + + if (shader->varyings.has(varname)) { + switch (shader->varyings[varname].stage) { + case ShaderNode::Varying::STAGE_UNKNOWN: { + _set_error(vformat(RTR("Varying '%s' must be assigned in the vertex or fragment function first."), varname)); + return nullptr; + } + case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT: + [[fallthrough]]; + case ShaderNode::Varying::STAGE_VERTEX: + if (is_out_arg && current_function != varying_function_names.vertex) { // inout/out + error = true; + } + break; + case ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT: + [[fallthrough]]; + case ShaderNode::Varying::STAGE_FRAGMENT: + if (!is_out_arg) { + if (current_function != varying_function_names.fragment && current_function != varying_function_names.light) { + error = true; + } + } else if (current_function != varying_function_names.fragment) { // inout/out + error = true; + } + break; + default: + break; + } + + if (error) { + _set_error(vformat(RTR("Varying '%s' cannot be passed for the '%s' parameter in that context."), varname, _get_qualifier_str(arg_qual))); + return nullptr; + } + } + } + + bool is_const_arg = call_function->arguments[i].is_const; + + if (is_const_arg || is_out_arg) { + StringName varname; + + if (n->type == Node::TYPE_CONSTANT || n->type == Node::TYPE_OPERATOR || n->type == Node::TYPE_ARRAY_CONSTRUCT) { + if (!is_const_arg) { error = true; } } else if (n->type == Node::TYPE_ARRAY) { ArrayNode *an = static_cast<ArrayNode *>(n); - if (an->call_expression != nullptr || an->is_const) { + if (!is_const_arg && (an->call_expression != nullptr || an->is_const)) { error = true; } + varname = an->name; } else if (n->type == Node::TYPE_VARIABLE) { VariableNode *vn = static_cast<VariableNode *>(n); - if (vn->is_const) { + if (vn->is_const && !is_const_arg) { error = true; - } else { - StringName varname = vn->name; - if (shader->constants.has(varname)) { - error = true; - } else if (shader->uniforms.has(varname)) { - error = true; - } else { - if (shader->varyings.has(varname)) { - _set_error(vformat("Varyings cannot be passed for '%s' parameter!", _get_qualifier_str(call_function->arguments[i].qualifier))); - return nullptr; - } - if (p_function_info.built_ins.has(varname)) { - BuiltInInfo info = p_function_info.built_ins[varname]; - if (info.constant) { - error = true; - } - } - } } + varname = vn->name; } else if (n->type == Node::TYPE_MEMBER) { MemberNode *mn = static_cast<MemberNode *>(n); - if (mn->basetype_const) { + if (mn->basetype_const && is_out_arg) { + error = true; + } + } + if (!error && varname != StringName()) { + if (shader->constants.has(varname)) { error = true; + } else if (shader->uniforms.has(varname)) { + error = true; + } else if (p_function_info.built_ins.has(varname)) { + BuiltInInfo info = p_function_info.built_ins[varname]; + if (info.constant) { + error = true; + } } } + if (error) { - _set_error(vformat("Constant value cannot be passed for '%s' parameter!", _get_qualifier_str(call_function->arguments[i].qualifier))); + _set_error(vformat(RTR("A constant value cannot be passed for '%s' parameter."), _get_qualifier_str(arg_qual))); return nullptr; } } if (is_sampler_type(call_function->arguments[i].type)) { //let's see where our argument comes from - Node *n = func->arguments[argidx]; ERR_CONTINUE(n->type != Node::TYPE_VARIABLE); //bug? this should always be a variable VariableNode *vn = static_cast<VariableNode *>(n); StringName varname = vn->name; @@ -5116,12 +5067,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons idx++; } if (!found) { - _set_error("Unknown identifier in expression: " + String(identifier)); + _set_error(vformat(RTR("Unknown identifier in expression: '%s'."), String(identifier))); return nullptr; } } else { if (!_find_identifier(p_block, false, p_function_info, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) { - _set_error("Unknown identifier in expression: " + String(identifier)); + _set_error(vformat(RTR("Unknown identifier in expression: '%s'."), String(identifier))); return nullptr; } if (ident_type == IDENTIFIER_VARYING) { @@ -5143,15 +5094,27 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons return nullptr; } } else { - if (!_validate_varying_using(shader->varyings[identifier], &error)) { - _set_error(error); - return nullptr; + ShaderNode::Varying &var = shader->varyings[identifier]; + + switch (var.stage) { + case ShaderNode::Varying::STAGE_VERTEX: + if (current_function == varying_function_names.fragment || current_function == varying_function_names.light) { + var.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT; + } + break; + case ShaderNode::Varying::STAGE_FRAGMENT: + if (current_function == varying_function_names.light) { + var.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT; + } + break; + default: + break; } } } if (ident_type == IDENTIFIER_FUNCTION) { - _set_error("Can't use function as identifier: " + String(identifier)); + _set_error(vformat(RTR("Can't use function as identifier: '%s'."), String(identifier))); return nullptr; } if (is_const) { @@ -5173,7 +5136,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (tk.type == TK_OP_ASSIGN) { if (is_const) { - _set_error("Constants cannot be modified."); + _set_error(RTR("Constants cannot be modified.")); return nullptr; } assign_expression = _parse_array_constructor(p_block, p_function_info, data_type, struct_name, array_size); @@ -5196,7 +5159,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (index_expression->get_array_size() != 0 || (index_expression->get_datatype() != TYPE_INT && index_expression->get_datatype() != TYPE_UINT)) { - _set_error("Only integer expressions are allowed for indexing."); + _set_error(RTR("Only integer expressions are allowed for indexing.")); return nullptr; } @@ -5206,7 +5169,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (!cnode->values.is_empty()) { int value = cnode->values[0].sint; if (value < 0 || value >= array_size) { - _set_error(vformat("Index [%s] out of range [%s..%s]", value, 0, array_size - 1)); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), value, 0, array_size - 1)); return nullptr; } } @@ -5215,7 +5178,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); + _set_expected_error("]"); return nullptr; } } else { @@ -5284,12 +5247,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons continue; } else { if (tk.type != TK_SEMICOLON) { - _set_error("Expected expression, found: " + get_token_text(tk)); + _set_error(vformat(RTR("Expected expression, found: '%s'."), get_token_text(tk))); return nullptr; } else { -#if DEBUG_ENABLED +#ifdef DEBUG_ENABLED if (check_warnings && HAS_WARNING(ShaderWarning::FORMATTING_ERROR_FLAG)) { - _add_line_warning(ShaderWarning::FORMATTING_ERROR, "Empty statement. Remove ';' to fix this warning."); + _add_line_warning(ShaderWarning::FORMATTING_ERROR, RTR("Empty statement. Remove ';' to fix this warning.")); } #endif // DEBUG_ENABLED _set_tkpos(prepos); @@ -5336,7 +5299,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (identifier == StringName()) { - _set_error("Expected identifier as member"); + _set_error(RTR("Expected an identifier as a member.")); return nullptr; } String ident = identifier; @@ -5581,12 +5544,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (mix_error) { - _set_error("Cannot combine symbols from different sets in expression ." + ident); + _set_error(vformat(RTR("Cannot combine symbols from different sets in expression '.%s'."), ident)); return nullptr; } if (!ok) { - _set_error("Invalid member for " + (dt == TYPE_STRUCT ? st : get_datatype_name(dt)) + " expression: ." + ident); + _set_error(vformat(RTR("Invalid member for '%s' expression: '.%s'."), (dt == TYPE_STRUCT ? st : get_datatype_name(dt)), ident)); return nullptr; } @@ -5606,7 +5569,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type == TK_OP_ASSIGN) { if (last_type == IDENTIFIER_CONSTANT) { - _set_error("Constants cannot be modified."); + _set_error(RTR("Constants cannot be modified.")); return nullptr; } Node *assign_expression = _parse_array_constructor(p_block, p_function_info, member_type, member_struct_name, array_size); @@ -5631,7 +5594,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (index_expression->get_array_size() != 0 || (index_expression->get_datatype() != TYPE_INT && index_expression->get_datatype() != TYPE_UINT)) { - _set_error("Only integer expressions are allowed for indexing."); + _set_error(RTR("Only integer expressions are allowed for indexing.")); return nullptr; } @@ -5641,7 +5604,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (!cnode->values.is_empty()) { int value = cnode->values[0].sint; if (value < 0 || value >= array_size) { - _set_error(vformat("Index [%s] out of range [%s..%s]", value, 0, array_size - 1)); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), value, 0, array_size - 1)); return nullptr; } } @@ -5650,7 +5613,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); + _set_expected_error("]"); return nullptr; } mn->index_expression = index_expression; @@ -5677,7 +5640,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (index->get_array_size() != 0 || (index->get_datatype() != TYPE_INT && index->get_datatype() != TYPE_UINT)) { - _set_error("Only integer expressions are allowed for indexing."); + _set_error(RTR("Only integer expressions are allowed for indexing.")); return nullptr; } @@ -5688,7 +5651,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (index->type == Node::TYPE_CONSTANT) { uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint; if (index_constant >= (uint32_t)expr->get_array_size()) { - _set_error(vformat("Index [%s] out of range [%s..%s]", index_constant, 0, expr->get_array_size() - 1)); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, expr->get_array_size() - 1)); return nullptr; } } @@ -5706,7 +5669,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (index->type == Node::TYPE_CONSTANT) { uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint; if (index_constant >= 2) { - _set_error("Index out of range (0-1)"); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, 1)); return nullptr; } } @@ -5740,7 +5703,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (index->type == Node::TYPE_CONSTANT) { uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint; if (index_constant >= 3) { - _set_error("Index out of range (0-2)"); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, 2)); return nullptr; } } @@ -5773,7 +5736,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (index->type == Node::TYPE_CONSTANT) { uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint; if (index_constant >= 4) { - _set_error("Index out of range (0-3)"); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, 3)); return nullptr; } } @@ -5799,7 +5762,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } break; default: { - _set_error("Object of type '" + (expr->get_datatype() == TYPE_STRUCT ? expr->get_datatype_name() : get_datatype_name(expr->get_datatype())) + "' can't be indexed"); + _set_error(vformat(RTR("An object of type '%s' can't be indexed."), (expr->get_datatype() == TYPE_STRUCT ? expr->get_datatype_name() : get_datatype_name(expr->get_datatype())))); return nullptr; } } @@ -5814,7 +5777,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']' after indexing expression"); + _set_expected_error("]"); return nullptr; } @@ -5824,12 +5787,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons op->arguments.push_back(expr); if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) { - _set_error("Invalid base type for increment/decrement operator"); + _set_error(RTR("Invalid base type for increment/decrement operator.")); return nullptr; } if (!_validate_assign(expr, p_function_info)) { - _set_error("Invalid use of increment/decrement operator in constant expression."); + _set_error(RTR("Invalid use of increment/decrement operator in a constant expression.")); return nullptr; } expr = op; @@ -5946,7 +5909,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons o.op = OP_SELECT_ELSE; break; default: { - _set_error("Invalid token for operator: " + get_token_text(tk)); + _set_error(vformat(RTR("Invalid token for the operator: '%s'."), get_token_text(tk))); return nullptr; } } @@ -6098,7 +6061,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons ERR_FAIL_V(nullptr); //unexpected operator } -#if DEBUG_ENABLED +#ifdef DEBUG_ENABLED if (check_warnings && HAS_WARNING(ShaderWarning::FLOAT_COMPARISON_FLAG) && (op == OP_EQUAL || op == OP_NOT_EQUAL) && (!expression[i - 1].is_op && !expression[i + 1].is_op) && (expression[i - 1].node->get_datatype() == TYPE_FLOAT && expression[i + 1].node->get_datatype() == TYPE_FLOAT)) { @@ -6125,7 +6088,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons expr_pos++; if (expr_pos == expression.size()) { //can happen.. - _set_error("Unexpected end of expression..."); + _set_error(RTR("Unexpected end of expression.")); return nullptr; } } @@ -6135,7 +6098,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons OperatorNode *op = alloc_node<OperatorNode>(); op->op = expression[i].op; if ((op->op == OP_INCREMENT || op->op == OP_DECREMENT) && !_validate_assign(expression[i + 1].node, p_function_info)) { - _set_error("Can't use increment/decrement operator in constant expression."); + _set_error(RTR("Can't use increment/decrement operator in a constant expression.")); return nullptr; } op->arguments.push_back(expression[i + 1].node); @@ -6147,7 +6110,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons String at; for (int j = 0; j < op->arguments.size(); j++) { if (j > 0) { - at += " and "; + at += ", "; } at += get_datatype_name(op->arguments[j]->get_datatype()); if (!op->arguments[j]->is_indexed() && op->arguments[j]->get_array_size() > 0) { @@ -6156,7 +6119,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons at += "]"; } } - _set_error("Invalid arguments to unary operator '" + get_operator_text(op->op) + "' :" + at); + _set_error(vformat(RTR("Invalid arguments to unary operator '%s': %s."), get_operator_text(op->op), at)); return nullptr; } expression.remove_at(i + 1); @@ -6164,12 +6127,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } else if (is_ternary) { if (next_op < 1 || next_op >= (expression.size() - 1)) { - _set_error("Parser bug..."); + _set_parsing_error(); ERR_FAIL_V(nullptr); } if (next_op + 2 >= expression.size() || !expression[next_op + 2].is_op || expression[next_op + 2].op != OP_SELECT_ELSE) { - _set_error("Missing matching ':' for select operator"); + _set_error(RTR("Missing matching ':' for select operator.")); return nullptr; } @@ -6185,7 +6148,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons String at; for (int i = 0; i < op->arguments.size(); i++) { if (i > 0) { - at += " and "; + at += ", "; } at += get_datatype_name(op->arguments[i]->get_datatype()); if (!op->arguments[i]->is_indexed() && op->arguments[i]->get_array_size() > 0) { @@ -6194,7 +6157,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons at += "]"; } } - _set_error("Invalid argument to ternary ?: operator: " + at); + _set_error(vformat(RTR("Invalid argument to ternary operator: '%s'."), at)); return nullptr; } @@ -6204,7 +6167,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } else { if (next_op < 1 || next_op >= (expression.size() - 1)) { - _set_error("Parser bug..."); + _set_parsing_error(); ERR_FAIL_V(nullptr); } @@ -6212,7 +6175,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons op->op = expression[next_op].op; if (expression[next_op - 1].is_op) { - _set_error("Parser bug..."); + _set_parsing_error(); ERR_FAIL_V(nullptr); } @@ -6230,7 +6193,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons // can be followed by a unary op in a valid combination, // due to how precedence works, unaries will always disappear first - _set_error("Parser bug..."); + _set_parsing_error(); } op->arguments.push_back(expression[next_op - 1].node); //expression goes as left @@ -6243,7 +6206,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons String at; for (int i = 0; i < op->arguments.size(); i++) { if (i > 0) { - at += " and "; + at += ", "; } if (op->arguments[i]->get_datatype() == TYPE_STRUCT) { at += op->arguments[i]->get_datatype_name(); @@ -6256,7 +6219,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons at += "]"; } } - _set_error("Invalid arguments to operator '" + get_operator_text(op->op) + "' :" + at); + _set_error(vformat(RTR("Invalid arguments to operator '%s': '%s'."), get_operator_text(op->op), at)); return nullptr; } @@ -6396,7 +6359,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (p_block && p_block->block_type == BlockNode::BLOCK_TYPE_SWITCH) { if (tk.type != TK_CF_CASE && tk.type != TK_CF_DEFAULT && tk.type != TK_CURLY_BRACKET_CLOSE) { - _set_error("Switch may contains only case and default blocks"); + _set_error(vformat(RTR("A switch may only contain '%s' and '%s' blocks."), "case", "default")); return ERR_PARSE_ERROR; } } @@ -6405,7 +6368,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (tk.type == TK_CURLY_BRACKET_CLOSE) { //end of block if (p_just_one) { - _set_error("Unexpected '}'"); + _set_expected_error("}"); return ERR_PARSE_ERROR; } @@ -6443,18 +6406,18 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun is_struct = shader->structs.has(tk.text); // check again. } if (is_struct && precision != PRECISION_DEFAULT) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } if (!is_token_nonvoid_datatype(tk.type)) { - _set_error("Expected datatype after precision"); + _set_error(RTR("Expected variable type after precision modifier.")); return ERR_PARSE_ERROR; } } if (!is_struct) { if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for variable (samplers not allowed)"); + _set_error(RTR("Invalid variable type (samplers are not allowed).")); return ERR_PARSE_ERROR; } } @@ -6465,17 +6428,23 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } - Node *vardecl = nullptr; int array_size = 0; bool fixed_array_size = false; bool first = true; + VariableDeclarationNode *vdnode = alloc_node<VariableDeclarationNode>(); + vdnode->precision = precision; + if (is_struct) { + vdnode->struct_name = struct_name; + vdnode->datatype = TYPE_STRUCT; + } else { + vdnode->datatype = type; + }; + vdnode->is_const = is_const; + do { bool unknown_size = false; - Node *size_expr = nullptr; - - ArrayDeclarationNode *anode = nullptr; - ArrayDeclarationNode::Declaration adecl; + VariableDeclarationNode::Declaration decl; tk = _get_token(); @@ -6483,17 +6452,16 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun first = false; if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) { - _set_error("Expected identifier or '[' after datatype."); + _set_error(RTR("Expected an identifier or '[' after type.")); return ERR_PARSE_ERROR; } if (tk.type == TK_BRACKET_OPEN) { - Error error = _parse_local_array_size(p_block, p_function_info, size_expr, array_size, unknown_size); + Error error = _parse_array_size(p_block, p_function_info, false, &decl.size_expression, &array_size, &unknown_size); if (error != OK) { return error; } - adecl.single_expression = false; - adecl.size = array_size; + decl.size = array_size; fixed_array_size = true; tk = _get_token(); @@ -6501,7 +6469,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier!"); + _set_error(RTR("Expected an identifier.")); return ERR_PARSE_ERROR; } @@ -6509,12 +6477,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun ShaderLanguage::IdentifierType itype; if (_find_identifier(p_block, true, p_function_info, name, (ShaderLanguage::DataType *)nullptr, &itype)) { if (itype != IDENTIFIER_FUNCTION) { - _set_error("Redefinition of '" + String(name) + "'"); + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } } - - adecl.name = name; + decl.name = name; #ifdef DEBUG_ENABLED if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG)) { @@ -6540,55 +6507,29 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); - bool is_array_decl = var.array_size > 0 || unknown_size; - if (tk.type == TK_BRACKET_OPEN) { - if (is_array_decl) { - _set_error("Array size is already defined!"); - return ERR_PARSE_ERROR; - } - if (RenderingServer::get_singleton()->is_low_end() && is_const) { - _set_error("Local const arrays are supported only on high-end platform!"); + _set_error(RTR("Local const arrays are only supported on high-end platforms.")); return ERR_PARSE_ERROR; } - Error error = _parse_local_array_size(p_block, p_function_info, size_expr, var.array_size, unknown_size); + Error error = _parse_array_size(p_block, p_function_info, false, &decl.size_expression, &var.array_size, &unknown_size); if (error != OK) { return error; } - adecl.single_expression = false; - adecl.size = var.array_size; + decl.size = var.array_size; array_size = var.array_size; - is_array_decl = true; tk = _get_token(); } - if (is_array_decl) { - { - anode = alloc_node<ArrayDeclarationNode>(); - - if (is_struct) { - anode->struct_name = struct_name; - anode->datatype = TYPE_STRUCT; - } else { - anode->datatype = type; - } - - anode->precision = precision; - anode->is_const = is_const; - anode->size_expression = size_expr; - - vardecl = (Node *)anode; - } - + if (var.array_size > 0 || unknown_size) { bool full_def = false; if (tk.type == TK_OP_ASSIGN) { if (RenderingServer::get_singleton()->is_low_end()) { - _set_error("Array initialization is supported only on high-end platform!"); + _set_error(RTR("Array initialization is only supported on high-end platforms.")); return ERR_PARSE_ERROR; } @@ -6600,11 +6541,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun Node *n = _parse_and_reduce_expression(p_block, p_function_info); if (!n) { - _set_error("Expected correct array initializer!"); + _set_error(RTR("Expected array initializer.")); return ERR_PARSE_ERROR; } else { if (unknown_size) { - adecl.size = n->get_array_size(); + decl.size = n->get_array_size(); var.array_size = n->get_array_size(); } @@ -6612,15 +6553,15 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } - adecl.single_expression = true; - adecl.initializer.push_back(n); + decl.single_expression = true; + decl.initializer.push_back(n); } tk = _get_token(); } else { if (tk.type != TK_CURLY_BRACKET_OPEN) { if (unknown_size) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } @@ -6631,11 +6572,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun precision2 = get_token_precision(tk.type); tk = _get_token(); if (shader->structs.has(tk.text)) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } if (!is_token_nonvoid_datatype(tk.type)) { - _set_error("Expected datatype after precision"); + _set_error(RTR("Expected data type after precision modifier.")); return ERR_PARSE_ERROR; } } @@ -6648,7 +6589,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun struct_name2 = tk.text; } else { if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for array"); + _set_error(RTR("Invalid data type for the array.")); return ERR_PARSE_ERROR; } type2 = get_token_datatype(tk.type); @@ -6658,73 +6599,50 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - TkPos pos2 = _get_tkpos(); - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { + bool is_unknown_size = false; + Error error = _parse_array_size(p_block, p_function_info, false, nullptr, &array_size2, &is_unknown_size); + if (error != OK) { + return error; + } + if (is_unknown_size) { array_size2 = var.array_size; - tk = _get_token(); - } else { - _set_tkpos(pos2); - - Node *n = _parse_and_reduce_expression(p_block, p_function_info); - if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - - ConstantNode *cnode = (ConstantNode *)n; - if (cnode->values.size() == 1) { - array_size2 = cnode->values[0].sint; - if (array_size2 <= 0) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - } else { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } else { - tk = _get_token(); - } } + tk = _get_token(); } else { - _set_error("Expected '['"); + _set_expected_error("["); return ERR_PARSE_ERROR; } if (precision != precision2 || type != type2 || struct_name != struct_name2 || var.array_size != array_size2) { - String error_str = "Cannot convert from '"; + String from; if (precision2 != PRECISION_DEFAULT) { - error_str += get_precision_name(precision2); - error_str += " "; + from += get_precision_name(precision2); + from += " "; } if (type2 == TYPE_STRUCT) { - error_str += struct_name2; + from += struct_name2; } else { - error_str += get_datatype_name(type2); + from += get_datatype_name(type2); } - error_str += "["; - error_str += itos(array_size2); - error_str += "]'"; - error_str += " to '"; + from += "["; + from += itos(array_size2); + from += "]'"; + + String to; if (precision != PRECISION_DEFAULT) { - error_str += get_precision_name(precision); - error_str += " "; + to += get_precision_name(precision); + to += " "; } if (type == TYPE_STRUCT) { - error_str += struct_name; + to += struct_name; } else { - error_str += get_datatype_name(type); + to += get_datatype_name(type); } - error_str += "["; - error_str += itos(var.array_size); - error_str += "]'"; - _set_error(error_str); + to += "["; + to += itos(var.array_size); + to += "]'"; + + _set_error(vformat(RTR("Cannot convert from '%s' to '%s'."), from, to)); return ERR_PARSE_ERROR; } } @@ -6733,13 +6651,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (unknown_size) { if (!curly) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } } else { if (full_def) { if (curly) { - _set_error("Expected '('"); + _set_expected_error("("); return ERR_PARSE_ERROR; } } @@ -6752,8 +6670,8 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } - if (anode->is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { - _set_error("Expected constant expression"); + if (is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { + _set_error(RTR("Expected a constant expression.")); return ERR_PARSE_ERROR; } @@ -6763,28 +6681,28 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type == TK_COMMA) { - adecl.initializer.push_back(n); + decl.initializer.push_back(n); continue; } else if (!curly && tk.type == TK_PARENTHESIS_CLOSE) { - adecl.initializer.push_back(n); + decl.initializer.push_back(n); break; } else if (curly && tk.type == TK_CURLY_BRACKET_CLOSE) { - adecl.initializer.push_back(n); + decl.initializer.push_back(n); break; } else { if (curly) { - _set_error("Expected '}' or ','"); + _set_expected_error("}", ","); } else { - _set_error("Expected ')' or ','"); + _set_expected_error(")", ","); } return ERR_PARSE_ERROR; } } if (unknown_size) { - adecl.size = adecl.initializer.size(); - var.array_size = adecl.initializer.size(); - } else if (adecl.initializer.size() != var.array_size) { - _set_error("Array size mismatch"); + decl.size = decl.initializer.size(); + var.array_size = decl.initializer.size(); + } else if (decl.initializer.size() != var.array_size) { + _set_error(RTR("Array size mismatch.")); return ERR_PARSE_ERROR; } tk = _get_token(); @@ -6792,48 +6710,31 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } } else { if (unknown_size) { - _set_error("Expected array initialization"); + _set_error(RTR("Expected array initialization.")); return ERR_PARSE_ERROR; } - if (anode->is_const) { - _set_error("Expected initialization of constant"); + if (is_const) { + _set_error(RTR("Expected initialization of constant.")); return ERR_PARSE_ERROR; } } array_size = var.array_size; - anode->declarations.push_back(adecl); } else if (tk.type == TK_OP_ASSIGN) { - VariableDeclarationNode *node = alloc_node<VariableDeclarationNode>(); - if (is_struct) { - node->struct_name = struct_name; - node->datatype = TYPE_STRUCT; - } else { - node->datatype = type; - } - node->precision = precision; - node->is_const = is_const; - vardecl = (Node *)node; - - VariableDeclarationNode::Declaration decl; - decl.name = name; - decl.initializer = nullptr; - //variable created with assignment! must parse an expression Node *n = _parse_and_reduce_expression(p_block, p_function_info); if (!n) { return ERR_PARSE_ERROR; } - if (node->is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { + if (is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { OperatorNode *op = ((OperatorNode *)n); for (int i = 1; i < op->arguments.size(); i++) { if (!_check_node_constness(op->arguments[i])) { - _set_error("Expected constant expression for argument '" + itos(i - 1) + "' of function call after '='"); + _set_error(vformat(RTR("Expected constant expression for argument %d of function call after '='."), i - 1)); return ERR_PARSE_ERROR; } } } - decl.initializer = n; if (n->type == Node::TYPE_CONSTANT) { ConstantNode *const_node = static_cast<ConstantNode *>(n); @@ -6845,31 +6746,17 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (!_compare_datatypes(var.type, var.struct_name, var.array_size, n->get_datatype(), n->get_datatype_name(), n->get_array_size())) { return ERR_PARSE_ERROR; } + + decl.initializer.push_back(n); tk = _get_token(); - node->declarations.push_back(decl); } else { if (is_const) { - _set_error("Expected initialization of constant"); + _set_error(RTR("Expected initialization of constant.")); return ERR_PARSE_ERROR; } - - VariableDeclarationNode *node = alloc_node<VariableDeclarationNode>(); - if (is_struct) { - node->struct_name = struct_name; - node->datatype = TYPE_STRUCT; - } else { - node->datatype = type; - } - node->precision = precision; - vardecl = (Node *)node; - - VariableDeclarationNode::Declaration decl; - decl.name = name; - decl.initializer = nullptr; - node->declarations.push_back(decl); } - p_block->statements.push_back(vardecl); + vdnode->declarations.push_back(decl); p_block->variables[name] = var; if (!fixed_array_size) { @@ -6878,16 +6765,18 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (tk.type == TK_COMMA) { if (p_block->block_type == BlockNode::BLOCK_TYPE_FOR) { - _set_error("Multiple declarations in 'for' loop are not implemented yet."); + _set_error(vformat("Multiple declarations in '%s' loop are not supported.", "for")); return ERR_PARSE_ERROR; } } else if (tk.type == TK_SEMICOLON) { break; } else { - _set_error("Expected ',' or ';' after variable"); + _set_expected_error(",", ";"); return ERR_PARSE_ERROR; } } while (tk.type == TK_COMMA); //another variable + + p_block->statements.push_back((Node *)vdnode); } else if (tk.type == TK_CURLY_BRACKET_OPEN) { //a sub block, just because.. BlockNode *block = alloc_node<BlockNode>(); @@ -6900,7 +6789,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun //if () {} tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after if"); + _set_expected_after_error("(", "if"); return ERR_PARSE_ERROR; } @@ -6912,13 +6801,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (n->get_datatype() != TYPE_BOOL) { - _set_error("Expected boolean expression"); + _set_error(RTR("Expected a boolean expression.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' after expression"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } @@ -6948,14 +6837,14 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } } else if (tk.type == TK_CF_SWITCH) { if (RenderingServer::get_singleton()->is_low_end()) { - _set_error("\"switch\" operator is supported only on high-end platform!"); + _set_error(vformat(RTR("The '%s' operator is only supported on high-end platforms."), "switch")); return ERR_PARSE_ERROR; } // switch() {} tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after switch"); + _set_expected_after_error("(", "switch"); return ERR_PARSE_ERROR; } ControlFlowNode *cf = alloc_node<ControlFlowNode>(); @@ -6965,17 +6854,17 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } if (n->get_datatype() != TYPE_INT) { - _set_error("Expected integer expression"); + _set_error(RTR("Expected an integer expression.