diff options
Diffstat (limited to 'servers')
344 files changed, 13084 insertions, 12124 deletions
diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp index 729f278d4b..e6257d9260 100644 --- a/servers/audio/audio_driver_dummy.cpp +++ b/servers/audio/audio_driver_dummy.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_driver_dummy.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_driver_dummy.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_driver_dummy.h" @@ -52,7 +52,7 @@ Error AudioDriverDummy::init() { } return OK; -}; +} void AudioDriverDummy::thread_func(void *p_udata) { AudioDriverDummy *ad = static_cast<AudioDriverDummy *>(p_udata); @@ -68,31 +68,31 @@ void AudioDriverDummy::thread_func(void *p_udata) { ad->stop_counting_ticks(); ad->unlock(); - }; + } OS::get_singleton()->delay_usec(usdelay); - }; -}; + } +} void AudioDriverDummy::start() { active.set(); -}; +} int AudioDriverDummy::get_mix_rate() const { return mix_rate; -}; +} AudioDriver::SpeakerMode AudioDriverDummy::get_speaker_mode() const { return speaker_mode; -}; +} void AudioDriverDummy::lock() { mutex.lock(); -}; +} void AudioDriverDummy::unlock() { mutex.unlock(); -}; +} void AudioDriverDummy::set_use_threads(bool p_use_threads) { use_threads = p_use_threads; @@ -141,7 +141,7 @@ void AudioDriverDummy::finish() { if (samples_in) { memdelete_arr(samples_in); - }; + } } AudioDriverDummy::AudioDriverDummy() { diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h index 46dd2e1439..823bad1d2e 100644 --- a/servers/audio/audio_driver_dummy.h +++ b/servers/audio/audio_driver_dummy.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_driver_dummy.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_driver_dummy.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_DRIVER_DUMMY_H #define AUDIO_DRIVER_DUMMY_H @@ -59,17 +59,18 @@ class AudioDriverDummy : public AudioDriver { static AudioDriverDummy *singleton; public: - const char *get_name() const { + virtual const char *get_name() const override { return "Dummy"; }; - virtual Error init(); - virtual void start(); - virtual int get_mix_rate() const; - virtual SpeakerMode get_speaker_mode() const; - virtual void lock(); - virtual void unlock(); - virtual void finish(); + virtual Error init() override; + virtual void start() override; + virtual int get_mix_rate() const override; + virtual SpeakerMode get_speaker_mode() const override; + + virtual void lock() override; + virtual void unlock() override; + virtual void finish() override; void set_use_threads(bool p_use_threads); void set_speaker_mode(SpeakerMode p_mode); diff --git a/servers/audio/audio_effect.cpp b/servers/audio/audio_effect.cpp index 870a77806b..28a957cf6f 100644 --- a/servers/audio/audio_effect.cpp +++ b/servers/audio/audio_effect.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect.h" diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h index 93f10c156a..11febade3a 100644 --- a/servers/audio/audio_effect.h +++ b/servers/audio/audio_effect.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_H #define AUDIO_EFFECT_H diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp index 003275f302..ca6a6e482b 100644 --- a/servers/audio/audio_filter_sw.cpp +++ b/servers/audio/audio_filter_sw.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_filter_sw.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_filter_sw.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_filter_sw.h" diff --git a/servers/audio/audio_filter_sw.h b/servers/audio/audio_filter_sw.h index e3f8188997..1c68c843fd 100644 --- a/servers/audio/audio_filter_sw.h +++ b/servers/audio/audio_filter_sw.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_filter_sw.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_filter_sw.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_FILTER_SW_H #define AUDIO_FILTER_SW_H diff --git a/servers/audio/audio_rb_resampler.cpp b/servers/audio/audio_rb_resampler.cpp index adb0dc32ea..4a64f2e2f3 100644 --- a/servers/audio/audio_rb_resampler.cpp +++ b/servers/audio/audio_rb_resampler.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_rb_resampler.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_rb_resampler.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_rb_resampler.h" #include "core/math/math_funcs.h" diff --git a/servers/audio/audio_rb_resampler.h b/servers/audio/audio_rb_resampler.h index 81ac6332e2..8d243f374b 100644 --- a/servers/audio/audio_rb_resampler.h +++ b/servers/audio/audio_rb_resampler.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_rb_resampler.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_rb_resampler.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_RB_RESAMPLER_H #define AUDIO_RB_RESAMPLER_H diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp index 84c21f7cd6..32ee650f8d 100644 --- a/servers/audio/audio_stream.cpp +++ b/servers/audio/audio_stream.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_stream.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_stream.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_stream.h" @@ -367,7 +367,7 @@ void AudioStreamPlaybackMicrophone::start(double p_from_pos) { input_ofs = 0; - if (AudioDriver::get_singleton()->capture_start() == OK) { + if (AudioDriver::get_singleton()->input_start() == OK) { active = true; begin_resample(); } @@ -375,7 +375,7 @@ void AudioStreamPlaybackMicrophone::start(double p_from_pos) { void AudioStreamPlaybackMicrophone::stop() { if (active) { - AudioDriver::get_singleton()->capture_stop(); + AudioDriver::get_singleton()->input_stop(); active = false; } } diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h index 0d3f7bca04..02a7651631 100644 --- a/servers/audio/audio_stream.h +++ b/servers/audio/audio_stream.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_stream.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_stream.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_STREAM_H #define AUDIO_STREAM_H diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp index 2889562173..b763e83541 100644 --- a/servers/audio/effects/audio_effect_amplify.cpp +++ b/servers/audio/effects/audio_effect_amplify.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_amplify.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_amplify.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_amplify.h" diff --git a/servers/audio/effects/audio_effect_amplify.h b/servers/audio/effects/audio_effect_amplify.h index fd424cbe9a..cf49d650e3 100644 --- a/servers/audio/effects/audio_effect_amplify.h +++ b/servers/audio/effects/audio_effect_amplify.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_amplify.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_amplify.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_AMPLIFY_H #define AUDIO_EFFECT_AMPLIFY_H diff --git a/servers/audio/effects/audio_effect_capture.cpp b/servers/audio/effects/audio_effect_capture.cpp index 1f5f5e259a..7e7aa73f9c 100644 --- a/servers/audio/effects/audio_effect_capture.cpp +++ b/servers/audio/effects/audio_effect_capture.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_capture.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_capture.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_capture.h" diff --git a/servers/audio/effects/audio_effect_capture.h b/servers/audio/effects/audio_effect_capture.h index 3935f7d473..38213984e7 100644 --- a/servers/audio/effects/audio_effect_capture.h +++ b/servers/audio/effects/audio_effect_capture.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_capture.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_capture.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_CAPTURE_H #define AUDIO_EFFECT_CAPTURE_H diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp index 69b416f5f7..796abfee02 100644 --- a/servers/audio/effects/audio_effect_chorus.cpp +++ b/servers/audio/effects/audio_effect_chorus.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_chorus.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_chorus.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_chorus.h" #include "core/math/math_funcs.h" diff --git a/servers/audio/effects/audio_effect_chorus.h b/servers/audio/effects/audio_effect_chorus.h index dd4b431e7a..24e569afc2 100644 --- a/servers/audio/effects/audio_effect_chorus.h +++ b/servers/audio/effects/audio_effect_chorus.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_chorus.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_chorus.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_CHORUS_H #define AUDIO_EFFECT_CHORUS_H diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp index 43b210e450..ed6690c120 100644 --- a/servers/audio/effects/audio_effect_compressor.cpp +++ b/servers/audio/effects/audio_effect_compressor.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_compressor.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_compressor.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_compressor.h" #include "servers/audio_server.h" diff --git a/servers/audio/effects/audio_effect_compressor.h b/servers/audio/effects/audio_effect_compressor.h index 886255b958..e1b9a68535 100644 --- a/servers/audio/effects/audio_effect_compressor.h +++ b/servers/audio/effects/audio_effect_compressor.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_compressor.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_compressor.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_COMPRESSOR_H #define AUDIO_EFFECT_COMPRESSOR_H diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp index 69c62e3a13..40a7a28fc4 100644 --- a/servers/audio/effects/audio_effect_delay.cpp +++ b/servers/audio/effects/audio_effect_delay.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_delay.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_delay.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_delay.h" diff --git a/servers/audio/effects/audio_effect_delay.h b/servers/audio/effects/audio_effect_delay.h index 020d45e79b..2dd039632c 100644 --- a/servers/audio/effects/audio_effect_delay.h +++ b/servers/audio/effects/audio_effect_delay.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_delay.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_delay.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_DELAY_H #define AUDIO_EFFECT_DELAY_H diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp index 25ca0cfdfe..bd7ac03bd1 100644 --- a/servers/audio/effects/audio_effect_distortion.cpp +++ b/servers/audio/effects/audio_effect_distortion.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_distortion.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_distortion.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_distortion.h" #include "core/math/math_funcs.h" diff --git a/servers/audio/effects/audio_effect_distortion.h b/servers/audio/effects/audio_effect_distortion.h index c845a0e53c..2499092a3f 100644 --- a/servers/audio/effects/audio_effect_distortion.h +++ b/servers/audio/effects/audio_effect_distortion.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_distortion.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_distortion.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_DISTORTION_H #define AUDIO_EFFECT_DISTORTION_H diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp index 8a71ef0be7..8d4bc1891f 100644 --- a/servers/audio/effects/audio_effect_eq.cpp +++ b/servers/audio/effects/audio_effect_eq.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_eq.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_eq.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_eq.h" diff --git a/servers/audio/effects/audio_effect_eq.h b/servers/audio/effects/audio_effect_eq.h index b80fb7c73c..392a76fd6a 100644 --- a/servers/audio/effects/audio_effect_eq.h +++ b/servers/audio/effects/audio_effect_eq.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_eq.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_eq.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_EQ_H #define AUDIO_EFFECT_EQ_H diff --git a/servers/audio/effects/audio_effect_filter.cpp b/servers/audio/effects/audio_effect_filter.cpp index 68f8e334df..dd89784010 100644 --- a/servers/audio/effects/audio_effect_filter.cpp +++ b/servers/audio/effects/audio_effect_filter.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_filter.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_filter.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_filter.h" #include "servers/audio_server.h" diff --git a/servers/audio/effects/audio_effect_filter.h b/servers/audio/effects/audio_effect_filter.h index 1510ee2af7..04c64ee164 100644 --- a/servers/audio/effects/audio_effect_filter.h +++ b/servers/audio/effects/audio_effect_filter.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_filter.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_filter.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_FILTER_H #define AUDIO_EFFECT_FILTER_H diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp index 99653cf5b6..ede6d77fbc 100644 --- a/servers/audio/effects/audio_effect_limiter.cpp +++ b/servers/audio/effects/audio_effect_limiter.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_limiter.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_limiter.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_limiter.h" diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h index f84a0ae103..478afa34ed 100644 --- a/servers/audio/effects/audio_effect_limiter.h +++ b/servers/audio/effects/audio_effect_limiter.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_limiter.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_limiter.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_LIMITER_H #define AUDIO_EFFECT_LIMITER_H diff --git a/servers/audio/effects/audio_effect_panner.cpp b/servers/audio/effects/audio_effect_panner.cpp index 278acda86c..74742d60de 100644 --- a/servers/audio/effects/audio_effect_panner.cpp +++ b/servers/audio/effects/audio_effect_panner.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_panner.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_panner.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_panner.h" diff --git a/servers/audio/effects/audio_effect_panner.h b/servers/audio/effects/audio_effect_panner.h index 3eca71a926..096b03af87 100644 --- a/servers/audio/effects/audio_effect_panner.h +++ b/servers/audio/effects/audio_effect_panner.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_panner.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_panner.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_PANNER_H #define AUDIO_EFFECT_PANNER_H diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp index 2f86630ce9..76d2ca5689 100644 --- a/servers/audio/effects/audio_effect_phaser.cpp +++ b/servers/audio/effects/audio_effect_phaser.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_phaser.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_phaser.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_phaser.h" #include "core/math/math_funcs.h" diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h index 80b7742835..96c75c35dc 100644 --- a/servers/audio/effects/audio_effect_phaser.h +++ b/servers/audio/effects/audio_effect_phaser.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_phaser.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_phaser.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_PHASER_H #define AUDIO_EFFECT_PHASER_H diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp index b47f503c04..11c1d44472 100644 --- a/servers/audio/effects/audio_effect_pitch_shift.cpp +++ b/servers/audio/effects/audio_effect_pitch_shift.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_pitch_shift.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_pitch_shift.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_pitch_shift.h" diff --git a/servers/audio/effects/audio_effect_pitch_shift.h b/servers/audio/effects/audio_effect_pitch_shift.h index 0478d05ceb..f372cc2124 100644 --- a/servers/audio/effects/audio_effect_pitch_shift.h +++ b/servers/audio/effects/audio_effect_pitch_shift.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_pitch_shift.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_pitch_shift.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_PITCH_SHIFT_H #define AUDIO_EFFECT_PITCH_SHIFT_H diff --git a/servers/audio/effects/audio_effect_record.cpp b/servers/audio/effects/audio_effect_record.cpp index b2e57c9a01..e82f6e518e 100644 --- a/servers/audio/effects/audio_effect_record.cpp +++ b/servers/audio/effects/audio_effect_record.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_record.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_record.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_record.h" diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h index e89d8adbde..3211421fa9 100644 --- a/servers/audio/effects/audio_effect_record.h +++ b/servers/audio/effects/audio_effect_record.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_record.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_record.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_RECORD_H #define AUDIO_EFFECT_RECORD_H diff --git a/servers/audio/effects/audio_effect_reverb.cpp b/servers/audio/effects/audio_effect_reverb.cpp index bfc68152a4..00d21120fe 100644 --- a/servers/audio/effects/audio_effect_reverb.cpp +++ b/servers/audio/effects/audio_effect_reverb.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_reverb.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_reverb.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_reverb.h" #include "servers/audio_server.h" diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h index a2c1fc5ea5..d7c967b3a6 100644 --- a/servers/audio/effects/audio_effect_reverb.h +++ b/servers/audio/effects/audio_effect_reverb.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_reverb.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_reverb.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_REVERB_H #define AUDIO_EFFECT_REVERB_H diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp index 30ebf626ae..bd5b226e15 100644 --- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp +++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_spectrum_analyzer.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_spectrum_analyzer.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_spectrum_analyzer.h" #include "servers/audio_server.h" diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.h b/servers/audio/effects/audio_effect_spectrum_analyzer.h index 982c20d4a4..f3c1cf88f1 100644 --- a/servers/audio/effects/audio_effect_spectrum_analyzer.h +++ b/servers/audio/effects/audio_effect_spectrum_analyzer.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_spectrum_analyzer.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_spectrum_analyzer.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_SPECTRUM_ANALYZER_H #define AUDIO_EFFECT_SPECTRUM_ANALYZER_H diff --git a/servers/audio/effects/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp index e567add3e7..be9905724e 100644 --- a/servers/audio/effects/audio_effect_stereo_enhance.cpp +++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_stereo_enhance.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_stereo_enhance.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_effect_stereo_enhance.h" diff --git a/servers/audio/effects/audio_effect_stereo_enhance.h b/servers/audio/effects/audio_effect_stereo_enhance.h index 30ea11f625..503edc431f 100644 --- a/servers/audio/effects/audio_effect_stereo_enhance.h +++ b/servers/audio/effects/audio_effect_stereo_enhance.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_effect_stereo_enhance.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_effect_stereo_enhance.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_EFFECT_STEREO_ENHANCE_H #define AUDIO_EFFECT_STEREO_ENHANCE_H diff --git a/servers/audio/effects/audio_stream_generator.cpp b/servers/audio/effects/audio_stream_generator.cpp index 547b60a317..5cfe51465d 100644 --- a/servers/audio/effects/audio_stream_generator.cpp +++ b/servers/audio/effects/audio_stream_generator.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_stream_generator.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_stream_generator.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_stream_generator.h" diff --git a/servers/audio/effects/audio_stream_generator.h b/servers/audio/effects/audio_stream_generator.h index 21cb3954d3..c0e017919f 100644 --- a/servers/audio/effects/audio_stream_generator.h +++ b/servers/audio/effects/audio_stream_generator.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_stream_generator.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_stream_generator.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_STREAM_GENERATOR_H #define AUDIO_STREAM_GENERATOR_H diff --git a/servers/audio/effects/eq_filter.cpp b/servers/audio/effects/eq_filter.cpp index 6807e81cc4..95f2e03cb9 100644 --- a/servers/audio/effects/eq_filter.cpp +++ b/servers/audio/effects/eq_filter.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* eq_filter.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* eq_filter.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "eq_filter.h" diff --git a/servers/audio/effects/eq_filter.h b/servers/audio/effects/eq_filter.h index 9dcad4dcea..ca15e5aea4 100644 --- a/servers/audio/effects/eq_filter.h +++ b/servers/audio/effects/eq_filter.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* eq_filter.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* eq_filter.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef EQ_FILTER_H #define EQ_FILTER_H diff --git a/servers/audio/effects/reverb_filter.cpp b/servers/audio/effects/reverb_filter.cpp index 2b60b73b7e..415686e69b 100644 --- a/servers/audio/effects/reverb_filter.cpp +++ b/servers/audio/effects/reverb_filter.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* reverb_filter.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* reverb_filter.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "reverb_filter.h" diff --git a/servers/audio/effects/reverb_filter.h b/servers/audio/effects/reverb_filter.h index fe846fe2e7..c7f72dfef6 100644 --- a/servers/audio/effects/reverb_filter.h +++ b/servers/audio/effects/reverb_filter.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* reverb_filter.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* reverb_filter.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef REVERB_FILTER_H #define REVERB_FILTER_H diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp index c7d626c159..0344bf322d 100644 --- a/servers/audio_server.cpp +++ b/servers/audio_server.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_server.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_server.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "audio_server.h" @@ -144,7 +144,7 @@ int AudioDriver::get_total_channels_by_speaker_mode(AudioDriver::SpeakerMode p_m ERR_FAIL_V(2); } -PackedStringArray AudioDriver::get_device_list() { +PackedStringArray AudioDriver::get_output_device_list() { PackedStringArray list; list.push_back("Default"); @@ -152,11 +152,11 @@ PackedStringArray AudioDriver::get_device_list() { return list; } -String AudioDriver::get_device() { +String AudioDriver::get_output_device() { return "Default"; } -PackedStringArray AudioDriver::capture_get_device_list() { +PackedStringArray AudioDriver::get_input_device_list() { PackedStringArray list; list.push_back("Default"); @@ -238,7 +238,7 @@ void AudioServer::_driver_process(int p_frames, int32_t *p_buffer) { #endif if (channel_count != get_channel_count()) { - // Amount of channels changed due to a device change + // Amount of channels changed due to a output_device change // reinitialize the buses channels and buffers init_channels_and_buffers(); } @@ -1342,8 +1342,7 @@ void AudioServer::init_channels_and_buffers() { void AudioServer::init() { channel_disable_threshold_db = GLOBAL_DEF_RST("audio/buses/channel_disable_threshold_db", -60.0); - channel_disable_frames = float(GLOBAL_DEF_RST("audio/buses/channel_disable_time", 2.0)) * get_mix_rate(); - ProjectSettings::get_singleton()->set_custom_property_info("audio/buses/channel_disable_time", PropertyInfo(Variant::FLOAT, "audio/buses/channel_disable_time", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater")); + channel_disable_frames = float(GLOBAL_DEF_RST(PropertyInfo(Variant::FLOAT, "audio/buses/channel_disable_time", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 2.0)) * get_mix_rate(); buffer_size = 512; //hardcoded for now init_channels_and_buffers(); @@ -1633,28 +1632,28 @@ Ref<AudioBusLayout> AudioServer::generate_bus_layout() const { return state; } -PackedStringArray AudioServer::get_device_list() { - return AudioDriver::get_singleton()->get_device_list(); +PackedStringArray AudioServer::get_output_device_list() { + return AudioDriver::get_singleton()->get_output_device_list(); } -String AudioServer::get_device() { - return AudioDriver::get_singleton()->get_device(); +String AudioServer::get_output_device() { + return AudioDriver::get_singleton()->get_output_device(); } -void AudioServer::set_device(String device) { - AudioDriver::get_singleton()->set_device(device); +void AudioServer::set_output_device(const String &p_name) { + AudioDriver::get_singleton()->set_output_device(p_name); } -PackedStringArray AudioServer::capture_get_device_list() { - return AudioDriver::get_singleton()->capture_get_device_list(); +PackedStringArray AudioServer::get_input_device_list() { + return AudioDriver::get_singleton()->get_input_device_list(); } -String AudioServer::capture_get_device() { - return AudioDriver::get_singleton()->capture_get_device(); +String AudioServer::get_input_device() { + return AudioDriver::get_singleton()->get_input_device(); } -void AudioServer::capture_set_device(const String &p_name) { - AudioDriver::get_singleton()->capture_set_device(p_name); +void AudioServer::set_input_device(const String &p_name) { + AudioDriver::get_singleton()->set_input_device(p_name); } void AudioServer::set_enable_tagging_used_audio_streams(bool p_enable) { @@ -1712,17 +1711,18 @@ void AudioServer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_speaker_mode"), &AudioServer::get_speaker_mode); ClassDB::bind_method(D_METHOD("get_mix_rate"), &AudioServer::get_mix_rate); - ClassDB::bind_method(D_METHOD("get_device_list"), &AudioServer::get_device_list); - ClassDB::bind_method(D_METHOD("get_device"), &AudioServer::get_device); - ClassDB::bind_method(D_METHOD("set_device", "device"), &AudioServer::set_device); + + ClassDB::bind_method(D_METHOD("get_output_device_list"), &AudioServer::get_output_device_list); + ClassDB::bind_method(D_METHOD("get_output_device"), &AudioServer::get_output_device); + ClassDB::bind_method(D_METHOD("set_output_device", "name"), &AudioServer::set_output_device); ClassDB::bind_method(D_METHOD("get_time_to_next_mix"), &AudioServer::get_time_to_next_mix); ClassDB::bind_method(D_METHOD("get_time_since_last_mix"), &AudioServer::get_time_since_last_mix); ClassDB::bind_method(D_METHOD("get_output_latency"), &AudioServer::get_output_latency); - ClassDB::bind_method(D_METHOD("capture_get_device_list"), &AudioServer::capture_get_device_list); - ClassDB::bind_method(D_METHOD("capture_get_device"), &AudioServer::capture_get_device); - ClassDB::bind_method(D_METHOD("capture_set_device", "name"), &AudioServer::capture_set_device); + ClassDB::bind_method(D_METHOD("get_input_device_list"), &AudioServer::get_input_device_list); + ClassDB::bind_method(D_METHOD("get_input_device"), &AudioServer::get_input_device); + ClassDB::bind_method(D_METHOD("set_input_device", "name"), &AudioServer::set_input_device); ClassDB::bind_method(D_METHOD("set_bus_layout", "bus_layout"), &AudioServer::set_bus_layout); ClassDB::bind_method(D_METHOD("generate_bus_layout"), &AudioServer::generate_bus_layout); @@ -1730,11 +1730,11 @@ void AudioServer::_bind_methods() { ClassDB::bind_method(D_METHOD("set_enable_tagging_used_audio_streams", "enable"), &AudioServer::set_enable_tagging_used_audio_streams); ADD_PROPERTY(PropertyInfo(Variant::INT, "bus_count"), "set_bus_count", "get_bus_count"); - ADD_PROPERTY(PropertyInfo(Variant::STRING, "device"), "set_device", "get_device"); - ADD_PROPERTY(PropertyInfo(Variant::STRING, "capture_device"), "capture_set_device", "capture_get_device"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "output_device"), "set_output_device", "get_output_device"); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "input_device"), "set_input_device", "get_input_device"); // The default value may be set to an empty string by the platform-specific audio driver. // Override for class reference generation purposes. - ADD_PROPERTY_DEFAULT("capture_device", "Default"); + ADD_PROPERTY_DEFAULT("input_device", "Default"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "playback_speed_scale"), "set_playback_speed_scale", "get_playback_speed_scale"); ADD_SIGNAL(MethodInfo("bus_layout_changed")); diff --git a/servers/audio_server.h b/servers/audio_server.h index 588107c25d..155beb2000 100644 --- a/servers/audio_server.h +++ b/servers/audio_server.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* audio_server.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* audio_server.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef AUDIO_SERVER_H #define AUDIO_SERVER_H @@ -88,26 +88,32 @@ public: static AudioDriver *get_singleton(); void set_singleton(); + // Virtual API to implement. + virtual const char *get_name() const = 0; virtual Error init() = 0; virtual void start() = 0; virtual int get_mix_rate() const = 0; virtual SpeakerMode get_speaker_mode() const = 0; - virtual PackedStringArray get_device_list(); - virtual String get_device(); - virtual void set_device(String device) {} + virtual float get_latency() { return 0; } + virtual void lock() = 0; virtual void unlock() = 0; virtual void finish() = 0; - virtual Error capture_start() { return FAILED; } - virtual Error capture_stop() { return FAILED; } - virtual void capture_set_device(const String &p_name) {} - virtual String capture_get_device() { return "Default"; } - virtual PackedStringArray capture_get_device_list(); + virtual PackedStringArray get_output_device_list(); + virtual String get_output_device(); + virtual void set_output_device(const String &p_name) {} - virtual float get_latency() { return 0; } + virtual Error input_start() { return FAILED; } + virtual Error input_stop() { return FAILED; } + + virtual PackedStringArray get_input_device_list(); + virtual String get_input_device() { return "Default"; } + virtual void set_input_device(const String &p_name) {} + + // SpeakerMode get_speaker_mode_by_total_channels(int p_channels) const; int get_total_channels_by_speaker_mode(SpeakerMode) const; @@ -419,13 +425,13 @@ public: void set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout); Ref<AudioBusLayout> generate_bus_layout() const; - PackedStringArray get_device_list(); - String get_device(); - void set_device(String device); + PackedStringArray get_output_device_list(); + String get_output_device(); + void set_output_device(const String &p_name); - PackedStringArray capture_get_device_list(); - String capture_get_device(); - void capture_set_device(const String &p_name); + PackedStringArray get_input_device_list(); + String get_input_device(); + void set_input_device(const String &p_name); void set_enable_tagging_used_audio_streams(bool p_enable); diff --git a/servers/camera/camera_feed.cpp b/servers/camera/camera_feed.cpp index 624c06ecf1..0661ffd576 100644 --- a/servers/camera/camera_feed.cpp +++ b/servers/camera/camera_feed.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* camera_feed.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* camera_feed.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "camera_feed.h" @@ -165,6 +165,7 @@ CameraFeed::CameraFeed(String p_name, FeedPosition p_position) { CameraFeed::~CameraFeed() { // Free our textures + ERR_FAIL_NULL(RenderingServer::get_singleton()); RenderingServer::get_singleton()->free(texture[CameraServer::FEED_Y_IMAGE]); RenderingServer::get_singleton()->free(texture[CameraServer::FEED_CBCR_IMAGE]); } diff --git a/servers/camera/camera_feed.h b/servers/camera/camera_feed.h index e86605a89b..b85a44cfae 100644 --- a/servers/camera/camera_feed.h +++ b/servers/camera/camera_feed.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* camera_feed.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* camera_feed.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef CAMERA_FEED_H #define CAMERA_FEED_H diff --git a/servers/camera_server.cpp b/servers/camera_server.cpp index b87cdd6d9f..bf698e3945 100644 --- a/servers/camera_server.cpp +++ b/servers/camera_server.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* camera_server.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* camera_server.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "camera_server.h" #include "core/variant/typed_array.h" diff --git a/servers/camera_server.h b/servers/camera_server.h index c6fb906b3c..4e0b75fbf6 100644 --- a/servers/camera_server.h +++ b/servers/camera_server.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* camera_server.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* camera_server.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef CAMERA_SERVER_H #define CAMERA_SERVER_H diff --git a/servers/debugger/servers_debugger.cpp b/servers/debugger/servers_debugger.cpp index 222b475be8..75452be49b 100644 --- a/servers/debugger/servers_debugger.cpp +++ b/servers/debugger/servers_debugger.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* servers_debugger.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* servers_debugger.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "servers_debugger.h" @@ -409,6 +409,7 @@ Error ServersDebugger::_capture(void *p_user, const String &p_cmd, const Array & if (RenderingServer::get_singleton()->has_changed()) { RenderingServer::get_singleton()->draw(true, delta); } + EngineDebugger::get_singleton()->send_message("servers:drawn", Array()); } else if (p_cmd == "foreground") { singleton->last_draw_time = 0.0; DisplayServer::get_singleton()->window_move_to_foreground(); diff --git a/servers/debugger/servers_debugger.h b/servers/debugger/servers_debugger.h index be0e64fbc0..c7a11439e0 100644 --- a/servers/debugger/servers_debugger.h +++ b/servers/debugger/servers_debugger.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* servers_debugger.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* servers_debugger.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SERVERS_DEBUGGER_H #define SERVERS_DEBUGGER_H diff --git a/servers/display_server.cpp b/servers/display_server.cpp index 523cc714f0..2d65cea432 100644 --- a/servers/display_server.cpp +++ b/servers/display_server.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* display_server.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* display_server.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "display_server.h" @@ -38,6 +38,9 @@ DisplayServer *DisplayServer::singleton = nullptr; bool DisplayServer::hidpi_allowed = false; +bool DisplayServer::window_early_clear_override_enabled = false; +Color DisplayServer::window_early_clear_override_color = Color(0, 0, 0, 0); + DisplayServer::DisplayServerCreate DisplayServer::server_create_functions[DisplayServer::MAX_SERVERS] = { { "headless", &DisplayServerHeadless::create_func, &DisplayServerHeadless::get_rendering_drivers_func } }; @@ -315,6 +318,23 @@ void DisplayServer::tts_post_utterance_event(TTSUtteranceEvent p_event, int p_id } } +bool DisplayServer::_get_window_early_clear_override(Color &r_color) { + if (window_early_clear_override_enabled) { + r_color = window_early_clear_override_color; + return true; + } else if (RenderingServer::get_singleton()) { + r_color = RenderingServer::get_singleton()->get_default_clear_color(); + return true; + } else { + return false; + } +} + +void DisplayServer::set_early_window_clear_color_override(bool p_enabled, Color p_color) { + window_early_clear_override_enabled = p_enabled; + window_early_clear_override_color = p_color; +} + void DisplayServer::mouse_set_mode(MouseMode p_mode) { WARN_PRINT("Mouse is not supported by this display server."); } @@ -324,15 +344,14 @@ DisplayServer::MouseMode DisplayServer::mouse_get_mode() const { } void DisplayServer::warp_mouse(const Point2i &p_position) { - WARN_PRINT("Mouse warping 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."); } -MouseButton DisplayServer::mouse_get_button_state() const { - ERR_FAIL_V_MSG(MouseButton::NONE, "Mouse is not supported by this display server."); +BitField<MouseButtonMask> DisplayServer::mouse_get_button_state() const { + ERR_FAIL_V_MSG(0, "Mouse is not supported by this display server."); } void DisplayServer::clipboard_set(const String &p_text) { @@ -379,6 +398,23 @@ bool DisplayServer::screen_is_kept_on() const { return false; } +int DisplayServer::get_screen_from_rect(const Rect2 &p_rect) const { + int nearest_area = 0; + int pos_screen = -1; + for (int i = 0; i < get_screen_count(); i++) { + Rect2i r; + r.position = screen_get_position(i); + r.size = screen_get_size(i); + Rect2 inters = r.intersection(p_rect); + int area = inters.size.width * inters.size.height; + if (area > nearest_area) { + pos_screen = i; + nearest_area = area; + } + } + return pos_screen; +} + DisplayServer::WindowID DisplayServer::create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect) { ERR_FAIL_V_MSG(INVALID_WINDOW_ID, "Sub-windows not supported by this display server."); } @@ -535,7 +571,7 @@ void DisplayServer::_bind_methods() { ClassDB::bind_method(D_METHOD("global_menu_add_icon_check_item", "menu_root", "icon", "label", "callback", "key_callback", "tag", "accelerator", "index"), &DisplayServer::global_menu_add_icon_check_item, DEFVAL(Callable()), DEFVAL(Callable()), DEFVAL(Variant()), DEFVAL(Key::NONE), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("global_menu_add_radio_check_item", "menu_root", "label", "callback", "key_callback", "tag", "accelerator", "index"), &DisplayServer::global_menu_add_radio_check_item, DEFVAL(Callable()), DEFVAL(Callable()), DEFVAL(Variant()), DEFVAL(Key::NONE), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("global_menu_add_icon_radio_check_item", "menu_root", "icon", "label", "callback", "key_callback", "tag", "accelerator", "index"), &DisplayServer::global_menu_add_icon_radio_check_item, DEFVAL(Callable()), DEFVAL(Callable()), DEFVAL(Variant()), DEFVAL(Key::NONE), DEFVAL(-1)); - ClassDB::bind_method(D_METHOD("global_menu_add_multistate_item", "menu_root", "labe", "max_states", "default_state", "callback", "key_callback", "tag", "accelerator", "index"), &DisplayServer::global_menu_add_multistate_item, DEFVAL(Callable()), DEFVAL(Callable()), DEFVAL(Variant()), DEFVAL(Key::NONE), DEFVAL(-1)); + ClassDB::bind_method(D_METHOD("global_menu_add_multistate_item", "menu_root", "label", "max_states", "default_state", "callback", "key_callback", "tag", "accelerator", "index"), &DisplayServer::global_menu_add_multistate_item, DEFVAL(Callable()), DEFVAL(Callable()), DEFVAL(Variant()), DEFVAL(Key::NONE), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("global_menu_add_separator", "menu_root", "index"), &DisplayServer::global_menu_add_separator, DEFVAL(-1)); ClassDB::bind_method(D_METHOD("global_menu_get_item_index_from_text", "menu_root", "text"), &DisplayServer::global_menu_get_item_index_from_text); @@ -612,6 +648,8 @@ void DisplayServer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_display_safe_area"), &DisplayServer::get_display_safe_area); ClassDB::bind_method(D_METHOD("get_screen_count"), &DisplayServer::get_screen_count); + ClassDB::bind_method(D_METHOD("get_primary_screen"), &DisplayServer::get_primary_screen); + ClassDB::bind_method(D_METHOD("get_screen_from_rect", "rect"), &DisplayServer::get_screen_from_rect); ClassDB::bind_method(D_METHOD("screen_get_position", "screen"), &DisplayServer::screen_get_position, DEFVAL(SCREEN_OF_MAIN_WINDOW)); ClassDB::bind_method(D_METHOD("screen_get_size", "screen"), &DisplayServer::screen_get_size, DEFVAL(SCREEN_OF_MAIN_WINDOW)); ClassDB::bind_method(D_METHOD("screen_get_usable_rect", "screen"), &DisplayServer::screen_get_usable_rect, DEFVAL(SCREEN_OF_MAIN_WINDOW)); @@ -754,7 +792,9 @@ void DisplayServer::_bind_methods() { BIND_ENUM_CONSTANT(MOUSE_MODE_CONFINED); BIND_ENUM_CONSTANT(MOUSE_MODE_CONFINED_HIDDEN); + BIND_CONSTANT(SCREEN_PRIMARY); BIND_CONSTANT(SCREEN_OF_MAIN_WINDOW); + BIND_CONSTANT(MAIN_WINDOW_ID); BIND_CONSTANT(INVALID_WINDOW_ID); @@ -807,6 +847,7 @@ void DisplayServer::_bind_methods() { BIND_ENUM_CONSTANT(WINDOW_FLAG_NO_FOCUS); BIND_ENUM_CONSTANT(WINDOW_FLAG_POPUP); BIND_ENUM_CONSTANT(WINDOW_FLAG_EXTEND_TO_TITLE); + BIND_ENUM_CONSTANT(WINDOW_FLAG_MOUSE_PASSTHROUGH); BIND_ENUM_CONSTANT(WINDOW_FLAG_MAX); BIND_ENUM_CONSTANT(WINDOW_EVENT_MOUSE_ENTER); @@ -858,9 +899,9 @@ Vector<String> DisplayServer::get_create_function_rendering_drivers(int p_index) return server_create_functions[p_index].get_rendering_drivers_function(); } -DisplayServer *DisplayServer::create(int p_index, const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, Error &r_error) { +DisplayServer *DisplayServer::create(int p_index, const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Error &r_error) { ERR_FAIL_INDEX_V(p_index, server_create_count, nullptr); - return server_create_functions[p_index].create_function(p_rendering_driver, p_mode, p_vsync_mode, p_flags, p_position, p_resolution, r_error); + return server_create_functions[p_index].create_function(p_rendering_driver, p_mode, p_vsync_mode, p_flags, p_position, p_resolution, p_screen, r_error); } void DisplayServer::_input_set_mouse_mode(Input::MouseMode p_mode) { diff --git a/servers/display_server.h b/servers/display_server.h index 4c36b0acb9..aa30b25b65 100644 --- a/servers/display_server.h +++ b/servers/display_server.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* display_server.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* display_server.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef DISPLAY_SERVER_H #define DISPLAY_SERVER_H @@ -73,7 +73,7 @@ public: OPENGL_CONTEXT, }; - typedef DisplayServer *(*CreateFunction)(const String &, WindowMode, VSyncMode, uint32_t, const Point2i *, const Size2i &, Error &r_error); + typedef DisplayServer *(*CreateFunction)(const String &, WindowMode, VSyncMode, uint32_t, const Point2i *, const Size2i &, int p_screen, Error &r_error); typedef Vector<String> (*GetRenderingDriversFunction)(); private: @@ -217,6 +217,16 @@ public: virtual bool is_dark_mode() const { return false; }; virtual Color get_accent_color() const { return Color(0, 0, 0, 0); }; +private: + static bool window_early_clear_override_enabled; + static Color window_early_clear_override_color; + +protected: + static bool _get_window_early_clear_override(Color &r_color); + +public: + static void set_early_window_clear_color_override(bool p_enabled, Color p_color = Color(0, 0, 0, 0)); + enum MouseMode { MOUSE_MODE_VISIBLE, MOUSE_MODE_HIDDEN, @@ -230,7 +240,7 @@ public: virtual void warp_mouse(const Point2i &p_position); virtual Point2i mouse_get_position() const; - virtual MouseButton mouse_get_button_state() const; + virtual BitField<MouseButtonMask> mouse_get_button_state() const; virtual void clipboard_set(const String &p_text); virtual String clipboard_get() const; @@ -242,12 +252,15 @@ public: virtual Rect2i get_display_safe_area() const { return screen_get_usable_rect(); } enum { - SCREEN_OF_MAIN_WINDOW = -1 + SCREEN_PRIMARY = -2, + SCREEN_OF_MAIN_WINDOW = -1, // Note: for the main window, determine screen from position. }; const float SCREEN_REFRESH_RATE_FALLBACK = -1.0; // Returned by screen_get_refresh_rate if the method fails. virtual int get_screen_count() const = 0; + virtual int get_primary_screen() const = 0; + virtual int get_screen_from_rect(const Rect2 &p_rect) const; virtual Point2i screen_get_position(int p_screen = SCREEN_OF_MAIN_WINDOW) const = 0; virtual Size2i screen_get_size(int p_screen = SCREEN_OF_MAIN_WINDOW) const = 0; virtual Rect2i screen_get_usable_rect(int p_screen = SCREEN_OF_MAIN_WINDOW) const = 0; @@ -298,6 +311,7 @@ public: WINDOW_FLAG_NO_FOCUS, WINDOW_FLAG_POPUP, WINDOW_FLAG_EXTEND_TO_TITLE, + WINDOW_FLAG_MOUSE_PASSTHROUGH, WINDOW_FLAG_MAX, }; @@ -310,6 +324,7 @@ public: WINDOW_FLAG_NO_FOCUS_BIT = (1 << WINDOW_FLAG_NO_FOCUS), WINDOW_FLAG_POPUP_BIT = (1 << WINDOW_FLAG_POPUP), WINDOW_FLAG_EXTEND_TO_TITLE_BIT = (1 << WINDOW_FLAG_EXTEND_TO_TITLE), + WINDOW_FLAG_MOUSE_PASSTHROUGH_BIT = (1 << WINDOW_FLAG_MOUSE_PASSTHROUGH), }; virtual WindowID create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i()); @@ -485,7 +500,7 @@ public: static int get_create_function_count(); static const char *get_create_function_name(int p_index); static Vector<String> get_create_function_rendering_drivers(int p_index); - static DisplayServer *create(int p_index, const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, Error &r_error); + static DisplayServer *create(int p_index, const String &p_rendering_driver, WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Error &r_error); DisplayServer(); ~DisplayServer(); diff --git a/servers/display_server_headless.h b/servers/display_server_headless.h index 94b5f3c1e9..0c43b84f2e 100644 --- a/servers/display_server_headless.h +++ b/servers/display_server_headless.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* display_server_headless.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* display_server_headless.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef DISPLAY_SERVER_HEADLESS_H #define DISPLAY_SERVER_HEADLESS_H @@ -45,7 +45,7 @@ private: return drivers; } - static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, Error &r_error) { + static DisplayServer *create_func(const String &p_rendering_driver, DisplayServer::WindowMode p_mode, DisplayServer::VSyncMode p_vsync_mode, uint32_t p_flags, const Vector2i *p_position, const Vector2i &p_resolution, int p_screen, Error &r_error) { r_error = OK; RasterizerDummy::make_current(); return memnew(DisplayServerHeadless()); @@ -56,6 +56,7 @@ public: String get_name() const override { return "headless"; } int get_screen_count() const override { return 0; } + int get_primary_screen() const override { return 0; }; Point2i screen_get_position(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return Point2i(); } Size2i screen_get_size(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return Size2i(); } Rect2i screen_get_usable_rect(int p_screen = SCREEN_OF_MAIN_WINDOW) const override { return Rect2i(); } diff --git a/servers/extensions/physics_server_2d_extension.cpp b/servers/extensions/physics_server_2d_extension.cpp index e5920c78d4..2dbb59a323 100644 --- a/servers/extensions/physics_server_2d_extension.cpp +++ b/servers/extensions/physics_server_2d_extension.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_2d_extension.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_2d_extension.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "physics_server_2d_extension.h" @@ -37,6 +37,8 @@ bool PhysicsDirectSpaceState2DExtension::is_body_excluded_from_query(const RID & thread_local const HashSet<RID> *PhysicsDirectSpaceState2DExtension::exclude = nullptr; void PhysicsDirectSpaceState2DExtension::_bind_methods() { + ClassDB::bind_method(D_METHOD("is_body_excluded_from_query", "body"), &PhysicsDirectSpaceState2DExtension::is_body_excluded_from_query); + GDVIRTUAL_BIND(_intersect_ray, "from", "to", "collision_mask", "collide_with_bodies", "collide_with_areas", "hit_from_inside", "result"); GDVIRTUAL_BIND(_intersect_point, "position", "canvas_instance_id", "collision_mask", "collide_with_bodies", "collide_with_areas", "results", "max_results"); GDVIRTUAL_BIND(_intersect_shape, "shape_rid", "transform", "motion", "margin", "collision_mask", "collide_with_bodies", "collide_with_areas", "result", "max_results"); @@ -101,6 +103,7 @@ void PhysicsDirectBodyState2DExtension::_bind_methods() { GDVIRTUAL_BIND(_get_contact_collider_object, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider_shape, "contact_idx"); GDVIRTUAL_BIND(_get_contact_collider_velocity_at_position, "contact_idx"); + GDVIRTUAL_BIND(_get_contact_impulse, "contact_idx"); GDVIRTUAL_BIND(_get_step); GDVIRTUAL_BIND(_integrate_forces); @@ -202,6 +205,9 @@ void PhysicsServer2DExtension::_bind_methods() { /* BODY API */ + ClassDB::bind_method(D_METHOD("body_test_motion_is_excluding_body", "body"), &PhysicsServer2DExtension::body_test_motion_is_excluding_body); + ClassDB::bind_method(D_METHOD("body_test_motion_is_excluding_object", "object"), &PhysicsServer2DExtension::body_test_motion_is_excluding_object); + GDVIRTUAL_BIND(_body_create); GDVIRTUAL_BIND(_body_set_space, "body", "space"); diff --git a/servers/extensions/physics_server_2d_extension.h b/servers/extensions/physics_server_2d_extension.h index 7a7a3c5cba..0008653f66 100644 --- a/servers/extensions/physics_server_2d_extension.h +++ b/servers/extensions/physics_server_2d_extension.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_2d_extension.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_2d_extension.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PHYSICS_SERVER_2D_EXTENSION_H #define PHYSICS_SERVER_2D_EXTENSION_H @@ -100,6 +100,7 @@ public: EXBIND1RC(Object *, get_contact_collider_object, int) EXBIND1RC(int, get_contact_collider_shape, int) EXBIND1RC(Vector2, get_contact_collider_velocity_at_position, int) + EXBIND1RC(Vector2, get_contact_impulse, int) EXBIND0RC(real_t, get_step) EXBIND0(integrate_forces) diff --git a/servers/extensions/physics_server_3d_extension.cpp b/servers/extensions/physics_server_3d_extension.cpp index 4ed2bb49d4..0d8476fd68 100644 --- a/servers/extensions/physics_server_3d_extension.cpp +++ b/servers/extensions/physics_server_3d_extension.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_3d_extension.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_3d_extension.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "physics_server_3d_extension.h" @@ -37,6 +37,8 @@ bool PhysicsDirectSpaceState3DExtension::is_body_excluded_from_query(const RID & thread_local const HashSet<RID> *PhysicsDirectSpaceState3DExtension::exclude = nullptr; void PhysicsDirectSpaceState3DExtension::_bind_methods() { + ClassDB::bind_method(D_METHOD("is_body_excluded_from_query", "body"), &PhysicsDirectSpaceState3DExtension::is_body_excluded_from_query); + GDVIRTUAL_BIND(_intersect_ray, "from", "to", "collision_mask", "collide_with_bodies", "collide_with_areas", "hit_from_inside", "hit_back_faces", "result"); GDVIRTUAL_BIND(_intersect_point, "position", "collision_mask", "collide_with_bodies", "collide_with_areas", "results", "max_results"); GDVIRTUAL_BIND(_intersect_shape, "shape_rid", "transform", "motion", "margin", "collision_mask", "collide_with_bodies", "collide_with_areas", "result_count", "max_results"); @@ -206,6 +208,9 @@ void PhysicsServer3DExtension::_bind_methods() { /* BODY API */ + ClassDB::bind_method(D_METHOD("body_test_motion_is_excluding_body", "body"), &PhysicsServer3DExtension::body_test_motion_is_excluding_body); + ClassDB::bind_method(D_METHOD("body_test_motion_is_excluding_object", "object"), &PhysicsServer3DExtension::body_test_motion_is_excluding_object); + GDVIRTUAL_BIND(_body_create); GDVIRTUAL_BIND(_body_set_space, "body", "space"); diff --git a/servers/extensions/physics_server_3d_extension.h b/servers/extensions/physics_server_3d_extension.h index a85df0683c..bec403c0ec 100644 --- a/servers/extensions/physics_server_3d_extension.h +++ b/servers/extensions/physics_server_3d_extension.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_3d_extension.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_3d_extension.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PHYSICS_SERVER_3D_EXTENSION_H #define PHYSICS_SERVER_3D_EXTENSION_H @@ -94,7 +94,7 @@ public: EXBIND1RC(Vector3, get_contact_local_position, int) EXBIND1RC(Vector3, get_contact_local_normal, int) - EXBIND1RC(real_t, get_contact_impulse, int) + EXBIND1RC(Vector3, get_contact_impulse, int) EXBIND1RC(int, get_contact_local_shape, int) EXBIND1RC(RID, get_contact_collider, int) EXBIND1RC(Vector3, get_contact_collider_position, int) diff --git a/servers/movie_writer/movie_writer.cpp b/servers/movie_writer/movie_writer.cpp index 419943f2d2..cd305cfcb2 100644 --- a/servers/movie_writer/movie_writer.cpp +++ b/servers/movie_writer/movie_writer.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* movie_writer.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* movie_writer.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "movie_writer.h" #include "core/config/project_settings.h" @@ -135,17 +135,13 @@ void MovieWriter::_bind_methods() { GDVIRTUAL_BIND(_write_frame, "frame_image", "audio_frame_block") GDVIRTUAL_BIND(_write_end) - GLOBAL_DEF("editor/movie_writer/mix_rate", 48000); - ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/mix_rate", PropertyInfo(Variant::INT, "editor/movie_writer/mix_rate", PROPERTY_HINT_RANGE, "8000,192000,1,suffix:Hz")); - GLOBAL_DEF("editor/movie_writer/speaker_mode", 0); - ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/speaker_mode", PropertyInfo(Variant::INT, "editor/movie_writer/speaker_mode", PROPERTY_HINT_ENUM, "Stereo,3.1,5.1,7.1")); - GLOBAL_DEF("editor/movie_writer/mjpeg_quality", 0.75); - ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/mjpeg_quality", PropertyInfo(Variant::FLOAT, "editor/movie_writer/mjpeg_quality", PROPERTY_HINT_RANGE, "0.01,1.0,0.01")); - // used by the editor + GLOBAL_DEF(PropertyInfo(Variant::INT, "editor/movie_writer/mix_rate", PROPERTY_HINT_RANGE, "8000,192000,1,suffix:Hz"), 48000); + GLOBAL_DEF(PropertyInfo(Variant::INT, "editor/movie_writer/speaker_mode", PROPERTY_HINT_ENUM, "Stereo,3.1,5.1,7.1"), 0); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "editor/movie_writer/mjpeg_quality", PROPERTY_HINT_RANGE, "0.01,1.0,0.01"), 0.75); + // Used by the editor. GLOBAL_DEF_BASIC("editor/movie_writer/movie_file", ""); GLOBAL_DEF_BASIC("editor/movie_writer/disable_vsync", false); - GLOBAL_DEF_BASIC("editor/movie_writer/fps", 60); - ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/fps", PropertyInfo(Variant::INT, "editor/movie_writer/fps", PROPERTY_HINT_RANGE, "1,300,1,suffix:FPS")); + GLOBAL_DEF_BASIC(PropertyInfo(Variant::INT, "editor/movie_writer/fps", PROPERTY_HINT_RANGE, "1,300,1,suffix:FPS"), 60); } void MovieWriter::set_extensions_hint() { @@ -166,7 +162,7 @@ void MovieWriter::set_extensions_hint() { } ext_hint += "*." + S; } - ProjectSettings::get_singleton()->set_custom_property_info("editor/movie_writer/movie_file", PropertyInfo(Variant::STRING, "editor/movie_writer/movie_file", PROPERTY_HINT_GLOBAL_SAVE_FILE, ext_hint)); + ProjectSettings::get_singleton()->set_custom_property_info(PropertyInfo(Variant::STRING, "editor/movie_writer/movie_file", PROPERTY_HINT_GLOBAL_SAVE_FILE, ext_hint)); } void MovieWriter::add_frame(const Ref<Image> &p_image) { diff --git a/servers/movie_writer/movie_writer.h b/servers/movie_writer/movie_writer.h index fffc43459d..c3ebe8d1fa 100644 --- a/servers/movie_writer/movie_writer.h +++ b/servers/movie_writer/movie_writer.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* movie_writer.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* movie_writer.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef MOVIE_WRITER_H #define MOVIE_WRITER_H diff --git a/servers/movie_writer/movie_writer_mjpeg.cpp b/servers/movie_writer/movie_writer_mjpeg.cpp index 7d9e6e3b87..f46f7ff5f1 100644 --- a/servers/movie_writer/movie_writer_mjpeg.cpp +++ b/servers/movie_writer/movie_writer_mjpeg.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* movie_writer_mjpeg.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* movie_writer_mjpeg.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "movie_writer_mjpeg.h" #include "core/config/project_settings.h" diff --git a/servers/movie_writer/movie_writer_mjpeg.h b/servers/movie_writer/movie_writer_mjpeg.h index 233267df30..2ccbf781e0 100644 --- a/servers/movie_writer/movie_writer_mjpeg.h +++ b/servers/movie_writer/movie_writer_mjpeg.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* movie_writer_mjpeg.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* movie_writer_mjpeg.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef MOVIE_WRITER_MJPEG_H #define MOVIE_WRITER_MJPEG_H diff --git a/servers/movie_writer/movie_writer_pngwav.cpp b/servers/movie_writer/movie_writer_pngwav.cpp index bd79b0bd98..12f338dfb6 100644 --- a/servers/movie_writer/movie_writer_pngwav.cpp +++ b/servers/movie_writer/movie_writer_pngwav.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* movie_writer_pngwav.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* movie_writer_pngwav.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "movie_writer_pngwav.h" #include "core/config/project_settings.h" diff --git a/servers/movie_writer/movie_writer_pngwav.h b/servers/movie_writer/movie_writer_pngwav.h index 64608ce387..037219008d 100644 --- a/servers/movie_writer/movie_writer_pngwav.h +++ b/servers/movie_writer/movie_writer_pngwav.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* movie_writer_pngwav.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* movie_writer_pngwav.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef MOVIE_WRITER_PNGWAV_H #define MOVIE_WRITER_PNGWAV_H diff --git a/servers/navigation/navigation_path_query_parameters_2d.cpp b/servers/navigation/navigation_path_query_parameters_2d.cpp index 717ada3834..78da87d677 100644 --- a/servers/navigation/navigation_path_query_parameters_2d.cpp +++ b/servers/navigation/navigation_path_query_parameters_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_path_query_parameters_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_path_query_parameters_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "navigation_path_query_parameters_2d.h" diff --git a/servers/navigation/navigation_path_query_parameters_2d.h b/servers/navigation/navigation_path_query_parameters_2d.h index aeabe1f690..48bb93aa7c 100644 --- a/servers/navigation/navigation_path_query_parameters_2d.h +++ b/servers/navigation/navigation_path_query_parameters_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_path_query_parameters_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_path_query_parameters_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef NAVIGATION_PATH_QUERY_PARAMETERS_2D_H #define NAVIGATION_PATH_QUERY_PARAMETERS_2D_H diff --git a/servers/navigation/navigation_path_query_parameters_3d.cpp b/servers/navigation/navigation_path_query_parameters_3d.cpp index 180af57af5..52333edbc1 100644 --- a/servers/navigation/navigation_path_query_parameters_3d.cpp +++ b/servers/navigation/navigation_path_query_parameters_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_path_query_parameters_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_path_query_parameters_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "navigation_path_query_parameters_3d.h" diff --git a/servers/navigation/navigation_path_query_parameters_3d.h b/servers/navigation/navigation_path_query_parameters_3d.h index 386c83dece..b12c2d49d5 100644 --- a/servers/navigation/navigation_path_query_parameters_3d.h +++ b/servers/navigation/navigation_path_query_parameters_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_path_query_parameters_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_path_query_parameters_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef NAVIGATION_PATH_QUERY_PARAMETERS_3D_H #define NAVIGATION_PATH_QUERY_PARAMETERS_3D_H diff --git a/servers/navigation/navigation_path_query_result_2d.cpp b/servers/navigation/navigation_path_query_result_2d.cpp index e2764daa9a..5356561136 100644 --- a/servers/navigation/navigation_path_query_result_2d.cpp +++ b/servers/navigation/navigation_path_query_result_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_path_query_result_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_path_query_result_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "navigation_path_query_result_2d.h" diff --git a/servers/navigation/navigation_path_query_result_2d.h b/servers/navigation/navigation_path_query_result_2d.h index 852a9780ef..856219f998 100644 --- a/servers/navigation/navigation_path_query_result_2d.h +++ b/servers/navigation/navigation_path_query_result_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_path_query_result_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_path_query_result_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef NAVIGATION_PATH_QUERY_RESULT_2D_H #define NAVIGATION_PATH_QUERY_RESULT_2D_H diff --git a/servers/navigation/navigation_path_query_result_3d.cpp b/servers/navigation/navigation_path_query_result_3d.cpp index 8218adec18..45d9b79535 100644 --- a/servers/navigation/navigation_path_query_result_3d.cpp +++ b/servers/navigation/navigation_path_query_result_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_path_query_result_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_path_query_result_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "navigation_path_query_result_3d.h" diff --git a/servers/navigation/navigation_path_query_result_3d.h b/servers/navigation/navigation_path_query_result_3d.h index ce34e18dc1..fd8545a0c9 100644 --- a/servers/navigation/navigation_path_query_result_3d.h +++ b/servers/navigation/navigation_path_query_result_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_path_query_result_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_path_query_result_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef NAVIGATION_PATH_QUERY_RESULT_3D_H #define NAVIGATION_PATH_QUERY_RESULT_3D_H diff --git a/servers/navigation/navigation_utilities.h b/servers/navigation/navigation_utilities.h index c22a2ed952..04d0ab0d98 100644 --- a/servers/navigation/navigation_utilities.h +++ b/servers/navigation/navigation_utilities.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_utilities.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_utilities.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef NAVIGATION_UTILITIES_H #define NAVIGATION_UTILITIES_H @@ -69,10 +69,10 @@ struct PathQueryParameters { }; struct PathQueryResult { - Vector<Vector3> path; - Vector<int32_t> path_types; + PackedVector3Array path; + PackedInt32Array path_types; TypedArray<RID> path_rids; - Vector<int64_t> path_owner_ids; + PackedInt64Array path_owner_ids; }; } //namespace NavigationUtilities diff --git a/servers/navigation_server_2d.cpp b/servers/navigation_server_2d.cpp index 6fd5f222cf..273bb9ceda 100644 --- a/servers/navigation_server_2d.cpp +++ b/servers/navigation_server_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_server_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_server_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "servers/navigation_server_2d.h" @@ -36,15 +36,20 @@ NavigationServer2D *NavigationServer2D::singleton = nullptr; +#define FORWARD_0(FUNC_NAME) \ + NavigationServer2D::FUNC_NAME() { \ + return NavigationServer3D::get_singleton()->FUNC_NAME(); \ + } + #define FORWARD_0_C(FUNC_NAME) \ NavigationServer2D::FUNC_NAME() \ const { \ return NavigationServer3D::get_singleton()->FUNC_NAME(); \ } -#define FORWARD_1(FUNC_NAME, T_0, D_0, CONV_0) \ - NavigationServer2D::FUNC_NAME(T_0 D_0) { \ - return NavigationServer3D::get_singleton_mut()->FUNC_NAME(CONV_0(D_0)); \ +#define FORWARD_1(FUNC_NAME, T_0, D_0, CONV_0) \ + NavigationServer2D::FUNC_NAME(T_0 D_0) { \ + return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0)); \ } #define FORWARD_1_C(FUNC_NAME, T_0, D_0, CONV_0) \ @@ -59,6 +64,11 @@ NavigationServer2D *NavigationServer2D::singleton = nullptr; return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0))); \ } +#define FORWARD_2(FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \ + NavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1) { \ + return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1)); \ + } + #define FORWARD_2_C(FUNC_NAME, T_0, D_0, T_1, D_1, CONV_0, CONV_1) \ NavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1) \ const { \ @@ -71,30 +81,12 @@ NavigationServer2D *NavigationServer2D::singleton = nullptr; return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1))); \ } -#define FORWARD_4_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, CONV_0, CONV_1, CONV_2, CONV_3) \ - NavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3) \ - const { \ - return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3))); \ - } - -#define FORWARD_4_C(FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, CONV_0, CONV_1, CONV_2, CONV_3) \ - NavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3) \ - const { \ - return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3)); \ - } - #define FORWARD_5_R_C(CONV_R, FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, T_4, D_4, CONV_0, CONV_1, CONV_2, CONV_3, CONV_4) \ NavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3, T_4 D_4) \ const { \ return CONV_R(NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3), CONV_4(D_4))); \ } -#define FORWARD_5_C(FUNC_NAME, T_0, D_0, T_1, D_1, T_2, D_2, T_3, D_3, T_4, D_4, CONV_0, CONV_1, CONV_2, CONV_3, CONV_4) \ - NavigationServer2D::FUNC_NAME(T_0 D_0, T_1 D_1, T_2 D_2, T_3 D_3, T_4 D_4) \ - const { \ - return NavigationServer3D::get_singleton()->FUNC_NAME(CONV_0(D_0), CONV_1(D_1), CONV_2(D_2), CONV_3(D_3), CONV_4(D_4)); \ - } - static RID rid_to_rid(const RID d) { return d; } @@ -140,18 +132,14 @@ static Transform3D trf2_to_trf3(const Transform2D &d) { return Transform3D(b, o); } -static StringName sn_to_sn(const StringName &d) { - return d; -} - -static Variant var_to_var(const Variant &d) { - return d; -} - static ObjectID id_to_id(const ObjectID &id) { return id; } +static Callable callable_to_callable(const Callable &c) { + return c; +} + static Ref<NavigationMesh> poly_to_mesh(Ref<NavigationPolygon> d) { if (d.is_valid()) { return d->get_navigation_mesh(); @@ -164,16 +152,17 @@ void NavigationServer2D::_emit_map_changed(RID p_map) { emit_signal(SNAME("map_changed"), p_map); } -#ifdef DEBUG_ENABLED void NavigationServer2D::set_debug_enabled(bool p_enabled) { - NavigationServer3D::get_singleton_mut()->set_debug_enabled(p_enabled); + NavigationServer3D::get_singleton()->set_debug_enabled(p_enabled); } + bool NavigationServer2D::get_debug_enabled() const { return NavigationServer3D::get_singleton()->get_debug_enabled(); } +#ifdef DEBUG_ENABLED void NavigationServer2D::set_debug_navigation_edge_connection_color(const Color &p_color) { - NavigationServer3D::get_singleton_mut()->set_debug_navigation_edge_connection_color(p_color); + NavigationServer3D::get_singleton()->set_debug_navigation_edge_connection_color(p_color); } Color NavigationServer2D::get_debug_navigation_edge_connection_color() const { @@ -181,7 +170,7 @@ Color NavigationServer2D::get_debug_navigation_edge_connection_color() const { } void NavigationServer2D::set_debug_navigation_geometry_face_color(const Color &p_color) { - NavigationServer3D::get_singleton_mut()->set_debug_navigation_geometry_face_color(p_color); + NavigationServer3D::get_singleton()->set_debug_navigation_geometry_face_color(p_color); } Color NavigationServer2D::get_debug_navigation_geometry_face_color() const { @@ -189,7 +178,7 @@ Color NavigationServer2D::get_debug_navigation_geometry_face_color() const { } void NavigationServer2D::set_debug_navigation_geometry_face_disabled_color(const Color &p_color) { - NavigationServer3D::get_singleton_mut()->set_debug_navigation_geometry_face_disabled_color(p_color); + NavigationServer3D::get_singleton()->set_debug_navigation_geometry_face_disabled_color(p_color); } Color NavigationServer2D::get_debug_navigation_geometry_face_disabled_color() const { @@ -197,7 +186,7 @@ Color NavigationServer2D::get_debug_navigation_geometry_face_disabled_color() co } void NavigationServer2D::set_debug_navigation_link_connection_color(const Color &p_color) { - NavigationServer3D::get_singleton_mut()->set_debug_navigation_link_connection_color(p_color); + NavigationServer3D::get_singleton()->set_debug_navigation_link_connection_color(p_color); } Color NavigationServer2D::get_debug_navigation_link_connection_color() const { @@ -205,20 +194,76 @@ Color NavigationServer2D::get_debug_navigation_link_connection_color() const { } void NavigationServer2D::set_debug_navigation_link_connection_disabled_color(const Color &p_color) { - NavigationServer3D::get_singleton_mut()->set_debug_navigation_link_connection_disabled_color(p_color); + NavigationServer3D::get_singleton()->set_debug_navigation_link_connection_disabled_color(p_color); } Color NavigationServer2D::get_debug_navigation_link_connection_disabled_color() const { return NavigationServer3D::get_singleton()->get_debug_navigation_link_connection_disabled_color(); } +void NavigationServer2D::set_debug_navigation_geometry_edge_color(const Color &p_color) { + NavigationServer3D::get_singleton()->set_debug_navigation_geometry_edge_color(p_color); +} + +Color NavigationServer2D::get_debug_navigation_geometry_edge_color() const { + return NavigationServer3D::get_singleton()->get_debug_navigation_geometry_edge_color(); +} + +void NavigationServer2D::set_debug_navigation_geometry_edge_disabled_color(const Color &p_color) { + NavigationServer3D::get_singleton()->set_debug_navigation_geometry_edge_disabled_color(p_color); +} + +Color NavigationServer2D::get_debug_navigation_geometry_edge_disabled_color() const { + return NavigationServer3D::get_singleton()->get_debug_navigation_geometry_edge_disabled_color(); +} + void NavigationServer2D::set_debug_navigation_enable_edge_connections(const bool p_value) { - NavigationServer3D::get_singleton_mut()->set_debug_navigation_enable_edge_connections(p_value); + NavigationServer3D::get_singleton()->set_debug_navigation_enable_edge_connections(p_value); } bool NavigationServer2D::get_debug_navigation_enable_edge_connections() const { return NavigationServer3D::get_singleton()->get_debug_navigation_enable_edge_connections(); } + +void NavigationServer2D::set_debug_navigation_enable_geometry_face_random_color(const bool p_value) { + NavigationServer3D::get_singleton()->set_debug_navigation_enable_geometry_face_random_color(p_value); +} + +bool NavigationServer2D::get_debug_navigation_enable_geometry_face_random_color() const { + return NavigationServer3D::get_singleton()->get_debug_navigation_enable_geometry_face_random_color(); +} + +void NavigationServer2D::set_debug_navigation_enable_edge_lines(const bool p_value) { + NavigationServer3D::get_singleton()->set_debug_navigation_enable_edge_lines(p_value); +} + +bool NavigationServer2D::get_debug_navigation_enable_edge_lines() const { + return NavigationServer3D::get_singleton()->get_debug_navigation_enable_edge_lines(); +} + +void NavigationServer2D::set_debug_navigation_agent_path_color(const Color &p_color) { + NavigationServer3D::get_singleton()->set_debug_navigation_agent_path_color(p_color); +} + +Color NavigationServer2D::get_debug_navigation_agent_path_color() const { + return NavigationServer3D::get_singleton()->get_debug_navigation_agent_path_color(); +} + +void NavigationServer2D::set_debug_navigation_enable_agent_paths(const bool p_value) { + NavigationServer3D::get_singleton()->set_debug_navigation_enable_agent_paths(p_value); +} + +bool NavigationServer2D::get_debug_navigation_enable_agent_paths() const { + return NavigationServer3D::get_singleton()->get_debug_navigation_enable_agent_paths(); +} + +void NavigationServer2D::set_debug_navigation_agent_path_point_size(float p_point_size) { + NavigationServer3D::get_singleton()->set_debug_navigation_agent_path_point_size(p_point_size); +} + +float NavigationServer2D::get_debug_navigation_agent_path_point_size() const { + return NavigationServer3D::get_singleton()->get_debug_navigation_agent_path_point_size(); +} #endif // DEBUG_ENABLED void NavigationServer2D::_bind_methods() { @@ -270,10 +315,10 @@ void NavigationServer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("link_is_bidirectional", "link"), &NavigationServer2D::link_is_bidirectional); ClassDB::bind_method(D_METHOD("link_set_navigation_layers", "link", "navigation_layers"), &NavigationServer2D::link_set_navigation_layers); ClassDB::bind_method(D_METHOD("link_get_navigation_layers", "link"), &NavigationServer2D::link_get_navigation_layers); - ClassDB::bind_method(D_METHOD("link_set_start_location", "link", "location"), &NavigationServer2D::link_set_start_location); - ClassDB::bind_method(D_METHOD("link_get_start_location", "link"), &NavigationServer2D::link_get_start_location); - ClassDB::bind_method(D_METHOD("link_set_end_location", "link", "location"), &NavigationServer2D::link_set_end_location); - ClassDB::bind_method(D_METHOD("link_get_end_location", "link"), &NavigationServer2D::link_get_end_location); + ClassDB::bind_method(D_METHOD("link_set_start_position", "link", "position"), &NavigationServer2D::link_set_start_position); + ClassDB::bind_method(D_METHOD("link_get_start_position", "link"), &NavigationServer2D::link_get_start_position); + ClassDB::bind_method(D_METHOD("link_set_end_position", "link", "position"), &NavigationServer2D::link_set_end_position); + ClassDB::bind_method(D_METHOD("link_get_end_position", "link"), &NavigationServer2D::link_get_end_position); ClassDB::bind_method(D_METHOD("link_set_enter_cost", "link", "enter_cost"), &NavigationServer2D::link_set_enter_cost); ClassDB::bind_method(D_METHOD("link_get_enter_cost", "link"), &NavigationServer2D::link_get_enter_cost); ClassDB::bind_method(D_METHOD("link_set_travel_cost", "link", "travel_cost"), &NavigationServer2D::link_set_travel_cost); @@ -293,19 +338,34 @@ void NavigationServer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("agent_set_target_velocity", "agent", "target_velocity"), &NavigationServer2D::agent_set_target_velocity); ClassDB::bind_method(D_METHOD("agent_set_position", "agent", "position"), &NavigationServer2D::agent_set_position); ClassDB::bind_method(D_METHOD("agent_is_map_changed", "agent"), &NavigationServer2D::agent_is_map_changed); - ClassDB::bind_method(D_METHOD("agent_set_callback", "agent", "object_id", "method", "userdata"), &NavigationServer2D::agent_set_callback, DEFVAL(Variant())); + ClassDB::bind_method(D_METHOD("agent_set_callback", "agent", "callback"), &NavigationServer2D::agent_set_callback); ClassDB::bind_method(D_METHOD("free_rid", "rid"), &NavigationServer2D::free); + ClassDB::bind_method(D_METHOD("set_debug_enabled", "enabled"), &NavigationServer2D::set_debug_enabled); + ClassDB::bind_method(D_METHOD("get_debug_enabled"), &NavigationServer2D::get_debug_enabled); + ADD_SIGNAL(MethodInfo("map_changed", PropertyInfo(Variant::RID, "map"))); + + ADD_SIGNAL(MethodInfo("navigation_debug_changed")); } NavigationServer2D::NavigationServer2D() { singleton = this; ERR_FAIL_COND_MSG(!NavigationServer3D::get_singleton(), "The Navigation3D singleton should be initialized before the 2D one."); - NavigationServer3D::get_singleton_mut()->connect("map_changed", callable_mp(this, &NavigationServer2D::_emit_map_changed)); + NavigationServer3D::get_singleton()->connect("map_changed", callable_mp(this, &NavigationServer2D::_emit_map_changed)); + +#ifdef DEBUG_ENABLED + NavigationServer3D::get_singleton()->connect(SNAME("navigation_debug_changed"), callable_mp(this, &NavigationServer2D::_emit_navigation_debug_changed_signal)); +#endif // DEBUG_ENABLED } +#ifdef DEBUG_ENABLED +void NavigationServer2D::_emit_navigation_debug_changed_signal() { + emit_signal(SNAME("navigation_debug_changed")); +} +#endif // DEBUG_ENABLED + NavigationServer2D::~NavigationServer2D() { singleton = nullptr; } @@ -322,23 +382,23 @@ RID FORWARD_1_C(region_get_map, RID, p_region, rid_to_rid); RID FORWARD_1_C(agent_get_map, RID, p_agent, rid_to_rid); -RID FORWARD_0_C(map_create); +RID FORWARD_0(map_create); -void FORWARD_2_C(map_set_active, RID, p_map, bool, p_active, rid_to_rid, bool_to_bool); +void FORWARD_2(map_set_active, RID, p_map, bool, p_active, rid_to_rid, bool_to_bool); bool FORWARD_1_C(map_is_active, RID, p_map, rid_to_rid); void NavigationServer2D::map_force_update(RID p_map) { - NavigationServer3D::get_singleton_mut()->map_force_update(p_map); + NavigationServer3D::get_singleton()->map_force_update(p_map); } -void FORWARD_2_C(map_set_cell_size, RID, p_map, real_t, p_cell_size, rid_to_rid, real_to_real); +void FORWARD_2(map_set_cell_size, RID, p_map, real_t, p_cell_size, rid_to_rid, real_to_real); real_t FORWARD_1_C(map_get_cell_size, RID, p_map, rid_to_rid); -void FORWARD_2_C(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin, rid_to_rid, real_to_real); +void FORWARD_2(map_set_edge_connection_margin, RID, p_map, real_t, p_connection_margin, rid_to_rid, real_to_real); real_t FORWARD_1_C(map_get_edge_connection_margin, RID, p_map, rid_to_rid); -void FORWARD_2_C(map_set_link_connection_radius, RID, p_map, real_t, p_connection_radius, rid_to_rid, real_to_real); +void FORWARD_2(map_set_link_connection_radius, RID, p_map, real_t, p_connection_radius, rid_to_rid, real_to_real); real_t FORWARD_1_C(map_get_link_connection_radius, RID, p_map, rid_to_rid); Vector<Vector2> FORWARD_5_R_C(vector_v3_to_v2, map_get_path, RID, p_map, Vector2, p_origin, Vector2, p_destination, bool, p_optimize, uint32_t, p_layers, rid_to_rid, v2_to_v3, v2_to_v3, bool_to_bool, uint32_to_uint32); @@ -346,22 +406,22 @@ Vector<Vector2> FORWARD_5_R_C(vector_v3_to_v2, map_get_path, RID, p_map, Vector2 Vector2 FORWARD_2_R_C(v3_to_v2, map_get_closest_point, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3); RID FORWARD_2_C(map_get_closest_point_owner, RID, p_map, const Vector2 &, p_point, rid_to_rid, v2_to_v3); -RID FORWARD_0_C(region_create); +RID FORWARD_0(region_create); -void FORWARD_2_C(region_set_enter_cost, RID, p_region, real_t, p_enter_cost, rid_to_rid, real_to_real); +void FORWARD_2(region_set_enter_cost, RID, p_region, real_t, p_enter_cost, rid_to_rid, real_to_real); real_t FORWARD_1_C(region_get_enter_cost, RID, p_region, rid_to_rid); -void FORWARD_2_C(region_set_travel_cost, RID, p_region, real_t, p_travel_cost, rid_to_rid, real_to_real); +void FORWARD_2(region_set_travel_cost, RID, p_region, real_t, p_travel_cost, rid_to_rid, real_to_real); real_t FORWARD_1_C(region_get_travel_cost, RID, p_region, rid_to_rid); -void FORWARD_2_C(region_set_owner_id, RID, p_region, ObjectID, p_owner_id, rid_to_rid, id_to_id); +void FORWARD_2(region_set_owner_id, RID, p_region, ObjectID, p_owner_id, rid_to_rid, id_to_id); ObjectID FORWARD_1_C(region_get_owner_id, RID, p_region, rid_to_rid); bool FORWARD_2_C(region_owns_point, RID, p_region, const Vector2 &, p_point, rid_to_rid, v2_to_v3); -void FORWARD_2_C(region_set_map, RID, p_region, RID, p_map, rid_to_rid, rid_to_rid); -void FORWARD_2_C(region_set_navigation_layers, RID, p_region, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32); +void FORWARD_2(region_set_map, RID, p_region, RID, p_map, rid_to_rid, rid_to_rid); +void FORWARD_2(region_set_navigation_layers, RID, p_region, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32); uint32_t FORWARD_1_C(region_get_navigation_layers, RID, p_region, rid_to_rid); -void FORWARD_2_C(region_set_transform, RID, p_region, Transform2D, p_transform, rid_to_rid, trf2_to_trf3); +void FORWARD_2(region_set_transform, RID, p_region, Transform2D, p_transform, rid_to_rid, trf2_to_trf3); -void NavigationServer2D::region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) const { +void NavigationServer2D::region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) { NavigationServer3D::get_singleton()->region_set_navigation_mesh(p_region, poly_to_mesh(p_navigation_polygon)); } @@ -369,56 +429,45 @@ int FORWARD_1_C(region_get_connections_count, RID, p_region, rid_to_rid); Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_start, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int); Vector2 FORWARD_2_R_C(v3_to_v2, region_get_connection_pathway_end, RID, p_region, int, p_connection_id, rid_to_rid, int_to_int); -RID FORWARD_0_C(link_create); +RID FORWARD_0(link_create); -void FORWARD_2_C(link_set_map, RID, p_link, RID, p_map, rid_to_rid, rid_to_rid); +void FORWARD_2(link_set_map, RID, p_link, RID, p_map, rid_to_rid, rid_to_rid); RID FORWARD_1_C(link_get_map, RID, p_link, rid_to_rid); -void FORWARD_2_C(link_set_bidirectional, RID, p_link, bool, p_bidirectional, rid_to_rid, bool_to_bool); +void FORWARD_2(link_set_bidirectional, RID, p_link, bool, p_bidirectional, rid_to_rid, bool_to_bool); bool FORWARD_1_C(link_is_bidirectional, RID, p_link, rid_to_rid); -void FORWARD_2_C(link_set_navigation_layers, RID, p_link, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32); +void FORWARD_2(link_set_navigation_layers, RID, p_link, uint32_t, p_navigation_layers, rid_to_rid, uint32_to_uint32); uint32_t FORWARD_1_C(link_get_navigation_layers, RID, p_link, rid_to_rid); -void FORWARD_2_C(link_set_start_location, RID, p_link, Vector2, p_location, rid_to_rid, v2_to_v3); -Vector2 FORWARD_1_R_C(v3_to_v2, link_get_start_location, RID, p_link, rid_to_rid); -void FORWARD_2_C(link_set_end_location, RID, p_link, Vector2, p_location, rid_to_rid, v2_to_v3); -Vector2 FORWARD_1_R_C(v3_to_v2, link_get_end_location, RID, p_link, rid_to_rid); -void FORWARD_2_C(link_set_enter_cost, RID, p_link, real_t, p_enter_cost, rid_to_rid, real_to_real); +void FORWARD_2(link_set_start_position, RID, p_link, Vector2, p_position, rid_to_rid, v2_to_v3); +Vector2 FORWARD_1_R_C(v3_to_v2, link_get_start_position, RID, p_link, rid_to_rid); +void FORWARD_2(link_set_end_position, RID, p_link, Vector2, p_position, rid_to_rid, v2_to_v3); +Vector2 FORWARD_1_R_C(v3_to_v2, link_get_end_position, RID, p_link, rid_to_rid); +void FORWARD_2(link_set_enter_cost, RID, p_link, real_t, p_enter_cost, rid_to_rid, real_to_real); real_t FORWARD_1_C(link_get_enter_cost, RID, p_link, rid_to_rid); -void FORWARD_2_C(link_set_travel_cost, RID, p_link, real_t, p_travel_cost, rid_to_rid, real_to_real); +void FORWARD_2(link_set_travel_cost, RID, p_link, real_t, p_travel_cost, rid_to_rid, real_to_real); real_t FORWARD_1_C(link_get_travel_cost, RID, p_link, rid_to_rid); -void FORWARD_2_C(link_set_owner_id, RID, p_link, ObjectID, p_owner_id, rid_to_rid, id_to_id); +void FORWARD_2(link_set_owner_id, RID, p_link, ObjectID, p_owner_id, rid_to_rid, id_to_id); ObjectID FORWARD_1_C(link_get_owner_id, RID, p_link, rid_to_rid); -RID NavigationServer2D::agent_create() const { +RID NavigationServer2D::agent_create() { RID agent = NavigationServer3D::get_singleton()->agent_create(); NavigationServer3D::get_singleton()->agent_set_ignore_y(agent, true); return agent; } -void FORWARD_2_C(agent_set_map, RID, p_agent, RID, p_map, rid_to_rid, rid_to_rid); - -void FORWARD_2_C(agent_set_neighbor_distance, RID, p_agent, real_t, p_dist, rid_to_rid, real_to_real); - -void FORWARD_2_C(agent_set_max_neighbors, RID, p_agent, int, p_count, rid_to_rid, int_to_int); - -void FORWARD_2_C(agent_set_time_horizon, RID, p_agent, real_t, p_time, rid_to_rid, real_to_real); - -void FORWARD_2_C(agent_set_radius, RID, p_agent, real_t, p_radius, rid_to_rid, real_to_real); - -void FORWARD_2_C(agent_set_max_speed, RID, p_agent, real_t, p_max_speed, rid_to_rid, real_to_real); - -void FORWARD_2_C(agent_set_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3); - -void FORWARD_2_C(agent_set_target_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3); - -void FORWARD_2_C(agent_set_position, RID, p_agent, Vector2, p_position, rid_to_rid, v2_to_v3); - -void FORWARD_2_C(agent_set_ignore_y, RID, p_agent, bool, p_ignore, rid_to_rid, bool_to_bool); - +void