diff options
Diffstat (limited to 'servers')
-rw-r--r-- | servers/physics_2d_server.cpp | 2 | ||||
-rw-r--r-- | servers/register_server_types.cpp | 5 | ||||
-rw-r--r-- | servers/visual/rasterizer.h | 2 | ||||
-rw-r--r-- | servers/visual/visual_server_scene.cpp | 182 | ||||
-rw-r--r-- | servers/visual/visual_server_viewport.cpp | 2 | ||||
-rw-r--r-- | servers/visual_server.cpp | 2 |
6 files changed, 104 insertions, 91 deletions
diff --git a/servers/physics_2d_server.cpp b/servers/physics_2d_server.cpp index 99f539ea86..ca914b67e0 100644 --- a/servers/physics_2d_server.cpp +++ b/servers/physics_2d_server.cpp @@ -620,7 +620,7 @@ void Physics2DServer::_bind_methods() { ClassDB::bind_method(D_METHOD("body_clear_shapes", "body"), &Physics2DServer::body_clear_shapes); ClassDB::bind_method(D_METHOD("body_set_shape_disabled", "body", "shape_idx", "disable"), &Physics2DServer::body_set_shape_disabled); - ClassDB::bind_method(D_METHOD("body_set_shape_as_one_way_collision", "body", "shape_idx", "enable"), &Physics2DServer::body_set_shape_as_one_way_collision); + ClassDB::bind_method(D_METHOD("body_set_shape_as_one_way_collision", "body", "shape_idx", "enable", "margin"), &Physics2DServer::body_set_shape_as_one_way_collision); ClassDB::bind_method(D_METHOD("body_attach_object_instance_id", "body", "id"), &Physics2DServer::body_attach_object_instance_id); ClassDB::bind_method(D_METHOD("body_get_object_instance_id", "body"), &Physics2DServer::body_get_object_instance_id); diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp index 0c43000186..4e167be300 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -81,7 +81,6 @@ static void _debugger_get_resource_usage(List<ScriptDebuggerRemote::ResourceUsag ShaderTypes *shader_types = NULL; PhysicsServer *_createGodotPhysicsCallback() { - WARN_PRINT("The GodotPhysics 3D physics engine is deprecated and will be removed in Godot 3.2. You should use the Bullet physics engine instead (configurable in your project settings)."); return memnew(PhysicsServerSW); } @@ -167,8 +166,8 @@ void register_server_types() { GLOBAL_DEF(PhysicsServerManager::setting_property_name, "DEFAULT"); ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServerManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServerManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT")); - PhysicsServerManager::register_server("GodotPhysics - deprecated", &_createGodotPhysicsCallback); - PhysicsServerManager::set_default_server("GodotPhysics - deprecated"); + PhysicsServerManager::register_server("GodotPhysics", &_createGodotPhysicsCallback); + PhysicsServerManager::set_default_server("GodotPhysics"); } void unregister_server_types() { diff --git a/servers/visual/rasterizer.h b/servers/visual/rasterizer.h index 394592ec64..33081dcd0c 100644 --- a/servers/visual/rasterizer.h +++ b/servers/visual/rasterizer.h @@ -141,6 +141,7 @@ public: virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0; virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0; virtual void light_instance_mark_visible(RID p_light_instance) = 0; + virtual bool light_instances_can_render_shadow_cube() const { return true; } virtual RID reflection_atlas_create() = 0; virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_size) = 0; @@ -220,6 +221,7 @@ public: virtual void textures_keep_original(bool p_enable) = 0; virtual void texture_set_proxy(RID p_proxy, RID p_base) = 0; + virtual Size2 texture_size_with_proxy(RID p_texture) const = 0; virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0; /* SKY API */ diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp index 53e8d6a030..c8d64fca45 100644 --- a/servers/visual/visual_server_scene.cpp +++ b/servers/visual/visual_server_scene.cpp @@ -32,6 +32,7 @@ #include "core/os/os.h" #include "visual_server_global.h" #include "visual_server_raster.h" +#include <new> /* CAMERA API */ RID VisualServerScene::camera_create() { @@ -573,6 +574,19 @@ void VisualServerScene::instance_set_transform(RID p_instance, const Transform & if (instance->transform == p_transform) return; //must be checked to avoid worst evil +#ifdef DEBUG_ENABLED + + for (int i = 0; i < 4; i++) { + const Vector3 &v = i < 3 ? p_transform.basis.elements[i] : p_transform.origin; + ERR_FAIL_COND(Math::is_inf(v.x)); + ERR_FAIL_COND(Math::is_nan(v.x)); + ERR_FAIL_COND(Math::is_inf(v.y)); + ERR_FAIL_COND(Math::is_nan(v.y)); + ERR_FAIL_COND(Math::is_inf(v.z)); + ERR_FAIL_COND(Math::is_nan(v.z)); + } + +#endif instance->transform = p_transform; _instance_queue_update(instance, true); } @@ -1240,7 +1254,9 @@ void VisualServerScene::_update_instance_lightmap_captures(Instance *p_instance) //print_line("update captures for pos: " + p_instance->transform.origin); - zeromem(p_instance->lightmap_capture_data.ptrw(), 12 * sizeof(Color)); + for (int i = 0; i < 12; i++) + new (&p_instance->lightmap_capture_data.ptrw()[i]) Color; + //this could use some sort of blending.. for (List<Instance *>::Element *E = geom->lightmap_captures.front(); E; E = E->next()) { const PoolVector<RasterizerStorage::LightmapCaptureOctree> *octree = VSG::storage->lightmap_capture_get_octree_ptr(E->get()->base); @@ -1535,106 +1551,102 @@ bool VisualServerScene::_light_instance_update_shadow(Instance *p_instance, cons VS::LightOmniShadowMode shadow_mode = VSG::storage->light_omni_get_shadow_mode(p_instance->base); - switch (shadow_mode) { - case VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID: { - - for (int i = 0; i < 2; i++) { - - //using this one ensures that raster deferred will have it - - float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); + if (shadow_mode == VS::LIGHT_OMNI_SHADOW_DUAL_PARABOLOID || !VSG::scene_render->light_instances_can_render_shadow_cube()) { - float z = i == 0 ? -1 : 1; - Vector<Plane> planes; - planes.resize(5); - planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius)); - planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius)); - planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius)); - planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius)); - planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius)); + for (int i = 0; i < 2; i++) { - int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); - Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z); + //using this one ensures that raster deferred will have it - for (int j = 0; j < cull_count; j++) { - - Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { - cull_count--; - SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); - j--; - } else { - if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { - animated_material_found = true; - } + float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); - instance->depth = near_plane.distance_to(instance->transform.origin); - instance->depth_layer = 0; + float z = i == 0 ? -1 : 1; + Vector<Plane> planes; + planes.resize(5); + planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius)); + planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius)); + planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius)); + planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius)); + planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius)); + + int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); + Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z); + + for (int j = 0; j < cull_count; j++) { + + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { + cull_count--; + SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); + j--; + } else { + if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { + animated_material_found = true; } - } - VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i); - VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); + instance->depth = near_plane.distance_to(instance->transform.origin); + instance->depth_layer = 0; + } } - } break; - case VS::LIGHT_OMNI_SHADOW_CUBE: { - float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); - CameraMatrix cm; - cm.set_perspective(90, 1, 0.01, radius); - - for (int i = 0; i < 6; i++) { - - //using this one ensures that raster deferred will have it - - static const Vector3 view_normals[6] = { - Vector3(-1, 0, 0), - Vector3(+1, 0, 0), - Vector3(0, -1, 0), - Vector3(0, +1, 