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' after expression"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_CURLY_BRACKET_OPEN) { - _set_error("Expected '{' after switch statement"); + _set_expected_after_error("{", "switch"); return ERR_PARSE_ERROR; } BlockNode *switch_block = alloc_node<BlockNode>(); @@ -6996,10 +6885,10 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (tk.type == TK_CF_CASE || tk.type == TK_CF_DEFAULT) { if (prev_type == TK_CF_DEFAULT) { if (tk.type == TK_CF_CASE) { - _set_error("Cases must be defined before default case."); + _set_error(RTR("Cases must be defined before default case.")); return ERR_PARSE_ERROR; } else if (prev_type == TK_CF_DEFAULT) { - _set_error("Default case must be defined only once."); + _set_error(RTR("Default case must be defined only once.")); return ERR_PARSE_ERROR; } } @@ -7018,7 +6907,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } if (constants.has(cn->values[0].sint)) { - _set_error("Duplicated case label: '" + itos(cn->values[0].sint) + "'"); + _set_error(vformat(RTR("Duplicated case label: %d."), cn->values[0].sint)); return ERR_PARSE_ERROR; } constants.insert(cn->values[0].sint); @@ -7030,7 +6919,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun ConstantNode::Value v; _find_identifier(p_block, false, p_function_info, vn->name, nullptr, nullptr, nullptr, nullptr, nullptr, &v); if (constants.has(v.sint)) { - _set_error("Duplicated case label: '" + itos(v.sint) + "'"); + _set_error(vformat(RTR("Duplicated case label: %d."), v.sint)); return ERR_PARSE_ERROR; } constants.insert(v.sint); @@ -7057,7 +6946,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (!p_block || (p_block->block_type != BlockNode::BLOCK_TYPE_SWITCH)) { - _set_error("case must be placed within switch block"); + _set_error(vformat(RTR("'%s' must be placed within a '%s' block."), "case", "switch")); return ERR_PARSE_ERROR; } @@ -7086,7 +6975,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } } if (!correct_constant_expression) { - _set_error("Expected integer constant"); + _set_error(RTR("Expected an integer constant.")); return ERR_PARSE_ERROR; } @@ -7110,7 +6999,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_COLON) { - _set_error("Expected ':'"); + _set_expected_error(":"); return ERR_PARSE_ERROR; } @@ -7138,14 +7027,14 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (!p_block || (p_block->block_type != BlockNode::BLOCK_TYPE_SWITCH)) { - _set_error("default must be placed within switch block"); + _set_error(vformat(RTR("'%s' must be placed within a '%s' block."), "default", "switch")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_COLON) { - _set_error("Expected ':'"); + _set_expected_error(":"); return ERR_PARSE_ERROR; } @@ -7182,14 +7071,14 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_CF_WHILE) { - _set_error("Expected while after do"); + _set_expected_after_error("while", "do"); return ERR_PARSE_ERROR; } } tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after while"); + _set_expected_after_error("(", "while"); return ERR_PARSE_ERROR; } @@ -7206,7 +7095,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' after expression"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } if (!is_do) { @@ -7227,7 +7116,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';'"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } } @@ -7235,7 +7124,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun // for() {} tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after for"); + _set_expected_after_error("(", "for"); return ERR_PARSE_ERROR; } @@ -7257,13 +7146,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (n->get_datatype() != TYPE_BOOL) { - _set_error("Middle expression is expected to be boolean."); + _set_error(RTR("The middle expression is expected to be boolean.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after middle expression"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } @@ -7278,7 +7167,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' after third expression"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } @@ -7301,12 +7190,12 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (!b) { - _set_error("Bug"); + _set_parsing_error(); return ERR_BUG; } if (b && b->parent_function && p_function_info.main_function) { - _set_error(vformat("Using 'return' in '%s' processor function results in undefined behavior!", b->parent_function->name)); + _set_error(vformat(RTR("Using '%s' in the '%s' processor function is incorrect."), "return", b->parent_function->name)); return ERR_PARSE_ERROR; } @@ -7325,7 +7214,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (tk.type == TK_SEMICOLON) { //all is good if (b->parent_function->return_type != TYPE_VOID) { - _set_error("Expected return with an expression of type '" + (!return_struct_name.is_empty() ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string + "'"); + _set_error(vformat(RTR("Expected '%s' with an expression of type '%s'."), "return", (!return_struct_name.is_empty() ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string)); return ERR_PARSE_ERROR; } } else { @@ -7337,13 +7226,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (b->parent_function->return_type != expr->get_datatype() || b->parent_function->return_array_size != expr->get_array_size() || return_struct_name != expr->get_datatype_name()) { - _set_error("Expected return with an expression of type '" + (!return_struct_name.is_empty() ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string + "'"); + _set_error(vformat(RTR("Expected return with an expression of type '%s'."), (!return_struct_name.is_empty() ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string)); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after return expression"); + _set_expected_after_error(";", "return"); return ERR_PARSE_ERROR; } @@ -7366,12 +7255,12 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun b = b->parent_block; } if (!b) { - _set_error("Bug"); + _set_parsing_error(); return ERR_BUG; } if (!b->parent_function->can_discard) { - _set_error("Use of 'discard' is not allowed here."); + _set_error(vformat(RTR("Use of '%s' is not allowed here."), "discard")); return ERR_PARSE_ERROR; } @@ -7381,14 +7270,14 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun pos = _get_tkpos(); tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after discard"); + _set_expected_after_error(";", "discard"); return ERR_PARSE_ERROR; } p_block->statements.push_back(flow); } else if (tk.type == TK_CF_BREAK) { if (!p_can_break) { - _set_error("'break' is not allowed outside of a loop or 'switch' statement"); + _set_error(vformat(RTR("'%s' is not allowed outside of a loop or '%s' statement."), "break", "switch")); return ERR_PARSE_ERROR; } @@ -7398,7 +7287,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun pos = _get_tkpos(); tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after break"); + _set_expected_after_error(";", "break"); return ERR_PARSE_ERROR; } @@ -7414,7 +7303,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } else if (tk.type == TK_CF_CONTINUE) { if (!p_can_continue) { - _set_error("'continue' is not allowed outside of a loop"); + _set_error(vformat(RTR("'%s' is not allowed outside of a loop."), "continue")); return ERR_PARSE_ERROR; } @@ -7425,7 +7314,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_SEMICOLON) { //all is good - _set_error("Expected ';' after continue"); + _set_expected_after_error(";", "continue"); return ERR_PARSE_ERROR; } @@ -7442,7 +7331,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after statement"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } } @@ -7503,7 +7392,7 @@ Error ShaderLanguage::_validate_datatype(DataType p_type) { } if (invalid_type) { - _set_error(vformat("\"%s\" type is supported only on high-end platform!", get_datatype_name(p_type))); + _set_error(vformat(RTR("The \"%s\" type is only supported on high-end platforms."), get_datatype_name(p_type))); return ERR_UNAVAILABLE; } } @@ -7515,23 +7404,19 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct TkPos prev_pos; if (tk.type != TK_SHADER_TYPE) { - _set_error("Expected 'shader_type' at the beginning of shader. Valid types are: " + _get_shader_type_list(p_shader_types)); + _set_error(vformat(RTR("Expected '%s' at the beginning of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types))); return ERR_PARSE_ERROR; } - tk = _get_token(); + StringName shader_type_identifier; + _get_completable_identifier(nullptr, COMPLETION_SHADER_TYPE, shader_type_identifier); - if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier after 'shader_type', indicating type of shader. Valid types are: " + _get_shader_type_list(p_shader_types)); + if (shader_type_identifier == StringName()) { + _set_error(vformat(RTR("Expected an identifier after '%s', indicating the type of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types))); return ERR_PARSE_ERROR; } - - String shader_type_identifier; - - shader_type_identifier = tk.text; - if (!p_shader_types.has(shader_type_identifier)) { - _set_error("Invalid shader type. Valid types are: " + _get_shader_type_list(p_shader_types)); + _set_error(vformat(RTR("Invalid shader type. Valid types are: %s"), _get_shader_type_list(p_shader_types))); return ERR_PARSE_ERROR; } prev_pos = _get_tkpos(); @@ -7539,7 +7424,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type != TK_SEMICOLON) { _set_tkpos(prev_pos); - _set_error("Expected ';' after 'shader_type <type>'."); + _set_expected_after_error(";", "shader_type " + String(shader_type_identifier)); return ERR_PARSE_ERROR; } @@ -7549,6 +7434,21 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct int texture_binding = 0; int uniforms = 0; int instance_index = 0; +#ifdef DEBUG_ENABLED + int uniform_buffer_size = 0; + int max_uniform_buffer_size = 0; + int uniform_buffer_exceeded_line = -1; + + bool check_device_limit_warnings = false; + { + RenderingDevice *device = RenderingDevice::get_singleton(); + if (device != nullptr) { + check_device_limit_warnings = check_warnings && HAS_WARNING(ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG); + + max_uniform_buffer_size = device->limit_get(RenderingDevice::LIMIT_MAX_UNIFORM_BUFFER_SIZE); + } + } +#endif // DEBUG_ENABLED ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL; stages = &p_functions; @@ -7564,14 +7464,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct _get_completable_identifier(nullptr, COMPLETION_RENDER_MODE, mode); if (mode == StringName()) { - _set_error("Expected identifier for render mode"); + _set_error(RTR("Expected an identifier for render mode.")); return ERR_PARSE_ERROR; } const String smode = String(mode); if (shader->render_modes.find(mode) != -1) { - _set_error(vformat("Duplicated render mode: '%s'.", smode)); + _set_error(vformat(RTR("Duplicated render mode: '%s'."), smode)); return ERR_PARSE_ERROR; } @@ -7587,7 +7487,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct found = true; if (defined_modes.has(name)) { - _set_error(vformat("Redefinition of render mode: '%s'. The %s mode has already been set to '%s'.", smode, name, defined_modes[name])); + _set_error(vformat(RTR("Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."), smode, name, defined_modes[name])); return ERR_PARSE_ERROR; } defined_modes.insert(name, smode); @@ -7601,7 +7501,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (!found) { - _set_error(vformat("Invalid render mode: '%s'.", smode)); + _set_error(vformat(RTR("Invalid render mode: '%s'."), smode)); return ERR_PARSE_ERROR; } @@ -7613,7 +7513,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } else if (tk.type == TK_SEMICOLON) { break; //done } else { - _set_error("Unexpected token: " + get_token_text(tk)); + _set_error(vformat(RTR("Unexpected token: '%s'."), get_token_text(tk))); return ERR_PARSE_ERROR; } } @@ -7626,16 +7526,16 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type == TK_IDENTIFIER) { st.name = tk.text; if (shader->constants.has(st.name) || shader->structs.has(st.name)) { - _set_error("Redefinition of '" + String(st.name) + "'"); + _set_redefinition_error(String(st.name)); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_CURLY_BRACKET_OPEN) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } } else { - _set_error("Expected struct identifier!"); + _set_error(RTR("Expected a struct identifier.")); return ERR_PARSE_ERROR; } @@ -7655,7 +7555,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct DataPrecision precision = DataPrecision::PRECISION_DEFAULT; if (tk.type == TK_STRUCT) { - _set_error("nested structs are not allowed!"); + _set_error(RTR("Nested structs are not allowed.")); return ERR_PARSE_ERROR; } @@ -7674,22 +7574,19 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct #endif // DEBUG_ENABLED struct_dt = true; if (use_precision) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } } if (!is_token_datatype(tk.type) && !struct_dt) { - _set_error("Expected datatype."); + _set_error(RTR("Expected data type.")); return ERR_PARSE_ERROR; } else { type = struct_dt ? TYPE_STRUCT : get_token_datatype(tk.type); - if (is_sampler_type(type)) { - _set_error("sampler datatype not allowed here"); - return ERR_PARSE_ERROR; - } else if (type == TYPE_VOID) { - _set_error("void datatype not allowed here"); + if (type == TYPE_VOID || is_sampler_type(type)) { + _set_error(vformat(RTR("A '%s' data type is not allowed here."), get_datatype_name(type))); return ERR_PARSE_ERROR; } @@ -7704,12 +7601,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct first = false; if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) { - _set_error("Expected identifier or '['."); + _set_error(RTR("Expected an identifier or '['.")); return ERR_PARSE_ERROR; } if (tk.type == TK_BRACKET_OPEN) { - Error error = _parse_global_array_size(array_size, constants); + Error error = _parse_array_size(nullptr, constants, true, nullptr, &array_size, nullptr); if (error != OK) { return error; } @@ -7719,7 +7616,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier!"); + _set_error(RTR("Expected an identifier.")); return ERR_PARSE_ERROR; } @@ -7731,14 +7628,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct member->array_size = array_size; if (member_names.has(member->name)) { - _set_error("Redefinition of '" + String(member->name) + "'"); + _set_redefinition_error(String(member->name)); return ERR_PARSE_ERROR; } member_names.insert(member->name); tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - Error error = _parse_global_array_size(member->array_size, constants); + Error error = _parse_array_size(nullptr, constants, true, nullptr, &member->array_size, nullptr); if (error != OK) { return error; } @@ -7750,7 +7647,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (tk.type != TK_SEMICOLON && tk.type != TK_COMMA) { - _set_error("Expected ',' or ';' after struct member."); + _set_expected_error(",", ";"); return ERR_PARSE_ERROR; } @@ -7760,13 +7657,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } } if (member_count == 0) { - _set_error("Empty structs are not allowed!"); + _set_error(RTR("Empty structs are not allowed.