FORWARD_2(agent_set_map, RID, p_agent, RID, p_map, rid_to_rid, rid_to_rid); +void FORWARD_2(agent_set_neighbor_distance, RID, p_agent, real_t, p_dist, rid_to_rid, real_to_real); +void FORWARD_2(agent_set_max_neighbors, RID, p_agent, int, p_count, rid_to_rid, int_to_int); +void FORWARD_2(agent_set_time_horizon, RID, p_agent, real_t, p_time, rid_to_rid, real_to_real); +void FORWARD_2(agent_set_radius, RID, p_agent, real_t, p_radius, rid_to_rid, real_to_real); +void FORWARD_2(agent_set_max_speed, RID, p_agent, real_t, p_max_speed, rid_to_rid, real_to_real); +void FORWARD_2(agent_set_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3); +void FORWARD_2(agent_set_target_velocity, RID, p_agent, Vector2, p_velocity, rid_to_rid, v2_to_v3); +void FORWARD_2(agent_set_position, RID, p_agent, Vector2, p_position, rid_to_rid, v2_to_v3); +void FORWARD_2(agent_set_ignore_y, RID, p_agent, bool, p_ignore, rid_to_rid, bool_to_bool); bool FORWARD_1_C(agent_is_map_changed, RID, p_agent, rid_to_rid); +void FORWARD_2(agent_set_callback, RID, p_agent, Callable, p_callback, rid_to_rid, callable_to_callable); -void FORWARD_4_C(agent_set_callback, RID, p_agent, ObjectID, p_object_id, StringName, p_method, Variant, p_udata, rid_to_rid, id_to_id, sn_to_sn, var_to_var); - -void FORWARD_1_C(free, RID, p_object, rid_to_rid); +void FORWARD_1(free, RID, p_object, rid_to_rid); void NavigationServer2D::query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const { ERR_FAIL_COND(!p_query_parameters.is_valid()); diff --git a/servers/navigation_server_2d.h b/servers/navigation_server_2d.h index 9b921969c0..ed2e39e53c 100644 --- a/servers/navigation_server_2d.h +++ b/servers/navigation_server_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_server_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_server_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef NAVIGATION_SERVER_2D_H #define NAVIGATION_SERVER_2D_H @@ -51,36 +51,33 @@ protected: public: /// Thread safe, can be used across many threads. - static const NavigationServer2D *get_singleton() { return singleton; } - - /// MUST be used in single thread! - static NavigationServer2D *get_singleton_mut() { return singleton; } + static NavigationServer2D *get_singleton() { return singleton; } virtual TypedArray<RID> get_maps() const; /// Create a new map. - virtual RID map_create() const; + virtual RID map_create(); /// Set map active. - virtual void map_set_active(RID p_map, bool p_active) const; + virtual void map_set_active(RID p_map, bool p_active); /// Returns true if the map is active. virtual bool map_is_active(RID p_map) const; /// Set the map cell size used to weld the navigation mesh polygons. - virtual void map_set_cell_size(RID p_map, real_t p_cell_size) const; + virtual void map_set_cell_size(RID p_map, real_t p_cell_size); /// Returns the map cell size. virtual real_t map_get_cell_size(RID p_map) const; /// Set the map edge connection margin used to weld the compatible region edges. - virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) const; + virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin); /// Returns the edge connection margin of this map. virtual real_t map_get_edge_connection_margin(RID p_map) const; /// Set the map link connection radius used to attach links to the nav mesh. - virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) const; + virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius); /// Returns the link connection radius of this map. virtual real_t map_get_link_connection_radius(RID p_map) const; @@ -98,81 +95,81 @@ public: virtual void map_force_update(RID p_map); /// Creates a new region. - virtual RID region_create() const; + virtual RID region_create(); /// Set the enter_cost of a region - virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) const; + virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost); virtual real_t region_get_enter_cost(RID p_region) const; /// Set the travel_cost of a region - virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) const; + virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost); virtual real_t region_get_travel_cost(RID p_region) const; /// Set the node which manages this region. - virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) const; + virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id); virtual ObjectID region_get_owner_id(RID p_region) const; virtual bool region_owns_point(RID p_region, const Vector2 &p_point) const; /// Set the map of this region. - virtual void region_set_map(RID p_region, RID p_map) const; + virtual void region_set_map(RID p_region, RID p_map); virtual RID region_get_map(RID p_region) const; /// Set the region's layers - virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) const; + virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers); virtual uint32_t region_get_navigation_layers(RID p_region) const; /// Set the global transformation of this region. - virtual void region_set_transform(RID p_region, Transform2D p_transform) const; + virtual void region_set_transform(RID p_region, Transform2D p_transform); /// Set the navigation poly of this region. - virtual void region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon) const; + virtual void region_set_navigation_polygon(RID p_region, Ref<NavigationPolygon> p_navigation_polygon); /// Get a list of a region's connection to other regions. virtual int region_get_connections_count(RID p_region) const; virtual Vector2 region_get_connection_pathway_start(RID p_region, int p_connection_id) const; virtual Vector2 region_get_connection_pathway_end(RID p_region, int p_connection_id) const; - /// Creates a new link between locations in the nav map. - virtual RID link_create() const; + /// Creates a new link between positions in the nav map. + virtual RID link_create(); /// Set the map of this link. - virtual void link_set_map(RID p_link, RID p_map) const; + virtual void link_set_map(RID p_link, RID p_map); virtual RID link_get_map(RID p_link) const; /// Set whether this link travels in both directions. - virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) const; + virtual void link_set_bidirectional(RID p_link, bool p_bidirectional); virtual bool link_is_bidirectional(RID p_link) const; /// Set the link's layers. - virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) const; + virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers); virtual uint32_t link_get_navigation_layers(RID p_link) const; - /// Set the start location of the link. - virtual void link_set_start_location(RID p_link, Vector2 p_location) const; - virtual Vector2 link_get_start_location(RID p_link) const; + /// Set the start position of the link. + virtual void link_set_start_position(RID p_link, Vector2 p_position); + virtual Vector2 link_get_start_position(RID p_link) const; - /// Set the end location of the link. - virtual void link_set_end_location(RID p_link, Vector2 p_location) const; - virtual Vector2 link_get_end_location(RID p_link) const; + /// Set the end position of the link. + virtual void link_set_end_position(RID p_link, Vector2 p_position); + virtual Vector2 link_get_end_position(RID p_link) const; /// Set the enter cost of the link. - virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) const; + virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost); virtual real_t link_get_enter_cost(RID p_link) const; /// Set the travel cost of the link. - virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) const; + virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost); virtual real_t link_get_travel_cost(RID p_link) const; /// Set the node which manages this link. - virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) const; + virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id); virtual ObjectID link_get_owner_id(RID p_link) const; /// Creates the agent. - virtual RID agent_create() const; + virtual RID agent_create(); /// Put the agent in the map. - virtual void agent_set_map(RID p_agent, RID p_map) const; + virtual void agent_set_map(RID p_agent, RID p_map); virtual RID agent_get_map(RID p_agent) const; /// The maximum distance (center point to @@ -182,7 +179,7 @@ public: /// time of the simulation. If the number is too /// low, the simulation will not be safe. /// Must be non-negative. - virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) const; + virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance); /// The maximum number of other agents this /// agent takes into account in the navigation. @@ -190,7 +187,7 @@ public: /// running time of the simulation. If the /// number is too low, the simulation will not /// be safe. - virtual void agent_set_max_neighbors(RID p_agent, int p_count) const; + virtual void agent_set_max_neighbors(RID p_agent, int p_count); /// The minimal amount of time for which this /// agent's velocities that are computed by the @@ -200,46 +197,47 @@ public: /// other agents, but the less freedom this /// agent has in choosing its velocities. /// Must be positive. - virtual void agent_set_time_horizon(RID p_agent, real_t p_time) const; + virtual void agent_set_time_horizon(RID p_agent, real_t p_time); /// The radius of this agent. /// Must be non-negative. - virtual void agent_set_radius(RID p_agent, real_t p_radius) const; + virtual void agent_set_radius(RID p_agent, real_t p_radius); /// The maximum speed of this agent. /// Must be non-negative. - virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) const; + virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed); /// Current velocity of the agent - virtual void agent_set_velocity(RID p_agent, Vector2 p_velocity) const; + virtual void agent_set_velocity(RID p_agent, Vector2 p_velocity); /// The new target velocity. - virtual void agent_set_target_velocity(RID p_agent, Vector2 p_velocity) const; + virtual void agent_set_target_velocity(RID p_agent, Vector2 p_velocity); /// Position of the agent in world space. - virtual void agent_set_position(RID p_agent, Vector2 p_position) const; + virtual void agent_set_position(RID p_agent, Vector2 p_position); /// Agent ignore the Y axis and avoid collisions by moving only on the horizontal plane - virtual void agent_set_ignore_y(RID p_agent, bool p_ignore) const; + virtual void agent_set_ignore_y(RID p_agent, bool p_ignore); /// Returns true if the map got changed the previous frame. virtual bool agent_is_map_changed(RID p_agent) const; /// Callback called at the end of the RVO process - virtual void agent_set_callback(RID p_agent, ObjectID p_object_id, StringName p_method, Variant p_udata = Variant()) const; + virtual void agent_set_callback(RID p_agent, Callable p_callback); + /// Returns a customized navigation path using a query parameters object virtual void query_path(const Ref<NavigationPathQueryParameters2D> &p_query_parameters, Ref<NavigationPathQueryResult2D> p_query_result) const; /// Destroy the `RID` - virtual void free(RID p_object) const; + virtual void free(RID p_object); NavigationServer2D(); virtual ~NavigationServer2D(); -#ifdef DEBUG_ENABLED void set_debug_enabled(bool p_enabled); bool get_debug_enabled() const; +#ifdef DEBUG_ENABLED void set_debug_navigation_edge_connection_color(const Color &p_color); Color get_debug_navigation_edge_connection_color() const; @@ -249,6 +247,12 @@ public: void set_debug_navigation_geometry_face_disabled_color(const Color &p_color); Color get_debug_navigation_geometry_face_disabled_color() const; + void set_debug_navigation_geometry_edge_color(const Color &p_color); + Color get_debug_navigation_geometry_edge_color() const; + + void set_debug_navigation_geometry_edge_disabled_color(const Color &p_color); + Color get_debug_navigation_geometry_edge_disabled_color() const; + void set_debug_navigation_link_connection_color(const Color &p_color); Color get_debug_navigation_link_connection_color() const; @@ -257,6 +261,26 @@ public: void set_debug_navigation_enable_edge_connections(const bool p_value); bool get_debug_navigation_enable_edge_connections() const; + + void set_debug_navigation_enable_geometry_face_random_color(const bool p_value); + bool get_debug_navigation_enable_geometry_face_random_color() const; + + void set_debug_navigation_enable_edge_lines(const bool p_value); + bool get_debug_navigation_enable_edge_lines() const; + + void set_debug_navigation_agent_path_color(const Color &p_color); + Color get_debug_navigation_agent_path_color() const; + + void set_debug_navigation_enable_agent_paths(const bool p_value); + bool get_debug_navigation_enable_agent_paths() const; + + void set_debug_navigation_agent_path_point_size(float p_point_size); + float get_debug_navigation_agent_path_point_size() const; +#endif // DEBUG_ENABLED + +#ifdef DEBUG_ENABLED +private: + void _emit_navigation_debug_changed_signal(); #endif // DEBUG_ENABLED }; diff --git a/servers/navigation_server_3d.cpp b/servers/navigation_server_3d.cpp index 6ad07d3053..e5cc426708 100644 --- a/servers/navigation_server_3d.cpp +++ b/servers/navigation_server_3d.cpp @@ -1,38 +1,35 @@ -/*************************************************************************/ -/* navigation_server_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_server_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "navigation_server_3d.h" - -#ifdef DEBUG_ENABLED #include "core/config/project_settings.h" -#endif // DEBUG_ENABLED NavigationServer3D *NavigationServer3D::singleton = nullptr; @@ -90,10 +87,10 @@ void NavigationServer3D::_bind_methods() { ClassDB::bind_method(D_METHOD("link_is_bidirectional", "link"), &NavigationServer3D::link_is_bidirectional); ClassDB::bind_method(D_METHOD("link_set_navigation_layers", "link", "navigation_layers"), &NavigationServer3D::link_set_navigation_layers); ClassDB::bind_method(D_METHOD("link_get_navigation_layers", "link"), &NavigationServer3D::link_get_navigation_layers); - ClassDB::bind_method(D_METHOD("link_set_start_location", "link", "location"), &NavigationServer3D::link_set_start_location); - ClassDB::bind_method(D_METHOD("link_get_start_location", "link"), &NavigationServer3D::link_get_start_location); - ClassDB::bind_method(D_METHOD("link_set_end_location", "link", "location"), &NavigationServer3D::link_set_end_location); - ClassDB::bind_method(D_METHOD("link_get_end_location", "link"), &NavigationServer3D::link_get_end_location); + ClassDB::bind_method(D_METHOD("link_set_start_position", "link", "position"), &NavigationServer3D::link_set_start_position); + ClassDB::bind_method(D_METHOD("link_get_start_position", "link"), &NavigationServer3D::link_get_start_position); + ClassDB::bind_method(D_METHOD("link_set_end_position", "link", "position"), &NavigationServer3D::link_set_end_position); + ClassDB::bind_method(D_METHOD("link_get_end_position", "link"), &NavigationServer3D::link_get_end_position); ClassDB::bind_method(D_METHOD("link_set_enter_cost", "link", "enter_cost"), &NavigationServer3D::link_set_enter_cost); ClassDB::bind_method(D_METHOD("link_get_enter_cost", "link"), &NavigationServer3D::link_get_enter_cost); ClassDB::bind_method(D_METHOD("link_set_travel_cost", "link", "travel_cost"), &NavigationServer3D::link_set_travel_cost); @@ -113,23 +110,33 @@ void NavigationServer3D::_bind_methods() { ClassDB::bind_method(D_METHOD("agent_set_target_velocity", "agent", "target_velocity"), &NavigationServer3D::agent_set_target_velocity); ClassDB::bind_method(D_METHOD("agent_set_position", "agent", "position"), &NavigationServer3D::agent_set_position); ClassDB::bind_method(D_METHOD("agent_is_map_changed", "agent"), &NavigationServer3D::agent_is_map_changed); - ClassDB::bind_method(D_METHOD("agent_set_callback", "agent", "object_id", "method", "userdata"), &NavigationServer3D::agent_set_callback, DEFVAL(Variant())); + ClassDB::bind_method(D_METHOD("agent_set_callback", "agent", "callback"), &NavigationServer3D::agent_set_callback); ClassDB::bind_method(D_METHOD("free_rid", "rid"), &NavigationServer3D::free); ClassDB::bind_method(D_METHOD("set_active", "active"), &NavigationServer3D::set_active); - ClassDB::bind_method(D_METHOD("process", "delta_time"), &NavigationServer3D::process); + + ClassDB::bind_method(D_METHOD("set_debug_enabled", "enabled"), &NavigationServer3D::set_debug_enabled); + ClassDB::bind_method(D_METHOD("get_debug_enabled"), &NavigationServer3D::get_debug_enabled); ADD_SIGNAL(MethodInfo("map_changed", PropertyInfo(Variant::RID, "map"))); ADD_SIGNAL(MethodInfo("navigation_debug_changed")); -} -const NavigationServer3D *NavigationServer3D::get_singleton() { - return singleton; + ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &NavigationServer3D::get_process_info); + + BIND_ENUM_CONSTANT(INFO_ACTIVE_MAPS); + BIND_ENUM_CONSTANT(INFO_REGION_COUNT); + BIND_ENUM_CONSTANT(INFO_AGENT_COUNT); + BIND_ENUM_CONSTANT(INFO_LINK_COUNT); + BIND_ENUM_CONSTANT(INFO_POLYGON_COUNT); + BIND_ENUM_CONSTANT(INFO_EDGE_COUNT); + BIND_ENUM_CONSTANT(INFO_EDGE_MERGE_COUNT); + BIND_ENUM_CONSTANT(INFO_EDGE_CONNECTION_COUNT); + BIND_ENUM_CONSTANT(INFO_EDGE_FREE_COUNT); } -NavigationServer3D *NavigationServer3D::get_singleton_mut() { +NavigationServer3D *NavigationServer3D::get_singleton() { return singleton; } @@ -137,6 +144,14 @@ NavigationServer3D::NavigationServer3D() { ERR_FAIL_COND(singleton != nullptr); singleton = this; + GLOBAL_DEF("navigation/2d/default_cell_size", 1); + GLOBAL_DEF("navigation/2d/default_edge_connection_margin", 1); + GLOBAL_DEF("navigation/2d/default_link_connection_radius", 4); + + GLOBAL_DEF("navigation/3d/default_cell_size", 0.25); + GLOBAL_DEF("navigation/3d/default_edge_connection_margin", 0.25); + GLOBAL_DEF("navigation/3d/default_link_connection_radius", 1.0); + #ifdef DEBUG_ENABLED debug_navigation_edge_connection_color = GLOBAL_DEF("debug/shapes/navigation/edge_connection_color", Color(1.0, 0.0, 1.0, 1.0)); debug_navigation_geometry_edge_color = GLOBAL_DEF("debug/shapes/navigation/geometry_edge_color", Color(0.5, 1.0, 1.0, 1.0)); @@ -145,6 +160,7 @@ NavigationServer3D::NavigationServer3D() { debug_navigation_geometry_face_disabled_color = GLOBAL_DEF("debug/shapes/navigation/geometry_face_disabled_color", Color(0.5, 0.5, 0.5, 0.4)); debug_navigation_link_connection_color = GLOBAL_DEF("debug/shapes/navigation/link_connection_color", Color(1.0, 0.5, 1.0, 1.0)); debug_navigation_link_connection_disabled_color = GLOBAL_DEF("debug/shapes/navigation/link_connection_disabled_color", Color(0.5, 0.5, 0.5, 1.0)); + debug_navigation_agent_path_color = GLOBAL_DEF("debug/shapes/navigation/agent_path_color", Color(1.0, 0.0, 0.0, 1.0)); debug_navigation_enable_edge_connections = GLOBAL_DEF("debug/shapes/navigation/enable_edge_connections", true); debug_navigation_enable_edge_connections_xray = GLOBAL_DEF("debug/shapes/navigation/enable_edge_connections_xray", true); @@ -154,6 +170,11 @@ NavigationServer3D::NavigationServer3D() { debug_navigation_enable_link_connections = GLOBAL_DEF("debug/shapes/navigation/enable_link_connections", true); debug_navigation_enable_link_connections_xray = GLOBAL_DEF("debug/shapes/navigation/enable_link_connections_xray", true); + debug_navigation_enable_agent_paths = GLOBAL_DEF("debug/shapes/navigation/enable_agent_paths", true); + debug_navigation_enable_agent_paths_xray = GLOBAL_DEF("debug/shapes/navigation/enable_agent_paths_xray", true); + + debug_navigation_agent_path_point_size = GLOBAL_DEF("debug/shapes/navigation/agent_path_point_size", 4.0); + if (Engine::get_singleton()->is_editor_hint()) { // enable NavigationServer3D when in Editor or else navigation mesh edge connections are invisible // on runtime tests SceneTree has "Visible Navigation" set and main iteration takes care of this @@ -166,15 +187,22 @@ NavigationServer3D::~NavigationServer3D() { singleton = nullptr; } -NavigationServer3DCallback NavigationServer3DManager::create_callback = nullptr; +void NavigationServer3D::set_debug_enabled(bool p_enabled) { +#ifdef DEBUG_ENABLED + if (debug_enabled != p_enabled) { + debug_dirty = true; + } -void NavigationServer3DManager::set_default_server(NavigationServer3DCallback p_callback) { - create_callback = p_callback; + debug_enabled = p_enabled; + + if (debug_dirty) { + call_deferred("_emit_navigation_debug_changed_signal"); + } +#endif // DEBUG_ENABLED } -NavigationServer3D *NavigationServer3DManager::new_default_server() { - ERR_FAIL_COND_V(create_callback == nullptr, nullptr); - return create_callback(); +bool NavigationServer3D::get_debug_enabled() const { + return debug_enabled; } #ifdef DEBUG_ENABLED @@ -315,6 +343,42 @@ Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_link_connection return debug_navigation_link_connections_disabled_material; } +Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_agent_path_line_material() { + if (debug_navigation_agent_path_line_material.is_valid()) { + return debug_navigation_agent_path_line_material; + } + + Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D)); + material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); + material->set_albedo(debug_navigation_agent_path_color); + if (debug_navigation_enable_agent_paths_xray) { + material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true); + } + material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MAX - 2); + + debug_navigation_agent_path_line_material = material; + return debug_navigation_agent_path_line_material; +} + +Ref<StandardMaterial3D> NavigationServer3D::get_debug_navigation_agent_path_point_material() { + if (debug_navigation_agent_path_point_material.is_valid()) { + return debug_navigation_agent_path_point_material; + } + + Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D)); + material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED); + material->set_albedo(debug_navigation_agent_path_color); + material->set_flag(StandardMaterial3D::FLAG_USE_POINT_SIZE, true); + material->set_point_size(debug_navigation_agent_path_point_size); + if (debug_navigation_enable_agent_paths_xray) { + material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, true); + } + material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MAX - 2); + + debug_navigation_agent_path_point_material = material; + return debug_navigation_agent_path_point_material; +} + void NavigationServer3D::set_debug_navigation_edge_connection_color(const Color &p_color) { debug_navigation_edge_connection_color = p_color; if (debug_navigation_edge_connections_material.is_valid()) { @@ -392,6 +456,31 @@ Color NavigationServer3D::get_debug_navigation_link_connection_disabled_color() return debug_navigation_link_connection_disabled_color; } +void NavigationServer3D::set_debug_navigation_agent_path_point_size(float p_point_size) { + debug_navigation_agent_path_point_size = MAX(0.1, p_point_size); + if (debug_navigation_agent_path_point_material.is_valid()) { + debug_navigation_agent_path_point_material->set_point_size(debug_navigation_agent_path_point_size); + } +} + +float NavigationServer3D::get_debug_navigation_agent_path_point_size() const { + return debug_navigation_agent_path_point_size; +} + +void NavigationServer3D::set_debug_navigation_agent_path_color(const Color &p_color) { + debug_navigation_agent_path_color = p_color; + if (debug_navigation_agent_path_line_material.is_valid()) { + debug_navigation_agent_path_line_material->set_albedo(debug_navigation_agent_path_color); + } + if (debug_navigation_agent_path_point_material.is_valid()) { + debug_navigation_agent_path_point_material->set_albedo(debug_navigation_agent_path_color); + } +} + +Color NavigationServer3D::get_debug_navigation_agent_path_color() const { + return debug_navigation_agent_path_color; +} + void NavigationServer3D::set_debug_navigation_enable_edge_connections(const bool p_value) { debug_navigation_enable_edge_connections = p_value; debug_dirty = true; @@ -465,24 +554,37 @@ bool NavigationServer3D::get_debug_navigation_enable_link_connections_xray() con return debug_navigation_enable_link_connections_xray; } -void NavigationServer3D::set_debug_enabled(bool p_enabled) { - if (debug_enabled != p_enabled) { +void NavigationServer3D::set_debug_navigation_enable_agent_paths(const bool p_value) { + if (debug_navigation_enable_agent_paths != p_value) { debug_dirty = true; } - debug_enabled = p_enabled; + debug_navigation_enable_agent_paths = p_value; if (debug_dirty) { call_deferred("_emit_navigation_debug_changed_signal"); } } -bool NavigationServer3D::get_debug_enabled() const { - return debug_enabled; +bool NavigationServer3D::get_debug_navigation_enable_agent_paths() const { + return debug_navigation_enable_agent_paths; } -#endif // DEBUG_ENABLED -/////////////////////////////////////////////////////// +void NavigationServer3D::set_debug_navigation_enable_agent_paths_xray(const bool p_value) { + debug_navigation_enable_agent_paths_xray = p_value; + if (debug_navigation_agent_path_line_material.is_valid()) { + debug_navigation_agent_path_line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, debug_navigation_enable_agent_paths_xray); + } + if (debug_navigation_agent_path_point_material.is_valid()) { + debug_navigation_agent_path_point_material->set_flag(StandardMaterial3D::FLAG_DISABLE_DEPTH_TEST, debug_navigation_enable_agent_paths_xray); + } +} + +bool NavigationServer3D::get_debug_navigation_enable_agent_paths_xray() const { + return debug_navigation_enable_agent_paths_xray; +} + +#endif // DEBUG_ENABLED void NavigationServer3D::query_path(const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result) const { ERR_FAIL_COND(!p_query_parameters.is_valid()); @@ -495,3 +597,19 @@ void NavigationServer3D::query_path(const Ref<NavigationPathQueryParameters3D> & p_query_result->set_path_rids(_query_result.path_rids); p_query_result->set_path_owner_ids(_query_result.path_owner_ids); } + +/////////////////////////////////////////////////////// + +NavigationServer3DCallback NavigationServer3DManager::create_callback = nullptr; + +void NavigationServer3DManager::set_default_server(NavigationServer3DCallback p_callback) { + create_callback = p_callback; +} + +NavigationServer3D *NavigationServer3DManager::new_default_server() { + if (create_callback == nullptr) { + return nullptr; + } + + return create_callback(); +} diff --git a/servers/navigation_server_3d.h b/servers/navigation_server_3d.h index 65d6d19073..05df5ca0fe 100644 --- a/servers/navigation_server_3d.h +++ b/servers/navigation_server_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* navigation_server_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* navigation_server_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef NAVIGATION_SERVER_3D_H #define NAVIGATION_SERVER_3D_H @@ -55,42 +55,39 @@ protected: public: /// Thread safe, can be used across many threads. - static const NavigationServer3D *get_singleton(); - - /// MUST be used in single thread! - static NavigationServer3D *get_singleton_mut(); + static NavigationServer3D *get_singleton(); virtual TypedArray<RID> get_maps() const = 0; /// Create a new map. - virtual RID map_create() const = 0; + virtual RID map_create() = 0; /// Set map active. - virtual void map_set_active(RID p_map, bool p_active) const = 0; + virtual void map_set_active(RID p_map, bool p_active) = 0; /// Returns true if the map is active. virtual bool map_is_active(RID p_map) const = 0; /// Set the map UP direction. - virtual void map_set_up(RID p_map, Vector3 p_up) const = 0; + virtual void map_set_up(RID p_map, Vector3 p_up) = 0; /// Returns the map UP direction. virtual Vector3 map_get_up(RID p_map) const = 0; /// Set the map cell size used to weld the navigation mesh polygons. - virtual void map_set_cell_size(RID p_map, real_t p_cell_size) const = 0; + virtual void map_set_cell_size(RID p_map, real_t p_cell_size) = 0; /// Returns the map cell size. virtual real_t map_get_cell_size(RID p_map) const = 0; /// Set the map edge connection margin used to weld the compatible region edges. - virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) const = 0; + virtual void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) = 0; /// Returns the edge connection margin of this map. virtual real_t map_get_edge_connection_margin(RID p_map) const = 0; /// Set the map link connection radius used to attach links to the nav mesh. - virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) const = 0; + virtual void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) = 0; /// Returns the link connection radius of this map. virtual real_t map_get_link_connection_radius(RID p_map) const = 0; @@ -110,84 +107,84 @@ public: virtual void map_force_update(RID p_map) = 0; /// Creates a new region. - virtual RID region_create() const = 0; + virtual RID region_create() = 0; /// Set the enter_cost of a region - virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) const = 0; + virtual void region_set_enter_cost(RID p_region, real_t p_enter_cost) = 0; virtual real_t region_get_enter_cost(RID p_region) const = 0; /// Set the travel_cost of a region - virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) const = 0; + virtual void region_set_travel_cost(RID p_region, real_t p_travel_cost) = 0; virtual real_t region_get_travel_cost(RID p_region) const = 0; /// Set the node which manages this region. - virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) const = 0; + virtual void region_set_owner_id(RID p_region, ObjectID p_owner_id) = 0; virtual ObjectID region_get_owner_id(RID p_region) const = 0; virtual bool region_owns_point(RID p_region, const Vector3 &p_point) const = 0; /// Set the map of this region. - virtual void region_set_map(RID p_region, RID p_map) const = 0; + virtual void region_set_map(RID p_region, RID p_map) = 0; virtual RID region_get_map(RID p_region) const = 0; /// Set the region's layers - virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) const = 0; + virtual void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) = 0; virtual uint32_t region_get_navigation_layers(RID p_region) const = 0; /// Set the global transformation of this region. - virtual void region_set_transform(RID p_region, Transform3D p_transform) const = 0; + virtual void region_set_transform(RID p_region, Transform3D p_transform) = 0; /// Set the navigation mesh of this region. - virtual void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) const = 0; + virtual void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) = 0; /// Bake the navigation mesh. - virtual void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) const = 0; + virtual void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) = 0; /// Get a list of a region's connection to other regions. virtual int region_get_connections_count(RID p_region) const = 0; virtual Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const = 0; virtual Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const = 0; - /// Creates a new link between locations in the nav map. - virtual RID link_create() const = 0; + /// Creates a new link between positions in the nav map. + virtual RID link_create() = 0; /// Set the map of this link. - virtual void link_set_map(RID p_link, RID p_map) const = 0; + virtual void link_set_map(RID p_link, RID p_map) = 0; virtual RID link_get_map(RID p_link) const = 0; /// Set whether this link travels in both directions. - virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) const = 0; + virtual void link_set_bidirectional(RID p_link, bool p_bidirectional) = 0; virtual bool link_is_bidirectional(RID p_link) const = 0; /// Set the link's layers. - virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) const = 0; + virtual void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) = 0; virtual uint32_t link_get_navigation_layers(RID p_link) const = 0; - /// Set the start location of the link. - virtual void link_set_start_location(RID p_link, Vector3 p_location) const = 0; - virtual Vector3 link_get_start_location(RID p_link) const = 0; + /// Set the start position of the link. + virtual void link_set_start_position(RID p_link, Vector3 p_position) = 0; + virtual Vector3 link_get_start_position(RID p_link) const = 0; - /// Set the end location of the link. - virtual void link_set_end_location(RID p_link, Vector3 p_location) const = 0; - virtual Vector3 link_get_end_location(RID p_link) const = 0; + /// Set the end position of the link. + virtual void link_set_end_position(RID p_link, Vector3 p_position) = 0; + virtual Vector3 link_get_end_position(RID p_link) const = 0; /// Set the enter cost of the link. - virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) const = 0; + virtual void link_set_enter_cost(RID p_link, real_t p_enter_cost) = 0; virtual real_t link_get_enter_cost(RID p_link) const = 0; /// Set the travel cost of the link. - virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) const = 0; + virtual void link_set_travel_cost(RID p_link, real_t p_travel_cost) = 0; virtual real_t link_get_travel_cost(RID p_link) const = 0; /// Set the node which manages this link. - virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) const = 0; + virtual void link_set_owner_id(RID p_link, ObjectID p_owner_id) = 0; virtual ObjectID link_get_owner_id(RID p_link) const = 0; /// Creates the agent. - virtual RID agent_create() const = 0; + virtual RID agent_create() = 0; /// Put the agent in the map. - virtual void agent_set_map(RID p_agent, RID p_map) const = 0; + virtual void agent_set_map(RID p_agent, RID p_map) = 0; virtual RID agent_get_map(RID p_agent) const = 0; /// The maximum distance (center point to @@ -197,7 +194,7 @@ public: /// time of the simulation. If the number is too /// low, the simulation will not be safe. /// Must be non-negative. - virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) const = 0; + virtual void agent_set_neighbor_distance(RID p_agent, real_t p_distance) = 0; /// The maximum number of other agents this /// agent takes into account in the navigation. @@ -205,7 +202,7 @@ public: /// running time of the simulation. If the /// number is too low, the simulation will not /// be safe. - virtual void agent_set_max_neighbors(RID p_agent, int p_count) const = 0; + virtual void agent_set_max_neighbors(RID p_agent, int p_count) = 0; /// The minimal amount of time for which this /// agent's velocities that are computed by the @@ -215,39 +212,39 @@ public: /// other agents, but the less freedom this /// agent has in choosing its velocities. /// Must be positive. - virtual void agent_set_time_horizon(RID p_agent, real_t p_time) const = 0; + virtual void agent_set_time_horizon(RID p_agent, real_t p_time) = 0; /// The radius of this agent. /// Must be non-negative. - virtual void agent_set_radius(RID p_agent, real_t p_radius) const = 0; + virtual void agent_set_radius(RID p_agent, real_t p_radius) = 0; /// The maximum speed of this agent. /// Must be non-negative. - virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) const = 0; + virtual void agent_set_max_speed(RID p_agent, real_t p_max_speed) = 0; /// Current velocity of the agent - virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) const = 0; + virtual void agent_set_velocity(RID p_agent, Vector3 p_velocity) = 0; /// The new target velocity. - virtual void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) const = 0; + virtual void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) = 0; /// Position of the agent in world space. - virtual void agent_set_position(RID p_agent, Vector3 p_position) const = 0; + virtual void agent_set_position(RID p_agent, Vector3 p_position) = 0; /// Agent ignore the Y axis and avoid collisions by moving only on the horizontal plane - virtual void agent_set_ignore_y(RID p_agent, bool p_ignore) const = 0; + virtual void agent_set_ignore_y(RID p_agent, bool p_ignore) = 0; /// Returns true if the map got changed the previous frame. virtual bool agent_is_map_changed(RID p_agent) const = 0; /// Callback called at the end of the RVO process - virtual void agent_set_callback(RID p_agent, ObjectID p_object_id, StringName p_method, Variant p_udata = Variant()) const = 0; + virtual void agent_set_callback(RID p_agent, Callable p_callback) = 0; /// Destroy the `RID` - virtual void free(RID p_object) const = 0; + virtual void free(RID p_object) = 0; /// Control activation of this server. - virtual void set_active(bool p_active) const = 0; + virtual void set_active(bool p_active) = 0; /// Process the collision avoidance agents. /// The result of this process is needed by the physics server, @@ -256,16 +253,34 @@ public: virtual void process(real_t delta_time) = 0; /// Returns a customized navigation path using a query parameters object - void query_path(const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result) const; + virtual void query_path(const Ref<NavigationPathQueryParameters3D> &p_query_parameters, Ref<NavigationPathQueryResult3D> p_query_result) const; virtual NavigationUtilities::PathQueryResult _query_path(const NavigationUtilities::PathQueryParameters &p_parameters) const = 0; NavigationServer3D(); - virtual ~NavigationServer3D(); + ~NavigationServer3D() override; + + enum ProcessInfo { + INFO_ACTIVE_MAPS, + INFO_REGION_COUNT, + INFO_AGENT_COUNT, + INFO_LINK_COUNT, + INFO_POLYGON_COUNT, + INFO_EDGE_COUNT, + INFO_EDGE_MERGE_COUNT, + INFO_EDGE_CONNECTION_COUNT, + INFO_EDGE_FREE_COUNT, + }; + + virtual int get_process_info(ProcessInfo p_info) const = 0; + + void set_debug_enabled(bool p_enabled); + bool get_debug_enabled() const; -#ifdef DEBUG_ENABLED private: bool debug_enabled = false; + +#ifdef DEBUG_ENABLED bool debug_dirty = true; void _emit_navigation_debug_changed_signal(); @@ -276,6 +291,9 @@ private: Color debug_navigation_geometry_face_disabled_color = Color(0.5, 0.5, 0.5, 0.4); Color debug_navigation_link_connection_color = Color(1.0, 0.5, 1.0, 1.0); Color debug_navigation_link_connection_disabled_color = Color(0.5, 0.5, 0.5, 1.0); + Color debug_navigation_agent_path_color = Color(1.0, 0.0, 0.0, 1.0); + + float debug_navigation_agent_path_point_size = 4.0; bool debug_navigation_enable_edge_connections = true; bool debug_navigation_enable_edge_connections_xray = true; @@ -284,6 +302,8 @@ private: bool debug_navigation_enable_geometry_face_random_color = true; bool debug_navigation_enable_link_connections = true; bool debug_navigation_enable_link_connections_xray = true; + bool debug_navigation_enable_agent_paths = true; + bool debug_navigation_enable_agent_paths_xray = true; Ref<StandardMaterial3D> debug_navigation_geometry_edge_material; Ref<StandardMaterial3D> debug_navigation_geometry_face_material; @@ -293,10 +313,10 @@ private: Ref<StandardMaterial3D> debug_navigation_link_connections_material; Ref<StandardMaterial3D> debug_navigation_link_connections_disabled_material; -public: - void set_debug_enabled(bool p_enabled); - bool get_debug_enabled() const; + Ref<StandardMaterial3D> debug_navigation_agent_path_line_material; + Ref<StandardMaterial3D> debug_navigation_agent_path_point_material; +public: void set_debug_navigation_edge_connection_color(const Color &p_color); Color get_debug_navigation_edge_connection_color() const; @@ -318,6 +338,9 @@ public: void set_debug_navigation_link_connection_disabled_color(const Color &p_color); Color get_debug_navigation_link_connection_disabled_color() const; + void set_debug_navigation_agent_path_color(const Color &p_color); + Color get_debug_navigation_agent_path_color() const; + void set_debug_navigation_enable_edge_connections(const bool p_value); bool get_debug_navigation_enable_edge_connections() const; @@ -339,6 +362,15 @@ public: void set_debug_navigation_enable_link_connections_xray(const bool p_value); bool get_debug_navigation_enable_link_connections_xray() const; + void set_debug_navigation_enable_agent_paths(const bool p_value); + bool get_debug_navigation_enable_agent_paths() const; + + void set_debug_navigation_enable_agent_paths_xray(const bool p_value); + bool get_debug_navigation_enable_agent_paths_xray() const; + + void set_debug_navigation_agent_path_point_size(float p_point_size); + float get_debug_navigation_agent_path_point_size() const; + Ref<StandardMaterial3D> get_debug_navigation_geometry_face_material(); Ref<StandardMaterial3D> get_debug_navigation_geometry_edge_material(); Ref<StandardMaterial3D> get_debug_navigation_geometry_face_disabled_material(); @@ -346,6 +378,9 @@ public: Ref<StandardMaterial3D> get_debug_navigation_edge_connections_material(); Ref<StandardMaterial3D> get_debug_navigation_link_connections_material(); Ref<StandardMaterial3D> get_debug_navigation_link_connections_disabled_material(); + + Ref<StandardMaterial3D> get_debug_navigation_agent_path_line_material(); + Ref<StandardMaterial3D> get_debug_navigation_agent_path_point_material(); #endif // DEBUG_ENABLED }; @@ -360,4 +395,6 @@ public: static NavigationServer3D *new_default_server(); }; +VARIANT_ENUM_CAST(NavigationServer3D::ProcessInfo); + #endif // NAVIGATION_SERVER_3D_H diff --git a/servers/navigation_server_3d_dummy.h b/servers/navigation_server_3d_dummy.h new file mode 100644 index 0000000000..fd9226e59e --- /dev/null +++ b/servers/navigation_server_3d_dummy.h @@ -0,0 +1,119 @@ +/**************************************************************************/ +/* navigation_server_3d_dummy.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ + +#ifndef NAVIGATION_SERVER_3D_DUMMY_H +#define NAVIGATION_SERVER_3D_DUMMY_H + +#include "servers/navigation_server_3d.h" + +class NavigationServer3DDummy : public NavigationServer3D { + GDCLASS(NavigationServer3DDummy, NavigationServer3D); + +public: + TypedArray<RID> get_maps() const override { return TypedArray<RID>(); } + RID map_create() override { return RID(); } + void map_set_active(RID p_map, bool p_active) override {} + bool map_is_active(RID p_map) const override { return false; } + void map_set_up(RID p_map, Vector3 p_up) override {} + Vector3 map_get_up(RID p_map) const override { return Vector3(); } + void map_set_cell_size(RID p_map, real_t p_cell_size) override {} + real_t map_get_cell_size(RID p_map) const override { return 0; } + void map_set_edge_connection_margin(RID p_map, real_t p_connection_margin) override {} + real_t map_get_edge_connection_margin(RID p_map) const override { return 0; } + void map_set_link_connection_radius(RID p_map, real_t p_connection_radius) override {} + real_t map_get_link_connection_radius(RID p_map) const override { return 0; } + Vector<Vector3> map_get_path(RID p_map, Vector3 p_origin, Vector3 p_destination, bool p_optimize, uint32_t p_navigation_layers) const override { return Vector<Vector3>(); } + Vector3 map_get_closest_point_to_segment(RID p_map, const Vector3 &p_from, const Vector3 &p_to, const bool p_use_collision) const override { return Vector3(); } + Vector3 map_get_closest_point(RID p_map, const Vector3 &p_point) const override { return Vector3(); } + Vector3 map_get_closest_point_normal(RID p_map, const Vector3 &p_point) const override { return Vector3(); } + RID map_get_closest_point_owner(RID p_map, const Vector3 &p_point) const override { return RID(); } + TypedArray<RID> map_get_links(RID p_map) const override { return TypedArray<RID>(); } + TypedArray<RID> map_get_regions(RID p_map) const override { return TypedArray<RID>(); } + TypedArray<RID> map_get_agents(RID p_map) const override { return TypedArray<RID>(); } + void map_force_update(RID p_map) override {} + RID region_create() override { return RID(); } + void region_set_enter_cost(RID p_region, real_t p_enter_cost) override {} + real_t region_get_enter_cost(RID p_region) const override { return 0; } + void region_set_travel_cost(RID p_region, real_t p_travel_cost) override {} + real_t region_get_travel_cost(RID p_region) const override { return 0; } + void region_set_owner_id(RID p_region, ObjectID p_owner_id) override {} + ObjectID region_get_owner_id(RID p_region) const override { return ObjectID(); } + bool region_owns_point(RID p_region, const Vector3 &p_point) const override { return false; } + void region_set_map(RID p_region, RID p_map) override {} + RID region_get_map(RID p_region) const override { return RID(); } + void region_set_navigation_layers(RID p_region, uint32_t p_navigation_layers) override {} + uint32_t region_get_navigation_layers(RID p_region) const override { return 0; } + void region_set_transform(RID p_region, Transform3D p_transform) override {} + void region_set_navigation_mesh(RID p_region, Ref<NavigationMesh> p_navigation_mesh) override {} + void region_bake_navigation_mesh(Ref<NavigationMesh> p_navigation_mesh, Node *p_root_node) override {} + int region_get_connections_count(RID p_region) const override { return 0; } + Vector3 region_get_connection_pathway_start(RID p_region, int p_connection_id) const override { return Vector3(); } + Vector3 region_get_connection_pathway_end(RID p_region, int p_connection_id) const override { return Vector3(); } + RID link_create() override { return RID(); } + void link_set_map(RID p_link, RID p_map) override {} + RID link_get_map(RID p_link) const override { return RID(); } + void link_set_bidirectional(RID p_link, bool p_bidirectional) override {} + bool link_is_bidirectional(RID p_link) const override { return false; } + void link_set_navigation_layers(RID p_link, uint32_t p_navigation_layers) override {} + uint32_t link_get_navigation_layers(RID p_link) const override { return 0; } + void link_set_start_position(RID p_link, Vector3 p_position) override {} + Vector3 link_get_start_position(RID p_link) const override { return Vector3(); } + void link_set_end_position(RID p_link, Vector3 p_position) override {} + Vector3 link_get_end_position(RID p_link) const override { return Vector3(); } + void link_set_enter_cost(RID p_link, real_t p_enter_cost) override {} + real_t link_get_enter_cost(RID p_link) const override { return 0; } + void link_set_travel_cost(RID p_link, real_t p_travel_cost) override {} + real_t link_get_travel_cost(RID p_link) const override { return 0; } + void link_set_owner_id(RID p_link, ObjectID p_owner_id) override {} + ObjectID link_get_owner_id(RID p_link) const override { return ObjectID(); } + RID agent_create() override { return RID(); } + void agent_set_map(RID p_agent, RID p_map) override {} + RID agent_get_map(RID p_agent) const override { return RID(); } + void agent_set_neighbor_distance(RID p_agent, real_t p_distance) override {} + void agent_set_max_neighbors(RID p_agent, int p_count) override {} + void agent_set_time_horizon(RID p_agent, real_t p_time) override {} + void agent_set_radius(RID p_agent, real_t p_radius) override {} + void agent_set_max_speed(RID p_agent, real_t p_max_speed) override {} + void agent_set_velocity(RID p_agent, Vector3 p_velocity) override {} + void agent_set_target_velocity(RID p_agent, Vector3 p_velocity) override {} + void agent_set_position(RID p_agent, Vector3 p_position) override {} + void agent_set_ignore_y(RID p_agent, bool p_ignore) override {} + bool agent_is_map_changed(RID p_agent) const override { return false; } + void agent_set_callback(RID p_agent, Callable p_callback) override {} + void free(RID p_object) override {} + void set_active(bool p_active) override {} + void process(real_t delta_time) override {} + NavigationUtilities::PathQueryResult _query_path(const NavigationUtilities::PathQueryParameters &p_parameters) const override { return NavigationUtilities::PathQueryResult(); } + int get_process_info(ProcessInfo p_info) const override { return 0; } + void set_debug_enabled(bool p_enabled) {} + bool get_debug_enabled() const { return false; } +}; + +#endif // NAVIGATION_SERVER_3D_DUMMY_H diff --git a/servers/physics_2d/godot_area_2d.cpp b/servers/physics_2d/godot_area_2d.cpp index 3fe062de57..4d2148aa07 100644 --- a/servers/physics_2d/godot_area_2d.cpp +++ b/servers/physics_2d/godot_area_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_area_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_area_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_area_2d.h" #include "godot_body_2d.h" @@ -145,11 +145,8 @@ void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Varian case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT: gravity_is_point = p_value; break; - case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE: - gravity_distance_scale = p_value; - break; - case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: - point_attenuation = p_value; + case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE: + gravity_point_unit_distance = p_value; break; case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: _set_space_override_mode(linear_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); @@ -179,10 +176,8 @@ Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const { return gravity_vector; case PhysicsServer2D::AREA_PARAM_GRAVITY_IS_POINT: return gravity_is_point; - case PhysicsServer2D::AREA_PARAM_GRAVITY_DISTANCE_SCALE: - return gravity_distance_scale; - case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: - return point_attenuation; + case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE: + return gravity_point_unit_distance; case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: return linear_damping_override_mode; case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP: @@ -304,13 +299,13 @@ void GodotArea2D::call_queries() { void GodotArea2D::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const { if (is_gravity_point()) { - const real_t gr_distance_scale = get_gravity_distance_scale(); + const real_t gr_unit_dist = get_gravity_point_unit_distance(); Vector2 v = get_transform().xform(get_gravity_vector()) - p_position; - if (gr_distance_scale > 0) { - const real_t v_length = v.length(); - if (v_length > 0) { - const real_t v_scaled = v_length * gr_distance_scale; - r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled))); + if (gr_unit_dist > 0) { + const real_t v_length_sq = v.length_squared(); + if (v_length_sq > 0) { + const real_t gravity_strength = get_gravity() * gr_unit_dist * gr_unit_dist / v_length_sq; + r_gravity = v.normalized() * gravity_strength; } else { r_gravity = Vector2(); } diff --git a/servers/physics_2d/godot_area_2d.h b/servers/physics_2d/godot_area_2d.h index 221982cf78..234e4eb9a9 100644 --- a/servers/physics_2d/godot_area_2d.h +++ b/servers/physics_2d/godot_area_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_area_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_area_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_AREA_2D_H #define GODOT_AREA_2D_H @@ -48,8 +48,7 @@ class GodotArea2D : public GodotCollisionObject2D { real_t gravity = 9.80665; Vector2 gravity_vector = Vector2(0, -1); bool gravity_is_point = false; - real_t gravity_distance_scale = 0.0; - real_t point_attenuation = 1.0; + real_t gravity_point_unit_distance = 0.0; real_t linear_damp = 0.1; real_t angular_damp = 1.0; int priority = 0; @@ -125,11 +124,8 @@ public: _FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; } _FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; } - _FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; } - _FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; } - - _FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation = p_point_attenuation; } - _FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; } + _FORCE_INLINE_ void set_gravity_point_unit_distance(real_t scale) { gravity_point_unit_distance = scale; } + _FORCE_INLINE_ real_t get_gravity_point_unit_distance() const { return gravity_point_unit_distance; } _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; } _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } diff --git a/servers/physics_2d/godot_area_pair_2d.cpp b/servers/physics_2d/godot_area_pair_2d.cpp index 72208d7dff..bd1540bac8 100644 --- a/servers/physics_2d/godot_area_pair_2d.cpp +++ b/servers/physics_2d/godot_area_pair_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_area_pair_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_area_pair_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_area_pair_2d.h" #include "godot_collision_solver_2d.h" diff --git a/servers/physics_2d/godot_area_pair_2d.h b/servers/physics_2d/godot_area_pair_2d.h index ef6c774bc3..938b9813b4 100644 --- a/servers/physics_2d/godot_area_pair_2d.h +++ b/servers/physics_2d/godot_area_pair_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_area_pair_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_area_pair_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_AREA_PAIR_2D_H #define GODOT_AREA_PAIR_2D_H diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index 4422be959a..bc31721ae7 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_body_2d.h" diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h index 86d42ae7f8..71dc826604 100644 --- a/servers/physics_2d/godot_body_2d.h +++ b/servers/physics_2d/godot_body_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BODY_2D_H #define GODOT_BODY_2D_H @@ -132,6 +132,7 @@ class GodotBody2D : public GodotCollisionObject2D { ObjectID collider_instance_id; RID collider; Vector2 collider_velocity_at_pos; + Vector2 impulse; }; Vector<Contact> contacts; //no contacts by default @@ -190,7 +191,7 @@ public: _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); } - _FORCE_INLINE_ void add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos); + _FORCE_INLINE_ void add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse); _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); } @@ -340,7 +341,7 @@ public: //add contact inline -void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) { +void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos, const Vector2 &p_impulse) { int c_max = contacts.size(); if (c_max == 0) { @@ -380,6 +381,7 @@ void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local c[idx].collider_instance_id = p_collider_instance_id; c[idx].collider = p_collider; c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; + c[idx].impulse = p_impulse; } #endif // GODOT_BODY_2D_H diff --git a/servers/physics_2d/godot_body_direct_state_2d.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp index d413e03be6..2fa933ce17 100644 --- a/servers/physics_2d/godot_body_direct_state_2d.cpp +++ b/servers/physics_2d/godot_body_direct_state_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_direct_state_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_direct_state_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_body_direct_state_2d.h" @@ -210,6 +210,11 @@ Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position return body->contacts[p_contact_idx].collider_velocity_at_pos; } +Vector2 GodotPhysicsDirectBodyState2D::get_contact_impulse(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].impulse; +} + PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() { return body->get_space()->get_direct_state(); } diff --git a/servers/physics_2d/godot_body_direct_state_2d.h b/servers/physics_2d/godot_body_direct_state_2d.h index a2c0a87989..545d52ad23 100644 --- a/servers/physics_2d/godot_body_direct_state_2d.h +++ b/servers/physics_2d/godot_body_direct_state_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_direct_state_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_direct_state_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BODY_DIRECT_STATE_2D_H #define GODOT_BODY_DIRECT_STATE_2D_H @@ -92,8 +92,8 @@ public: virtual Vector2 get_contact_collider_position(int p_contact_idx) const override; virtual ObjectID get_contact_collider_id(int p_contact_idx) const override; virtual int get_contact_collider_shape(int p_contact_idx) const override; - virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const override; + virtual Vector2 get_contact_impulse(int p_contact_idx) const override; virtual PhysicsDirectSpaceState2D *get_space_state() override; diff --git a/servers/physics_2d/godot_body_pair_2d.cpp b/servers/physics_2d/godot_body_pair_2d.cpp index 1684835e76..40dbb4fcf4 100644 --- a/servers/physics_2d/godot_body_pair_2d.cpp +++ b/servers/physics_2d/godot_body_pair_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_pair_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_pair_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_body_pair_2d.h" @@ -434,21 +434,6 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) { c.rA = global_A - A->get_center_of_mass(); c.rB = global_B - B->get_center_of_mass() - offset_B; - if (A->can_report_contacts()) { - Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); - A->add_contact(global_A + offset_A, -c.normal, depth, shape_A, global_B + offset_A, shape_B, B->get_instance_id(), B->get_self(), crB + B->get_linear_velocity()); - } - - if (B->can_report_contacts()) { - Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); - B->add_contact(global_B + offset_A, c.normal, depth, shape_B, global_A + offset_A, shape_A, A->get_instance_id(), A->get_self(), crA + A->get_linear_velocity()); - } - - if (report_contacts_only) { - collided = false; - continue; - } - // Precompute normal mass, tangent mass, and bias. real_t rnA = c.rA.dot(c.normal); real_t rnB = c.rB.dot(c.normal); @@ -466,11 +451,28 @@ bool GodotBodyPair2D::pre_solve(real_t p_step) { c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration); c.depth = depth; + Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent; + + c.acc_impulse -= P; + + if (A->can_report_contacts()) { + Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); + A->add_contact(global_A + offset_A, -c.normal, depth, shape_A, global_B + offset_A, shape_B, B->get_instance_id(), B->get_self(), crB + B->get_linear_velocity(), c.acc_impulse); + } + + if (B->can_report_contacts()) { + Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); + B->add_contact(global_B + offset_A, c.normal, depth, shape_B, global_A + offset_A, shape_A, A->get_instance_id(), A->get_self(), crA + A->get_linear_velocity(), c.acc_impulse); + } + + if (report_contacts_only) { + collided = false; + continue; + } + #ifdef ACCUMULATE_IMPULSES { // Apply normal + friction impulse - Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent; - if (collide_A) { A->apply_impulse(-P, c.rA + A->get_center_of_mass()); } @@ -581,6 +583,7 @@ void GodotBodyPair2D::solve(real_t p_step) { if (collide_B) { B->apply_impulse(j, c.rB + B->get_center_of_mass()); } + c.acc_impulse -= j; } } diff --git a/servers/physics_2d/godot_body_pair_2d.h b/servers/physics_2d/godot_body_pair_2d.h index 1c0f61be26..4e9bfa6022 100644 --- a/servers/physics_2d/godot_body_pair_2d.h +++ b/servers/physics_2d/godot_body_pair_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_pair_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_pair_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BODY_PAIR_2D_H #define GODOT_BODY_PAIR_2D_H @@ -59,6 +59,7 @@ class GodotBodyPair2D : public GodotConstraint2D { Vector2 position; Vector2 normal; Vector2 local_A, local_B; + Vector2 acc_impulse; // accumulated impulse real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn) real_t acc_tangent_impulse = 0.0; // accumulated tangent impulse (Pt) real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb) diff --git a/servers/physics_2d/godot_broad_phase_2d.cpp b/servers/physics_2d/godot_broad_phase_2d.cpp index e734c24f88..eb6bc21d60 100644 --- a/servers/physics_2d/godot_broad_phase_2d.cpp +++ b/servers/physics_2d/godot_broad_phase_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_broad_phase_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_broad_phase_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_broad_phase_2d.h" diff --git a/servers/physics_2d/godot_broad_phase_2d.h b/servers/physics_2d/godot_broad_phase_2d.h index abab087045..f3c07a69bb 100644 --- a/servers/physics_2d/godot_broad_phase_2d.h +++ b/servers/physics_2d/godot_broad_phase_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_broad_phase_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_broad_phase_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BROAD_PHASE_2D_H #define GODOT_BROAD_PHASE_2D_H diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp index c545fec113..eaf50d53d9 100644 --- a/servers/physics_2d/godot_broad_phase_2d_bvh.cpp +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_broad_phase_2d_bvh.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_broad_phase_2d_bvh.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_broad_phase_2d_bvh.h" #include "godot_collision_object_2d.h" diff --git a/servers/physics_2d/godot_broad_phase_2d_bvh.h b/servers/physics_2d/godot_broad_phase_2d_bvh.h index 512111f948..36fd1223b0 100644 --- a/servers/physics_2d/godot_broad_phase_2d_bvh.h +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_broad_phase_2d_bvh.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_broad_phase_2d_bvh.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BROAD_PHASE_2D_BVH_H #define GODOT_BROAD_PHASE_2D_BVH_H diff --git a/servers/physics_2d/godot_collision_object_2d.cpp b/servers/physics_2d/godot_collision_object_2d.cpp index 35027e0f69..4fb53a2d89 100644 --- a/servers/physics_2d/godot_collision_object_2d.cpp +++ b/servers/physics_2d/godot_collision_object_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_object_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_object_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_collision_object_2d.h" #include "godot_physics_server_2d.h" diff --git a/servers/physics_2d/godot_collision_object_2d.h b/servers/physics_2d/godot_collision_object_2d.h index 7965e8a94d..129fa27ff3 100644 --- a/servers/physics_2d/godot_collision_object_2d.h +++ b/servers/physics_2d/godot_collision_object_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_object_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_object_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_COLLISION_OBJECT_2D_H #define GODOT_COLLISION_OBJECT_2D_H diff --git a/servers/physics_2d/godot_collision_solver_2d.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp index 9c7b8fbe53..64f1cc8362 100644 --- a/servers/physics_2d/godot_collision_solver_2d.cpp +++ b/servers/physics_2d/godot_collision_solver_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_solver_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_solver_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_collision_solver_2d.h" #include "godot_collision_solver_2d_sat.h" diff --git a/servers/physics_2d/godot_collision_solver_2d.h b/servers/physics_2d/godot_collision_solver_2d.h index 3aac2751e0..1c09714f76 100644 --- a/servers/physics_2d/godot_collision_solver_2d.h +++ b/servers/physics_2d/godot_collision_solver_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_solver_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_solver_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_COLLISION_SOLVER_2D_H #define GODOT_COLLISION_SOLVER_2D_H diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp index f8924239ea..e64a3629e2 100644 --- a/servers/physics_2d/godot_collision_solver_2d_sat.cpp +++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_solver_2d_sat.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_solver_2d_sat.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_collision_solver_2d_sat.h" diff --git a/servers/physics_2d/godot_collision_solver_2d_sat.h b/servers/physics_2d/godot_collision_solver_2d_sat.h index 3d8e29c41a..c9183f7ecb 100644 --- a/servers/physics_2d/godot_collision_solver_2d_sat.h +++ b/servers/physics_2d/godot_collision_solver_2d_sat.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_solver_2d_sat.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_solver_2d_sat.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_COLLISION_SOLVER_2D_SAT_H #define GODOT_COLLISION_SOLVER_2D_SAT_H diff --git a/servers/physics_2d/godot_constraint_2d.h b/servers/physics_2d/godot_constraint_2d.h index d9bf035c2b..f4136f6643 100644 --- a/servers/physics_2d/godot_constraint_2d.h +++ b/servers/physics_2d/godot_constraint_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_constraint_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_constraint_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_CONSTRAINT_2D_H #define GODOT_CONSTRAINT_2D_H diff --git a/servers/physics_2d/godot_joints_2d.cpp b/servers/physics_2d/godot_joints_2d.cpp index 34eb66500d..c7cdd271ca 100644 --- a/servers/physics_2d/godot_joints_2d.cpp +++ b/servers/physics_2d/godot_joints_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_joints_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_joints_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_joints_2d.h" diff --git a/servers/physics_2d/godot_joints_2d.h b/servers/physics_2d/godot_joints_2d.h index acaaf0f629..7a75781c87 100644 --- a/servers/physics_2d/godot_joints_2d.h +++ b/servers/physics_2d/godot_joints_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_joints_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_joints_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_JOINTS_2D_H #define GODOT_JOINTS_2D_H diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp index f1551df2e3..30600e0e57 100644 --- a/servers/physics_2d/godot_physics_server_2d.cpp +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_physics_server_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_physics_server_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_physics_server_2d.h" diff --git a/servers/physics_2d/godot_physics_server_2d.h b/servers/physics_2d/godot_physics_server_2d.h index b96677700c..e9b8d9a90a 100644 --- a/servers/physics_2d/godot_physics_server_2d.h +++ b/servers/physics_2d/godot_physics_server_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_physics_server_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_physics_server_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_PHYSICS_SERVER_2D_H #define GODOT_PHYSICS_SERVER_2D_H diff --git a/servers/physics_2d/godot_shape_2d.cpp b/servers/physics_2d/godot_shape_2d.cpp index 6823cb32c1..67c24e29b0 100644 --- a/servers/physics_2d/godot_shape_2d.cpp +++ b/servers/physics_2d/godot_shape_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_shape_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_shape_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_shape_2d.h" diff --git a/servers/physics_2d/godot_shape_2d.h b/servers/physics_2d/godot_shape_2d.h index cede01e18d..50b2bfd4e9 100644 --- a/servers/physics_2d/godot_shape_2d.h +++ b/servers/physics_2d/godot_shape_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_shape_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_shape_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_SHAPE_2D_H #define GODOT_SHAPE_2D_H diff --git a/servers/physics_2d/godot_space_2d.cpp b/servers/physics_2d/godot_space_2d.cpp index 89afb0e2a0..1beb5336f7 100644 --- a/servers/physics_2d/godot_space_2d.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_space_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_space_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_space_2d.h" @@ -83,7 +83,7 @@ int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_par continue; } - if (p_parameters.canvas_instance_id.is_valid() && col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) { + if (col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) { continue; } @@ -1216,28 +1216,15 @@ GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() { } GodotSpace2D::GodotSpace2D() { - body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0); - body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(8.0)); - body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5); - ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater")); - - solver_iterations = GLOBAL_DEF("physics/2d/solver/solver_iterations", 16); - ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/solver_iterations", PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater")); - - contact_recycle_radius = GLOBAL_DEF("physics/2d/solver/contact_recycle_radius", 1.0); - ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater")); - - contact_max_separation = GLOBAL_DEF("physics/2d/solver/contact_max_separation", 1.5); - ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_max_separation", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater")); - - contact_max_allowed_penetration = GLOBAL_DEF("physics/2d/solver/contact_max_allowed_penetration", 0.3); - ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_max_allowed_penetration", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater")); - - contact_bias = GLOBAL_DEF("physics/2d/solver/default_contact_bias", 0.8); - ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/default_contact_bias", PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01")); - - constraint_bias = GLOBAL_DEF("physics/2d/solver/default_constraint_bias", 0.2); - ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/default_constraint_bias", PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01")); + body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_linear"); + body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/2d/sleep_threshold_angular"); + body_time_to_sleep = GLOBAL_GET("physics/2d/time_before_sleep"); + solver_iterations = GLOBAL_GET("physics/2d/solver/solver_iterations"); + contact_recycle_radius = GLOBAL_GET("physics/2d/solver/contact_recycle_radius"); + contact_max_separation = GLOBAL_GET("physics/2d/solver/contact_max_separation"); + contact_max_allowed_penetration = GLOBAL_GET("physics/2d/solver/contact_max_allowed_penetration"); + contact_bias = GLOBAL_GET("physics/2d/solver/default_contact_bias"); + constraint_bias = GLOBAL_GET("physics/2d/solver/default_constraint_bias"); broadphase = GodotBroadPhase2D::create_func(); broadphase->set_pair_callback(_broadphase_pair, this); diff --git a/servers/physics_2d/godot_space_2d.h b/servers/physics_2d/godot_space_2d.h index b6fc48bd70..ded3b08d5b 100644 --- a/servers/physics_2d/godot_space_2d.h +++ b/servers/physics_2d/godot_space_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_space_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_space_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_SPACE_2D_H #define GODOT_SPACE_2D_H diff --git a/servers/physics_2d/godot_step_2d.cpp b/servers/physics_2d/godot_step_2d.cpp index b7d79bc0e3..bbaec8be2b 100644 --- a/servers/physics_2d/godot_step_2d.cpp +++ b/servers/physics_2d/godot_step_2d.cpp @@ -1,35 +1,36 @@ -/*************************************************************************/ -/* godot_step_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_step_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_step_2d.h" +#include "core/object/worker_thread_pool.h" #include "core/os/os.h" #define BODY_ISLAND_COUNT_RESERVE 128 diff --git a/servers/physics_2d/godot_step_2d.h b/servers/physics_2d/godot_step_2d.h index 4b3b6fc966..c08c6379de 100644 --- a/servers/physics_2d/godot_step_2d.h +++ b/servers/physics_2d/godot_step_2d.h @@ -1,39 +1,38 @@ -/*************************************************************************/ -/* godot_step_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_step_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_STEP_2D_H #define GODOT_STEP_2D_H #include "godot_space_2d.h" -#include "core/object/worker_thread_pool.h" #include "core/templates/local_vector.h" class GodotStep2D { diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp index ba362740b2..e5678914fe 100644 --- a/servers/physics_3d/gjk_epa.cpp +++ b/servers/physics_3d/gjk_epa.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* gjk_epa.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* gjk_epa.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "gjk_epa.h" @@ -1011,9 +1011,11 @@ bool gjk_epa_calculate_penetration(const GodotShape3D *p_shape_A, const Transfor if (GjkEpa2::Penetration(p_shape_A, p_transform_A, p_margin_A, p_shape_B, p_transform_B, p_margin_B, p_transform_B.origin - p_transform_A.origin, res)) { if (p_result_callback) { if (p_swap) { - p_result_callback(res.witnesses[1], 0, res.witnesses[0], 0, p_userdata); + Vector3 normal = (res.witnesses[1] - res.witnesses[0]).normalized(); + p_result_callback(res.witnesses[1], 0, res.witnesses[0], 0, normal, p_userdata); } else { - p_result_callback(res.witnesses[0], 0, res.witnesses[1], 0, p_userdata); + Vector3 normal = (res.witnesses[0] - res.witnesses[1]).normalized(); + p_result_callback(res.witnesses[0], 0, res.witnesses[1], 0, normal, p_userdata); } } return true; diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h index 309af76561..48fda9969f 100644 --- a/servers/physics_3d/gjk_epa.h +++ b/servers/physics_3d/gjk_epa.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* gjk_epa.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* gjk_epa.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GJK_EPA_H #define GJK_EPA_H diff --git a/servers/physics_3d/godot_area_3d.cpp b/servers/physics_3d/godot_area_3d.cpp index d4d3b3e6aa..5bf16aa688 100644 --- a/servers/physics_3d/godot_area_3d.cpp +++ b/servers/physics_3d/godot_area_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_area_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_area_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_area_3d.h" @@ -152,11 +152,8 @@ void GodotArea3D::set_param(PhysicsServer3D::AreaParameter p_param, const Varian case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT: gravity_is_point = p_value; break; - case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE: - gravity_distance_scale = p_value; - break; - case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: - point_attenuation = p_value; + case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE: + gravity_point_unit_distance = p_value; break; case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: _set_space_override_mode(linear_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value); @@ -200,10 +197,8 @@ Variant GodotArea3D::get_param(PhysicsServer3D::AreaParameter p_param) const { return gravity_vector; case PhysicsServer3D::AREA_PARAM_GRAVITY_IS_POINT: return gravity_is_point; - case PhysicsServer3D::AREA_PARAM_GRAVITY_DISTANCE_SCALE: - return gravity_distance_scale; - case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: - return point_attenuation; + case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE: + return gravity_point_unit_distance; case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: return linear_damping_override_mode; case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP: @@ -333,13 +328,13 @@ void GodotArea3D::call_queries() { void GodotArea3D::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const { if (is_gravity_point()) { - const real_t gr_distance_scale = get_gravity_distance_scale(); + const real_t gr_unit_dist = get_gravity_point_unit_distance(); Vector3 v = get_transform().xform(get_gravity_vector()) - p_position; - if (gr_distance_scale > 0) { - const real_t v_length = v.length(); - if (v_length > 0) { - const real_t v_scaled = v_length * gr_distance_scale; - r_gravity = (v.normalized() * (get_gravity() / (v_scaled * v_scaled))); + if (gr_unit_dist > 0) { + const real_t v_length_sq = v.length_squared(); + if (v_length_sq > 0) { + const real_t gravity_strength = get_gravity() * gr_unit_dist * gr_unit_dist / v_length_sq; + r_gravity = v.normalized() * gravity_strength; } else { r_gravity = Vector3(); } diff --git a/servers/physics_3d/godot_area_3d.h b/servers/physics_3d/godot_area_3d.h index 51b435eb00..f05d0f9019 100644 --- a/servers/physics_3d/godot_area_3d.h +++ b/servers/physics_3d/godot_area_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_area_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_area_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_AREA_3D_H #define GODOT_AREA_3D_H @@ -49,8 +49,7 @@ class GodotArea3D : public GodotCollisionObject3D { real_t gravity = 9.80665; Vector3 gravity_vector = Vector3(0, -1, 0); bool gravity_is_point = false; - real_t gravity_distance_scale = 0.0; - real_t point_attenuation = 1.0; + real_t gravity_point_unit_distance = 0.0; real_t linear_damp = 0.1; real_t angular_damp = 0.1; real_t wind_force_magnitude = 0.0; @@ -134,11 +133,8 @@ public: _FORCE_INLINE_ void set_gravity_as_point(bool p_enable) { gravity_is_point = p_enable; } _FORCE_INLINE_ bool is_gravity_point() const { return gravity_is_point; } - _FORCE_INLINE_ void set_gravity_distance_scale(real_t scale) { gravity_distance_scale = scale; } - _FORCE_INLINE_ real_t get_gravity_distance_scale() const { return gravity_distance_scale; } - - _FORCE_INLINE_ void set_point_attenuation(real_t p_point_attenuation) { point_attenuation = p_point_attenuation; } - _FORCE_INLINE_ real_t get_point_attenuation() const { return point_attenuation; } + _FORCE_INLINE_ void set_gravity_point_unit_distance(real_t scale) { gravity_point_unit_distance = scale; } + _FORCE_INLINE_ real_t get_gravity_point_unit_distance() const { return gravity_point_unit_distance; } _FORCE_INLINE_ void set_linear_damp(real_t p_linear_damp) { linear_damp = p_linear_damp; } _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } diff --git a/servers/physics_3d/godot_area_pair_3d.cpp b/servers/physics_3d/godot_area_pair_3d.cpp index a75cb74f60..5561210f2d 100644 --- a/servers/physics_3d/godot_area_pair_3d.cpp +++ b/servers/physics_3d/godot_area_pair_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_area_pair_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_area_pair_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_area_pair_3d.h" diff --git a/servers/physics_3d/godot_area_pair_3d.h b/servers/physics_3d/godot_area_pair_3d.h index 64b43a3b51..c11fa07827 100644 --- a/servers/physics_3d/godot_area_pair_3d.h +++ b/servers/physics_3d/godot_area_pair_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_area_pair_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_area_pair_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_AREA_PAIR_3D_H #define GODOT_AREA_PAIR_3D_H diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp index 53f4ab86f9..3c93fee4f8 100644 --- a/servers/physics_3d/godot_body_3d.cpp +++ b/servers/physics_3d/godot_body_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_body_3d.h" diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h index 412cbebc7d..51b360d705 100644 --- a/servers/physics_3d/godot_body_3d.h +++ b/servers/physics_3d/godot_body_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BODY_3D_H #define GODOT_BODY_3D_H @@ -126,6 +126,7 @@ class GodotBody3D : public GodotCollisionObject3D { ObjectID collider_instance_id; RID collider; Vector3 collider_velocity_at_pos; + Vector3 impulse; }; Vector<Contact> contacts; //no contacts by default @@ -183,7 +184,7 @@ public: _FORCE_INLINE_ int get_max_contacts_reported() const { return contacts.size(); } _FORCE_INLINE_ bool can_report_contacts() const { return !contacts.is_empty(); } - _FORCE_INLINE_ void add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos); + _FORCE_INLINE_ void add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos, const Vector3 &p_impulse); _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } _FORCE_INLINE_ void remove_exception(const RID &p_exception) { exceptions.erase(p_exception); } @@ -347,7 +348,7 @@ public: //add contact inline -void GodotBody3D::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos) { +void GodotBody3D::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos, const Vector3 &p_impulse) { int c_max = contacts.size(); if (c_max == 0) { @@ -387,6 +388,7 @@ void GodotBody3D::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local c[idx].collider_instance_id = p_collider_instance_id; c[idx].collider = p_collider; c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; + c[idx].impulse = p_impulse; } #endif // GODOT_BODY_3D_H diff --git a/servers/physics_3d/godot_body_direct_state_3d.cpp b/servers/physics_3d/godot_body_direct_state_3d.cpp index 25088d33f3..9f28f3809a 100644 --- a/servers/physics_3d/godot_body_direct_state_3d.cpp +++ b/servers/physics_3d/godot_body_direct_state_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_direct_state_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_direct_state_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_body_direct_state_3d.h" @@ -188,8 +188,9 @@ Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_id return body->contacts[p_contact_idx].local_normal; } -real_t GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const { - return 0.0f; // Only implemented for bullet +Vector3 GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); + return body->contacts[p_contact_idx].impulse; } int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const { diff --git a/servers/physics_3d/godot_body_direct_state_3d.h b/servers/physics_3d/godot_body_direct_state_3d.h index 483cfb9298..be2e851b4d 100644 --- a/servers/physics_3d/godot_body_direct_state_3d.h +++ b/servers/physics_3d/godot_body_direct_state_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_direct_state_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_direct_state_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BODY_DIRECT_STATE_3D_H #define GODOT_BODY_DIRECT_STATE_3D_H @@ -89,7 +89,7 @@ public: virtual Vector3 get_contact_local_position(int p_contact_idx) const override; virtual Vector3 get_contact_local_normal(int p_contact_idx) const override; - virtual real_t get_contact_impulse(int p_contact_idx) const override; + virtual Vector3 get_contact_impulse(int p_contact_idx) const override; virtual int get_contact_local_shape(int p_contact_idx) const override; virtual RID get_contact_collider(int p_contact_idx) const override; diff --git a/servers/physics_3d/godot_body_pair_3d.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index 00b7941292..619e6c00be 100644 --- a/servers/physics_3d/godot_body_pair_3d.