0), - Vector3(0, 0, -1), - Vector3(0, 0, +1) - }; - static const Vector3 view_up[6] = { - Vector3(0, -1, 0), - Vector3(0, -1, 0), - Vector3(0, 0, -1), - Vector3(0, 0, +1), - Vector3(0, -1, 0), - Vector3(0, -1, 0) - }; - - Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]); - - Vector<Plane> planes = cm.get_projection_planes(xform); + VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i); + VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); + } + } else { //shadow cube - int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); + float radius = VSG::storage->light_get_param(p_instance->base, VS::LIGHT_PARAM_RANGE); + CameraMatrix cm; + cm.set_perspective(90, 1, 0.01, radius); - Plane near_plane(xform.origin, -xform.basis.get_axis(2)); - for (int j = 0; j < cull_count; j++) { + for (int i = 0; i < 6; i++) { - Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { - cull_count--; - SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); - j--; - } else { - if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { - animated_material_found = true; - } - instance->depth = near_plane.distance_to(instance->transform.origin); - instance->depth_layer = 0; + //using this one ensures that raster deferred will have it + + static const Vector3 view_normals[6] = { + Vector3(-1, 0, 0), + Vector3(+1, 0, 0), + Vector3(0, -1, 0), + Vector3(0, +1, 0), + Vector3(0, 0, -1), + Vector3(0, 0, +1) + }; + static const Vector3 view_up[6] = { + Vector3(0, -1, 0), + Vector3(0, -1, 0), + Vector3(0, 0, -1), + Vector3(0, 0, +1), + Vector3(0, -1, 0), + Vector3(0, -1, 0) + }; + + Transform xform = light_transform * Transform().looking_at(view_normals[i], view_up[i]); + + Vector<Plane> planes = cm.get_projection_planes(xform); + + int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, VS::INSTANCE_GEOMETRY_MASK); + + Plane near_plane(xform.origin, -xform.basis.get_axis(2)); + for (int j = 0; j < cull_count; j++) { + + Instance *instance = instance_shadow_cull_result[j]; + if (!instance->visible || !((1 << instance->base_type) & VS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { + cull_count--; + SWAP(instance_shadow_cull_result[j], instance_shadow_cull_result[cull_count]); + j--; + } else { + if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { + animated_material_found = true; } + instance->depth = near_plane.distance_to(instance->transform.origin); + instance->depth_layer = 0; } - - VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i); - VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); } - //restore the regular DP matrix - VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0); + VSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i); + VSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count); + } - } break; + //restore the regular DP matrix + VSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0); } } break; diff --git a/servers/visual/visual_server_viewport.cpp b/servers/visual/visual_server_viewport.cpp index 92b17eae47..7a7ae3a823 100644 --- a/servers/visual/visual_server_viewport.cpp +++ b/servers/visual/visual_server_viewport.cpp @@ -97,7 +97,7 @@ void VisualServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::E RasterizerCanvas::Light *cl = F->get(); if (cl->enabled && cl->texture.is_valid()) { //not super efficient.. - Size2 tsize(VSG::storage->texture_get_width(cl->texture), VSG::storage->texture_get_height(cl->texture)); + Size2 tsize = VSG::storage->texture_size_with_proxy(cl->texture); tsize *= cl->scale; Vector2 offset = tsize / 2.0; diff --git a/servers/visual_server.cpp b/servers/visual_server.cpp index 02acf72951..14c9a29ae5 100644 --- a/servers/visual_server.cpp +++ b/servers/visual_server.cpp @@ -2406,7 +2406,7 @@ VisualServer::VisualServer() { GLOBAL_DEF("rendering/quality/shading/force_blinn_over_ggx.mobile", true); GLOBAL_DEF("rendering/quality/depth_prepass/enable", true); - GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno"); + GLOBAL_DEF("rendering/quality/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple"); GLOBAL_DEF("rendering/quality/filters/use_nearest_mipmap_filter", false); } |