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';'"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } shader->structs[st.name] = st; @@ -7780,7 +7677,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct case TK_GLOBAL: { tk = _get_token(); if (tk.type != TK_UNIFORM) { - _set_error("Expected 'uniform' after 'global'"); + _set_expected_after_error("uniform", "global"); return ERR_PARSE_ERROR; } uniform_scope = ShaderNode::Uniform::SCOPE_GLOBAL; @@ -7790,7 +7687,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (uniform_scope == ShaderNode::Uniform::SCOPE_LOCAL) { tk = _get_token(); if (tk.type != TK_UNIFORM) { - _set_error("Expected 'uniform' after 'instance'"); + _set_expected_after_error("uniform", "instance"); return ERR_PARSE_ERROR; } uniform_scope = ShaderNode::Uniform::SCOPE_INSTANCE; @@ -7803,7 +7700,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (!uniform) { if (shader_type_identifier == "particles" || shader_type_identifier == "sky" || shader_type_identifier == "fog") { - _set_error(vformat("Varyings cannot be used in '%s' shaders!", shader_type_identifier)); + _set_error(vformat(RTR("Varyings cannot be used in '%s' shaders."), shader_type_identifier)); return ERR_PARSE_ERROR; } } @@ -7818,7 +7715,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (is_token_interpolation(tk.type)) { if (uniform) { - _set_error("Interpolation qualifiers are not supported for uniforms!"); + _set_error(RTR("Interpolation qualifiers are not supported for uniforms.")); return ERR_PARSE_ERROR; } interpolation = get_token_interpolation(tk.type); @@ -7834,43 +7731,43 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (shader->structs.has(tk.text)) { if (uniform) { if (precision_defined) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } - _set_error("struct datatype is not yet supported for uniforms!"); + _set_error(vformat(RTR("The '%s' data type is not supported for uniforms."), "struct")); return ERR_PARSE_ERROR; } else { - _set_error("struct datatype not allowed here"); + _set_error(vformat(RTR("The '%s' data type not allowed here."), "struct")); return ERR_PARSE_ERROR; } } if (!is_token_datatype(tk.type)) { - _set_error("Expected datatype. "); + _set_error(RTR("Expected data type.")); return ERR_PARSE_ERROR; } type = get_token_datatype(tk.type); if (type == TYPE_VOID) { - _set_error("void datatype not allowed here"); + _set_error(vformat(RTR("The '%s' data type is not allowed here."), "void")); return ERR_PARSE_ERROR; } if (!uniform && (type < TYPE_FLOAT || type > TYPE_MAT4)) { - _set_error("Invalid type for varying, only float,vec2,vec3,vec4,mat2,mat3,mat4 or array of these types allowed."); + _set_error(RTR("Invalid type for varying, only 'float', 'vec2', 'vec3', 'vec4', 'mat2', 'mat3', 'mat4', or arrays of these types are allowed.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) { - _set_error("Expected identifier or '['."); + _set_error(RTR("Expected an identifier or '['.")); return ERR_PARSE_ERROR; } if (tk.type == TK_BRACKET_OPEN) { - Error error = _parse_global_array_size(array_size, constants); + Error error = _parse_array_size(nullptr, constants, true, nullptr, &array_size, nullptr); if (error != OK) { return error; } @@ -7878,7 +7775,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier!"); + _set_error(RTR("Expected an identifier.")); return ERR_PARSE_ERROR; } @@ -7886,12 +7783,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct name = tk.text; if (_find_identifier(nullptr, false, constants, name)) { - _set_error("Redefinition of '" + String(name) + "'"); + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } if (has_builtin(p_functions, name)) { - _set_error("Redefinition of '" + String(name) + "'"); + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } @@ -7900,12 +7797,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct //validate global uniform DataType gvtype = global_var_get_type_func(name); if (gvtype == TYPE_MAX) { - _set_error("Global uniform '" + String(name) + "' does not exist. Create it in Project Settings."); + _set_error(vformat(RTR("Global uniform '%s' does not exist. Create it in Project Settings."), String(name))); return ERR_PARSE_ERROR; } if (type != gvtype) { - _set_error("Global uniform '" + String(name) + "' must be of type '" + get_datatype_name(gvtype) + "'."); + _set_error(vformat(RTR("Global uniform '%s' must be of type '%s'."), String(name), get_datatype_name(gvtype))); return ERR_PARSE_ERROR; } } @@ -7918,7 +7815,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - Error error = _parse_global_array_size(uniform2.array_size, constants); + Error error = _parse_array_size(nullptr, constants, true, nullptr, &uniform2.array_size, nullptr); if (error != OK) { return error; } @@ -7927,7 +7824,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (is_sampler_type(type)) { if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) { - _set_error("Uniforms with 'instance' qualifiers can't be of sampler type."); + _set_error(vformat(RTR("Uniforms with '%s' qualifiers can't be of sampler type.", "instance"))); return ERR_PARSE_ERROR; } uniform2.texture_order = texture_uniforms++; @@ -7943,22 +7840,40 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } } else { if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE && (type == TYPE_MAT2 || type == TYPE_MAT3 || type == TYPE_MAT4)) { - _set_error("Uniforms with 'instance' qualifiers can't be of matrix type."); + _set_error(vformat(RTR("Uniforms with '%s' qualifier can't be of matrix type.", "instance"))); return ERR_PARSE_ERROR; } uniform2.texture_order = -1; if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) { uniform2.order = uniforms++; +#ifdef DEBUG_ENABLED + if (check_device_limit_warnings) { + if (uniform2.array_size > 0) { + int size = get_datatype_size(uniform2.type) * uniform2.array_size; + int m = (16 * uniform2.array_size); + if ((size % m) != 0U) { + size += m - (size % m); + } + uniform_buffer_size += size; + } else { + uniform_buffer_size += get_datatype_size(uniform2.type); + } + + if (uniform_buffer_exceeded_line == -1 && uniform_buffer_size > max_uniform_buffer_size) { + uniform_buffer_exceeded_line = tk_line; + } + } +#endif // DEBUG_ENABLED } } if (uniform2.array_size > 0) { if (uniform_scope == ShaderNode::Uniform::SCOPE_GLOBAL) { - _set_error("'SCOPE_GLOBAL' qualifier is not yet supported for uniform array!"); + _set_error(vformat(RTR("The '%s' qualifier is not supported for uniform arrays."), "SCOPE_GLOBAL")); return ERR_PARSE_ERROR; } if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) { - _set_error("'SCOPE_INSTANCE' qualifier is not yet supported for uniform array!"); + _set_error(vformat(RTR("The '%s' qualifier is not supported for uniform arrays."), "SCOPE_INSTANCE")); return ERR_PARSE_ERROR; } } @@ -7976,13 +7891,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct completion_line = tk.line; if (!is_token_hint(tk.type)) { - _set_error("Expected valid type hint after ':'."); + _set_error(RTR("Expected valid type hint after ':'.")); return ERR_PARSE_ERROR; } if (uniform2.array_size > 0) { if (tk.type != TK_HINT_COLOR) { - _set_error("This hint is not yet supported for uniform arrays!"); + _set_error(RTR("This hint is not supported for uniform arrays.")); return ERR_PARSE_ERROR; } } @@ -8013,20 +7928,20 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct uniform2.hint = ShaderNode::Uniform::HINT_BLACK_ALBEDO; } else if (tk.type == TK_HINT_COLOR) { if (type != TYPE_VEC4) { - _set_error("Color hint is for vec4 only"); + _set_error(vformat(RTR("Color hint is for '%s' only."), "vec4")); return ERR_PARSE_ERROR; } uniform2.hint = ShaderNode::Uniform::HINT_COLOR; } else if (tk.type == TK_HINT_RANGE) { uniform2.hint = ShaderNode::Uniform::HINT_RANGE; if (type != TYPE_FLOAT && type != TYPE_INT) { - _set_error("Range hint is for float and int only"); + _set_error(vformat(RTR("Range hint is for '%s' and '%s' only."), "float", "int")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after hint_range"); + _set_expected_after_error("(", "hint_range"); return ERR_PARSE_ERROR; } @@ -8040,7 +7955,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (tk.type != TK_FLOAT_CONSTANT && !tk.is_integer_constant()) { - _set_error("Expected integer constant"); + _set_error(RTR("Expected an integer constant.")); return ERR_PARSE_ERROR; } @@ -8050,7 +7965,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type != TK_COMMA) { - _set_error("Expected ',' after integer constant"); + _set_error(RTR("Expected ',' after integer constant.")); return ERR_PARSE_ERROR; } @@ -8064,7 +7979,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (tk.type != TK_FLOAT_CONSTANT && !tk.is_integer_constant()) { - _set_error("Expected integer constant after ','"); + _set_error(RTR("Expected an integer constant after ','.")); return ERR_PARSE_ERROR; } @@ -8077,7 +7992,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type != TK_FLOAT_CONSTANT && !tk.is_integer_constant()) { - _set_error("Expected integer constant after ','"); + _set_error(RTR("Expected an integer constant after ','.")); return ERR_PARSE_ERROR; } @@ -8092,44 +8007,44 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')'"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } } else if (tk.type == TK_HINT_INSTANCE_INDEX) { if (custom_instance_index != -1) { - _set_error("Can only specify 'instance_index' once."); + _set_error(vformat(RTR("Can only specify '%s' once."), "instance_index")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after 'instance_index'"); + _set_expected_after_error("(", "instance_index"); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type == TK_OP_SUB) { - _set_error("The instance index can't be negative."); + _set_error(RTR("The instance index can't be negative.")); return ERR_PARSE_ERROR; } if (!tk.is_integer_constant()) { - _set_error("Expected integer constant"); + _set_error(RTR("Expected an integer constant.")); return ERR_PARSE_ERROR; } custom_instance_index = tk.constant; if (custom_instance_index >= MAX_INSTANCE_UNIFORM_INDICES) { - _set_error("Allowed instance uniform indices are 0-" + itos(MAX_INSTANCE_UNIFORM_INDICES - 1)); + _set_error(vformat(RTR("Allowed instance uniform indices must be within [0..%d] range."), MAX_INSTANCE_UNIFORM_INDICES - 1)); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')'"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } } else if (tk.type == TK_FILTER_LINEAR) { @@ -8151,7 +8066,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (uniform2.hint != ShaderNode::Uniform::HINT_RANGE && uniform2.hint != ShaderNode::Uniform::HINT_NONE && uniform2.hint != ShaderNode::Uniform::HINT_COLOR && type <= TYPE_MAT4) { - _set_error("This hint is only for sampler types"); + _set_error(RTR("This hint is only for sampler types.")); return ERR_PARSE_ERROR; } @@ -8166,7 +8081,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } else { uniform2.instance_index = instance_index++; if (instance_index > MAX_INSTANCE_UNIFORM_INDICES) { - _set_error("Too many 'instance' uniforms in shader, maximum supported is " + itos(MAX_INSTANCE_UNIFORM_INDICES)); + _set_error(vformat(RTR("Too many '%s' uniforms in shader, maximum supported is %d."), "instance", MAX_INSTANCE_UNIFORM_INDICES)); return ERR_PARSE_ERROR; } } @@ -8176,7 +8091,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type == TK_OP_ASSIGN) { if (uniform2.array_size > 0) { - _set_error("Setting default value to a uniform array is not yet supported!"); + _set_error(RTR("Setting default values to uniform arrays is not supported.")); return ERR_PARSE_ERROR; } @@ -8185,7 +8100,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct return ERR_PARSE_ERROR; } if (expr->type != Node::TYPE_CONSTANT) { - _set_error("Expected constant expression after '='"); + _set_error(RTR("Expected constant expression after '='.")); return ERR_PARSE_ERROR; } @@ -8194,7 +8109,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct uniform2.default_value.resize(cn->values.size()); if (!convert_constant(cn, uniform2.type, uniform2.default_value.ptrw())) { - _set_error("Can't convert constant to " + get_datatype_name(uniform2.type)); + _set_error(vformat(RTR("Can't convert constant to '%s'."), get_datatype_name(uniform2.type))); return ERR_PARSE_ERROR; } tk = _get_token(); @@ -8211,7 +8126,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL; if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';'"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } @@ -8227,37 +8142,19 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type != TK_SEMICOLON && tk.type != TK_BRACKET_OPEN) { if (array_size == 0) { - _set_error("Expected ';' or '['"); + _set_expected_error(";", "["); } else { - _set_error("Expected ';'"); + _set_expected_error(";"); } return ERR_PARSE_ERROR; } if (tk.type == TK_BRACKET_OPEN) { - if (array_size > 0) { - _set_error("Array size is already defined!"); - return ERR_PARSE_ERROR; + Error error = _parse_array_size(nullptr, constants, true, nullptr, &varying.array_size, nullptr); + if (error != OK) { + return error; } tk = _get_token(); - if (tk.is_integer_constant() && tk.constant > 0) { - varying.array_size = (int)tk.constant; - - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { - tk = _get_token(); - if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';'"); - return ERR_PARSE_ERROR; - } - } else { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - } else { - _set_error("Expected integer constant > 0"); - return ERR_PARSE_ERROR; - } } shader->varyings[name] = varying; @@ -8269,6 +8166,10 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } } break; + case TK_SHADER_TYPE: { + _set_error(RTR("Shader type is already defined.")); + return ERR_PARSE_ERROR; + } break; default: { //function or constant variable @@ -8292,19 +8193,23 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (shader->structs.has(tk.text)) { if (precision != PRECISION_DEFAULT) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } is_struct = true; struct_name = tk.text; } else { if (!is_token_datatype(tk.type)) { - _set_error("Expected constant, function, uniform or varying"); + _set_error(RTR("Expected constant, function, uniform or varying.")); return ERR_PARSE_ERROR; } if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for constants or function return (samplers not allowed)"); + if (is_constant) { + _set_error(RTR("Invalid constant type (samplers are not allowed).")); + } else { + _set_error(RTR("Invalid function type (samplers are not allowed).")); + } return ERR_PARSE_ERROR; } } @@ -8318,36 +8223,18 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); bool unknown_size = false; + bool fixed_array_size = false; if (tk.type == TK_BRACKET_OPEN) { if (is_constant && RenderingServer::get_singleton()->is_low_end()) { - _set_error("Global const arrays are only supported on high-end platform!"); + _set_error(RTR("Global constant arrays are only supported on high-end platforms.")); return ERR_PARSE_ERROR; } - bool error = false; - tk = _get_token(); - - if (tk.is_integer_constant()) { - array_size = (int)tk.constant; - if (array_size > 0) { - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - } else { - error = true; - } - } else if (tk.type == TK_BRACKET_CLOSE) { - unknown_size = true; - } else { - error = true; - } - if (error) { - _set_error("Expected integer constant > 0 or ']'"); - return ERR_PARSE_ERROR; + Error error = _parse_array_size(nullptr, constants, !is_constant, nullptr, &array_size, &unknown_size); + if (error != OK) { + return error; } - + fixed_array_size = true; prev_pos = _get_tkpos(); } @@ -8357,27 +8244,26 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (name == StringName()) { if (is_constant) { - _set_error("Expected identifier or '[' after datatype."); + _set_error(RTR("Expected an identifier or '[' after type.")); } else { - _set_error("Expected function name after datatype."); + _set_error(RTR("Expected a function name after type.")); } return ERR_PARSE_ERROR; } if (shader->structs.has(name) || _find_identifier(nullptr, false, constants, name) || has_builtin(p_functions, name)) { - _set_error("Redefinition of '" + String(name) + "'"); + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { if (type == TYPE_VOID) { - _set_error("Expected '(' after function identifier"); + _set_error(RTR("Expected '(' after function identifier.")); return ERR_PARSE_ERROR; } //variable - bool first = true; while (true) { ShaderNode::Constant constant; constant.name = name; @@ -8385,46 +8271,30 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct constant.type_str = struct_name; constant.precision = precision; constant.initializer = nullptr; - constant.array_size = (first ? array_size : 0); - first = false; + constant.array_size = array_size; if (tk.type == TK_BRACKET_OPEN) { if (RenderingServer::get_singleton()->is_low_end()) { - _set_error("Global const arrays