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_pair_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_pair_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_body_pair_3d.h" @@ -38,12 +38,12 @@ #define MIN_VELOCITY 0.0001 #define MAX_BIAS_ROTATION (Math_PI / 8) -void GodotBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { +void GodotBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) { GodotBodyPair3D *pair = static_cast<GodotBodyPair3D *>(p_userdata); - pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B); + pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B, normal); } -void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) { +void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal) { Vector3 local_A = A->get_inv_transform().basis.xform(p_point_A); Vector3 local_B = B->get_inv_transform().basis.xform(p_point_B - offset_B); @@ -364,16 +364,30 @@ bool GodotBodyPair3D::pre_solve(real_t p_step) { c.rA = global_A - A->get_center_of_mass(); c.rB = global_B - B->get_center_of_mass() - offset_B; + // Precompute normal mass, tangent mass, and bias. + Vector3 inertia_A = inv_inertia_tensor_A.xform(c.rA.cross(c.normal)); + Vector3 inertia_B = inv_inertia_tensor_B.xform(c.rB.cross(c.normal)); + real_t kNormal = inv_mass_A + inv_mass_B; + kNormal += c.normal.dot(inertia_A.cross(c.rA)) + c.normal.dot(inertia_B.cross(c.rB)); + c.mass_normal = 1.0f / kNormal; + + c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration); + c.depth = depth; + + Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse; + + c.acc_impulse -= j_vec; + // contact query reporting... if (A->can_report_contacts()) { Vector3 crA = A->get_angular_velocity().cross(c.rA) + A->get_linear_velocity(); - A->add_contact(global_A, -c.normal, depth, shape_A, global_B, shape_B, B->get_instance_id(), B->get_self(), crA); + A->add_contact(global_A, -c.normal, depth, shape_A, global_B, shape_B, B->get_instance_id(), B->get_self(), crA, c.acc_impulse); } if (B->can_report_contacts()) { Vector3 crB = B->get_angular_velocity().cross(c.rB) + B->get_linear_velocity(); - B->add_contact(global_B, c.normal, depth, shape_B, global_A, shape_A, A->get_instance_id(), A->get_self(), crB); + B->add_contact(global_B, c.normal, depth, shape_B, global_A, shape_A, A->get_instance_id(), A->get_self(), crB, -c.acc_impulse); } if (report_contacts_only) { @@ -384,17 +398,6 @@ bool GodotBodyPair3D::pre_solve(real_t p_step) { c.active = true; do_process = true; - // Precompute normal mass, tangent mass, and bias. - Vector3 inertia_A = inv_inertia_tensor_A.xform(c.rA.cross(c.normal)); - Vector3 inertia_B = inv_inertia_tensor_B.xform(c.rB.cross(c.normal)); - real_t kNormal = inv_mass_A + inv_mass_B; - kNormal += c.normal.dot(inertia_A.cross(c.rA)) + c.normal.dot(inertia_B.cross(c.rB)); - c.mass_normal = 1.0f / kNormal; - - c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration); - c.depth = depth; - - Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse; if (collide_A) { A->apply_impulse(-j_vec, c.rA + A->get_center_of_mass()); } @@ -504,6 +507,7 @@ void GodotBodyPair3D::solve(real_t p_step) { if (collide_B) { B->apply_impulse(j, c.rB + B->get_center_of_mass()); } + c.acc_impulse -= j; c.active = true; } @@ -550,6 +554,7 @@ void GodotBodyPair3D::solve(real_t p_step) { if (collide_B) { B->apply_impulse(jt, c.rB + B->get_center_of_mass()); } + c.acc_impulse -= jt; c.active = true; } @@ -572,12 +577,12 @@ GodotBodyPair3D::~GodotBodyPair3D() { B->remove_constraint(this); } -void GodotBodySoftBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { +void GodotBodySoftBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) { GodotBodySoftBodyPair3D *pair = static_cast<GodotBodySoftBodyPair3D *>(p_userdata); - pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B); + pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B, normal); } -void GodotBodySoftBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) { +void GodotBodySoftBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal) { Vector3 local_A = body->get_inv_transform().xform(p_point_A); Vector3 local_B = p_point_B - soft_body->get_node_position(p_index_B); @@ -586,7 +591,7 @@ void GodotBodySoftBodyPair3D::contact_added_callback(const Vector3 &p_point_A, i contact.index_B = p_index_B; contact.local_A = local_A; contact.local_B = local_B; - contact.normal = (p_point_A - p_point_B).normalized(); + contact.normal = (normal.dot((p_point_A - p_point_B)) < 0 ? -normal : normal); contact.used = true; // Attempt to determine if the contact will be reused. @@ -745,23 +750,6 @@ bool GodotBodySoftBodyPair3D::pre_solve(real_t p_step) { c.rA = global_A - transform_A.origin - body->get_center_of_mass(); c.rB = global_B; - if (body->can_report_contacts()) { - Vector3 crA = body->get_angular_velocity().cross(c.rA) + body->get_linear_velocity(); - body->add_contact(global_A, -c.normal, depth, body_shape, global_B, 0, soft_body->get_instance_id(), soft_body->get_self(), crA); - } - - if (report_contacts_only) { - collided = false; - continue; - } - - c.active = true; - do_process = true; - - if (body_collides) { - body->set_active(true); - } - // Precompute normal mass, tangent mass, and bias. Vector3 inertia_A = body_inv_inertia_tensor.xform(c.rA.cross(c.normal)); real_t kNormal = body_inv_mass + node_inv_mass; @@ -778,6 +766,24 @@ bool GodotBodySoftBodyPair3D::pre_solve(real_t p_step) { if (soft_body_collides) { soft_body->apply_node_impulse(c.index_B, j_vec); } + c.acc_impulse -= j_vec; + + if (body->can_report_contacts()) { + Vector3 crA = body->get_angular_velocity().cross(c.rA) + body->get_linear_velocity(); + body->add_contact(global_A, -c.normal, depth, body_shape, global_B, 0, soft_body->get_instance_id(), soft_body->get_self(), crA, c.acc_impulse); + } + + if (report_contacts_only) { + collided = false; + continue; + } + + c.active = true; + do_process = true; + + if (body_collides) { + body->set_active(true); + } c.bounce = body->get_bounce(); @@ -880,6 +886,7 @@ void GodotBodySoftBodyPair3D::solve(real_t p_step) { if (soft_body_collides) { soft_body->apply_node_impulse(c.index_B, j); } + c.acc_impulse -= j; c.active = true; } @@ -924,6 +931,7 @@ void GodotBodySoftBodyPair3D::solve(real_t p_step) { if (soft_body_collides) { soft_body->apply_node_impulse(c.index_B, jt); } + c.acc_impulse -= jt; c.active = true; } diff --git a/servers/physics_3d/godot_body_pair_3d.h b/servers/physics_3d/godot_body_pair_3d.h index 7a7309f9d5..a8f5180dd5 100644 --- a/servers/physics_3d/godot_body_pair_3d.h +++ b/servers/physics_3d/godot_body_pair_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_body_pair_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_body_pair_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BODY_PAIR_3D_H #define GODOT_BODY_PAIR_3D_H @@ -44,6 +44,7 @@ protected: Vector3 normal; int index_A = 0, index_B = 0; Vector3 local_A, local_B; + Vector3 acc_impulse; // accumulated impulse - only one of the object's impulse is needed as impulse_a == -impulse_b real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn) Vector3 acc_tangent_impulse; // accumulated tangent impulse (Pt) real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb) @@ -96,9 +97,9 @@ class GodotBodyPair3D : public GodotBodyContact3D { Contact contacts[MAX_CONTACTS]; int contact_count = 0; - static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata); + static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata); - void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B); + void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal); void validate_contacts(); bool _test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B); @@ -125,9 +126,9 @@ class GodotBodySoftBodyPair3D : public GodotBodyContact3D { LocalVector<Contact> contacts; - static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata); + static void _contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata); - void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B); + void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal); void validate_contacts(); diff --git a/servers/physics_3d/godot_broad_phase_3d.cpp b/servers/physics_3d/godot_broad_phase_3d.cpp index 115a01a0c5..ebd11fb51f 100644 --- a/servers/physics_3d/godot_broad_phase_3d.cpp +++ b/servers/physics_3d/godot_broad_phase_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_broad_phase_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_broad_phase_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_broad_phase_3d.h" diff --git a/servers/physics_3d/godot_broad_phase_3d.h b/servers/physics_3d/godot_broad_phase_3d.h index 75196cbd1b..f70321be64 100644 --- a/servers/physics_3d/godot_broad_phase_3d.h +++ b/servers/physics_3d/godot_broad_phase_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_broad_phase_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_broad_phase_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BROAD_PHASE_3D_H #define GODOT_BROAD_PHASE_3D_H diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp index 435c1e8aec..118b136ce5 100644 --- a/servers/physics_3d/godot_broad_phase_3d_bvh.cpp +++ b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_broad_phase_3d_bvh.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_broad_phase_3d_bvh.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_broad_phase_3d_bvh.h" diff --git a/servers/physics_3d/godot_broad_phase_3d_bvh.h b/servers/physics_3d/godot_broad_phase_3d_bvh.h index ae5a18d955..6279658ec4 100644 --- a/servers/physics_3d/godot_broad_phase_3d_bvh.h +++ b/servers/physics_3d/godot_broad_phase_3d_bvh.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_broad_phase_3d_bvh.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_broad_phase_3d_bvh.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_BROAD_PHASE_3D_BVH_H #define GODOT_BROAD_PHASE_3D_BVH_H diff --git a/servers/physics_3d/godot_collision_object_3d.cpp b/servers/physics_3d/godot_collision_object_3d.cpp index 63284aeca5..0d7fcb67f6 100644 --- a/servers/physics_3d/godot_collision_object_3d.cpp +++ b/servers/physics_3d/godot_collision_object_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_object_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_object_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_collision_object_3d.h" diff --git a/servers/physics_3d/godot_collision_object_3d.h b/servers/physics_3d/godot_collision_object_3d.h index 2d342f65f3..bf28bcc45a 100644 --- a/servers/physics_3d/godot_collision_object_3d.h +++ b/servers/physics_3d/godot_collision_object_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_object_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_object_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_COLLISION_OBJECT_3D_H #define GODOT_COLLISION_OBJECT_3D_H diff --git a/servers/physics_3d/godot_collision_solver_3d.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp index ca76a819ec..2de1d86de1 100644 --- a/servers/physics_3d/godot_collision_solver_3d.cpp +++ b/servers/physics_3d/godot_collision_solver_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_solver_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_solver_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_collision_solver_3d.h" @@ -81,9 +81,11 @@ bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_s if (p_result_callback) { if (p_swap_result) { - p_result_callback(supports[i], 0, support_A, 0, p_userdata); + Vector3 normal = (support_A - supports[i]).normalized(); + p_result_callback(supports[i], 0, support_A, 0, normal, p_userdata); } else { - p_result_callback(support_A, 0, supports[i], 0, p_userdata); + Vector3 normal = (supports[i] - support_A).normalized(); + p_result_callback(support_A, 0, supports[i], 0, normal, p_userdata); } } } @@ -125,10 +127,11 @@ bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, } if (p_result_callback) { + Vector3 normal = (support_B - support_A).normalized(); if (p_swap_result) { - p_result_callback(support_B, 0, support_A, 0, p_userdata); + p_result_callback(support_B, 0, support_A, 0, -normal, p_userdata); } else { - p_result_callback(support_A, 0, support_B, 0, p_userdata); + p_result_callback(support_A, 0, support_B, 0, normal, p_userdata); } } return true; @@ -142,7 +145,7 @@ struct _SoftBodyContactCollisionInfo { int contact_count = 0; }; -void GodotCollisionSolver3D::soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { +void GodotCollisionSolver3D::soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) { _SoftBodyContactCollisionInfo &cinfo = *(static_cast<_SoftBodyContactCollisionInfo *>(p_userdata)); ++cinfo.contact_count; @@ -152,9 +155,9 @@ void GodotCollisionSolver3D::soft_body_contact_callback(const Vector3 &p_point_A } if (cinfo.swap_result) { - cinfo.result_callback(p_point_B, cinfo.node_index, p_point_A, p_index_A, cinfo.userdata); + cinfo.result_callback(p_point_B, cinfo.node_index, p_point_A, p_index_A, -normal, cinfo.userdata); } else { - cinfo.result_callback(p_point_A, p_index_A, p_point_B, cinfo.node_index, cinfo.userdata); + cinfo.result_callback(p_point_A, p_index_A, p_point_B, cinfo.node_index, normal, cinfo.userdata); } } @@ -513,10 +516,6 @@ bool GodotCollisionSolver3D::solve_distance_world_boundary(const GodotShape3D *p } bool GodotCollisionSolver3D::solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) { - if (p_shape_A->is_concave()) { - return false; - } - if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) { Vector3 a, b; bool col = solve_distance_world_boundary(p_shape_B, p_transform_B, p_shape_A, p_transform_A, a, b); diff --git a/servers/physics_3d/godot_collision_solver_3d.h b/servers/physics_3d/godot_collision_solver_3d.h index e7d67903e9..36ea79576e 100644 --- a/servers/physics_3d/godot_collision_solver_3d.h +++ b/servers/physics_3d/godot_collision_solver_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_solver_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_solver_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_COLLISION_SOLVER_3D_H #define GODOT_COLLISION_SOLVER_3D_H @@ -35,11 +35,11 @@ class GodotCollisionSolver3D { public: - typedef void (*CallbackResult)(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata); + typedef void (*CallbackResult)(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata); private: static bool soft_body_query_callback(uint32_t p_node_index, void *p_userdata); - static void soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata); + static void soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata); static bool soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex); static bool concave_callback(void *p_userdata, GodotShape3D *p_convex); static bool solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0); diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp index 8c78957789..2cb29b3dd0 100644 --- a/servers/physics_3d/godot_collision_solver_3d_sat.cpp +++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_solver_3d_sat.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_solver_3d_sat.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_collision_solver_3d_sat.h" @@ -75,11 +75,13 @@ struct _CollectorCallback { Vector3 normal; Vector3 *prev_axis = nullptr; - _FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B) { + _FORCE_INLINE_ void call(const Vector3 &p_point_A, const Vector3 &p_point_B, Vector3 p_normal) { + if (p_normal.dot(p_point_B - p_point_A) < 0) + p_normal = -p_normal; if (swap) { - callback(p_point_B, 0, p_point_A, 0, userdata); + callback(p_point_B, 0, p_point_A, 0, -p_normal, userdata); } else { - callback(p_point_A, 0, p_point_B, 0, userdata); + callback(p_point_A, 0, p_point_B, 0, p_normal, userdata); } } }; @@ -92,7 +94,7 @@ static void _generate_contacts_point_point(const Vector3 *p_points_A, int p_poin ERR_FAIL_COND(p_point_count_B != 1); #endif - p_callback->call(*p_points_A, *p_points_B); + p_callback->call(*p_points_A, *p_points_B, p_callback->normal); } static void _generate_contacts_point_edge(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) { @@ -102,7 +104,7 @@ static void _generate_contacts_point_edge(const Vector3 *p_points_A, int p_point #endif Vector3 closest_B = Geometry3D::get_closest_point_to_segment_uncapped(*p_points_A, p_points_B); - p_callback->call(*p_points_A, closest_B); + p_callback->call(*p_points_A, closest_B, p_callback->normal); } static void _generate_contacts_point_face(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) { @@ -111,9 +113,9 @@ static void _generate_contacts_point_face(const Vector3 *p_points_A, int p_point ERR_FAIL_COND(p_point_count_B < 3); #endif - Vector3 closest_B = Plane(p_points_B[0], p_points_B[1], p_points_B[2]).project(*p_points_A); - - p_callback->call(*p_points_A, closest_B); + Plane plane(p_points_B[0], p_points_B[1], p_points_B[2]); + Vector3 closest_B = plane.project(*p_points_A); + p_callback->call(*p_points_A, closest_B, plane.get_normal()); } static void _generate_contacts_point_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) { @@ -122,9 +124,9 @@ static void _generate_contacts_point_circle(const Vector3 *p_points_A, int p_poi ERR_FAIL_COND(p_point_count_B != 3); #endif - Vector3 closest_B = Plane(p_points_B[0], p_points_B[1], p_points_B[2]).project(*p_points_A); - - p_callback->call(*p_points_A, closest_B); + Plane plane(p_points_B[0], p_points_B[1], p_points_B[2]); + Vector3 closest_B = plane.project(*p_points_A); + p_callback->call(*p_points_A, closest_B, plane.get_normal()); } static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) { @@ -154,8 +156,8 @@ static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_ sa.sort(dvec, 4); //use the middle ones as contacts - p_callback->call(base_A + axis * dvec[1], base_B + axis * dvec[1]); - p_callback->call(base_A + axis * dvec[2], base_B + axis * dvec[2]); + p_callback->call(base_A + axis * dvec[1], base_B + axis * dvec[1], p_callback->normal); + p_callback->call(base_A + axis * dvec[2], base_B + axis * dvec[2], p_callback->normal); return; } @@ -170,7 +172,14 @@ static void _generate_contacts_edge_edge(const Vector3 *p_points_A, int p_point_ Vector3 closest_A = p_points_A[0] + rel_A * d; Vector3 closest_B = Geometry3D::get_closest_point_to_segment_uncapped(closest_A, p_points_B); - p_callback->call(closest_A, closest_B); + // The normal should be perpendicular to both edges. + Vector3 normal = rel_A.cross(rel_B); + real_t normal_len = normal.length(); + if (normal_len > 1e-3) + normal /= normal_len; + else + normal = p_callback->normal; + p_callback->call(closest_A, closest_B, normal); } static void _generate_contacts_edge_circle(const Vector3 *p_points_A, int p_point_count_A, const Vector3 *p_points_B, int p_point_count_B, _CollectorCallback *p_callback) { @@ -267,7 +276,7 @@ static void _generate_contacts_edge_circle(const Vector3 *p_points_A, int p_poin continue; } - p_callback->call(contact_point_A, closest_B); + p_callback->call(contact_point_A, closest_B, circle_plane.get_normal()); } } @@ -352,7 +361,7 @@ static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_ continue; } - p_callback->call(clipbuf_src[i], closest_B); + p_callback->call(clipbuf_src[i], closest_B, plane_B.get_normal()); } } @@ -431,7 +440,7 @@ static void _generate_contacts_face_circle(const Vector3 *p_points_A, int p_poin continue; } - p_callback->call(contact_point_A, closest_B); + p_callback->call(contact_point_A, closest_B, circle_plane.get_normal()); } } @@ -534,7 +543,7 @@ static void _generate_contacts_circle_circle(const Vector3 *p_points_A, int p_po continue; } - p_callback->call(contact_point_A, closest_B); + p_callback->call(contact_point_A, closest_B, circle_B_plane.get_normal()); } } @@ -678,7 +687,7 @@ public: return true; } - static _FORCE_INLINE_ void test_contact_points(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { + static _FORCE_INLINE_ void test_contact_points(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) { SeparatorAxisTest<ShapeA, ShapeB, withMargin> *separator = (SeparatorAxisTest<ShapeA, ShapeB, withMargin> *)p_userdata; Vector3 axis = (p_point_B - p_point_A); real_t depth = axis.length(); @@ -758,24 +767,72 @@ public: typedef void (*CollisionFunc)(const GodotShape3D *, const Transform3D &, const GodotShape3D *, const Transform3D &, _CollectorCallback *p_callback, real_t, real_t); +// Perform analytic sphere-sphere collision and report results to collector template <bool withMargin> -static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); - const GodotSphereShape3D *sphere_B = static_cast<const GodotSphereShape3D *>(p_b); +static void analytic_sphere_collision(const Vector3 &p_origin_a, real_t p_radius_a, const Vector3 &p_origin_b, real_t p_radius_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + // Expand the spheres by the margins if enabled + if (withMargin) { + p_radius_a += p_margin_a; + p_radius_b += p_margin_b; + } - SeparatorAxisTest<GodotSphereShape3D, GodotSphereShape3D, withMargin> separator(sphere_A, p_transform_a, sphere_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + // Get the vector from sphere B to A + Vector3 b_to_a = p_origin_a - p_origin_b; - // previous axis + // Get the length from B to A + real_t b_to_a_len = b_to_a.length(); - if (!separator.test_previous_axis()) { + // Calculate the sphere overlap, and bail if not overlapping + real_t overlap = p_radius_a + p_radius_b - b_to_a_len; + if (overlap < 0) return; - } - if (!separator.test_axis((p_transform_a.origin - p_transform_b.origin).normalized())) { + // Report collision + p_collector->collided = true; + + // Bail if there is no callback to receive the A and B collision points. + if (!p_collector->callback) { return; } - separator.generate_contacts(); + // Normalize the B to A vector + if (b_to_a_len < CMP_EPSILON) { + b_to_a = Vector3(0, 1, 0); // Spheres coincident, use arbitrary direction + } else { + b_to_a /= b_to_a_len; + } + + // Report collision points. The operations below are intended to minimize + // floating-point precision errors. This is done by calculating the first + // collision point from the smaller sphere, and then jumping across to + // the larger spheres collision point using the overlap distance. This + // jump is usually small even if the large sphere is massive, and so the + // second point will not suffer from precision errors. + if (p_radius_a < p_radius_b) { + Vector3 point_a = p_origin_a - b_to_a * p_radius_a; + Vector3 point_b = point_a + b_to_a * overlap; + p_collector->call(point_a, point_b, b_to_a); // Consider adding b_to_a vector + } else { + Vector3 point_b = p_origin_b + b_to_a * p_radius_b; + Vector3 point_a = point_b - b_to_a * overlap; + p_collector->call(point_a, point_b, b_to_a); // Consider adding b_to_a vector + } +} + +template <bool withMargin> +static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); + const GodotSphereShape3D *sphere_B = static_cast<const GodotSphereShape3D *>(p_b); + + // Perform an analytic sphere collision between the two spheres + analytic_sphere_collision<withMargin>( + p_transform_a.origin, + sphere_A->get_radius() * p_transform_a.basis[0].length(), + p_transform_b.origin, + sphere_B->get_radius() * p_transform_b.basis[0].length(), + p_collector, + p_margin_a, + p_margin_b); } template <bool withMargin> @@ -783,50 +840,37 @@ static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_ const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b); - SeparatorAxisTest<GodotSphereShape3D, GodotBoxShape3D, withMargin> separator(sphere_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + // Find the point on the box nearest to the center of the sphere. - if (!separator.test_previous_axis()) { - return; - } - - // test faces + Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin); + Vector3 extents = box_B->get_half_extents(); + Vector3 nearest(MIN(MAX(center.x, -extents.x), extents.x), + MIN(MAX(center.y, -extents.y), extents.y), + MIN(MAX(center.z, -extents.z), extents.z)); + nearest = p_transform_b.xform(nearest); - for (int i = 0; i < 3; i++) { - Vector3 axis = p_transform_b.basis.get_column(i).normalized(); + // See if it is inside the sphere. - if (!separator.test_axis(axis)) { - return; - } + Vector3 delta = nearest - p_transform_a.origin; + real_t length = delta.length(); + real_t radius = sphere_A->get_radius() * p_transform_a.basis[0].length(); + if (length > radius + p_margin_a + p_margin_b) { + return; } - - // calculate closest point to sphere - - Vector3 cnormal = p_transform_b.xform_inv(p_transform_a.origin); - - Vector3 cpoint = p_transform_b.xform(Vector3( - - (cnormal.x < 0) ? -box_B->get_half_extents().x : box_B->get_half_extents().x, - (cnormal.y < 0) ? -box_B->get_half_extents().y : box_B->get_half_extents().y, - (cnormal.z < 0) ? -box_B->get_half_extents().z : box_B->get_half_extents().z)); - - // use point to test axis - Vector3 point_axis = (p_transform_a.origin - cpoint).normalized(); - - if (!separator.test_axis(point_axis)) { + p_collector->collided = true; + if (!p_collector->callback) { return; } - - // test edges - - for (int i = 0; i < 3; i++) { - Vector3 axis = point_axis.cross(p_transform_b.basis.get_column(i)).cross(p_transform_b.basis.get_column(i)).normalized(); - - if (!separator.test_axis(axis)) { - return; - } + Vector3 axis; + if (length == 0) { + // The box passes through the sphere center. Select an axis based on the box's center. + axis = (p_transform_b.origin - nearest).normalized(); + } else { + axis = delta / length; } - - separator.generate_contacts(); + Vector3 point_a = p_transform_a.origin + (radius + p_margin_a) * axis; + Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest); + p_collector->call(point_a, point_b, axis); } template <bool withMargin> @@ -834,41 +878,67 @@ static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b); - SeparatorAxisTest<GodotSphereShape3D, GodotCapsuleShape3D, withMargin> separator(sphere_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); - - if (!separator.test_previous_axis()) { - return; - } - - //capsule sphere 1, sphere + real_t scale_A = p_transform_a.basis[0].length(); + real_t scale_B = p_transform_b.basis[0].length(); + // Construct the capsule segment (ball-center to ball-center) + Vector3 capsule_segment[2]; Vector3 capsule_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius()); + capsule_segment[0] = p_transform_b.origin + capsule_axis; + capsule_segment[1] = p_transform_b.origin - capsule_axis; + + // Get the capsules closest segment-point to the sphere + Vector3 capsule_closest = Geometry3D::get_closest_point_to_segment(p_transform_a.origin, capsule_segment); + + // Perform an analytic sphere collision between the sphere and the sphere-collider in the capsule + analytic_sphere_collision<withMargin>( + p_transform_a.origin, + sphere_A->get_radius() * scale_A, + capsule_closest, + capsule_B->get_radius() * scale_B, + p_collector, + p_margin_a, + p_margin_b); +} - Vector3 capsule_ball_1 = p_transform_b.origin + capsule_axis; - - if (!separator.test_axis((capsule_ball_1 - p_transform_a.origin).normalized())) { +template <bool withMargin> +static void analytic_sphere_cylinder_collision(real_t p_radius_a, real_t p_radius_b, real_t p_height_b, const Transform3D &p_transform_a, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + // Find the point on the cylinder nearest to the center of the sphere. + + Vector3 center = p_transform_b.affine_inverse().xform(p_transform_a.origin); + Vector3 nearest = center; + real_t scale_A = p_transform_a.basis[0].length(); + real_t r = Math::sqrt(center.x * center.x + center.z * center.z); + if (r > p_radius_b) { + real_t scale = p_radius_b / r; + nearest.x *= scale; + nearest.z *= scale; + } + real_t half_height = p_height_b / 2; + nearest.y = MIN(MAX(center.y, -half_height), half_height); + nearest = p_transform_b.xform(nearest); + + // See if it is inside the sphere. + + Vector3 delta = nearest - p_transform_a.origin; + real_t length = delta.length(); + if (length > p_radius_a * scale_A + p_margin_a + p_margin_b) { return; } - - //capsule sphere 2, sphere - - Vector3 capsule_ball_2 = p_transform_b.origin - capsule_axis; - - if (!separator.test_axis((capsule_ball_2 - p_transform_a.origin).normalized())) { + p_collector->collided = true; + if (!p_collector->callback) { return; } - - //capsule edge, sphere - - Vector3 b2a = p_transform_a.origin - p_transform_b.origin; - - Vector3 axis = b2a.cross(capsule_axis).cross(capsule_axis).normalized(); - - if (!separator.test_axis(axis)) { - return; + Vector3 axis; + if (length == 0) { + // The cylinder passes through the sphere center. Select an axis based on the cylinder's center. + axis = (p_transform_b.origin - nearest).normalized(); + } else { + axis = delta / length; } - - separator.generate_contacts(); + Vector3 point_a = p_transform_a.origin + (p_radius_a * scale_A + p_margin_a) * axis; + Vector3 point_b = (withMargin ? nearest - p_margin_b * axis : nearest); + p_collector->call(point_a, point_b, axis); } template <bool withMargin> @@ -876,58 +946,7 @@ static void _collision_sphere_cylinder(const GodotShape3D *p_a, const Transform3 const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b); - SeparatorAxisTest<GodotSphereShape3D, GodotCylinderShape3D, withMargin> separator(sphere_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); - - if (!separator.test_previous_axis()) { - return; - } - - // Cylinder B end caps. - Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1).normalized(); - if (!separator.test_axis(cylinder_B_axis)) { - return; - } - - Vector3 cylinder_diff = p_transform_b.origin - p_transform_a.origin; - - // Cylinder B lateral surface. - if (!separator.test_axis(cylinder_B_axis.cross(cylinder_diff).cross(cylinder_B_axis).normalized())) { - return; - } - - // Closest point to cylinder caps. - const Vector3 &sphere_center = p_transform_a.origin; - Vector3 cyl_axis = p_transform_b.basis.get_column(1); - Vector3 cap_axis = p_transform_b.basis.get_column(0); - real_t height_scale = cyl_axis.length(); - real_t cap_dist = cylinder_B->get_height() * 0.5 * height_scale; - cyl_axis /= height_scale; - real_t radius_scale = cap_axis.length(); - real_t cap_radius = cylinder_B->get_radius() * radius_scale; - - for (int i = 0; i < 2; i++) { - Vector3 cap_dir = ((i == 0) ? cyl_axis : -cyl_axis); - Vector3 cap_pos = p_transform_b.origin + cap_dir * cap_dist; - - Vector3 closest_point; - - Vector3 diff = sphere_center - cap_pos; - Vector3 proj = diff - cap_dir.dot(diff) * cap_dir; - - real_t proj_len = proj.length(); - if (Math::is_zero_approx(proj_len)) { - // Point is equidistant to all circle points. - continue; - } - - closest_point = cap_pos + (cap_radius / proj_len) * proj; - - if (!separator.test_axis((closest_point - sphere_center).normalized())) { - return; - } - } - - separator.generate_contacts(); + analytic_sphere_cylinder_collision<withMargin>(sphere_A->get_radius(), cylinder_B->get_radius(), cylinder_B->get_height(), p_transform_a, p_transform_b, p_collector, p_margin_a, p_margin_b); } template <bool withMargin> @@ -1615,63 +1634,31 @@ static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3 const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a); const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b); - SeparatorAxisTest<GodotCapsuleShape3D, GodotCapsuleShape3D, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); - - if (!separator.test_previous_axis()) { - return; - } - - // some values + real_t scale_A = p_transform_a.basis[0].length(); + real_t scale_B = p_transform_b.basis[0].length(); + // Get the closest points between the capsule segments + Vector3 capsule_A_closest; + Vector3 capsule_B_closest; Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius()); Vector3 capsule_B_axis = p_transform_b.basis.get_column(1) * (capsule_B->get_height() * 0.5 - capsule_B->get_radius()); - - Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis; - Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis; - Vector3 capsule_B_ball_1 = p_transform_b.origin + capsule_B_axis; - Vector3 capsule_B_ball_2 = p_transform_b.origin - capsule_B_axis; - - //balls-balls - - if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_1).normalized())) { - return; - } - if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_2).normalized())) { - return; - } - - if (!separator.test_axis((capsule_A_ball_2 - capsule_B_ball_1).normalized())) { - return; - } - if (!separator.test_axis((capsule_A_ball_2 - capsule_B_ball_2).normalized())) { - return; - } - - // edges-balls - - if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_1).cross(capsule_A_axis).cross(capsule_A_axis).normalized())) { - return; - } - - if (!separator.test_axis((capsule_A_ball_1 - capsule_B_ball_2).cross(capsule_A_axis).cross(capsule_A_axis).normalized())) { - return; - } - - if (!separator.test_axis((capsule_B_ball_1 - capsule_A_ball_1).cross(capsule_B_axis).cross(capsule_B_axis).normalized())) { - return; - } - - if (!separator.test_axis((capsule_B_ball_1 - capsule_A_ball_2).cross(capsule_B_axis).cross(capsule_B_axis).normalized())) { - return; - } - - // edges - - if (!separator.test_axis(capsule_A_axis.cross(capsule_B_axis).normalized())) { - return; - } - - separator.generate_contacts(); + Geometry3D::get_closest_points_between_segments( + p_transform_a.origin + capsule_A_axis, + p_transform_a.origin - capsule_A_axis, + p_transform_b.origin + capsule_B_axis, + p_transform_b.origin - capsule_B_axis, + capsule_A_closest, + capsule_B_closest); + + // Perform the analytic collision between the two closest capsule spheres + analytic_sphere_collision<withMargin>( + capsule_A_closest, + capsule_A->get_radius() * scale_A, + capsule_B_closest, + capsule_B->get_radius() * scale_B, + p_collector, + p_margin_a, + p_margin_b); } template <bool withMargin> @@ -1679,61 +1666,24 @@ static void _collision_capsule_cylinder(const GodotShape3D *p_a, const Transform const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a); const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b); - SeparatorAxisTest<GodotCapsuleShape3D, GodotCylinderShape3D, withMargin> separator(capsule_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); - - if (!separator.test_previous_axis()) { - return; - } - - // Cylinder B end caps. - Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1).normalized(); - if (!separator.test_axis(cylinder_B_axis)) { - return; - } - - // Cylinder edge against capsule balls. - - Vector3 capsule_A_axis = p_transform_a.basis.get_column(1); - - Vector3 capsule_A_ball_1 = p_transform_a.origin + capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius()); - Vector3 capsule_A_ball_2 = p_transform_a.origin - capsule_A_axis * (capsule_A->get_height() * 0.5 - capsule_A->get_radius()); - - if (!separator.test_axis((p_transform_b.origin - capsule_A_ball_1).cross(cylinder_B_axis).cross(cylinder_B_axis).normalized())) { - return; - } - - if (!separator.test_axis((p_transform_b.origin - capsule_A_ball_2).cross(cylinder_B_axis).cross(cylinder_B_axis).normalized())) { - return; - } - - // Cylinder edge against capsule edge. + // Find the closest points between the axes of the two objects. - Vector3 center_diff = p_transform_b.origin - p_transform_a.origin; - - if (!separator.test_axis(capsule_A_axis.cross(center_diff).cross(capsule_A_axis).normalized())) { - return; - } - - if (!separator.test_axis(cylinder_B_axis.cross(center_diff).cross(cylinder_B_axis).normalized())) { - return; - } - - real_t proj = capsule_A_axis.cross(cylinder_B_axis).cross(cylinder_B_axis).dot(capsule_A_axis); - if (Math::is_zero_approx(proj)) { - // Parallel capsule and cylinder axes, handle with specific axes only. - // Note: GJKEPA with no margin can lead to degenerate cases in this situation. - separator.generate_contacts(); - return; - } - - GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCapsuleShape3D, GodotCylinderShape3D, withMargin>::test_contact_points; - - // Fallback to generic algorithm to find the best separating axis. - if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) { - return; - } - - separator.generate_contacts(); + Vector3 capsule_A_closest; + Vector3 cylinder_B_closest; + Vector3 capsule_A_axis = p_transform_a.basis.get_column(1) * (capsule_A->get_height() * 0.5 - capsule_A->get_radius()); + Vector3 cylinder_B_axis = p_transform_b.basis.get_column(1) * (cylinder_B->get_height() * 0.5); + Geometry3D::get_closest_points_between_segments( + p_transform_a.origin + capsule_A_axis, + p_transform_a.origin - capsule_A_axis, + p_transform_b.origin + cylinder_B_axis, + p_transform_b.origin - cylinder_B_axis, + capsule_A_closest, + cylinder_B_closest); + + // Perform the collision test between the cylinder and the nearest sphere on the capsule axis. + + Transform3D sphere_transform(p_transform_a.basis, capsule_A_closest); + analytic_sphere_cylinder_collision<withMargin>(capsule_A->get_radius(), cylinder_B->get_radius(), cylinder_B->get_height(), sphere_transform, p_transform_b, p_collector, p_margin_a, p_margin_b); } template <bool withMargin> diff --git a/servers/physics_3d/godot_collision_solver_3d_sat.h b/servers/physics_3d/godot_collision_solver_3d_sat.h index 46c5ec3254..49fcab3933 100644 --- a/servers/physics_3d/godot_collision_solver_3d_sat.h +++ b/servers/physics_3d/godot_collision_solver_3d_sat.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_collision_solver_3d_sat.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_collision_solver_3d_sat.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_COLLISION_SOLVER_3D_SAT_H #define GODOT_COLLISION_SOLVER_3D_SAT_H diff --git a/servers/physics_3d/godot_constraint_3d.h b/servers/physics_3d/godot_constraint_3d.h index 217955047f..a833aba93f 100644 --- a/servers/physics_3d/godot_constraint_3d.h +++ b/servers/physics_3d/godot_constraint_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_constraint_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_constraint_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_CONSTRAINT_3D_H #define GODOT_CONSTRAINT_3D_H diff --git a/servers/physics_3d/godot_joint_3d.h b/servers/physics_3d/godot_joint_3d.h index d4b719fc5e..438970e2c9 100644 --- a/servers/physics_3d/godot_joint_3d.h +++ b/servers/physics_3d/godot_joint_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_joint_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_joint_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_JOINT_3D_H #define GODOT_JOINT_3D_H diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp index 68db5df144..b6d8acfbf3 100644 --- a/servers/physics_3d/godot_physics_server_3d.cpp +++ b/servers/physics_3d/godot_physics_server_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_physics_server_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_physics_server_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_physics_server_3d.h" @@ -1737,7 +1737,7 @@ void GodotPhysicsServer3D::_update_shapes() { } } -void GodotPhysicsServer3D::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { +void GodotPhysicsServer3D::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) { CollCbkData *cbk = static_cast<CollCbkData *>(p_userdata); if (cbk->max == 0) { diff --git a/servers/physics_3d/godot_physics_server_3d.h b/servers/physics_3d/godot_physics_server_3d.h index e3e649da57..040e673dcd 100644 --- a/servers/physics_3d/godot_physics_server_3d.h +++ b/servers/physics_3d/godot_physics_server_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_physics_server_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_physics_server_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_PHYSICS_SERVER_3D_H #define GODOT_PHYSICS_SERVER_3D_H @@ -77,7 +77,7 @@ public: Vector3 *ptr = nullptr; }; - static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata); + static void _shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata); virtual RID world_boundary_shape_create() override; virtual RID separation_ray_shape_create() override; diff --git a/servers/physics_3d/godot_shape_3d.cpp b/servers/physics_3d/godot_shape_3d.cpp index 1a016fbc72..d566d612ce 100644 --- a/servers/physics_3d/godot_shape_3d.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_shape_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_shape_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_shape_3d.h" @@ -844,36 +844,41 @@ void GodotConvexPolygonShape3D::project_range(const Vector3 &p_normal, const Tra } Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const { + // Skip if there are no vertices in the mesh if (mesh.vertices.size() == 0) { return Vector3(); } - // Find an initial guess for the support vertex by checking the ones we - // found in _setup(). + // Get the array of vertices + const Vector3 *const vertices_array = mesh.vertices.ptr(); - int best_vertex = -1; - real_t max_support = 0.0; - for (uint32_t i = 0; i < extreme_vertices.size(); i++) { - real_t s = p_normal.dot(mesh.vertices[extreme_vertices[i]]); - if (best_vertex == -1 || s > max_support) { - best_vertex = extreme_vertices[i]; + // Start with an initial assumption of the first extreme vertex. + int best_vertex = extreme_vertices[0]; + real_t max_support = p_normal.dot(vertices_array[best_vertex]); + + // Check the remaining extreme vertices for a better vertex. + for (const int &vert : extreme_vertices) { + real_t s = p_normal.dot(vertices_array[vert]); + if (s > max_support) { + best_vertex = vert; max_support = s; } } + + // If we checked all vertices in the mesh then we're done. if (extreme_vertices.size() == mesh.vertices.size()) { - // We've already checked every vertex, so we can return now. - return mesh.vertices[best_vertex]; + return vertices_array[best_vertex]; } // Move along the surface until we reach the true support vertex. - int last_vertex = -1; while (true) { int next_vertex = -1; - for (uint32_t i = 0; i < vertex_neighbors[best_vertex].size(); i++) { - int vert = vertex_neighbors[best_vertex][i]; + + // Iterate over all the neighbors checking for a better vertex. + for (const int &vert : vertex_neighbors[best_vertex]) { if (vert != last_vertex) { - real_t s = p_normal.dot(mesh.vertices[vert]); + real_t s = p_normal.dot(vertices_array[vert]); if (s > max_support) { next_vertex = vert; max_support = s; @@ -881,9 +886,13 @@ Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const { } } } + + // No better vertex found, we have the best if (next_vertex == -1) { - return mesh.vertices[best_vertex]; + return vertices_array[best_vertex]; } + + // Move to the better vertex and try again last_vertex = best_vertex; best_vertex = next_vertex; } @@ -1083,6 +1092,8 @@ void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) { if (err != OK) { ERR_PRINT("Failed to build convex hull"); } + extreme_vertices.resize(0); + vertex_neighbors.resize(0); AABB _aabb; @@ -1126,8 +1137,7 @@ void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) { if (extreme_vertices.size() < mesh.vertices.size()) { vertex_neighbors.resize(mesh.vertices.size()); - for (uint32_t i = 0; i < mesh.edges.size(); i++) { - Geometry3D::MeshData::Edge &edge = mesh.edges[i]; + for (Geometry3D::MeshData::Edge &edge : mesh.edges) { vertex_neighbors[edge.vertex_a].push_back(edge.vertex_b); vertex_neighbors[edge.vertex_b].push_back(edge.vertex_a); } diff --git a/servers/physics_3d/godot_shape_3d.h b/servers/physics_3d/godot_shape_3d.h index dc8e34e2bc..acc42f2fcb 100644 --- a/servers/physics_3d/godot_shape_3d.h +++ b/servers/physics_3d/godot_shape_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_shape_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_shape_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_SHAPE_3D_H #define GODOT_SHAPE_3D_H diff --git a/servers/physics_3d/godot_soft_body_3d.cpp b/servers/physics_3d/godot_soft_body_3d.cpp index 31b6b9e12f..1820a29553 100644 --- a/servers/physics_3d/godot_soft_body_3d.cpp +++ b/servers/physics_3d/godot_soft_body_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_soft_body_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_soft_body_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_soft_body_3d.h" @@ -167,14 +167,11 @@ void GodotSoftBody3D::update_rendering_server(PhysicsServer3DRenderingServerHand } void GodotSoftBody3D::update_normals_and_centroids() { - uint32_t i, ni; - - for (i = 0, ni = nodes.size(); i < ni; ++i) { - nodes[i].n = Vector3(); + for (Node &node : nodes) { + node.n = Vector3(); } - for (i = 0, ni = faces.size(); i < ni; ++i) { - Face &face = faces[i]; + for (Face &face : faces) { const Vector3 n = vec3_cross(face.n[0]->x - face.n[2]->x, face.n[0]->x - face.n[1]->x); face.n[0]->n += n; face.n[1]->n += n; @@ -184,8 +181,7 @@ void GodotSoftBody3D::update_normals_and_centroids() { face.centroid = 0.33333333333 * (face.n[0]->x + face.n[1]->x + face.n[2]->x); } - for (i = 0, ni = nodes.size(); i < ni; ++i) { - Node &node = nodes[i]; + for (Node &node : nodes) { real_t len = node.n.length(); if (len > CMP_EPSILON) { node.n /= len; @@ -235,9 +231,7 @@ void GodotSoftBody3D::update_area() { int i, ni; // Face area. - for (i = 0, ni = faces.size(); i < ni; ++i) { - Face &face = faces[i]; - + for (Face &face : faces) { const Vector3 &x0 = face.n[0]->x; const Vector3 &x1 = face.n[1]->x; const Vector3 &x2 = face.n[2]->x; @@ -255,12 +249,11 @@ void GodotSoftBody3D::update_area() { memset(counts.ptr(), 0, counts.size() * sizeof(int)); } - for (i = 0, ni = nodes.size(); i < ni; ++i) { - nodes[i].area = 0.0; + for (Node &node : nodes) { + node.area = 0.0; } - for (i = 0, ni = faces.size(); i < ni; ++i) { - const Face &face = faces[i]; + for (const Face &face : faces) { for (int j = 0; j < 3; ++j) { const int index = (int)(face.n[j] - &nodes[0]); counts[index]++; @@ -278,8 +271,7 @@ void GodotSoftBody3D::update_area() { } void GodotSoftBody3D::reset_link_rest_lengths() { - for (uint32_t i = 0, ni = links.size(); i < ni; ++i) { - Link &link = links[i]; + for (Link &link : links) { link.rl = (link.n[0]->x - link.n[1]->x).length(); link.c1 = link.rl * link.rl; } @@ -287,8 +279,7 @@ void GodotSoftBody3D::reset_link_rest_lengths() { void GodotSoftBody3D::update_link_constants() { real_t inv_linear_stiffness = 1.0 / linear_stiffness; - for (uint32_t i = 0, ni = links.size(); i < ni; ++i) { - Link &link = links[i]; + for (Link &link : links) { link.c0 = (link.n[0]->im + link.n[1]->im) * inv_linear_stiffness; } } @@ -619,9 +610,9 @@ void GodotSoftBody3D::generate_bending_constraints(int p_distance) { } } } - for (i = 0; i < links.size(); ++i) { - const int ia = (int)(links[i].n[0] - &nodes[0]); - const int ib = (int)(links[i].n[1] - &nodes[0]); + for (Link &link : links) { + const int ia = (int)(link.n[0] - &nodes[0]); + const int ib = (int)(link.n[1] - &nodes[0]); int idx = ib * n + ia; int idx_inv = ia * n + ib; adj[idx] = 1; @@ -635,9 +626,9 @@ void GodotSoftBody3D::generate_bending_constraints(int p_distance) { // Build node links. node_links.resize(nodes.size()); - for (i = 0; i < links.size(); ++i) { - const int ia = (int)(links[i].n[0] - &nodes[0]); - const int ib = (int)(links[i].n[1] - &nodes[0]); + for (Link &link : links) { + const int ia = (int)(link.n[0] - &nodes[0]); + const int ib = (int)(link.n[1] - &nodes[0]); if (node_links[ia].find(ib) == -1) { node_links[ia].push_back(ib); } @@ -649,8 +640,7 @@ void GodotSoftBody3D::generate_bending_constraints(int p_distance) { for (uint32_t ii = 0; ii < node_links.size(); ii++) { for (uint32_t jj = 0; jj < node_links[ii].size(); jj++) { int k = node_links[ii][jj]; - for (uint32_t kk = 0; kk < node_links[k].size(); kk++) { - int l = node_links[k][kk]; + for (const int &l : node_links[k]) { if ((int)ii != l) { int idx_ik = k * n + ii; int idx_kj = l * n + k; @@ -916,8 +906,7 @@ void GodotSoftBody3D::set_drag_coefficient(real_t p_val) { } void GodotSoftBody3D::add_velocity(const Vector3 &p_velocity) { - for (uint32_t i = 0, ni = nodes.size(); i < ni; ++i) { - Node &node = nodes[i]; + for (Node &node : nodes) { if (node.im > 0) { node.v += p_velocity; } @@ -929,26 +918,22 @@ void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_area return; } - uint32_t i, ni; int32_t j; real_t volume = 0.0; const Vector3 &org = nodes[0].x; // Iterate over faces (try not to iterate elsewhere if possible). - for (i = 0, ni = faces.size(); i < ni; ++i) { - const Face &face = faces[i]; - + for (const Face &face : faces) { Vector3 wind_force(0, 0, 0); // Compute volume. volume += vec3_dot(face.n[0]->x - org, vec3_cross(face.n[1]->x - org, face.n[2]->x - org)); // Compute nodal forces from area winds. - int wind_area_count = p_wind_areas.size(); - if (wind_area_count > 0) { - for (j = 0; j < wind_area_count; j++) { - wind_force += _compute_area_windforce(p_wind_areas[j], &face); + if (!p_wind_areas.is_empty()) { + for (const GodotArea3D *area : p_wind_areas) { + wind_force += _compute_area_windforce(area, &face); } for (j = 0; j < 3; j++) { @@ -962,8 +947,7 @@ void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_area // Apply nodal pressure forces. if (pressure_coefficient > CMP_EPSILON) { real_t ivolumetp = 1.0 / Math::abs(volume) * pressure_coefficient; - for (i = 0, ni = nodes.size(); i < ni; ++i) { - Node &node = nodes[i]; + for (Node &node : nodes) { if (node.im > 0) { node.f += node.n * (node.area * ivolumetp); } @@ -1048,9 +1032,7 @@ void GodotSoftBody3D::predict_motion(real_t p_delta) { real_t clamp_delta_v = max_displacement * inv_delta; // Integrate. - uint32_t i, ni; - for (i = 0, ni = nodes.size(); i < ni; ++i) { - Node &node = nodes[i]; + for (Node &node : nodes) { node.q = node.x; Vector3 delta_v = node.f * node.im * p_delta; for (int c = 0; c < 3; c++) { @@ -1065,9 +1047,7 @@ void GodotSoftBody3D::predict_motion(real_t p_delta) { update_bounds(); // Node tree update. - for (i = 0, ni = nodes.size(); i < ni; ++i) { - const Node &node = nodes[i]; - + for (const Node &node : nodes) { AABB node_aabb(node.x, Vector3()); node_aabb.expand_to(node.x + node.v * p_delta); node_aabb.grow_by(collision_margin); @@ -1088,17 +1068,13 @@ void GodotSoftBody3D::predict_motion(real_t p_delta) { void GodotSoftBody3D::solve_constraints(real_t p_delta) { const real_t inv_delta = 1.0 / p_delta; - uint32_t i, ni; - - for (i = 0, ni = links.size(); i < ni; ++i) { - Link &link = links[i]; + for (Link &link : links) { link.c3 = link.n[1]->q - link.n[0]->q; link.c2 = 1 / (link.c3.length_squared() * link.c0); } // Solve velocities. - for (i = 0, ni = nodes.size(); i < ni; ++i) { - Node &node = nodes[i]; + for (Node &node : nodes) { node.x = node.q + node.v * p_delta; } @@ -1108,9 +1084,7 @@ void GodotSoftBody3D::solve_constraints(real_t p_delta) { solve_links(1.0, ti); } const real_t vc = (1.0 - damping_coefficient) * inv_delta; - for (i = 0, ni = nodes.size(); i < ni; ++i) { - Node &node = nodes[i]; - + for (Node &node : nodes) { node.x += node.bv * p_delta; node.bv = Vector3(); @@ -1123,8 +1097,7 @@ void GodotSoftBody3D::solve_constraints(real_t p_delta) { } void GodotSoftBody3D::solve_links(real_t kst, real_t ti) { - for (uint32_t i = 0, ni = links.size(); i < ni; ++i) { - Link &link = links[i]; + for (Link &link : links) { if (link.c0 > 0) { Node &node_a = *link.n[0]; Node &node_b = *link.n[1]; @@ -1183,9 +1156,7 @@ void GodotSoftBody3D::query_ray(const Vector3 &p_from, const Vector3 &p_to, Godo void GodotSoftBody3D::initialize_face_tree() { face_tree.clear(); - for (uint32_t i = 0; i < faces.size(); ++i) { - Face &face = faces[i]; - + for (Face &face : faces) { AABB face_aabb; face_aabb.position = face.n[0]->x; @@ -1199,9 +1170,7 @@ void GodotSoftBody3D::initialize_face_tree() { } void GodotSoftBody3D::update_face_tree(real_t p_delta) { - for (uint32_t i = 0; i < faces.size(); ++i) { - const Face &face = faces[i]; - + for (const Face &face : faces) { AABB face_aabb; const Node *node0 = face.n[0]; diff --git a/servers/physics_3d/godot_soft_body_3d.h b/servers/physics_3d/godot_soft_body_3d.h index 86f73c366b..20592f3411 100644 --- a/servers/physics_3d/godot_soft_body_3d.h +++ b/servers/physics_3d/godot_soft_body_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_soft_body_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_soft_body_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_SOFT_BODY_3D_H #define GODOT_SOFT_BODY_3D_H diff --git a/servers/physics_3d/godot_space_3d.cpp b/servers/physics_3d/godot_space_3d.cpp index c98409e2c4..35f6fa023d 100644 --- a/servers/physics_3d/godot_space_3d.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_space_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_space_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_space_3d.h" @@ -445,7 +445,7 @@ struct _RestCallbackData { _RestResultData *other_results = nullptr; }; -static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { +static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, const Vector3 &normal, void *p_userdata) { _RestCallbackData *rd = static_cast<_RestCallbackData *>(p_userdata); Vector3 contact_rel = p_point_B - p_point_A; @@ -480,7 +480,7 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect // Keep this result as separate result. result.len = len; result.contact = p_point_B; - result.normal = contact_rel / len; + result.normal = normal; result.object = rd->object; result.shape = rd->shape; result.local_shape = rd->local_shape; @@ -499,7 +499,7 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect rd->best_result.len = len; rd->best_result.contact = p_point_B; - rd->best_result.normal = contact_rel / len; + rd->best_result.normal = normal; rd->best_result.object = rd->object; rd->best_result.shape = rd->shape; rd->best_result.local_shape = rd->local_shape; @@ -992,6 +992,7 @@ bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D:: Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass()); collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); + collision.collider_angular_velocity = body->get_angular_velocity(); } r_result->travel = safe * p_parameters.motion; @@ -1249,25 +1250,14 @@ GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() { } GodotSpace3D::GodotSpace3D() { - body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1); - body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0)); - body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5); - ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater")); - - solver_iterations = GLOBAL_DEF("physics/3d/solver/solver_iterations", 16); - ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/solver_iterations", PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater")); - - contact_recycle_radius = GLOBAL_DEF("physics/3d/solver/contact_recycle_radius", 0.01); - ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater")); - - contact_max_separation = GLOBAL_DEF("physics/3d/solver/contact_max_separation", 0.05); - ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_max_separation", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater")); - - contact_max_allowed_penetration = GLOBAL_DEF("physics/3d/solver/contact_max_allowed_penetration", 0.01); - ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_max_allowed_penetration", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater")); - - contact_bias = GLOBAL_DEF("physics/3d/solver/default_contact_bias", 0.8); - ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/default_contact_bias", PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01")); + body_linear_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_linear"); + body_angular_velocity_sleep_threshold = GLOBAL_GET("physics/3d/sleep_threshold_angular"); + body_time_to_sleep = GLOBAL_GET("physics/3d/time_before_sleep"); + solver_iterations = GLOBAL_GET("physics/3d/solver/solver_iterations"); + contact_recycle_radius = GLOBAL_GET("physics/3d/solver/contact_recycle_radius"); + contact_max_separation = GLOBAL_GET("physics/3d/solver/contact_max_separation"); + contact_max_allowed_penetration = GLOBAL_GET("physics/3d/solver/contact_max_allowed_penetration"); + contact_bias = GLOBAL_GET("physics/3d/solver/default_contact_bias"); broadphase = GodotBroadPhase3D::create_func(); broadphase->set_pair_callback(_broadphase_pair, this); diff --git a/servers/physics_3d/godot_space_3d.h b/servers/physics_3d/godot_space_3d.h index df7315e96d..f476be5934 100644 --- a/servers/physics_3d/godot_space_3d.h +++ b/servers/physics_3d/godot_space_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_space_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_space_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_SPACE_3D_H #define GODOT_SPACE_3D_H diff --git a/servers/physics_3d/godot_step_3d.cpp b/servers/physics_3d/godot_step_3d.cpp index 634523d0b9..d09a3b4e6d 100644 --- a/servers/physics_3d/godot_step_3d.cpp +++ b/servers/physics_3d/godot_step_3d.cpp @@ -1,37 +1,38 @@ -/*************************************************************************/ -/* godot_step_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_step_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "godot_step_3d.h" #include "godot_joint_3d.h" +#include "core/object/worker_thread_pool.h" #include "core/os/os.h" #define BODY_ISLAND_COUNT_RESERVE 128 diff --git a/servers/physics_3d/godot_step_3d.h b/servers/physics_3d/godot_step_3d.h index a0854a720c..1c9b0af422 100644 --- a/servers/physics_3d/godot_step_3d.h +++ b/servers/physics_3d/godot_step_3d.h @@ -1,39 +1,38 @@ -/*************************************************************************/ -/* godot_step_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_step_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_STEP_3D_H #define GODOT_STEP_3D_H #include "godot_space_3d.h" -#include "core/object/worker_thread_pool.h" #include "core/templates/local_vector.h" class GodotStep3D { 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 28cc064a1e..72d6e33c68 100644 --- a/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_cone_twist_joint_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_cone_twist_joint_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ /* Adapted to Godot from the Bullet library. 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 1651d34916..8b749e4914 100644 --- a/servers/physics_3d/joints/godot_cone_twist_joint_3d.h +++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_cone_twist_joint_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_cone_twist_joint_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_CONE_TWIST_JOINT_3D_H #define GODOT_CONE_TWIST_JOINT_3D_H 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 dfe2bfa4d3..8ad3af2f72 100644 --- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_generic_6dof_joint_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_generic_6dof_joint_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ /* Adapted to Godot from the Bullet library. 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 6a0ab81461..69a5266438 100644 --- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h +++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_generic_6dof_joint_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_generic_6dof_joint_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_GENERIC_6DOF_JOINT_3D_H #define GODOT_GENERIC_6DOF_JOINT_3D_H diff --git a/servers/physics_3d/joints/godot_hinge_joint_3d.cpp b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp index 01c59395c8..826401bafb 100644 --- a/servers/physics_3d/joints/godot_hinge_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_hinge_joint_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_hinge_joint_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ /* Adapted to Godot from the Bullet library. diff --git a/servers/physics_3d/joints/godot_hinge_joint_3d.h b/servers/physics_3d/joints/godot_hinge_joint_3d.h index f1187771af..eab60c1909 100644 --- a/servers/physics_3d/joints/godot_hinge_joint_3d.h +++ b/servers/physics_3d/joints/godot_hinge_joint_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_hinge_joint_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_hinge_joint_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_HINGE_JOINT_3D_H #define GODOT_HINGE_JOINT_3D_H diff --git a/servers/physics_3d/joints/godot_jacobian_entry_3d.h b/servers/physics_3d/joints/godot_jacobian_entry_3d.h index a46ce830ec..d0c3c48ae6 100644 --- a/servers/physics_3d/joints/godot_jacobian_entry_3d.h +++ b/servers/physics_3d/joints/godot_jacobian_entry_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_jacobian_entry_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_jacobian_entry_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_JACOBIAN_ENTRY_3D_H #define GODOT_JACOBIAN_ENTRY_3D_H diff --git a/servers/physics_3d/joints/godot_pin_joint_3d.cpp b/servers/physics_3d/joints/godot_pin_joint_3d.cpp index c52ea2665c..05ae0839e4 100644 --- a/servers/physics_3d/joints/godot_pin_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_pin_joint_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_pin_joint_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_pin_joint_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ /* Adapted to Godot from the Bullet library. diff --git a/servers/physics_3d/joints/godot_pin_joint_3d.h b/servers/physics_3d/joints/godot_pin_joint_3d.h index b3e2389d5a..2d19bcb626 100644 --- a/servers/physics_3d/joints/godot_pin_joint_3d.h +++ b/servers/physics_3d/joints/godot_pin_joint_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_pin_joint_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_pin_joint_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_PIN_JOINT_3D_H #define GODOT_PIN_JOINT_3D_H diff --git a/servers/physics_3d/joints/godot_slider_joint_3d.cpp b/servers/physics_3d/joints/godot_slider_joint_3d.cpp index 4539be21e3..21004b3395 100644 --- a/servers/physics_3d/joints/godot_slider_joint_3d.cpp +++ b/servers/physics_3d/joints/godot_slider_joint_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_slider_joint_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_slider_joint_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ /* Adapted to Godot from the Bullet library. diff --git a/servers/physics_3d/joints/godot_slider_joint_3d.h b/servers/physics_3d/joints/godot_slider_joint_3d.h index 29d19be0d7..ad79fc51b0 100644 --- a/servers/physics_3d/joints/godot_slider_joint_3d.h +++ b/servers/physics_3d/joints/godot_slider_joint_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* godot_slider_joint_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* godot_slider_joint_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GODOT_SLIDER_JOINT_3D_H #define GODOT_SLIDER_JOINT_3D_H diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index 20f23ae031..f9a8d5f156 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_2d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_2d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "physics_server_2d.h" @@ -126,6 +126,7 @@ void PhysicsDirectBodyState2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_contact_collider_object", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_object); ClassDB::bind_method(D_METHOD("get_contact_collider_shape", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_shape); ClassDB::bind_method(D_METHOD("get_contact_collider_velocity_at_position", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_collider_velocity_at_position); + ClassDB::bind_method(D_METHOD("get_contact_impulse", "contact_idx"), &PhysicsDirectBodyState2D::get_contact_impulse); ClassDB::bind_method(D_METHOD("get_step"), &PhysicsDirectBodyState2D::get_step); ClassDB::bind_method(D_METHOD("integrate_forces"), &PhysicsDirectBodyState2D::integrate_forces); ClassDB::bind_method(D_METHOD("get_space_state"), &PhysicsDirectBodyState2D::get_space_state); @@ -772,6 +773,9 @@ void PhysicsServer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("joint_make_groove", "joint", "groove1_a", "groove2_a", "anchor_b", "body_a", "body_b"), &PhysicsServer2D::joint_make_groove, DEFVAL(RID()), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("joint_make_damped_spring", "joint", "anchor_a", "anchor_b", "body_a", "body_b"), &PhysicsServer2D::joint_make_damped_spring, DEFVAL(RID())); + ClassDB::bind_method(D_METHOD("pin_joint_set_param", "joint", "param", "value"), &PhysicsServer2D::pin_joint_set_param); + ClassDB::bind_method(D_METHOD("pin_joint_get_param", "joint", "param"), &PhysicsServer2D::pin_joint_get_param); + ClassDB::bind_method(D_METHOD("damped_spring_joint_set_param", "joint", "param", "value"), &PhysicsServer2D::damped_spring_joint_set_param); ClassDB::bind_method(D_METHOD("damped_spring_joint_get_param", "joint", "param"), &PhysicsServer2D::damped_spring_joint_get_param); @@ -807,8 +811,7 @@ void PhysicsServer2D::_bind_methods() { BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_VECTOR); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_IS_POINT); - BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_DISTANCE_SCALE); - BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_POINT_ATTENUATION); + BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE); BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE); BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP); BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE); @@ -876,6 +879,23 @@ void PhysicsServer2D::_bind_methods() { PhysicsServer2D::PhysicsServer2D() { singleton = this; + + // World2D physics space + GLOBAL_DEF_BASIC("physics/2d/default_gravity", 980.0); + GLOBAL_DEF_BASIC("physics/2d/default_gravity_vector", Vector2(0, 1)); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_linear_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 0.1); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/default_angular_damp", PROPERTY_HINT_RANGE, "-1,100,0.001,or_greater"), 1.0); + + // PhysicsServer2D + GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0); + GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg_to_rad(8.0)); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5); + GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.0); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 1.5); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater"), 0.3); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.2); } PhysicsServer2D::~PhysicsServer2D() { @@ -890,7 +910,7 @@ void PhysicsServer2DManager::on_servers_changed() { for (int i = get_servers_count() - 1; 0 <= i; --i) { physics_servers += "," + get_server_name(i); } - ProjectSettings::get_singleton()->set_custom_property_info(setting_property_name, PropertyInfo(Variant::STRING, setting_property_name, PROPERTY_HINT_ENUM, physics_servers)); + ProjectSettings::get_singleton()->set_custom_property_info(PropertyInfo(Variant::STRING, setting_property_name, PROPERTY_HINT_ENUM, physics_servers)); } void PhysicsServer2DManager::_bind_methods() { diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index 8b4b5ae4de..3e254e610e 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_2d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_2d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PHYSICS_SERVER_2D_H #define PHYSICS_SERVER_2D_H @@ -99,6 +99,7 @@ public: virtual Object *get_contact_collider_object(int p_contact_idx) const; virtual int get_contact_collider_shape(int p_contact_idx) const = 0; virtual Vector2 get_contact_collider_velocity_at_position(int p_contact_idx) const = 0; + virtual Vector2 get_contact_impulse(int p_contact_idx) const = 0; virtual real_t get_step() const = 0; virtual void integrate_forces(); @@ -285,8 +286,7 @@ public: AREA_PARAM_GRAVITY, AREA_PARAM_GRAVITY_VECTOR, AREA_PARAM_GRAVITY_IS_POINT, - AREA_PARAM_GRAVITY_DISTANCE_SCALE, - AREA_PARAM_GRAVITY_POINT_ATTENUATION, + AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, AREA_PARAM_LINEAR_DAMP, AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, diff --git a/servers/physics_server_2d_wrap_mt.cpp b/servers/physics_server_2d_wrap_mt.cpp index 699f515270..f4682b7c14 100644 --- a/servers/physics_server_2d_wrap_mt.cpp +++ b/servers/physics_server_2d_wrap_mt.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_2d_wrap_mt.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_2d_wrap_mt.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "physics_server_2d_wrap_mt.h" diff --git a/servers/physics_server_2d_wrap_mt.h b/servers/physics_server_2d_wrap_mt.h index 14a6a5c2a1..cf7cc7f136 100644 --- a/servers/physics_server_2d_wrap_mt.h +++ b/servers/physics_server_2d_wrap_mt.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_2d_wrap_mt.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_2d_wrap_mt.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PHYSICS_SERVER_2D_WRAP_MT_H #define PHYSICS_SERVER_2D_WRAP_MT_H diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 25912e9aca..c9cf8f99af 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_3d.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_3d.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "physics_server_3d.h" @@ -429,7 +429,7 @@ Vector<real_t> PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQue return ret; } -TypedArray<PackedVector2Array> PhysicsDirectSpaceState3D::_collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results) { +TypedArray<PackedVector3Array> PhysicsDirectSpaceState3D::_collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results) { ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); Vector<Vector3> ret; @@ -437,9 +437,9 @@ TypedArray<PackedVector2Array> PhysicsDirectSpaceState3D::_collide_shape(const R int rc = 0; bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc); if (!res) { - return TypedArray<PackedVector2Array>(); + return TypedArray<PackedVector3Array>(); } - TypedArray<PackedVector2Array> r; + TypedArray<PackedVector3Array> r; r.resize(rc * 2); for (int i = 0; i < rc * 2; i++) { r[i] = ret[i]; @@ -976,8 +976,7 @@ void PhysicsServer3D::_bind_methods() { BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_VECTOR); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_IS_POINT); - BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_DISTANCE_SCALE); - BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_POINT_ATTENUATION); + BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE); BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE); BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP); BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE); @@ -1048,6 +1047,22 @@ void PhysicsServer3D::_bind_methods() { PhysicsServer3D::PhysicsServer3D() { singleton = this; + + // World3D physics space + GLOBAL_DEF_BASIC("physics/3d/default_gravity", 9.8); + GLOBAL_DEF_BASIC("physics/3d/default_gravity_vector", Vector3(0, -1, 0)); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_linear_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/default_angular_damp", PROPERTY_HINT_RANGE, "0,100,0.001,or_greater"), 0.1); + + // PhysicsServer3D + GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1); + GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg_to_rad(8.0)); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater"), 0.5); + GLOBAL_DEF(PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater"), 16); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_recycle_radius", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.05); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater"), 0.01); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01"), 0.8); } PhysicsServer3D::~PhysicsServer3D() { @@ -1062,7 +1077,7 @@ void PhysicsServer3DManager::on_servers_changed() { for (int i = get_servers_count() - 1; 0 <= i; --i) { physics_servers2 += "," + get_server_name(i); } - ProjectSettings::get_singleton()->set_custom_property_info(setting_property_name, PropertyInfo(Variant::STRING, setting_property_name, PROPERTY_HINT_ENUM, physics_servers2)); + ProjectSettings::get_singleton()->set_custom_property_info(PropertyInfo(Variant::STRING, setting_property_name, PROPERTY_HINT_ENUM, physics_servers2)); } void PhysicsServer3DManager::_bind_methods() { diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index ca1ff57c99..2c7ebeea66 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_3d.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_3d.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PHYSICS_SERVER_3D_H #define PHYSICS_SERVER_3D_H @@ -95,7 +95,7 @@ public: virtual Vector3 get_contact_local_position(int p_contact_idx) const = 0; virtual Vector3 get_contact_local_normal(int p_contact_idx) const = 0; - virtual real_t get_contact_impulse(int p_contact_idx) const = 0; + virtual Vector3 get_contact_impulse(int p_contact_idx) const = 0; virtual int get_contact_local_shape(int p_contact_idx) const = 0; virtual RID get_contact_collider(int p_contact_idx) const = 0; @@ -125,7 +125,7 @@ private: TypedArray<Dictionary> _intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results = 32); TypedArray<Dictionary> _intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32); Vector<real_t> _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query); - TypedArray<PackedVector2Array> _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32); + TypedArray<PackedVector3Array> _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32); Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query); protected: @@ -316,8 +316,7 @@ public: AREA_PARAM_GRAVITY, AREA_PARAM_GRAVITY_VECTOR, AREA_PARAM_GRAVITY_IS_POINT, - AREA_PARAM_GRAVITY_DISTANCE_SCALE, - AREA_PARAM_GRAVITY_POINT_ATTENUATION, + AREA_PARAM_GRAVITY_POINT_UNIT_DISTANCE, AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, AREA_PARAM_LINEAR_DAMP, AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, @@ -541,6 +540,7 @@ public: Vector3 position; Vector3 normal; Vector3 collider_velocity; + Vector3 collider_angular_velocity; real_t depth = 0.0; int local_shape = 0; ObjectID collider_id; diff --git a/servers/physics_server_3d_wrap_mt.cpp b/servers/physics_server_3d_wrap_mt.cpp index 7faa193ec2..59db4617d0 100644 --- a/servers/physics_server_3d_wrap_mt.cpp +++ b/servers/physics_server_3d_wrap_mt.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_3d_wrap_mt.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_3d_wrap_mt.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "physics_server_3d_wrap_mt.h" diff --git a/servers/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h index 1d5fa95bfb..99179d8248 100644 --- a/servers/physics_server_3d_wrap_mt.h +++ b/servers/physics_server_3d_wrap_mt.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* physics_server_3d_wrap_mt.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* physics_server_3d_wrap_mt.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PHYSICS_SERVER_3D_WRAP_MT_H #define PHYSICS_SERVER_3D_WRAP_MT_H diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp index 1356fedb82..8cc2cc0756 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* register_server_types.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* register_server_types.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "register_server_types.h" @@ -270,15 +270,13 @@ void register_server_types() { ServersDebugger::initialize(); // Physics 2D - GLOBAL_DEF(PhysicsServer2DManager::setting_property_name, "DEFAULT"); - ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer2DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT")); + GLOBAL_DEF(PropertyInfo(Variant::STRING, PhysicsServer2DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"), "DEFAULT"); PhysicsServer2DManager::get_singleton()->register_server("GodotPhysics2D", callable_mp_static(_createGodotPhysics2DCallback)); PhysicsServer2DManager::get_singleton()->set_default_server("GodotPhysics2D"); // Physics 3D - GLOBAL_DEF(PhysicsServer3DManager::setting_property_name, "DEFAULT"); - ProjectSettings::get_singleton()->set_custom_property_info(PhysicsServer3DManager::setting_property_name, PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT")); + GLOBAL_DEF(PropertyInfo(Variant::STRING, PhysicsServer3DManager::setting_property_name, PROPERTY_HINT_ENUM, "DEFAULT"), "DEFAULT"); PhysicsServer3DManager::get_singleton()->register_server("GodotPhysics3D", callable_mp_static(_createGodotPhysics3DCallback)); PhysicsServer3DManager::get_singleton()->set_default_server("GodotPhysics3D"); @@ -303,8 +301,8 @@ void register_server_singletons() { Engine::get_singleton()->add_singleton(Engine::Singleton("AudioServer", AudioServer::get_singleton(), "AudioServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer2D", PhysicsServer2D::get_singleton(), "PhysicsServer2D")); Engine::get_singleton()->add_singleton(Engine::Singleton("PhysicsServer3D", PhysicsServer3D::get_singleton(), "PhysicsServer3D")); - Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton_mut(), "NavigationServer2D")); - Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton_mut(), "NavigationServer3D")); + Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer2D", NavigationServer2D::get_singleton(), "NavigationServer2D")); + Engine::get_singleton()->add_singleton(Engine::Singleton("NavigationServer3D", NavigationServer3D::get_singleton(), "NavigationServer3D")); Engine::get_singleton()->add_singleton(Engine::Singleton("XRServer", XRServer::get_singleton(), "XRServer")); Engine::get_singleton()->add_singleton(Engine::Singleton("CameraServer", CameraServer::get_singleton(), "CameraServer")); } diff --git a/servers/register_server_types.h b/servers/register_server_types.h index 32fd944bea..9cf546ba92 100644 --- a/servers/register_server_types.h +++ b/servers/register_server_types.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* register_server_types.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* register_server_types.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef REGISTER_SERVER_TYPES_H #define REGISTER_SERVER_TYPES_H diff --git a/servers/rendering/dummy/environment/fog.h b/servers/rendering/dummy/environment/fog.h index 047b8e133d..10aa242060 100644 --- a/servers/rendering/dummy/environment/fog.h +++ b/servers/rendering/dummy/environment/fog.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* fog.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* fog.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef FOG_DUMMY_H #define FOG_DUMMY_H @@ -44,7 +44,7 @@ public: virtual void fog_volume_free(RID p_rid) override {} virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override {} - virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override {} + virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) override {} virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override {} virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override { return AABB(); } virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override { return RS::FOG_VOLUME_SHAPE_BOX; } diff --git a/servers/rendering/dummy/environment/gi.h b/servers/rendering/dummy/environment/gi.h index fea7994cfe..a26938c740 100644 --- a/servers/rendering/dummy/environment/gi.h +++ b/servers/rendering/dummy/environment/gi.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* gi.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* gi.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GI_DUMMY_H #define GI_DUMMY_H diff --git a/servers/rendering/dummy/rasterizer_canvas_dummy.h b/servers/rendering/dummy/rasterizer_canvas_dummy.h index 65c64e8115..455a669277 100644 --- a/servers/rendering/dummy/rasterizer_canvas_dummy.h +++ b/servers/rendering/dummy/rasterizer_canvas_dummy.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rasterizer_canvas_dummy.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rasterizer_canvas_dummy.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RASTERIZER_CANVAS_DUMMY_H #define RASTERIZER_CANVAS_DUMMY_H diff --git a/servers/rendering/dummy/rasterizer_dummy.h b/servers/rendering/dummy/rasterizer_dummy.h index 0fde97e395..179c41f286 100644 --- a/servers/rendering/dummy/rasterizer_dummy.h +++ b/servers/rendering/dummy/rasterizer_dummy.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rasterizer_dummy.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rasterizer_dummy.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RASTERIZER_DUMMY_H #define RASTERIZER_DUMMY_H diff --git a/servers/rendering/dummy/rasterizer_scene_dummy.h b/servers/rendering/dummy/rasterizer_scene_dummy.h index 918f5c1fb7..965d837ea8 100644 --- a/servers/rendering/dummy/rasterizer_scene_dummy.h +++ b/servers/rendering/dummy/rasterizer_scene_dummy.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rasterizer_scene_dummy.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rasterizer_scene_dummy.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RASTERIZER_SCENE_DUMMY_H #define RASTERIZER_SCENE_DUMMY_H diff --git a/servers/rendering/dummy/storage/light_storage.h b/servers/rendering/dummy/storage/light_storage.h index 960f5a867a..b9e8bcc6f1 100644 --- a/servers/rendering/dummy/storage/light_storage.h +++ b/servers/rendering/dummy/storage/light_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* light_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* light_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef LIGHT_STORAGE_DUMMY_H #define LIGHT_STORAGE_DUMMY_H @@ -80,6 +80,7 @@ public: virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override { return RS::LIGHT_BAKE_DISABLED; } virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override { return 0; } virtual uint64_t light_get_version(RID p_light) const override { return 0; } + virtual uint32_t light_get_cull_mask(RID p_light) const override { return 0; } /* LIGHT INSTANCE API */ @@ -101,7 +102,7 @@ public: virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override {} virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override {} virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override {} - virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override {} + virtual void reflection_probe_set_size(RID p_probe, const Vector3 &p_size) override {} virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override {} virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override {} virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override {} @@ -114,7 +115,7 @@ public: virtual AABB reflection_probe_get_aabb(RID p_probe) const override { return AABB(); } virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override { return RenderingServer::REFLECTION_PROBE_UPDATE_ONCE; } virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override { return 0; } - virtual Vector3 reflection_probe_get_extents(RID p_probe) const override { return Vector3(); } + virtual Vector3 reflection_probe_get_size(RID p_probe) const override { return Vector3(); } virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override { return Vector3(); } virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override { return 0.0; } virtual bool reflection_probe_renders_shadows(RID p_probe) const override { return false; } diff --git a/servers/rendering/dummy/storage/material_storage.h b/servers/rendering/dummy/storage/material_storage.h index b4e0a21ee1..e8766b4a21 100644 --- a/servers/rendering/dummy/storage/material_storage.h +++ b/servers/rendering/dummy/storage/material_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* material_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* material_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef MATERIAL_STORAGE_DUMMY_H #define MATERIAL_STORAGE_DUMMY_H diff --git a/servers/rendering/dummy/storage/mesh_storage.cpp b/servers/rendering/dummy/storage/mesh_storage.cpp index 52de998835..20980e0db8 100644 --- a/servers/rendering/dummy/storage/mesh_storage.cpp +++ b/servers/rendering/dummy/storage/mesh_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* mesh_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* mesh_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "mesh_storage.h" diff --git a/servers/rendering/dummy/storage/mesh_storage.h b/servers/rendering/dummy/storage/mesh_storage.h index 28fe8cb80d..aba362c956 100644 --- a/servers/rendering/dummy/storage/mesh_storage.h +++ b/servers/rendering/dummy/storage/mesh_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* mesh_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* mesh_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef MESH_STORAGE_DUMMY_H #define MESH_STORAGE_DUMMY_H @@ -126,6 +126,7 @@ public: virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override {} virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override {} virtual void mesh_instance_check_for_update(RID p_mesh_instance) override {} + virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) override {} virtual void update_mesh_instances() override {} /* MULTIMESH API */ diff --git a/servers/rendering/dummy/storage/particles_storage.h b/servers/rendering/dummy/storage/particles_storage.h index beedff0a76..a40c96a8f5 100644 --- a/servers/rendering/dummy/storage/particles_storage.h +++ b/servers/rendering/dummy/storage/particles_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* particles_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* particles_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PARTICLES_STORAGE_DUMMY_H #define PARTICLES_STORAGE_DUMMY_H diff --git a/servers/rendering/dummy/storage/texture_storage.cpp b/servers/rendering/dummy/storage/texture_storage.cpp index 62e2a306a2..7f446eb633 100644 --- a/servers/rendering/dummy/storage/texture_storage.cpp +++ b/servers/rendering/dummy/storage/texture_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* texture_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* texture_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "texture_storage.h" diff --git a/servers/rendering/dummy/storage/texture_storage.h b/servers/rendering/dummy/storage/texture_storage.h index dd89504f38..67661ce821 100644 --- a/servers/rendering/dummy/storage/texture_storage.h +++ b/servers/rendering/dummy/storage/texture_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* texture_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* texture_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef TEXTURE_STORAGE_DUMMY_H #define TEXTURE_STORAGE_DUMMY_H @@ -134,7 +134,7 @@ public: virtual void decal_initialize(RID p_rid) override {} virtual void decal_free(RID p_rid) override{}; - virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override {} + virtual void decal_set_size(RID p_decal, const Vector3 &p_size) override {} virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override {} virtual void decal_set_emission_energy(RID p_decal, float p_energy) override {} virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override {} @@ -145,6 +145,7 @@ public: virtual void decal_set_normal_fade(RID p_decal, float p_fade) override {} virtual AABB decal_get_aabb(RID p_decal) const override { return AABB(); } + virtual uint32_t decal_get_cull_mask(RID p_decal) const override { return 0; } virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override {} @@ -154,6 +155,7 @@ public: virtual RID decal_instance_create(RID p_decal) override { return RID(); } virtual void decal_instance_free(RID p_decal_instance) override {} virtual void decal_instance_set_transform(RID p_decal, const Transform3D &p_transform) override {} + virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) override {} /* RENDER TARGET */ diff --git a/servers/rendering/dummy/storage/utilities.cpp b/servers/rendering/dummy/storage/utilities.cpp index 125ed81917..87377de3ae 100644 --- a/servers/rendering/dummy/storage/utilities.cpp +++ b/servers/rendering/dummy/storage/utilities.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* utilities.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* utilities.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "utilities.h" diff --git a/servers/rendering/dummy/storage/utilities.h b/servers/rendering/dummy/storage/utilities.h index a42ab0d814..72327fbf4d 100644 --- a/servers/rendering/dummy/storage/utilities.h +++ b/servers/rendering/dummy/storage/utilities.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* utilities.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* utilities.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef UTILITIES_DUMMY_H #define UTILITIES_DUMMY_H diff --git a/servers/rendering/environment/renderer_fog.h b/servers/rendering/environment/renderer_fog.h index 8f38d5745e..f5c4134d14 100644 --- a/servers/rendering/environment/renderer_fog.h +++ b/servers/rendering/environment/renderer_fog.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_fog.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_fog.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_FOG_H #define RENDERER_FOG_H @@ -44,7 +44,7 @@ public: virtual void fog_volume_free(RID p_rid) = 0; virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) = 0; - virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) = 0; + virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) = 0; virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) = 0; virtual AABB fog_volume_get_aabb(RID p_fog_volume) const = 0; virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const = 0; diff --git a/servers/rendering/environment/renderer_gi.h b/servers/rendering/environment/renderer_gi.h index 0faf683015..6eff319882 100644 --- a/servers/rendering/environment/renderer_gi.h +++ b/servers/rendering/environment/renderer_gi.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_gi.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_gi.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_GI_H #define RENDERER_GI_H diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp index 6be0419d98..b9e3c4f303 100644 --- a/servers/rendering/renderer_canvas_cull.cpp +++ b/servers/rendering/renderer_canvas_cull.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_canvas_cull.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_canvas_cull.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_canvas_cull.h" @@ -597,7 +597,7 @@ void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from, Vector2 end_left; Vector2 end_right; - if (p_width > 1.001) { + if (p_width >= 0.0) { begin_left = p_from + t; begin_right = p_from - t; end_left = p_to + t; @@ -628,7 +628,7 @@ void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from, // This value is empirically determined to provide good antialiasing quality // while not making lines appear too soft. float border_size = 1.25f; - if (p_width < 1.0f) { + if (0.0f <= p_width && p_width < 1.0f) { border_size *= p_width; } Vector2 dir2 = diff.normalized(); @@ -769,6 +769,49 @@ void RendererCanvasCull::canvas_item_add_line(RID p_item, const Point2 &p_from, } } +static Vector2 compute_polyline_segment_dir(const Vector<Point2> &p_points, int p_index, const Vector2 &p_prev_segment_dir) { + int point_count = p_points.size(); + + bool is_last_point = (p_index == point_count - 1); + + Vector2 segment_dir; + + if (is_last_point) { + segment_dir = p_prev_segment_dir; + } else { + segment_dir = (p_points[p_index + 1] - p_points[p_index]).normalized(); + + if (segment_dir.is_zero_approx()) { + segment_dir = p_prev_segment_dir; + } + } + + return segment_dir; +} + +static Vector2 compute_polyline_edge_offset_clamped(const Vector2 &p_segment_dir, const Vector2 &p_prev_segment_dir) { + Vector2 bisector; + float length = 1.0f; + + bisector = (p_prev_segment_dir * p_segment_dir.length() - p_segment_dir * p_prev_segment_dir.length()).normalized(); + + float angle = atan2f(bisector.cross(p_prev_segment_dir), bisector.dot(p_prev_segment_dir)); + float sin_angle = sinf(angle); + + if (!Math::is_zero_approx(sin_angle) && !p_segment_dir.is_equal_approx(p_prev_segment_dir)) { + length = 1.0f / sin_angle; + length = CLAMP(length, -3.0f, 3.0f); + } else { + bisector = p_segment_dir.orthogonal(); + } + + if (bisector.is_zero_approx()) { + bisector = p_segment_dir.orthogonal(); + } + + return bisector * length; +} + void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width, bool p_antialiased) { ERR_FAIL_COND(p_points.size() < 2); Item *canvas_item = canvas_item_owner.get_or_null(p_item); @@ -777,20 +820,68 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point Color color = Color(1, 1, 1, 1); Vector<int> indices; - int pc = p_points.size(); - int pc2 = pc * 2; - - Vector2 prev_t; - int j2; + int point_count = p_points.size(); Item::CommandPolygon *pline = canvas_item->alloc_command<Item::CommandPolygon>(); ERR_FAIL_COND(!pline); + if (p_width < 0) { + if (p_antialiased) { + WARN_PRINT("Antialiasing is not supported for thin polylines drawn using line strips (`p_width < 0`)."); + } + + pline->primitive = RS::PRIMITIVE_LINE_STRIP; + + if (p_colors.size() == 1 || p_colors.size() == point_count) { + pline->polygon.create(indices, p_points, p_colors); + } else { + Vector<Color> colors; + if (p_colors.is_empty()) { + colors.push_back(color); + } else { + colors.resize(point_count); + Color *colors_ptr = colors.ptrw(); + for (int i = 0; i < point_count; i++) { + if (i < p_colors.size()) { + color = p_colors[i]; + } + colors_ptr[i] = color; + } + } + pline->polygon.create(indices, p_points, colors); + } + return; + } + + int polyline_point_count = point_count * 2; + + bool loop = p_points[0].is_equal_approx(p_points[point_count - 1]); + Vector2 first_segment_dir; + Vector2 last_segment_dir; + + // Search for first non-zero vector between two segments. + for (int i = 1; i < point_count; i++) { + first_segment_dir = (p_points[i] - p_points[i - 1]).normalized(); + + if (!first_segment_dir.is_zero_approx()) { + break; + } + } + + // Search for last non-zero vector between two segments. + for (int i = point_count - 1; i >= 1; i--) { + last_segment_dir = (p_points[i] - p_points[i - 1]).normalized(); + + if (!last_segment_dir.is_zero_approx()) { + break; + } + } + PackedColorArray colors; PackedVector2Array points; - colors.resize(pc2); - points.resize(pc2); + colors.resize(polyline_point_count); + points.resize(polyline_point_count); Vector2 *points_ptr = points.ptrw(); Color *colors_ptr = colors.ptrw(); @@ -845,14 +936,14 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point PackedColorArray colors_left; PackedVector2Array points_left; - colors_left.resize(pc2); - points_left.resize(pc2); + colors_left.resize(polyline_point_count); + points_left.resize(polyline_point_count); PackedColorArray colors_right; PackedVector2Array points_right; - colors_right.resize(pc2); - points_right.resize(pc2); + colors_right.resize(polyline_point_count); + points_right.resize(polyline_point_count); Item::CommandPolygon *pline_begin = canvas_item->alloc_command<Item::CommandPolygon>(); ERR_FAIL_COND(!pline_begin); @@ -898,79 +989,81 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point Color *colors_left_ptr = colors_left.ptrw(); Color *colors_right_ptr = colors_right.ptrw(); - for (int i = 0, j = 0; i < pc; i++, j += 2) { - bool is_begin = i == 0; - bool is_end = i == pc - 1; + Vector2 prev_segment_dir; + for (int i = 0; i < point_count; i++) { + bool is_first_point = (i == 0); + bool is_last_point = (i == point_count - 1); - Vector2 t; - Vector2 end_border; - Vector2 begin_border; - if (is_end) { - t = prev_t; - end_border = (p_points[i] - p_points[i - 1]).normalized() * border_size; - } else { - t = (p_points[i + 1] - p_points[i]).normalized().orthogonal(); - if (is_begin) { - prev_t = t; - begin_border = (p_points[i] - p_points[i + 1]).normalized() * border_size; - } + Vector2 segment_dir = compute_polyline_segment_dir(p_points, i, prev_segment_dir); + if (is_first_point && loop) { + prev_segment_dir = last_segment_dir; + } else if (is_last_point && loop) { + prev_segment_dir = first_segment_dir; } - j2 = j + 1; + Vector2 base_edge_offset; + if (is_first_point && !loop) { + base_edge_offset = first_segment_dir.orthogonal(); + } else if (is_last_point && !loop) { + base_edge_offset = last_segment_dir.orthogonal(); + } else { + base_edge_offset = compute_polyline_edge_offset_clamped(segment_dir, prev_segment_dir); + } - Vector2 dir = (t + prev_t).normalized(); - Vector2 tangent = dir * p_width * 0.5; - Vector2 border = dir * border_size; + Vector2 edge_offset = base_edge_offset * (p_width * 0.5f); + Vector2 border = base_edge_offset * border_size; Vector2 pos = p_points[i]; - points_ptr[j] = pos + tangent; - points_ptr[j2] = pos - tangent; + points_ptr[i * 2 + 0] = pos + edge_offset; + points_ptr[i * 2 + 1] = pos - edge_offset; - points_left_ptr[j] = pos + tangent + border; - points_left_ptr[j2] = pos + tangent; + points_left_ptr[i * 2 + 0] = pos + edge_offset + border; + points_left_ptr[i * 2 + 1] = pos + edge_offset; - points_right_ptr[j] = pos - tangent; - points_right_ptr[j2] = pos - tangent - border; + points_right_ptr[i * 2 + 0] = pos - edge_offset; + points_right_ptr[i * 2 + 1] = pos - edge_offset - border; if (i < p_colors.size()) { color = p_colors[i]; color2 = Color(color.r, color.g, color.b, 0); } - colors_ptr[j] = color; - colors_ptr[j2] = color; + colors_ptr[i * 2 + 0] = color; + colors_ptr[i * 2 + 1] = color; + + colors_left_ptr[i * 2 + 0] = color2; + colors_left_ptr[i * 2 + 1] = color; - colors_left_ptr[j] = color2; - colors_left_ptr[j2] = color; + colors_right_ptr[i * 2 + 0] = color; + colors_right_ptr[i * 2 + 1] = color2; - colors_right_ptr[j] = color; - colors_right_ptr[j2] = color2; + if (is_first_point) { + Vector2 begin_border = loop ? Vector2() : -segment_dir * border_size; - if (is_begin) { - points_begin_ptr[0] = pos + tangent + begin_border; - points_begin_ptr[1] = pos - tangent + begin_border; - points_begin_ptr[2] = pos + tangent; - points_begin_ptr[3] = pos - tangent; + points_begin_ptr[0] = pos + edge_offset + begin_border; + points_begin_ptr[1] = pos - edge_offset + begin_border; + points_begin_ptr[2] = pos + edge_offset; + points_begin_ptr[3] = pos - edge_offset; colors_begin_ptr[0] = color2; colors_begin_ptr[1] = color2; colors_begin_ptr[2] = color; colors_begin_ptr[3] = color; - points_begin_left_corner_ptr[0] = pos - tangent - border; - points_begin_left_corner_ptr[1] = pos - tangent + begin_border - border; - points_begin_left_corner_ptr[2] = pos - tangent; - points_begin_left_corner_ptr[3] = pos - tangent + begin_border; + points_begin_left_corner_ptr[0] = pos - edge_offset - border; + points_begin_left_corner_ptr[1] = pos - edge_offset + begin_border - border; + points_begin_left_corner_ptr[2] = pos - edge_offset; + points_begin_left_corner_ptr[3] = pos - edge_offset + begin_border; colors_begin_left_corner_ptr[0] = color2; colors_begin_left_corner_ptr[1] = color2; colors_begin_left_corner_ptr[2] = color; colors_begin_left_corner_ptr[3] = color2; - points_begin_right_corner_ptr[0] = pos + tangent + begin_border; - points_begin_right_corner_ptr[1] = pos + tangent + begin_border + border; - points_begin_right_corner_ptr[2] = pos + tangent; - points_begin_right_corner_ptr[3] = pos + tangent + border; + points_begin_right_corner_ptr[0] = pos + edge_offset + begin_border; + points_begin_right_corner_ptr[1] = pos + edge_offset + begin_border + border; + points_begin_right_corner_ptr[2] = pos + edge_offset; + points_begin_right_corner_ptr[3] = pos + edge_offset + border; colors_begin_right_corner_ptr[0] = color2; colors_begin_right_corner_ptr[1] = color2; @@ -978,31 +1071,33 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point colors_begin_right_corner_ptr[3] = color2; } - if (is_end) { - points_end_ptr[0] = pos + tangent + end_border; - points_end_ptr[1] = pos - tangent + end_border; - points_end_ptr[2] = pos + tangent; - points_end_ptr[3] = pos - tangent; + if (is_last_point) { + Vector2 end_border = loop ? Vector2() : prev_segment_dir * border_size; + + points_end_ptr[0] = pos + edge_offset + end_border; + points_end_ptr[1] = pos - edge_offset + end_border; + points_end_ptr[2] = pos + edge_offset; + points_end_ptr[3] = pos - edge_offset; colors_end_ptr[0] = color2; colors_end_ptr[1] = color2; colors_end_ptr[2] = color; colors_end_ptr[3] = color; - points_end_left_corner_ptr[0] = pos - tangent - border; - points_end_left_corner_ptr[1] = pos - tangent + end_border - border; - points_end_left_corner_ptr[2] = pos - tangent; - points_end_left_corner_ptr[3] = pos - tangent + end_border; + points_end_left_corner_ptr[0] = pos - edge_offset - border; + points_end_left_corner_ptr[1] = pos - edge_offset + end_border - border; + points_end_left_corner_ptr[2] = pos - edge_offset; + points_end_left_corner_ptr[3] = pos - edge_offset + end_border; colors_end_left_corner_ptr[0] = color2; colors_end_left_corner_ptr[1] = color2; colors_end_left_corner_ptr[2] = color; colors_end_left_corner_ptr[3] = color2; - points_end_right_corner_ptr[0] = pos + tangent + end_border; - points_end_right_corner_ptr[1] = pos + tangent + end_border + border; - points_end_right_corner_ptr[2] = pos + tangent; - points_end_right_corner_ptr[3] = pos + tangent + border; + points_end_right_corner_ptr[0] = pos + edge_offset + end_border; + points_end_right_corner_ptr[1] = pos + edge_offset + end_border + border; + points_end_right_corner_ptr[2] = pos + edge_offset; + points_end_right_corner_ptr[3] = pos + edge_offset + border; colors_end_right_corner_ptr[0] = color2; colors_end_right_corner_ptr[1] = color2; @@ -1010,7 +1105,7 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point colors_end_right_corner_ptr[3] = color2; } - prev_t = t; + prev_segment_dir = segment_dir; } pline_begin->primitive = RS::PRIMITIVE_TRIANGLE_STRIP; @@ -1039,33 +1134,41 @@ void RendererCanvasCull::canvas_item_add_polyline(RID p_item, const Vector<Point } else { // Makes a single triangle strip for drawing the line. - for (int i = 0, j = 0; i < pc; i++, j += 2) { - Vector2 t; - if (i == pc - 1) { - t = prev_t; - } else { - t = (p_points[i + 1] - p_points[i]).normalized().orthogonal(); - if (i == 0) { - prev_t = t; - } + Vector2 prev_segment_dir; + for (int i = 0; i < point_count; i++) { + bool is_first_point = (i == 0); + bool is_last_point = (i == point_count - 1); + + Vector2 segment_dir = compute_polyline_segment_dir(p_points, i, prev_segment_dir); + if (is_first_point && loop) { + prev_segment_dir = last_segment_dir; + } else if (is_last_point && loop) { + prev_segment_dir = first_segment_dir; } - j2 = j + 1; + Vector2 base_edge_offset; + if (is_first_point && !loop) { + base_edge_offset = first_segment_dir.orthogonal(); + } else if (is_last_point && !loop) { + base_edge_offset = last_segment_dir.orthogonal(); + } else { + base_edge_offset = compute_polyline_edge_offset_clamped(segment_dir, prev_segment_dir); + } - Vector2 tangent = ((t + prev_t).normalized()) * p_width * 0.5; + Vector2 edge_offset = base_edge_offset * (p_width * 0.5f); Vector2 pos = p_points[i]; - points_ptr[j] = pos + tangent; - points_ptr[j2] = pos - tangent; + points_ptr[i * 2 + 0] = pos + edge_offset; + points_ptr[i * 2 + 1] = pos - edge_offset; if (i < p_colors.size()) { color = p_colors[i]; } - colors_ptr[j] = color; - colors_ptr[j2] = color; + colors_ptr[i * 2 + 0] = color; + colors_ptr[i * 2 + 1] = color; - prev_t = t; + prev_segment_dir = segment_dir; } } @@ -1077,7 +1180,7 @@ void RendererCanvasCull::canvas_item_add_multiline(RID p_item, const Vector<Poin ERR_FAIL_COND(p_points.size() < 2); // TODO: `canvas_item_add_line`(`multiline`, `polyline`) share logic, should factor out. - if (p_width <= 1) { + if (p_width < 0) { Item *canvas_item = canvas_item_owner.get_or_null(p_item); ERR_FAIL_COND(!canvas_item); @@ -1133,20 +1236,23 @@ void RendererCanvasCull::canvas_item_add_circle(RID p_item, const Point2 &p_pos, static const int circle_points = 64; points.resize(circle_points); + Vector2 *points_ptr = points.ptrw(); const real_t circle_point_step = Math_TAU / circle_points; for (int i = 0; i < circle_points; i++) { float angle = i * circle_point_step; - points.write[i].x = Math::cos(angle) * p_radius; - points.write[i].y = Math::sin(angle) * p_radius; - points.write[i] += p_pos; + points_ptr[i].x = Math::cos(angle) * p_radius; + points_ptr[i].y = Math::sin(angle) * p_radius; + points_ptr[i] += p_pos; } + indices.resize((circle_points - 2) * 3); + int *indices_ptr = indices.ptrw(); for (int i = 0; i < circle_points - 2; i++) { - indices.write[i * 3 + 0] = 0; - indices.write[i * 3 + 1] = i + 1; - indices.write[i * 3 + 2] = i + 2; + indices_ptr[i * 3 + 0] = 0; + indices_ptr[i * 3 + 1] = i + 1; + indices_ptr[i * 3 + 2] = i + 2; } Vector<Color> color; @@ -1313,7 +1419,7 @@ void RendererCanvasCull::canvas_item_add_nine_patch(RID p_item, const Rect2 &p_r style->axis_y = p_y_axis_mode; } -void RendererCanvasCull::canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width) { +void RendererCanvasCull::canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture) { uint32_t pc = p_points.size(); ERR_FAIL_COND(pc == 0 || pc > 4); diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h index 808c0acc35..1106fc4f1e 100644 --- a/servers/rendering/renderer_canvas_cull.h +++ b/servers/rendering/renderer_canvas_cull.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_canvas_cull.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_canvas_cull.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_CANVAS_CULL_H #define RENDERER_CANVAS_CULL_H @@ -221,9 +221,9 @@ public: void canvas_item_set_update_when_visible(RID p_item, bool p_update); - void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0, bool p_antialiased = false); - void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false); - void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0); + void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = -1.0, bool p_antialiased = false); + void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = -1.0, bool p_antialiased = false); + void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = -1.0); void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color); void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color); void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false); @@ -231,7 +231,7 @@ public: void canvas_item_add_msdf_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, float p_px_range = 1.0, float p_scale = 1.0); void canvas_item_add_lcd_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1)); void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, RS::NinePatchAxisMode p_x_axis_mode = RS::NINE_PATCH_STRETCH, RS::NinePatchAxisMode p_y_axis_mode = RS::NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1)); - void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0); + void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture); void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID()); void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1); void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID()); diff --git a/servers/rendering/renderer_canvas_render.cpp b/servers/rendering/renderer_canvas_render.cpp index 07394b49a3..af0ec621e5 100644 --- a/servers/rendering/renderer_canvas_render.cpp +++ b/servers/rendering/renderer_canvas_render.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_canvas_render.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_canvas_render.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_canvas_render.h" #include "servers/rendering/rendering_server_globals.h" diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h index 375358a5e8..dc838047cc 100644 --- a/servers/rendering/renderer_canvas_render.h +++ b/servers/rendering/renderer_canvas_render.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_canvas_render.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_canvas_render.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_CANVAS_RENDER_H #define RENDERER_CANVAS_RENDER_H diff --git a/servers/rendering/renderer_compositor.cpp b/servers/rendering/renderer_compositor.cpp index 80e71a0df3..069b51feaa 100644 --- a/servers/rendering/renderer_compositor.cpp +++ b/servers/rendering/renderer_compositor.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_compositor.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_compositor.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_compositor.h" diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h index 169988f72c..9fb79a290b 100644 --- a/servers/rendering/renderer_compositor.h +++ b/servers/rendering/renderer_compositor.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_compositor.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_compositor.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_COMPOSITOR_H #define RENDERER_COMPOSITOR_H diff --git a/servers/rendering/renderer_geometry_instance.cpp b/servers/rendering/renderer_geometry_instance.cpp index f4681916f4..4bdd1ea5a4 100644 --- a/servers/rendering/renderer_geometry_instance.cpp +++ b/servers/rendering/renderer_geometry_instance.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_geometry_instance.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_geometry_instance.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "servers/rendering/renderer_geometry_instance.h" diff --git a/servers/rendering/renderer_geometry_instance.h b/servers/rendering/renderer_geometry_instance.h index 37fde9e1f6..600c526396 100644 --- a/servers/rendering/renderer_geometry_instance.h +++ b/servers/rendering/renderer_geometry_instance.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_geometry_instance.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_geometry_instance.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_GEOMETRY_INSTANCE_H #define RENDERER_GEOMETRY_INSTANCE_H diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp index 1bb45cbcc1..959a752fba 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp +++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* cluster_builder_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* cluster_builder_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "cluster_builder_rd.h" #include "servers/rendering/rendering_device.h" @@ -74,7 +74,7 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() { cluster_debug.shader_pipeline = RD::get_singleton()->compute_pipeline_create(cluster_debug.shader); } - { // SPHERE + { // Sphere mesh data. static const uint32_t icosphere_vertex_count = 42; static const float icosphere_vertices[icosphere_vertex_count * 3] = { 0, 0, -1, 0.7236073, -0.5257253, -0.4472195, -0.276388, -0.8506492, -0.4472199, -0.8944262, 0, -0.4472156, -0.276388, 0.8506492, -0.4472199, 0.7236073, 0.5257253, -0.4472195, 0.276388, -0.8506492, 0.4472199, -0.7236073, -0.5257253, 0.4472195, -0.7236073, 0.5257253, 0.4472195, 0.276388, 0.8506492, 0.4472199, 0.8944262, 0, 0.4472156, 0, 0, 1, -0.1624555, -0.4999952, -0.8506544, 0.4253227, -0.3090114, -0.8506542, 0.2628688, -0.8090116, -0.5257377, 0.8506479, 0, -0.5257359, 0.4253227, 0.3090114, -0.8506542, -0.5257298, 0, -0.8506517, -0.6881894, -0.4999969, -0.5257362, -0.1624555, 0.4999952, -0.8506544, -0.6881894, 0.4999969, -0.5257362, 0.2628688, 0.8090116, -0.5257377, 0.9510579, -0.3090126, 0, 0.9510579, 0.3090126, 0, 0, -1, 0, 0.5877856, -0.8090167, 0, -0.9510579, -0.3090126, 0, -0.5877856, -0.8090167, 0, -0.5877856, 0.8090167, 0, -0.9510579, 0.3090126, 0, 0.5877856, 0.8090167, 0, 0, 1, 0, 0.6881894, -0.4999969, 0.5257362, -0.2628688, -0.8090116, 0.5257377, -0.8506479, 0, 0.5257359, -0.2628688, 0.8090116, 0.5257377, 0.6881894, 0.4999969, 0.5257362, 0.1624555, -0.4999952, 0.8506544, 0.5257298, 0, 0.8506517, -0.4253227, -0.3090114, 0.8506542, -0.4253227, 0.3090114, 0.8506542, 0.1624555, 0.4999952, 0.8506544 @@ -118,7 +118,7 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() { sphere_overfit = 1.0 / min_d; } - { // CONE + { // Cone mesh data. static const uint32_t cone_vertex_count = 99; static const float cone_vertices[cone_vertex_count * 3] = { 0, 1, -1, 0.1950903, 0.9807853, -1, 0.3826835, 0.9238795, -1, 0.5555703, 0.8314696, -1, 0.7071068, 0.7071068, -1, 0.8314697, 0.5555702, -1, 0.9238795, 0.3826834, -1, 0.9807853, 0.1950903, -1, 1, 0, -1, 0.9807853, -0.1950902, -1, 0.9238796, -0.3826833, -1, 0.8314697, -0.5555702, -1, 0.7071068, -0.7071068, -1, 0.5555702, -0.8314697, -1, 0.3826833, -0.9238796, -1, 0.1950901, -0.9807853, -1, -3.25841e-7, -1, -1, -0.1950907, -0.9807852, -1, -0.3826839, -0.9238793, -1, -0.5555707, -0.8314693, -1, -0.7071073, -0.7071063, -1, -0.83147, -0.5555697, -1, -0.9238799, -0.3826827, -1, 0, 0, 0, -0.9807854, -0.1950894, -1, -1, 9.65599e-7, -1, -0.9807851, 0.1950913, -1, -0.9238791, 0.3826845, -1, -0.8314689, 0.5555713, -1, -0.7071059, 0.7071077, -1, -0.5555691, 0.8314704, -1, -0.3826821, 0.9238801, -1, -0.1950888, 0.9807856, -1 @@ -172,7 +172,7 @@ ClusterBuilderSharedDataRD::ClusterBuilderSharedDataRD() { cone_overfit = 1.0 / min_d; } - { // BOX + { // Box mesh data. static const uint32_t box_vertex_count = 8; static const float box_vertices[box_vertex_count * 3] = { -1, -1, -1, -1, -1, 1, -1, 1, -1, -1, 1, 1, 1, -1, -1, 1, -1, 1, 1, 1, -1, 1, 1, 1 @@ -219,8 +219,9 @@ ClusterBuilderSharedDataRD::~ClusterBuilderSharedDataRD() { void ClusterBuilderRD::_clear() { if (cluster_buffer.is_null()) { - return; //nothing to clear + return; } + RD::get_singleton()->free(cluster_buffer); RD::get_singleton()->free(cluster_render_buffer); RD::get_singleton()->free(element_buffer); @@ -254,7 +255,7 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID cluster_screen_size.height = (p_screen_size.height - 1) / cluster_size + 1; max_elements_by_type = p_max_elements; - if (max_elements_by_type % 32) { //need to be 32 aligned + if (max_elements_by_type % 32) { // Needs to be aligned to 32. max_elements_by_type += 32 - (max_elements_by_type % 32); } @@ -264,7 +265,8 @@ void ClusterBuilderRD::setup(Size2i p_screen_size, uint32_t p_max_elements, RID uint32_t element_tag_bits_size = render_element_max / 32; uint32_t element_tag_depth_bits_size = render_element_max; - cluster_render_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (element_tag_bits_size + element_tag_depth_bits_size) * 4; // tag bits (element was used) and tag depth (depth range in which it was used) + + cluster_render_buffer_size = cluster_screen_size.x * cluster_screen_size.y * (element_tag_bits_size + element_tag_depth_bits_size) * 4; // Tag bits (element was used) and tag depth (depth range in which it was used). cluster_render_buffer = RD::get_singleton()->storage_buffer_create(cluster_render_buffer_size); cluster_buffer = RD::get_singleton()->storage_buffer_create(cluster_buffer_size); @@ -379,9 +381,9 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projecti projection = p_cam_projection; z_near = projection.get_z_near(); z_far = projection.get_z_far(); - orthogonal = p_cam_projection.is_orthogonal(); + camera_orthogonal = p_cam_projection.is_orthogonal(); adjusted_projection = projection; - if (!orthogonal) { + if (!camera_orthogonal) { adjusted_projection.adjust_perspective_znear(0.0001); } @@ -390,7 +392,7 @@ void ClusterBuilderRD::begin(const Transform3D &p_view_transform, const Projecti projection = correction * projection; adjusted_projection = correction * adjusted_projection; - //reset counts + // Reset counts. render_element_count = 0; for (uint32_t i = 0; i < ELEMENT_TYPE_MAX; i++) { cluster_count_by_type[i] = 0; @@ -402,14 +404,14 @@ void ClusterBuilderRD::bake_cluster() { RD::get_singleton()->draw_command_begin_label("Bake Light Cluster"); - //clear cluster buffer + // Clear cluster buffer. RD::get_singleton()->buffer_clear(cluster_buffer, 0, cluster_buffer_size, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); if (render_element_count > 0) { - //clear render buffer + // Clear render buffer. RD::get_singleton()->buffer_clear(cluster_render_buffer, 0, cluster_render_buffer_size, RD::BARRIER_MASK_RASTER); - { //fill state uniform + { // Fill state uniform. StateUniform state; @@ -425,13 +427,13 @@ void ClusterBuilderRD::bake_cluster() { RD::get_singleton()->buffer_update(state_uniform, 0, sizeof(StateUniform), &state, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); } - //update instances + // Update instances. RD::get_singleton()->buffer_update(element_buffer, 0, sizeof(RenderElementData) * render_element_count, render_elements, RD::BARRIER_MASK_RASTER | RD::BARRIER_MASK_COMPUTE); RENDER_TIMESTAMP("Render 3D Cluster Elements"); - //render elements + // Render elements. { RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD); ClusterBuilderSharedDataRD::ClusterRender::PushConstant push_constant = {}; @@ -447,8 +449,16 @@ void ClusterBuilderRD::bake_cluster() { RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->sphere_index_array); } break; case ELEMENT_TYPE_SPOT_LIGHT: { - RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->cone_vertex_array); - RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->cone_index_array); + // If the spot angle is above a certain threshold, use a sphere instead of a cone for building the clusters + // since the cone gets too flat/large (spot angle close to 90 degrees) or + // can't even cover the affected area of the light (spot angle above 90 degrees). + if (render_elements[i].has_wide_spot_angle) { + RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->sphere_vertex_array); + RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->sphere_index_array); + } else { + RD::get_singleton()->draw_list_bind_vertex_array(draw_list, shared->cone_vertex_array); + RD::get_singleton()->draw_list_bind_index_array(draw_list, shared->cone_index_array); + } } break; case ELEMENT_TYPE_DECAL: case ELEMENT_TYPE_REFLECTION_PROBE: { @@ -465,7 +475,7 @@ void ClusterBuilderRD::bake_cluster() { } RD::get_singleton()->draw_list_end(RD::BARRIER_MASK_COMPUTE); } - //store elements + // Store elements. RENDER_TIMESTAMP("Pack 3D Cluster Elements"); { @@ -509,7 +519,7 @@ void ClusterBuilderRD::debug(ElementType p_element) { push_constant.cluster_screen_size[1] = cluster_screen_size.y; push_constant.cluster_shift = get_shift_from_power_of_2(cluster_size); push_constant.cluster_type = p_element; - push_constant.orthogonal = orthogonal; + push_constant.orthogonal = camera_orthogonal; push_constant.z_far = z_far; push_constant.z_near = z_near; push_constant.max_cluster_element_count_div_32 = max_elements_by_type / 32; diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h index ef17ceb98c..3ca7af70ca 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.h +++ b/servers/rendering/renderer_rd/cluster_builder_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* cluster_builder_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* cluster_builder_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef CLUSTER_BUILDER_RD_H #define CLUSTER_BUILDER_RD_H @@ -43,13 +43,13 @@ class ClusterBuilderSharedDataRD { RID sphere_vertex_array; RID sphere_index_buffer; RID sphere_index_array; - float sphere_overfit = 0.0; //because an icosphere is not a perfect sphere, we need to enlarge it to cover the sphere area + float sphere_overfit = 0.0; // Because an icosphere is not a perfect sphere, we need to enlarge it to cover the sphere area. RID cone_vertex_buffer; RID cone_vertex_array; RID cone_index_buffer; RID cone_index_array; - float cone_overfit = 0.0; //because an cone mesh is not a perfect sphere, we need to enlarge it to cover the actual cone area + float cone_overfit = 0.0; // Because an cone mesh is not a perfect cone, we need to enlarge it to cover the actual cone area. RID box_vertex_buffer; RID box_vertex_array; @@ -73,6 +73,7 @@ class ClusterBuilderSharedDataRD { ClusterRenderShaderRD cluster_render_shader; RID shader_version; RID shader; + enum PipelineVersion { PIPELINE_NORMAL, PIPELINE_MSAA, @@ -85,10 +86,11 @@ class ClusterBuilderSharedDataRD { struct ClusterStore { struct PushConstant { uint32_t cluster_render_data_size; // how much data for a single cluster takes - uint32_t max_render_element_count_div_32; //divided by 32 + uint32_t max_render_element_count_div_32; // divided by 32 uint32_t cluster_screen_size[2]; - uint32_t render_element_count_div_32; //divided by 32 - uint32_t max_cluster_element_count_div_32; //divided by 32 + uint32_t render_element_count_div_32; // divided by 32 + uint32_t max_cluster_element_count_div_32; // divided by 32 + uint32_t pad1; uint32_t pad2; }; @@ -111,6 +113,7 @@ class ClusterBuilderSharedDataRD { uint32_t orthogonal; uint32_t max_cluster_element_count_div_32; + uint32_t pad1; uint32_t pad2; }; @@ -128,6 +131,8 @@ public: class ClusterBuilderRD { public: + static constexpr float WIDE_SPOT_ANGLE_THRESHOLD_DEG = 60.0f; + enum LightType { LIGHT_TYPE_OMNI, LIGHT_TYPE_SPOT @@ -144,21 +149,20 @@ public: ELEMENT_TYPE_DECAL, ELEMENT_TYPE_REFLECTION_PROBE, ELEMENT_TYPE_MAX, - }; private: ClusterBuilderSharedDataRD *shared = nullptr; struct RenderElementData { - uint32_t type; //0-4 + uint32_t type; // 0-4 uint32_t touches_near; uint32_t touches_far; uint32_t original_index; - float transform_inv[12]; //transposed transform for less space + float transform_inv[12]; // Transposed transform for less space. float scale[3]; - uint32_t pad; - }; + uint32_t has_wide_spot_angle; + }; // Keep aligned to 32 bytes. uint32_t cluster_count_by_type[ELEMENT_TYPE_MAX] = {}; uint32_t max_elements_by_type = 0; @@ -172,7 +176,7 @@ private: Projection projection; float z_far = 0; float z_near = 0; - bool orthogonal = false; + bool camera_orthogonal = false; enum Divisor { DIVISOR_1, @@ -188,26 +192,27 @@ private: Size2i cluster_screen_size; RID framebuffer; - RID cluster_render_buffer; //used for creating - RID cluster_buffer; //used for rendering - RID element_buffer; //used for storing, to hint element touches far plane or near plane + RID cluster_render_buffer; // Used for creating. + RID cluster_buffer; // Used for rendering. + RID element_buffer; // Used for storing, to hint element touches far plane or near plane. uint32_t cluster_render_buffer_size = 0; uint32_t cluster_buffer_size = 0; RID cluster_render_uniform_set; RID cluster_store_uniform_set; - //persistent data + // Persistent data. void _clear(); struct StateUniform { float projection[16]; float inv_z_far; - uint32_t screen_to_clusters_shift; // shift to obtain coordinates in block indices - uint32_t cluster_screen_width; // - uint32_t cluster_data_size; // how much data for a single cluster takes + uint32_t screen_to_clusters_shift; // Shift to obtain coordinates in block indices. + uint32_t cluster_screen_width; + uint32_t cluster_data_size; // How much data is needed for a single cluster. uint32_t cluster_depth_offset; + uint32_t pad0; uint32_t pad1; uint32_t pad2; @@ -224,10 +229,10 @@ public: _FORCE_INLINE_ void add_light(LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) { if (p_type == LIGHT_TYPE_OMNI && cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT] == max_elements_by_type) { - return; //max number elements reached + return; // Max number elements reached. } if (p_type == LIGHT_TYPE_SPOT && cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT] == max_elements_by_type) { - return; //max number elements reached + return; // Max number elements reached. } RenderElementData &e = render_elements[render_element_count]; @@ -242,15 +247,14 @@ public: radius *= p_radius; if (p_type == LIGHT_TYPE_OMNI) { - radius *= shared->sphere_overfit; // overfit icosphere + radius *= shared->sphere_overfit; // Overfit icosphere. - //omni float depth = -xform.origin.z; - if (orthogonal) { + if (camera_orthogonal) { e.touches_near = (depth - radius) < z_near; } else { - //contains camera inside light - float radius2 = radius * shared->sphere_overfit; // overfit again for outer size (camera may be outside actual sphere but behind an icosphere vertex) + // Contains camera inside light. + float radius2 = radius * shared->sphere_overfit; // Overfit again for outer size (camera may be outside actual sphere but behind an icosphere vertex) e.touches_near = xform.origin.length_squared() < radius2 * radius2; } @@ -265,12 +269,11 @@ public: cluster_count_by_type[ELEMENT_TYPE_OMNI_LIGHT]++; - } else { - //spot - radius *= shared->cone_overfit; // overfit icosphere + } else /*LIGHT_TYPE_SPOT */ { + radius *= shared->cone_overfit; // Overfit icosphere real_t len = Math::tan(Math::deg_to_rad(p_spot_aperture)) * radius; - //approximate, probably better to use a cone support function + // Approximate, probably better to use a cone support function. float max_d = -1e20; float min_d = 1e20; #define CONE_MINMAX(m_x, m_y) \ @@ -285,14 +288,13 @@ public: CONE_MINMAX(-1, -1); CONE_MINMAX(1, -1); - if (orthogonal) { + if (camera_orthogonal) { e.touches_near = min_d < z_near; } else { - //contains camera inside light Plane base_plane(-xform.basis.get_column(Vector3::AXIS_Z), xform.origin); float dist = base_plane.distance_to(Vector3()); if (dist >= 0 && dist < radius) { - //inside, check angle + // Contains camera inside light, check angle. float angle = Math::rad_to_deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z)))); e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit } else { @@ -302,12 +304,23 @@ public: e.touches_far = max_d > z_far; - e.scale[0] = len * shared->cone_overfit; - e.scale[1] = len * shared->cone_overfit; - e.scale[2] = radius; + // If the spot angle is above the threshold, use a sphere instead of a cone for building the clusters + // since the cone gets too flat/large (spot angle close to 90 degrees) or + // can't even cover the affected area of the light (spot angle above 90 degrees). + if (p_spot_aperture > WIDE_SPOT_ANGLE_THRESHOLD_DEG) { + e.scale[0] = radius; + e.scale[1] = radius; + e.scale[2] = radius; + e.has_wide_spot_angle = true; + } else { + e.scale[0] = len * shared->cone_overfit; + e.scale[1] = len * shared->cone_overfit; + e.scale[2] = radius; + e.has_wide_spot_angle = false; + } e.type = ELEMENT_TYPE_SPOT_LIGHT; - e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; //use omni since they share index + e.original_index = cluster_count_by_type[ELEMENT_TYPE_SPOT_LIGHT]; // Use omni light since they share index. RendererRD::MaterialStorage::store_transform_transposed_3x4(xform, e.transform_inv); @@ -317,19 +330,19 @@ public: render_element_count++; } - _FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform3D &p_transform, const Vector3 &p_half_extents) { + _FORCE_INLINE_ void add_box(BoxType p_box_type, const Transform3D &p_transform, const Vector3 &p_half_size) { if (p_box_type == BOX_TYPE_DECAL && cluster_count_by_type[ELEMENT_TYPE_DECAL] == max_elements_by_type) { - return; //max number elements reached + return; // Max number elements reached. } if (p_box_type == BOX_TYPE_REFLECTION_PROBE && cluster_count_by_type[ELEMENT_TYPE_REFLECTION_PROBE] == max_elements_by_type) { - return; //max number elements reached + return; // Max number elements reached. } RenderElementData &e = render_elements[render_element_count]; Transform3D xform = view_xform * p_transform; - //extract scale and scale the matrix by it, makes things simpler - Vector3 scale = p_half_extents; + // Extract scale and scale the matrix by it, makes things simpler. + Vector3 scale = p_half_size; for (uint32_t i = 0; i < 3; i++) { float s = xform.basis.rows[i].length(); scale[i] *= s; @@ -339,10 +352,10 @@ public: float box_depth = Math::abs(xform.basis.xform_inv(Vector3(0, 0, -1)).dot(scale)); float depth = -xform.origin.z; - if (orthogonal) { + if (camera_orthogonal) { e.touches_near = depth - box_depth < z_near; } else { - //contains camera inside box + // Contains camera inside box. Vector3 inside = xform.xform_inv(Vector3(0, 0, 0)).abs(); e.touches_near = inside.x < scale.x && inside.y < scale.y && inside.z < scale.z; } diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp index 27850695b0..971f8b7f6f 100644 --- a/servers/rendering/renderer_rd/effects/bokeh_dof.cpp +++ b/servers/rendering/renderer_rd/effects/bokeh_dof.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* bokeh_dof.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* bokeh_dof.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "bokeh_dof.h" #include "copy_effects.h" diff --git a/servers/rendering/renderer_rd/effects/bokeh_dof.h b/servers/rendering/renderer_rd/effects/bokeh_dof.h index 33dbdfcdc1..13f228c476 100644 --- a/servers/rendering/renderer_rd/effects/bokeh_dof.h +++ b/servers/rendering/renderer_rd/effects/bokeh_dof.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* bokeh_dof.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* bokeh_dof.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef BOKEH_DOF_RD_H #define BOKEH_DOF_RD_H diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index 9fda54a34d..bcea9225ea 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* copy_effects.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* copy_effects.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "copy_effects.h" #include "core/config/project_settings.h" diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h index a0904f0b8e..3cd26d0f7e 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.h +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* copy_effects.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* copy_effects.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef COPY_EFFECTS_RD_H #define COPY_EFFECTS_RD_H diff --git a/servers/rendering/renderer_rd/effects/fsr.cpp b/servers/rendering/renderer_rd/effects/fsr.cpp index 92b34ede0e..0c51adf9ee 100644 --- a/servers/rendering/renderer_rd/effects/fsr.cpp +++ b/servers/rendering/renderer_rd/effects/fsr.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* fsr.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* fsr.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "fsr.h" #include "../storage_rd/material_storage.h" diff --git a/servers/rendering/renderer_rd/effects/fsr.h b/servers/rendering/renderer_rd/effects/fsr.h index 69088e526a..9cb4894f8d 100644 --- a/servers/rendering/renderer_rd/effects/fsr.h +++ b/servers/rendering/renderer_rd/effects/fsr.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* fsr.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* fsr.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef FSR_RD_H #define FSR_RD_H diff --git a/servers/rendering/renderer_rd/effects/luminance.cpp b/servers/rendering/renderer_rd/effects/luminance.cpp new file mode 100644 index 0000000000..7462282932 --- /dev/null +++ b/servers/rendering/renderer_rd/effects/luminance.cpp @@ -0,0 +1,255 @@ +/**************************************************************************/ +/* luminance.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ + +#include "luminance.h" +#include "../framebuffer_cache_rd.h" +#include "../uniform_set_cache_rd.h" +#include "servers/rendering/renderer_rd/storage_rd/material_storage.h" + +using namespace RendererRD; + +Luminance::Luminance(bool p_prefer_raster_effects) { + prefer_raster_effects = p_prefer_raster_effects; + + if (prefer_raster_effects) { + Vector<String> luminance_reduce_modes; + luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST + luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT + luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL + + luminance_reduce_raster.shader.initialize(luminance_reduce_modes); + luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create(); + + for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) { + luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); + } + } else { + // Initialize luminance_reduce + Vector<String> luminance_reduce_modes; + luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n"); + luminance_reduce_modes.push_back("\n"); + luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n"); + + luminance_reduce.shader.initialize(luminance_reduce_modes); + luminance_reduce.shader_version = luminance_reduce.shader.version_create(); + + for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) { + luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i)); + } + + for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) { + luminance_reduce_raster.pipelines[i].clear(); + } + } +} + +Luminance::~Luminance() { + if (prefer_raster_effects) { + luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version); + } else { + luminance_reduce.shader.version_free(luminance_reduce.shader_version); + } +} + +void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) { + prefer_raster_effects = p_prefer_raster_effects; +} + +void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) { + Size2i internal_size = p_render_buffers->get_internal_size(); + int w = internal_size.x; + int h = internal_size.y; + + while (true) { + w = MAX(w / 8, 1); + h = MAX(h / 8, 1); + + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R32_SFLOAT; + tf.width = w; + tf.height = h; + + bool final = w == 1 && h == 1; + + if (prefer_raster_effects) { + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + } else { + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; + if (final) { + tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT; + } + } + + RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + reduce.push_back(texture); + + if (final) { + current = RD::get_singleton()->texture_create(tf, RD::TextureView()); + break; + } + } +} + +void Luminance::LuminanceBuffers::free_data() { + for (int i = 0; i < reduce.size(); i++) { + RD::get_singleton()->free(reduce[i]); + } + reduce.clear(); + + if (current.is_valid()) { + RD::get_singleton()->free(current); + current = RID(); + } +} + +Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) { + if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) { + return p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS); + } + + Ref<LuminanceBuffers> buffers; + buffers.instantiate(); + buffers->set_prefer_raster_effects(prefer_raster_effects); + buffers->configure(p_render_buffers.ptr()); + + p_render_buffers->set_custom_data(RB_LUMINANCE_BUFFERS, buffers); + + return buffers; +} + +RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) { + if (p_render_buffers->has_custom_data(RB_LUMINANCE_BUFFERS)) { + Ref<LuminanceBuffers> buffers = p_render_buffers->get_custom_data(RB_LUMINANCE_BUFFERS); + return buffers->current; + } + + return RID(); +} + +void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + if (prefer_raster_effects) { + LuminanceReduceRasterPushConstant push_constant; + memset(&push_constant, 0, sizeof(LuminanceReduceRasterPushConstant)); + + push_constant.max_luminance = p_max_luminance; + push_constant.min_luminance = p_min_luminance; + push_constant.exposure_adjust = p_adjust; + + for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) { + push_constant.source_size[0] = i == 0 ? p_source_size.x : push_constant.dest_size[0]; + push_constant.source_size[1] = i == 0 ? p_source_size.y : push_constant.dest_size[1]; + push_constant.dest_size[0] = MAX(push_constant.source_size[0] / 8, 1); + push_constant.dest_size[1] = MAX(push_constant.source_size[1] / 8, 1); + + bool final = !p_set && (push_constant.dest_size[0] == 1) && (push_constant.dest_size[1] == 1); + LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT); + RID shader = luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, mode); + + RID framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_luminance_buffers->reduce[i]); + + RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, i == 0 ? p_source_texture : p_luminance_buffers->reduce[i - 1] })); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); + if (final) { + RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current })); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_current_texture), 1); + } + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(LuminanceReduceRasterPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); + } + } else { + LuminanceReducePushConstant push_constant; + memset(&push_constant, 0, sizeof(LuminanceReducePushConstant)); + + push_constant.source_size[0] = p_source_size.x; + push_constant.source_size[1] = p_source_size.y; + push_constant.max_luminance = p_max_luminance; + push_constant.min_luminance = p_min_luminance; + push_constant.exposure_adjust = p_adjust; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + for (int i = 0; i < p_luminance_buffers->reduce.size(); i++) { + RID shader; + + if (i == 0) { + shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_READ); + RD::Uniform u_source_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_texture })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); + } else { + RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done + + if (i == p_luminance_buffers->reduce.size() - 1 && !p_set) { + shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE_WRITE); + RD::Uniform u_current_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_luminance_buffers->current })); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_current_texture), 2); + } else { + shader = luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, LUMINANCE_REDUCE); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]); + } + + RD::Uniform u_source_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i - 1]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); + } + + RD::Uniform u_reduce_texture(RD::UNIFORM_TYPE_IMAGE, 0, p_luminance_buffers->reduce[i]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_reduce_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(LuminanceReducePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, push_constant.source_size[0], push_constant.source_size[1], 1); + + push_constant.source_size[0] = MAX(push_constant.source_size[0] / 8, 1); + push_constant.source_size[1] = MAX(push_constant.source_size[1] / 8, 1); + } + + RD::get_singleton()->compute_list_end(); + } + + SWAP(p_luminance_buffers->current, p_luminance_buffers->reduce.write[p_luminance_buffers->reduce.size() - 1]); +} diff --git a/servers/rendering/renderer_rd/effects/luminance.h b/servers/rendering/renderer_rd/effects/luminance.h new file mode 100644 index 0000000000..0f343fceab --- /dev/null +++ b/servers/rendering/renderer_rd/effects/luminance.h @@ -0,0 +1,120 @@ +/**************************************************************************/ +/* luminance.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ + +#ifndef LUMINANCE_RD_H +#define LUMINANCE_RD_H + +#include "servers/rendering/renderer_rd/pipeline_cache_rd.h" +#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h" +#include "servers/rendering/renderer_scene_render.h" + +#include "servers/rendering_server.h" + +#define RB_LUMINANCE_BUFFERS SNAME("luminance_buffers") + +namespace RendererRD { + +class Luminance { +private: + bool prefer_raster_effects; + + enum LuminanceReduceMode { + LUMINANCE_REDUCE_READ, + LUMINANCE_REDUCE, + LUMINANCE_REDUCE_WRITE, + LUMINANCE_REDUCE_MAX + }; + + struct LuminanceReducePushConstant { + int32_t source_size[2]; + float max_luminance; + float min_luminance; + float exposure_adjust; + float pad[3]; + }; + + struct LuminanceReduce { + LuminanceReduceShaderRD shader; + RID shader_version; + RID pipelines[LUMINANCE_REDUCE_MAX]; + } luminance_reduce; + + enum LuminanceReduceRasterMode { + LUMINANCE_REDUCE_FRAGMENT_FIRST, + LUMINANCE_REDUCE_FRAGMENT, + LUMINANCE_REDUCE_FRAGMENT_FINAL, + LUMINANCE_REDUCE_FRAGMENT_MAX + }; + + struct LuminanceReduceRasterPushConstant { + int32_t source_size[2]; + int32_t dest_size[2]; + float exposure_adjust; + float min_luminance; + float max_luminance; + uint32_t pad1; + }; + + struct LuminanceReduceFragment { + LuminanceReduceRasterShaderRD shader; + RID shader_version; + PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX]; + } luminance_reduce_raster; + +public: + class LuminanceBuffers : public RenderBufferCustomDataRD { + GDCLASS(LuminanceBuffers, RenderBufferCustomDataRD); + + private: + bool prefer_raster_effects; + + public: + Vector<RID> reduce; + RID current; + + virtual void configure(RenderSceneBuffersRD *p_render_buffers) override; + virtual void free_data() override; + + void set_prefer_raster_effects(bool p_prefer_raster_effects); + }; + + Ref<LuminanceBuffers> get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers); + RID get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers); + void luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); + + Luminance(bool p_prefer_raster_effects); + ~Luminance(); +}; + +} // namespace RendererRD + +#endif // LUMINANCE_RD_H diff --git a/servers/rendering/renderer_rd/effects/resolve.cpp b/servers/rendering/renderer_rd/effects/resolve.cpp index 6c49a2ebce..18671d06e1 100644 --- a/servers/rendering/renderer_rd/effects/resolve.cpp +++ b/servers/rendering/renderer_rd/effects/resolve.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* resolve.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* resolve.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "resolve.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" diff --git a/servers/rendering/renderer_rd/effects/resolve.h b/servers/rendering/renderer_rd/effects/resolve.h index 49fba921d5..fcc1021904 100644 --- a/servers/rendering/renderer_rd/effects/resolve.h +++ b/servers/rendering/renderer_rd/effects/resolve.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* resolve.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* resolve.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RESOLVE_RD_H #define RESOLVE_RD_H diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp index 8e43869b4d..9389f8149e 100644 --- a/servers/rendering/renderer_rd/effects/ss_effects.cpp +++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* ss_effects.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* ss_effects.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "ss_effects.h" @@ -411,12 +411,21 @@ SSEffects::~SSEffects() { /* SS Downsampler */ -void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, bool p_invalidate_uniform_set, Size2i p_full_screen_size, const Projection &p_projection) { +void SSEffects::downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); + uint32_t view_count = p_render_buffers->get_view_count(); + Size2i full_screen_size = p_render_buffers->get_internal_size(); + Size2i size((full_screen_size.x + 1) / 2, (full_screen_size.y + 1) / 2); + + // Make sure our buffers exist, buffers are automatically cleared if view count or size changes. + if (!p_render_buffers->has_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH)) { + p_render_buffers->create_texture(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, RD::DATA_FORMAT_R16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, size, view_count * 4, 5); + } + // Downsample and deinterleave the depth buffer for SSAO and SSIL RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); @@ -447,48 +456,35 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_ } } + RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode); 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) { - if (ss_effects.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects.downsample_uniform_set)) { - RD::get_singleton()->free(ss_effects.downsample_uniform_set); - ss_effects.downsample_uniform_set = RID(); - } - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.append_id(p_depth_mipmaps[depth_index + 1]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.append_id(p_depth_mipmaps[depth_index + 2]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 2; - u.append_id(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.append_id(p_depth_mipmaps[4]); - uniforms.push_back(u); + RID downsample_uniform_set; + if (use_mips) { + // Grab our downsample uniform set from cache, these are automatically cleaned up if the depth textures are cleared. + // This also ensures we can switch between left eye and right eye uniform sets without recreating the uniform twice a frame. + Vector<RD::Uniform> u_depths; + + // Note, use_full_mips is true if either SSAO or SSIL uses half size, but the other full size and we're using mips. + // That means we're filling all 5 levels. + // In this scenario `depth_index` will be 0. + for (int i = 0; i < (use_full_mips ? 4 : 3); i++) { + RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index + i + 1, 4, 1); + + RD::Uniform u_depth; + u_depth.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u_depth.binding = i; + u_depth.append_id(depth_mipmap); + u_depths.push_back(u_depth); } - 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); + + // This before only used SS_EFFECTS_DOWNSAMPLE_MIPMAP or SS_EFFECTS_DOWNSAMPLE_FULL_MIPS + downsample_uniform_set = uniform_set_cache->get_cache_vec(shader, 2, u_depths); } - float depth_linearize_mul = -p_projection.columns[3][2]; + float depth_linearize_mul = -p_projection.columns[3][2] * 0.5; float depth_linearize_add = p_projection.columns[2][2]; if (depth_linearize_mul * depth_linearize_add < 0) { depth_linearize_add = -depth_linearize_add; @@ -501,25 +497,30 @@ void SSEffects::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_ 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.pixel_size[0] = 1.0 / full_screen_size.x; + ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / full_screen_size.y; ss_effects.downsample_push_constant.radius_sq = 1.0; - RID shader = ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, downsample_mode); RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_buffer })); - RD::Uniform u_depth_mipmaps(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_depth_mipmaps[depth_index + 0] })); + RID depth_texture = p_render_buffers->get_depth_texture(p_view); + RID depth_mipmap = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, depth_index, 4, 1); + + RD::Uniform u_depth_buffer(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_texture })); + RD::Uniform u_depth_mipmap(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_mipmap })); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_mode]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_depth_buffer), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmaps), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth_mipmap), 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_bind_uniform_set(compute_list, 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))); + if (use_half_size) { + size.x = MAX(1, size.x >> 1); + size.y = MAX(1, size.y >> 1); + } RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); @@ -543,7 +544,7 @@ void SSEffects::ssil_set_quality(RS::EnvironmentSSILQuality p_quality, bool p_ha ssil_fadeout_to = p_fadeout_to; } -void SSEffects::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 SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const 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) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); @@ -578,12 +579,13 @@ void SSEffects::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> RD::get_singleton()->compute_list_add_barrier(p_compute_list); } -void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth) { +void SSEffects::ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings) { if (p_ssil_buffers.half_size != ssil_half_size) { - ssil_free(p_ssil_buffers); + p_render_buffers->clear_context(RB_SCOPE_SSIL); } - if (ssil_half_size) { + p_ssil_buffers.half_size = ssil_half_size; + if (p_ssil_buffers.half_size) { p_ssil_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4; p_ssil_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4; p_ssil_buffers.half_buffer_width = (p_settings.full_screen_size.x + 7) / 8; @@ -595,104 +597,59 @@ void SSEffects::ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const S p_ssil_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4; } - if (p_ssil_buffers.ssil_final.is_null()) { - { - p_ssil_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_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 = p_settings.full_screen_size.x; - tf.height = p_settings.full_screen_size.y; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; - p_ssil_buffers.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssil_buffers.ssil_final, "SSIL texture"); - RD::get_singleton()->texture_clear(p_ssil_buffers.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1); - if (p_ssil_buffers.last_frame.is_null()) { - tf.mipmaps = 6; - p_ssil_buffers.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssil_buffers.last_frame, "Last Frame Radiance"); - RD::get_singleton()->texture_clear(p_ssil_buffers.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(), p_ssil_buffers.last_frame, 0, i); - p_ssil_buffers.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 = p_ssil_buffers.buffer_width; - tf.height = p_ssil_buffers.buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - p_ssil_buffers.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssil_buffers.deinterleaved, "SSIL deinterleaved buffer"); - for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.deinterleaved, i, 0); - p_ssil_buffers.deinterleaved_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " "); - } - } + uint32_t view_count = p_render_buffers->get_view_count(); + Size2i full_size = Size2i(p_ssil_buffers.buffer_width, p_ssil_buffers.buffer_height); + Size2i half_size = Size2i(p_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height); - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = p_ssil_buffers.buffer_width; - tf.height = p_ssil_buffers.buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - p_ssil_buffers.pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssil_buffers.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(), p_ssil_buffers.pong, i, 0); - p_ssil_buffers.pong_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " "); - } - } + // We create our intermediate and final results as render buffers. + // These are automatically cached and cleaned up when our viewport resizes + // or when our viewport gets destroyed. - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = p_ssil_buffers.buffer_width; - tf.height = p_ssil_buffers.buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - p_ssil_buffers.edges = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssil_buffers.edges, "SSIL edges buffer"); - for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssil_buffers.edges, i, 0); - p_ssil_buffers.edges_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " "); - } - } + if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) { // We don't strictly have to check if it exists but we only want to clear it when we create it... + RID final = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_FINAL, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT); + RD::get_singleton()->texture_clear(final, Color(0, 0, 0, 0), 0, 1, 0, view_count); + } - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = p_ssil_buffers.half_buffer_width; - tf.height = p_ssil_buffers.half_buffer_height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - p_ssil_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[0], "SSIL Importance Map"); - p_ssil_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssil_buffers.importance_map[1], "SSIL Importance Map Pong"); - } - p_ssil_buffers.half_size = ssil_half_size; + if (!p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) { + RID last_frame = p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_LAST_FRAME, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT, RD::TEXTURE_SAMPLES_1, p_settings.full_screen_size, 0, 6); + RD::get_singleton()->texture_clear(last_frame, Color(0, 0, 0, 0), 0, 6, 0, view_count); } + + // As we're not clearing these, and render buffers will return the cached texture if it already exists, + // we don't first check has_texture here + + p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count); + p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R16G16B16A16_SFLOAT, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count); + p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_EDGES, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count); + p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size); + p_render_buffers->create_texture(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size); } -void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) { +void SSEffects::screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting"); + + // Obtain our (cached) buffer slices for the view we are rendering. + RID last_frame = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, p_view, 0, 1, 6); + RID deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1); + RID deinterleaved_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, 4 * p_view, 0, 4, 1); + RID edges = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, 4 * p_view, 0, 4, 1); + RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_MAP, p_view, 0); + RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_IMPORTANCE_PONG, p_view, 0); + + RID deinterleaved_slices[4]; + RID deinterleaved_pong_slices[4]; + RID edges_slices[4]; + for (uint32_t i = 0; i < 4; i++) { + deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED, p_view * 4 + i, 0); + deinterleaved_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0); + edges_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_EDGES, p_view * 4 + i, 0); + } + //Store projection info before starting the compute list SSILProjectionUniforms projection_uniforms; store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix); @@ -701,7 +658,7 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant)); - RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0); + RID shader = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER); RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); @@ -711,8 +668,14 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers 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_ssil_buffers.buffer_width; - ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; + ssil.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x; + ssil.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y; + if (ssil_half_size) { + ssil.gather_push_constant.half_screen_pixel_size[0] *= 2.0; + ssil.gather_push_constant.half_screen_pixel_size[1] *= 2.0; + } + ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.75; + ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.75; float tan_half_fov_x = 1.0 / p_projection.columns[0][0]; float tan_half_fov_y = 1.0 / p_projection.columns[1][1]; ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; @@ -723,9 +686,6 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers 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 (ssil_quality <= RS::ENV_SSIL_QUALITY_LOW) { @@ -749,78 +709,69 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers ssil.gather_push_constant.quality = MAX(0, ssil_quality - 1); ssil.gather_push_constant.size_multiplier = ssil_half_size ? 2 : 1; - if (p_ssil_buffers.projection_uniform_set.is_null()) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.append_id(default_mipmap_sampler); - u.append_id(p_ssil_buffers.last_frame); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 1; - u.append_id(ssil.projection_uniform_buffer); - uniforms.push_back(u); - } - p_ssil_buffers.projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3); + // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed. + // It also ensures that we're reusing the right cached entry in a multiview situation without us having to + // remember each instance of the uniform set. + + RID projection_uniform_set; + { + RD::Uniform u_last_frame; + u_last_frame.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_last_frame.binding = 0; + u_last_frame.append_id(default_mipmap_sampler); + u_last_frame.append_id(last_frame); + + RD::Uniform u_projection; + u_projection.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u_projection.binding = 1; + u_projection.append_id(ssil.projection_uniform_buffer); + + projection_uniform_set = uniform_set_cache->get_cache(shader, 3, u_last_frame, u_projection); } - if (p_ssil_buffers.gather_uniform_set.is_null()) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.append_id(default_sampler); - u.append_id(p_ssil_buffers.depth_texture_view); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.append_id(p_normal_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 2; - u.append_id(ss_effects.gather_constants_buffer); - uniforms.push_back(u); - } - p_ssil_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0); + RID gather_uniform_set; + { + RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssil_half_size ? 1 : 0, 4, 4); + + RD::Uniform u_depth_texture_view; + u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_depth_texture_view.binding = 0; + u_depth_texture_view.append_id(ss_effects.mirror_sampler); + u_depth_texture_view.append_id(depth_texture_view); + + RD::Uniform u_normal_buffer; + u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u_normal_buffer.binding = 1; + u_normal_buffer.append_id(p_normal_buffer); + + RD::Uniform u_gather_constants_buffer; + u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u_gather_constants_buffer.binding = 2; + u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer); + + gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer); } - if (p_ssil_buffers.importance_map_uniform_set.is_null()) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.append_id(p_ssil_buffers.pong); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 1; - u.append_id(default_sampler); - u.append_id(p_ssil_buffers.importance_map[0]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - u.append_id(ssil.importance_map_load_counter); - uniforms.push_back(u); - } - p_ssil_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1); + RID importance_map_uniform_set; + { + RD::Uniform u_pong; + u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u_pong.binding = 0; + u_pong.append_id(deinterleaved_pong); + + RD::Uniform u_importance_map; + u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_importance_map.binding = 1; + u_importance_map.append_id(default_sampler); + u_importance_map.append_id(importance_map); + + RD::Uniform u_load_counter; + u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u_load_counter.binding = 2; + u_load_counter.append_id(ssil.importance_map_load_counter); + + RID shader_adaptive = ssil.gather_shader.version_get_shader(ssil.gather_shader_version, SSIL_GATHER_ADAPTIVE); + importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter); } if (ssil_quality == RS::ENV_SSIL_QUALITY_ULTRA) { @@ -828,38 +779,42 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssil_buffers.buffer_width; ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssil_buffers.buffer_height; 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_buffers.pong_slices, p_ssil_buffers.edges_slices, p_settings, true, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set); + gather_ssil(compute_list, deinterleaved_pong_slices, edges_slices, p_settings, true, gather_uniform_set, importance_map_uniform_set, projection_uniform_set); //generate importance map - RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong })); - RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[0] })); + RID gen_imp_shader = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 0); + RD::Uniform u_ssil_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong })); + RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ 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, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_with_sampler), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ssil_pong_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_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_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); // process Importance Map A - RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[0] })); - RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.importance_map[1] })); + RID proc_imp_shader_a = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 1); + RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map })); + RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong })); 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, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_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_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); // process Importance Map B - RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.importance_map[1] })); + RID proc_imp_shader_b = ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2); + RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong })); 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, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_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_ssil_buffers.half_buffer_width, p_ssil_buffers.half_buffer_height, 1); @@ -872,7 +827,7 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]); } - gather_ssil(compute_list, p_ssil_buffers.deinterleaved_slices, p_ssil_buffers.edges_slices, p_settings, false, p_ssil_buffers.gather_uniform_set, p_ssil_buffers.importance_map_uniform_set, p_ssil_buffers.projection_uniform_set); + gather_ssil(compute_list, deinterleaved_slices, edges_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set, projection_uniform_set); RD::get_singleton()->draw_command_end_label(); //Gather } @@ -895,6 +850,8 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers } } + RID blur_shader = ssil.blur_shader.version_get_shader(ssil.blur_shader_version, blur_pipeline - SSIL_BLUR_PASS); + for (int i = 0; i < 4; i++) { if ((ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { continue; @@ -903,30 +860,30 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]); if (pass % 2 == 0) { if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { - RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0); + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0); } else { - RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.deinterleaved_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_slice), 0); + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_slice), 0); } - RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.pong_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong_slice), 1); + RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_pong_slice), 1); } else { if (ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { - RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0); + RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0); } else { - RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssil_buffers.pong_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ssil_pong_slice), 0); + RD::Uniform u_ssil_pong_slice(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, deinterleaved_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ssil_pong_slice), 0); } - RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.deinterleaved_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_slice), 1); + RD::Uniform u_ssil_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ssil_slice), 1); } - RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges_slice), 2); + RD::Uniform u_edges_slice(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 2, u_edges_slice), 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant)); @@ -961,18 +918,19 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]); - RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.ssil_final })); + RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, p_view, 0); + RD::Uniform u_destination(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ final })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_destination), 0); if (ssil_quality > RS::ENV_SSIL_QUALITY_VERY_LOW && ssil_blur_passes % 2 == 0) { - RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.deinterleaved })); + RD::Uniform u_ssil(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil), 1); } else { - RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssil_buffers.pong })); + RD::Uniform u_ssil_pong(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, deinterleaved_pong })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ssil_pong), 1); } - RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssil_buffers.edges })); + RD::Uniform u_edges(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ edges })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_edges), 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant)); @@ -990,34 +948,6 @@ void SSEffects::screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier } -void SSEffects::ssil_free(SSILRenderBuffers &p_ssil_buffers) { - if (p_ssil_buffers.ssil_final.is_valid()) { - RD::get_singleton()->free(p_ssil_buffers.ssil_final); - RD::get_singleton()->free(p_ssil_buffers.deinterleaved); - RD::get_singleton()->free(p_ssil_buffers.pong); - RD::get_singleton()->free(p_ssil_buffers.edges); - RD::get_singleton()->free(p_ssil_buffers.importance_map[0]); - RD::get_singleton()->free(p_ssil_buffers.importance_map[1]); - RD::get_singleton()->free(p_ssil_buffers.last_frame); - - p_ssil_buffers.ssil_final = RID(); - p_ssil_buffers.deinterleaved = RID(); - p_ssil_buffers.pong = RID(); - p_ssil_buffers.edges = RID(); - p_ssil_buffers.deinterleaved_slices.clear(); - p_ssil_buffers.pong_slices.clear(); - p_ssil_buffers.edges_slices.clear(); - p_ssil_buffers.importance_map[0] = RID(); - p_ssil_buffers.importance_map[1] = RID(); - p_ssil_buffers.last_frame = RID(); - p_ssil_buffers.last_frame_slices.clear(); - - p_ssil_buffers.gather_uniform_set = RID(); - p_ssil_buffers.importance_map_uniform_set = RID(); - p_ssil_buffers.projection_uniform_set = RID(); - } -} - /* SSAO */ void SSEffects::ssao_set_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) { @@ -1029,13 +959,13 @@ void SSEffects::ssao_set_quality(RS::EnvironmentSSAOQuality p_quality, bool p_ha ssao_fadeout_to = p_fadeout_to; } -void SSEffects::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 SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); if ((ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) { - RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); } RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 1); // @@ -1062,11 +992,12 @@ void SSEffects::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> RD::get_singleton()->compute_list_add_barrier(p_compute_list); } -void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth) { +void SSEffects::ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings) { if (p_ssao_buffers.half_size != ssao_half_size) { - ssao_free(p_ssao_buffers); + p_render_buffers->clear_context(RB_SCOPE_SSAO); } + p_ssao_buffers.half_size = ssao_half_size; if (ssao_half_size) { p_ssao_buffers.buffer_width = (p_settings.full_screen_size.x + 3) / 4; p_ssao_buffers.buffer_height = (p_settings.full_screen_size.y + 3) / 4; @@ -1079,79 +1010,45 @@ void SSEffects::ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const S p_ssao_buffers.half_buffer_height = (p_settings.full_screen_size.y + 3) / 4; } - if (p_ssao_buffers.ao_deinterleaved.is_null()) { - { - p_ssao_buffers.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); - } - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8G8_UNORM; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = p_ssao_buffers.buffer_width; - tf.height = p_ssao_buffers.buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - p_ssao_buffers.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssao_buffers.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(), p_ssao_buffers.ao_deinterleaved, i, 0); - p_ssao_buffers.ao_deinterleaved_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " "); - } - } + uint32_t view_count = p_render_buffers->get_view_count(); + Size2i full_size = Size2i(p_ssao_buffers.buffer_width, p_ssao_buffers.buffer_height); + Size2i half_size = Size2i(p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height); - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8G8_UNORM; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = p_ssao_buffers.buffer_width; - tf.height = p_ssao_buffers.buffer_height; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - p_ssao_buffers.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssao_buffers.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(), p_ssao_buffers.ao_pong, i, 0); - p_ssao_buffers.ao_pong_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); - } - } + // As we're not clearing these, and render buffers will return the cached texture if it already exists, + // we don't first check has_texture here - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = p_ssao_buffers.buffer_width; - tf.height = p_ssao_buffers.buffer_height; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - p_ssao_buffers.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[0], "SSAO Importance Map"); - p_ssao_buffers.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map[1], "SSAO Importance Map Pong"); - } - { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = p_settings.full_screen_size.x; - tf.height = p_settings.full_screen_size.y; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - p_ssao_buffers.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssao_buffers.ao_final, "SSAO Final"); - } - p_ssao_buffers.half_size = ssao_half_size; - } + p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count); + p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, RD::DATA_FORMAT_R8G8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, full_size, 4 * view_count); + p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size); + p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, half_size); + p_render_buffers->create_texture(RB_SCOPE_SSAO, RB_FINAL, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1); } -void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) { +void SSEffects::generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); + // Obtain our (cached) buffer slices for the view we are rendering. + RID ao_deinterleaved = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4, 0, 4, 1); + RID ao_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4, 0, 4, 1); + RID importance_map = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_MAP, p_view, 0); + RID importance_pong = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_IMPORTANCE_PONG, p_view, 0); + RID ao_final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, p_view, 0); + + RID ao_deinterleaved_slices[4]; + RID ao_pong_slices[4]; + for (uint32_t i = 0; i < 4; i++) { + ao_deinterleaved_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED, p_view * 4 + i, 0); + ao_pong_slices[i] = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_DEINTERLEAVED_PONG, p_view * 4 + i, 0); + } + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant)); /* FIRST PASS */ - RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0); + RID shader = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER); RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion"); @@ -1162,8 +1059,14 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu ssao.