are only supported on high-end platform!"); + _set_error(RTR("Global const arrays are only supported on high-end platforms.")); return ERR_PARSE_ERROR; } - if (constant.array_size > 0 || unknown_size) { - _set_error("Array size is already defined!"); - return ERR_PARSE_ERROR; + Error error = _parse_array_size(nullptr, constants, false, nullptr, &constant.array_size, &unknown_size); + if (error != OK) { + return error; } tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { - unknown_size = true; - tk = _get_token(); - } else if (tk.is_integer_constant() && ((int)tk.constant) > 0) { - constant.array_size = (int)tk.constant; - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - tk = _get_token(); - } else { - _set_error("Expected integer constant > 0 or ']'"); - return ERR_PARSE_ERROR; - } } if (tk.type == TK_OP_ASSIGN) { if (!is_constant) { - _set_error("Expected 'const' keyword before constant definition"); + _set_error(vformat(RTR("Global non-constant variables are not supported. Expected '%s' keyword before constant definition."), "const")); return ERR_PARSE_ERROR; } if (constant.array_size > 0 || unknown_size) { bool full_def = false; - ArrayDeclarationNode::Declaration decl; + VariableDeclarationNode::Declaration decl; decl.name = name; decl.size = constant.array_size; @@ -8432,7 +8302,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type != TK_CURLY_BRACKET_OPEN) { if (unknown_size) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } @@ -8443,7 +8313,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct precision2 = get_token_precision(tk.type); tk = _get_token(); if (!is_token_nonvoid_datatype(tk.type)) { - _set_error("Expected datatype after precision"); + _set_error(RTR("Expected data type after precision modifier.")); return ERR_PARSE_ERROR; } } @@ -8456,83 +8326,60 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct struct_name2 = tk.text; } else { if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for array"); + _set_error(RTR("Invalid data type for the array.")); return ERR_PARSE_ERROR; } type2 = get_token_datatype(tk.type); } int array_size2 = 0; - tk = _get_token(); + if (tk.type == TK_BRACKET_OPEN) { - prev_pos = _get_tkpos(); - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { + bool is_unknown_size = false; + Error error = _parse_array_size(nullptr, constants, false, nullptr, &array_size2, &is_unknown_size); + if (error != OK) { + return error; + } + if (is_unknown_size) { array_size2 = constant.array_size; - tk = _get_token(); - } else { - _set_tkpos(prev_pos); - - Node *n = _parse_and_reduce_expression(nullptr, constants); - if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - - ConstantNode *cnode = (ConstantNode *)n; - if (cnode->values.size() == 1) { - array_size2 = cnode->values[0].sint; - if (array_size2 <= 0) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - } else { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']"); - return ERR_PARSE_ERROR; - } else { - tk = _get_token(); - } } + tk = _get_token(); } else { - _set_error("Expected '["); + _set_expected_error("["); return ERR_PARSE_ERROR; } if (constant.precision != precision2 || constant.type != type2 || struct_name != struct_name2 || constant.array_size != array_size2) { - String error_str = "Cannot convert from '"; + String from; if (type2 == TYPE_STRUCT) { - error_str += struct_name2; + from += struct_name2; } else { if (precision2 != PRECISION_DEFAULT) { - error_str += get_precision_name(precision2); - error_str += " "; + from += get_precision_name(precision2); + from += " "; } - error_str += get_datatype_name(type2); + from += get_datatype_name(type2); } - error_str += "["; - error_str += itos(array_size2); - error_str += "]'"; - error_str += " to '"; + from += "["; + from += itos(array_size2); + from += "]'"; + + String to; if (type == TYPE_STRUCT) { - error_str += struct_name; + to += struct_name; } else { if (precision != PRECISION_DEFAULT) { - error_str += get_precision_name(precision); - error_str += " "; + to += get_precision_name(precision); + to += " "; } - error_str += get_datatype_name(type); + to += get_datatype_name(type); } - error_str += "["; - error_str += itos(constant.array_size); - error_str += "]'"; - _set_error(error_str); + to += "["; + to += itos(constant.array_size); + to += "]'"; + + _set_error(vformat(RTR("Cannot convert from '%s' to '%s'."), from, to)); return ERR_PARSE_ERROR; } } @@ -8541,13 +8388,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (unknown_size) { if (!curly) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } } else { if (full_def) { if (curly) { - _set_error("Expected '('"); + _set_expected_error("("); return ERR_PARSE_ERROR; } } @@ -8561,7 +8408,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { - _set_error("Expected constant expression"); + _set_error(RTR("Expected constant expression.")); return ERR_PARSE_ERROR; } @@ -8581,9 +8428,9 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct break; } else { if (curly) { - _set_error("Expected '}' or ','"); + _set_expected_error("}", ","); } else { - _set_error("Expected ')' or ','"); + _set_expected_error(")", ","); } return ERR_PARSE_ERROR; } @@ -8592,11 +8439,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct decl.size = decl.initializer.size(); constant.array_size = decl.initializer.size(); } else if (decl.initializer.size() != constant.array_size) { - _set_error("Array size mismatch"); + _set_error(RTR("Array size mismatch.")); return ERR_PARSE_ERROR; } } + array_size = constant.array_size; + ConstantNode *expr = memnew(ConstantNode); expr->datatype = constant.type; @@ -8618,7 +8467,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct OperatorNode *op = ((OperatorNode *)expr); for (int i = 1; i < op->arguments.size(); i++) { if (!_check_node_constness(op->arguments[i])) { - _set_error("Expected constant expression for argument '" + itos(i - 1) + "' of function call after '='"); + _set_error(vformat(RTR("Expected constant expression for argument %d of function call after '='."), i - 1)); return ERR_PARSE_ERROR; } } @@ -8633,10 +8482,10 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); } else { if (constant.array_size > 0 || unknown_size) { - _set_error("Expected array initialization"); + _set_error(RTR("Expected array initialization.")); return ERR_PARSE_ERROR; } else { - _set_error("Expected initialization of constant"); + _set_error(RTR("Expected initialization of constant.")); return ERR_PARSE_ERROR; } } @@ -8652,27 +8501,32 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type == TK_COMMA) { tk = _get_token(); if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier after type"); + _set_error(RTR("Expected an identifier after type.")); return ERR_PARSE_ERROR; } name = tk.text; if (_find_identifier(nullptr, false, constants, name)) { - _set_error("Redefinition of '" + String(name) + "'"); + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } if (has_builtin(p_functions, name)) { - _set_error("Redefinition of '" + String(name) + "'"); + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } tk = _get_token(); + if (!fixed_array_size) { + array_size = 0; + } + unknown_size = false; + } else if (tk.type == TK_SEMICOLON) { break; } else { - _set_error("Expected ',' or ';' after constant"); + _set_expected_error(",", ";"); return ERR_PARSE_ERROR; } } @@ -8697,6 +8551,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } } + for (int i = 0; i < shader->functions.size(); i++) { + if (!shader->functions[i].callable && shader->functions[i].name == name) { + _set_redefinition_error(String(name)); + return ERR_PARSE_ERROR; + } + } + ShaderNode::Function function; function.callable = !p_functions.has(name); @@ -8747,14 +8608,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); } else if (tk.type == TK_ARG_OUT) { if (is_const) { - _set_error("'out' qualifier cannot be used within a function parameter declared with 'const'."); + _set_error(vformat(RTR("The '%s' qualifier cannot be used within a function parameter declared with '%s'."), "out", "const")); return ERR_PARSE_ERROR; } qualifier = ARGUMENT_QUALIFIER_OUT; tk = _get_token(); } else if (tk.type == TK_ARG_INOUT) { if (is_const) { - _set_error("'inout' qualifier cannot be used within a function parameter declared with 'const'."); + _set_error(vformat(RTR("The '%s' qualifier cannot be used within a function parameter declared with '%s'."), "inout", "const")); return ERR_PARSE_ERROR; } qualifier = ARGUMENT_QUALIFIER_INOUT; @@ -8785,19 +8646,19 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } #endif // DEBUG_ENABLED if (use_precision) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } } if (!is_struct && !is_token_datatype(tk.type)) { - _set_error("Expected a valid datatype for argument"); + _set_error(RTR("Expected a valid data type for argument.")); return ERR_PARSE_ERROR; } if (qualifier == ARGUMENT_QUALIFIER_OUT || qualifier == ARGUMENT_QUALIFIER_INOUT) { if (is_sampler_type(get_token_datatype(tk.type))) { - _set_error("Opaque types cannot be output parameters."); + _set_error(RTR("Opaque types cannot be output parameters.")); return ERR_PARSE_ERROR; } } @@ -8810,7 +8671,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct return ERR_PARSE_ERROR; } if (ptype == TYPE_VOID) { - _set_error("void not allowed in argument"); + _set_error(RTR("Void type not allowed as argument.")); return ERR_PARSE_ERROR; } } @@ -8818,32 +8679,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - bool error = false; - tk = _get_token(); - - if (tk.is_integer_constant()) { - arg_array_size = (int)tk.constant; - - if (arg_array_size > 0) { - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - } else { - error = true; - } - } else { - error = true; - } - if (error) { - _set_error("Expected integer constant > 0"); - return ERR_PARSE_ERROR; + Error error = _parse_array_size(nullptr, constants, true, nullptr, &arg_array_size, nullptr); + if (error != OK) { + return error; } tk = _get_token(); } if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier for argument name"); + _set_error(RTR("Expected an identifier for argument name.")); return ERR_PARSE_ERROR; } @@ -8852,13 +8695,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct ShaderLanguage::IdentifierType itype; if (_find_identifier(func_node->body, false, builtins, pname, (ShaderLanguage::DataType *)nullptr, &itype)) { if (itype != IDENTIFIER_FUNCTION) { - _set_error("Redefinition of '" + String(pname) + "'"); + _set_redefinition_error(String(pname)); return ERR_PARSE_ERROR; } } if (has_builtin(p_functions, pname)) { - _set_error("Redefinition of '" + String(pname) + "'"); + _set_redefinition_error(String(pname)); return ERR_PARSE_ERROR; } @@ -8876,32 +8719,9 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - if (arg_array_size > 0) { - _set_error("Array size is already defined!"); - return ERR_PARSE_ERROR; - } - bool error = false; - tk = _get_token(); - - if (tk.is_integer_constant()) { - arg_array_size = (int)tk.constant; - - if (arg_array_size > 0) { - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - } else { - error = true; - } - } else { - error = true; - } - - if (error) { - _set_error("Expected integer constant > 0"); - return ERR_PARSE_ERROR; + Error error = _parse_array_size(nullptr, constants, true, nullptr, &arg_array_size, nullptr); + if (error != OK) { + return error; } tk = _get_token(); } @@ -8913,7 +8733,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); //do none and go on } else if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ',' or ')' after identifier"); + _set_expected_error(",", ")"); return ERR_PARSE_ERROR; } } @@ -8921,11 +8741,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (p_functions.has(name)) { //if one of the core functions, make sure they are of the correct form if (func_node->arguments.size() > 0) { - _set_error("Function '" + String(name) + "' expects no arguments."); + _set_error(vformat(RTR("Function '%s' expects no arguments."), String(name))); return ERR_PARSE_ERROR; } if (func_node->return_type != TYPE_VOID) { - _set_error("Function '" + String(name) + "' must be of void return type."); + _set_error(vformat(RTR("Function '%s' must be of '%s' return type."), String(name), "void")); return ERR_PARSE_ERROR; } } @@ -8933,7 +8753,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct //all good let's parse inside the function! tk = _get_token(); if (tk.type != TK_CURLY_BRACKET_OPEN) { - _set_error("Expected '{' to begin function"); + _set_error(RTR("Expected a '{' to begin function.")); return ERR_PARSE_ERROR; } @@ -8947,7 +8767,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (func_node->return_type != DataType::TYPE_VOID) { BlockNode *block = func_node->body; if (_find_last_flow_op_in_block(block, FlowOperation::FLOW_OP_RETURN) != OK) { - _set_error("Expected at least one return statement in a non-void function."); + _set_error(vformat(RTR("Expected at least one '%s' statement in a non-void function."), "return")); return ERR_PARSE_ERROR; } } @@ -8958,14 +8778,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); } - int error_line; - String error_message; - if (!_check_varying_usages(&error_line, &error_message)) { - _set_tkpos({ 0, error_line }); - _set_error(error_message); - return ERR_PARSE_ERROR; +#ifdef DEBUG_ENABLED + if (check_device_limit_warnings && uniform_buffer_exceeded_line != -1) { + _add_warning(ShaderWarning::DEVICE_LIMIT_EXCEEDED, uniform_buffer_exceeded_line, RTR("uniform buffer"), { uniform_buffer_size, max_uniform_buffer_size }); } - +#endif // DEBUG_ENABLED return OK; } @@ -9186,6 +9003,13 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_ //do nothing return OK; } break; + case COMPLETION_SHADER_TYPE: { + for (const String &shader_type : p_info.shader_types) { + ScriptCodeCompletionOption option(shader_type, ScriptCodeCompletionOption::KIND_PLAIN_TEXT); + r_options->push_back(option); + } + return OK; + } break; case COMPLETION_RENDER_MODE: { for (int i = 0; i < p_info.render_modes.size(); i++) { const ModeInfo &info = p_info.render_modes[i]; @@ -9201,7 +9025,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_ if (!found) { for (int j = 0; j < info.options.size(); j++) { - ScriptCodeCompletionOption option(String(info.name) + "_" + String(info.options[j]), ScriptCodeCompletionOption::KIND_ENUM); + ScriptCodeCompletionOption option(String(info.name) + "_" + String(info.options[j]), ScriptCodeCompletionOption::KIND_PLAIN_TEXT); r_options->push_back(option); } } @@ -9209,7 +9033,7 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_ const String name = String(info.name); if (!shader->render_modes.has(name)) { - ScriptCodeCompletionOption option(name, ScriptCodeCompletionOption::KIND_ENUM); + ScriptCodeCompletionOption option(name, ScriptCodeCompletionOption::KIND_PLAIN_TEXT); r_options->push_back(option); } } @@ -9295,6 +9119,9 @@ Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_ } } + for (const KeyValue<StringName, ShaderNode::Constant> &E : shader->constants) { + matches.insert(E.key, ScriptCodeCompletionOption::KIND_CONSTANT); + } for (const KeyValue<StringName, ShaderNode::Varying> &E : shader->varyings) { matches.insert(E.key, ScriptCodeCompletionOption::KIND_VARIABLE); } @@ -9673,7 +9500,7 @@ ShaderLanguage::ShaderLanguage() { nodes = nullptr; completion_class = TAG_GLOBAL; -#if DEBUG_ENABLED +#ifdef DEBUG_ENABLED warnings_check_map.insert(ShaderWarning::UNUSED_CONSTANT, &used_constants); warnings_check_map.insert(ShaderWarning::UNUSED_FUNCTION, &used_functions); warnings_check_map.insert(ShaderWarning::UNUSED_STRUCT, &used_structs); diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h index 0ed3d9fabf..1307eeac2b 100644 --- a/servers/rendering/shader_language.h +++ b/servers/rendering/shader_language.