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; ssao.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; - ssao.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_ssao_buffers.buffer_width; - ssao.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_ssao_buffers.buffer_height; + ssao.gather_push_constant.half_screen_pixel_size[0] = 2.0 / p_settings.full_screen_size.x; + ssao.gather_push_constant.half_screen_pixel_size[1] = 2.0 / p_settings.full_screen_size.y; + if (ssao_half_size) { + ssao.gather_push_constant.half_screen_pixel_size[0] *= 2.0; + ssao.gather_push_constant.half_screen_pixel_size[1] *= 2.0; + } + ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.75; + ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.75; float tan_half_fov_x = 1.0 / p_projection.columns[0][0]; float tan_half_fov_y = 1.0 / p_projection.columns[1][1]; ssao.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; @@ -1172,9 +1075,6 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu ssao.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; ssao.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); - ssao.gather_push_constant.half_screen_pixel_size_x025[0] = ssao.gather_push_constant.half_screen_pixel_size[0] * 0.25; - ssao.gather_push_constant.half_screen_pixel_size_x025[1] = ssao.gather_push_constant.half_screen_pixel_size[1] * 0.25; - ssao.gather_push_constant.radius = p_settings.radius; float radius_near_limit = (p_settings.radius * 1.2f); if (ssao_quality <= RS::ENV_SSAO_QUALITY_LOW) { @@ -1201,60 +1101,52 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu ssao.gather_push_constant.quality = MAX(0, ssao_quality - 1); ssao.gather_push_constant.size_multiplier = ssao_half_size ? 2 : 1; - if (p_ssao_buffers.gather_uniform_set.is_null()) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.append_id(default_sampler); - u.append_id(p_ssao_buffers.depth_texture_view); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.append_id(p_normal_buffer); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; - u.binding = 2; - u.append_id(ss_effects.gather_constants_buffer); - uniforms.push_back(u); - } - p_ssao_buffers.gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, shader, 0); - RD::get_singleton()->set_resource_name(p_ssao_buffers.gather_uniform_set, "SSAO Gather Uniform Set"); + // We are using our uniform cache so our uniform sets are automatically freed when our textures are freed. + // It also ensures that we're reusing the right cached entry in a multiview situation without us having to + // remember each instance of the uniform set. + RID gather_uniform_set; + { + RID depth_texture_view = p_render_buffers->get_texture_slice(RB_SCOPE_SSDS, RB_LINEAR_DEPTH, p_view * 4, ssao_half_size ? 1 : 0, 4, 4); + + RD::Uniform u_depth_texture_view; + u_depth_texture_view.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_depth_texture_view.binding = 0; + u_depth_texture_view.append_id(ss_effects.mirror_sampler); + u_depth_texture_view.append_id(depth_texture_view); + + RD::Uniform u_normal_buffer; + u_normal_buffer.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u_normal_buffer.binding = 1; + u_normal_buffer.append_id(p_normal_buffer); + + RD::Uniform u_gather_constants_buffer; + u_gather_constants_buffer.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u_gather_constants_buffer.binding = 2; + u_gather_constants_buffer.append_id(ss_effects.gather_constants_buffer); + + gather_uniform_set = uniform_set_cache->get_cache(shader, 0, u_depth_texture_view, u_normal_buffer, u_gather_constants_buffer); } - if (p_ssao_buffers.importance_map_uniform_set.is_null()) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.append_id(p_ssao_buffers.ao_pong); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 1; - u.append_id(default_sampler); - u.append_id(p_ssao_buffers.importance_map[0]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 2; - u.append_id(ssao.importance_map_load_counter); - uniforms.push_back(u); - } - p_ssao_buffers.importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 2), 1); - RD::get_singleton()->set_resource_name(p_ssao_buffers.importance_map_uniform_set, "SSAO Importance Map Uniform Set"); + RID importance_map_uniform_set; + { + RD::Uniform u_pong; + u_pong.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u_pong.binding = 0; + u_pong.append_id(ao_pong); + + RD::Uniform u_importance_map; + u_importance_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u_importance_map.binding = 1; + u_importance_map.append_id(default_sampler); + u_importance_map.append_id(importance_map); + + RD::Uniform u_load_counter; + u_load_counter.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u_load_counter.binding = 2; + u_load_counter.append_id(ssao.importance_map_load_counter); + + RID shader_adaptive = ssao.gather_shader.version_get_shader(ssao.gather_shader_version, SSAO_GATHER_ADAPTIVE); + importance_map_uniform_set = uniform_set_cache->get_cache(shader_adaptive, 1, u_pong, u_importance_map, u_load_counter); } if (ssao_quality == RS::ENV_SSAO_QUALITY_ULTRA) { @@ -1266,41 +1158,44 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu //base pass RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER_BASE]); - gather_ssao(compute_list, p_ssao_buffers.ao_pong_slices, p_settings, true, p_ssao_buffers.gather_uniform_set, RID()); + gather_ssao(compute_list, ao_pong_slices, p_settings, true, gather_uniform_set, RID()); //generate importance map + RID gen_imp_shader = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 0); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GENERATE_IMPORTANCE_MAP]); - RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_with_sampler), 0); + RD::Uniform u_ao_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 0, u_ao_pong_with_sampler), 0); - RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[0] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::Uniform u_importance_map(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_map })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(gen_imp_shader, 1, u_importance_map), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //process importance map A + RID proc_imp_shader_a = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 1); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPA]); - RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[0] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_with_sampler), 0); + RD::Uniform u_importance_map_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_map })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 0, u_importance_map_with_sampler), 0); - RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.importance_map[1] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map_pong), 1); + RD::Uniform u_importance_map_pong(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ importance_pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_a, 1, u_importance_map_pong), 1); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); //process Importance Map B + RID proc_imp_shader_b = ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_PROCESS_IMPORTANCE_MAPB]); - RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.importance_map[1] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_importance_map_pong_with_sampler), 0); + RD::Uniform u_importance_map_pong_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, importance_pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 0, u_importance_map_pong_with_sampler), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_importance_map), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(proc_imp_shader_b, 1, u_importance_map), 1); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssao.counter_uniform_set, 2); RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.importance_map_push_constant, sizeof(SSAOImportanceMapPushConstant)); RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssao_buffers.half_buffer_width, p_ssao_buffers.half_buffer_height, 1); @@ -1312,7 +1207,7 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[SSAO_GATHER]); } - gather_ssao(compute_list, p_ssao_buffers.ao_deinterleaved_slices, p_settings, false, p_ssao_buffers.gather_uniform_set, p_ssao_buffers.importance_map_uniform_set); + gather_ssao(compute_list, ao_deinterleaved_slices, p_settings, false, gather_uniform_set, importance_map_uniform_set); RD::get_singleton()->draw_command_end_label(); // Gather SSAO } @@ -1344,29 +1239,30 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu continue; } + RID blur_shader = ssao.blur_shader.version_get_shader(ssao.blur_shader_version, blur_pipeline - SSAO_BLUR_PASS); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[blur_pipeline]); if (pass % 2 == 0) { if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0); + RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0); } else { - RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_deinterleaved_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_slices_with_sampler), 0); + RD::Uniform u_ao_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_slices_with_sampler), 0); } - RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_pong_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_pong_slices), 1); + RD::Uniform u_ao_pong_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_pong_slices), 1); } else { if (ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0); + RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0); } else { - RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, p_ssao_buffers.ao_pong_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_ao_pong_slices_with_sampler), 0); + RD::Uniform u_ao_pong_slices_with_sampler(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ ss_effects.mirror_sampler, ao_pong_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 0, u_ao_pong_slices_with_sampler), 0); } - RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_deinterleaved_slices[i] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao_slices), 1); + RD::Uniform u_ao_slices(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_deinterleaved_slices[i] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(blur_shader, 1, u_ao_slices), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.blur_push_constant, sizeof(SSAOBlurPushConstant)); @@ -1400,17 +1296,18 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu interleave_pipeline = SSAO_INTERLEAVE_SMART; } + RID interleave_shader = ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, interleave_pipeline - SSAO_INTERLEAVE); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[interleave_pipeline]); - RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssao_buffers.ao_final })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_upscale_buffer), 0); + RD::Uniform u_upscale_buffer(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ ao_final })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 0, u_upscale_buffer), 0); if (ssao_quality > RS::ENV_SSAO_QUALITY_VERY_LOW && ssao_blur_passes % 2 == 0) { - RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_deinterleaved })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1); + RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_deinterleaved })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1); } else { - RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_ssao_buffers.ao_pong })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_ao), 1); + RD::Uniform u_ao(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, ao_pong })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(interleave_shader, 1, u_ao), 1); } RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.interleave_push_constant, sizeof(SSAOInterleavePushConstant)); @@ -1426,116 +1323,43 @@ void SSEffects::generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_bu RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier } -void SSEffects::ssao_free(SSAORenderBuffers &p_ssao_buffers) { - if (p_ssao_buffers.ao_final.is_valid()) { - RD::get_singleton()->free(p_ssao_buffers.ao_deinterleaved); - RD::get_singleton()->free(p_ssao_buffers.ao_pong); - RD::get_singleton()->free(p_ssao_buffers.ao_final); - - RD::get_singleton()->free(p_ssao_buffers.importance_map[0]); - RD::get_singleton()->free(p_ssao_buffers.importance_map[1]); - - p_ssao_buffers.ao_deinterleaved = RID(); - p_ssao_buffers.ao_pong = RID(); - p_ssao_buffers.ao_final = RID(); - p_ssao_buffers.importance_map[0] = RID(); - p_ssao_buffers.importance_map[1] = RID(); - p_ssao_buffers.ao_deinterleaved_slices.clear(); - p_ssao_buffers.ao_pong_slices.clear(); - - p_ssao_buffers.gather_uniform_set = RID(); - p_ssao_buffers.importance_map_uniform_set = RID(); - } -} - /* Screen Space Reflection */ void SSEffects::ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) { ssr_roughness_quality = p_quality; } -void SSEffects::ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, const Size2i &p_screen_size, const uint32_t p_view_count) { - // As we are processing one view at a time, we can reuse buffers, only our output needs to have layers for each view. - if (p_ssr_buffers.size != p_screen_size || p_ssr_buffers.roughness_quality != ssr_roughness_quality) { - ssr_free(p_ssr_buffers); +void SSEffects::ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format) { + if (p_ssr_buffers.roughness_quality != ssr_roughness_quality) { + // Buffers will already be cleared if view count or viewport size has changed, also cleared them if we change roughness. + p_render_buffers->clear_context(RB_SCOPE_SSR); } - if (p_ssr_buffers.output.is_valid()) { - // already allocated - return; - } - - p_ssr_buffers.size = p_screen_size; + Size2i internal_size = p_render_buffers->get_internal_size(); + p_ssr_buffers.size = Size2i(internal_size.x / 2, internal_size.y / 2); p_ssr_buffers.roughness_quality = ssr_roughness_quality; - if (p_ssr_buffers.depth_scaled.is_null()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R32_SFLOAT; - tf.width = p_screen_size.x; - tf.height = p_screen_size.y; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; - - p_ssr_buffers.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssr_buffers.depth_scaled, "SSR Depth Scaled"); + // We are using barriers so we do not need to allocate textures for both views on anything but output... - tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; + p_render_buffers->create_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED, RD::DATA_FORMAT_R32_SFLOAT, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1); + p_render_buffers->create_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED, RD::DATA_FORMAT_R8G8B8A8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1); - p_ssr_buffers.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssr_buffers.normal_scaled, "SSR Normal Scaled"); + if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_render_buffers->has_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS)) { + p_render_buffers->create_texture(RB_SCOPE_SSR, RB_BLUR_RADIUS, RD::DATA_FORMAT_R8_UNORM, RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 2); // 2 layers, for our two blur stages } - if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED && !p_ssr_buffers.blur_radius[0].is_valid()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = p_screen_size.x; - tf.height = p_screen_size.y; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - - p_ssr_buffers.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[0], "SSR Blur Radius 0"); - p_ssr_buffers.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssr_buffers.blur_radius[1], "SSR Blur Radius 1"); - } - - if (p_ssr_buffers.intermediate.is_null()) { - RD::TextureFormat tf; - tf.format = p_color_format; - tf.width = p_screen_size.x; - tf.height = p_screen_size.y; - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - - p_ssr_buffers.intermediate = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssr_buffers.intermediate, "SSR Intermediate"); - - if (p_view_count > 1) { - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.array_layers = p_view_count; - } else { - tf.texture_type = RD::TEXTURE_TYPE_2D; - tf.array_layers = 1; - } - - p_ssr_buffers.output = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(p_ssr_buffers.output, "SSR Output"); - - for (uint32_t v = 0; v < p_view_count; v++) { - p_ssr_buffers.output_slices[v] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_ssr_buffers.output, v, 0); - } - } + p_render_buffers->create_texture(RB_SCOPE_SSR, RB_INTERMEDIATE, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size, 1); + p_render_buffers->create_texture(RB_SCOPE_SSR, RB_OUTPUT, p_color_format, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_STORAGE_BIT, RD::TEXTURE_SAMPLES_1, p_ssr_buffers.size); } -void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets) { +void SSEffects::screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); ERR_FAIL_NULL(material_storage); + uint32_t view_count = p_render_buffers->get_view_count(); + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); { @@ -1546,7 +1370,7 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R ssr.ubo = RD::get_singleton()->uniform_buffer_create(sizeof(ScreenSpaceReflectionSceneData)); } - for (uint32_t v = 0; v < p_view_count; v++) { + for (uint32_t v = 0; v < view_count; v++) { store_camera(p_projections[v], scene_data.projection[v]); store_camera(p_projections[v].inverse(), scene_data.inv_projection[v]); scene_data.eye_offset[v][0] = p_eye_offsets[v].x; @@ -1559,13 +1383,27 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R } uint32_t pipeline_specialization = 0; - if (p_view_count > 1) { + if (view_count > 1) { pipeline_specialization |= SSR_MULTIVIEW; } RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - for (uint32_t v = 0; v < p_view_count; v++) { + for (uint32_t v = 0; v < view_count; v++) { + // get buffers we need to use for this view + RID diffuse_slice = p_render_buffers->get_internal_texture(v); + RID depth_slice = p_render_buffers->get_depth_texture(v); + RID depth_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_DEPTH_SCALED); + RID normal_scaled = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_NORMAL_SCALED); + RID intermediate = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_INTERMEDIATE); + RID output = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_OUTPUT, v, 0); + + RID blur_radius[2]; + if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { + blur_radius[0] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 0, 0); + blur_radius[1] = p_render_buffers->get_texture_slice(RB_SCOPE_SSR, RB_BLUR_RADIUS, 1, 0); + } + RD::get_singleton()->draw_command_begin_label(String("SSR View ") + itos(v)); { //scale color and depth to half @@ -1577,34 +1415,29 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R push_constant.camera_z_near = p_projections[v].get_z_near(); push_constant.orthogonal = p_projections[v].is_orthogonal(); push_constant.filter = false; //enabling causes arctifacts - push_constant.screen_size[0] = p_screen_size.x; - push_constant.screen_size[1] = p_screen_size.y; + push_constant.screen_size[0] = p_ssr_buffers.size.x; + push_constant.screen_size[1] = p_ssr_buffers.size.y; RID shader = ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipelines[pipeline_specialization]); - RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_diffuse_slices[v] })); + RD::Uniform u_diffuse(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, diffuse_slice })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_diffuse), 0); - RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_depth_slices[v] })); + RD::Uniform u_depth(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, depth_slice })); RD::Uniform u_normal_roughness(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 1, Vector<RID>({ default_sampler, p_normal_roughness_slices[v] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_depth, u_normal_roughness), 1); - if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { - RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2); - } else { - RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2); - } + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2); - RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled })); - RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.normal_scaled })); + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled })); + RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ normal_scaled })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth, u_scale_normal), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionScalePushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); @@ -1619,15 +1452,15 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R push_constant.camera_z_far = p_projections[v].get_z_far(); push_constant.camera_z_near = p_projections[v].get_z_near(); push_constant.orthogonal = p_projections[v].is_orthogonal(); - push_constant.screen_size[0] = p_screen_size.x; - push_constant.screen_size[1] = p_screen_size.y; + push_constant.screen_size[0] = p_ssr_buffers.size.x; + push_constant.screen_size[1] = p_ssr_buffers.size.y; push_constant.curve_fade_in = p_fade_in; push_constant.distance_fade = p_fade_out; push_constant.num_steps = p_max_steps; push_constant.depth_tolerance = p_tolerance; push_constant.use_half_res = true; - push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].columns[0][0]); - push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].columns[1][1]); + push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]); + push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]); push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0]; push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1]; @@ -1639,35 +1472,30 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); + // read from intermediate + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate })); + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ depth_scaled })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0); + if (ssr_roughness_quality != RS::ENV_SSR_ROUGHNESS_QUALITY_DISABLED) { - // read from output slices (our scale wrote into these) - RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); - RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_scale_depth), 0); - - // write to intermediate (our roughness pass will output into output slices) - RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); - RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_intermediate, u_blur_radius), 1); + // write to output and blur radius + RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output })); + RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output, u_blur_radius), 1); } else { - // read from intermediate (our scale wrote into these) - RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); - RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.depth_scaled })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_scale_depth), 0); - - // We are not performing our blur so go directly to output. - RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); + // We are only writing output + RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_output), 1); } - RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled })); + RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_scale_normal), 2); RD::Uniform u_metallic(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_metallic_slices[v] })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_metallic), 3); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1); RD::get_singleton()->draw_command_end_label(); } @@ -1682,8 +1510,8 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R push_constant.view_index = v; push_constant.orthogonal = p_projections[v].is_orthogonal(); push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0)); - push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].columns[0][0]); - push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].columns[1][1]); + push_constant.proj_info[0] = -2.0f / (p_ssr_buffers.size.width * p_projections[v].columns[0][0]); + push_constant.proj_info[1] = -2.0f / (p_ssr_buffers.size.height * p_projections[v].columns[1][1]); push_constant.proj_info[2] = (1.0f - p_projections[v].columns[0][2]) / p_projections[v].columns[0][0]; push_constant.proj_info[3] = (1.0f + p_projections[v].columns[1][2]) / p_projections[v].columns[1][1]; push_constant.vertical = 0; @@ -1698,8 +1526,8 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R push_constant.increment = 1; } - push_constant.screen_size[0] = p_screen_size.width; - push_constant.screen_size[1] = p_screen_size.height; + push_constant.screen_size[0] = p_ssr_buffers.size.width; + push_constant.screen_size[1] = p_ssr_buffers.size.height; // Horizontal pass @@ -1709,25 +1537,25 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[pipeline_specialization][mode]); - RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); - - RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.intermediate })); - RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[0] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius), 0); + RD::Uniform u_output(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ output })); + RD::Uniform u_blur_radius(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[0] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output, u_blur_radius), 0); - RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.normal_scaled })); + RD::Uniform u_scale_normal(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ normal_scaled })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1); - RD::Uniform u_output_blur(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.output_slices[v] })); - RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ p_ssr_buffers.blur_radius[1] })); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output_blur, u_blur_radius2), 2); + RD::Uniform u_intermediate(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ intermediate })); + RD::Uniform u_blur_radius2(RD::UNIFORM_TYPE_IMAGE, 1, Vector<RID>({ blur_radius[1] })); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate, u_blur_radius2), 2); - RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ p_ssr_buffers.depth_scaled })); + RD::Uniform u_scale_depth(RD::UNIFORM_TYPE_IMAGE, 0, Vector<RID>({ depth_scaled })); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3); + RD::Uniform u_scene_data(RD::UNIFORM_TYPE_UNIFORM_BUFFER, 0, ssr.ubo); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1); RD::get_singleton()->compute_list_add_barrier(compute_list); // Vertical pass @@ -1739,16 +1567,16 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R push_constant.vertical = 1; - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_output_blur, u_blur_radius2), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_intermediate, u_blur_radius2), 0); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 1, u_scale_normal), 1); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_intermediate), 2); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 2, u_output), 2); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 3, u_scale_depth), 3); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 4, u_scene_data), 4); RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant)); - RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_screen_size.width, p_screen_size.height, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_ssr_buffers.size.width, p_ssr_buffers.size.height, 1); - if (v != p_view_count - 1) { + if (v != view_count - 1) { RD::get_singleton()->compute_list_add_barrier(compute_list); } @@ -1761,36 +1589,6 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R RD::get_singleton()->compute_list_end(); } -void SSEffects::ssr_free(SSRRenderBuffers &p_ssr_buffers) { - for (uint32_t v = 0; v < RendererSceneRender::MAX_RENDER_VIEWS; v++) { - p_ssr_buffers.output_slices[v] = RID(); - } - - if (p_ssr_buffers.output.is_valid()) { - RD::get_singleton()->free(p_ssr_buffers.output); - p_ssr_buffers.output = RID(); - } - - if (p_ssr_buffers.intermediate.is_valid()) { - RD::get_singleton()->free(p_ssr_buffers.intermediate); - p_ssr_buffers.intermediate = RID(); - } - - if (p_ssr_buffers.blur_radius[0].is_valid()) { - RD::get_singleton()->free(p_ssr_buffers.blur_radius[0]); - RD::get_singleton()->free(p_ssr_buffers.blur_radius[1]); - p_ssr_buffers.blur_radius[0] = RID(); - p_ssr_buffers.blur_radius[1] = RID(); - } - - if (p_ssr_buffers.depth_scaled.is_valid()) { - RD::get_singleton()->free(p_ssr_buffers.depth_scaled); - p_ssr_buffers.depth_scaled = RID(); - RD::get_singleton()->free(p_ssr_buffers.normal_scaled); - p_ssr_buffers.normal_scaled = RID(); - } -} - /* Subsurface scattering */ void SSEffects::sss_set_quality(RS::SubSurfaceScatteringQuality p_quality) { diff --git a/servers/rendering/renderer_rd/effects/ss_effects.h b/servers/rendering/renderer_rd/effects/ss_effects.h index a04dfc4a74..8585277e19 100644 --- a/servers/rendering/renderer_rd/effects/ss_effects.h +++ b/servers/rendering/renderer_rd/effects/ss_effects.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* ss_effects.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* ss_effects.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SS_EFFECTS_RD_H #define SS_EFFECTS_RD_H @@ -48,6 +48,26 @@ #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" +#define RB_SCOPE_SSDS SNAME("rb_ssds") +#define RB_SCOPE_SSIL SNAME("rb_ssil") +#define RB_SCOPE_SSAO SNAME("rb_ssao") +#define RB_SCOPE_SSR SNAME("rb_ssr") + +#define RB_LINEAR_DEPTH SNAME("linear_depth") +#define RB_FINAL SNAME("final") +#define RB_LAST_FRAME SNAME("last_frame") +#define RB_DEINTERLEAVED SNAME("deinterleaved") +#define RB_DEINTERLEAVED_PONG SNAME("deinterleaved_pong") +#define RB_EDGES SNAME("edges") +#define RB_IMPORTANCE_MAP SNAME("importance_map") +#define RB_IMPORTANCE_PONG SNAME("importance_pong") + +#define RB_DEPTH_SCALED SNAME("depth_scaled") +#define RB_NORMAL_SCALED SNAME("normal_scaled") +#define RB_BLUR_RADIUS SNAME("blur_radius") +#define RB_INTERMEDIATE SNAME("intermediate") +#define RB_OUTPUT SNAME("output") + class RenderSceneBuffersRD; namespace RendererRD { @@ -64,7 +84,7 @@ public: /* SS Downsampler */ - void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, bool p_invalidate_uniform_set, Size2i p_full_screen_size, const Projection &p_projection); + void downsample_depth(Ref<RenderSceneBuffersRD> p_render_buffers, uint32_t p_view, const Projection &p_projection); /* SSIL */ void ssil_set_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); @@ -75,23 +95,6 @@ public: int buffer_height; int half_buffer_width; int half_buffer_height; - - 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 last_frame; - Vector<RID> last_frame_slices; - - RID gather_uniform_set; - RID importance_map_uniform_set; - RID projection_uniform_set; }; struct SSILSettings { @@ -103,9 +106,8 @@ public: Size2i full_screen_size; }; - void ssil_allocate_buffers(SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings, RID p_linear_depth); - void screen_space_indirect_lighting(SSILRenderBuffers &p_ssil_buffers, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings); - void ssil_free(SSILRenderBuffers &p_ssil_buffers); + void ssil_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, const SSILSettings &p_settings); + void screen_space_indirect_lighting(Ref<RenderSceneBuffersRD> p_render_buffers, SSILRenderBuffers &p_ssil_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const Projection &p_last_projection, const SSILSettings &p_settings); /* SSAO */ void ssao_set_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); @@ -116,17 +118,6 @@ public: int buffer_height; int half_buffer_width; int half_buffer_height; - - 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; }; struct SSAOSettings { @@ -140,9 +131,8 @@ public: Size2i full_screen_size; }; - void ssao_allocate_buffers(SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings, RID p_linear_depth); - void generate_ssao(SSAORenderBuffers &p_ssao_buffers, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings); - void ssao_free(SSAORenderBuffers &p_ssao_buffers); + void ssao_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, const SSAOSettings &p_settings); + void generate_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, SSAORenderBuffers &p_ssao_buffers, uint32_t p_view, RID p_normal_buffer, const Projection &p_projection, const SSAOSettings &p_settings); /* Screen Space Reflection */ void ssr_set_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality); @@ -150,18 +140,10 @@ public: struct SSRRenderBuffers { Size2i size; RenderingServer::EnvironmentSSRRoughnessQuality roughness_quality = RenderingServer::ENV_SSR_ROUGHNESS_QUALITY_DISABLED; - - RID normal_scaled; - RID depth_scaled; - RID blur_radius[2]; - RID intermediate; - RID output; - RID output_slices[RendererSceneRender::MAX_RENDER_VIEWS]; }; - void ssr_allocate_buffers(SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format, const Size2i &p_screen_size, const uint32_t p_view_count); - void screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const RID *p_diffuse_slices, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, const RID *p_depth_slices, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const uint32_t p_view_count, const Projection *p_projections, const Vector3 *p_eye_offsets); - void ssr_free(SSRRenderBuffers &p_ssr_buffers); + void ssr_allocate_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RenderingDevice::DataFormat p_color_format); + void screen_space_reflection(Ref<RenderSceneBuffersRD> p_render_buffers, SSRRenderBuffers &p_ssr_buffers, const RID *p_normal_roughness_slices, const RID *p_metallic_slices, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const Projection *p_projections, const Vector3 *p_eye_offsets); /* subsurface scattering */ void sss_set_quality(RS::SubSurfaceScatteringQuality p_quality); @@ -223,7 +205,6 @@ private: 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; @@ -332,7 +313,7 @@ private: RID pipelines[SSIL_MAX]; } ssil; - 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 gather_ssil(RD::ComputeListID p_compute_list, const RID *p_ssil_slices, const 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); /* SSAO */ @@ -426,7 +407,7 @@ private: RID pipelines[SSAO_MAX]; } ssao; - 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 gather_ssao(RD::ComputeListID p_compute_list, const RID *p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set); /* Screen Space Reflection */ diff --git a/servers/rendering/renderer_rd/effects/taa.cpp b/servers/rendering/renderer_rd/effects/taa.cpp index 657385a509..61e0d3866c 100644 --- a/servers/rendering/renderer_rd/effects/taa.cpp +++ b/servers/rendering/renderer_rd/effects/taa.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* taa.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* taa.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "taa.h" #include "servers/rendering/renderer_rd/effects/copy_effects.h" diff --git a/servers/rendering/renderer_rd/effects/taa.h b/servers/rendering/renderer_rd/effects/taa.h index ce4af18866..9e7ad76fb8 100644 --- a/servers/rendering/renderer_rd/effects/taa.h +++ b/servers/rendering/renderer_rd/effects/taa.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* taa.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* taa.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef TAA_RD_H #define TAA_RD_H diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.cpp b/servers/rendering/renderer_rd/effects/tone_mapper.cpp index 3a47b1420b..7b152b524f 100644 --- a/servers/rendering/renderer_rd/effects/tone_mapper.cpp +++ b/servers/rendering/renderer_rd/effects/tone_mapper.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* tone_mapper.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* tone_mapper.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "tone_mapper.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" diff --git a/servers/rendering/renderer_rd/effects/tone_mapper.h b/servers/rendering/renderer_rd/effects/tone_mapper.h index e91118e241..afd2f8e401 100644 --- a/servers/rendering/renderer_rd/effects/tone_mapper.h +++ b/servers/rendering/renderer_rd/effects/tone_mapper.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* tone_mapper.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* tone_mapper.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef TONE_MAPPER_RD_H #define TONE_MAPPER_RD_H diff --git a/servers/rendering/renderer_rd/effects/vrs.cpp b/servers/rendering/renderer_rd/effects/vrs.cpp index 701d53b41d..4bc5d7b597 100644 --- a/servers/rendering/renderer_rd/effects/vrs.cpp +++ b/servers/rendering/renderer_rd/effects/vrs.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* vrs.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* vrs.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "vrs.h" #include "../renderer_compositor_rd.h" diff --git a/servers/rendering/renderer_rd/effects/vrs.h b/servers/rendering/renderer_rd/effects/vrs.h index 7125c6455d..b18cf55791 100644 --- a/servers/rendering/renderer_rd/effects/vrs.h +++ b/servers/rendering/renderer_rd/effects/vrs.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* vrs.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* vrs.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef VRS_RD_H #define VRS_RD_H diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp index b03415f2e3..b7a1396f9c 100644 --- a/servers/rendering/renderer_rd/effects_rd.cpp +++ b/servers/rendering/renderer_rd/effects_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* effects_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* effects_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "effects_rd.h" @@ -55,36 +55,13 @@ RID EffectsRD::_get_uniform_set_from_image(RID p_image) { u.append_id(p_image); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 1); + RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0), 1); image_to_uniform_set_cache[p_image] = uniform_set; return uniform_set; } -RID EffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) { - if (texture_to_uniform_set_cache.has(p_texture)) { - RID uniform_set = texture_to_uniform_set_cache[p_texture]; - if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) { - return uniform_set; - } - } - - Vector<RD::Uniform> uniforms; - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; - u.binding = 0; - u.append_id(p_use_mipmaps ? default_mipmap_sampler : default_sampler); - u.append_id(p_texture); - uniforms.push_back(u); - // anything with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, 0), 0); - - texture_to_uniform_set_cache[p_texture] = uniform_set; - - return uniform_set; -} - RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps) { if (texture_to_compute_uniform_set_cache.has(p_texture)) { RID uniform_set = texture_to_compute_uniform_set_cache[p_texture]; @@ -101,86 +78,13 @@ RID EffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bool p_use_m u.append_id(p_texture); uniforms.push_back(u); //any thing with the same configuration (one texture in binding 0 for set 0), is good - RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, 0), 0); + RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, roughness_limiter.shader.version_get_shader(roughness_limiter.shader_version, 0), 0); texture_to_compute_uniform_set_cache[p_texture] = uniform_set; return uniform_set; } -void EffectsRD::luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { - ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use compute version of luminance reduction with the mobile renderer."); - - luminance_reduce.push_constant.source_size[0] = p_source_size.x; - luminance_reduce.push_constant.source_size[1] = p_source_size.y; - luminance_reduce.push_constant.max_luminance = p_max_luminance; - luminance_reduce.push_constant.min_luminance = p_min_luminance; - luminance_reduce.push_constant.exposure_adjust = p_adjust; - - RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - - for (int i = 0; i < p_reduce.size(); i++) { - if (i == 0) { - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_READ]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_texture), 0); - } else { - RD::get_singleton()->compute_list_add_barrier(compute_list); //needs barrier, wait until previous is done - - if (i == p_reduce.size() - 1 && !p_set) { - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE_WRITE]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_prev_luminance), 2); - } else { - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, luminance_reduce.pipelines[LUMINANCE_REDUCE]); - } - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i - 1]), 0); - } - - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_reduce[i]), 1); - - RD::get_singleton()->compute_list_set_push_constant(compute_list, &luminance_reduce.push_constant, sizeof(LuminanceReducePushConstant)); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, luminance_reduce.push_constant.source_size[0], luminance_reduce.push_constant.source_size[1], 1); - - luminance_reduce.push_constant.source_size[0] = MAX(luminance_reduce.push_constant.source_size[0] / 8, 1); - luminance_reduce.push_constant.source_size[1] = MAX(luminance_reduce.push_constant.source_size[1] / 8, 1); - } - - RD::get_singleton()->compute_list_end(); -} - -void EffectsRD::luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use raster version of luminance reduction with the clustered renderer."); - ERR_FAIL_COND_MSG(p_reduce.size() != p_fb.size(), "Incorrect frame buffer account for luminance reduction."); - - luminance_reduce_raster.push_constant.max_luminance = p_max_luminance; - luminance_reduce_raster.push_constant.min_luminance = p_min_luminance; - luminance_reduce_raster.push_constant.exposure_adjust = p_adjust; - - for (int i = 0; i < p_reduce.size(); i++) { - luminance_reduce_raster.push_constant.source_size[0] = i == 0 ? p_source_size.x : luminance_reduce_raster.push_constant.dest_size[0]; - luminance_reduce_raster.push_constant.source_size[1] = i == 0 ? p_source_size.y : luminance_reduce_raster.push_constant.dest_size[1]; - luminance_reduce_raster.push_constant.dest_size[0] = MAX(luminance_reduce_raster.push_constant.source_size[0] / 8, 1); - luminance_reduce_raster.push_constant.dest_size[1] = MAX(luminance_reduce_raster.push_constant.source_size[1] / 8, 1); - - bool final = !p_set && (luminance_reduce_raster.push_constant.dest_size[0] == 1) && (luminance_reduce_raster.push_constant.dest_size[1] == 1); - LuminanceReduceRasterMode mode = final ? LUMINANCE_REDUCE_FRAGMENT_FINAL : (i == 0 ? LUMINANCE_REDUCE_FRAGMENT_FIRST : LUMINANCE_REDUCE_FRAGMENT); - - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb[i], RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); - RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, luminance_reduce_raster.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_fb[i]))); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(i == 0 ? p_source_texture : p_reduce[i - 1]), 0); - if (final) { - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_prev_luminance), 1); - } - RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); - - RD::get_singleton()->draw_list_set_push_constant(draw_list, &luminance_reduce_raster.push_constant, sizeof(LuminanceReduceRasterPushConstant)); - - RD::get_singleton()->draw_list_draw(draw_list, true); - RD::get_singleton()->draw_list_end(); - } -} - 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; @@ -270,39 +174,6 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) { EffectsRD::EffectsRD(bool p_prefer_raster_effects) { prefer_raster_effects = p_prefer_raster_effects; - if (prefer_raster_effects) { - Vector<String> luminance_reduce_modes; - luminance_reduce_modes.push_back("\n#define FIRST_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FIRST - luminance_reduce_modes.push_back("\n"); // LUMINANCE_REDUCE_FRAGMENT - luminance_reduce_modes.push_back("\n#define FINAL_PASS\n"); // LUMINANCE_REDUCE_FRAGMENT_FINAL - - luminance_reduce_raster.shader.initialize(luminance_reduce_modes); - memset(&luminance_reduce_raster.push_constant, 0, sizeof(LuminanceReduceRasterPushConstant)); - luminance_reduce_raster.shader_version = luminance_reduce_raster.shader.version_create(); - - for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) { - luminance_reduce_raster.pipelines[i].setup(luminance_reduce_raster.shader.version_get_shader(luminance_reduce_raster.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0); - } - } else { - // Initialize luminance_reduce - Vector<String> luminance_reduce_modes; - luminance_reduce_modes.push_back("\n#define READ_TEXTURE\n"); - luminance_reduce_modes.push_back("\n"); - luminance_reduce_modes.push_back("\n#define WRITE_LUMINANCE\n"); - - luminance_reduce.shader.initialize(luminance_reduce_modes); - - luminance_reduce.shader_version = luminance_reduce.shader.version_create(); - - for (int i = 0; i < LUMINANCE_REDUCE_MAX; i++) { - luminance_reduce.pipelines[i] = RD::get_singleton()->compute_pipeline_create(luminance_reduce.shader.version_get_shader(luminance_reduce.shader_version, i)); - } - - for (int i = 0; i < LUMINANCE_REDUCE_FRAGMENT_MAX; i++) { - luminance_reduce_raster.pipelines[i].clear(); - } - } - if (!prefer_raster_effects) { // Initialize roughness limiter Vector<String> shader_modes; @@ -368,11 +239,6 @@ EffectsRD::~EffectsRD() { RD::get_singleton()->free(default_mipmap_sampler); RD::get_singleton()->free(index_buffer); //array gets freed as dependency - if (prefer_raster_effects) { - luminance_reduce_raster.shader.version_free(luminance_reduce_raster.shader_version); - } else { - luminance_reduce.shader.version_free(luminance_reduce.shader_version); - } if (!prefer_raster_effects) { roughness_limiter.shader.version_free(roughness_limiter.shader_version); } diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index b05af73cf3..45198e5fc5 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -1,40 +1,38 @@ -/*************************************************************************/ -/* effects_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* effects_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef EFFECTS_RD_H #define EFFECTS_RD_H #include "core/math/projection.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" -#include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/roughness_limiter.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" @@ -45,51 +43,6 @@ class EffectsRD { private: bool prefer_raster_effects; - enum LuminanceReduceMode { - LUMINANCE_REDUCE_READ, - LUMINANCE_REDUCE, - LUMINANCE_REDUCE_WRITE, - LUMINANCE_REDUCE_MAX - }; - - struct LuminanceReducePushConstant { - int32_t source_size[2]; - float max_luminance; - float min_luminance; - float exposure_adjust; - float pad[3]; - }; - - struct LuminanceReduce { - LuminanceReducePushConstant push_constant; - LuminanceReduceShaderRD shader; - RID shader_version; - RID pipelines[LUMINANCE_REDUCE_MAX]; - } luminance_reduce; - - enum LuminanceReduceRasterMode { - LUMINANCE_REDUCE_FRAGMENT_FIRST, - LUMINANCE_REDUCE_FRAGMENT, - LUMINANCE_REDUCE_FRAGMENT_FINAL, - LUMINANCE_REDUCE_FRAGMENT_MAX - }; - - struct LuminanceReduceRasterPushConstant { - int32_t source_size[2]; - int32_t dest_size[2]; - float exposure_adjust; - float min_luminance; - float max_luminance; - uint32_t pad1; - }; - - struct LuminanceReduceFragment { - LuminanceReduceRasterPushConstant push_constant; - LuminanceReduceRasterShaderRD shader; - RID shader_version; - PipelineCacheRD pipelines[LUMINANCE_REDUCE_FRAGMENT_MAX]; - } luminance_reduce_raster; - struct RoughnessLimiterPushConstant { int32_t screen_size[2]; float curve; @@ -164,15 +117,11 @@ private: RBMap<TextureSamplerPair, RID> texture_sampler_to_compute_uniform_set_cache; RID _get_uniform_set_from_image(RID p_texture); - RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false); public: bool get_prefer_raster_effects(); - void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); - void luminance_reduction_raster(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, Vector<RID> p_fb, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false); - void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve); void sort_buffer(RID p_uniform_set, int p_size); diff --git a/servers/rendering/renderer_rd/environment/fog.cpp b/servers/rendering/renderer_rd/environment/fog.cpp index 38066b6613..4253ea8610 100644 --- a/servers/rendering/renderer_rd/environment/fog.cpp +++ b/servers/rendering/renderer_rd/environment/fog.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* fog.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* fog.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "fog.h" @@ -82,11 +82,11 @@ void Fog::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) { fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); } -void Fog::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) { +void Fog::fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) { FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_COND(!fog_volume); - fog_volume->extents = p_extents; + fog_volume->size = p_size; fog_volume->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); } @@ -120,8 +120,8 @@ AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const { case RS::FOG_VOLUME_SHAPE_CYLINDER: case RS::FOG_VOLUME_SHAPE_BOX: { AABB aabb; - aabb.position = -fog_volume->extents; - aabb.size = fog_volume->extents * 2; + aabb.position = -fog_volume->size / 2; + aabb.size = fog_volume->size; return aabb; } default: { @@ -131,10 +131,10 @@ AABB Fog::fog_volume_get_aabb(RID p_fog_volume) const { } } -Vector3 Fog::fog_volume_get_extents(RID p_fog_volume) const { +Vector3 Fog::fog_volume_get_size(RID p_fog_volume) const { const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); ERR_FAIL_COND_V(!fog_volume, Vector3()); - return fog_volume->extents; + return fog_volume->size; } //////////////////////////////////////////////////////////////////////////////// @@ -210,7 +210,7 @@ void Fog::init_fog_shader(uint32_t p_max_directional_lights, int p_roughness_lay actions.renames["WORLD_POSITION"] = "world.xyz"; actions.renames["OBJECT_POSITION"] = "params.position"; actions.renames["UVW"] = "uvw"; - actions.renames["EXTENTS"] = "params.extents"; + actions.renames["SIZE"] = "params.size"; actions.renames["ALBEDO"] = "albedo"; actions.renames["DENSITY"] = "density"; actions.renames["EMISSION"] = "emission"; @@ -643,7 +643,7 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P Vector3 position = fog_volume_instance->transform.get_origin(); RS::FogVolumeShape volume_type = RendererRD::Fog::get_singleton()->fog_volume_get_shape(fog_volume); - Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_extents(fog_volume); + Vector3 extents = RendererRD::Fog::get_singleton()->fog_volume_get_size(fog_volume) / 2; if (volume_type != RS::FOG_VOLUME_SHAPE_WORLD) { // Local fog volume. @@ -683,9 +683,9 @@ void Fog::volumetric_fog_update(const VolumetricFogSettings &p_settings, const P push_constant.position[0] = position.x; push_constant.position[1] = position.y; push_constant.position[2] = position.z; - push_constant.extents[0] = extents.x; - push_constant.extents[1] = extents.y; - push_constant.extents[2] = extents.z; + push_constant.size[0] = extents.x * 2; + push_constant.size[1] = extents.y * 2; + push_constant.size[2] = extents.z * 2; push_constant.corner[0] = min.x; push_constant.corner[1] = min.y; push_constant.corner[2] = min.z; diff --git a/servers/rendering/renderer_rd/environment/fog.h b/servers/rendering/renderer_rd/environment/fog.h index a5f06a129d..0b6bcc29fb 100644 --- a/servers/rendering/renderer_rd/environment/fog.h +++ b/servers/rendering/renderer_rd/environment/fog.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* fog.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* fog.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef FOG_RD_H #define FOG_RD_H @@ -53,7 +53,7 @@ private: struct FogVolume { RID material; - Vector3 extents = Vector3(1, 1, 1); + Vector3 size = Vector3(2, 2, 2); RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX; @@ -83,7 +83,7 @@ private: float position[3]; float pad; - float extents[3]; + float size[3]; float pad2; int32_t corner[3]; @@ -239,12 +239,12 @@ public: Dependency *fog_volume_get_dependency(RID p_fog_volume) const; virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override; - virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override; + virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) override; virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) override; virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override; RID fog_volume_get_material(RID p_fog_volume) const; virtual AABB fog_volume_get_aabb(RID p_fog_volume) const override; - Vector3 fog_volume_get_extents(RID p_fog_volume) const; + Vector3 fog_volume_get_size(RID p_fog_volume) const; /* FOG VOLUMES INSTANCE */ diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 61b7dd4504..08133bf8d6 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* gi.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* gi.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "gi.h" @@ -540,9 +540,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re occlusion_texture = RD::get_singleton()->texture_create_shared(tv, occlusion_data); } - for (uint32_t i = 0; i < cascades.size(); i++) { - SDFGI::Cascade &cascade = cascades[i]; - + for (SDFGI::Cascade &cascade : cascades) { /* 3D Textures */ cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView()); @@ -743,9 +741,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re } //direct light - for (uint32_t i = 0; i < cascades.size(); i++) { - SDFGI::Cascade &cascade = cascades[i]; - + for (SDFGI::Cascade &cascade : cascades) { Vector<RD::Uniform> uniforms; { RD::Uniform u; @@ -1134,8 +1130,7 @@ void GI::SDFGI::free_data() { } GI::SDFGI::~SDFGI() { - for (uint32_t i = 0; i < cascades.size(); i++) { - const SDFGI::Cascade &c = cascades[i]; + for (const SDFGI::Cascade &c : cascades) { RD::get_singleton()->free(c.light_data); RD::get_singleton()->free(c.light_aniso_0_tex); RD::get_singleton()->free(c.light_aniso_1_tex); @@ -1198,8 +1193,7 @@ void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) { int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2; - for (uint32_t i = 0; i < cascades.size(); i++) { - SDFGI::Cascade &cascade = cascades[i]; + for (SDFGI::Cascade &cascade : cascades) { cascade.dirty_regions = Vector3i(); Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(cascade_size / SDFGI::PROBE_DIVISOR) * 0.5; diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h index 2182ca6a20..651a660f5c 100644 --- a/servers/rendering/renderer_rd/environment/gi.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* gi.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* gi.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef GI_RD_H #define GI_RD_H diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 19546968cd..7fff349b3c 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* sky.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* sky.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "sky.h" #include "core/config/project_settings.h" @@ -347,7 +347,10 @@ void SkyRD::ReflectionData::update_reflection_data(int p_size, int p_mipmaps, bo tf.texture_type = RD::TEXTURE_TYPE_CUBE; tf.array_layers = 6; tf.mipmaps = p_low_quality ? 7 : mipmaps - 1; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; + if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { + tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; + } downsampled_radiance_cubemap = RD::get_singleton()->texture_create(tf, RD::TextureView()); RD::get_singleton()->set_resource_name(downsampled_radiance_cubemap, "downsampled radiance cubemap"); @@ -571,7 +574,7 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; // half res if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { - if (reflection.layers[0].views[1].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) { + if (reflection.layers.size() && reflection.layers[0].views.size() >= 2 && reflection.layers[0].views[1].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_HALF_RES) { u.append_id(reflection.layers[0].views[1]); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); @@ -591,7 +594,7 @@ RID SkyRD::Sky::get_textures(SkyTextureSetVersion p_version, RID p_default_shade u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 2; // quarter res if (p_version >= SKY_TEXTURE_SET_CUBEMAP) { - if (reflection.layers[0].views[2].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) { + if (reflection.layers.size() && reflection.layers[0].views.size() >= 3 && reflection.layers[0].views[2].is_valid() && p_version != SKY_TEXTURE_SET_CUBEMAP_QUARTER_RES) { u.append_id(reflection.layers[0].views[2]); } else { u.append_id(texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK)); @@ -1085,8 +1088,8 @@ void SkyRD::setup_sky(RID p_env, Ref<RenderSceneBuffersRD> p_render_buffers, con sky->reflection.dirty = true; } + sky_scene_state.ubo.directional_light_count = 0; if (shader_data->uses_light) { - sky_scene_state.ubo.directional_light_count = 0; // Run through the list of lights in the scene and pick out the Directional Lights. // This can't be done in RenderSceneRenderRD::_setup lights because that needs to be called // after the depth prepass, but this runs before the depth prepass @@ -1320,7 +1323,7 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, // Note, we ignore environment_get_sky_orientation here as this is applied when we do our lookup in our scene shader. - if (shader_data->uses_quarter_res) { + if (shader_data->uses_quarter_res && roughness_layers >= 3) { RD::get_singleton()->draw_command_begin_label("Render Sky to Quarter Res Cubemap"); PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_QUARTER_RES]; @@ -1337,9 +1340,11 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); + } else if (shader_data->uses_quarter_res && roughness_layers < 3) { + ERR_PRINT_ED("Cannot use quarter res buffer in sky shader when roughness layers is less than 3. Please increase rendering/reflections/sky_reflections/roughness_layers."); } - if (shader_data->uses_half_res) { + if (shader_data->uses_half_res && roughness_layers >= 2) { RD::get_singleton()->draw_command_begin_label("Render Sky to Half Res Cubemap"); PipelineCacheRD *pipeline = &shader_data->pipelines[SKY_VERSION_CUBEMAP_HALF_RES]; @@ -1356,6 +1361,8 @@ void SkyRD::update_radiance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers, RD::get_singleton()->draw_list_end(); } RD::get_singleton()->draw_command_end_label(); + } else if (shader_data->uses_half_res && roughness_layers < 2) { + ERR_PRINT_ED("Cannot use half res buffer in sky shader when roughness layers is less than 2. Please increase rendering/reflections/sky_reflections/roughness_layers."); } RD::DrawListID cubemap_draw_list; @@ -1627,7 +1634,10 @@ void SkyRD::update_dirty_skys() { tf.mipmaps = mipmaps; tf.width = w; tf.height = h; - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { + tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; + } sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); @@ -1642,7 +1652,10 @@ void SkyRD::update_dirty_skys() { tf.mipmaps = MIN(mipmaps, layers); tf.width = w; tf.height = h; - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; + if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { + tf.usage_bits |= RD::TEXTURE_USAGE_STORAGE_BIT; + } sky->radiance = RD::get_singleton()->texture_create(tf, RD::TextureView()); diff --git a/servers/rendering/renderer_rd/environment/sky.h b/servers/rendering/renderer_rd/environment/sky.h index 6e0ebb5f8e..4ace59dfa5 100644 --- a/servers/rendering/renderer_rd/environment/sky.h +++ b/servers/rendering/renderer_rd/environment/sky.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* sky.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* sky.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SKY_RD_H #define SKY_RD_H 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 a741fb4c6a..6d5e55ee6a 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -1,35 +1,36 @@ -/*************************************************************************/ -/* render_forward_clustered.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_forward_clustered.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "render_forward_clustered.h" #include "core/config/project_settings.h" +#include "core/object/worker_thread_pool.h" #include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/renderer_rd/storage_rd/light_storage.h" @@ -108,6 +109,10 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::free_data() { // JIC, should already have been cleared if (render_buffers) { render_buffers->clear_context(RB_SCOPE_FORWARD_CLUSTERED); + render_buffers->clear_context(RB_SCOPE_SSDS); + render_buffers->clear_context(RB_SCOPE_SSIL); + render_buffers->clear_context(RB_SCOPE_SSAO); + render_buffers->clear_context(RB_SCOPE_SSR); } if (cluster_builder) { @@ -118,21 +123,6 @@ void RenderForwardClustered::RenderBufferDataForwardClustered::free_data() { if (!render_sdfgi_uniform_set.is_null() && RD::get_singleton()->uniform_set_is_valid(render_sdfgi_uniform_set)) { RD::get_singleton()->free(render_sdfgi_uniform_set); } - - if (ss_effects_data.linear_depth.is_valid()) { - RD::get_singleton()->free(ss_effects_data.linear_depth); - ss_effects_data.linear_depth = RID(); - ss_effects_data.linear_depth_slices.clear(); - } - - if (ss_effects_data.downsample_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(ss_effects_data.downsample_uniform_set)) { - RD::get_singleton()->free(ss_effects_data.downsample_uniform_set); - ss_effects_data.downsample_uniform_set = RID(); - } - - RenderForwardClustered::get_singleton()->get_ss_effects()->ssao_free(ss_effects_data.ssao); - RenderForwardClustered::get_singleton()->get_ss_effects()->ssil_free(ss_effects_data.ssil); - RenderForwardClustered::get_singleton()->get_ss_effects()->ssr_free(ss_effects_data.ssr); } void RenderForwardClustered::RenderBufferDataForwardClustered::configure(RenderSceneBuffersRD *p_render_buffers) { @@ -667,7 +657,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_UNSHADED) { scene_state.ubo.ss_effects_flags = 0; - } else if (is_environment(p_render_data->environment)) { + } else if (p_render_data->reflection_probe.is_null() && is_environment(p_render_data->environment)) { scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_channel_affect(p_render_data->environment); scene_state.ubo.ssao_light_affect = environment_get_ssao_direct_light_affect(p_render_data->environment); uint32_t ss_flags = 0; @@ -1162,6 +1152,7 @@ void RenderForwardClustered::_update_volumetric_fog(Ref<RenderSceneBuffersRD> p_ ERR_FAIL_COND(p_render_buffers.is_null()); Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + ERR_FAIL_COND(rb_data.is_null()); ERR_FAIL_COND(!p_render_buffers->has_custom_data(RB_SCOPE_GI)); Ref<RendererRD::GI::RenderBuffersGI> rbgi = p_render_buffers->get_custom_data(RB_SCOPE_GI); @@ -1231,9 +1222,9 @@ void RenderForwardClustered::_update_volumetric_fog(Ref<RenderSceneBuffersRD> p_ /* Lighting */ -void RenderForwardClustered::setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_extents) { +void RenderForwardClustered::setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size) { if (current_cluster_builder != nullptr) { - current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, p_transform, p_half_extents); + current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_REFLECTION_PROBE, p_transform, p_half_size); } } @@ -1243,15 +1234,15 @@ void RenderForwardClustered::setup_added_light(const RS::LightType p_type, const } } -void RenderForwardClustered::setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_extents) { +void RenderForwardClustered::setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) { if (current_cluster_builder != nullptr) { - current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, p_transform, p_half_extents); + current_cluster_builder->add_box(ClusterBuilderRD::BOX_TYPE_DECAL, p_transform, p_half_size); } } /* Render scene */ -void RenderForwardClustered::_process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection) { +void RenderForwardClustered::_process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections) { ERR_FAIL_NULL(ss_effects); ERR_FAIL_COND(p_render_buffers.is_null()); ERR_FAIL_COND(p_environment.is_null()); @@ -1270,11 +1261,14 @@ void RenderForwardClustered::_process_ssao(Ref<RenderSceneBuffersRD> p_render_bu settings.sharpness = environment_get_ssao_sharpness(p_environment); settings.full_screen_size = p_render_buffers->get_internal_size(); - ss_effects->ssao_allocate_buffers(rb_data->ss_effects_data.ssao, settings, rb_data->ss_effects_data.linear_depth); - ss_effects->generate_ssao(rb_data->ss_effects_data.ssao, p_normal_buffer, p_projection, settings); + ss_effects->ssao_allocate_buffers(p_render_buffers, rb_data->ss_effects_data.ssao, settings); + + for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) { + ss_effects->generate_ssao(p_render_buffers, rb_data->ss_effects_data.ssao, v, p_normal_buffers[v], p_projections[v], settings); + } } -void RenderForwardClustered::_process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform) { +void RenderForwardClustered::_process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections, const Transform3D &p_transform) { ERR_FAIL_NULL(ss_effects); ERR_FAIL_COND(p_render_buffers.is_null()); ERR_FAIL_COND(p_environment.is_null()); @@ -1291,36 +1285,46 @@ void RenderForwardClustered::_process_ssil(Ref<RenderSceneBuffersRD> p_render_bu settings.normal_rejection = environment_get_ssil_normal_rejection(p_environment); settings.full_screen_size = p_render_buffers->get_internal_size(); - Projection correction; - correction.set_depth_correction(true); - Projection projection = correction * p_projection; + ss_effects->ssil_allocate_buffers(p_render_buffers, rb_data->ss_effects_data.ssil, settings); + Transform3D transform = p_transform; transform.set_origin(Vector3(0.0, 0.0, 0.0)); - Projection last_frame_projection = rb_data->ss_effects_data.last_frame_projection * Projection(rb_data->ss_effects_data.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse(); - ss_effects->ssil_allocate_buffers(rb_data->ss_effects_data.ssil, settings, rb_data->ss_effects_data.linear_depth); - ss_effects->screen_space_indirect_lighting(rb_data->ss_effects_data.ssil, p_normal_buffer, p_projection, last_frame_projection, settings); - rb_data->ss_effects_data.last_frame_projection = projection; + for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) { + Projection correction; + correction.set_depth_correction(true); + Projection projection = correction * p_projections[v]; + Projection last_frame_projection = rb_data->ss_effects_data.last_frame_projections[v] * Projection(rb_data->ss_effects_data.last_frame_transform.affine_inverse()) * Projection(transform) * projection.inverse(); + + ss_effects->screen_space_indirect_lighting(p_render_buffers, rb_data->ss_effects_data.ssil, v, p_normal_buffers[v], p_projections[v], last_frame_projection, settings); + + rb_data->ss_effects_data.last_frame_projections[v] = projection; + } rb_data->ss_effects_data.last_frame_transform = transform; } void RenderForwardClustered::_copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers) { ERR_FAIL_COND(p_render_buffers.is_null()); - Ref<RenderBufferDataForwardClustered> rb_data = p_render_buffers->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); - ERR_FAIL_COND(rb_data.is_null()); - - if (rb_data->ss_effects_data.ssil.last_frame.is_valid()) { + if (p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_LAST_FRAME)) { Size2i size = p_render_buffers->get_internal_size(); - RID texture = p_render_buffers->get_internal_texture(); - copy_effects->copy_to_rect(texture, rb_data->ss_effects_data.ssil.last_frame, Rect2i(0, 0, size.x, size.y)); - - int width = size.x; - int height = size.y; - for (int i = 0; i < rb_data->ss_effects_data.ssil.last_frame_slices.size() - 1; i++) { - width = MAX(1, width >> 1); - height = MAX(1, height >> 1); - copy_effects->make_mipmap(rb_data->ss_effects_data.ssil.last_frame_slices[i], rb_data->ss_effects_data.ssil.last_frame_slices[i + 1], Size2i(width, height)); + uint32_t mipmaps = p_render_buffers->get_texture_format(RB_SCOPE_SSIL, RB_LAST_FRAME).mipmaps; + for (uint32_t v = 0; v < p_render_buffers->get_view_count(); v++) { + RID source = p_render_buffers->get_internal_texture(v); + RID dest = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, v, 0); + copy_effects->copy_to_rect(source, dest, Rect2i(0, 0, size.x, size.y)); + + int width = size.x; + int height = size.y; + for (uint32_t m = 1; m < mipmaps; m++) { + width = MAX(1, width >> 1); + height = MAX(1, height >> 1); + + source = dest; + dest = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_LAST_FRAME, v, m); + + copy_effects->make_mipmap(source, dest, Size2i(width, height)); + } } } } @@ -1332,7 +1336,9 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; Ref<RenderBufferDataForwardClustered> rb_data; - if (rb.is_valid()) { + if (rb.is_valid() && rb->has_custom_data(RB_SCOPE_FORWARD_CLUSTERED)) { + // Our forward clustered custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); } @@ -1362,8 +1368,8 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo } //cube shadows are rendered in their own way - for (uint32_t i = 0; i < p_render_data->cube_shadows.size(); i++) { - _render_shadow_pass(p_render_data->render_shadows[p_render_data->cube_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->cube_shadows[i]].pass, p_render_data->render_shadows[p_render_data->cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); + for (const int &index : p_render_data->cube_shadows) { + _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); } if (p_render_data->directional_shadows.size()) { @@ -1418,41 +1424,23 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo } if (rb_data.is_valid() && ss_effects) { - if (p_use_ssao || p_use_ssil) { - Size2i size = rb->get_internal_size(); + // Note, in multiview we're allocating buffers for each eye/view we're rendering. + // This should allow most of the processing to happen in parallel even if we're doing + // drawcalls per eye/view. It will all sync up at the barrier. - bool invalidate_uniform_set = false; - if (rb_data->ss_effects_data.linear_depth.is_null()) { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16_SFLOAT; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = (size.x + 1) / 2; - tf.height = (size.y + 1) / 2; - tf.mipmaps = 5; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb_data->ss_effects_data.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb_data->ss_effects_data.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_data->ss_effects_data.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY); - rb_data->ss_effects_data.linear_depth_slices.push_back(slice); - RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " "); - } - invalidate_uniform_set = true; + if (p_use_ssao || p_use_ssil) { + // Convert our depth buffer data to linear data in + for (uint32_t v = 0; v < rb->get_view_count(); v++) { + ss_effects->downsample_depth(rb, v, p_render_data->scene_data->view_projection[v]); } - RID depth_texture = rb->get_depth_texture(); - ss_effects->downsample_depth(depth_texture, rb_data->ss_effects_data.linear_depth_slices, invalidate_uniform_set, size, p_render_data->scene_data->cam_projection); - } - - if (p_use_ssao) { - // TODO make these proper stereo - _process_ssao(rb, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection); - } + if (p_use_ssao) { + _process_ssao(rb, p_render_data->environment, p_normal_roughness_slices, p_render_data->scene_data->view_projection); + } - if (p_use_ssil) { - // TODO make these proper stereo - _process_ssil(rb, p_render_data->environment, p_normal_roughness_slices[0], p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform); + if (p_use_ssil) { + _process_ssil(rb, p_render_data->environment, p_normal_roughness_slices, p_render_data->scene_data->view_projection, p_render_data->scene_data->cam_transform); + } } } @@ -1477,7 +1465,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo uint32_t directional_light_count = 0; uint32_t positional_light_count = 0; light_storage->update_light_buffers(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows); - texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse()); + texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform); p_render_data->directional_light_count = directional_light_count; @@ -1485,7 +1473,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo current_cluster_builder->bake_cluster(); } - if (rb.is_valid()) { + if (rb_data.is_valid()) { bool directional_shadows = RendererRD::LightStorage::get_singleton()->has_directional_shadows(directional_light_count); _update_volumetric_fog(rb, p_render_data->environment, p_render_data->scene_data->cam_projection, p_render_data->scene_data->cam_transform, p_render_data->scene_data->prev_cam_transform.affine_inverse(), p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, p_render_data->voxel_gi_count, *p_render_data->fog_volumes); } @@ -1511,17 +1499,11 @@ void RenderForwardClustered::_process_ssr(Ref<RenderSceneBuffersRD> p_render_buf ERR_FAIL_COND(p_environment.is_null()); ERR_FAIL_COND(!environment_get_ssr_enabled(p_environment)); - Size2i half_size = Size2i(internal_size.x / 2, internal_size.y / 2); - ss_effects->ssr_allocate_buffers(rb_data->ss_effects_data.ssr, _render_buffers_get_color_format(), half_size, view_count); + ss_effects->ssr_allocate_buffers(p_render_buffers, rb_data->ss_effects_data.ssr, _render_buffers_get_color_format()); + ss_effects->screen_space_reflection(p_render_buffers, rb_data->ss_effects_data.ssr, p_normal_slices, p_metallic_slices, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), p_projections, p_eye_offsets); - RID texture_slices[RendererSceneRender::MAX_RENDER_VIEWS]; - RID depth_slices[RendererSceneRender::MAX_RENDER_VIEWS]; - for (uint32_t v = 0; v < view_count; v++) { - texture_slices[v] = p_render_buffers->get_internal_texture(v); - depth_slices[v] = p_render_buffers->get_depth_texture(v); - } - ss_effects->screen_space_reflection(rb_data->ss_effects_data.ssr, texture_slices, p_normal_slices, p_metallic_slices, depth_slices, half_size, environment_get_ssr_max_steps(p_environment), environment_get_ssr_fade_in(p_environment), environment_get_ssr_fade_out(p_environment), environment_get_ssr_depth_tolerance(p_environment), view_count, p_projections, p_eye_offsets); - copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), rb_data->ss_effects_data.ssr.output, view_count); + RID output = p_render_buffers->get_texture(RB_SCOPE_SSR, RB_OUTPUT); + copy_effects->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : p_render_buffers->get_internal_texture(), output, view_count); } void RenderForwardClustered::_process_sss(Ref<RenderSceneBuffersRD> p_render_buffers, const Projection &p_camera) { @@ -1547,12 +1529,18 @@ void RenderForwardClustered::_process_sss(Ref<RenderSceneBuffersRD> p_render_buf void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); - Ref<RenderSceneBuffersRD> rb; + ERR_FAIL_NULL(p_render_data); + + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); Ref<RenderBufferDataForwardClustered> rb_data; - if (p_render_data && p_render_data->render_buffers.is_valid()) { - rb = p_render_data->render_buffers; + if (rb->has_custom_data(RB_SCOPE_FORWARD_CLUSTERED)) { + // Our forward clustered custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); } + bool is_reflection_probe = p_render_data->reflection_probe.is_valid(); + static const int texture_multisamples[RS::VIEWPORT_MSAA_MAX] = { 1, 2, 4, 8 }; //first of all, make a new render pass @@ -1570,22 +1558,17 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } // obtain cluster builder - if (rb_data.is_valid()) { - current_cluster_builder = rb_data->cluster_builder; - } else if (light_storage->owns_reflection_probe_instance(p_render_data->reflection_probe)) { + if (light_storage->owns_reflection_probe_instance(p_render_data->reflection_probe)) { current_cluster_builder = light_storage->reflection_probe_instance_get_cluster_builder(p_render_data->reflection_probe, &cluster_builder_shared); if (p_render_data->camera_attributes.is_valid()) { light_storage->reflection_probe_set_baked_exposure(light_storage->reflection_probe_instance_get_probe(p_render_data->reflection_probe), RSG::camera_attributes->camera_attributes_get_exposure_normalization_factor(p_render_data->camera_attributes)); } - } else { - ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash - current_cluster_builder = nullptr; - } + } else if (rb_data.is_valid()) { + current_cluster_builder = rb_data->cluster_builder; - p_render_data->voxel_gi_count = 0; + p_render_data->voxel_gi_count = 0; - if (rb.is_valid()) { if (rb->has_custom_data(RB_SCOPE_SDFGI)) { Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); if (sdfgi.is_valid()) { @@ -1596,6 +1579,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } gi.setup_voxel_gi_instances(p_render_data, p_render_data->render_buffers, p_render_data->scene_data->cam_transform, *p_render_data->voxel_gi_instances, p_render_data->voxel_gi_count); + } else { + ERR_PRINT("No render buffer nor reflection atlas, bug"); //should never happen, will crash + current_cluster_builder = nullptr; } if (current_cluster_builder != nullptr) { @@ -1611,7 +1597,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co // check if we need motion vectors if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { p_render_data->scene_data->calculate_motion_vectors = true; - } else if (rb.is_valid() && rb->get_use_taa()) { + } else if (!is_reflection_probe && rb->get_use_taa()) { p_render_data->scene_data->calculate_motion_vectors = true; } else { p_render_data->scene_data->calculate_motion_vectors = false; @@ -1634,9 +1620,9 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool using_sdfgi = false; bool using_voxelgi = false; bool reverse_cull = p_render_data->scene_data->cam_transform.basis.determinant() < 0; - bool using_ssil = p_render_data->environment.is_valid() && environment_get_ssil_enabled(p_render_data->environment); + bool using_ssil = !is_reflection_probe && p_render_data->environment.is_valid() && environment_get_ssil_enabled(p_render_data->environment); - if (p_render_data->reflection_probe.is_valid()) { + if (is_reflection_probe) { uint32_t resolution = light_storage->reflection_probe_instance_get_resolution(p_render_data->reflection_probe); screen_size.x = resolution; screen_size.y = resolution; @@ -1650,7 +1636,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } reverse_cull = true; // for some reason our views are inverted - } else if (rb.is_valid()) { + } else { screen_size = rb->get_internal_size(); if (rb->get_use_taa() || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_MOTION_VECTORS) { @@ -1661,39 +1647,15 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co using_voxelgi = true; } - if (p_render_data->environment.is_null() && using_voxelgi) { - depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI; - } else if (p_render_data->environment.is_valid() && (environment_get_ssr_enabled(p_render_data->environment) || environment_get_sdfgi_enabled(p_render_data->environment) || using_voxelgi)) { + if (p_render_data->environment.is_valid()) { if (environment_get_sdfgi_enabled(p_render_data->environment)) { - depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; // also voxelgi using_sdfgi = true; - } else { - depth_pass_mode = using_voxelgi ? PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI : PASS_MODE_DEPTH_NORMAL_ROUGHNESS; } if (environment_get_ssr_enabled(p_render_data->environment)) { using_separate_specular = true; using_ssr = true; color_pass_flags |= COLOR_PASS_FLAG_SEPARATE_SPECULAR; } - } else if (p_render_data->environment.is_valid() && (environment_get_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; - } - - switch (depth_pass_mode) { - case PASS_MODE_DEPTH: { - depth_framebuffer = rb_data->get_depth_fb(); - } break; - case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { - depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS); - depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); - } break; - case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: { - depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI); - depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); - depth_pass_clear.push_back(Color(0, 0, 0, 0)); - } break; - default: { - }; } if (p_render_data->scene_data->view_count > 1) { @@ -1702,8 +1664,6 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co color_framebuffer = rb_data->get_color_pass_fb(color_pass_flags); color_only_framebuffer = rb_data->get_color_only_fb(); - } else { - ERR_FAIL(); //bug? } p_render_data->scene_data->emissive_exposure_normalization = -1.0; @@ -1712,7 +1672,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform); _setup_voxelgis(*p_render_data->voxel_gi_instances); - _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); + _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false); _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example) @@ -1724,7 +1684,39 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_end_label(); - bool using_sss = rb_data.is_valid() && scene_state.used_sss && ss_effects->sss_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; + if (!is_reflection_probe) { + if (using_voxelgi) { + depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI; + } else if (p_render_data->environment.is_valid()) { + if (environment_get_ssr_enabled(p_render_data->environment) || + environment_get_sdfgi_enabled(p_render_data->environment) || + environment_get_ssao_enabled(p_render_data->environment) || + using_ssil || + get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER || + scene_state.used_normal_texture) { + depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS; + } + } + + switch (depth_pass_mode) { + case PASS_MODE_DEPTH: { + depth_framebuffer = rb_data->get_depth_fb(); + } break; + case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { + depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS); + depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); + } break; + case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: { + depth_framebuffer = rb_data->get_depth_fb(RenderBufferDataForwardClustered::DEPTH_FB_ROUGHNESS_VOXELGI); + depth_pass_clear.push_back(Color(0.5, 0.5, 0.5, 0)); + depth_pass_clear.push_back(Color(0, 0, 0, 0)); + } break; + default: { + }; + } + } + + bool using_sss = rb_data.is_valid() && !is_reflection_probe && scene_state.used_sss && ss_effects->sss_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; if (using_sss && !using_separate_specular) { using_separate_specular = true; @@ -1757,7 +1749,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co clear_color.r *= bg_energy_multiplier; clear_color.g *= bg_energy_multiplier; clear_color.b *= bg_energy_multiplier; - if ((rb.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) || environment_get_fog_enabled(p_render_data->environment)) { + if ((rb->has_custom_data(RB_SCOPE_FOG)) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } @@ -1767,7 +1759,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co clear_color.r *= bg_energy_multiplier; clear_color.g *= bg_energy_multiplier; clear_color.b *= bg_energy_multiplier; - if ((rb.is_valid() && rb->has_custom_data(RB_SCOPE_FOG)) || environment_get_fog_enabled(p_render_data->environment)) { + if ((rb->has_custom_data(RB_SCOPE_FOG)) || environment_get_fog_enabled(p_render_data->environment)) { draw_sky_fog_only = true; RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear())); } @@ -1776,7 +1768,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co draw_sky = true; } break; case RS::ENV_BG_CANVAS: { - if (rb.is_valid()) { + if (!is_reflection_probe) { RID texture = RendererRD::TextureStorage::get_singleton()->render_target_get_rd_texture(rb->get_render_target()); copy_effects->copy_to_fb_rect(texture, color_only_framebuffer, Rect2i(), false, false, false, false, RID(), false, false, true); } @@ -1797,7 +1789,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Setup Sky"); // Setup our sky render information for this frame/viewport - if (p_render_data->reflection_probe.is_valid()) { + if (is_reflection_probe) { Vector3 eye_offset; Projection correction; correction.set_depth_correction(true); @@ -1834,7 +1826,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES; bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid(); - bool using_ssao = depth_pre_pass && rb.is_valid() && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment); + bool using_ssao = depth_pre_pass && !is_reflection_probe && p_render_data->environment.is_valid() && environment_get_ssao_enabled(p_render_data->environment); bool continue_depth = false; if (depth_pre_pass) { //depth pre pass @@ -1866,7 +1858,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _pre_resolve_render(p_render_data, using_sdfgi || using_voxelgi); } - if (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + if (rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { RENDER_TIMESTAMP("Resolve Depth Pre-Pass (MSAA)"); RD::get_singleton()->draw_command_begin_label("Resolve Depth Pre-Pass (MSAA)"); if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI) { @@ -1900,14 +1892,14 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count; p_render_data->scene_data->opaque_prepass_threshold = 0.0f; - _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, rb.is_valid()); + _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, true); RENDER_TIMESTAMP("Render Opaque Pass"); RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, p_render_data, radiance_texture, true); bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss; - bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss; + bool can_continue_depth = !(scene_state.used_depth_texture || scene_state.used_normal_texture) && !using_ssr && !using_sss; { bool will_continue_color = (can_continue_color || draw_sky || draw_sky_fog_only || debug_voxelgis || debug_sdfgi_probes); @@ -1981,7 +1973,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_end_label(); } - if (rb.is_valid() && !can_continue_color && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + if (!can_continue_color && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { // Handle views individual, might want to look at rewriting our resolve to do both layers in one pass. for (uint32_t v = 0; v < rb->get_view_count(); v++) { RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v)); @@ -1993,7 +1985,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } } - if (rb.is_valid() && !can_continue_depth && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + if (!can_continue_depth && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { for (uint32_t v = 0; v < rb->get_view_count(); v++) { resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); } @@ -2039,7 +2031,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_ALPHA, p_render_data, radiance_texture, true); - _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); + _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false); { uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR); @@ -2054,7 +2046,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RD::get_singleton()->draw_command_begin_label("Resolve"); - if (rb.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { + if (rb_data.is_valid() && rb->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) { for (uint32_t v = 0; v < rb->get_view_count(); v++) { RD::get_singleton()->texture_resolve_multisample(rb_data->get_color_msaa(v), rb->get_internal_texture(v)); resolve_effects->resolve_depth(rb_data->get_depth_msaa(v), rb->get_depth_texture(v), rb->get_internal_size(), texture_multisamples[rb->get_msaa_3d()]); @@ -2073,12 +2065,12 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } RD::get_singleton()->draw_command_end_label(); - if (rb.is_valid() && taa && rb->get_use_taa()) { + if (rb_data.is_valid() && taa && rb->get_use_taa()) { RENDER_TIMESTAMP("TAA") taa->process(rb, _render_buffers_get_color_format(), p_render_data->scene_data->z_near, p_render_data->scene_data->z_far); } - if (rb.is_valid()) { + if (rb_data.is_valid()) { _debug_draw_cluster(rb); RENDER_TIMESTAMP("Tonemap"); @@ -2086,7 +2078,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _render_buffers_post_process_and_tonemap(p_render_data); } - if (rb.is_valid()) { + if (rb_data.is_valid()) { _render_buffers_debug_draw(rb, p_render_data->shadow_atlas, p_render_data->occluder_debug_tex); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI && rb->has_custom_data(RB_SCOPE_SDFGI)) { @@ -2116,14 +2108,16 @@ void RenderForwardClustered::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD RID render_target = p_render_buffers->get_render_target(); - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb_data->ss_effects_data.ssao.ao_final.is_valid()) { + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSAO && p_render_buffers->has_texture(RB_SCOPE_SSAO, RB_FINAL)) { + RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSAO, RB_FINAL, 0, 0); Size2i rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(rb_data->ss_effects_data.ssao.ao_final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, true); + copy_effects->copy_to_fb_rect(final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, true); } - if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb_data->ss_effects_data.ssil.ssil_final.is_valid()) { + if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SSIL && p_render_buffers->has_texture(RB_SCOPE_SSIL, RB_FINAL)) { + RID final = p_render_buffers->get_texture_slice(RB_SCOPE_SSIL, RB_FINAL, 0, 0); Size2i rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(rb_data->ss_effects_data.ssil.ssil_final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false); + copy_effects->copy_to_fb_rect(final, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize), false, false); } if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_BUFFER && p_render_buffers->has_texture(RB_SCOPE_GI, RB_TEX_AMBIENT)) { @@ -2400,8 +2394,7 @@ void RenderForwardClustered::_render_shadow_process() { void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { RD::get_singleton()->draw_command_begin_label("Shadow Render"); - for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { - SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; + for (SceneState::ShadowPass &shadow_pass : scene_state.shadow_passes) { 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, 0, true, false, shadow_pass.rp_uniform_set, false, Vector2(), 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); } @@ -2603,8 +2596,8 @@ void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_bu render_list[RENDER_LIST_SECONDARY].sort_by_key(); _fill_instance_data(RENDER_LIST_SECONDARY); - Vector3 half_extents = p_bounds.size * 0.5; - Vector3 center = p_bounds.position + half_extents; + Vector3 half_size = p_bounds.size * 0.5; + Vector3 center = p_bounds.position + half_size; Vector<RID> sbs = { p_albedo_texture, @@ -2632,16 +2625,16 @@ void RenderForwardClustered::_render_sdfgi(Ref<RenderSceneBuffersRD> p_render_bu fb_size.x = p_size[right_axis]; fb_size.y = p_size[up_axis]; - scene_data.cam_transform.origin = center + axis * half_extents; + scene_data.cam_transform.origin = center + axis * half_size; scene_data.cam_transform.basis.set_column(0, right); scene_data.cam_transform.basis.set_column(1, up); scene_data.cam_transform.basis.set_column(2, axis); //print_line("pass: " + itos(i) + " xform " + scene_data.cam_transform); - float h_size = half_extents[right_axis]; - float v_size = half_extents[up_axis]; - float d_size = half_extents[i] * 2.0; + float h_size = half_size[right_axis]; + float v_size = half_size[up_axis]; + float d_size = half_size[i] * 2.0; scene_data.cam_projection.set_orthogonal(-h_size, h_size, -v_size, v_size, 0, d_size); //print_line("pass: " + itos(i) + " cam hsize: " + rtos(h_size) + " vsize: " + rtos(v_size) + " dsize " + rtos(d_size)); @@ -2876,7 +2869,11 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend Ref<RenderBufferDataForwardClustered> rb_data; if (p_render_data && p_render_data->render_buffers.is_valid()) { rb = p_render_data->render_buffers; - rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + if (rb->has_custom_data(RB_SCOPE_FORWARD_CLUSTERED)) { + // Our forward clustered custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. + rb_data = rb->get_custom_data(RB_SCOPE_FORWARD_CLUSTERED); + } } //default render buffer and scene state uniform set @@ -3042,7 +3039,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 13; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID aot = rb_data.is_valid() ? rb_data->get_ao_texture() : RID(); + RID aot = rb.is_valid() && rb->has_texture(RB_SCOPE_SSAO, RB_FINAL) ? rb->get_texture(RB_SCOPE_SSAO, RB_FINAL) : RID(); RID texture = aot.is_valid() ? aot : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); @@ -3128,7 +3125,7 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend RD::Uniform u; u.binding = 20; u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; - RID ssil = rb_data.is_valid() ? rb_data->get_ssil_texture() : RID(); + RID ssil = rb.is_valid() && rb->has_texture(RB_SCOPE_SSIL, RB_FINAL) ? rb->get_texture(RB_SCOPE_SSIL, RB_FINAL) : RID(); RID texture = ssil.is_valid() ? ssil : texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_BLACK); u.append_id(texture); uniforms.push_back(u); @@ -3357,9 +3354,7 @@ int RenderForwardClustered::sdfgi_get_pending_region_count(const Ref<RenderScene Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI); int dirty_count = 0; - for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) { - const RendererRD::GI::SDFGI::Cascade &c = sdfgi->cascades[i]; - + for (const RendererRD::GI::SDFGI::Cascade &c : sdfgi->cascades) { if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) { dirty_count++; } else { @@ -3425,7 +3420,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture; - bool has_base_alpha = (p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha; + bool has_base_alpha = (p_material->shader_data->uses_alpha && (!p_material->shader_data->uses_alpha_clip || p_material->shader_data->uses_alpha_antialiasing)) || has_read_screen_alpha; bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; bool has_alpha = has_base_alpha || has_blend_alpha; @@ -3454,7 +3449,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED) { //material is only meant for alpha pass flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA; - if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) { + if ((p_material->shader_data->uses_depth_prepass_alpha || p_material->shader_data->uses_alpha_antialiasing) && !(p_material->shader_data->depth_draw == SceneShaderForwardClustered::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardClustered::ShaderData::DEPTH_TEST_DISABLED)) { flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH; flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW; } @@ -3470,7 +3465,7 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet SceneShaderForwardClustered::MaterialData *material_shadow = nullptr; void *surface_shadow = nullptr; - if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) { + if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_position && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing && p_material->shader_data->cull_mode == SceneShaderForwardClustered::ShaderData::CULL_BACK && !p_material->shader_data->uses_point_size) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; material_shadow = static_cast<SceneShaderForwardClustered::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); @@ -3752,6 +3747,7 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::D case Dependency::DEPENDENCY_CHANGED_MULTIMESH: case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: { static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); + static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata)->data->dirty_dependencies = true; } break; case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata); @@ -3766,6 +3762,7 @@ void RenderForwardClustered::_geometry_instance_dependency_changed(Dependency::D } void RenderForwardClustered::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) { static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); + static_cast<GeometryInstanceForwardClustered *>(p_tracker->userdata)->data->dirty_dependencies = true; } RenderGeometryInstance *RenderForwardClustered::geometry_instance_create(RID p_base) { @@ -3988,11 +3985,11 @@ RenderForwardClustered::~RenderForwardClustered() { RSG::light_storage->directional_shadow_atlas_set_size(0); { - for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) { - RD::get_singleton()->free(scene_state.uniform_buffers[i]); + for (const RID &rid : scene_state.uniform_buffers) { + RD::get_singleton()->free(rid); } - for (uint32_t i = 0; i < scene_state.implementation_uniform_buffers.size(); i++) { - RD::get_singleton()->free(scene_state.implementation_uniform_buffers[i]); + for (const RID &rid : scene_state.implementation_uniform_buffers) { + RD::get_singleton()->free(rid); } RD::get_singleton()->free(scene_state.lightmap_buffer); RD::get_singleton()->free(scene_state.lightmap_capture_buffer); 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 3399382b56..e07d2f2258 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* render_forward_clustered.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_forward_clustered.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDER_FORWARD_CLUSTERED_H #define RENDER_FORWARD_CLUSTERED_H @@ -104,16 +104,11 @@ class RenderForwardClustered : public RendererSceneRenderRD { ClusterBuilderRD *cluster_builder = nullptr; struct SSEffectsData { - RID linear_depth; - Vector<RID> linear_depth_slices; - - RID downsample_uniform_set; - - Projection last_frame_projection; + Projection last_frame_projections[RendererSceneRender::MAX_RENDER_VIEWS]; Transform3D last_frame_transform; - RendererRD::SSEffects::SSAORenderBuffers ssao; RendererRD::SSEffects::SSILRenderBuffers ssil; + RendererRD::SSEffects::SSAORenderBuffers ssao; RendererRD::SSEffects::SSRRenderBuffers ssr; } ss_effects_data; @@ -155,9 +150,6 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID get_depth_fb(DepthFrameBufferType p_type = DEPTH_FB); RID get_specular_only_fb(); - RID get_ao_texture() const { return ss_effects_data.ssao.ao_final; } - RID get_ssil_texture() const { return ss_effects_data.ssil.ssil_final; } - virtual void configure(RenderSceneBuffersRD *p_render_buffers) override; virtual void free_data() override; }; @@ -600,8 +592,8 @@ class RenderForwardClustered : public RendererSceneRenderRD { void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL_BARRIERS); /* Render Scene */ - void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection); - void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, RID p_normal_buffer, const Projection &p_projection, const Transform3D &p_transform); + void _process_ssao(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections); + void _process_ssil(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_environment, const RID *p_normal_buffers, const Projection *p_projections, const Transform3D &p_transform); void _copy_framebuffer_to_ssil(Ref<RenderSceneBuffersRD> p_render_buffers); void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, const RID *p_normal_roughness_slices, RID p_voxel_gi_buffer); void _process_ssr(Ref<RenderSceneBuffersRD> p_render_buffers, RID p_dest_framebuffer, const RID *p_normal_buffer_slices, RID p_specular_buffer, const RID *p_metallic_slices, RID p_environment, const Projection *p_projections, const Vector3 *p_eye_offsets, bool p_use_additive); @@ -640,9 +632,9 @@ public: RendererRD::SSEffects *get_ss_effects() { return ss_effects; } /* callback from updating our lighting UBOs, used to populate cluster builder */ - virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_extents) override; + virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size) override; virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture) override; - virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_extents) override; + virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size) override; virtual void base_uniforms_changed() override; _FORCE_INLINE_ virtual void update_uniform_sets() 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 914ca25899..3b3979b198 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 @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* scene_shader_forward_clustered.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* scene_shader_forward_clustered.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "scene_shader_forward_clustered.h" #include "core/config/project_settings.h" @@ -44,7 +44,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { valid = false; ubo_size = 0; uniforms.clear(); - uses_screen_texture = false; if (code.is_empty()) { return; //just invalid, but no error @@ -60,8 +59,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { uses_point_size = false; uses_alpha = false; uses_alpha_clip = false; + uses_alpha_antialiasing = false; uses_blend_alpha = false; - uses_depth_pre_pass = false; + uses_depth_prepass_alpha = false; uses_discard = false; uses_roughness = false; uses_normal = false; @@ -72,9 +72,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { uses_position = false; uses_sss = false; uses_transmittance = false; - uses_screen_texture = false; - uses_depth_texture = false; - uses_normal_texture = false; uses_time = false; writes_modelview_or_projection = false; uses_world_coordinates = false; @@ -111,17 +108,14 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { actions.usage_flag_pointers["ALPHA"] = &uses_alpha; actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip; - // Use alpha clip pipeline for alpha hash/dither. - // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows. actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip; - actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass; + actions.usage_flag_pointers["ALPHA_ANTIALIASING_EDGE"] = &uses_alpha_antialiasing; + actions.usage_flag_pointers["ALPHA_TEXTURE_COORDINATE"] = &uses_alpha_antialiasing; + actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha; actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance; - actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; - actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture; - actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture; actions.usage_flag_pointers["DISCARD"] = &uses_discard; actions.usage_flag_pointers["TIME"] = &uses_time; actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness; @@ -150,6 +144,9 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { depth_test = DepthTest(depth_testi); cull_mode = Cull(cull_modei); uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + uses_screen_texture = gen_code.uses_screen_texture; + uses_depth_texture = gen_code.uses_depth_texture; + uses_normal_texture = gen_code.uses_normal_roughness_texture; uses_vertex_time = gen_code.uses_vertex_time; uses_fragment_time = gen_code.uses_fragment_time; @@ -309,13 +306,6 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } RD::PipelineDepthStencilState depth_stencil = depth_stencil_state; - if (depth_pre_pass_enabled && casts_shadows()) { - // We already have a depth from the depth pre-pass, there is no need to write it again. - // In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL. - // This way we can use the early depth test to discard transparent fragments before the fragment shader even starts. - depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL; - depth_stencil.enable_depth_write = false; - } RD::PipelineColorBlendState blend_state; RD::PipelineMultisampleState multisample_state; @@ -337,6 +327,14 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } else { blend_state = blend_state_color_opaque; + if (depth_pre_pass_enabled) { + // We already have a depth from the depth pre-pass, there is no need to write it again. + // In addition we can use COMPARE_OP_EQUAL instead of COMPARE_OP_LESS_OR_EQUAL. + // This way we can use the early depth test to discard transparent fragments before the fragment shader even starts. + depth_stencil.depth_compare_operator = RD::COMPARE_OP_EQUAL; + depth_stencil.enable_depth_write = false; + } + if (l & PIPELINE_COLOR_PASS_FLAG_SEPARATE_SPECULAR) { shader_flags |= SHADER_COLOR_PASS_FLAG_SEPARATE_SPECULAR; } @@ -355,6 +353,11 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } int variant = shader_version + shader_flags; + + if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(variant)) { + continue; + } + RID shader_variant = shader_singleton->shader.version_get_shader(version, variant); color_pipelines[i][j][l].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants); } @@ -391,10 +394,10 @@ bool SceneShaderForwardClustered::ShaderData::is_animated() const { bool SceneShaderForwardClustered::ShaderData::casts_shadows() const { bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture; - bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha; + bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha; bool has_alpha = has_base_alpha || uses_blend_alpha; - return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); + return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); } RS::ShaderNativeSourceCode SceneShaderForwardClustered::ShaderData::get_native_source_code() const { @@ -505,7 +508,14 @@ void SceneShaderForwardClustered::init(const String p_defines) { shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_MULTIVIEW, false); shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_MULTIVIEW, false); shader.set_variant_enabled(SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI_MULTIVIEW, false); - // TODO Add a way to enable/disable color pass flags + + // Disable Color Passes + for (int i = 0; i < SHADER_COLOR_PASS_FLAG_COUNT; i++) { + // Selectively disable any shader pass that includes Multiview. + if ((i & SHADER_COLOR_PASS_FLAG_MULTIVIEW)) { + shader.set_variant_enabled(i + SHADER_VERSION_COLOR_PASS, false); + } + } } } @@ -605,9 +615,6 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.renames["POINT_COORD"] = "gl_PointCoord"; actions.renames["INSTANCE_CUSTOM"] = "instance_custom"; actions.renames["SCREEN_UV"] = "screen_uv"; - actions.renames["SCREEN_TEXTURE"] = "color_buffer"; - actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; - actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; actions.renames["DEPTH"] = "gl_FragDepth"; actions.renames["OUTPUT_IS_SRGB"] = "true"; actions.renames["FOG"] = "fog"; @@ -630,6 +637,7 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; actions.renames["VIEW_RIGHT"] = "1"; + actions.renames["EYE_OFFSET"] = "eye_offset"; //for light actions.renames["VIEW"] = "view"; @@ -672,7 +680,6 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n"; actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n"; - actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; @@ -705,10 +712,6 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_SCHLICK_GGX\n"; - actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps - actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]"; - actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter - actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; actions.render_mode_defines["specular_disabled"] = "#define SPECULAR_DISABLED\n"; actions.render_mode_defines["shadows_disabled"] = "#define SHADOWS_DISABLED\n"; @@ -727,6 +730,8 @@ void SceneShaderForwardClustered::init(const String p_defines) { actions.global_buffer_array_variable = "global_shader_uniforms.data"; actions.instance_uniform_index_variable = "instances.data[instance_index_interp].instance_uniforms_ofs"; + actions.check_multiview_samplers = true; // make sure we check sampling multiview textures + compiler.initialize(actions); } 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 51e4dd44d5..ffaf091b36 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 @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* scene_shader_forward_clustered.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* scene_shader_forward_clustered.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SCENE_SHADER_FORWARD_CLUSTERED_H #define SCENE_SHADER_FORWARD_CLUSTERED_H @@ -153,7 +153,8 @@ public: bool uses_alpha = false; bool uses_blend_alpha = false; bool uses_alpha_clip = false; - bool uses_depth_pre_pass = false; + bool uses_alpha_antialiasing = false; + bool uses_depth_prepass_alpha = false; bool uses_discard = false; bool uses_roughness = false; bool uses_normal = false; 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 7f567bcc2e..45fe067a6f 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -1,35 +1,36 @@ -/*************************************************************************/ -/* render_forward_mobile.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_forward_mobile.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "render_forward_mobile.h" #include "core/config/project_settings.h" +#include "core/object/worker_thread_pool.h" #include "servers/rendering/renderer_rd/storage_rd/light_storage.h" #include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h" #include "servers/rendering/renderer_rd/storage_rd/particles_storage.h" @@ -251,7 +252,7 @@ RID RenderForwardMobile::RenderBufferDataForwardMobile::get_color_fbs(Framebuffe Size2i target_size = render_buffers->get_target_size(); Size2i internal_size = render_buffers->get_internal_size(); - // can't do our blit pass if resolutions don't match + // can't do our blit pass if resolutions don't match, this should already have been checked. ERR_FAIL_COND_V(target_size != internal_size, RID()); // - opaque pass @@ -362,6 +363,8 @@ RID RenderForwardMobile::_setup_render_pass_uniform_set(RenderListType p_render_ if (p_render_data && p_render_data->render_buffers.is_valid()) { rb = p_render_data->render_buffers; if (rb->has_custom_data(RB_SCOPE_MOBILE)) { + // Our forward mobile custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. rb_data = rb->get_custom_data(RB_SCOPE_MOBILE); } } @@ -577,8 +580,8 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) { } //cube shadows are rendered in their own way - for (uint32_t i = 0; i < p_render_data->cube_shadows.size(); i++) { - _render_shadow_pass(p_render_data->render_shadows[p_render_data->cube_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->cube_shadows[i]].pass, p_render_data->render_shadows[p_render_data->cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); + for (const int &index : p_render_data->cube_shadows) { + _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); } if (p_render_data->directional_shadows.size()) { @@ -591,12 +594,10 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) { bool render_shadows = p_render_data->directional_shadows.size() || p_render_data->shadows.size(); + //prepare shadow rendering if (render_shadows) { RENDER_TIMESTAMP("Render Shadows"); - } - //prepare shadow rendering - if (render_shadows) { _render_shadow_begin(); //render directional shadows @@ -630,7 +631,7 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) { uint32_t directional_light_count = 0; uint32_t positional_light_count = 0; light_storage->update_light_buffers(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows); - texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse()); + texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform); p_render_data->directional_light_count = directional_light_count; } @@ -638,14 +639,18 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) { void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) { RendererRD::LightStorage *light_storage = RendererRD::LightStorage::get_singleton(); - Ref<RenderSceneBuffersRD> rb; + ERR_FAIL_NULL(p_render_data); + + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; + ERR_FAIL_COND(rb.is_null()); + Ref<RenderBufferDataForwardMobile> rb_data; - if (p_render_data->render_buffers.is_valid()) { - rb = p_render_data->render_buffers; - if (rb->has_custom_data(RB_SCOPE_MOBILE)) { - rb_data = rb->get_custom_data(RB_SCOPE_MOBILE); - } + if (rb->has_custom_data(RB_SCOPE_MOBILE)) { + // Our forward mobile custom data buffer will only be available when we're rendering our normal view. + // This will not be available when rendering reflection probes. + rb_data = rb->get_custom_data(RB_SCOPE_MOBILE); } + bool is_reflection_probe = p_render_data->reflection_probe.is_valid(); RENDER_TIMESTAMP("Prepare 3D Scene"); @@ -693,7 +698,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color p_render_data->render_info->info[RS::VIEWPORT_RENDER_INFO_TYPE_VISIBLE][RS::VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME] = p_render_data->instances->size(); } - if (p_render_data->reflection_probe.is_valid()) { + if (is_reflection_probe) { uint32_t resolution = light_storage->reflection_probe_instance_get_resolution(p_render_data->reflection_probe); screen_size.x = resolution; screen_size.y = resolution; @@ -711,20 +716,26 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // setup rendering to render buffer screen_size = p_render_data->render_buffers->get_internal_size(); - if (rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) { - // can't do blit subpass + if (rb->get_scaling_3d_mode() != RS::VIEWPORT_SCALING_3D_MODE_OFF) { + // can't do blit subpass because we're scaling using_subpass_post_process = false; } else if (p_render_data->environment.is_valid() && (environment_get_glow_enabled(p_render_data->environment) || RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) || RSG::camera_attributes->camera_attributes_uses_dof(p_render_data->camera_attributes))) { - // can't do blit subpass + // can't do blit subpass because we're using post processes using_subpass_post_process = false; } if (scene_state.used_screen_texture || scene_state.used_depth_texture) { - // can't use our last two subpasses + // can't use our last two subpasses because we're reading from screen texture or depth texture using_subpass_transparent = false; using_subpass_post_process = false; } + // We do this last because our get_color_fbs creates and caches the framebuffer if we need it. + if (using_subpass_post_process && rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES).is_null()) { + // can't do blit subpass because we don't have all subpasses + using_subpass_post_process = false; + } + if (using_subpass_post_process) { // all as subpasses framebuffer = rb_data->get_color_fbs(RenderBufferDataForwardMobile::FB_CONFIG_FOUR_SUBPASSES); @@ -744,7 +755,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_begin_label("Render Setup"); _setup_lightmaps(p_render_data, *p_render_data->lightmaps, p_render_data->scene_data->cam_transform); - _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); + _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, false); _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example) @@ -822,7 +833,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_begin_label("Setup Sky"); // Setup our sky render information for this frame/viewport - if (p_render_data->reflection_probe.is_valid()) { + if (is_reflection_probe) { Vector3 eye_offset; Projection correction; correction.set_depth_correction(true); @@ -886,7 +897,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color p_render_data->scene_data->directional_light_count = p_render_data->directional_light_count; - _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, p_render_data->render_buffers.is_valid()); + _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, p_default_bg_color, p_render_data->render_buffers.is_valid()); if (using_subpass_transparent && using_subpass_post_process) { RENDER_TIMESTAMP("Render Opaque + Transparent + Tonemap"); @@ -1015,7 +1026,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } // this may be needed if we re-introduced steps that change info, not sure which do so in the previous implementation - // _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); + // _setup_environment(p_render_data, is_reflection_probe, screen_size, !is_reflection_probe, 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->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); @@ -1055,9 +1066,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color _disable_clear_request(p_render_data); } - if (rb.is_valid()) { - _render_buffers_debug_draw(rb, p_render_data->shadow_atlas, p_render_data->occluder_debug_tex); - } + _render_buffers_debug_draw(rb, p_render_data->shadow_atlas, p_render_data->occluder_debug_tex); } /* these are being called from RendererSceneRenderRD::_pre_opaque_render */ @@ -1330,8 +1339,7 @@ void RenderForwardMobile::_render_shadow_process() { void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) { RD::get_singleton()->draw_command_begin_label("Shadow Render"); - for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { - SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; + for (SceneState::ShadowPass &shadow_pass : scene_state.shadow_passes) { 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.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); } @@ -1915,7 +1923,6 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data, bool p_no_fog, const Size2i &p_screen_size, bool p_flip_y, const Color &p_default_bg_color, bool p_opaque_render_buffers, bool p_pancake_shadows, int p_index) { - Ref<RenderSceneBuffersRD> rd = p_render_data->render_buffers; RID env = is_environment(p_render_data->environment) ? p_render_data->environment : RID(); RID reflection_probe_instance = p_render_data->reflection_probe.is_valid() ? RendererRD::LightStorage::get_singleton()->reflection_probe_instance_get_probe(p_render_data->reflection_probe) : RID(); @@ -2228,6 +2235,9 @@ RenderGeometryInstance *RenderForwardMobile::geometry_instance_create(RID p_base ginstance->data->base = p_base; ginstance->data->base_type = type; + ginstance->data->dependency_tracker.userdata = ginstance; + ginstance->data->dependency_tracker.changed_callback = _geometry_instance_dependency_changed; + ginstance->data->dependency_tracker.deleted_callback = _geometry_instance_dependency_deleted; ginstance->_mark_dirty(); @@ -2345,9 +2355,9 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI RendererRD::MeshStorage *mesh_storage = RendererRD::MeshStorage::get_singleton(); bool has_read_screen_alpha = p_material->shader_data->uses_screen_texture || p_material->shader_data->uses_depth_texture || p_material->shader_data->uses_normal_texture; - bool has_base_alpha = ((p_material->shader_data->uses_alpha && !p_material->shader_data->uses_alpha_clip) || has_read_screen_alpha); + bool has_base_alpha = p_material->shader_data->uses_alpha && (!p_material->shader_data->uses_alpha_clip || p_material->shader_data->uses_alpha_antialiasing); bool has_blend_alpha = p_material->shader_data->uses_blend_alpha; - bool has_alpha = has_base_alpha || has_blend_alpha; + bool has_alpha = has_base_alpha || has_blend_alpha || has_read_screen_alpha; uint32_t flags = 0; @@ -2371,10 +2381,10 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_DOUBLE_SIDED_SHADOWS; } - if (has_alpha || has_read_screen_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) { + if (has_alpha || p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED) { //material is only meant for alpha pass flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA; - if (p_material->shader_data->uses_depth_pre_pass && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) { + if ((p_material->shader_data->uses_depth_prepass_alpha || p_material->shader_data->uses_alpha_antialiasing) && !(p_material->shader_data->depth_draw == SceneShaderForwardMobile::ShaderData::DEPTH_DRAW_DISABLED || p_material->shader_data->depth_test == SceneShaderForwardMobile::ShaderData::DEPTH_TEST_DISABLED)) { flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH; flags |= GeometryInstanceSurfaceDataCache::FLAG_PASS_SHADOW; } @@ -2390,7 +2400,7 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI SceneShaderForwardMobile::MaterialData *material_shadow = nullptr; void *surface_shadow = nullptr; - if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_pre_pass && !p_material->shader_data->uses_alpha_clip) { + if (!p_material->shader_data->uses_particle_trails && !p_material->shader_data->writes_modelview_or_projection && !p_material->shader_data->uses_vertex && !p_material->shader_data->uses_discard && !p_material->shader_data->uses_depth_prepass_alpha && !p_material->shader_data->uses_alpha_clip && !p_material->shader_data->uses_alpha_antialiasing) { flags |= GeometryInstanceSurfaceDataCache::FLAG_USES_SHARED_SHADOW_MATERIAL; material_shadow = static_cast<SceneShaderForwardMobile::MaterialData *>(RendererRD::MaterialStorage::get_singleton()->material_get_data(scene_shader.default_material, RendererRD::MaterialStorage::SHADER_TYPE_3D)); @@ -2664,6 +2674,7 @@ void RenderForwardMobile::_geometry_instance_dependency_changed(Dependency::Depe case Dependency::DEPENDENCY_CHANGED_MULTIMESH: case Dependency::DEPENDENCY_CHANGED_SKELETON_DATA: { static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); + static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata)->data->dirty_dependencies = true; } break; case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata); @@ -2678,6 +2689,7 @@ void RenderForwardMobile::_geometry_instance_dependency_changed(Dependency::Depe } void RenderForwardMobile::_geometry_instance_dependency_deleted(const RID &p_dependency, DependencyTracker *p_tracker) { static_cast<RenderGeometryInstance *>(p_tracker->userdata)->_mark_dirty(); + static_cast<GeometryInstanceForwardMobile *>(p_tracker->userdata)->data->dirty_dependencies = true; } /* misc */ @@ -2800,8 +2812,8 @@ RenderForwardMobile::~RenderForwardMobile() { } { - for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) { - RD::get_singleton()->free(scene_state.uniform_buffers[i]); + for (const RID &rid : scene_state.uniform_buffers) { + RD::get_singleton()->free(rid); } RD::get_singleton()->free(scene_state.lightmap_buffer); RD::get_singleton()->free(scene_state.lightmap_capture_buffer); 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 7ed6061def..214b39c496 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* render_forward_mobile.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_forward_mobile.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDER_FORWARD_MOBILE_H #define RENDER_FORWARD_MOBILE_H 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 224bb34189..cc4a7dfa47 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 @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* scene_shader_forward_mobile.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* scene_shader_forward_mobile.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "scene_shader_forward_mobile.h" #include "core/config/project_settings.h" @@ -46,7 +46,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { valid = false; ubo_size = 0; uniforms.clear(); - uses_screen_texture = false; if (code.is_empty()) { return; //just invalid, but no error @@ -62,8 +61,9 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { uses_point_size = false; uses_alpha = false; uses_alpha_clip = false; + uses_alpha_antialiasing = false; uses_blend_alpha = false; - uses_depth_pre_pass = false; + uses_depth_prepass_alpha = false; uses_discard = false; uses_roughness = false; uses_normal = false; @@ -73,9 +73,6 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { uses_vertex = false; uses_sss = false; uses_transmittance = false; - uses_screen_texture = false; - uses_depth_texture = false; - uses_normal_texture = false; uses_time = false; writes_modelview_or_projection = false; uses_world_coordinates = false; @@ -112,17 +109,14 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { actions.usage_flag_pointers["ALPHA"] = &uses_alpha; actions.usage_flag_pointers["ALPHA_SCISSOR_THRESHOLD"] = &uses_alpha_clip; - // Use alpha clip pipeline for alpha hash/dither. - // This prevents sorting issues inherent to alpha blending and allows such materials to cast shadows. actions.usage_flag_pointers["ALPHA_HASH_SCALE"] = &uses_alpha_clip; - actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass; + actions.usage_flag_pointers["ALPHA_ANTIALIASING_EDGE"] = &uses_alpha_antialiasing; + actions.usage_flag_pointers["ALPHA_TEXTURE_COORDINATE"] = &uses_alpha_antialiasing; + actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_prepass_alpha; // actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss; // actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance; - actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; - actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture; - actions.usage_flag_pointers["NORMAL_TEXTURE"] = &uses_normal_texture; actions.usage_flag_pointers["DISCARD"] = &uses_discard; actions.usage_flag_pointers["TIME"] = &uses_time; actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness; @@ -151,6 +145,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { depth_test = DepthTest(depth_testi); uses_vertex_time = gen_code.uses_vertex_time; uses_fragment_time = gen_code.uses_fragment_time; + uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + uses_screen_texture = gen_code.uses_screen_texture; + uses_depth_texture = gen_code.uses_depth_texture; + uses_normal_texture = gen_code.uses_normal_roughness_texture; #if 0 print_line("**compiling shader:"); @@ -338,10 +336,10 @@ bool SceneShaderForwardMobile::ShaderData::is_animated() const { bool SceneShaderForwardMobile::ShaderData::casts_shadows() const { bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture; - bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha; + bool has_base_alpha = (uses_alpha && (!uses_alpha_clip || uses_alpha_antialiasing)) || has_read_screen_alpha; bool has_alpha = has_base_alpha || uses_blend_alpha; - return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); + return !has_alpha || (uses_depth_prepass_alpha && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); } RS::ShaderNativeSourceCode SceneShaderForwardMobile::ShaderData::get_native_source_code() const { @@ -497,9 +495,6 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.renames["POINT_COORD"] = "gl_PointCoord"; actions.renames["INSTANCE_CUSTOM"] = "instance_custom"; actions.renames["SCREEN_UV"] = "screen_uv"; - actions.renames["SCREEN_TEXTURE"] = "color_buffer"; - actions.renames["DEPTH_TEXTURE"] = "depth_buffer"; - actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer"; actions.renames["DEPTH"] = "gl_FragDepth"; actions.renames["OUTPUT_IS_SRGB"] = "true"; actions.renames["FOG"] = "fog"; @@ -522,6 +517,7 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; actions.renames["VIEW_RIGHT"] = "1"; + actions.renames["EYE_OFFSET"] = "eye_offset"; //for light actions.renames["VIEW"] = "view"; @@ -564,7 +560,6 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n"; actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n"; actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n"; - actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n"; @@ -615,6 +610,7 @@ void SceneShaderForwardMobile::init(const String p_defines) { actions.instance_uniform_index_variable = "draw_call.instance_uniforms_ofs"; actions.apply_luminance_multiplier = true; // apply luminance multiplier to screen texture + actions.check_multiview_samplers = true; // make sure we check sampling multiview textures compiler.initialize(actions); } 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 18a897a9e9..6f1f00cedc 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 @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* scene_shader_forward_mobile.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* scene_shader_forward_mobile.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SCENE_SHADER_FORWARD_MOBILE_H #define SCENE_SHADER_FORWARD_MOBILE_H @@ -114,7 +114,8 @@ public: bool uses_alpha = false; bool uses_blend_alpha = false; bool uses_alpha_clip = false; - bool uses_depth_pre_pass = false; + bool uses_alpha_antialiasing = false; + bool uses_depth_prepass_alpha = false; bool uses_discard = false; bool uses_roughness = false; bool uses_normal = false; @@ -127,6 +128,7 @@ public: bool uses_screen_texture = false; bool uses_depth_texture = false; bool uses_normal_texture = false; + bool uses_screen_texture_mipmaps = false; bool uses_time = false; bool uses_vertex_time = false; bool uses_fragment_time = false; diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp index 9baa86a32d..71b8136245 100644 --- a/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp +++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* framebuffer_cache_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* framebuffer_cache_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "framebuffer_cache_rd.h" diff --git a/servers/rendering/renderer_rd/framebuffer_cache_rd.h b/servers/rendering/renderer_rd/framebuffer_cache_rd.h index 8cf25cf44a..cae95ccce0 100644 --- a/servers/rendering/renderer_rd/framebuffer_cache_rd.h +++ b/servers/rendering/renderer_rd/framebuffer_cache_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* framebuffer_cache_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* framebuffer_cache_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef FRAMEBUFFER_CACHE_RD_H #define FRAMEBUFFER_CACHE_RD_H diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp index 7a2336970b..17051d1954 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* pipeline_cache_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* pipeline_cache_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "pipeline_cache_rd.h" diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h index 882e459bcd..0b12dab416 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.h +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* pipeline_cache_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* pipeline_cache_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PIPELINE_CACHE_RD_H #define PIPELINE_CACHE_RD_H diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 96690ceac1..f102bc0650 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_canvas_render_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_canvas_render_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_canvas_render_rd.h" @@ -455,7 +455,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend light_count++; - if (light_count == MAX_LIGHTS_PER_ITEM) { + if (light_count == MAX_LIGHTS_PER_ITEM - 1) { break; } } @@ -525,10 +525,12 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend if (rect->flags & CANVAS_RECT_FLIP_H) { src_rect.size.x *= -1; + push_constant.flags |= FLAGS_FLIP_H; } if (rect->flags & CANVAS_RECT_FLIP_V) { src_rect.size.y *= -1; + push_constant.flags |= FLAGS_FLIP_V; } if (rect->flags & CANVAS_RECT_TRANSPOSE) { @@ -1429,6 +1431,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p const Item::CommandMesh *cm = static_cast<const Item::CommandMesh *>(c); if (cm->mesh_instance.is_valid()) { mesh_storage->mesh_instance_check_for_update(cm->mesh_instance); + mesh_storage->mesh_instance_set_canvas_item_transform(cm->mesh_instance, canvas_transform_inverse * ci->final_transform); update_skeletons = true; } } @@ -1547,6 +1550,9 @@ void RendererCanvasRenderRD::light_set_texture(RID p_rid, RID p_texture) { if (cl->texture == p_texture) { return; } + + ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture)); + if (cl->texture.is_valid()) { texture_storage->texture_remove_from_decal_atlas(cl->texture); } @@ -2034,7 +2040,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { actions.render_mode_values["blend_premul_alpha"] = Pair<int *, int>(&blend_mode, BLEND_MODE_PMALPHA); actions.render_mode_values["blend_disabled"] = Pair<int *, int>(&blend_mode, BLEND_MODE_DISABLED); - actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture; actions.usage_flag_pointers["texture_sdf"] = &uses_sdf; actions.usage_flag_pointers["TIME"] = &uses_time; @@ -2046,6 +2051,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) { ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed."); uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + uses_screen_texture = gen_code.uses_screen_texture; if (version.is_null()) { version = canvas_singleton->shader.canvas_shader.version_create(); @@ -2423,7 +2429,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.renames["SPECULAR_SHININESS_TEXTURE"] = "specular_texture"; actions.renames["SPECULAR_SHININESS"] = "specular_shininess"; actions.renames["SCREEN_UV"] = "screen_uv"; - actions.renames["SCREEN_TEXTURE"] = "screen_texture"; actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["POINT_COORD"] = "gl_PointCoord"; @@ -2444,7 +2449,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.renames["screen_uv_to_sdf"] = "screen_uv_to_sdf"; actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; - actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n"; actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; @@ -2459,7 +2463,6 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { actions.custom_samplers["TEXTURE"] = "texture_sampler"; actions.custom_samplers["NORMAL_TEXTURE"] = "texture_sampler"; actions.custom_samplers["SPECULAR_SHININESS_TEXTURE"] = "texture_sampler"; - actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; //mipmap and filter for screen texture actions.sampler_array_name = "material_samplers"; actions.base_texture_binding_index = 1; actions.texture_layout_set = MATERIAL_UNIFORM_SET; @@ -2631,9 +2634,12 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() { // Default CanvasGroup shader. shader_type canvas_item; +render_mode unshaded; + +uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); if (c.a > 0.0001) { c.rgb /= c.a; @@ -2656,9 +2662,12 @@ void fragment() { // Default clip children shader. shader_type canvas_item; +render_mode unshaded; + +uniform sampler2D screen_texture : hint_screen_texture, repeat_disable, filter_nearest; void fragment() { - vec4 c = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0); + vec4 c = textureLod(screen_texture, SCREEN_UV, 0.0); COLOR.rgb = c.rgb; } )"); diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index f809c7f046..7dea4a1a65 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_canvas_render_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_canvas_render_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_CANVAS_RENDER_RD_H #define RENDERER_CANVAS_RENDER_RD_H @@ -86,6 +86,9 @@ class RendererCanvasRenderRD : public RendererCanvasRender { FLAGS_USE_MSDF = (1 << 28), FLAGS_USE_LCD = (1 << 29), + + FLAGS_FLIP_H = (1 << 30), + FLAGS_FLIP_V = (1 << 31), }; enum { diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index f488fd63fe..94e3b01486 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_compositor_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_compositor_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_compositor_rd.h" diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index a28335f800..43c8d78dee 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_compositor_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_compositor_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_COMPOSITOR_RD_H #define RENDERER_COMPOSITOR_RD_H diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 1242c11bea..efd961fd89 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_scene_render_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_scene_render_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_scene_render_rd.h" @@ -249,61 +249,15 @@ Ref<RenderSceneBuffers> RendererSceneRenderRD::render_buffers_create() { return rb; } -void RendererSceneRenderRD::_allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb) { - ERR_FAIL_COND(!rb->luminance.current.is_null()); - - Size2i internal_size = rb->get_internal_size(); - int w = internal_size.x; - int h = internal_size.y; - - while (true) { - w = MAX(w / 8, 1); - h = MAX(h / 8, 1); - - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R32_SFLOAT; - tf.width = w; - tf.height = h; - - bool final = w == 1 && h == 1; - - if (_render_buffers_can_be_storage()) { - tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; - if (final) { - tf.usage_bits |= RD::TEXTURE_USAGE_SAMPLING_BIT; - } - } else { - tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; - } - - RID texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - rb->luminance.reduce.push_back(texture); - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(texture); - - rb->luminance.fb.push_back(RD::get_singleton()->framebuffer_create(fb)); - } - - if (final) { - rb->luminance.current = RD::get_singleton()->texture_create(tf, RD::TextureView()); - - if (!_render_buffers_can_be_storage()) { - Vector<RID> fb; - fb.push_back(rb->luminance.current); - - rb->luminance.current_fb = RD::get_singleton()->framebuffer_create(fb); - } - break; - } - } -} - void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) { Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; ERR_FAIL_COND(rb.is_null()); + if (!rb->has_internal_texture()) { + // We're likely rendering reflection probes where we can't use our backbuffers. + return; + } + RD::get_singleton()->draw_command_begin_label("Copy screen texture"); rb->allocate_blur_textures(); @@ -326,7 +280,7 @@ void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderData for (int i = 1; i < mipmaps; i++) { RID source = dest; dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i); - Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, v, i); + Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_0, i); if (can_use_storage) { copy_effects->make_mipmap(source, dest, msize); @@ -343,6 +297,11 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; ERR_FAIL_COND(rb.is_null()); + if (!rb->has_depth_texture()) { + // We're likely rendering reflection probes where we can't use our backbuffers. + return; + } + RD::get_singleton()->draw_command_begin_label("Copy depth texture"); // note, this only creates our back depth texture if we haven't already created it. @@ -372,9 +331,13 @@ void RendererSceneRenderRD::_render_buffers_copy_depth_texture(const RenderDataR void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const RenderDataRD *p_render_data) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + ERR_FAIL_NULL(p_render_data); + Ref<RenderSceneBuffersRD> rb = p_render_data->render_buffers; ERR_FAIL_COND(rb.is_null()); + ERR_FAIL_COND_MSG(p_render_data->reflection_probe.is_valid(), "Post processes should not be applied on reflection probes."); + // Glow, auto exposure and DoF (if enabled). Size2i internal_size = rb->get_internal_size(); @@ -443,9 +406,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende RENDER_TIMESTAMP("Auto exposure"); RD::get_singleton()->draw_command_begin_label("Auto exposure"); - if (rb->luminance.current.is_null()) { - _allocate_luminance_textures(rb); - } + + Ref<RendererRD::Luminance::LuminanceBuffers> luminance_buffers = luminance->get_luminance_buffers(rb); + uint64_t auto_exposure_version = RSG::camera_attributes->camera_attributes_get_auto_exposure_version(p_render_data->camera_attributes); bool set_immediate = auto_exposure_version != rb->get_auto_exposure_version(); rb->set_auto_exposure_version(auto_exposure_version); @@ -453,16 +416,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende double step = RSG::camera_attributes->camera_attributes_get_auto_exposure_adjust_speed(p_render_data->camera_attributes) * time_step; float auto_exposure_min_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_min_sensitivity(p_render_data->camera_attributes); float auto_exposure_max_sensitivity = RSG::camera_attributes->camera_attributes_get_auto_exposure_max_sensitivity(p_render_data->camera_attributes); - if (can_use_storage) { - RendererCompositorRD::singleton->get_effects()->luminance_reduction(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate); - } else { - RendererCompositorRD::singleton->get_effects()->luminance_reduction_raster(internal_texture, internal_size, rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate); - } + luminance->luminance_reduction(internal_texture, internal_size, luminance_buffers, auto_exposure_min_sensitivity, auto_exposure_max_sensitivity, step, set_immediate); + // Swap final reduce with prev luminance. - SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]); - if (!can_use_storage) { - SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]); - } auto_exposure_scale = RSG::camera_attributes->camera_attributes_get_auto_exposure_scale(p_render_data->camera_attributes); @@ -492,12 +448,12 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende float luminance_multiplier = _render_buffers_get_luminance_multiplier(); for (uint32_t l = 0; l < rb->get_view_count(); l++) { for (int i = 0; i < (max_glow_level + 1); i++) { - Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i); + Size2i vp_size = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, i); if (i == 0) { RID luminance_texture; - if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) { - luminance_texture = rb->luminance.current; + if (RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes)) { + luminance_texture = luminance->get_current_luminance_buffer(rb); // this will return and empty RID if we don't have an auto exposure buffer } RID source = rb->get_internal_texture(l); RID dest = rb->get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, l, i); @@ -530,9 +486,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende RendererRD::ToneMapper::TonemapSettings tonemap; - if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && rb->luminance.current.is_valid()) { + tonemap.exposure_texture = luminance->get_current_luminance_buffer(rb); + if (can_use_effects && RSG::camera_attributes->camera_attributes_uses_auto_exposure(p_render_data->camera_attributes) && tonemap.exposure_texture.is_valid()) { tonemap.use_auto_exposure = true; - tonemap.exposure_texture = rb->luminance.current; tonemap.auto_exposure_scale = auto_exposure_scale; } else { tonemap.exposure_texture = texture_storage->texture_rd_get_default(RendererRD::TextureStorage::DEFAULT_RD_TEXTURE_WHITE); @@ -546,7 +502,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende tonemap.glow_levels[i] = environment_get_glow_levels(p_render_data->environment)[i]; } - Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0, 0); + Size2i msize = rb->get_texture_slice_size(RB_SCOPE_BUFFERS, RB_TEX_BLUR_1, 0); tonemap.glow_texture_size.x = msize.width; tonemap.glow_texture_size.y = msize.height; tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale; @@ -597,7 +553,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende tonemap.view_count = rb->get_view_count(); RID dest_fb; - if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) { + if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) { // If we use FSR to upscale we need to write our result into an intermediate buffer. // Note that this is cached so we only create the texture the first time. RID dest_texture = rb->create_texture(SNAME("Tonemapper"), SNAME("destination"), _render_buffers_get_color_format(), RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT); @@ -614,10 +570,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende RD::get_singleton()->draw_command_end_label(); } - if (fsr && can_use_effects && (internal_size.x != target_size.x || internal_size.y != target_size.y)) { - // TODO Investigate? Does this work? We never write into our render target and we've already done so up above in our tonemapper. - // I think FSR should either work before our tonemapper or as an alternative of our tonemapper. - + if (fsr && can_use_effects && rb->get_scaling_3d_mode() == RS::VIEWPORT_SCALING_3D_MODE_FSR) { RD::get_singleton()->draw_command_begin_label("FSR 1.0 Upscale"); for (uint32_t v = 0; v < rb->get_view_count(); v++) { @@ -746,10 +699,11 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(Ref<RenderSceneBuffersRD> } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE) { - if (p_render_buffers->luminance.current.is_valid()) { + RID luminance_texture = luminance->get_current_luminance_buffer(p_render_buffers); + if (luminance_texture.is_valid()) { Size2i rtsize = texture_storage->render_target_get_size(render_target); - copy_effects->copy_to_fb_rect(p_render_buffers->luminance.current, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true); + copy_effects->copy_to_fb_rect(luminance_texture, texture_storage->render_target_get_rd_framebuffer(render_target), Rect2(Vector2(), rtsize / 8), false, true); } } @@ -978,11 +932,9 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); // getting this here now so we can direct call a bunch of things more easily - Ref<RenderSceneBuffersRD> rb; - if (p_render_buffers.is_valid()) { - rb = p_render_buffers; // cast it... - ERR_FAIL_COND(rb.is_null()); - } + ERR_FAIL_COND(p_render_buffers.is_null()); + Ref<RenderSceneBuffersRD> rb = p_render_buffers; + ERR_FAIL_COND(rb.is_null()); // setup scene data RenderSceneDataRD scene_data; @@ -1158,6 +1110,8 @@ float RendererSceneRenderRD::screen_space_roughness_limiter_get_limit() const { } TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const TypedArray<RID> &p_material_overrides, const Size2i &p_image_size) { + ERR_FAIL_COND_V_MSG(p_image_size.width <= 0, TypedArray<Image>(), "Image width must be greater than 0."); + ERR_FAIL_COND_V_MSG(p_image_size.height <= 0, TypedArray<Image>(), "Image height must be greater than 0."); RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; tf.width = p_image_size.width; // Always 64x64 @@ -1334,6 +1288,7 @@ void RendererSceneRenderRD::init() { bool can_use_vrs = is_vrs_supported(); bokeh_dof = memnew(RendererRD::BokehDOF(!can_use_storage)); copy_effects = memnew(RendererRD::CopyEffects(!can_use_storage)); + luminance = memnew(RendererRD::Luminance(!can_use_storage)); tone_mapper = memnew(RendererRD::ToneMapper); if (can_use_vrs) { vrs = memnew(RendererRD::VRS); @@ -1354,6 +1309,9 @@ RendererSceneRenderRD::~RendererSceneRenderRD() { if (copy_effects) { memdelete(copy_effects); } + if (luminance) { + memdelete(luminance); + } if (tone_mapper) { memdelete(tone_mapper); } diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index 704cb37c91..7c43021eb0 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_scene_render_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_scene_render_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_SCENE_RENDER_RD_H #define RENDERER_SCENE_RENDER_RD_H @@ -38,6 +38,7 @@ #include "servers/rendering/renderer_rd/effects/bokeh_dof.h" #include "servers/rendering/renderer_rd/effects/copy_effects.h" #include "servers/rendering/renderer_rd/effects/fsr.h" +#include "servers/rendering/renderer_rd/effects/luminance.h" #include "servers/rendering/renderer_rd/effects/tone_mapper.h" #include "servers/rendering/renderer_rd/effects/vrs.h" #include "servers/rendering/renderer_rd/environment/fog.h" @@ -105,6 +106,7 @@ protected: RendererRD::ForwardIDStorage *forward_id_storage = nullptr; RendererRD::BokehDOF *bokeh_dof = nullptr; RendererRD::CopyEffects *copy_effects = nullptr; + RendererRD::Luminance *luminance = nullptr; RendererRD::ToneMapper *tone_mapper = nullptr; RendererRD::FSR *fsr = nullptr; RendererRD::VRS *vrs = nullptr; @@ -180,9 +182,6 @@ private: /* RENDER BUFFERS */ - // TODO move into effects/luminance.h/cpp - void _allocate_luminance_textures(Ref<RenderSceneBuffersRD> rb); - /* GI */ bool screen_space_roughness_limiter = false; float screen_space_roughness_limiter_amount = 0.25; @@ -205,9 +204,9 @@ public: /* LIGHTING */ - virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_extents){}; + virtual void setup_added_reflection_probe(const Transform3D &p_transform, const Vector3 &p_half_size){}; virtual void setup_added_light(const RS::LightType p_type, const Transform3D &p_transform, float p_radius, float p_spot_aperture){}; - virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_extents){}; + virtual void setup_added_decal(const Transform3D &p_transform, const Vector3 &p_half_size){}; /* GI */ diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index 5e9eadadd9..c85ece6366 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -1,38 +1,40 @@ -/*************************************************************************/ -/* shader_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "shader_rd.h" #include "core/io/compression.h" #include "core/io/dir_access.h" #include "core/io/file_access.h" +#include "core/object/worker_thread_pool.h" +#include "core/version.h" #include "renderer_compositor_rd.h" #include "servers/rendering/rendering_device.h" #include "thirdparty/misc/smolv.h" @@ -116,6 +118,10 @@ void ShaderRD::setup(const char *p_vertex_code, const char *p_fragment_code, con } StringBuilder tohash; + tohash.append("[GodotVersionNumber]"); + tohash.append(VERSION_NUMBER); + tohash.append("[GodotVersionHash]"); + tohash.append(VERSION_HASH); tohash.append("[SpirvCacheKey]"); tohash.append(RenderingDevice::get_singleton()->shader_get_spirv_cache_key()); tohash.append("[BinaryCacheKey]"); @@ -160,8 +166,7 @@ void ShaderRD::_clear_version(Version *p_version) { } void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) { - for (uint32_t i = 0; i < p_template.chunks.size(); i++) { - const StageTemplate::Chunk &chunk = p_template.chunks[i]; + for (const StageTemplate::Chunk &chunk : p_template.chunks) { switch (chunk.type) { case StageTemplate::Chunk::TYPE_VERSION_DEFINES: { builder.append("\n"); //make sure defines begin at newline diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h index 40b10808c2..d0871ca16c 100644 --- a/servers/rendering/renderer_rd/shader_rd.h +++ b/servers/rendering/renderer_rd/shader_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SHADER_RD_H #define SHADER_RD_H diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index eb5f68849e..1fb8b28b15 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -502,6 +502,12 @@ void main() { if (normal_used || (using_light && bool(draw_data.flags & FLAGS_DEFAULT_NORMAL_MAP_USED))) { normal.xy = texture(sampler2D(normal_texture, texture_sampler), uv).xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); + if (bool(draw_data.flags & FLAGS_FLIP_H)) { + normal.x = -normal.x; + } + if (bool(draw_data.flags & FLAGS_FLIP_V)) { + normal.y = -normal.y; + } normal.z = sqrt(1.0 - dot(normal.xy, normal.xy)); normal_used = true; } else { diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index 1b627a3e81..a904f4e0a6 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -27,6 +27,9 @@ #define FLAGS_USE_MSDF (1 << 28) #define FLAGS_USE_LCD (1 << 29) +#define FLAGS_FLIP_H (1 << 30) +#define FLAGS_FLIP_V (1 << 31) + #define SAMPLER_NEAREST_CLAMP 0 #define SAMPLER_LINEAR_CLAMP 1 #define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 @@ -134,7 +137,7 @@ layout(set = 0, binding = 4) uniform texture2D shadow_atlas_texture; layout(set = 0, binding = 5) uniform sampler shadow_sampler; -layout(set = 0, binding = 6) uniform texture2D screen_texture; +layout(set = 0, binding = 6) uniform texture2D color_buffer; layout(set = 0, binding = 7) uniform texture2D sdf_texture; layout(set = 0, binding = 8) uniform sampler material_samplers[12]; diff --git a/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl index c8eb78a2f0..221e97bece 100644 --- a/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/fsr_upscale.glsl @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* fsr_upscale.glsl */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* fsr_upscale.glsl */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #[compute] diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl index 0ee4cf6e31..0ee4cf6e31 100644 --- a/servers/rendering/renderer_rd/shaders/luminance_reduce.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce.glsl diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl index 29ebd74a90..29ebd74a90 100644 --- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster.glsl diff --git a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl index b8860f6518..b8860f6518 100644 --- a/servers/rendering/renderer_rd/shaders/luminance_reduce_raster_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/luminance_reduce_raster_inc.glsl diff --git a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl index 134aae5ce7..4f81e36c58 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl @@ -56,7 +56,7 @@ vec4 screen_space_to_view_space_depth(vec4 p_depth) { float depth_linearize_mul = params.z_near; float depth_linearize_add = params.z_far; - // Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar" + // Optimized version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar" // Set your depth_linearize_mul and depth_linearize_add to: // depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear ); @@ -161,17 +161,11 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid) 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) { + // Use the previous average, not ideal, but still not bad. 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)); + imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(sample_00)); } #endif } @@ -190,6 +184,7 @@ void prepare_depths(vec4 p_samples, uvec2 p_tid) { void main() { #ifdef USE_HALF_BUFFERS +// Half buffers means that we divide depth into two half res buffers (we only capture 1/4 of pixels). #ifdef USE_HALF_SIZE float sample_00 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 0, 4 * gl_GlobalInvocationID.y + 0), 0).x; float sample_11 = texelFetch(source_depth, ivec2(4 * gl_GlobalInvocationID.x + 2, 4 * gl_GlobalInvocationID.y + 2), 0).x; @@ -219,11 +214,11 @@ void main() { vec2 uv = (vec2(depth_buffer_coord) + 0.5f) * params.pixel_size; vec4 samples = textureGather(source_depth, uv); -#endif +#endif //USE_HALF_SIZE #ifdef GENERATE_MIPS prepare_depths_and_mips(samples, output_coord, gl_LocalInvocationID.xy); #else prepare_depths(samples, gl_GlobalInvocationID.xy); #endif -#endif +#endif //USE_HALF_BUFFERS } diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl index 2a87e273bc..ffaa6872c9 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl @@ -221,7 +221,7 @@ void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout floa // 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 + // calculate MIP based on the sample distance from the center, similar to as described // in http://graphics.cs.williams.edu/papers/SAOHPG12/. float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset); @@ -259,7 +259,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o // 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) + // get left right top bottom neighboring 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; @@ -304,7 +304,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o 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) + // edge mask for between this and left/right/top/bottom neighbor 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 @@ -318,7 +318,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) { // disable in case of quality level 4 (reference) if (p_quality_level != 4) { - //approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" ) + //approximate neighboring pixels positions (actually just deltas or "positions - pix_center_pos" ) vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0); vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z); vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z); diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl index 04f98964e8..d234ab4417 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl @@ -80,7 +80,7 @@ void main() { #ifdef PROCESS_MAPA vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0; - float centre = textureLod(source_importance, uv, 0.0).x; + float center = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; @@ -98,7 +98,7 @@ void main() { #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; + float center = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl index f6a9a92fac..45cc62d361 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl @@ -60,8 +60,8 @@ void main() { 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_horizontal = (1 - mx) + my * 2; // neighboring, horizontal + int index_vertical = mx + (1 - my) * 2; // neighboring, vertical int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy; diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl index 513791dfbf..de7b97953f 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl @@ -234,7 +234,7 @@ void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_ob // 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 + // calculate MIP based on the sample distance from the center, 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); @@ -272,7 +272,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o // 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) + // get left right top bottom neighboring 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; @@ -318,7 +318,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o 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) + // edge mask for between this and left/right/top/bottom neighbor 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 diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl index 47c56571f6..f48e6c4341 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl @@ -124,14 +124,14 @@ void main() { 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 center = 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; + vec4 sampled = value + center * 0.2; #else #ifdef MODE_SMART diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl index 6b6b02739d..193e3458ab 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl @@ -82,7 +82,7 @@ void main() { #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; + float center = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; @@ -100,7 +100,7 @@ void main() { #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; + float center = textureLod(source_importance, uv, 0.0).x; vec2 half_pixel = params.half_screen_pixel_size; diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl index 9e86ac0cf0..ed85b8ee4c 100644 --- a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl @@ -62,8 +62,8 @@ void main() { 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_horizontal = (1 - mx) + my * 2; // neighboring, horizontal + int index_vertical = mx + (1 - my) * 2; // neighboring, 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); diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl index 9f7449b8aa..06709f65d3 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl @@ -24,7 +24,7 @@ struct ProcessVoxel { uint albedo; // rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors. uint light; // rgbe8985 encoded total saved light, extra 2 bits for neighbors. uint light_aniso; // 55555 light anisotropy, extra 2 bits for neighbors. - //total neighbours: 26 + //total neighbors: 26 }; #ifdef MODE_PROCESS_STATIC @@ -443,10 +443,10 @@ void main() { imageStore(dst_aniso1, positioni, vec4(aniso1, 0.0, 0.0)); imageStore(dst_light, positioni, uvec4(light_total_rgbe)); - //also fill neighbours, so light interpolation during the indirect pass works + //also fill neighbors, so light interpolation during the indirect pass works - //recover the neighbour list from the leftover bits - uint neighbours = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24); + //recover the neighbor list from the leftover bits + uint neighbors = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24); const uint max_neighbours = 26; const ivec3 neighbour_positions[max_neighbours] = ivec3[]( @@ -478,7 +478,7 @@ void main() { ivec3(1, 1, 1)); for (uint i = 0; i < max_neighbours; i++) { - if (bool(neighbours & (1 << i))) { + if (bool(neighbors & (1 << i))) { ivec3 neighbour_pos = positioni + neighbour_positions[i]; imageStore(dst_light, neighbour_pos, uvec4(light_total_rgbe)); imageStore(dst_aniso0, neighbour_pos, aniso0); diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl index bce98f4054..dd35ae3b73 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl @@ -102,10 +102,10 @@ 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 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 + uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors + uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors + uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors + //total neighbors: 26 }; layout(set = 0, binding = 11, std430) restrict buffer writeonly ProcessVoxels { @@ -135,10 +135,10 @@ 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 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 + uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors + uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors + uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors + //total neighbors: 26 }; layout(set = 0, binding = 6, std430) restrict buffer readonly ProcessVoxels { @@ -1016,14 +1016,14 @@ void main() { store_positions[index].albedo = rgb >> 1; //store as it comes (555) to avoid precision loss (and move away the alpha bit) store_positions[index].albedo |= (facing & 0x3F) << 15; // store facing in bits 15-21 - store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbours with remaining albedo - store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbours with position + store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbors with remaining albedo + store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbors with position store_positions[index].light = imageLoad(src_light, pos).r; store_positions[index].light_aniso = imageLoad(src_light_aniso, pos).r; - //add neighbours - store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbours with light - store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbours with aniso + //add neighbors + store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbors with light + store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbors with aniso } groupMemoryBarrier(); diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl index 4658afd02d..8e4f5762fd 100644 --- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog.glsl @@ -37,7 +37,7 @@ layout(push_constant, std430) uniform Params { vec3 position; float pad; - vec3 extents; + vec3 size; float pad2; ivec3 corner; @@ -184,36 +184,37 @@ void main() { vec4 local_pos = params.transform * world; local_pos.xyz /= local_pos.w; + vec3 half_size = params.size / 2.0; float sdf = -1.0; if (params.shape == 0) { // Ellipsoid // https://www.shadertoy.com/view/tdS3DG - float k0 = length(local_pos.xyz / params.extents); - float k1 = length(local_pos.xyz / (params.extents * params.extents)); + float k0 = length(local_pos.xyz / half_size); + float k1 = length(local_pos.xyz / (half_size * half_size)); sdf = k0 * (k0 - 1.0) / k1; } else if (params.shape == 1) { // Cone // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm - // Compute the cone angle automatically to fit within the volume's extents. - float inv_height = 1.0 / max(0.001, params.extents.y); - float radius = 1.0 / max(0.001, (min(params.extents.x, params.extents.z) * 0.5)); + // Compute the cone angle automatically to fit within the volume's size. + float inv_height = 1.0 / max(0.001, half_size.y); + float radius = 1.0 / max(0.001, (min(half_size.x, half_size.z) * 0.5)); float hypotenuse = sqrt(radius * radius + inv_height * inv_height); float rsin = radius / hypotenuse; float rcos = inv_height / hypotenuse; vec2 c = vec2(rsin, rcos); float q = length(local_pos.xz); - sdf = max(dot(c, vec2(q, local_pos.y - params.extents.y)), -params.extents.y - local_pos.y); + sdf = max(dot(c, vec2(q, local_pos.y - half_size.y)), -half_size.y - local_pos.y); } else if (params.shape == 2) { // Cylinder // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm - vec2 d = abs(vec2(length(local_pos.xz), local_pos.y)) - vec2(min(params.extents.x, params.extents.z), params.extents.y); + vec2 d = abs(vec2(length(local_pos.xz), local_pos.y)) - vec2(min(half_size.x, half_size.z), half_size.y); sdf = min(max(d.x, d.y), 0.0) + length(max(d, 0.0)); } else if (params.shape == 3) { // Box // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm - vec3 q = abs(local_pos.xyz) - params.extents; + vec3 q = abs(local_pos.xyz) - half_size; sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0); } @@ -222,7 +223,7 @@ void main() { #ifndef SDF_USED cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf); #endif - uvw = clamp((local_pos.xyz + params.extents) / (2.0 * params.extents), 0.0, 1.0); + uvw = clamp((local_pos.xyz + half_size) / params.size, 0.0, 1.0); } if (cull_mask > 0.0) { diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index be53a7ae49..c8ad1f0312 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -118,9 +118,15 @@ layout(location = 10) out flat uint instance_index_interp; // !BAS! This needs to become an input once we implement our fallback! #define ViewIndex 0 #endif // has_VK_KHR_multiview +vec3 multiview_uv(vec2 uv) { + return vec3(uv, ViewIndex); +} #else // USE_MULTIVIEW // Set to zero, not supported in non stereo #define ViewIndex 0 +vec2 multiview_uv(vec2 uv) { + return uv; +} #endif //USE_MULTIVIEW invariant gl_Position; @@ -309,9 +315,11 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime #ifdef USE_MULTIVIEW mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; #else mat4 projection_matrix = scene_data.projection_matrix; mat4 inv_projection_matrix = scene_data.inv_projection_matrix; + vec3 eye_offset = vec3(0.0, 0.0, 0.0); #endif //USE_MULTIVIEW //using world coordinates @@ -544,9 +552,15 @@ layout(location = 10) in flat uint instance_index_interp; // !BAS! This needs to become an input once we implement our fallback! #define ViewIndex 0 #endif // has_VK_KHR_multiview +vec3 multiview_uv(vec2 uv) { + return vec3(uv, ViewIndex); +} #else // USE_MULTIVIEW // Set to zero, not supported in non stereo #define ViewIndex 0 +vec2 multiview_uv(vec2 uv) { + return uv; +} #endif //USE_MULTIVIEW //defines to keep compatibility