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -362,7 +362,6 @@ public: TYPE_CONTROL_FLOW, TYPE_MEMBER, TYPE_ARRAY, - TYPE_ARRAY_DECLARATION, TYPE_ARRAY_CONSTRUCT, TYPE_STRUCT, }; @@ -428,7 +427,10 @@ public: struct Declaration { StringName name; - Node *initializer; + uint32_t size = 0U; + Node *size_expression = nullptr; + Vector<Node *> initializer; + bool single_expression = false; }; Vector<Declaration> declarations; @@ -471,27 +473,6 @@ public: Node(TYPE_ARRAY_CONSTRUCT) {} }; - struct ArrayDeclarationNode : public Node { - DataPrecision precision = PRECISION_DEFAULT; - DataType datatype = TYPE_VOID; - String struct_name; - bool is_const = false; - Node *size_expression = nullptr; - - struct Declaration { - StringName name; - uint32_t size; - Vector<Node *> initializer; - bool single_expression; - }; - Vector<Declaration> declarations; - - virtual DataType get_datatype() const override { return datatype; } - - ArrayDeclarationNode() : - Node(TYPE_ARRAY_DECLARATION) {} - }; - struct ConstantNode : public Node { DataType datatype = TYPE_VOID; String struct_name = ""; @@ -505,7 +486,7 @@ public: }; Vector<Value> values; - Vector<ArrayDeclarationNode::Declaration> array_declarations; + Vector<VariableDeclarationNode::Declaration> array_declarations; virtual DataType get_datatype() const override { return datatype; } virtual String get_datatype_name() const override { return struct_name; } @@ -742,6 +723,7 @@ public: enum CompletionType { COMPLETION_NONE, + COMPLETION_SHADER_TYPE, COMPLETION_RENDER_MODE, COMPLETION_MAIN_FUNCTION, COMPLETION_IDENTIFIER, @@ -787,7 +769,7 @@ public: static bool is_sampler_type(DataType p_type); static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE); static PropertyInfo uniform_to_property_info(const ShaderNode::Uniform &p_uniform); - static uint32_t get_type_size(DataType p_type); + static uint32_t get_datatype_size(DataType p_type); static void get_keyword_list(List<String> *r_keywords); static bool is_control_flow_keyword(String p_keyword); @@ -919,11 +901,14 @@ private: bool check_warnings = false; uint32_t warning_flags; - void _add_line_warning(ShaderWarning::Code p_code, const StringName &p_subject = "") { - warnings.push_back(ShaderWarning(p_code, tk_line, p_subject)); + void _add_line_warning(ShaderWarning::Code p_code, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()) { + warnings.push_back(ShaderWarning(p_code, tk_line, p_subject, p_extra_args)); } - void _add_warning(ShaderWarning::Code p_code, int p_line, const StringName &p_subject = "") { - warnings.push_back(ShaderWarning(p_code, p_line, p_subject)); + void _add_global_warning(ShaderWarning::Code p_code, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()) { + warnings.push_back(ShaderWarning(p_code, -1, p_subject, p_extra_args)); + } + void _add_warning(ShaderWarning::Code p_code, int p_line, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()) { + warnings.push_back(ShaderWarning(p_code, p_line, p_subject, p_extra_args)); } void _check_warning_accums(); #endif // DEBUG_ENABLED @@ -938,14 +923,6 @@ private: VaryingFunctionNames varying_function_names; - struct VaryingUsage { - ShaderNode::Varying *var; - int line; - }; - List<VaryingUsage> unknown_varying_usages; - - bool _check_varying_usages(int *r_error_line, String *r_error_message) const; - TkPos _get_tkpos() { TkPos tkp; tkp.char_idx = char_idx; @@ -968,6 +945,26 @@ private: error_str = p_str; } + void _set_expected_error(const String &p_what) { + _set_error(vformat(RTR("Expected a '%s'."), p_what)); + } + + void _set_expected_error(const String &p_first, const String p_second) { + _set_error(vformat(RTR("Expected a '%s' or '%s'."), p_first, p_second)); + } + + void _set_expected_after_error(const String &p_what, const String &p_after) { + _set_error(vformat(RTR("Expected a '%s' after '%s'."), p_what, p_after)); + } + + void _set_redefinition_error(const String &p_what) { + _set_error(vformat(RTR("Redefinition of '%s'."), p_what)); + } + + void _set_parsing_error() { + _set_error("Parser bug."); + } + static const char *token_names[TK_MAX]; Token _make_token(TokenType p_type, const StringName &p_text = StringName()); @@ -1047,14 +1044,10 @@ private: bool _propagate_function_call_sampler_uniform_settings(StringName p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat); bool _propagate_function_call_sampler_builtin_reference(StringName p_name, int p_argument, const StringName &p_builtin); bool _validate_varying_assign(ShaderNode::Varying &p_varying, String *r_message); - bool _validate_varying_using(ShaderNode::Varying &p_varying, String *r_message); bool _check_node_constness(const Node *p_node) const; - Node *_parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, int &r_array_size); - Error _parse_global_array_size(int &r_array_size, const FunctionInfo &p_function_info); - Error _parse_local_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, Node *&r_size_expression, int &r_array_size, bool &r_is_unknown_size); - Node *_parse_expression(BlockNode *p_block, const FunctionInfo &p_function_info); + Error _parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_forbid_unknown_size, Node **r_size_expression, int *r_array_size, bool *r_unknown_size); Node *_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info); Node *_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info, DataType p_type, const StringName &p_struct_name, int p_array_size); ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node); diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 91ba8301e2..b8bb211a7a 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -74,6 +74,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = ShaderLanguage::TYPE_UVEC4; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = ShaderLanguage::TYPE_VEC4; @@ -230,6 +231,8 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false; @@ -432,7 +435,6 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["OBJECT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["UVW"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["EXTENTS"] = constt(ShaderLanguage::TYPE_VEC3); - shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["SDF"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["DENSITY"] = ShaderLanguage::TYPE_FLOAT; diff --git a/servers/rendering/shader_types.h b/servers/rendering/shader_types.h index 347c0ec7df..385083b670 100644 --- a/servers/rendering/shader_types.h +++ b/servers/rendering/shader_types.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/shader_warnings.cpp b/servers/rendering/shader_warnings.cpp index bffae484a8..639b9bd165 100644 --- a/servers/rendering/shader_warnings.cpp +++ b/servers/rendering/shader_warnings.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -48,21 +48,23 @@ const StringName &ShaderWarning::get_subject() const { String ShaderWarning::get_message() const { switch (code) { case FLOAT_COMPARISON: - return vformat("Direct floating-point comparison (this may not evaluate to `true` as you expect). Instead, use `abs(a - b) < 0.0001` for an approximate but predictable comparison."); + return vformat(RTR("Direct floating-point comparison (this may not evaluate to `true` as you expect). Instead, use `abs(a - b) < 0.0001` for an approximate but predictable comparison.")); case UNUSED_CONSTANT: - return vformat("The const '%s' is declared but never used.", subject); + return vformat(RTR("The const '%s' is declared but never used."), subject); case UNUSED_FUNCTION: - return vformat("The function '%s' is declared but never used.", subject); + return vformat(RTR("The function '%s' is declared but never used."), subject); case UNUSED_STRUCT: - return vformat("The struct '%s' is declared but never used.", subject); + return vformat(RTR("The struct '%s' is declared but never used."), subject); case UNUSED_UNIFORM: - return vformat("The uniform '%s' is declared but never used.", subject); + return vformat(RTR("The uniform '%s' is declared but never used."), subject); case UNUSED_VARYING: - return vformat("The varying '%s' is declared but never used.", subject); + return vformat(RTR("The varying '%s' is declared but never used."), subject); case UNUSED_LOCAL_VARIABLE: - return vformat("The local variable '%s' is declared but never used.", subject); + return vformat(RTR("The local variable '%s' is declared but never used."), subject); case FORMATTING_ERROR: return subject; + case DEVICE_LIMIT_EXCEEDED: + return vformat(RTR("The total size of the %s for this shader on this device has been exceeded (%d/%d). The shader may not work correctly."), subject, (int)extra_args[0], (int)extra_args[1]); default: break; } @@ -73,6 +75,10 @@ String ShaderWarning::get_name() const { return get_name_from_code(code); } +Vector<Variant> ShaderWarning::get_extra_args() const { + return extra_args; +} + String ShaderWarning::get_name_from_code(Code p_code) { ERR_FAIL_INDEX_V(p_code, WARNING_MAX, String()); @@ -85,6 +91,7 @@ String ShaderWarning::get_name_from_code(Code p_code) { "UNUSED_VARYING", "UNUSED_LOCAL_VARIABLE", "FORMATTING_ERROR", + "DEVICE_LIMIT_EXCEEDED", }; static_assert((sizeof(names) / sizeof(*names)) == WARNING_MAX, "Amount of warning types don't match the amount of warning names."); @@ -114,6 +121,7 @@ static void init_code_to_flags_map() { code_to_flags_map->insert(ShaderWarning::UNUSED_VARYING, ShaderWarning::UNUSED_VARYING_FLAG); code_to_flags_map->insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG); code_to_flags_map->insert(ShaderWarning::FORMATTING_ERROR, ShaderWarning::FORMATTING_ERROR_FLAG); + code_to_flags_map->insert(ShaderWarning::DEVICE_LIMIT_EXCEEDED, ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG); } ShaderWarning::CodeFlags ShaderWarning::get_flags_from_codemap(const Map<Code, bool> &p_map) { @@ -132,8 +140,8 @@ ShaderWarning::CodeFlags ShaderWarning::get_flags_from_codemap(const Map<Code, b return (CodeFlags)result; } -ShaderWarning::ShaderWarning(Code p_code, int p_line, const StringName &p_subject) : - code(p_code), line(p_line), subject(p_subject) { +ShaderWarning::ShaderWarning(Code p_code, int p_line, const StringName &p_subject, const Vector<Variant> &p_extra_args) : + code(p_code), line(p_line), subject(p_subject), extra_args(p_extra_args) { } #endif // DEBUG_ENABLED diff --git a/servers/rendering/shader_warnings.h b/servers/rendering/shader_warnings.h index 18915fffd8..e309907181 100644 --- a/servers/rendering/shader_warnings.h +++ b/servers/rendering/shader_warnings.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -36,6 +36,7 @@ #include "core/string/string_name.h" #include "core/templates/list.h" #include "core/templates/map.h" +#include "core/variant/variant.h" class ShaderWarning { public: @@ -48,6 +49,7 @@ public: UNUSED_VARYING, UNUSED_LOCAL_VARIABLE, FORMATTING_ERROR, + DEVICE_LIMIT_EXCEEDED, WARNING_MAX, }; @@ -61,12 +63,14 @@ public: UNUSED_VARYING_FLAG = 32U, UNUSED_LOCAL_VARIABLE_FLAG = 64U, FORMATTING_ERROR_FLAG = 128U, + DEVICE_LIMIT_EXCEEDED_FLAG = 256U, }; private: Code code; int line; StringName subject; + Vector<Variant> extra_args; public: Code get_code() const; @@ -74,12 +78,13 @@ public: const StringName &get_subject() const; String get_message() const; String get_name() const; + Vector<Variant> get_extra_args() const; static String get_name_from_code(Code p_code); static Code get_code_from_name(const String &p_name); static CodeFlags get_flags_from_codemap(const Map<Code, bool> &p_map); - ShaderWarning(Code p_code = WARNING_MAX, int p_line = -1, const StringName &p_subject = ""); + ShaderWarning(Code p_code = WARNING_MAX, int p_line = -1, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()); }; #endif // DEBUG_ENABLED diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index 23d3bf030f..84e54eab22 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,6 +32,8 @@ #include "core/config/project_settings.h" #include "servers/rendering/rendering_server_globals.h" +#include "servers/rendering/shader_language.h" + RenderingServer *RenderingServer::singleton = nullptr; RenderingServer *(*RenderingServer::create_func)() = nullptr; @@ -1410,7 +1412,7 @@ Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_su } #endif -ShaderLanguage::DataType RenderingServer::global_variable_type_get_shader_datatype(GlobalVariableType p_type) { +int RenderingServer::global_variable_type_get_shader_datatype(GlobalVariableType p_type) { switch (p_type) { case RS::GLOBAL_VAR_TYPE_BOOL: return ShaderLanguage::TYPE_BOOL; @@ -1925,8 +1927,8 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(LIGHT_PARAM_MAX); BIND_ENUM_CONSTANT(LIGHT_BAKE_DISABLED); - BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC); BIND_ENUM_CONSTANT(LIGHT_BAKE_STATIC); + BIND_ENUM_CONSTANT(LIGHT_BAKE_DYNAMIC); BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_DUAL_PARABOLOID); BIND_ENUM_CONSTANT(LIGHT_OMNI_SHADOW_CUBE); @@ -1963,7 +1965,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_shadows); ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &RenderingServer::reflection_probe_set_cull_mask); ClassDB::bind_method(D_METHOD("reflection_probe_set_resolution", "probe", "resolution"), &RenderingServer::reflection_probe_set_resolution); - ClassDB::bind_method(D_METHOD("reflection_probe_set_lod_threshold", "probe", "pixels"), &RenderingServer::reflection_probe_set_lod_threshold); + ClassDB::bind_method(D_METHOD("reflection_probe_set_mesh_lod_threshold", "probe", "pixels"), &RenderingServer::reflection_probe_set_mesh_lod_threshold); BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE); BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS); @@ -1999,6 +2001,10 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS); BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC); + /* GI API (affects VoxelGI and SDFGI) */ + + ClassDB::bind_method(D_METHOD("gi_set_use_half_resolution", "half_resolution"), &RenderingServer::gi_set_use_half_resolution); + /* VOXEL GI API */ ClassDB::bind_method(D_METHOD("voxel_gi_create"), &RenderingServer::voxel_gi_create); @@ -2274,6 +2280,7 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO); + BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSIL); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DECAL_ATLAS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI); @@ -2323,6 +2330,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("environment_glow_set_use_high_quality", "enable"), &RenderingServer::environment_glow_set_use_high_quality); ClassDB::bind_method(D_METHOD("environment_set_ssr_roughness_quality", "quality"), &RenderingServer::environment_set_ssr_roughness_quality); ClassDB::bind_method(D_METHOD("environment_set_ssao_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssao_quality); + ClassDB::bind_method(D_METHOD("environment_set_ssil_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssil_quality); ClassDB::bind_method(D_METHOD("environment_set_sdfgi_ray_count", "ray_count"), &RenderingServer::environment_set_sdfgi_ray_count); ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_converge", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_converge); ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_update_light", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_update_light); @@ -2374,9 +2382,11 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH); BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_ULTRA); - BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_4); - BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_6); - BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_8); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_VERY_LOW); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_LOW); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_MEDIUM); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_HIGH); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_ULTRA); BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_DISABLED); BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_75_PERCENT); @@ -2461,6 +2471,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag); ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting); ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override); + ClassDB::bind_method(D_METHOD("instance_geometry_set_material_overlay", "instance", "material"), &RenderingServer::instance_geometry_set_material_overlay); ClassDB::bind_method(D_METHOD("instance_geometry_set_visibility_range", "instance", "min", "max", "min_margin", "max_margin", "fade_mode"), &RenderingServer::instance_geometry_set_visibility_range); ClassDB::bind_method(D_METHOD("instance_geometry_set_lightmap", "instance", "lightmap", "lightmap_uv_scale", "lightmap_slice"), &RenderingServer::instance_geometry_set_lightmap); ClassDB::bind_method(D_METHOD("instance_geometry_set_lod_bias", "instance", "lod_bias"), &RenderingServer::instance_geometry_set_lod_bias); @@ -2711,6 +2722,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_rendering_info", "info"), &RenderingServer::get_rendering_info); ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &RenderingServer::get_video_adapter_name); ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &RenderingServer::get_video_adapter_vendor); + ClassDB::bind_method(D_METHOD("get_video_adapter_type"), &RenderingServer::get_video_adapter_type); ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &RenderingServer::make_sphere_mesh); ClassDB::bind_method(D_METHOD("get_test_cube"), &RenderingServer::get_test_cube); @@ -2759,13 +2771,14 @@ void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry const Geometry3D::MeshData::Face &f = p_mesh_data.faces[i]; for (int j = 2; j < f.indices.size(); j++) { -#define _ADD_VERTEX(m_idx) \ - vertices.push_back(p_mesh_data.vertices[f.indices[m_idx]]); \ - normals.push_back(f.plane.normal); + vertices.push_back(p_mesh_data.vertices[f.indices[0]]); + normals.push_back(f.plane.normal); + + vertices.push_back(p_mesh_data.vertices[f.indices[j - 1]]); + normals.push_back(f.plane.normal); - _ADD_VERTEX(0); - _ADD_VERTEX(j - 1); - _ADD_VERTEX(j); + vertices.push_back(p_mesh_data.vertices[f.indices[j]]); + normals.push_back(f.plane.normal); } } @@ -2806,7 +2819,6 @@ RenderingServer::RenderingServer() { GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc", true); GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc", false); GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2", true); - GLOBAL_DEF_RST("rendering/textures/vram_compression/import_pvrtc", false); GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false); GLOBAL_DEF("rendering/textures/lossless_compression/webp_compression_level", 2); @@ -2871,7 +2883,6 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true); GLOBAL_DEF("rendering/driver/depth_prepass/enable", true); - GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple"); GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false); GLOBAL_DEF_RST("rendering/textures/default_filters/anisotropic_filtering_level", 2); @@ -2896,6 +2907,18 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/environment/ssao/fadeout_to", 300.0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater")); + GLOBAL_DEF("rendering/environment/ssil/quality", 2); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/quality", PropertyInfo(Variant::INT, "rendering/environment/ssil/quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low (Fast),Medium (Average),High (Slow),Ultra (Custom)")); + GLOBAL_DEF("rendering/environment/ssil/half_size", true); + GLOBAL_DEF("rendering/environment/ssil/adaptive_target", 0.5); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/adaptive_target", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/adaptive_target", PROPERTY_HINT_RANGE, "0.0,1.0,0.01")); + GLOBAL_DEF("rendering/environment/ssil/blur_passes", 4); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/blur_passes", PropertyInfo(Variant::INT, "rendering/environment/ssil/blur_passes", PROPERTY_HINT_RANGE, "0,6")); + GLOBAL_DEF("rendering/environment/ssil/fadeout_from", 50.0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/fadeout_from", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_from", PROPERTY_HINT_RANGE, "0.0,512,0.1,or_greater")); + GLOBAL_DEF("rendering/environment/ssil/fadeout_to", 300.0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater")); + GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/enabled", true); GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/amount", 0.25); GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/limit", 0.18); diff --git a/servers/rendering_server.h b/servers/rendering_server.h index 230132651f..b067db3d27 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -41,7 +41,6 @@ #include "servers/display_server.h" #include "servers/rendering/renderer_thread_pool.h" #include "servers/rendering/rendering_device.h" -#include "servers/rendering/shader_language.h" class RenderingServer : public Object { GDCLASS(RenderingServer, Object); @@ -448,8 +447,8 @@ public: enum LightBakeMode { LIGHT_BAKE_DISABLED, - LIGHT_BAKE_DYNAMIC, LIGHT_BAKE_STATIC, + LIGHT_BAKE_DYNAMIC, }; virtual void light_set_bake_mode(RID p_light, LightBakeMode p_bake_mode) = 0; @@ -528,7 +527,7 @@ public: virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0; virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0; - virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_pixels) = 0; + virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_pixels) = 0; /* DECAL API */ @@ -871,7 +870,7 @@ public: virtual void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) = 0; - virtual void viewport_set_lod_threshold(RID p_viewport, float p_pixels) = 0; + virtual void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) = 0; virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_debanding) = 0; virtual void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) = 0; @@ -913,6 +912,7 @@ public: VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS, VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE, VIEWPORT_DEBUG_DRAW_SSAO, + VIEWPORT_DEBUG_DRAW_SSIL, VIEWPORT_DEBUG_DRAW_PSSM_SPLITS, VIEWPORT_DEBUG_DRAW_DECAL_ATLAS, VIEWPORT_DEBUG_DRAW_SDFGI, @@ -1029,19 +1029,25 @@ public: virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; - enum EnvironmentSDFGICascades { - ENV_SDFGI_CASCADES_4, - ENV_SDFGI_CASCADES_6, - ENV_SDFGI_CASCADES_8, + virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0; + + enum EnvironmentSSILQuality { + ENV_SSIL_QUALITY_VERY_LOW, + ENV_SSIL_QUALITY_LOW, + ENV_SSIL_QUALITY_MEDIUM, + ENV_SSIL_QUALITY_HIGH, + ENV_SSIL_QUALITY_ULTRA, }; + virtual void environment_set_ssil_quality(EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; + enum EnvironmentSDFGIYScale { ENV_SDFGI_Y_SCALE_DISABLED, ENV_SDFGI_Y_SCALE_75_PERCENT, ENV_SDFGI_Y_SCALE_50_PERCENT }; - virtual void environment_set_sdfgi(RID p_env, bool p_enable, EnvironmentSDFGICascades p_cascades, float p_min_cell_size, EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; + virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; enum EnvironmentSDFGIRayCount { ENV_SDFGI_RAY_COUNT_4, @@ -1207,6 +1213,7 @@ public: virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0; virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0; virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0; + virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0; virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, VisibilityRangeFadeMode p_fade_mode) = 0; virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice) = 0; virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0; @@ -1442,7 +1449,7 @@ public: virtual void global_variables_load_settings(bool p_load_textures) = 0; virtual void global_variables_clear() = 0; - static ShaderLanguage::DataType global_variable_type_get_shader_datatype(GlobalVariableType p_type); + static int global_variable_type_get_shader_datatype(GlobalVariableType p_type); /* FREE */ @@ -1473,6 +1480,7 @@ public: virtual uint64_t get_rendering_info(RenderingInfo p_info) = 0; virtual String get_video_adapter_name() const = 0; virtual String get_video_adapter_vendor() const = 0; + virtual RenderingDevice::DeviceType get_video_adapter_type() const = 0; struct FrameProfileArea { String name; @@ -1593,7 +1601,7 @@ VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode); VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSRRoughnessQuality); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality); -VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGICascades); +VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSILQuality); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToConverge); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIRayCount); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToUpdateLight); diff --git a/servers/server_wrap_mt_common.h b/servers/server_wrap_mt_common.h index 95d2e2254e..2c4aab0784 100644 --- a/servers/server_wrap_mt_common.h +++ b/servers/server_wrap_mt_common.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/text/text_server_extension.cpp b/servers/text/text_server_extension.cpp index 5f83fc4206..d7e7960496 100644 --- a/servers/text/text_server_extension.cpp +++ b/servers/text/text_server_extension.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -174,6 +174,9 @@ void TextServerExtension::_bind_methods() { GDVIRTUAL_BIND(_font_remove_script_support_override, "font_rid", "script"); GDVIRTUAL_BIND(_font_get_script_support_overrides, "font_rid"); + GDVIRTUAL_BIND(_font_set_opentype_feature_overrides, "font_rid", "overrides"); + GDVIRTUAL_BIND(_font_get_opentype_feature_overrides, "font_rid"); + GDVIRTUAL_BIND(_font_supported_feature_list, "font_rid"); GDVIRTUAL_BIND(_font_supported_variation_list, "font_rid"); @@ -191,6 +194,7 @@ void TextServerExtension::_bind_methods() { GDVIRTUAL_BIND(_shaped_text_set_direction, "shaped", "direction"); GDVIRTUAL_BIND(_shaped_text_get_direction, "shaped"); + GDVIRTUAL_BIND(_shaped_text_get_inferred_direction, "shaped"); GDVIRTUAL_BIND(_shaped_text_set_bidi_override, "shaped", "override"); @@ -267,6 +271,9 @@ void TextServerExtension::_bind_methods() { GDVIRTUAL_BIND(_format_number, "string", "language"); GDVIRTUAL_BIND(_parse_number, "string", "language"); GDVIRTUAL_BIND(_percent_sign, "language"); + + GDVIRTUAL_BIND(_string_to_upper, "string", "language"); + GDVIRTUAL_BIND(_string_to_lower, "string", "language"); } bool TextServerExtension::has_feature(Feature p_feature) const { @@ -869,6 +876,18 @@ Vector<String> TextServerExtension::font_get_script_support_overrides(RID p_font return Vector<String>(); } +void TextServerExtension::font_set_opentype_feature_overrides(RID p_font_rid, const Dictionary &p_overrides) { + GDVIRTUAL_CALL(_font_set_opentype_feature_overrides, p_font_rid, p_overrides); +} + +Dictionary TextServerExtension::font_get_opentype_feature_overrides(RID p_font_rid) const { + Dictionary ret; + if (GDVIRTUAL_CALL(_font_get_opentype_feature_overrides, p_font_rid, ret)) { + return ret; + } + return Dictionary(); +} + Dictionary TextServerExtension::font_supported_feature_list(RID p_font_rid) const { Dictionary ret; if (GDVIRTUAL_CALL(_font_supported_feature_list, p_font_rid, ret)) { @@ -939,6 +958,14 @@ TextServer::Direction TextServerExtension::shaped_text_get_direction(RID p_shape return TextServer::Direction::DIRECTION_AUTO; } +TextServer::Direction TextServerExtension::shaped_text_get_inferred_direction(RID p_shaped) const { + int ret; + if (GDVIRTUAL_CALL(_shaped_text_get_inferred_direction, p_shaped, ret)) { + return (TextServer::Direction)ret; + } + return TextServer::Direction::DIRECTION_LTR; +} + void TextServerExtension::shaped_text_set_orientation(RID p_shaped, TextServer::Orientation p_orientation) { GDVIRTUAL_CALL(_shaped_text_set_orientation, p_shaped, p_orientation); } @@ -1341,6 +1368,22 @@ String TextServerExtension::percent_sign(const String &p_language) const { return TextServer::percent_sign(p_language); } +String TextServerExtension::string_to_upper(const String &p_string, const String &p_language) const { + String ret; + if (GDVIRTUAL_CALL(_string_to_upper, p_string, p_language, ret)) { + return ret; + } + return p_string; +} + +String TextServerExtension::string_to_lower(const String &p_string, const String &p_language) const { + String ret; + if (GDVIRTUAL_CALL(_string_to_lower, p_string, p_language, ret)) { + return ret; + } + return p_string; +} + TextServerExtension::TextServerExtension() { //NOP } diff --git a/servers/text/text_server_extension.h b/servers/text/text_server_extension.h index 91d1a6b97e..6e203f22ee 100644 --- a/servers/text/text_server_extension.h +++ b/servers/text/text_server_extension.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -285,6 +285,11 @@ public: GDVIRTUAL2(_font_remove_script_support_override, RID, const String &); GDVIRTUAL1R(Vector<String>, _font_get_script_support_overrides, RID); + virtual void font_set_opentype_feature_overrides(RID p_font_rid, const Dictionary &p_overrides) override; + virtual Dictionary font_get_opentype_feature_overrides(RID p_font_rid) const override; + GDVIRTUAL2(_font_set_opentype_feature_overrides, RID, const Dictionary &); + GDVIRTUAL1RC(Dictionary, _font_get_opentype_feature_overrides, RID); + virtual Dictionary font_supported_feature_list(RID p_font_rid) const override; virtual Dictionary font_supported_variation_list(RID p_font_rid) const override; GDVIRTUAL1RC(Dictionary, _font_supported_feature_list, RID); @@ -310,8 +315,10 @@ public: virtual void shaped_text_set_direction(RID p_shaped, Direction p_direction = DIRECTION_AUTO) override; virtual Direction shaped_text_get_direction(RID p_shaped) const override; + virtual Direction shaped_text_get_inferred_direction(RID p_shaped) const override; GDVIRTUAL2(_shaped_text_set_direction, RID, Direction); GDVIRTUAL1RC(/*Direction*/ int, _shaped_text_get_direction, RID); + GDVIRTUAL1RC(/*Direction*/ int, _shaped_text_get_inferred_direction, RID); virtual void shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) override; GDVIRTUAL2(_shaped_text_set_bidi_override, RID, const Array &); @@ -442,6 +449,11 @@ public: GDVIRTUAL2RC(String, _parse_number, const String &, const String &); GDVIRTUAL1RC(String, _percent_sign, const String &); + virtual String string_to_upper(const String &p_string, const String &p_language = "") const override; + virtual String string_to_lower(const String &p_string, const String &p_language = "") const override; + GDVIRTUAL2RC(String, _string_to_upper, const String &, const String &); + GDVIRTUAL2RC(String, _string_to_lower, const String &, const String &); + TextServerExtension(); ~TextServerExtension(); }; diff --git a/servers/text_server.cpp b/servers/text_server.cpp index 2303f27495..17840584ee 100644 --- a/servers/text_server.cpp +++ b/servers/text_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -327,6 +327,9 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("font_remove_script_support_override", "font_rid", "script"), &TextServer::font_remove_script_support_override); ClassDB::bind_method(D_METHOD("font_get_script_support_overrides", "font_rid"), &TextServer::font_get_script_support_overrides); + ClassDB::bind_method(D_METHOD("font_set_opentype_feature_overrides", "font_rid", "overrides"), &TextServer::font_set_opentype_feature_overrides); + ClassDB::bind_method(D_METHOD("font_get_opentype_feature_overrides", "font_rid"), &TextServer::font_get_opentype_feature_overrides); + ClassDB::bind_method(D_METHOD("font_supported_feature_list", "font_rid"), &TextServer::font_supported_feature_list); ClassDB::bind_method(D_METHOD("font_supported_variation_list", "font_rid"), &TextServer::font_supported_variation_list); @@ -344,6 +347,7 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("shaped_text_set_direction", "shaped", "direction"), &TextServer::shaped_text_set_direction, DEFVAL(DIRECTION_AUTO)); ClassDB::bind_method(D_METHOD("shaped_text_get_direction", "shaped"), &TextServer::shaped_text_get_direction); + ClassDB::bind_method(D_METHOD("shaped_text_get_inferred_direction", "shaped"), &TextServer::shaped_text_get_inferred_direction); ClassDB::bind_method(D_METHOD("shaped_text_set_bidi_override", "shaped", "override"), &TextServer::shaped_text_set_bidi_override); @@ -418,6 +422,9 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("strip_diacritics", "string"), &TextServer::strip_diacritics); + ClassDB::bind_method(D_METHOD("string_to_upper", "string", "language"), &TextServer::string_to_upper, DEFVAL("")); + ClassDB::bind_method(D_METHOD("string_to_lower", "string", "language"), &TextServer::string_to_lower, DEFVAL("")); + /* Direction */ BIND_ENUM_CONSTANT(DIRECTION_AUTO); BIND_ENUM_CONSTANT(DIRECTION_LTR); @@ -476,6 +483,7 @@ void TextServer::_bind_methods() { BIND_ENUM_CONSTANT(FEATURE_BREAK_ITERATORS); BIND_ENUM_CONSTANT(FEATURE_FONT_SYSTEM); BIND_ENUM_CONSTANT(FEATURE_FONT_VARIABLE); + BIND_ENUM_CONSTANT(FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION); BIND_ENUM_CONSTANT(FEATURE_USE_SUPPORT_DATA); /* FT Contour Point Types */ @@ -989,9 +997,9 @@ Vector<Vector2> TextServer::shaped_text_get_selection(RID p_shaped, int p_start, } real_t char_adv = advance / (real_t)(glyphs[i].end - glyphs[i].start); if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) { - ranges.push_back(Vector2(off, off + char_adv * (start - glyphs[i].start))); + ranges.push_back(Vector2(off, off + char_adv * (glyphs[i].end - start))); } else { - ranges.push_back(Vector2(off + char_adv * (glyphs[i].end - start), off + advance)); + ranges.push_back(Vector2(off + char_adv * (start - glyphs[i].start), off + advance)); } } // Selection range is within grapheme. @@ -1099,6 +1107,31 @@ int TextServer::shaped_text_hit_test_position(RID p_shaped, float p_coords) cons return glyphs[i].start; } } + // Ligature, handle mid-grapheme hit. + if (p_coords >= off && p_coords < off + advance && glyphs[i].end > glyphs[i].start + 1) { + int cnt = glyphs[i].end - glyphs[i].start; + real_t char_adv = advance / (real_t)(cnt); + real_t sub_off = off; + for (int j = 0; j < cnt; j++) { + // Place caret to the left of clicked sub-grapheme. + if (p_coords >= sub_off && p_coords < sub_off + char_adv / 2) { + if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) { + return glyphs[i].end - j; + } else { + return glyphs[i].start + j; + } + } + // Place caret to the right of clicked sub-grapheme. + if (p_coords >= sub_off + char_adv / 2 && p_coords < sub_off + char_adv) { + if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) { + return glyphs[i].start + (cnt - 1) - j; + } else { + return glyphs[i].end - (cnt - 1) + j; + } + } + sub_off += char_adv; + } + } // Place caret to the left of clicked grapheme. if (p_coords >= off && p_coords < off + advance / 2) { if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) { @@ -1196,6 +1229,17 @@ void TextServer::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_p } // Draw at the baseline. for (int i = 0; i < v_size; i++) { + if (trim_pos >= 0) { + if (rtl) { + if (i < trim_pos) { + continue; + } + } else { + if (i >= trim_pos) { + break; + } + } + } for (int j = 0; j < glyphs[i].repeat; j++) { if (p_clip_r > 0) { // Clip right / bottom. @@ -1223,17 +1267,6 @@ void TextServer::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_p } } } - if (trim_pos >= 0) { - if (rtl) { - if (i < trim_pos && (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) { - continue; - } - } else { - if (i >= trim_pos && (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) { - break; - } - } - } if (glyphs[i].font_rid != RID()) { font_draw_glyph(glyphs[i].font_rid, p_canvas, glyphs[i].font_size, ofs + Vector2(glyphs[i].x_off, glyphs[i].y_off), glyphs[i].index, p_color); @@ -1265,7 +1298,7 @@ void TextServer::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_p void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vector2 &p_pos, float p_clip_l, float p_clip_r, int p_outline_size, const Color &p_color) const { TextServer::Orientation orientation = shaped_text_get_orientation(p_shaped); - bool rtl = (shaped_text_get_direction(p_shaped) == DIRECTION_RTL); + bool rtl = (shaped_text_get_inferred_direction(p_shaped) == DIRECTION_RTL); int ellipsis_pos = shaped_text_get_ellipsis_pos(p_shaped); int trim_pos = shaped_text_get_trim_pos(p_shaped); @@ -1291,6 +1324,17 @@ void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vect } // Draw at the baseline. for (int i = 0; i < v_size; i++) { + if (trim_pos >= 0) { + if (rtl) { + if (i < trim_pos) { + continue; + } + } else { + if (i >= trim_pos) { + break; + } + } + } for (int j = 0; j < glyphs[i].repeat; j++) { if (p_clip_r > 0) { // Clip right / bottom. @@ -1318,17 +1362,6 @@ void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vect } } } - if (trim_pos >= 0) { - if (rtl) { - if (i < trim_pos) { - continue; - } - } else { - if (i >= trim_pos && (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) { - break; - } - } - } if (glyphs[i].font_rid != RID()) { font_draw_glyph_outline(glyphs[i].font_rid, p_canvas, glyphs[i].font_size, p_outline_size, ofs + Vector2(glyphs[i].x_off, glyphs[i].y_off), glyphs[i].index, p_color); } diff --git a/servers/text_server.h b/servers/text_server.h index 56b1919c51..599cc3afd0 100644 --- a/servers/text_server.h +++ b/servers/text_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -109,7 +109,8 @@ public: FEATURE_BREAK_ITERATORS = 1 << 4, FEATURE_FONT_SYSTEM = 1 << 5, FEATURE_FONT_VARIABLE = 1 << 6, - FEATURE_USE_SUPPORT_DATA = 1 << 7 + FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION = 1 << 7, + FEATURE_USE_SUPPORT_DATA = 1 << 8, }; enum ContourPointTag { @@ -350,6 +351,9 @@ public: virtual void font_remove_script_support_override(RID p_font_rid, const String &p_script) = 0; virtual Vector<String> font_get_script_support_overrides(RID p_font_rid) = 0; + virtual void font_set_opentype_feature_overrides(RID p_font_rid, const Dictionary &p_overrides) = 0; + virtual Dictionary font_get_opentype_feature_overrides(RID p_font_rid) const = 0; + virtual Dictionary font_supported_feature_list(RID p_font_rid) const = 0; virtual Dictionary font_supported_variation_list(RID p_font_rid) const = 0; @@ -367,6 +371,7 @@ public: virtual void shaped_text_set_direction(RID p_shaped, Direction p_direction = DIRECTION_AUTO) = 0; virtual Direction shaped_text_get_direction(RID p_shaped) const = 0; + virtual Direction shaped_text_get_inferred_direction(RID p_shaped) const = 0; virtual void shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) = 0; @@ -453,6 +458,10 @@ public: virtual String strip_diacritics(const String &p_string) const; + // Other string operations. + virtual String string_to_upper(const String &p_string, const String &p_language = "") const = 0; + virtual String string_to_lower(const String &p_string, const String &p_language = "") const = 0; + TextServer(); ~TextServer(); }; diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp index ca11df439c..758f2416ec 100644 --- a/servers/xr/xr_interface.cpp +++ b/servers/xr/xr_interface.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h index b489481f75..aee98f8fee 100644 --- a/servers/xr/xr_interface.h +++ b/servers/xr/xr_interface.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -39,8 +39,6 @@ struct BlitToScreen; /** - @author Bastiaan Olij <mux213@gmail.com> - The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs. The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server. @@ -138,4 +136,4 @@ VARIANT_ENUM_CAST(XRInterface::Capabilities); VARIANT_ENUM_CAST(XRInterface::TrackingStatus); VARIANT_ENUM_CAST(XRInterface::PlayAreaMode); -#endif // !XR_INTERFACE_H +#endif // XR_INTERFACE_H diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp index 80576ac607..9dae3b162d 100644 --- a/servers/xr/xr_interface_extension.cpp +++ b/servers/xr/xr_interface_extension.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/xr/xr_interface_extension.h b/servers/xr/xr_interface_extension.h index 763526de96..e22ec2b872 100644 --- a/servers/xr/xr_interface_extension.h +++ b/servers/xr/xr_interface_extension.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/xr/xr_pose.cpp b/servers/xr/xr_pose.cpp index 0d05e62b46..400f13b9c2 100644 --- a/servers/xr/xr_pose.cpp +++ b/servers/xr/xr_pose.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -33,9 +33,13 @@ #include "servers/xr_server.h" void XRPose::_bind_methods() { + BIND_ENUM_CONSTANT(XR_TRACKING_CONFIDENCE_NONE); + BIND_ENUM_CONSTANT(XR_TRACKING_CONFIDENCE_LOW); + BIND_ENUM_CONSTANT(XR_TRACKING_CONFIDENCE_HIGH); + ClassDB::bind_method(D_METHOD("set_has_tracking_data", "has_tracking_data"), &XRPose::set_has_tracking_data); ClassDB::bind_method(D_METHOD("get_has_tracking_data"), &XRPose::get_has_tracking_data); - ADD_PROPERTY(PropertyInfo(Variant::STRING, "has_tracking_data"), "set_has_tracking_data", "get_has_tracking_data"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "has_tracking_data"), "set_has_tracking_data", "get_has_tracking_data"); ClassDB::bind_method(D_METHOD("set_name", "name"), &XRPose::set_name); ClassDB::bind_method(D_METHOD("get_name"), &XRPose::get_name); @@ -53,6 +57,10 @@ void XRPose::_bind_methods() { ClassDB::bind_method(D_METHOD("set_angular_velocity", "velocity"), &XRPose::set_angular_velocity); ClassDB::bind_method(D_METHOD("get_angular_velocity"), &XRPose::get_angular_velocity); ADD_PROPERTY(PropertyInfo(Variant::STRING, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); + + ClassDB::bind_method(D_METHOD("set_tracking_confidence", "tracking_confidence"), &XRPose::set_tracking_confidence); + ClassDB::bind_method(D_METHOD("get_tracking_confidence"), &XRPose::get_tracking_confidence); + ADD_PROPERTY(PropertyInfo(Variant::INT, "tracking_confidence"), "set_tracking_confidence", "get_tracking_confidence"); } void XRPose::set_has_tracking_data(const bool p_has_tracking_data) { @@ -108,3 +116,11 @@ void XRPose::set_angular_velocity(const Vector3 p_velocity) { Vector3 XRPose::get_angular_velocity() const { return angular_velocity; } + +void XRPose::set_tracking_confidence(const XRPose::TrackingConfidence p_tracking_confidence) { + tracking_confidence = p_tracking_confidence; +} + +XRPose::TrackingConfidence XRPose::get_tracking_confidence() const { + return tracking_confidence; +} diff --git a/servers/xr/xr_pose.h b/servers/xr/xr_pose.h index 223e95ddfe..f306c22390 100644 --- a/servers/xr/xr_pose.h +++ b/servers/xr/xr_pose.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -37,12 +37,20 @@ class XRPose : public RefCounted { GDCLASS(XRPose, RefCounted); public: + // TrackingConfidence gives an indication of how reliable our transform data is. + enum TrackingConfidence { + XR_TRACKING_CONFIDENCE_NONE, // No tracking information is available for this pose. + XR_TRACKING_CONFIDENCE_LOW, // Tracking information may be inaccurate or estimated. + XR_TRACKING_CONFIDENCE_HIGH // Tracking information is deemed accurate and up to date. + }; + private: bool has_tracking_data = false; StringName name; Transform3D transform; Vector3 linear_velocity; Vector3 angular_velocity; + TrackingConfidence tracking_confidence = XR_TRACKING_CONFIDENCE_NONE; protected: static void _bind_methods(); @@ -63,6 +71,11 @@ public: void set_angular_velocity(const Vector3 p_velocity); Vector3 get_angular_velocity() const; + + void set_tracking_confidence(const TrackingConfidence p_tracking_confidence); + TrackingConfidence get_tracking_confidence() const; }; +VARIANT_ENUM_CAST(XRPose::TrackingConfidence); + #endif diff --git a/servers/xr/xr_positional_tracker.cpp b/servers/xr/xr_positional_tracker.cpp index 1313a91172..62e011654e 100644 --- a/servers/xr/xr_positional_tracker.cpp +++ b/servers/xr/xr_positional_tracker.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -56,7 +56,7 @@ void XRPositionalTracker::_bind_methods() { ClassDB::bind_method(D_METHOD("has_pose", "name"), &XRPositionalTracker::has_pose); ClassDB::bind_method(D_METHOD("get_pose", "name"), &XRPositionalTracker::get_pose); ClassDB::bind_method(D_METHOD("invalidate_pose", "name"), &XRPositionalTracker::invalidate_pose); - ClassDB::bind_method(D_METHOD("set_pose", "name", "transform", "linear_velocity", "angular_velocity"), &XRPositionalTracker::set_pose); + ClassDB::bind_method(D_METHOD("set_pose", "name", "transform", "linear_velocity", "angular_velocity", "tracking_confidence"), &XRPositionalTracker::set_pose); ADD_SIGNAL(MethodInfo("pose_changed", PropertyInfo(Variant::OBJECT, "pose", PROPERTY_HINT_RESOURCE_TYPE, "XRPose"))); ClassDB::bind_method(D_METHOD("get_input", "name"), &XRPositionalTracker::get_input); @@ -137,7 +137,7 @@ void XRPositionalTracker::invalidate_pose(const StringName &p_action_name) { } } -void XRPositionalTracker::set_pose(const StringName &p_action_name, const Transform3D &p_transform, const Vector3 &p_linear_velocity, const Vector3 &p_angular_velocity) { +void XRPositionalTracker::set_pose(const StringName &p_action_name, const Transform3D &p_transform, const Vector3 &p_linear_velocity, const Vector3 &p_angular_velocity, const XRPose::TrackingConfidence p_tracking_confidence) { Ref<XRPose> new_pose; new_pose.instantiate(); @@ -146,6 +146,7 @@ void XRPositionalTracker::set_pose(const StringName &p_action_name, const Transf new_pose->set_transform(p_transform); new_pose->set_linear_velocity(p_linear_velocity); new_pose->set_angular_velocity(p_angular_velocity); + new_pose->set_tracking_confidence(p_tracking_confidence); poses[p_action_name] = new_pose; emit_signal("pose_changed", new_pose); diff --git a/servers/xr/xr_positional_tracker.h b/servers/xr/xr_positional_tracker.h index 69eb105b5a..2f358cbb21 100644 --- a/servers/xr/xr_positional_tracker.h +++ b/servers/xr/xr_positional_tracker.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -37,8 +37,6 @@ #include "servers/xr_server.h" /** - @author Bastiaan Olij <mux213@gmail.com> - The positional tracker object as an object that represents the position and orientation of a tracked object like a controller or headset. An AR/VR Interface will registered the trackers it manages with our AR/VR server and update its position and orientation. This is where potentially additional AR/VR interfaces may be active as there are AR/VR SDKs that solely deal with positional tracking. @@ -84,7 +82,7 @@ public: bool has_pose(const StringName &p_action_name) const; Ref<XRPose> get_pose(const StringName &p_action_name) const; void invalidate_pose(const StringName &p_action_name); - void set_pose(const StringName &p_action_name, const Transform3D &p_transform, const Vector3 &p_linear_velocity, const Vector3 &p_angular_velocity); + void set_pose(const StringName &p_action_name, const Transform3D &p_transform, const Vector3 &p_linear_velocity, const Vector3 &p_angular_velocity, const XRPose::TrackingConfidence p_tracking_confidence = XRPose::XR_TRACKING_CONFIDENCE_HIGH); Variant get_input(const StringName &p_action_name) const; void set_input(const StringName &p_action_name, const Variant &p_value); @@ -99,4 +97,4 @@ public: VARIANT_ENUM_CAST(XRPositionalTracker::TrackerHand); -#endif +#endif // XR_POSITIONAL_TRACKER_H diff --git a/servers/xr_server.cpp b/servers/xr_server.cpp index 959288497d..69f4c69b53 100644 --- a/servers/xr_server.cpp +++ b/servers/xr_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/xr_server.h b/servers/xr_server.h index 48d73cac9a..a820634bd9 100644 --- a/servers/xr_server.h +++ b/servers/xr_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -41,8 +41,6 @@ class XRInterface; class XRPositionalTracker; /** - @author Bastiaan Olij <mux213@gmail.com> - The XR server is a singleton object that gives access to the various objects and SDKs that are available on the system. Because there can be multiple SDKs active this is exposed as an array @@ -193,4 +191,4 @@ public: VARIANT_ENUM_CAST(XRServer::TrackerType); VARIANT_ENUM_CAST(XRServer::RotationMode); -#endif +#endif // XR_SERVER_H |