with vertex @@ -710,8 +724,10 @@ void fragment_shader(in SceneData scene_data) { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; #ifdef USE_MULTIVIEW - vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; + vec3 view = -normalize(vertex_interp - eye_offset); #else + vec3 eye_offset = vec3(0.0, 0.0, 0.0); vec3 view = -normalize(vertex_interp); #endif vec3 albedo = vec3(1.0); @@ -1293,24 +1309,26 @@ void fragment_shader(in SceneData scene_data) { } if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances - uint index1 = instances.data[instance_index].gi_offset & 0xFFFF; - vec3 ref_vec = normalize(reflect(-view, normal)); - ref_vec = mix(ref_vec, normal, roughness * roughness); + // Make vertex orientation the world one, but still align to camera. + vec3 cam_pos = mat3(scene_data.inv_view_matrix) * vertex; + vec3 cam_normal = mat3(scene_data.inv_view_matrix) * normal; + vec3 ref_vec = mat3(scene_data.inv_view_matrix) * normalize(reflect(-view, normal)); + //find arbitrary tangent and bitangent, then build a matrix - vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); - vec3 tangent = normalize(cross(v0, normal)); - vec3 bitangent = normalize(cross(tangent, normal)); - mat3 normal_mat = mat3(tangent, bitangent, normal); + vec3 v0 = abs(cam_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0); + vec3 tangent = normalize(cross(v0, cam_normal)); + vec3 bitangent = normalize(cross(tangent, cam_normal)); + mat3 normal_mat = mat3(tangent, bitangent, cam_normal); vec4 amb_accum = vec4(0.0); vec4 spec_accum = vec4(0.0); - voxel_gi_compute(index1, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + voxel_gi_compute(index1, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); uint index2 = instances.data[instance_index].gi_offset >> 16; if (index2 != 0xFFFF) { - voxel_gi_compute(index2, vertex, normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); + voxel_gi_compute(index2, cam_pos, cam_normal, ref_vec, normal_mat, roughness * roughness, ambient_light, specular_light, spec_accum, amb_accum); } if (amb_accum.a > 0.0) { @@ -1339,8 +1357,8 @@ void fragment_shader(in SceneData scene_data) { #endif // USE_MULTIVIEW for (int i = 0; i < 4; i++) { - const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1)); - vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size; + const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1)); + vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size; #ifdef USE_MULTIVIEW float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0); #else // USE_MULTIVIEW @@ -1372,7 +1390,11 @@ void fragment_shader(in SceneData scene_data) { #endif // !USE_LIGHTMAP if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { +#ifdef USE_MULTIVIEW + float ssao = texture(sampler2DArray(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(screen_uv, ViewIndex)).r; +#else float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; +#endif ao = min(ao, ssao); ao_light_affect = mix(ao_light_affect, max(ao_light_affect, implementation_data.ssao_light_affect), implementation_data.ssao_ao_affect); } @@ -1455,7 +1477,11 @@ void fragment_shader(in SceneData scene_data) { ambient_light *= ao; if (bool(implementation_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { +#ifdef USE_MULTIVIEW + vec4 ssil = textureLod(sampler2DArray(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(screen_uv, ViewIndex), 0.0); +#else vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0); +#endif // USE_MULTIVIEW ambient_light *= 1.0 - ssil.a; ambient_light += ssil.rgb * albedo.rgb; } @@ -1786,7 +1812,7 @@ void fragment_shader(in SceneData scene_data) { shadow = float(shadow1 >> ((i - 4u) * 8u) & 0xFFu) / 255.0; } - shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity; + shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity); #endif blur_shadow(shadow); @@ -2070,7 +2096,7 @@ void fragment_shader(in SceneData scene_data) { float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f); float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f); float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f); - //store as 8985 to have 2 extra neighbour bits + //store as 8985 to have 2 extra neighbor bits uint light_rgbe = ((uint(sRed) & 0x1FFu) >> 1) | ((uint(sGreen) & 0x1FFu) << 8) | (((uint(sBlue) & 0x1FFu) >> 1) << 17) | ((uint(exps) & 0x1Fu) << 25); imageStore(emission_grid, grid_pos, uvec4(light_rgbe)); diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl index 3a45ab0059..043bba1e4e 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered_inc.glsl @@ -268,21 +268,26 @@ layout(r32ui, set = 1, binding = 13) uniform restrict uimage3D geom_facing_grid; #define color_buffer shadow_atlas #define normal_roughness_buffer shadow_atlas +#define multiviewSampler sampler2D #else -layout(set = 1, binding = 10) uniform texture2D depth_buffer; -layout(set = 1, binding = 11) uniform texture2D color_buffer; - #ifdef USE_MULTIVIEW +layout(set = 1, binding = 10) uniform texture2DArray depth_buffer; +layout(set = 1, binding = 11) uniform texture2DArray color_buffer; layout(set = 1, binding = 12) uniform texture2DArray normal_roughness_buffer; +layout(set = 1, binding = 13) uniform texture2DArray ao_buffer; layout(set = 1, binding = 14) uniform texture2DArray ambient_buffer; layout(set = 1, binding = 15) uniform texture2DArray reflection_buffer; +#define multiviewSampler sampler2DArray #else // USE_MULTIVIEW +layout(set = 1, binding = 10) uniform texture2D depth_buffer; +layout(set = 1, binding = 11) uniform texture2D color_buffer; layout(set = 1, binding = 12) uniform texture2D normal_roughness_buffer; +layout(set = 1, binding = 13) uniform texture2D ao_buffer; layout(set = 1, binding = 14) uniform texture2D ambient_buffer; layout(set = 1, binding = 15) uniform texture2D reflection_buffer; +#define multiviewSampler sampler2D #endif -layout(set = 1, binding = 13) uniform texture2D ao_buffer; layout(set = 1, binding = 16) uniform texture2DArray sdfgi_lightprobe_texture; layout(set = 1, binding = 17) uniform texture3D sdfgi_occlusion_cascades; @@ -308,7 +313,11 @@ voxel_gi_instances; layout(set = 1, binding = 19) uniform texture3D volumetric_fog_texture; +#ifdef USE_MULTIVIEW +layout(set = 1, binding = 20) uniform texture2DArray ssil_buffer; +#else layout(set = 1, binding = 20) uniform texture2D ssil_buffer; +#endif // USE_MULTIVIEW #endif diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index b45c68db5a..a8b28bbd4f 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -112,9 +112,15 @@ layout(location = 9) out highp float dp_clip; // !BAS! This needs to become an input once we implement our fallback! #define ViewIndex 0 #endif +vec3 multiview_uv(vec2 uv) { + return vec3(uv, ViewIndex); +} #else // Set to zero, not supported in non stereo #define ViewIndex 0 +vec2 multiview_uv(vec2 uv) { + return uv; +} #endif //USE_MULTIVIEW invariant gl_Position; @@ -308,9 +314,11 @@ void main() { #ifdef USE_MULTIVIEW mat4 projection_matrix = scene_data.projection_matrix_view[ViewIndex]; mat4 inv_projection_matrix = scene_data.inv_projection_matrix_view[ViewIndex]; + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; #else mat4 projection_matrix = scene_data.projection_matrix; mat4 inv_projection_matrix = scene_data.inv_projection_matrix; + vec3 eye_offset = vec3(0.0, 0.0, 0.0); #endif //USE_MULTIVIEW //using world coordinates @@ -523,9 +531,15 @@ layout(location = 9) highp in float dp_clip; // !BAS! This needs to become an input once we implement our fallback! #define ViewIndex 0 #endif +vec3 multiview_uv(vec2 uv) { + return vec3(uv, ViewIndex); +} #else // Set to zero, not supported in non stereo #define ViewIndex 0 +vec2 multiview_uv(vec2 uv) { + return uv; +} #endif //USE_MULTIVIEW //defines to keep compatibility with vertex @@ -659,8 +673,10 @@ void main() { //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; #ifdef USE_MULTIVIEW - vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz); + vec3 eye_offset = scene_data.eye_offset[ViewIndex].xyz; + vec3 view = -normalize(vertex_interp - eye_offset); #else + vec3 eye_offset = vec3(0.0, 0.0, 0.0); vec3 view = -normalize(vertex_interp); #endif vec3 albedo = vec3(1.0); @@ -866,7 +882,7 @@ void main() { uint decal_indices = draw_call.decals.x; for (uint i = 0; i < 8; i++) { uint decal_index = decal_indices & 0xFF; - if (i == 4) { + if (i == 3) { decal_indices = draw_call.decals.y; } else { decal_indices = decal_indices >> 8; @@ -1148,7 +1164,7 @@ void main() { for (uint i = 0; i < 8; i++) { uint reflection_index = reflection_indices & 0xFF; - if (i == 4) { + if (i == 3) { reflection_indices = draw_call.reflection_probes.y; } else { reflection_indices = reflection_indices >> 8; @@ -1515,6 +1531,8 @@ void main() { } else { shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; } + + shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity); #endif blur_shadow(shadow); @@ -1551,7 +1569,7 @@ void main() { uint light_indices = draw_call.omni_lights.x; for (uint i = 0; i < 8; i++) { uint light_index = light_indices & 0xFF; - if (i == 4) { + if (i == 3) { light_indices = draw_call.omni_lights.y; } else { light_indices = light_indices >> 8; @@ -1596,7 +1614,7 @@ void main() { uint light_indices = draw_call.spot_lights.x; for (uint i = 0; i < 8; i++) { uint light_index = light_indices & 0xFF; - if (i == 4) { + if (i == 3) { light_indices = draw_call.spot_lights.y; } else { light_indices = light_indices >> 8; diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl index 631ff0575b..78b39a356d 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile_inc.glsl @@ -154,8 +154,15 @@ layout(set = 1, binding = 5) uniform highp texture2D directional_shadow_atlas; // this needs to change to providing just the lightmap we're using.. layout(set = 1, binding = 6) uniform texture2DArray lightmap_textures[MAX_LIGHTMAP_TEXTURES]; +#ifdef USE_MULTIVIEW +layout(set = 1, binding = 9) uniform highp texture2DArray depth_buffer; +layout(set = 1, binding = 10) uniform mediump texture2DArray color_buffer; +#define multiviewSampler sampler2DArray +#else layout(set = 1, binding = 9) uniform highp texture2D depth_buffer; layout(set = 1, binding = 10) uniform mediump texture2D color_buffer; +#define multiviewSampler sampler2D +#endif // USE_MULTIVIEW /* Set 2 Skeleton & Instancing (can change per item) */ diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index b30b0c8169..9dda62c28d 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -794,8 +794,13 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v float light_length = length(light_rel_vec); float spot_attenuation = get_omni_attenuation(light_length, spot_lights.data[idx].inv_radius, spot_lights.data[idx].attenuation); vec3 spot_dir = spot_lights.data[idx].direction; - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[idx].cone_angle); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[idx].cone_angle)); + + // This conversion to a highp float is crucial to prevent light leaking + // due to precision errors in the following calculations (cone angle is mediump). + highp float cone_angle = spot_lights.data[idx].cone_angle; + float scos = max(dot(-normalize(light_rel_vec), spot_dir), cone_angle); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - cone_angle)); + spot_attenuation *= 1.0 - pow(spot_rim, spot_lights.data[idx].cone_attenuation); float light_attenuation = spot_attenuation; vec3 color = spot_lights.data[idx].color; diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index f5b233cca0..59c161548c 100644 --- a/servers/rendering/renderer_rd/shaders/skeleton.glsl +++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl @@ -51,6 +51,15 @@ layout(push_constant, std430) uniform Params { bool normalized_blend_shapes; uint pad0; uint pad1; + + vec2 skeleton_transform_x; + vec2 skeleton_transform_y; + + vec2 skeleton_transform_offset; + vec2 inverse_transform_x; + + vec2 inverse_transform_y; + vec2 inverse_transform_offset; } params; @@ -158,8 +167,12 @@ void main() { m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x; m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y; - //reverse order because its transposed - vertex = (vec4(vertex, 0.0, 1.0) * m).xy; + mat4 skeleton_matrix = mat4(vec4(params.skeleton_transform_x, 0.0, 0.0), vec4(params.skeleton_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(params.skeleton_transform_offset, 0.0, 1.0)); + mat4 inverse_matrix = mat4(vec4(params.inverse_transform_x, 0.0, 0.0), vec4(params.inverse_transform_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(params.inverse_transform_offset, 0.0, 1.0)); + + m = skeleton_matrix * transpose(m) * inverse_matrix; + + vertex = (m * vec4(vertex, 0.0, 1.0)).xy; } uint dst_offset = index * params.vertex_stride; diff --git a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp index c7f106eba0..3782d343c2 100644 --- a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* forward_id_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* forward_id_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "forward_id_storage.h" diff --git a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h index f6a74383d4..bedf5e80c7 100644 --- a/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/forward_id_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* forward_id_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* forward_id_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef FORWARD_ID_STORAGE_H #define FORWARD_ID_STORAGE_H diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp index 637aff9aac..e65d842a67 100644 --- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* light_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* light_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "light_storage.h" #include "core/config/project_settings.h" @@ -232,6 +232,8 @@ void LightStorage::light_set_projector(RID p_light, RID p_texture) { return; } + ERR_FAIL_COND(p_texture.is_valid() && !texture_storage->owns_texture(p_texture)); + if (light->type != RS::LIGHT_DIRECTIONAL && light->projector.is_valid()) { texture_storage->texture_remove_from_decal_atlas(light->projector, light->type == RS::LIGHT_OMNI); } @@ -387,6 +389,13 @@ uint64_t LightStorage::light_get_version(RID p_light) const { return light->version; } +uint32_t LightStorage::light_get_cull_mask(RID p_light) const { + const Light *light = light_owner.get_or_null(p_light); + ERR_FAIL_COND_V(!light, 0); + + return light->cull_mask; +} + AABB LightStorage::light_get_aabb(RID p_light) const { const Light *light = light_owner.get_or_null(p_light); ERR_FAIL_COND_V(!light, AABB()); @@ -568,8 +577,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged r_directional_light_count = 0; r_positional_light_count = 0; - Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin); - omni_light_count = 0; spot_light_count = 0; @@ -720,7 +727,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged } Transform3D light_transform = light_instance->transform; - const real_t distance = camera_plane.distance_to(light_transform.origin); + const real_t distance = p_camera_transform.origin.distance_to(light_transform.origin); if (light->distance_fade) { const float fade_begin = light->distance_fade_begin; @@ -745,7 +752,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged } Transform3D light_transform = light_instance->transform; - const real_t distance = camera_plane.distance_to(light_transform.origin); + const real_t distance = p_camera_transform.origin.distance_to(light_transform.origin); if (light->distance_fade) { const float fade_begin = light->distance_fade_begin; @@ -787,6 +794,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged RS::LightType type = (i < omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT; LightInstance *light_instance = (i < omni_light_count) ? omni_light_sort[index].light_instance : spot_light_sort[index].light_instance; Light *light = (i < omni_light_count) ? omni_light_sort[index].light : spot_light_sort[index].light; + real_t distance = (i < omni_light_count) ? omni_light_sort[index].depth : spot_light_sort[index].depth; if (using_forward_ids) { forward_id_storage->map_forward_id(type == RS::LIGHT_OMNI ? RendererRD::FORWARD_ID_TYPE_OMNI_LIGHT : RendererRD::FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id, index); @@ -803,7 +811,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged float fade_begin = 0.0; float fade_shadow = 0.0; float fade_length = 0.0; - real_t distance = 0.0; float fade = 1.0; float shadow_opacity_fade = 1.0; @@ -811,7 +818,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged fade_begin = light->distance_fade_begin; fade_shadow = light->distance_fade_shadow; fade_length = light->distance_fade_length; - distance = camera_plane.distance_to(light_transform.origin); // Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player. if (distance > fade_begin) { @@ -1067,14 +1073,14 @@ void LightStorage::reflection_probe_set_max_distance(RID p_probe, float p_distan reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); } -void LightStorage::reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) { +void LightStorage::reflection_probe_set_size(RID p_probe, const Vector3 &p_size) { ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); ERR_FAIL_COND(!reflection_probe); - if (reflection_probe->extents == p_extents) { + if (reflection_probe->size == p_size) { return; } - reflection_probe->extents = p_extents; + reflection_probe->size = p_size; reflection_probe->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE); } @@ -1146,8 +1152,8 @@ AABB LightStorage::reflection_probe_get_aabb(RID p_probe) const { ERR_FAIL_COND_V(!reflection_probe, AABB()); AABB aabb; - aabb.position = -reflection_probe->extents; - aabb.size = reflection_probe->extents * 2.0; + aabb.position = -reflection_probe->size / 2; + aabb.size = reflection_probe->size; return aabb; } @@ -1166,11 +1172,11 @@ uint32_t LightStorage::reflection_probe_get_cull_mask(RID p_probe) const { return reflection_probe->cull_mask; } -Vector3 LightStorage::reflection_probe_get_extents(RID p_probe) const { +Vector3 LightStorage::reflection_probe_get_size(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); ERR_FAIL_COND_V(!reflection_probe, Vector3()); - return reflection_probe->extents; + return reflection_probe->size; } Vector3 LightStorage::reflection_probe_get_origin_offset(RID p_probe) const { @@ -1467,7 +1473,6 @@ bool LightStorage::reflection_probe_instance_begin_render(RID p_instance, RID p_ fb.push_back(atlas->depth_buffer); atlas->depth_fb = RD::get_singleton()->framebuffer_create(fb); - atlas->render_buffers->cleanup(); atlas->render_buffers->configure_for_reflections(Size2i(atlas->size, atlas->size)); } @@ -1556,6 +1561,11 @@ bool LightStorage::reflection_probe_instance_postprocess_step(RID p_instance) { if (rpi->processing_side == 6) { rpi->processing_side = 0; rpi->processing_layer++; + if (rpi->processing_layer == atlas->reflections[rpi->atlas_index].data.layers[0].mipmaps.size()) { + rpi->rendering = false; + rpi->processing_layer = 1; + return true; + } } return false; @@ -1671,7 +1681,7 @@ void LightStorage::update_reflection_probe_buffer(RenderDataRD *p_render_data, c ReflectionData &reflection_ubo = reflections[i]; - Vector3 extents = probe->extents; + Vector3 extents = probe->size / 2; rpi->cull_mask = probe->cull_mask; diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h index d31924eeb0..c36d1ef503 100644 --- a/servers/rendering/renderer_rd/storage_rd/light_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* light_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* light_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef LIGHT_STORAGE_RD_H #define LIGHT_STORAGE_RD_H @@ -226,7 +226,7 @@ private: Color ambient_color; float ambient_color_energy = 1.0; float max_distance = 0; - Vector3 extents = Vector3(1, 1, 1); + Vector3 size = Vector3(20, 20, 20); Vector3 origin_offset; bool interior = false; bool box_projection = false; @@ -517,13 +517,6 @@ public: return light->color; } - _FORCE_INLINE_ uint32_t light_get_cull_mask(RID p_light) { - const Light *light = light_owner.get_or_null(p_light); - ERR_FAIL_COND_V(!light, 0); - - return light->cull_mask; - } - _FORCE_INLINE_ bool light_is_distance_fade_enabled(RID p_light) { const Light *light = light_owner.get_or_null(p_light); return light->distance_fade; @@ -575,6 +568,7 @@ public: virtual RS::LightBakeMode light_get_bake_mode(RID p_light) override; virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) override; virtual uint64_t light_get_version(RID p_light) const override; + virtual uint32_t light_get_cull_mask(RID p_light) const override; Dependency *light_get_dependency(RID p_light) const; @@ -791,7 +785,7 @@ public: virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) override; virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) override; virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) override; - virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) override; + virtual void reflection_probe_set_size(RID p_probe, const Vector3 &p_size) override; virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) override; virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) override; virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) override; @@ -805,7 +799,7 @@ public: virtual AABB reflection_probe_get_aabb(RID p_probe) const override; virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const override; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const override; - virtual Vector3 reflection_probe_get_extents(RID p_probe) const override; + virtual Vector3 reflection_probe_get_size(RID p_probe) const override; virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const override; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const override; virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override; diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp index 709e4b449f..6f67d628a9 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* material_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* material_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "material_storage.h" #include "core/config/engine.h" @@ -2685,6 +2685,14 @@ void MaterialStorage::material_free(RID p_rid) { Material *material = material_owner.get_or_null(p_rid); ERR_FAIL_COND(!material); + // Need to clear texture arrays to prevent spin locking of their RID's. + // This happens when the app is being closed. + for (KeyValue<StringName, Variant> &E : material->params) { + if (E.value.get_type() == Variant::ARRAY) { + Array(E.value).clear(); + } + } + material_set_shader(p_rid, RID()); //clean up shader material->dependency.deleted_notify(p_rid); @@ -2795,6 +2803,7 @@ void MaterialStorage::material_set_render_priority(RID p_material, int priority) if (material->data) { material->data->set_render_priority(priority); } + material->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_MATERIAL); } bool MaterialStorage::material_is_animated(RID p_material) { diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.h b/servers/rendering/renderer_rd/storage_rd/material_storage.h index 989a0f7b45..ac217d9a49 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* material_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* material_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef MATERIAL_STORAGE_RD_H #define MATERIAL_STORAGE_RD_H @@ -323,13 +323,13 @@ public: // http://andrewthall.org/papers/df64_qf128.pdf #ifdef REAL_T_IS_DOUBLE - static _FORCE_INLINE_ void split_double(double a, float *ahi, float *alo) { + static _FORCE_INLINE_ void split_double(double a, float *a_hi, float *a_lo) { const double SPLITTER = (1 << 29) + 1; double t = a * SPLITTER; - double thi = t - (t - a); - double tlo = a - thi; - *ahi = (float)thi; - *alo = (float)tlo; + double t_hi = t - (t - a); + double t_lo = a - t_hi; + *a_hi = (float)t_hi; + *a_lo = (float)t_lo; } #endif diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp index 35fa3931f8..96618c3352 100644 --- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* mesh_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* mesh_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "mesh_storage.h" #include "../../rendering_server_globals.h" @@ -586,6 +586,8 @@ void MeshStorage::mesh_set_custom_aabb(RID p_mesh, const AABB &p_aabb) { Mesh *mesh = mesh_owner.get_or_null(p_mesh); ERR_FAIL_COND(!mesh); mesh->custom_aabb = p_aabb; + + mesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); } AABB MeshStorage::mesh_get_custom_aabb(RID p_mesh) const { @@ -842,15 +844,15 @@ void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int } void MeshStorage::_mesh_instance_clear(MeshInstance *mi) { - for (uint32_t i = 0; i < mi->surfaces.size(); i++) { - if (mi->surfaces[i].versions) { - for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) { - RD::get_singleton()->free(mi->surfaces[i].versions[j].vertex_array); + for (const RendererRD::MeshStorage::MeshInstance::Surface &surface : mi->surfaces) { + if (surface.versions) { + for (uint32_t j = 0; j < surface.version_count; j++) { + RD::get_singleton()->free(surface.versions[j].vertex_array); } - memfree(mi->surfaces[i].versions); + memfree(surface.versions); } - if (mi->surfaces[i].vertex_buffer.is_valid()) { - RD::get_singleton()->free(mi->surfaces[i].vertex_buffer); + if (surface.vertex_buffer.is_valid()) { + RD::get_singleton()->free(surface.vertex_buffer); } } mi->surfaces.clear(); @@ -866,8 +868,8 @@ void MeshStorage::_mesh_instance_clear(MeshInstance *mi) { void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) { if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer.is_null()) { mi->blend_weights.resize(mesh->blend_shape_count); - for (uint32_t i = 0; i < mi->blend_weights.size(); i++) { - mi->blend_weights[i] = 0; + for (float &weight : mi->blend_weights) { + weight = 0; } mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array()); mi->weights_dirty = true; @@ -930,6 +932,11 @@ void MeshStorage::mesh_instance_check_for_update(RID p_mesh_instance) { } } +void MeshStorage::mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) { + MeshInstance *mi = mesh_instance_owner.get_or_null(p_mesh_instance); + mi->canvas_item_transform_2d = p_transform; +} + void MeshStorage::update_mesh_instances() { while (dirty_mesh_instance_weights.first()) { MeshInstance *mi = dirty_mesh_instance_weights.first()->self(); @@ -981,6 +988,25 @@ void MeshStorage::update_mesh_instances() { push_constant.skin_stride = (mi->mesh->surfaces[i]->skin_buffer_size / mi->mesh->surfaces[i]->vertex_count) / 4; push_constant.skin_weight_offset = (mi->mesh->surfaces[i]->format & RS::ARRAY_FLAG_USE_8_BONE_WEIGHTS) ? 4 : 2; + Transform2D transform = Transform2D(); + if (sk && sk->use_2d) { + transform = mi->canvas_item_transform_2d.affine_inverse() * sk->base_transform_2d; + } + push_constant.skeleton_transform_x[0] = transform.columns[0][0]; + push_constant.skeleton_transform_x[1] = transform.columns[0][1]; + push_constant.skeleton_transform_y[0] = transform.columns[1][0]; + push_constant.skeleton_transform_y[1] = transform.columns[1][1]; + push_constant.skeleton_transform_offset[0] = transform.columns[2][0]; + push_constant.skeleton_transform_offset[1] = transform.columns[2][1]; + + Transform2D inverse_transform = transform.affine_inverse(); + push_constant.inverse_transform_x[0] = inverse_transform.columns[0][0]; + push_constant.inverse_transform_x[1] = inverse_transform.columns[0][1]; + push_constant.inverse_transform_y[0] = inverse_transform.columns[1][0]; + push_constant.inverse_transform_y[1] = inverse_transform.columns[1][1]; + push_constant.inverse_transform_offset[0] = inverse_transform.columns[2][0]; + push_constant.inverse_transform_offset[1] = inverse_transform.columns[2][1]; + push_constant.blend_shape_count = mi->mesh->blend_shape_count; push_constant.normalized_blend_shapes = mi->mesh->blend_shape_mode == RS::BLEND_SHAPE_MODE_NORMALIZED; push_constant.pad0 = 0; @@ -1779,8 +1805,12 @@ void MeshStorage::multimesh_set_visible_instances(RID p_multimesh, int p_visible } if (multimesh->data_cache.size()) { - //there is a data cache.. + // There is a data cache, but we may need to update some sections. _multimesh_mark_all_dirty(multimesh, false, true); + int start = multimesh->visible_instances >= 0 ? multimesh->visible_instances : multimesh->instances; + for (int i = start; i < p_visible; i++) { + _multimesh_mark_dirty(multimesh, i, true); + } } multimesh->visible_instances = p_visible; diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h index a8feddc3b9..c921523941 100644 --- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* mesh_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* mesh_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef MESH_STORAGE_RD_H #define MESH_STORAGE_RD_H @@ -178,6 +178,7 @@ private: bool weights_dirty = false; SelfList<MeshInstance> weight_update_list; SelfList<MeshInstance> array_update_list; + Transform2D canvas_item_transform_2d; MeshInstance() : weight_update_list(this), array_update_list(this) {} }; @@ -256,6 +257,14 @@ private: uint32_t normalized_blend_shapes; uint32_t pad0; uint32_t pad1; + float skeleton_transform_x[2]; + float skeleton_transform_y[2]; + + float skeleton_transform_offset[2]; + float inverse_transform_x[2]; + + float inverse_transform_y[2]; + float inverse_transform_offset[2]; }; enum { @@ -548,6 +557,7 @@ public: virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) override; virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override; virtual void mesh_instance_check_for_update(RID p_mesh_instance) override; + virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) override; virtual void update_mesh_instances() override; /* MULTIMESH API */ diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp index 708455706b..00fb8acca8 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* particles_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* particles_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "particles_storage.h" @@ -851,9 +851,9 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta collision_heightmap_texture = p_particles->sdf_collision_texture; //replace in all other history frames where used because parameters are no longer valid if screen moves - for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) { - if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) { - p_particles->frame_history[i].colliders[0] = frame_params.colliders[0]; + for (ParticlesFrameParams ¶ms : p_particles->frame_history) { + if (params.collider_count > 0 && params.colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) { + params.colliders[0] = frame_params.colliders[0]; } } } @@ -1145,7 +1145,7 @@ void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p return; } - if (particles->particle_buffer.is_null()) { + if (particles->particle_buffer.is_null() || particles->trail_bind_pose_uniform_set.is_null()) { return; //particles have not processed yet } @@ -1415,7 +1415,6 @@ void ParticlesStorage::update_particles() { } bool zero_time_scale = Engine::get_singleton()->get_time_scale() <= 0.0; - bool updated = false; if (particles->clear && particles->pre_process_time > 0.0) { double frame_time; @@ -1430,7 +1429,6 @@ void ParticlesStorage::update_particles() { while (todo >= 0) { _particles_process(particles, frame_time); todo -= frame_time; - updated = true; } } @@ -1452,10 +1450,9 @@ void ParticlesStorage::update_particles() { } double todo = particles->frame_remainder + delta; - while (todo >= frame_time || (particles->clear && !updated)) { + while (todo >= frame_time || particles->clear) { _particles_process(particles, frame_time); todo -= decr; - updated = true; } particles->frame_remainder = todo; @@ -1463,16 +1460,16 @@ void ParticlesStorage::update_particles() { } else { if (zero_time_scale) { _particles_process(particles, 0.0); - updated = true; } else { _particles_process(particles, RendererCompositorRD::singleton->get_frame_delta_time()); - updated = true; } } - //copy particles to instance buffer + // Ensure that memory is initialized (the code above should ensure that _particles_process is always called at least once upon clearing). + DEV_ASSERT(!particles->clear); - if (updated && particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) { + // Copy particles to instance buffer. + if (particles->draw_order != RS::PARTICLES_DRAW_ORDER_VIEW_DEPTH && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD && particles->transform_align != RS::PARTICLES_TRANSFORM_ALIGN_Z_BILLBOARD_Y_TO_VELOCITY) { //does not need view dependent operation, do copy here ParticlesShader::CopyPushConstant copy_push_constant; diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h index 0701dc95dd..9308d3ce9e 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* particles_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* particles_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PARTICLES_STORAGE_RD_H #define PARTICLES_STORAGE_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h index d904012914..c0b3f09842 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_buffer_custom_data_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* render_buffer_custom_data_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_buffer_custom_data_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDER_BUFFER_CUSTOM_DATA_RD_H #define RENDER_BUFFER_CUSTOM_DATA_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp index fd7b62cd6c..f5d6404f01 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* render_scene_buffers_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_scene_buffers_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "render_scene_buffers_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" @@ -50,25 +50,19 @@ void RenderSceneBuffersRD::_bind_methods() { // ClassDB::bind_method(D_METHOD("create_texture_view", "context", "name", "view_name", "view"), &RenderSceneBuffersRD::has_texture); ClassDB::bind_method(D_METHOD("get_texture", "context", "name"), &RenderSceneBuffersRD::get_texture); // ClassDB::bind_method(D_METHOD("get_texture_format", "context", "name"), &RenderSceneBuffersRD::get_texture_format); - ClassDB::bind_method(D_METHOD("get_texture_slice", "context", "name", "layer", "mipmap"), &RenderSceneBuffersRD::get_texture_slice); - ClassDB::bind_method(D_METHOD("get_texture_slice_size", "context", "name", "layer", "mipmap"), &RenderSceneBuffersRD::get_texture_slice_size); + ClassDB::bind_method(D_METHOD("get_texture_slice", "context", "name", "layer", "mipmap", "layers", "mipmaps"), &RenderSceneBuffersRD::get_texture_slice); + ClassDB::bind_method(D_METHOD("get_texture_slice_size", "context", "name", "mipmap"), &RenderSceneBuffersRD::get_texture_slice_size); ClassDB::bind_method(D_METHOD("clear_context", "context"), &RenderSceneBuffersRD::clear_context); } void RenderSceneBuffersRD::update_sizes(NamedTexture &p_named_texture) { ERR_FAIL_COND(p_named_texture.texture.is_null()); - uint32_t size = p_named_texture.format.array_layers * p_named_texture.format.mipmaps; - p_named_texture.sizes.resize(size); + p_named_texture.sizes.resize(p_named_texture.format.mipmaps); Size2i mipmap_size = Size2i(p_named_texture.format.width, p_named_texture.format.height); - for (uint32_t mipmap = 0; mipmap < p_named_texture.format.mipmaps; mipmap++) { - for (uint32_t layer = 0; layer < p_named_texture.format.array_layers; layer++) { - uint32_t index = layer * p_named_texture.format.mipmaps + mipmap; - - p_named_texture.sizes.ptrw()[index] = mipmap_size; - } + p_named_texture.sizes.ptrw()[mipmap] = mipmap_size; mipmap_size.width = MAX(1, mipmap_size.width >> 1); mipmap_size.height = MAX(1, mipmap_size.height >> 1); @@ -94,31 +88,9 @@ void RenderSceneBuffersRD::cleanup() { free_named_texture(E.value); } named_textures.clear(); - - // old stuff, to be re-evaluated... - - for (int i = 0; i < luminance.fb.size(); i++) { - RD::get_singleton()->free(luminance.fb[i]); - } - luminance.fb.clear(); - - for (int i = 0; i < luminance.reduce.size(); i++) { - RD::get_singleton()->free(luminance.reduce[i]); - } - luminance.reduce.clear(); - - if (luminance.current_fb.is_valid()) { - RD::get_singleton()->free(luminance.current_fb); - luminance.current_fb = RID(); - } - - if (luminance.current.is_valid()) { - RD::get_singleton()->free(luminance.current); - luminance.current = RID(); - } } -void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { +void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RendererRD::MaterialStorage *material_storage = RendererRD::MaterialStorage::get_singleton(); @@ -126,12 +98,7 @@ void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_interna target_size = p_target_size; internal_size = p_internal_size; - - // FIXME, right now we do this because only our clustered renderer supports FSR upscale - // this does mean that with linear upscale if we use subpasses, we could get into trouble. - if (!can_be_storage) { - internal_size = target_size; - } + scaling_3d_mode = p_scaling_3d_mode; if (p_use_taa) { // Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness. @@ -202,6 +169,7 @@ void RenderSceneBuffersRD::configure(RID p_render_target, const Size2i p_interna vrs_texture = create_texture(RB_SCOPE_VRS, RB_TEXTURE, RD::DATA_FORMAT_R8_UINT, usage_bits, RD::TEXTURE_SAMPLES_1, vrs->get_vrs_texture_size(internal_size)); } + // (re-)configure any named buffers for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) { E.value->configure(this); } @@ -214,12 +182,21 @@ void RenderSceneBuffersRD::configure_for_reflections(const Size2i p_reflection_s target_size = p_reflection_size; internal_size = p_reflection_size; render_target = RID(); + scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF; fsr_sharpness = 0.0; msaa_3d = RS::VIEWPORT_MSAA_DISABLED; screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; use_taa = false; use_debanding = false; view_count = 1; + + // cleanout any old buffers we had. + cleanup(); + + // (re-)configure any named buffers + for (KeyValue<StringName, Ref<RenderBufferCustomDataRD>> &E : data_buffers) { + E.value->configure(this); + } } void RenderSceneBuffersRD::set_fsr_sharpness(float p_fsr_sharpness) { @@ -268,7 +245,7 @@ RID RenderSceneBuffersRD::create_texture(const StringName &p_context, const Stri } RID RenderSceneBuffersRD::create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view, bool p_unique) { - // TODO p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimisation. + // TODO p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimization. NTKey key(p_context, p_texture_name); @@ -341,7 +318,7 @@ const RD::TextureFormat RenderSceneBuffersRD::get_texture_format(const StringNam return named_textures[key].format; } -RID RenderSceneBuffersRD::get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap) { +RID RenderSceneBuffersRD::get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap, const uint32_t p_layers, const uint32_t p_mipmaps) { NTKey key(p_context, p_texture_name); // check if this is a known texture @@ -351,36 +328,41 @@ RID RenderSceneBuffersRD::get_texture_slice(const StringName &p_context, const S // check if we're in bounds ERR_FAIL_UNSIGNED_INDEX_V(p_layer, named_texture.format.array_layers, RID()); + ERR_FAIL_COND_V(p_layers == 0, RID()); + ERR_FAIL_COND_V(p_layer + p_layers > named_texture.format.array_layers, RID()); ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, named_texture.format.mipmaps, RID()); + ERR_FAIL_COND_V(p_mipmaps == 0, RID()); + ERR_FAIL_COND_V(p_mipmap + p_mipmaps > named_texture.format.mipmaps, RID()); - // if we don't have multiple layers or mipmaps, we can just return our texture as is - if (named_texture.format.array_layers == 1 && named_texture.format.mipmaps == 1) { + // asking the whole thing? just return the original + if (p_layer == 0 && p_mipmap == 0 && named_texture.format.array_layers == p_layers && named_texture.format.mipmaps == p_mipmaps) { return named_texture.texture; } - // get our index and make sure we have enough entries in our slices vector - uint32_t index = p_layer * named_texture.format.mipmaps + p_mipmap; - while (named_texture.slices.size() <= int(index)) { - named_texture.slices.push_back(RID()); + // see if we have this + NTSliceKey slice_key(p_layer, p_layers, p_mipmap, p_mipmaps); + if (named_texture.slices.has(slice_key)) { + return named_texture.slices[slice_key]; } - // create our slice if we don't have it already - if (named_texture.slices[index].is_null()) { - named_texture.slices.ptrw()[index] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), named_texture.texture, p_layer, p_mipmap); + // create our slice + RID &slice = named_texture.slices[slice_key]; + slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), named_texture.texture, p_layer, p_mipmap, p_mipmaps, p_layers > 1 ? RD::TEXTURE_SLICE_2D_ARRAY : RD::TEXTURE_SLICE_2D, p_layers); - Array arr; - arr.push_back(p_context); - arr.push_back(p_texture_name); - arr.push_back(itos(p_layer)); - arr.push_back(itos(p_mipmap)); - RD::get_singleton()->set_resource_name(named_texture.slices[index], String("RenderBuffer {0}/{1} slice {2}/{3}").format(arr)); - } + Array arr; + arr.push_back(p_context); + arr.push_back(p_texture_name); + arr.push_back(itos(p_layer)); + arr.push_back(itos(p_layers)); + arr.push_back(itos(p_mipmap)); + arr.push_back(itos(p_mipmaps)); + RD::get_singleton()->set_resource_name(slice, String("RenderBuffer {0}/{1}, layer {2}/{3}, mipmap {4}/{5}").format(arr)); // and return our slice - return named_texture.slices[index]; + return slice; } -Size2i RenderSceneBuffersRD::get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap) { +Size2i RenderSceneBuffersRD::get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_mipmap) { NTKey key(p_context, p_texture_name); // check if this is a known texture @@ -389,14 +371,10 @@ Size2i RenderSceneBuffersRD::get_texture_slice_size(const StringName &p_context, ERR_FAIL_COND_V(named_texture.texture.is_null(), Size2i()); // check if we're in bounds - ERR_FAIL_UNSIGNED_INDEX_V(p_layer, named_texture.format.array_layers, Size2i()); ERR_FAIL_UNSIGNED_INDEX_V(p_mipmap, named_texture.format.mipmaps, Size2i()); - // get our index - uint32_t index = p_layer * named_texture.format.mipmaps + p_mipmap; - - // and return our size - return named_texture.sizes[index]; + // return our size + return named_texture.sizes[p_mipmap]; } void RenderSceneBuffersRD::clear_context(const StringName &p_context) { @@ -498,10 +476,6 @@ void RenderSceneBuffersRD::set_custom_data(const StringName &p_name, Ref<RenderB } Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const StringName &p_name) const { - if (!data_buffers.has(p_name)) { - print_line("test"); - } - ERR_FAIL_COND_V(!data_buffers.has(p_name), Ref<RenderBufferCustomDataRD>()); Ref<RenderBufferCustomDataRD> ret = data_buffers[p_name]; @@ -511,6 +485,16 @@ Ref<RenderBufferCustomDataRD> RenderSceneBuffersRD::get_custom_data(const String // Depth texture +bool RenderSceneBuffersRD::has_depth_texture() { + RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); + RID depth = texture_storage->render_target_get_override_depth(render_target); + if (depth.is_valid()) { + return true; + } else { + return has_texture(RB_SCOPE_BUFFERS, RB_TEX_DEPTH); + } +} + RID RenderSceneBuffersRD::get_depth_texture() { RendererRD::TextureStorage *texture_storage = RendererRD::TextureStorage::get_singleton(); RID depth = texture_storage->render_target_get_override_depth(render_target); diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h index 4b82f70e1a..9a299a3415 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* render_scene_buffers_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_scene_buffers_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDER_SCENE_BUFFERS_RD_H #define RENDER_SCENE_BUFFERS_RD_H @@ -73,6 +73,7 @@ private: // The internal size of the textures we render 3D to in case we render at a lower resolution and upscale Size2i internal_size = Size2i(0, 0); + RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF; float fsr_sharpness = 0.2f; // Aliassing settings @@ -92,7 +93,6 @@ private: } static uint32_t hash(const NTKey &p_val) { - // FIXME, properly hash two stringnames together uint32_t h = p_val.context.hash(); h = hash_murmur3_one_32(p_val.buffer_name.hash(), h); return hash_fmix32(h); @@ -105,6 +105,33 @@ private: } }; + struct NTSliceKey { + uint32_t layer; + uint32_t layers; + uint32_t mipmap; + uint32_t mipmaps; + + bool operator==(const NTSliceKey &p_val) const { + return (layer == p_val.layer) && (layers == p_val.layers) && (mipmap == p_val.mipmap) && (mipmaps == p_val.mipmaps); + } + + static uint32_t hash(const NTSliceKey &p_val) { + uint32_t h = hash_murmur3_one_32(p_val.layer); + h = hash_murmur3_one_32(p_val.layers, h); + h = hash_murmur3_one_32(p_val.mipmap, h); + h = hash_murmur3_one_32(p_val.mipmaps, h); + return hash_fmix32(h); + } + + NTSliceKey() {} + NTSliceKey(uint32_t p_layer, uint32_t p_layers, uint32_t p_mipmap, uint32_t p_mipmaps) { + layer = p_layer; + layers = p_layers; + mipmap = p_mipmap; + mipmaps = p_mipmaps; + } + }; + struct NamedTexture { // Cache the data used to create our texture RD::TextureFormat format; @@ -112,7 +139,7 @@ private: // Our texture objects, slices are lazy (i.e. only created when requested). RID texture; - Vector<RID> slices; + mutable HashMap<NTSliceKey, RID, NTSliceKey> slices; Vector<Size2i> sizes; }; @@ -139,7 +166,7 @@ public: void set_vrs(RendererRD::VRS *p_vrs) { vrs = p_vrs; } void cleanup(); - virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override; + virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override; void configure_for_reflections(const Size2i p_reflection_size); virtual void set_fsr_sharpness(float p_fsr_sharpness) override; virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override; @@ -153,8 +180,8 @@ public: RID create_texture_view(const StringName &p_context, const StringName &p_texture_name, const StringName p_view_name, RD::TextureView p_view = RD::TextureView()); RID get_texture(const StringName &p_context, const StringName &p_texture_name) const; const RD::TextureFormat get_texture_format(const StringName &p_context, const StringName &p_texture_name) const; - RID get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap); - Size2i get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap); + RID get_texture_slice(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_layer, const uint32_t p_mipmap, const uint32_t p_layers = 1, const uint32_t p_mipmaps = 1); + Size2i get_texture_slice_size(const StringName &p_context, const StringName &p_texture_name, const uint32_t p_mipmap); void clear_context(const StringName &p_context); @@ -172,6 +199,7 @@ public: _FORCE_INLINE_ uint32_t get_view_count() const { return view_count; } _FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; } _FORCE_INLINE_ Size2i get_target_size() const { return target_size; } + _FORCE_INLINE_ RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; } _FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; } _FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa_3d; } _FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; } @@ -183,6 +211,9 @@ public: // For our internal textures we provide some easy access methods. + _FORCE_INLINE_ bool has_internal_texture() const { + return has_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR); + } _FORCE_INLINE_ RID get_internal_texture() const { return get_texture(RB_SCOPE_BUFFERS, RB_TEX_COLOR); } @@ -190,6 +221,7 @@ public: return get_texture_slice(RB_SCOPE_BUFFERS, RB_TEX_COLOR, p_layer, 0); } + bool has_depth_texture(); RID get_depth_texture(); RID get_depth_texture(const uint32_t p_layer); @@ -213,15 +245,6 @@ public: // 2 full size, 2 half size WeightBuffers weight_buffers[4]; // Only used in raster - - struct Luminance { - Vector<RID> reduce; - RID current; - - // used only on mobile renderer - Vector<RID> fb; - RID current_fb; - } luminance; }; #endif // RENDER_SCENE_BUFFERS_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp index 9b3d5a2d29..a7b8f985d9 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* render_scene_data_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_scene_data_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "render_scene_data_rd.h" #include "servers/rendering/renderer_rd/renderer_scene_render_rd.h" diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h index 5ea4991e8e..7546998a9b 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* render_scene_data_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_scene_data_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDER_SCENE_DATA_RD_H #define RENDER_SCENE_DATA_RD_H diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp index 6a4359faf3..0ee9b28826 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* texture_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* texture_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "texture_storage.h" @@ -422,8 +422,7 @@ TextureStorage::TextureStorage() { tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT | RD::TEXTURE_USAGE_VRS_ATTACHMENT_BIT; tformat.texture_type = RD::TEXTURE_TYPE_2D; if (!RD::get_singleton()->has_feature(RD::SUPPORTS_ATTACHMENT_VRS)) { - tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; - tformat.format = RD::DATA_FORMAT_R8_UNORM; + tformat.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT; } Vector<uint8_t> pv; @@ -1854,10 +1853,10 @@ void TextureStorage::decal_free(RID p_rid) { decal_owner.free(p_rid); } -void TextureStorage::decal_set_extents(RID p_decal, const Vector3 &p_extents) { +void TextureStorage::decal_set_size(RID p_decal, const Vector3 &p_size) { Decal *decal = decal_owner.get_or_null(p_decal); ERR_FAIL_COND(!decal); - decal->extents = p_extents; + decal->size = p_size; decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); } @@ -1907,7 +1906,7 @@ void TextureStorage::decal_set_cull_mask(RID p_decal, uint32_t p_layers) { Decal *decal = decal_owner.get_or_null(p_decal); ERR_FAIL_COND(!decal); decal->cull_mask = p_layers; - decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); + decal->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_DECAL); } void TextureStorage::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) { @@ -1950,7 +1949,14 @@ AABB TextureStorage::decal_get_aabb(RID p_decal) const { Decal *decal = decal_owner.get_or_null(p_decal); ERR_FAIL_COND_V(!decal, AABB()); - return AABB(-decal->extents, decal->extents * 2.0); + return AABB(-decal->size / 2, decal->size); +} + +uint32_t TextureStorage::decal_get_cull_mask(RID p_decal) const { + Decal *decal = decal_owner.get_or_null(p_decal); + ERR_FAIL_COND_V(!decal, 0); + + return decal->cull_mask; } Dependency *TextureStorage::decal_get_dependency(RID p_decal) { @@ -2206,6 +2212,12 @@ void TextureStorage::decal_instance_set_transform(RID p_decal_instance, const Tr di->transform = p_transform; } +void TextureStorage::decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) { + DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance); + ERR_FAIL_COND(!di); + di->sorting_offset = p_sorting_offset; +} + /* DECAL DATA API */ void TextureStorage::free_decal_data() { @@ -2233,7 +2245,7 @@ void TextureStorage::set_max_decals(const uint32_t p_max_decals) { decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size); } -void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) { +void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_xform) { ForwardIDStorage *forward_id_storage = ForwardIDStorage::get_singleton(); Transform3D uv_xform; @@ -2257,7 +2269,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D xform = decal_instance->transform; - real_t distance = -p_camera_inverse_xform.xform(xform.origin).z; + real_t distance = p_camera_xform.origin.distance_to(xform.origin); if (decal->distance_fade) { float fade_begin = decal->distance_fade_begin; @@ -2272,7 +2284,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const decal_sort[decal_count].decal_instance = decal_instance; decal_sort[decal_count].decal = decal; - decal_sort[decal_count].depth = distance; + decal_sort[decal_count].depth = distance - decal_instance->sorting_offset; decal_count++; } @@ -2292,11 +2304,10 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const decal_instance->cull_mask = decal->cull_mask; - Transform3D xform = decal_instance->transform; float fade = 1.0; if (decal->distance_fade) { - const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z; + const real_t distance = decal_sort[i].depth + decal_instance->sorting_offset; const float fade_begin = decal->distance_fade_begin; const float fade_length = decal->distance_fade_length; @@ -2308,15 +2319,20 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const DecalData &dd = decals[i]; - Vector3 decal_extents = decal->extents; + Vector3 decal_extents = decal->size / 2; Transform3D scale_xform; scale_xform.basis.scale(decal_extents); - Transform3D to_decal_xform = (p_camera_inverse_xform * xform * scale_xform * uv_xform).affine_inverse(); + + Transform3D xform = decal_instance->transform; + + Transform3D camera_inverse_xform = p_camera_xform.affine_inverse(); + + Transform3D to_decal_xform = (camera_inverse_xform * xform * scale_xform * uv_xform).affine_inverse(); MaterialStorage::store_transform(to_decal_xform, dd.xform); Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized(); - normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine + normal = camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine dd.normal[0] = normal.x; dd.normal[1] = normal.y; @@ -2350,7 +2366,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const dd.normal_rect[2] = rect.size.x; dd.normal_rect[3] = rect.size.y; - Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized(); + Basis normal_xform = camera_inverse_xform.basis * xform.basis.orthonormalized(); MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform); } else { dd.normal_rect[0] = 0; diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h index 0c70d3f938..c16f5274ad 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* texture_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* texture_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef TEXTURE_STORAGE_RD_H #define TEXTURE_STORAGE_RD_H @@ -235,7 +235,7 @@ private: } decal_atlas; struct Decal { - Vector3 extents = Vector3(1, 1, 1); + Vector3 size = Vector3(2, 2, 2); RID textures[RS::DECAL_TEXTURE_MAX]; float emission_energy = 1.0; float albedo_mix = 1.0; @@ -258,6 +258,7 @@ private: struct DecalInstance { RID decal; Transform3D transform; + float sorting_offset = 0.0; uint32_t cull_mask = 0; RendererRD::ForwardID forward_id = -1; }; @@ -560,7 +561,7 @@ public: virtual void decal_initialize(RID p_decal) override; virtual void decal_free(RID p_rid) override; - virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) override; + virtual void decal_set_size(RID p_decal, const Vector3 &p_size) override; virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) override; virtual void decal_set_emission_energy(RID p_decal, float p_energy) override; virtual void decal_set_albedo_mix(RID p_decal, float p_mix) override; @@ -576,9 +577,9 @@ public: virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override; virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) override; - _FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) { + _FORCE_INLINE_ Vector3 decal_get_size(RID p_decal) { const Decal *decal = decal_owner.get_or_null(p_decal); - return decal->extents; + return decal->size; } _FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) { @@ -637,6 +638,7 @@ public: } virtual AABB decal_get_aabb(RID p_decal) const override; + virtual uint32_t decal_get_cull_mask(RID p_decal) const override; Dependency *decal_get_dependency(RID p_decal); /* DECAL INSTANCE API */ @@ -646,6 +648,7 @@ public: virtual RID decal_instance_create(RID p_decal) override; virtual void decal_instance_free(RID p_decal_instance) override; virtual void decal_instance_set_transform(RID p_decal_instance, const Transform3D &p_transform) override; + virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) override; _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal_instance) const { DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance); @@ -677,7 +680,7 @@ public: void free_decal_data(); void set_max_decals(const uint32_t p_max_decals); RID get_decal_buffer() { return decal_buffer; } - void update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform); + void update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_xform); /* RENDER TARGET API */ diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.cpp b/servers/rendering/renderer_rd/storage_rd/utilities.cpp index 625f089f66..cabac4e9ee 100644 --- a/servers/rendering/renderer_rd/storage_rd/utilities.cpp +++ b/servers/rendering/renderer_rd/storage_rd/utilities.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* utilities.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* utilities.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "utilities.h" #include "../environment/fog.h" @@ -286,6 +286,10 @@ bool Utilities::has_os_feature(const String &p_feature) const { return true; } + if (p_feature == "astc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_ASTC_4x4_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT)) { + return true; + } + return false; } diff --git a/servers/rendering/renderer_rd/storage_rd/utilities.h b/servers/rendering/renderer_rd/storage_rd/utilities.h index dda656c380..2ba3da7515 100644 --- a/servers/rendering/renderer_rd/storage_rd/utilities.h +++ b/servers/rendering/renderer_rd/storage_rd/utilities.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* utilities.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* utilities.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef UTILITIES_RD_H #define UTILITIES_RD_H diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp index 84529ca400..1f67d5e258 100644 --- a/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp +++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* uniform_set_cache_rd.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* uniform_set_cache_rd.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "uniform_set_cache_rd.h" diff --git a/servers/rendering/renderer_rd/uniform_set_cache_rd.h b/servers/rendering/renderer_rd/uniform_set_cache_rd.h index bca8b02178..50243e715d 100644 --- a/servers/rendering/renderer_rd/uniform_set_cache_rd.h +++ b/servers/rendering/renderer_rd/uniform_set_cache_rd.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* uniform_set_cache_rd.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* uniform_set_cache_rd.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef UNIFORM_SET_CACHE_RD_H #define UNIFORM_SET_CACHE_RD_H diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 675e81c62a..813c1fa4ff 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -1,36 +1,37 @@ -/*************************************************************************/ -/* renderer_scene_cull.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_scene_cull.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_scene_cull.h" #include "core/config/project_settings.h" +#include "core/object/worker_thread_pool.h" #include "core/os/os.h" #include "rendering_server_default.h" #include "rendering_server_globals.h" @@ -694,6 +695,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) { instance->base_data = decal; decal->instance = RSG::texture_storage->decal_instance_create(p_base); + RSG::texture_storage->decal_instance_set_sorting_offset(decal->instance, instance->sorting_offset); } break; case RS::INSTANCE_LIGHTMAP: { InstanceLightmapData *lightmap_data = memnew(InstanceLightmapData); @@ -748,6 +750,10 @@ void RendererSceneCull::instance_set_scenario(RID p_instance, RID p_scenario) { switch (instance->base_type) { case RS::INSTANCE_LIGHT: { InstanceLightData *light = static_cast<InstanceLightData *>(instance->base_data); + if (instance->visible && RSG::light_storage->light_get_type(instance->base) != RS::LIGHT_DIRECTIONAL && light->bake_mode == RS::LIGHT_BAKE_DYNAMIC) { + instance->scenario->dynamic_lights.erase(light->instance); + } + #ifdef DEBUG_ENABLED if (light->geometries.size()) { ERR_PRINT("BUG, indexing did not unpair geometries from light."); @@ -833,6 +839,10 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) Instance *instance = instance_owner.get_or_null(p_instance); ERR_FAIL_COND(!instance); + if (instance->layer_mask == p_mask) { + return; + } + instance->layer_mask = p_mask; if (instance->scenario && instance->array_index >= 0) { instance->scenario->instance_data[instance->array_index].layer_mask = p_mask; @@ -842,6 +852,13 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data); ERR_FAIL_NULL(geom->geometry_instance); geom->geometry_instance->set_layer_mask(p_mask); + + if (geom->can_cast_shadows) { + for (HashSet<RendererSceneCull::Instance *>::Iterator I = geom->lights.begin(); I != geom->lights.end(); ++I) { + InstanceLightData *light = static_cast<InstanceLightData *>((*I)->base_data); + light->shadow_dirty = true; + } + } } } @@ -856,6 +873,9 @@ void RendererSceneCull::instance_set_pivot_data(RID p_instance, float p_sorting_ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data); ERR_FAIL_NULL(geom->geometry_instance); geom->geometry_instance->set_pivot_data(p_sorting_offset, p_use_aabb_center); + } else if (instance->base_type == RS::INSTANCE_DECAL && instance->base_data) { + InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data); + RSG::texture_storage->decal_instance_set_sorting_offset(decal->instance, instance->sorting_offset); } } @@ -1768,6 +1788,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { pair.pair_allocator = &pair_allocator; pair.pair_pass = pair_pass; pair.pair_mask = 0; + pair.cull_mask = 0xFFFFFFFF; if ((1 << p_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) { pair.pair_mask |= 1 << RS::INSTANCE_LIGHT; @@ -1788,12 +1809,14 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { pair.pair_mask |= (1 << RS::INSTANCE_VOXEL_GI); pair.bvh2 = &p_instance->scenario->indexers[Scenario::INDEXER_VOLUMES]; } + pair.cull_mask = RSG::light_storage->light_get_cull_mask(p_instance->base); } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_REFLECTION_PROBE) && (p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE)) { pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK; pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY]; } else if (geometry_instance_pair_mask & (1 << RS::INSTANCE_DECAL) && (p_instance->base_type == RS::INSTANCE_DECAL)) { pair.pair_mask = RS::INSTANCE_GEOMETRY_MASK; pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY]; + pair.cull_mask = RSG::texture_storage->decal_get_cull_mask(p_instance->base); } else if (p_instance->base_type == RS::INSTANCE_PARTICLES_COLLISION) { pair.pair_mask = (1 << RS::INSTANCE_PARTICLES); pair.bvh = &p_instance->scenario->indexers[Scenario::INDEXER_GEOMETRY]; @@ -2253,7 +2276,7 @@ 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 Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold) { +bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold, uint32_t p_visible_layers) { InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data); Transform3D light_transform = p_instance->transform; @@ -2309,7 +2332,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) { Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { + if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) { continue; } else { if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { @@ -2387,7 +2410,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) { Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { + if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) { continue; } else { if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { @@ -2450,7 +2473,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) { Instance *instance = instance_shadow_cull_result[j]; - if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) { + if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows || !(p_visible_layers & instance->layer_mask)) { continue; } else { if (static_cast<InstanceGeometryData *>(instance->base_data)->material_is_animated) { @@ -2809,7 +2832,9 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data); ERR_FAIL_NULL(geom->geometry_instance); + cull_data.cull->lock.lock(); geom->geometry_instance->set_softshadow_projector_pairing(geom->softshadow_count > 0, geom->projector_count > 0); + cull_data.cull->lock.unlock(); idata.flags &= ~uint32_t(InstanceData::FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY); } @@ -2876,7 +2901,9 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul sh[j] = sh[j].lerp(target_sh[j], MIN(1.0, lightmap_probe_update_speed)); } ERR_FAIL_NULL(geom->geometry_instance); + cull_data.cull->lock.lock(); geom->geometry_instance->set_lightmap_capture(sh); + cull_data.cull->lock.unlock(); idata.instance->last_frame_pass = frame_number; } @@ -2891,7 +2918,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul if (IN_FRUSTUM(cull_data.cull->shadows[j].cascades[k].frustum) && VIS_CHECK) { uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK; - if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS) { + if (((1 << base_type) & RS::INSTANCE_GEOMETRY_MASK) && idata.flags & InstanceData::FLAG_CAST_SHADOWS && LAYER_CHECK) { cull_result.directional_shadows[j].cascade_geometry_instances[k].push_back(idata.instance_geometry); mesh_visible = true; } @@ -2941,11 +2968,13 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c Scenario *scenario = scenario_owner.get_or_null(p_scenario); + ERR_FAIL_COND(p_render_buffers.is_null()); + render_pass++; scene_render->set_scene_pass(render_pass); - if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) { + if (p_reflection_probe.is_null()) { //no rendering code here, this is only to set up what needs to be done, request regions, etc. scene_render->sdfgi_update(p_render_buffers, p_environment, p_camera_data->main_transform.origin); //update conditions for SDFGI (whether its used or not) } @@ -3027,7 +3056,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c { //sdfgi cull.sdfgi.region_count = 0; - if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) { + if (p_reflection_probe.is_null()) { cull.sdfgi.cascade_light_count = 0; uint32_t prev_cascade = 0xFFFFFFFF; @@ -3073,15 +3102,15 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c #endif if (cull_to > thread_cull_threshold) { //multiple threads - for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) { - scene_cull_result_threads[i].clear(); + for (InstanceCullResult &thread : scene_cull_result_threads) { + thread.clear(); } WorkerThreadPool::GroupID group_task = WorkerThreadPool::get_singleton()->add_template_group_task(this, &RendererSceneCull::_scene_cull_threaded, &cull_data, scene_cull_result_threads.size(), -1, true, SNAME("RenderCullInstances")); WorkerThreadPool::get_singleton()->wait_for_group_task_completion(group_task); - for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) { - scene_cull_result.append_from(scene_cull_result_threads[i]); + for (InstanceCullResult &thread : scene_cull_result_threads) { + scene_cull_result.append_from(thread); } } else { @@ -3218,7 +3247,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) { //must redraw! RENDER_TIMESTAMP("> Render Light3D " + itos(i)); - light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold); + light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_orthogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold, p_visible_layers); RENDER_TIMESTAMP("< Render Light3D " + itos(i)); } else { light->shadow_dirty = redraw; @@ -3256,7 +3285,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c } } - if (p_render_buffers.is_valid() && p_reflection_probe.is_null()) { + if (p_reflection_probe.is_null()) { sdfgi_update_data.directional_lights = &directional_lights; sdfgi_update_data.positional_light_instances = scenario->dynamic_lights.ptr(); sdfgi_update_data.positional_light_count = scenario->dynamic_lights.size(); @@ -3371,13 +3400,13 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int Vector3(0, -1, 0) }; - Vector3 extents = RSG::light_storage->reflection_probe_get_extents(p_instance->base); + Vector3 probe_size = RSG::light_storage->reflection_probe_get_size(p_instance->base); Vector3 origin_offset = RSG::light_storage->reflection_probe_get_origin_offset(p_instance->base); float max_distance = RSG::light_storage->reflection_probe_get_origin_max_distance(p_instance->base); - float size = RSG::light_storage->reflection_atlas_get_size(scenario->reflection_atlas); - float mesh_lod_threshold = RSG::light_storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / size; + float atlas_size = RSG::light_storage->reflection_atlas_get_size(scenario->reflection_atlas); + float mesh_lod_threshold = RSG::light_storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / atlas_size; - Vector3 edge = view_normals[p_step] * extents; + Vector3 edge = view_normals[p_step] * probe_size / 2; 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 max_distance = MAX(max_distance, distance); @@ -4111,8 +4140,8 @@ RendererSceneCull::RendererSceneCull() { scene_cull_result.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool); scene_cull_result_threads.resize(WorkerThreadPool::get_singleton()->get_thread_count()); - for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) { - scene_cull_result_threads[i].init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool); + for (InstanceCullResult &thread : scene_cull_result_threads) { + thread.init(&rid_cull_page_pool, &geometry_instance_cull_page_pool, &instance_cull_page_pool); } indexer_update_iterations = GLOBAL_GET("rendering/limits/spatial_indexer/update_iterations_per_frame"); @@ -4140,8 +4169,8 @@ RendererSceneCull::~RendererSceneCull() { } scene_cull_result.reset(); - for (uint32_t i = 0; i < scene_cull_result_threads.size(); i++) { - scene_cull_result_threads[i].reset(); + for (InstanceCullResult &thread : scene_cull_result_threads) { + thread.reset(); } scene_cull_result_threads.clear(); diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index 106871edfd..b3874ee7ae 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_scene_cull.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_scene_cull.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_SCENE_CULL_H #define RENDERER_SCENE_CULL_H @@ -485,6 +485,7 @@ public: singleton->_instance_queue_update(instance, true, false); } break; + case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: case Dependency::DEPENDENCY_CHANGED_MATERIAL: { singleton->_instance_queue_update(instance, false, true); } break; @@ -496,9 +497,6 @@ public: case Dependency::DEPENDENCY_CHANGED_REFLECTION_PROBE: { singleton->_instance_queue_update(instance, true, true); } break; - case Dependency::DEPENDENCY_CHANGED_MULTIMESH_VISIBLE_INSTANCES: { - //ignored - } break; case Dependency::DEPENDENCY_CHANGED_LIGHT_SOFT_SHADOW_AND_PROJECTOR: { //requires repairing if (instance->indexer_id.is_valid()) { @@ -735,11 +733,12 @@ public: DynamicBVH *bvh2 = nullptr; //some may need to cull in two uint32_t pair_mask; uint64_t pair_pass; + uint32_t cull_mask = 0xFFFFFFFF; // Needed for decals and lights in the mobile and compatibility renderers. _FORCE_INLINE_ bool operator()(void *p_data) { Instance *p_instance = (Instance *)p_data; - if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type))) { + if (instance != p_instance && instance->transformed_aabb.intersects(p_instance->transformed_aabb) && (pair_mask & (1 << p_instance->base_type)) && (cull_mask & p_instance->layer_mask)) { //test is more coarse in indexer p_instance->pair_check = pair_pass; InstancePair *pair = pair_allocator->alloc(); @@ -988,7 +987,7 @@ public: void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const Projection &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 Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold); + _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const Projection &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold, uint32_t p_visible_layers = 0xFFFFFF); RID _render_get_environment(RID p_camera, RID p_scenario); diff --git a/servers/rendering/renderer_scene_occlusion_cull.cpp b/servers/rendering/renderer_scene_occlusion_cull.cpp index e1ca5a7103..c4f0177c73 100644 --- a/servers/rendering/renderer_scene_occlusion_cull.cpp +++ b/servers/rendering/renderer_scene_occlusion_cull.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_scene_occlusion_cull.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_scene_occlusion_cull.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_scene_occlusion_cull.h" @@ -60,6 +60,8 @@ void RendererSceneOcclusionCull::HZBuffer::clear() { if (debug_image.is_valid()) { debug_image.unref(); } + + ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->free(debug_texture); } diff --git a/servers/rendering/renderer_scene_occlusion_cull.h b/servers/rendering/renderer_scene_occlusion_cull.h index 0d466e8a32..565b393094 100644 --- a/servers/rendering/renderer_scene_occlusion_cull.h +++ b/servers/rendering/renderer_scene_occlusion_cull.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_scene_occlusion_cull.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_scene_occlusion_cull.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_SCENE_OCCLUSION_CULL_H #define RENDERER_SCENE_OCCLUSION_CULL_H diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp index 3c069f6e2e..a389e3e767 100644 --- a/servers/rendering/renderer_scene_render.cpp +++ b/servers/rendering/renderer_scene_render.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_scene_render.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_scene_render.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_scene_render.h" @@ -84,7 +84,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count Transform3D main_transform_inv = main_transform.inverse(); // 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters - Vector3 far_center = (planes[0][Projection::PLANE_FAR].center() + planes[1][Projection::PLANE_FAR].center()) * 0.5; + Vector3 far_center = (planes[0][Projection::PLANE_FAR].get_center() + planes[1][Projection::PLANE_FAR].get_center()) * 0.5; Plane far(-z, far_center); ///////////////////////////////////////////////////////////////////////////// diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index 71f0a78ef3..9007383641 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_scene_render.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_scene_render.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_SCENE_RENDER_H #define RENDERER_SCENE_RENDER_H diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index 8cec531393..0e2a3c682d 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -1,36 +1,37 @@ -/*************************************************************************/ -/* renderer_viewport.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_viewport.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "renderer_viewport.h" #include "core/config/project_settings.h" +#include "core/object/worker_thread_pool.h" #include "renderer_canvas_cull.h" #include "renderer_scene_cull.h" #include "rendering_server_globals.h" @@ -115,9 +116,8 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { if (p_viewport->size.width == 0 || p_viewport->size.height == 0) { p_viewport->render_buffers.unref(); } else { - const float scaling_3d_scale = p_viewport->scaling_3d_scale; + float scaling_3d_scale = p_viewport->scaling_3d_scale; RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode; - bool scaling_enabled = true; if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && (scaling_3d_scale > 1.0)) { // FSR is not designed for downsampling. @@ -133,7 +133,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { } if (scaling_3d_scale == 1.0) { - scaling_enabled = false; + scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF; } int width; @@ -141,36 +141,37 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { int render_width; int render_height; - if (scaling_enabled) { - switch (scaling_3d_mode) { - case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR: - // Clamp 3D rendering resolution to reasonable values supported on most hardware. - // This prevents freezing the engine or outright crashing on lower-end GPUs. - width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384); - height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384); - render_width = width; - render_height = height; - break; - case RS::VIEWPORT_SCALING_3D_MODE_FSR: - width = p_viewport->size.width; - height = p_viewport->size.height; - render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling) - render_height = MAX(height * scaling_3d_scale, 1.0); - break; - default: - // This is an unknown mode. - WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode)); - width = p_viewport->size.width; - height = p_viewport->size.height; - render_width = width; - render_height = height; - break; - } - } else { - width = p_viewport->size.width; - height = p_viewport->size.height; - render_width = width; - render_height = height; + switch (scaling_3d_mode) { + case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR: + // Clamp 3D rendering resolution to reasonable values supported on most hardware. + // This prevents freezing the engine or outright crashing on lower-end GPUs. + width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384); + height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384); + render_width = width; + render_height = height; + break; + case RS::VIEWPORT_SCALING_3D_MODE_FSR: + width = p_viewport->size.width; + height = p_viewport->size.height; + render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling) + render_height = MAX(height * scaling_3d_scale, 1.0); + break; + case RS::VIEWPORT_SCALING_3D_MODE_OFF: + width = p_viewport->size.width; + height = p_viewport->size.height; + render_width = width; + render_height = height; + break; + default: + // This is an unknown mode. + WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode)); + scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF; + scaling_3d_scale = 1.0; + width = p_viewport->size.width; + height = p_viewport->size.height; + render_width = width; + render_height = height; + break; } p_viewport->internal_size = Size2(render_width, render_height); @@ -179,7 +180,7 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { // to compensate for the loss of sharpness. const float texture_mipmap_bias = log2f(MIN(scaling_3d_scale, 1.0)) + p_viewport->texture_mipmap_bias; - p_viewport->render_buffers->configure(p_viewport->render_target, Size2i(render_width, render_height), Size2(width, height), p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa_3d, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->view_count); + p_viewport->render_buffers->configure(p_viewport->render_target, Size2i(render_width, render_height), Size2(width, height), scaling_3d_mode, p_viewport->fsr_sharpness, texture_mipmap_bias, p_viewport->msaa_3d, p_viewport->screen_space_aa, p_viewport->use_taa, p_viewport->use_debanding, p_viewport->view_count); } } } @@ -229,6 +230,7 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front int scenario_canvas_max_layer = 0; + bool force_clear_render_target = false; for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_TYPE_MAX; i++) { for (int j = 0; j < RS::VIEWPORT_RENDER_INFO_MAX; j++) { @@ -236,11 +238,16 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { } } - if (!p_viewport->disable_2d && !p_viewport->disable_environment && RSG::scene->is_scenario(p_viewport->scenario)) { + if (RSG::scene->is_scenario(p_viewport->scenario)) { RID environment = RSG::scene->scenario_get_environment(p_viewport->scenario); if (RSG::scene->is_environment(environment)) { - scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS; - scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment); + if (!p_viewport->disable_2d && !viewport_is_environment_disabled(p_viewport)) { + scenario_draw_canvas_bg = RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS; + scenario_canvas_max_layer = RSG::scene->environment_get_canvas_max_layer(environment); + } else if (RSG::scene->environment_get_background(environment) == RS::ENV_BG_CANVAS) { + // The scene renderer will still copy over the last frame, so we need to clear the render target. + force_clear_render_target = true; + } } } @@ -263,6 +270,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { } if (!scenario_draw_canvas_bg && can_draw_3d) { + if (force_clear_render_target) { + RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); + } _draw_3d(p_viewport); } @@ -496,6 +506,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { } if (scenario_draw_canvas_bg && canvas_map.begin() && canvas_map.begin()->key.get_layer() > scenario_canvas_max_layer) { + // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn. + // Clear now otherwise we copy over garbage from the render target. + RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); if (!can_draw_3d) { RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas); } else { @@ -536,6 +549,9 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { } if (scenario_draw_canvas_bg && E.key.get_layer() >= scenario_canvas_max_layer) { + // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn. + // Clear now otherwise we copy over garbage from the render target. + RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); if (!can_draw_3d) { RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas); } else { @@ -547,12 +563,12 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { } if (scenario_draw_canvas_bg) { + // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn. + // Clear now otherwise we copy over garbage from the render target. + RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); if (!can_draw_3d) { RSG::scene->render_empty_scene(p_viewport->render_buffers, p_viewport->scenario, p_viewport->shadow_atlas); } else { - // There may be an outstanding clear request if a clear was requested, but no 2D elements were drawn. - // Clear now otherwise we copy over garbage from the render target. - RSG::texture_storage->render_target_do_clear_request(p_viewport->render_target); _draw_3d(p_viewport); } } @@ -838,7 +854,7 @@ void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_sca } void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) { - ERR_FAIL_COND(p_width < 0 && p_height < 0); + ERR_FAIL_COND(p_width < 0 || p_height < 0); Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_COND(!viewport); @@ -986,11 +1002,21 @@ void RendererViewport::viewport_set_disable_2d(RID p_viewport, bool p_disable) { viewport->disable_2d = p_disable; } -void RendererViewport::viewport_set_disable_environment(RID p_viewport, bool p_disable) { +void RendererViewport::viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_COND(!viewport); - viewport->disable_environment = p_disable; + viewport->disable_environment = p_mode; +} + +bool RendererViewport::viewport_is_environment_disabled(Viewport *viewport) { + ERR_FAIL_COND_V(!viewport, false); + + if (viewport->parent.is_valid() && viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_INHERIT) { + Viewport *parent = viewport_owner.get_or_null(viewport->parent); + return viewport_is_environment_disabled(parent); + } + return viewport->disable_environment == RS::VIEWPORT_ENVIRONMENT_DISABLED; } void RendererViewport::viewport_set_disable_3d(RID p_viewport, bool p_disable) { @@ -1132,6 +1158,7 @@ void RendererViewport::viewport_set_screen_space_aa(RID p_viewport, RS::Viewport void RendererViewport::viewport_set_use_taa(RID p_viewport, bool p_use_taa) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_COND(!viewport); + ERR_FAIL_COND_EDMSG(OS::get_singleton()->get_current_rendering_method() != "forward_plus", "TAA is only available when using the Forward+ renderer."); if (viewport->use_taa == p_use_taa) { return; diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h index 5e0c090ec0..c24275de6e 100644 --- a/servers/rendering/renderer_viewport.h +++ b/servers/rendering/renderer_viewport.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* renderer_viewport.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* renderer_viewport.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_VIEWPORT_H #define RENDERER_VIEWPORT_H @@ -85,7 +85,7 @@ public: bool viewport_render_direct_to_screen; bool disable_2d = false; - bool disable_environment = false; + RS::ViewportEnvironmentMode disable_environment = RS::VIEWPORT_ENVIRONMENT_INHERIT; bool disable_3d = false; bool measure_render_time = false; @@ -238,9 +238,11 @@ public: const RendererSceneRender::CameraData *viewport_get_prev_camera_data(RID p_viewport); void viewport_set_disable_2d(RID p_viewport, bool p_disable); - void viewport_set_disable_environment(RID p_viewport, bool p_disable); + void viewport_set_environment_mode(RID p_viewport, RS::ViewportEnvironmentMode p_mode); void viewport_set_disable_3d(RID p_viewport, bool p_disable); + bool viewport_is_environment_disabled(Viewport *viewport); + void viewport_attach_camera(RID p_viewport, RID p_camera); void viewport_set_scenario(RID p_viewport, RID p_scenario); void viewport_attach_canvas(RID p_viewport, RID p_canvas); diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp index 28408ddb8e..286d1b683f 100644 --- a/servers/rendering/rendering_device.cpp +++ b/servers/rendering/rendering_device.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rendering_device.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_device.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "rendering_device.h" @@ -746,7 +746,7 @@ void RenderingDevice::_bind_methods() { ClassDB::bind_method(D_METHOD("buffer_update", "buffer", "offset", "size_bytes", "data", "post_barrier"), &RenderingDevice::_buffer_update, DEFVAL(BARRIER_MASK_ALL_BARRIERS)); ClassDB::bind_method(D_METHOD("buffer_clear", "buffer", "offset", "size_bytes", "post_barrier"), &RenderingDevice::buffer_clear, DEFVAL(BARRIER_MASK_ALL_BARRIERS)); - ClassDB::bind_method(D_METHOD("buffer_get_data", "buffer"), &RenderingDevice::buffer_get_data); + ClassDB::bind_method(D_METHOD("buffer_get_data", "buffer", "offset_bytes", "size_bytes"), &RenderingDevice::buffer_get_data, DEFVAL(0), DEFVAL(0)); ClassDB::bind_method(D_METHOD("render_pipeline_create", "shader", "framebuffer_format", "vertex_format", "primitive", "rasterization_state", "multisample_state", "stencil_state", "color_blend_state", "dynamic_state_flags", "for_render_pass", "specialization_constants"), &RenderingDevice::_render_pipeline_create, DEFVAL(0), DEFVAL(0), DEFVAL(TypedArray<RDPipelineSpecializationConstant>())); ClassDB::bind_method(D_METHOD("render_pipeline_is_valid", "render_pipeline"), &RenderingDevice::render_pipeline_is_valid); diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index 0adc78894a..447627b08e 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rendering_device.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_device.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERING_DEVICE_H #define RENDERING_DEVICE_H @@ -530,7 +530,7 @@ 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, uint32_t p_mipmaps = 1, 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, uint32_t p_layers = 0) = 0; virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS) = 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 @@ -828,7 +828,7 @@ public: virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS) = 0; virtual Error buffer_clear(RID p_buffer, uint32_t p_offset, uint32_t p_size, BitField<BarrierMask> p_post_barrier = BARRIER_MASK_ALL_BARRIERS) = 0; - virtual Vector<uint8_t> buffer_get_data(RID p_buffer) = 0; //this causes stall, only use to retrieve large buffers for saving + virtual Vector<uint8_t> buffer_get_data(RID p_buffer, uint32_t p_offset = 0, uint32_t p_size = 0) = 0; // This causes stall, only use to retrieve large buffers for saving. /******************************************/ /**** PIPELINE SPECIALIZATION CONSTANT ****/ diff --git a/servers/rendering/rendering_device_binds.cpp b/servers/rendering/rendering_device_binds.cpp index d03c4e0427..3678b70254 100644 --- a/servers/rendering/rendering_device_binds.cpp +++ b/servers/rendering/rendering_device_binds.cpp @@ -1,36 +1,38 @@ -/*************************************************************************/ -/* rendering_device_binds.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_device_binds.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "rendering_device_binds.h" Error RDShaderFile::parse_versions_from_text(const String &p_text, const String p_defines, OpenIncludeFunction p_include_func, void *p_include_func_userdata) { + ERR_FAIL_NULL_V(RenderingDevice::get_singleton(), ERR_UNAVAILABLE); + Vector<String> lines = p_text.split("\n"); bool reading_versions = false; diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h index dbff305794..01d0f178c7 100644 --- a/servers/rendering/rendering_device_binds.h +++ b/servers/rendering/rendering_device_binds.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rendering_device_binds.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_device_binds.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERING_DEVICE_BINDS_H #define RENDERING_DEVICE_BINDS_H diff --git a/servers/rendering/rendering_method.cpp b/servers/rendering/rendering_method.cpp index 16a4e35ad3..d4737966c6 100644 --- a/servers/rendering/rendering_method.cpp +++ b/servers/rendering/rendering_method.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rendering_method.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_method.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "rendering_method.h" diff --git a/servers/rendering/rendering_method.h b/servers/rendering/rendering_method.h index e3f29b51d5..f705603a1c 100644 --- a/servers/rendering/rendering_method.h +++ b/servers/rendering/rendering_method.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rendering_method.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_method.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERING_METHOD_H #define RENDERING_METHOD_H diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp index c0cd564308..6017eff55e 100644 --- a/servers/rendering/rendering_server_default.cpp +++ b/servers/rendering/rendering_server_default.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rendering_server_default.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_server_default.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "rendering_server_default.h" @@ -291,6 +291,10 @@ void RenderingServerDefault::set_boot_image(const Ref<Image> &p_image, const Col RSG::rasterizer->set_boot_image(p_image, p_color, p_scale, p_use_filter); } +Color RenderingServerDefault::get_default_clear_color() { + return RSG::texture_storage->get_default_clear_color(); +} + void RenderingServerDefault::set_default_clear_color(const Color &p_color) { RSG::viewport->set_default_clear_color(p_color); } diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h index 3f5b135d2a..a3bdf7d146 100644 --- a/servers/rendering/rendering_server_default.h +++ b/servers/rendering/rendering_server_default.h @@ -1,36 +1,37 @@ -/*************************************************************************/ -/* rendering_server_default.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_server_default.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERING_SERVER_DEFAULT_H #define RENDERING_SERVER_DEFAULT_H +#include "core/os/thread.h" #include "core/templates/command_queue_mt.h" #include "core/templates/hash_map.h" #include "renderer_canvas_cull.h" @@ -387,7 +388,7 @@ public: FUNC2(reflection_probe_set_ambient_energy, RID, float) FUNC2(reflection_probe_set_ambient_mode, RID, ReflectionProbeAmbientMode) FUNC2(reflection_probe_set_max_distance, RID, float) - FUNC2(reflection_probe_set_extents, RID, const Vector3 &) + FUNC2(reflection_probe_set_size, RID, const Vector3 &) FUNC2(reflection_probe_set_origin_offset, RID, const Vector3 &) FUNC2(reflection_probe_set_as_interior, RID, bool) FUNC2(reflection_probe_set_enable_box_projection, RID, bool) @@ -428,7 +429,7 @@ public: FUNCRIDSPLIT(decal) - FUNC2(decal_set_extents, RID, const Vector3 &) + FUNC2(decal_set_size, RID, const Vector3 &) FUNC3(decal_set_texture, RID, DecalTexture, RID) FUNC2(decal_set_emission_energy, RID, float) FUNC2(decal_set_albedo_mix, RID, float) @@ -540,7 +541,7 @@ public: FUNCRIDSPLIT(fog_volume) FUNC2(fog_volume_set_shape, RID, FogVolumeShape) - FUNC2(fog_volume_set_extents, RID, const Vector3 &) + FUNC2(fog_volume_set_size, RID, const Vector3 &) FUNC2(fog_volume_set_material, RID, RID) /* VISIBILITY_NOTIFIER */ @@ -608,7 +609,7 @@ public: FUNC1RC(RID, viewport_get_texture, RID) FUNC2(viewport_set_disable_2d, RID, bool) - FUNC2(viewport_set_disable_environment, RID, bool) + FUNC2(viewport_set_environment_mode, RID, ViewportEnvironmentMode) FUNC2(viewport_set_disable_3d, RID, bool) FUNC2(viewport_set_canvas_cull_mask, RID, uint32_t) @@ -854,7 +855,7 @@ public: FUNC8(canvas_item_add_msdf_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &, int, float, float) FUNC5(canvas_item_add_lcd_texture_rect_region, RID, const Rect2 &, RID, const Rect2 &, const Color &) FUNC10(canvas_item_add_nine_patch, RID, const Rect2 &, const Rect2 &, RID, const Vector2 &, const Vector2 &, NinePatchAxisMode, NinePatchAxisMode, bool, const Color &) - FUNC6(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID, float) + FUNC5(canvas_item_add_primitive, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID) FUNC5(canvas_item_add_polygon, RID, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, RID) FUNC9(canvas_item_add_triangle_array, RID, const Vector<int> &, const Vector<Point2> &, const Vector<Color> &, const Vector<Point2> &, const Vector<int> &, const Vector<float> &, RID, int) FUNC5(canvas_item_add_mesh, RID, const RID &, const Transform2D &, const Color &, RID) @@ -986,6 +987,7 @@ public: virtual double get_frame_setup_time_cpu() const override; virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) override; + virtual Color get_default_clear_color() override; virtual void set_default_clear_color(const Color &p_color) override; virtual bool has_feature(Features p_feature) const override; diff --git a/servers/rendering/rendering_server_globals.cpp b/servers/rendering/rendering_server_globals.cpp index ca24042ef9..1d1de2bfaf 100644 --- a/servers/rendering/rendering_server_globals.cpp +++ b/servers/rendering/rendering_server_globals.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rendering_server_globals.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_server_globals.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "rendering_server_globals.h" diff --git a/servers/rendering/rendering_server_globals.h b/servers/rendering/rendering_server_globals.h index 23f3810ce8..f5b4941b3b 100644 --- a/servers/rendering/rendering_server_globals.h +++ b/servers/rendering/rendering_server_globals.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rendering_server_globals.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_server_globals.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERING_SERVER_GLOBALS_H #define RENDERING_SERVER_GLOBALS_H diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp index 00b6a8c44c..8737d3b217 100644 --- a/servers/rendering/shader_compiler.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_compiler.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_compiler.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "shader_compiler.h" @@ -909,9 +909,6 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene if (p_default_actions.renames.has(vnode->name)) { code = p_default_actions.renames[vnode->name]; - if (vnode->name == "SCREEN_TEXTURE") { - r_gen_code.uses_screen_texture_mipmaps = true; - } } else { if (shader->uniforms.has(vnode->name)) { //its a uniform! @@ -919,29 +916,22 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene if (u.texture_order >= 0) { StringName name = vnode->name; if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) { - name = "SCREEN_TEXTURE"; + name = "color_buffer"; if (u.filter >= ShaderLanguage::FILTER_NEAREST_MIPMAP) { r_gen_code.uses_screen_texture_mipmaps = true; } + r_gen_code.uses_screen_texture = true; } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) { - name = "NORMAL_ROUGHNESS_TEXTURE"; + name = "normal_roughness_buffer"; + r_gen_code.uses_normal_roughness_texture = true; } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { - name = "DEPTH_TEXTURE"; + name = "depth_buffer"; + r_gen_code.uses_depth_texture = true; } else { name = _mkid(vnode->name); //texture, use as is } - if (p_default_actions.renames.has(name)) { - code = p_default_actions.renames[name]; - } else { - code = name; - } - - if (p_actions.usage_flag_pointers.has(name) && !used_flag_pointers.has(name)) { - *p_actions.usage_flag_pointers[name] = true; - used_flag_pointers.insert(name); - } - + code = name; } else { //a scalar or vector if (u.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { @@ -1161,6 +1151,9 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene bool is_texture_func = false; bool is_screen_texture = false; + bool texture_func_no_uv = false; + bool texture_func_returns_data = false; + if (onode->op == SL::OP_STRUCT) { code += _mkid(vnode->name); } else if (onode->op == SL::OP_CONSTRUCT) { @@ -1174,6 +1167,8 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene if (is_internal_func) { code += vnode->name; is_texture_func = texture_functions.has(vnode->name); + texture_func_no_uv = (vnode->name == "textureSize" || vnode->name == "textureQueryLevels"); + texture_func_returns_data = texture_func_no_uv || vnode->name == "textureQueryLod"; } else if (p_default_actions.renames.has(vnode->name)) { code += p_default_actions.renames[vnode->name]; } else { @@ -1183,6 +1178,11 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene code += "("; + // if color backbuffer, depth backbuffer or normal roughness texture is used, + // we will add logic to automatically switch between + // sampler2D and sampler2D array and vec2 UV and vec3 UV. + bool multiview_uv_needed = false; + for (int i = 1; i < onode->arguments.size(); i++) { if (i > 1) { code += ", "; @@ -1226,8 +1226,8 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene } String node_code = _dump_node_code(onode->arguments[i], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (!RS::get_singleton()->is_low_end() && is_texture_func && i == 1) { - //need to map from texture to sampler in order to sample when using Vulkan GLSL + if (is_texture_func && i == 1) { + // If we're doing a texture lookup we need to check our texture argument StringName texture_uniform; bool correct_texture_uniform = false; @@ -1246,17 +1246,25 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene break; } - if (correct_texture_uniform) { - //TODO Needs to detect screen_texture hint as well - is_screen_texture = (texture_uniform == "SCREEN_TEXTURE"); - + if (correct_texture_uniform && !RS::get_singleton()->is_low_end()) { + // Need to map from texture to sampler in order to sample when using Vulkan GLSL. String sampler_name; + bool is_depth_texture = false; + bool is_normal_roughness_texture = false; if (actions.custom_samplers.has(texture_uniform)) { sampler_name = actions.custom_samplers[texture_uniform]; } else { if (shader->uniforms.has(texture_uniform)) { - sampler_name = _get_sampler_name(shader->uniforms[texture_uniform].filter, shader->uniforms[texture_uniform].repeat); + const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform]; + if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) { + is_screen_texture = true; + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + is_depth_texture = true; + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) { + is_normal_roughness_texture = true; + } + sampler_name = _get_sampler_name(u.filter, u.repeat); } else { bool found = false; @@ -1282,16 +1290,45 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene } } - code += ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()) + "(" + node_code + ", " + sampler_name + ")"; + String data_type_name = ""; + if (actions.check_multiview_samplers && (is_screen_texture || is_depth_texture || is_normal_roughness_texture)) { + data_type_name = "multiviewSampler"; + multiview_uv_needed = true; + } else { + data_type_name = ShaderLanguage::get_datatype_name(onode->arguments[i]->get_datatype()); + } + + code += data_type_name + "(" + node_code + ", " + sampler_name + ")"; + } else if (actions.check_multiview_samplers && correct_texture_uniform && RS::get_singleton()->is_low_end()) { + // Texture function on low end hardware (i.e. OpenGL). + // We just need to know if the texture supports multiview. + + if (shader->uniforms.has(texture_uniform)) { + const ShaderLanguage::ShaderNode::Uniform &u = shader->uniforms[texture_uniform]; + if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE) { + multiview_uv_needed = true; + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) { + multiview_uv_needed = true; + } else if (u.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE) { + multiview_uv_needed = true; + } + } + + code += node_code; } else { code += node_code; } + } else if (multiview_uv_needed && !texture_func_no_uv && i == 2) { + // UV coordinate after using color, depth or normal roughness texture. + node_code = "multiview_uv(" + node_code + ".xy)"; + + code += node_code; } else { code += node_code; } } code += ")"; - if (is_screen_texture && actions.apply_luminance_multiplier) { + if (is_screen_texture && !texture_func_returns_data && actions.apply_luminance_multiplier) { code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))"; } } break; @@ -1498,6 +1535,9 @@ Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, Ident r_gen_code.uses_vertex_time = false; r_gen_code.uses_global_textures = false; r_gen_code.uses_screen_texture_mipmaps = false; + r_gen_code.uses_screen_texture = false; + r_gen_code.uses_depth_texture = false; + r_gen_code.uses_normal_roughness_texture = false; used_name_defines.clear(); used_rmode_defines.clear(); diff --git a/servers/rendering/shader_compiler.h b/servers/rendering/shader_compiler.h index 4cbe93afb2..3bb29a545b 100644 --- a/servers/rendering/shader_compiler.h +++ b/servers/rendering/shader_compiler.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_compiler.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_compiler.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SHADER_COMPILER_H #define SHADER_COMPILER_H @@ -81,6 +81,9 @@ public: bool uses_fragment_time; bool uses_vertex_time; bool uses_screen_texture_mipmaps; + bool uses_screen_texture; + bool uses_depth_texture; + bool uses_normal_roughness_texture; }; struct DefaultIdentifierActions { @@ -98,6 +101,7 @@ public: String instance_uniform_index_variable; uint32_t base_varying_index = 0; bool apply_luminance_multiplier = false; + bool check_multiview_samplers = false; }; private: diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 8c732b3d5a..940363a7e8 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_language.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_language.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "shader_language.h" @@ -90,8 +90,9 @@ const char *ShaderLanguage::token_names[TK_MAX] = { "IDENTIFIER", "TRUE", "FALSE", - "REAL_CONSTANT", + "FLOAT_CONSTANT", "INT_CONSTANT", + "UINT_CONSTANT", "TYPE_VOID", "TYPE_BOOL", "TYPE_BVEC2", @@ -126,6 +127,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = { "INTERPOLATION_FLAT", "INTERPOLATION_SMOOTH", "CONST", + "STRUCT", "PRECISION_LOW", "PRECISION_MID", "PRECISION_HIGH", @@ -169,6 +171,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = { "CF_DO", "CF_SWITCH", "CF_CASE", + "CF_DEFAULT", "CF_BREAK", "CF_CONTINUE", "CF_RETURN", @@ -185,19 +188,26 @@ const char *ShaderLanguage::token_names[TK_MAX] = { "SEMICOLON", "PERIOD", "UNIFORM", + "UNIFORM_GROUP", "INSTANCE", "GLOBAL", "VARYING", - "IN", - "OUT", - "INOUT", + "ARG_IN", + "ARG_OUT", + "ARG_INOUT", "RENDER_MODE", - "SOURCE_COLOR", "HINT_DEFAULT_WHITE_TEXTURE", "HINT_DEFAULT_BLACK_TEXTURE", "HINT_DEFAULT_TRANSPARENT_TEXTURE", "HINT_NORMAL_TEXTURE", + "HINT_ROUGHNESS_NORMAL_TEXTURE", + "HINT_ROUGHNESS_R", + "HINT_ROUGHNESS_G", + "HINT_ROUGHNESS_B", + "HINT_ROUGHNESS_A", + "HINT_ROUGHNESS_GRAY", "HINT_ANISOTROPY_TEXTURE", + "HINT_SOURCE_COLOR", "HINT_RANGE", "HINT_INSTANCE_INDEX", "HINT_SCREEN_TEXTURE", @@ -612,7 +622,7 @@ ShaderLanguage::Token ShaderLanguage::_get_token() { char_idx += 2; include_positions.resize(include_positions.size() - 1); // Pop back. - tk_line = include_positions[include_positions.size() - 1].line; // Restore line. + tk_line = include_positions[include_positions.size() - 1].line - 1; // Restore line. } else { return _make_token(TK_ERROR, "Invalid include enter/exit hint token (@@> and @@<)"); @@ -1215,7 +1225,7 @@ void ShaderLanguage::clear() { char_idx = 0; error_set = false; error_str = ""; - last_const = false; + is_const_decl = false; while (nodes) { Node *n = nodes; nodes = nodes->next; @@ -2827,6 +2837,20 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = { { "dFdx", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, false }, { "dFdx", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, false }, + // dFdxCoarse + + { "dFdxCoarse", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdxCoarse", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdxCoarse", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdxCoarse", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + + // dFdxFine + + { "dFdxFine", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdxFine", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdxFine", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdxFine", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + // dFdy { "dFdy", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, false }, @@ -2834,6 +2858,20 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = { { "dFdy", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, false }, { "dFdy", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, false }, + // dFdyCoarse + + { "dFdyCoarse", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdyCoarse", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdyCoarse", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdyCoarse", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + + // dFdyFine + + { "dFdyFine", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdyFine", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdyFine", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "dFdyFine", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + // fwidth { "fwidth", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, false }, @@ -2841,6 +2879,20 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = { { "fwidth", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, false }, { "fwidth", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, false }, + // fwidthCoarse + + { "fwidthCoarse", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "fwidthCoarse", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "fwidthCoarse", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "fwidthCoarse", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + + // fwidthFine + + { "fwidthFine", TYPE_FLOAT, { TYPE_FLOAT, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "fwidthFine", TYPE_VEC2, { TYPE_VEC2, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "fwidthFine", TYPE_VEC3, { TYPE_VEC3, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + { "fwidthFine", TYPE_VEC4, { TYPE_VEC4, TYPE_VOID }, { "p" }, TAG_GLOBAL, true }, + // Sub-functions. // array @@ -2849,10 +2901,10 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = { // Modern functions. // fma - { "fma", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false }, - { "fma", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false }, - { "fma", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false }, - { "fma", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, false }, + { "fma", TYPE_FLOAT, { TYPE_FLOAT, TYPE_FLOAT, TYPE_FLOAT, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, true }, + { "fma", TYPE_VEC2, { TYPE_VEC2, TYPE_VEC2, TYPE_VEC2, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, true }, + { "fma", TYPE_VEC3, { TYPE_VEC3, TYPE_VEC3, TYPE_VEC3, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, true }, + { "fma", TYPE_VEC4, { TYPE_VEC4, TYPE_VEC4, TYPE_VEC4, TYPE_VOID }, { "a", "b", "c" }, TAG_GLOBAL, true }, // Packing/Unpacking functions. @@ -3509,6 +3561,14 @@ bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Functio return false; } + if (is_const_decl && arg->type == Node::TYPE_VARIABLE) { + const VariableNode *var = static_cast<const VariableNode *>(arg); + if (!var->is_const) { + _set_error(RTR("Expected constant expression.")); + return false; + } + } + p_func->arguments.push_back(arg); tk = _get_token(); @@ -4478,14 +4538,14 @@ bool ShaderLanguage::_check_node_constness(const Node *p_node) const { case Node::TYPE_CONSTANT: break; case Node::TYPE_VARIABLE: { - const VariableNode *varn = static_cast<const VariableNode *>(p_node); - if (!varn->is_const) { + const VariableNode *var_node = static_cast<const VariableNode *>(p_node); + if (!var_node->is_const) { return false; } } break; case Node::TYPE_ARRAY: { - const ArrayNode *arrn = static_cast<const ArrayNode *>(p_node); - if (!arrn->is_const) { + const ArrayNode *arr_node = static_cast<const ArrayNode *>(p_node); + if (!arr_node->is_const) { return false; } } break; @@ -5132,6 +5192,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons expr = func; } else { //a function call + if (p_block == nullptr) { // Non-constructor function call in global space is forbidden. + if (is_const_decl) { + _set_error(RTR("Expected constant expression.")); + } + return nullptr; + } const StringName &name = identifier; @@ -5399,9 +5465,19 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } } else { if (!_find_identifier(p_block, false, p_function_info, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) { + if (identifier == "SCREEN_TEXTURE" || identifier == "DEPTH_TEXTURE" || identifier == "NORMAL_ROUGHNESS_TEXTURE") { + String name = String(identifier); + String name_lower = name.to_lower(); + _set_error(vformat(RTR("%s has been removed in favor of using hint_%s with a uniform.\nTo continue with minimal code changes add 'uniform sampler2D %s : hint_%s, filter_linear_mipmap;' near the top of your shader."), name, name_lower, name, name_lower)); + return nullptr; + } _set_error(vformat(RTR("Unknown identifier in expression: '%s'."), String(identifier))); return nullptr; } + if (is_const_decl && !is_const) { + _set_error(RTR("Expected constant expression.")); + return nullptr; + } if (ident_type == IDENTIFIER_VARYING) { TkPos prev_pos = _get_tkpos(); Token next_token = _get_token(); @@ -6477,7 +6553,7 @@ 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(RTR("Can't use increment/decrement operator in a constant expression.")); + _set_error(RTR("Invalid use of increment/decrement operator in a constant expression.")); return nullptr; } op->arguments.push_back(expression[i + 1].node); @@ -6919,6 +6995,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } } #endif // DEBUG_ENABLED + is_const_decl = is_const; BlockNode::Variable var; var.type = type; @@ -7175,6 +7252,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun vdnode->declarations.push_back(decl); p_block->variables[name] = var; + is_const_decl = false; if (!fixed_array_size) { array_size = 0; @@ -8227,6 +8305,10 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f _set_error(vformat(RTR("Uniform instances are not yet implemented for '%s' shaders."), shader_type_identifier)); return ERR_PARSE_ERROR; } + if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") { + _set_error(RTR("Uniform instances are not supported in gl_compatibility shaders.")); + return ERR_PARSE_ERROR; + } if (uniform_scope == ShaderNode::Uniform::SCOPE_LOCAL) { tk = _get_token(); if (tk.type != TK_UNIFORM) { @@ -8339,7 +8421,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f _set_error(vformat(RTR("The '%s' data type is not supported for uniforms."), "struct")); return ERR_PARSE_ERROR; } else { - _set_error(vformat(RTR("The '%s' data type not allowed here."), "struct")); + _set_error(vformat(RTR("The '%s' data type is not allowed here."), "struct")); return ERR_PARSE_ERROR; } } @@ -8691,14 +8773,21 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f case TK_HINT_SCREEN_TEXTURE: { new_hint = ShaderNode::Uniform::HINT_SCREEN_TEXTURE; --texture_uniforms; + --texture_binding; } break; case TK_HINT_NORMAL_ROUGHNESS_TEXTURE: { new_hint = ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE; --texture_uniforms; + --texture_binding; + if (OS::get_singleton()->get_current_rendering_method() == "gl_compatibility") { + _set_error(RTR("'hint_normal_roughness_texture' is not supported in gl_compatibility shaders.")); + return ERR_PARSE_ERROR; + } } break; case TK_HINT_DEPTH_TEXTURE: { new_hint = ShaderNode::Uniform::HINT_DEPTH_TEXTURE; --texture_uniforms; + --texture_binding; } break; case TK_FILTER_NEAREST: { new_filter = FILTER_NEAREST; @@ -9032,6 +9121,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f constant.precision = precision; constant.initializer = nullptr; constant.array_size = array_size; + is_const_decl = true; if (tk.type == TK_BRACKET_OPEN) { Error error = _parse_array_size(nullptr, constants, false, nullptr, &constant.array_size, &unknown_size); @@ -9291,6 +9381,7 @@ Error ShaderLanguage::_parse_shader(const HashMap<StringName, FunctionInfo> &p_f unknown_size = false; } else if (tk.type == TK_SEMICOLON) { + is_const_decl = false; break; } else { _set_expected_error(",", ";"); diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h index d34114589f..aea61e42c3 100644 --- a/servers/rendering/shader_language.h +++ b/servers/rendering/shader_language.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_language.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_language.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SHADER_LANGUAGE_H #define SHADER_LANGUAGE_H @@ -953,7 +953,7 @@ private: StringName shader_type_identifier; StringName current_function; - bool last_const = false; + bool is_const_decl = false; StringName last_name; bool is_shader_inc = false; diff --git a/servers/rendering/shader_preprocessor.cpp b/servers/rendering/shader_preprocessor.cpp index 46e76fbe92..b45a7c0db3 100644 --- a/servers/rendering/shader_preprocessor.cpp +++ b/servers/rendering/shader_preprocessor.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_preprocessor.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_preprocessor.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "shader_preprocessor.h" #include "core/math/expression.h" @@ -78,19 +78,46 @@ char32_t ShaderPreprocessor::Tokenizer::peek() { return 0; } +int ShaderPreprocessor::Tokenizer::consume_line_continuations(int p_offset) { + int skips = 0; + + for (int i = index + p_offset; i < size; i++) { + char32_t c = code[i]; + if (c == '\\') { + if (i + 1 < size && code[i + 1] == '\n') { + // This line ends with "\" and "\n" continuation. + add_generated(Token('\n', line)); + line++; + skips++; + + i = i + 2; + index = i; + } else { + break; + } + } else if (!is_whitespace(c)) { + break; + } + } + return skips; +} + LocalVector<ShaderPreprocessor::Token> ShaderPreprocessor::Tokenizer::advance(char32_t p_what) { LocalVector<ShaderPreprocessor::Token> tokens; while (index < size) { char32_t c = code[index++]; - - tokens.push_back(ShaderPreprocessor::Token(c, line)); + if (c == '\\' && consume_line_continuations(-1) > 0) { + continue; + } if (c == '\n') { add_generated(ShaderPreprocessor::Token('\n', line)); line++; } + tokens.push_back(ShaderPreprocessor::Token(c, line)); + if (c == p_what || c == 0) { return tokens; } @@ -104,6 +131,11 @@ void ShaderPreprocessor::Tokenizer::skip_whitespace() { } } +bool ShaderPreprocessor::Tokenizer::consume_empty_line() { + // Read until newline and return true if the content was all whitespace/empty. + return tokens_to_string(advance('\n')).strip_edges().size() == 0; +} + String ShaderPreprocessor::Tokenizer::get_identifier(bool *r_is_cursor, bool p_started) { if (r_is_cursor != nullptr) { *r_is_cursor = false; @@ -113,6 +145,10 @@ String ShaderPreprocessor::Tokenizer::get_identifier(bool *r_is_cursor, bool p_s while (true) { char32_t c = peek(); + if (c == '\\' && consume_line_continuations(0) > 0) { + continue; + } + if (is_char_end(c) || c == '(' || c == ')' || c == ',' || c == ';') { break; } @@ -146,8 +182,10 @@ String ShaderPreprocessor::Tokenizer::get_identifier(bool *r_is_cursor, bool p_s String ShaderPreprocessor::Tokenizer::peek_identifier() { const int original = index; + const int original_line = line; String id = get_identifier(); index = original; + line = original_line; return id; } @@ -330,8 +368,8 @@ String ShaderPreprocessor::vector_to_string(const LocalVector<char32_t> &p_v, in String ShaderPreprocessor::tokens_to_string(const LocalVector<Token> &p_tokens) { LocalVector<char32_t> result; - for (uint32_t i = 0; i < p_tokens.size(); i++) { - result.push_back(p_tokens[i].text); + for (const Token &token : p_tokens) { + result.push_back(token.text); } return vector_to_string(result); } @@ -485,7 +523,9 @@ void ShaderPreprocessor::process_else(Tokenizer *p_tokenizer) { state->previous_region->to_line = line - 1; } - p_tokenizer->advance('\n'); + if (!p_tokenizer->consume_empty_line()) { + set_error(RTR("Invalid else."), p_tokenizer->get_line()); + } bool skip = false; for (int i = 0; i < state->current_branch->conditions.size(); i++) { @@ -508,17 +548,21 @@ void ShaderPreprocessor::process_else(Tokenizer *p_tokenizer) { } void ShaderPreprocessor::process_endif(Tokenizer *p_tokenizer) { + const int line = p_tokenizer->get_line(); + state->condition_depth--; if (state->condition_depth < 0) { - set_error(RTR("Unmatched endif."), p_tokenizer->get_line()); + set_error(RTR("Unmatched endif."), line); return; } if (state->previous_region != nullptr) { - state->previous_region->to_line = p_tokenizer->get_line() - 1; + state->previous_region->to_line = line - 1; state->previous_region = state->previous_region->parent; } - p_tokenizer->advance('\n'); + if (!p_tokenizer->consume_empty_line()) { + set_error(RTR("Invalid endif."), line); + } state->current_branch = state->current_branch->parent; state->branches.pop_back(); @@ -574,12 +618,10 @@ void ShaderPreprocessor::process_ifdef(Tokenizer *p_tokenizer) { return; } - p_tokenizer->skip_whitespace(); - if (!is_char_end(p_tokenizer->peek())) { + if (!p_tokenizer->consume_empty_line()) { set_error(RTR("Invalid ifdef."), line); return; } - p_tokenizer->advance('\n'); bool success = state->defines.has(label); start_branch_condition(p_tokenizer, success); @@ -598,12 +640,10 @@ void ShaderPreprocessor::process_ifndef(Tokenizer *p_tokenizer) { return; } - p_tokenizer->skip_whitespace(); - if (!is_char_end(p_tokenizer->peek())) { + if (!p_tokenizer->consume_empty_line()) { set_error(RTR("Invalid ifndef."), line); return; } - p_tokenizer->advance('\n'); bool success = !state->defines.has(label); start_branch_condition(p_tokenizer, success); @@ -628,13 +668,17 @@ void ShaderPreprocessor::process_include(Tokenizer *p_tokenizer) { } } path = path.substr(0, path.length() - 1); - p_tokenizer->skip_whitespace(); - if (path.is_empty() || !is_char_end(p_tokenizer->peek())) { + if (path.is_empty() || !p_tokenizer->consume_empty_line()) { set_error(RTR("Invalid path."), line); return; } + path = path.simplify_path(); + if (path.is_relative_path()) { + path = state->current_filename.get_base_dir().path_join(path); + } + Ref<Resource> res = ResourceLoader::load(path); if (res.is_null()) { set_error(RTR("Shader include load failed. Does the shader include exist? Is there a cyclic dependency?"), line); @@ -728,25 +772,24 @@ void ShaderPreprocessor::process_pragma(Tokenizer *p_tokenizer) { return; } - p_tokenizer->advance('\n'); + if (!p_tokenizer->consume_empty_line()) { + set_error(RTR("Invalid pragma directive."), line); + return; + } } void ShaderPreprocessor::process_undef(Tokenizer *p_tokenizer) { const int line = p_tokenizer->get_line(); const String label = p_tokenizer->get_identifier(); - if (label.is_empty() || !state->defines.has(label)) { - set_error(RTR("Invalid name."), line); - return; - } - - p_tokenizer->skip_whitespace(); - if (!is_char_end(p_tokenizer->peek())) { + if (label.is_empty() || !p_tokenizer->consume_empty_line()) { set_error(RTR("Invalid undef."), line); return; } - memdelete(state->defines[label]); - state->defines.erase(label); + if (state->defines.has(label)) { + memdelete(state->defines[label]); + state->defines.erase(label); + } } void ShaderPreprocessor::add_region(int p_line, bool p_enabled, Region *p_parent_region) { @@ -957,15 +1000,57 @@ bool ShaderPreprocessor::expand_macros_once(const String &p_line, int p_line_num String body = define->body; if (define->arguments.size() > 0) { // Complex macro with arguments. - int args_start = index + key.length(); - int args_end = p_line.find(")", args_start); - if (args_start == -1 || args_end == -1) { - set_error(RTR("Missing macro argument parenthesis."), p_line_number); - return false; + + int args_start = -1; + int args_end = -1; + int brackets_open = 0; + Vector<String> args; + for (int i = index_start - 1; i < p_line.length(); i++) { + bool add_argument = false; + bool reached_end = false; + char32_t c = p_line[i]; + + if (c == '(') { + brackets_open++; + if (brackets_open == 1) { + args_start = i + 1; + args_end = -1; + } + } else if (c == ')') { + brackets_open--; + if (brackets_open == 0) { + args_end = i; + add_argument = true; + reached_end = true; + } + } else if (c == ',') { + if (brackets_open == 1) { + args_end = i; + add_argument = true; + } + } + + if (add_argument) { + if (args_start == -1 || args_end == -1) { + set_error(RTR("Invalid macro argument list."), p_line_number); + return false; + } + + String arg = p_line.substr(args_start, args_end - args_start).strip_edges(); + if (arg.is_empty()) { + set_error(RTR("Invalid macro argument."), p_line_number); + return false; + } + args.append(arg); + + args_start = args_end + 1; + } + + if (reached_end) { + break; + } } - String values = result.substr(args_start + 1, args_end - (args_start + 1)); - Vector<String> args = values.split(","); if (args.size() != define->arguments.size()) { set_error(RTR("Invalid macro argument count."), p_line_number); return false; @@ -987,9 +1072,6 @@ bool ShaderPreprocessor::expand_macros_once(const String &p_line, int p_line_num result = result.substr(0, index) + " " + body + " " + result.substr(args_end + 1, result.length()); } else { result = result.substr(0, index) + body + result.substr(index + key.length(), result.length() - (index + key.length())); - // Manually reset index_start to where the body value of the define finishes. - // This ensures we don't skip another instance of this macro in the string. - index_start = index + body.length() + 1; } r_expanded = result; @@ -1081,21 +1163,17 @@ ShaderPreprocessor::Define *ShaderPreprocessor::create_define(const String &p_bo return define; } -void ShaderPreprocessor::clear() { - if (state_owner && state != nullptr) { +void ShaderPreprocessor::clear_state() { + if (state != nullptr) { for (const RBMap<String, Define *>::Element *E = state->defines.front(); E; E = E->next()) { memdelete(E->get()); } - - memdelete(state); + state->defines.clear(); } - state_owner = false; state = nullptr; } Error ShaderPreprocessor::preprocess(State *p_state, const String &p_code, String &r_result) { - clear(); - output.clear(); state = p_state; @@ -1242,6 +1320,9 @@ Error ShaderPreprocessor::preprocess(const String &p_code, const String &p_filen } } } + + clear_state(); + return err; } @@ -1273,5 +1354,4 @@ ShaderPreprocessor::ShaderPreprocessor() { } ShaderPreprocessor::~ShaderPreprocessor() { - clear(); } diff --git a/servers/rendering/shader_preprocessor.h b/servers/rendering/shader_preprocessor.h index f1b2876891..f198af66f0 100644 --- a/servers/rendering/shader_preprocessor.h +++ b/servers/rendering/shader_preprocessor.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_preprocessor.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_preprocessor.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SHADER_PREPROCESSOR_H #define SHADER_PREPROCESSOR_H @@ -93,11 +93,13 @@ private: int get_line() const; int get_index() const; char32_t peek(); + int consume_line_continuations(int p_offset); void get_and_clear_generated(Vector<Token> *r_out); void backtrack(char32_t p_what); LocalVector<Token> advance(char32_t p_what); void skip_whitespace(); + bool consume_empty_line(); String get_identifier(bool *r_is_cursor = nullptr, bool p_started = false); String peek_identifier(); Token get_token(); @@ -167,7 +169,6 @@ private: private: LocalVector<char32_t> output; State *state = nullptr; - bool state_owner = false; private: static bool is_char_word(char32_t p_char); @@ -181,7 +182,7 @@ private: } void _set_unexpected_token_error(const String &p_what, int p_line) { - set_error(vformat(RTR("Unexpected token '%s'."), p_what), p_line); + set_error(vformat(RTR("Unexpected token: '%s'."), p_what), p_line); } void process_directive(Tokenizer *p_tokenizer); @@ -211,7 +212,7 @@ private: static Define *create_define(const String &p_body); - void clear(); + void clear_state(); Error preprocess(State *p_state, const String &p_code, String &r_result); diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 86dd6a8b7e..56d00fa1bb 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_types.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_types.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "shader_types.h" #include "core/math/math_defs.h" @@ -106,6 +106,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VERTEX"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["FRAGCOORD"] = constt(ShaderLanguage::TYPE_VEC4); @@ -138,9 +139,6 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3; - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["NORMAL_ROUGHNESS_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); - shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["DEPTH"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SCREEN_UV"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); @@ -154,6 +152,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_INDEX"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_MONO_LEFT"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["VIEW_RIGHT"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EYE_OFFSET"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["OUTPUT_IS_SRGB"] = constt(ShaderLanguage::TYPE_BOOL); @@ -267,7 +266,6 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["POINT_COORD"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL); - shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].built_ins["SCREEN_TEXTURE"] = constt(ShaderLanguage::TYPE_SAMPLER2D); shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].can_discard = true; shader_modes[RS::SHADER_CANVAS_ITEM].functions["fragment"].main_function = true; @@ -468,7 +466,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["WORLD_POSITION"] = constt(ShaderLanguage::TYPE_VEC3); 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["SIZE"] = constt(ShaderLanguage::TYPE_VEC3); 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 dfec3a7111..5a7423b661 100644 --- a/servers/rendering/shader_types.h +++ b/servers/rendering/shader_types.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_types.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_types.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SHADER_TYPES_H #define SHADER_TYPES_H diff --git a/servers/rendering/shader_warnings.cpp b/servers/rendering/shader_warnings.cpp index 855dc23d94..dce8f6cff1 100644 --- a/servers/rendering/shader_warnings.cpp +++ b/servers/rendering/shader_warnings.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_warnings.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_warnings.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "shader_warnings.h" #include "core/variant/variant.h" diff --git a/servers/rendering/shader_warnings.h b/servers/rendering/shader_warnings.h index d5c6a4b1a6..ed28ebdd2b 100644 --- a/servers/rendering/shader_warnings.h +++ b/servers/rendering/shader_warnings.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* shader_warnings.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* shader_warnings.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SHADER_WARNINGS_H #define SHADER_WARNINGS_H diff --git a/servers/rendering/storage/camera_attributes_storage.cpp b/servers/rendering/storage/camera_attributes_storage.cpp index 570fefb9de..151ae4ccfe 100644 --- a/servers/rendering/storage/camera_attributes_storage.cpp +++ b/servers/rendering/storage/camera_attributes_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* camera_attributes_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* camera_attributes_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "camera_attributes_storage.h" diff --git a/servers/rendering/storage/camera_attributes_storage.h b/servers/rendering/storage/camera_attributes_storage.h index 6c7b364b10..6fbcd3da7d 100644 --- a/servers/rendering/storage/camera_attributes_storage.h +++ b/servers/rendering/storage/camera_attributes_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* camera_attributes_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* camera_attributes_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef CAMERA_ATTRIBUTES_STORAGE_H #define CAMERA_ATTRIBUTES_STORAGE_H diff --git a/servers/rendering/storage/environment_storage.cpp b/servers/rendering/storage/environment_storage.cpp index 78ce4eb4d0..30a6a616bb 100644 --- a/servers/rendering/storage/environment_storage.cpp +++ b/servers/rendering/storage/environment_storage.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* environment_storage.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* environment_storage.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "environment_storage.h" diff --git a/servers/rendering/storage/environment_storage.h b/servers/rendering/storage/environment_storage.h index dea9487af6..d677dfc57b 100644 --- a/servers/rendering/storage/environment_storage.h +++ b/servers/rendering/storage/environment_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* environment_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* environment_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef ENVIRONMENT_STORAGE_H #define ENVIRONMENT_STORAGE_H diff --git a/servers/rendering/storage/light_storage.h b/servers/rendering/storage/light_storage.h index ea3b4d4c44..5bd4297179 100644 --- a/servers/rendering/storage/light_storage.h +++ b/servers/rendering/storage/light_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* light_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* light_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef LIGHT_STORAGE_H #define LIGHT_STORAGE_H @@ -84,6 +84,7 @@ public: virtual RS::LightBakeMode light_get_bake_mode(RID p_light) = 0; virtual uint32_t light_get_max_sdfgi_cascade(RID p_light) = 0; virtual uint64_t light_get_version(RID p_light) const = 0; + virtual uint32_t light_get_cull_mask(RID p_light) const = 0; /* LIGHT INSTANCE API */ @@ -110,7 +111,7 @@ public: virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) = 0; virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) = 0; virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0; - virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0; + virtual void reflection_probe_set_size(RID p_probe, const Vector3 &p_size) = 0; virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0; virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0; @@ -121,7 +122,7 @@ public: virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0; virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0; virtual uint32_t reflection_probe_get_cull_mask(RID p_probe) const = 0; - virtual Vector3 reflection_probe_get_extents(RID p_probe) const = 0; + virtual Vector3 reflection_probe_get_size(RID p_probe) const = 0; 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; diff --git a/servers/rendering/storage/material_storage.h b/servers/rendering/storage/material_storage.h index a3de6343e5..03feda8abb 100644 --- a/servers/rendering/storage/material_storage.h +++ b/servers/rendering/storage/material_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* material_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* material_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef MATERIAL_STORAGE_H #define MATERIAL_STORAGE_H diff --git a/servers/rendering/storage/mesh_storage.h b/servers/rendering/storage/mesh_storage.h index 5b3738dfd7..76e46a696a 100644 --- a/servers/rendering/storage/mesh_storage.h +++ b/servers/rendering/storage/mesh_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* mesh_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* mesh_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef MESH_STORAGE_H #define MESH_STORAGE_H @@ -83,6 +83,7 @@ public: virtual void mesh_instance_set_skeleton(RID p_mesh_instance, RID p_skeleton) = 0; virtual void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) = 0; virtual void mesh_instance_check_for_update(RID p_mesh_instance) = 0; + virtual void mesh_instance_set_canvas_item_transform(RID p_mesh_instance, const Transform2D &p_transform) = 0; virtual void update_mesh_instances() = 0; /* MULTIMESH API */ diff --git a/servers/rendering/storage/particles_storage.h b/servers/rendering/storage/particles_storage.h index 5ef54346f2..78c616f6d5 100644 --- a/servers/rendering/storage/particles_storage.h +++ b/servers/rendering/storage/particles_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* particles_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* particles_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef PARTICLES_STORAGE_H #define PARTICLES_STORAGE_H diff --git a/servers/rendering/storage/render_scene_buffers.cpp b/servers/rendering/storage/render_scene_buffers.cpp index 104700090f..6369139aa6 100644 --- a/servers/rendering/storage/render_scene_buffers.cpp +++ b/servers/rendering/storage/render_scene_buffers.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* render_scene_buffers.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_scene_buffers.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "render_scene_buffers.h" @@ -34,8 +34,8 @@ void RenderSceneBuffers::_bind_methods() { ClassDB::bind_method(D_METHOD("configure", "render_target", "internal_size", "target_size", "fsr_sharpness", "texture_mipmap_bias", "msaa", "screen_space_aa", "use_taa", "use_debanding", "view_count"), &RenderSceneBuffers::configure); } -void RenderSceneBuffers::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { - GDVIRTUAL_CALL(_configure, p_render_target, p_internal_size, p_target_size, p_fsr_sharpness, p_texture_mipmap_bias, p_msaa, p_screen_space_aa, p_use_taa, p_use_debanding, p_view_count); +void RenderSceneBuffers::configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) { + GDVIRTUAL_CALL(_configure, p_render_target, p_internal_size, p_target_size, p_scaling_3d_mode, p_fsr_sharpness, p_texture_mipmap_bias, p_msaa, p_screen_space_aa, p_use_taa, p_use_debanding, p_view_count); }; void RenderSceneBuffers::set_fsr_sharpness(float p_fsr_sharpness) { diff --git a/servers/rendering/storage/render_scene_buffers.h b/servers/rendering/storage/render_scene_buffers.h index e28e3201ae..cf96a9f372 100644 --- a/servers/rendering/storage/render_scene_buffers.h +++ b/servers/rendering/storage/render_scene_buffers.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* render_scene_buffers.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* render_scene_buffers.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDER_SCENE_BUFFERS_H #define RENDER_SCENE_BUFFERS_H @@ -40,7 +40,7 @@ class RenderSceneBuffers : public RefCounted { protected: static void _bind_methods(); - GDVIRTUAL10(_configure, RID, Size2i, Size2i, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t) + GDVIRTUAL11(_configure, RID, Size2i, Size2i, RS::ViewportScaling3DMode, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t) GDVIRTUAL1(_set_fsr_sharpness, float) GDVIRTUAL1(_set_texture_mipmap_bias, float) GDVIRTUAL1(_set_use_debanding, bool) @@ -49,7 +49,7 @@ public: RenderSceneBuffers(){}; virtual ~RenderSceneBuffers(){}; - virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count); + virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count); // for those settings that are unlikely to require buffers to be recreated, we'll add setters virtual void set_fsr_sharpness(float p_fsr_sharpness); diff --git a/servers/rendering/storage/texture_storage.h b/servers/rendering/storage/texture_storage.h index 31fb5e8791..227d44aa27 100644 --- a/servers/rendering/storage/texture_storage.h +++ b/servers/rendering/storage/texture_storage.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* texture_storage.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* texture_storage.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef TEXTURE_STORAGE_H #define TEXTURE_STORAGE_H @@ -107,7 +107,7 @@ public: virtual void decal_initialize(RID p_rid) = 0; virtual void decal_free(RID p_rid) = 0; - virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) = 0; + virtual void decal_set_size(RID p_decal, const Vector3 &p_size) = 0; virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) = 0; virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0; virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0; @@ -118,6 +118,7 @@ public: virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0; virtual AABB decal_get_aabb(RID p_decal) const = 0; + virtual uint32_t decal_get_cull_mask(RID p_decal) const = 0; virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0; virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0; @@ -127,6 +128,7 @@ public: virtual RID decal_instance_create(RID p_decal) = 0; virtual void decal_instance_free(RID p_decal_instance) = 0; virtual void decal_instance_set_transform(RID p_decal_instance, const Transform3D &p_transform) = 0; + virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) = 0; /* RENDER TARGET */ diff --git a/servers/rendering/storage/utilities.cpp b/servers/rendering/storage/utilities.cpp index 7cc6417a25..c607d7741f 100644 --- a/servers/rendering/storage/utilities.cpp +++ b/servers/rendering/storage/utilities.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* utilities.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* utilities.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "utilities.h" diff --git a/servers/rendering/storage/utilities.h b/servers/rendering/storage/utilities.h index 23a782c14a..8fb4907a43 100644 --- a/servers/rendering/storage/utilities.h +++ b/servers/rendering/storage/utilities.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* utilities.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* utilities.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERER_UTILITIES_H #define RENDERER_UTILITIES_H diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index de3bd8d3e0..3d0443b494 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -1,36 +1,37 @@ -/*************************************************************************/ -/* rendering_server.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_server.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "rendering_server.h" #include "core/config/project_settings.h" +#include "core/object/worker_thread_pool.h" #include "core/variant/typed_array.h" #include "servers/rendering/rendering_server_globals.h" #include "servers/rendering/shader_language.h" @@ -700,9 +701,9 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint return OK; } -uint32_t RenderingServer::mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_array_index) const { +uint32_t RenderingServer::mesh_surface_get_format_offset(BitField<ArrayFormat> p_format, int p_vertex_len, int p_array_index) const { ERR_FAIL_INDEX_V(p_array_index, ARRAY_MAX, 0); - p_format &= ~ARRAY_FORMAT_INDEX; + p_format = int64_t(p_format) & ~ARRAY_FORMAT_INDEX; uint32_t offsets[ARRAY_MAX]; uint32_t vstr; uint32_t astr; @@ -711,8 +712,8 @@ uint32_t RenderingServer::mesh_surface_get_format_offset(uint32_t p_format, int return offsets[p_array_index]; } -uint32_t RenderingServer::mesh_surface_get_format_vertex_stride(uint32_t p_format, int p_vertex_len) const { - p_format &= ~ARRAY_FORMAT_INDEX; +uint32_t RenderingServer::mesh_surface_get_format_vertex_stride(BitField<ArrayFormat> p_format, int p_vertex_len) const { + p_format = int64_t(p_format) & ~ARRAY_FORMAT_INDEX; uint32_t offsets[ARRAY_MAX]; uint32_t vstr; uint32_t astr; @@ -720,8 +721,8 @@ uint32_t RenderingServer::mesh_surface_get_format_vertex_stride(uint32_t p_forma mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr); return vstr; } -uint32_t RenderingServer::mesh_surface_get_format_attribute_stride(uint32_t p_format, int p_vertex_len) const { - p_format &= ~ARRAY_FORMAT_INDEX; +uint32_t RenderingServer::mesh_surface_get_format_attribute_stride(BitField<ArrayFormat> p_format, int p_vertex_len) const { + p_format = int64_t(p_format) & ~ARRAY_FORMAT_INDEX; uint32_t offsets[ARRAY_MAX]; uint32_t vstr; uint32_t astr; @@ -729,8 +730,8 @@ uint32_t RenderingServer::mesh_surface_get_format_attribute_stride(uint32_t p_fo mesh_surface_make_offsets_from_format(p_format, p_vertex_len, 0, offsets, vstr, astr, sstr); return astr; } -uint32_t RenderingServer::mesh_surface_get_format_skin_stride(uint32_t p_format, int p_vertex_len) const { - p_format &= ~ARRAY_FORMAT_INDEX; +uint32_t RenderingServer::mesh_surface_get_format_skin_stride(BitField<ArrayFormat> p_format, int p_vertex_len) const { + p_format = int64_t(p_format) & ~ARRAY_FORMAT_INDEX; uint32_t offsets[ARRAY_MAX]; uint32_t vstr; uint32_t astr; @@ -996,6 +997,7 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa if (index_array_len) { List<Variant> keys; p_lods.get_key_list(&keys); + keys.sort(); // otherwise lod levels may get skipped for (const Variant &E : keys) { float distance = E; ERR_CONTINUE(distance <= 0.0); @@ -1049,7 +1051,7 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa return OK; } -void RenderingServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, uint32_t p_compress_format) { +void RenderingServer::mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes, const Dictionary &p_lods, BitField<ArrayFormat> p_compress_format) { SurfaceData sd; Error err = mesh_create_surface_data_from_arrays(&sd, p_primitive, p_arrays, p_blend_shapes, p_lods, p_compress_format); if (err != OK) { @@ -1797,35 +1799,36 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(ARRAY_CUSTOM_RGBA_FLOAT); BIND_ENUM_CONSTANT(ARRAY_CUSTOM_MAX); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_VERTEX); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_NORMAL); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_TANGENT); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_COLOR); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_TEX_UV2); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM0); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM1); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM2); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM3); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_BONES); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_WEIGHTS); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_INDEX); - - BIND_ENUM_CONSTANT(ARRAY_FORMAT_BLEND_SHAPE_MASK); - - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_BASE); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_BITS); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM0_SHIFT); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM1_SHIFT); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM2_SHIFT); - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM3_SHIFT); - - BIND_ENUM_CONSTANT(ARRAY_FORMAT_CUSTOM_MASK); - BIND_ENUM_CONSTANT(ARRAY_COMPRESS_FLAGS_BASE); - - BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_2D_VERTICES); - BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_DYNAMIC_UPDATE); - BIND_ENUM_CONSTANT(ARRAY_FLAG_USE_8_BONE_WEIGHTS); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_VERTEX); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_NORMAL); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_TANGENT); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_COLOR); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_TEX_UV); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_TEX_UV2); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM0); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM1); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM2); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM3); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_BONES); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_WEIGHTS); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_INDEX); + + BIND_BITFIELD_FLAG(ARRAY_FORMAT_BLEND_SHAPE_MASK); + + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM_BASE); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM_BITS); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM0_SHIFT); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM1_SHIFT); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM2_SHIFT); + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM3_SHIFT); + + BIND_BITFIELD_FLAG(ARRAY_FORMAT_CUSTOM_MASK); + BIND_BITFIELD_FLAG(ARRAY_COMPRESS_FLAGS_BASE); + + BIND_BITFIELD_FLAG(ARRAY_FLAG_USE_2D_VERTICES); + BIND_BITFIELD_FLAG(ARRAY_FLAG_USE_DYNAMIC_UPDATE); + BIND_BITFIELD_FLAG(ARRAY_FLAG_USE_8_BONE_WEIGHTS); + BIND_BITFIELD_FLAG(ARRAY_FLAG_USES_EMPTY_VERTEX_ARRAY); BIND_ENUM_CONSTANT(PRIMITIVE_POINTS); BIND_ENUM_CONSTANT(PRIMITIVE_LINES); @@ -1966,7 +1969,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("reflection_probe_set_ambient_color", "probe", "color"), &RenderingServer::reflection_probe_set_ambient_color); ClassDB::bind_method(D_METHOD("reflection_probe_set_ambient_energy", "probe", "energy"), &RenderingServer::reflection_probe_set_ambient_energy); ClassDB::bind_method(D_METHOD("reflection_probe_set_max_distance", "probe", "distance"), &RenderingServer::reflection_probe_set_max_distance); - ClassDB::bind_method(D_METHOD("reflection_probe_set_extents", "probe", "extents"), &RenderingServer::reflection_probe_set_extents); + ClassDB::bind_method(D_METHOD("reflection_probe_set_size", "probe", "size"), &RenderingServer::reflection_probe_set_size); ClassDB::bind_method(D_METHOD("reflection_probe_set_origin_offset", "probe", "offset"), &RenderingServer::reflection_probe_set_origin_offset); ClassDB::bind_method(D_METHOD("reflection_probe_set_as_interior", "probe", "enable"), &RenderingServer::reflection_probe_set_as_interior); ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_box_projection", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_box_projection); @@ -1985,7 +1988,7 @@ void RenderingServer::_bind_methods() { /* DECAL */ ClassDB::bind_method(D_METHOD("decal_create"), &RenderingServer::decal_create); - ClassDB::bind_method(D_METHOD("decal_set_extents", "decal", "extents"), &RenderingServer::decal_set_extents); + ClassDB::bind_method(D_METHOD("decal_set_size", "decal", "size"), &RenderingServer::decal_set_size); ClassDB::bind_method(D_METHOD("decal_set_texture", "decal", "type", "texture"), &RenderingServer::decal_set_texture); ClassDB::bind_method(D_METHOD("decal_set_emission_energy", "decal", "energy"), &RenderingServer::decal_set_emission_energy); ClassDB::bind_method(D_METHOD("decal_set_albedo_mix", "decal", "albedo_mix"), &RenderingServer::decal_set_albedo_mix); @@ -2145,7 +2148,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("fog_volume_create"), &RenderingServer::fog_volume_create); ClassDB::bind_method(D_METHOD("fog_volume_set_shape", "fog_volume", "shape"), &RenderingServer::fog_volume_set_shape); - ClassDB::bind_method(D_METHOD("fog_volume_set_extents", "fog_volume", "extents"), &RenderingServer::fog_volume_set_extents); + ClassDB::bind_method(D_METHOD("fog_volume_set_size", "fog_volume", "size"), &RenderingServer::fog_volume_set_size); ClassDB::bind_method(D_METHOD("fog_volume_set_material", "fog_volume", "material"), &RenderingServer::fog_volume_set_material); BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_ELLIPSOID); @@ -2198,7 +2201,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("viewport_get_texture", "viewport"), &RenderingServer::viewport_get_texture); ClassDB::bind_method(D_METHOD("viewport_set_disable_3d", "viewport", "disable"), &RenderingServer::viewport_set_disable_3d); ClassDB::bind_method(D_METHOD("viewport_set_disable_2d", "viewport", "disable"), &RenderingServer::viewport_set_disable_2d); - ClassDB::bind_method(D_METHOD("viewport_set_disable_environment", "viewport", "disabled"), &RenderingServer::viewport_set_disable_environment); + ClassDB::bind_method(D_METHOD("viewport_set_environment_mode", "viewport", "mode"), &RenderingServer::viewport_set_environment_mode); ClassDB::bind_method(D_METHOD("viewport_attach_camera", "viewport", "camera"), &RenderingServer::viewport_attach_camera); ClassDB::bind_method(D_METHOD("viewport_set_scenario", "viewport", "scenario"), &RenderingServer::viewport_set_scenario); ClassDB::bind_method(D_METHOD("viewport_attach_canvas", "viewport", "canvas"), &RenderingServer::viewport_attach_canvas); @@ -2253,6 +2256,11 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_NEVER); BIND_ENUM_CONSTANT(VIEWPORT_CLEAR_ONLY_NEXT_FRAME); + BIND_ENUM_CONSTANT(VIEWPORT_ENVIRONMENT_DISABLED); + BIND_ENUM_CONSTANT(VIEWPORT_ENVIRONMENT_ENABLED); + BIND_ENUM_CONSTANT(VIEWPORT_ENVIRONMENT_INHERIT); + BIND_ENUM_CONSTANT(VIEWPORT_ENVIRONMENT_MAX); + BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_100_PERCENT); BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_120_PERCENT); BIND_ENUM_CONSTANT(VIEWPORT_SDF_OVERSIZE_150_PERCENT); @@ -2592,8 +2600,8 @@ void RenderingServer::_bind_methods() { /* Primitives */ - ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width", "antialiased"), &RenderingServer::canvas_item_add_line, DEFVAL(1.0), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &RenderingServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false)); + ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width", "antialiased"), &RenderingServer::canvas_item_add_line, DEFVAL(-1.0), DEFVAL(false)); + ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &RenderingServer::canvas_item_add_polyline, DEFVAL(-1.0), DEFVAL(false)); ClassDB::bind_method(D_METHOD("canvas_item_add_rect", "item", "rect", "color"), &RenderingServer::canvas_item_add_rect); ClassDB::bind_method(D_METHOD("canvas_item_add_circle", "item", "pos", "radius", "color"), &RenderingServer::canvas_item_add_circle); ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect", "item", "rect", "texture", "tile", "modulate", "transpose"), &RenderingServer::canvas_item_add_texture_rect, DEFVAL(false), DEFVAL(Color(1, 1, 1)), DEFVAL(false)); @@ -2601,7 +2609,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("canvas_item_add_lcd_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate"), &RenderingServer::canvas_item_add_lcd_texture_rect_region); ClassDB::bind_method(D_METHOD("canvas_item_add_texture_rect_region", "item", "rect", "texture", "src_rect", "modulate", "transpose", "clip_uv"), &RenderingServer::canvas_item_add_texture_rect_region, DEFVAL(Color(1, 1, 1)), DEFVAL(false), DEFVAL(true)); ClassDB::bind_method(D_METHOD("canvas_item_add_nine_patch", "item", "rect", "source", "texture", "topleft", "bottomright", "x_axis_mode", "y_axis_mode", "draw_center", "modulate"), &RenderingServer::canvas_item_add_nine_patch, DEFVAL(NINE_PATCH_STRETCH), DEFVAL(NINE_PATCH_STRETCH), DEFVAL(true), DEFVAL(Color(1, 1, 1))); - ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture", "width"), &RenderingServer::canvas_item_add_primitive, DEFVAL(1.0)); + ClassDB::bind_method(D_METHOD("canvas_item_add_primitive", "item", "points", "colors", "uvs", "texture"), &RenderingServer::canvas_item_add_primitive); ClassDB::bind_method(D_METHOD("canvas_item_add_polygon", "item", "points", "colors", "uvs", "texture"), &RenderingServer::canvas_item_add_polygon, DEFVAL(Vector<Point2>()), DEFVAL(RID())); ClassDB::bind_method(D_METHOD("canvas_item_add_triangle_array", "item", "indices", "points", "colors", "uvs", "bones", "weights", "texture", "count"), &RenderingServer::canvas_item_add_triangle_array, DEFVAL(Vector<Point2>()), DEFVAL(Vector<int>()), DEFVAL(Vector<float>()), DEFVAL(RID()), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("canvas_item_add_mesh", "item", "mesh", "transform", "modulate", "texture"), &RenderingServer::canvas_item_add_mesh, DEFVAL(Transform2D()), DEFVAL(Color(1, 1, 1)), DEFVAL(RID())); @@ -2668,6 +2676,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_filter", "light", "filter"), &RenderingServer::canvas_light_set_shadow_filter); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_color", "light", "color"), &RenderingServer::canvas_light_set_shadow_color); ClassDB::bind_method(D_METHOD("canvas_light_set_shadow_smooth", "light", "smooth"), &RenderingServer::canvas_light_set_shadow_smooth); + ClassDB::bind_method(D_METHOD("canvas_light_set_blend_mode", "light", "mode"), &RenderingServer::canvas_light_set_blend_mode); BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_POINT); BIND_ENUM_CONSTANT(CANVAS_LIGHT_MODE_DIRECTIONAL); @@ -2763,6 +2772,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_white_texture"), &RenderingServer::get_white_texture); ClassDB::bind_method(D_METHOD("set_boot_image", "image", "color", "scale", "use_filter"), &RenderingServer::set_boot_image, DEFVAL(true)); + ClassDB::bind_method(D_METHOD("get_default_clear_color"), &RenderingServer::get_default_clear_color); ClassDB::bind_method(D_METHOD("set_default_clear_color", "color"), &RenderingServer::set_default_clear_color); ClassDB::bind_method(D_METHOD("has_feature", "feature"), &RenderingServer::has_feature); @@ -2799,9 +2809,7 @@ void RenderingServer::mesh_add_surface_from_mesh_data(RID p_mesh, const Geometry Vector<Vector3> vertices; Vector<Vector3> normals; - for (uint32_t i = 0; i < p_mesh_data.faces.size(); i++) { - const Geometry3D::MeshData::Face &f = p_mesh_data.faces[i]; - + for (const Geometry3D::MeshData::Face &f : p_mesh_data.faces) { for (uint32_t j = 2; j < f.indices.size(); j++) { vertices.push_back(p_mesh_data.vertices[f.indices[0]]); normals.push_back(f.plane.normal); @@ -2848,41 +2856,31 @@ RenderingServer::RenderingServer() { } void RenderingServer::init() { - GLOBAL_DEF_RST("rendering/textures/vram_compression/import_bptc", false); - 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_NOVAL_BASIC("rendering/textures/vram_compression/import_s3tc_bptc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_S3TC_BPTC); + GLOBAL_DEF_RST_NOVAL_BASIC("rendering/textures/vram_compression/import_etc2_astc", OS::get_singleton()->get_preferred_texture_format() == OS::PREFERRED_TEXTURE_FORMAT_ETC2_ASTC); GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false); - GLOBAL_DEF("rendering/textures/webp_compression/compression_method", 2); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/webp_compression/compression_method", PropertyInfo(Variant::INT, "rendering/textures/webp_compression/compression_method", PROPERTY_HINT_RANGE, "0,6,1")); - - GLOBAL_DEF("rendering/textures/webp_compression/lossless_compression_factor", 25); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/webp_compression/lossless_compression_factor", PropertyInfo(Variant::FLOAT, "rendering/textures/webp_compression/lossless_compression_factor", PROPERTY_HINT_RANGE, "0,100,1")); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/textures/webp_compression/compression_method", PROPERTY_HINT_RANGE, "0,6,1"), 2); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/textures/webp_compression/lossless_compression_factor", PROPERTY_HINT_RANGE, "0,100,1"), 25); - GLOBAL_DEF("rendering/limits/time/time_rollover_secs", 3600); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/time/time_rollover_secs", PropertyInfo(Variant::FLOAT, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater")); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/limits/time/time_rollover_secs", PROPERTY_HINT_RANGE, "0,10000,1,or_greater"), 3600); GLOBAL_DEF_RST("rendering/lights_and_shadows/use_physical_light_units", false); - GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/size", 4096); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384"), 4096); GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/size.mobile", 2048); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/lights_and_shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/lights_and_shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384")); - GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality", 2); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"), 2); GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality.mobile", 0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality", PropertyInfo(Variant::INT, "rendering/lights_and_shadows/directional_shadow/soft_shadow_filter_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); GLOBAL_DEF("rendering/lights_and_shadows/directional_shadow/16_bits", true); - GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality", 2); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)"), 2); GLOBAL_DEF("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality.mobile", 0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality", PropertyInfo(Variant::INT, "rendering/lights_and_shadows/positional_shadow/soft_shadow_filter_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048); // Number of commands that can be drawn per frame. - GLOBAL_DEF_RST("rendering/gl_compatibility/item_buffer_size", 16384); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/gl_compatibility/item_buffer_size", PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "1024,1048576,1")); + GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/gl_compatibility/item_buffer_size", PROPERTY_HINT_RANGE, "128,1048576,1"), 16384); GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true); GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true); @@ -2902,8 +2900,7 @@ void RenderingServer::init() { GLOBAL_DEF("rendering/global_illumination/gi/use_half_resolution", false); - GLOBAL_DEF("rendering/global_illumination/voxel_gi/quality", 0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/voxel_gi/quality", PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)")); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/voxel_gi/quality", PROPERTY_HINT_ENUM, "Low (4 Cones - Fast),High (6 Cones - Slow)"), 0); GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading", false); GLOBAL_DEF("rendering/shading/overrides/force_vertex_shading.mobile", true); @@ -2914,126 +2911,71 @@ void RenderingServer::init() { 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); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/default_filters/anisotropic_filtering_level", PropertyInfo(Variant::INT, "rendering/textures/default_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Faster),4× (Fast),8× (Average),16× (Slow)"))); + GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/textures/default_filters/anisotropic_filtering_level", PROPERTY_HINT_ENUM, String::utf8("Disabled (Fastest),2× (Faster),4× (Fast),8× (Average),16× (Slow)")), 2); - GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_bokeh_shape", 1); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slowest)")); - GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_bokeh_quality", 1); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/camera/depth_of_field/depth_of_field_bokeh_quality", PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow)")); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_shape", PROPERTY_HINT_ENUM, "Box (Fast),Hexagon (Average),Circle (Slowest)"), 1); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/camera/depth_of_field/depth_of_field_bokeh_quality", PROPERTY_HINT_ENUM, "Very Low (Fastest),Low (Fast),Medium (Average),High (Slow)"), 1); GLOBAL_DEF("rendering/camera/depth_of_field/depth_of_field_use_jitter", false); - GLOBAL_DEF("rendering/environment/ssao/quality", 2); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/quality", PropertyInfo(Variant::INT, "rendering/environment/ssao/quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low (Fast),Medium (Average),High (Slow),Ultra (Custom)")); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/ssao/quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low (Fast),Medium (Average),High (Slow),Ultra (Custom)"), 2); GLOBAL_DEF("rendering/environment/ssao/half_size", true); - GLOBAL_DEF("rendering/environment/ssao/adaptive_target", 0.5); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/adaptive_target", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/adaptive_target", PROPERTY_HINT_RANGE, "0.0,1.0,0.01")); - GLOBAL_DEF("rendering/environment/ssao/blur_passes", 2); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/blur_passes", PropertyInfo(Variant::INT, "rendering/environment/ssao/blur_passes", PROPERTY_HINT_RANGE, "0,6")); - GLOBAL_DEF("rendering/environment/ssao/fadeout_from", 50.0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/fadeout_from", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_from", PROPERTY_HINT_RANGE, "0.0,512,0.1,or_greater")); - 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(PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/adaptive_target", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), 0.5); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/ssao/blur_passes", PROPERTY_HINT_RANGE, "0,6"), 2); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_from", PROPERTY_HINT_RANGE, "0.0,512,0.1,or_greater"), 50.0); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater"), 300.0); + + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/ssil/quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low (Fast),Medium (Average),High (Slow),Ultra (Custom)"), 2); 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(PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/adaptive_target", PROPERTY_HINT_RANGE, "0.0,1.0,0.01"), 0.5); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/ssil/blur_passes", PROPERTY_HINT_RANGE, "0,6"), 4); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_from", PROPERTY_HINT_RANGE, "0.0,512,0.1,or_greater"), 50.0); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater"), 300.0); 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); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/amount", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/amount", PROPERTY_HINT_RANGE, "0.01,4.0,0.01")); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/limit", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/limit", PROPERTY_HINT_RANGE, "0.01,1.0,0.01")); - - GLOBAL_DEF("rendering/scaling_3d/mode", 0); - GLOBAL_DEF("rendering/scaling_3d/scale", 1.0); - GLOBAL_DEF("rendering/scaling_3d/fsr_sharpness", 0.2f); - GLOBAL_DEF("rendering/textures/default_filters/texture_mipmap_bias", 0.0f); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/scaling_3d/mode", - PropertyInfo(Variant::INT, - "rendering/scaling_3d/mode", - PROPERTY_HINT_ENUM, "Bilinear (Fastest),FSR 1.0 (Fast)")); - - ProjectSettings::get_singleton()->set_custom_property_info("rendering/scaling_3d/scale", - PropertyInfo(Variant::FLOAT, - "rendering/scaling_3d/scale", - PROPERTY_HINT_RANGE, "0.25,2.0,0.01")); - - ProjectSettings::get_singleton()->set_custom_property_info("rendering/scaling_3d/fsr_sharpness", - PropertyInfo(Variant::FLOAT, - "rendering/scaling_3d/fsr_sharpness", - PROPERTY_HINT_RANGE, "0,2,0.1")); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/default_filters/texture_mipmap_bias", - PropertyInfo(Variant::FLOAT, - "rendering/textures/default_filters/texture_mipmap_bias", - PROPERTY_HINT_RANGE, "-2,2,0.001")); - - GLOBAL_DEF("rendering/textures/decals/filter", DECAL_FILTER_LINEAR_MIPMAPS); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/decals/filter", PropertyInfo(Variant::INT, "rendering/textures/decals/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Linear (Fast),Nearest Mipmap (Fast),Linear Mipmap (Fast),Nearest Mipmap Anisotropic (Average),Linear Mipmap Anisotropic (Average)")); - GLOBAL_DEF("rendering/textures/light_projectors/filter", LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/light_projectors/filter", PropertyInfo(Variant::INT, "rendering/textures/light_projectors/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Linear (Fast),Nearest Mipmap (Fast),Linear Mipmap (Fast),Nearest Mipmap Anisotropic (Average),Linear Mipmap Anisotropic (Average)")); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/amount", PROPERTY_HINT_RANGE, "0.01,4.0,0.01"), 0.25); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/limit", PROPERTY_HINT_RANGE, "0.01,1.0,0.01"), 0.18); + + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/scaling_3d/mode", PROPERTY_HINT_ENUM, "Bilinear (Fastest),FSR 1.0 (Fast)"), 0); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/scaling_3d/scale", PROPERTY_HINT_RANGE, "0.25,2.0,0.01"), 1.0); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/scaling_3d/fsr_sharpness", PROPERTY_HINT_RANGE, "0,2,0.1"), 0.2f); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/textures/default_filters/texture_mipmap_bias", PROPERTY_HINT_RANGE, "-2,2,0.001"), 0.0f); + + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/textures/decals/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Linear (Fast),Nearest Mipmap (Fast),Linear Mipmap (Fast),Nearest Mipmap Anisotropic (Average),Linear Mipmap Anisotropic (Average)"), DECAL_FILTER_LINEAR_MIPMAPS); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/textures/light_projectors/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Linear (Fast),Nearest Mipmap (Fast),Linear Mipmap (Fast),Nearest Mipmap Anisotropic (Average),Linear Mipmap Anisotropic (Average)"), LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS); GLOBAL_DEF_RST("rendering/occlusion_culling/occlusion_rays_per_thread", 512); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/occlusion_culling/bvh_build_quality", PropertyInfo(Variant::INT, "rendering/occlusion_culling/bvh_build_quality", PROPERTY_HINT_ENUM, "Low,Medium,High")); - GLOBAL_DEF("rendering/environment/glow/upscale_mode", 1); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/glow/upscale_mode", PropertyInfo(Variant::INT, "rendering/environment/glow/upscale_mode", PROPERTY_HINT_ENUM, "Linear (Fast),Bicubic (Slow)")); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/glow/upscale_mode", PROPERTY_HINT_ENUM, "Linear (Fast),Bicubic (Slow)"), 1); GLOBAL_DEF("rendering/environment/glow/upscale_mode.mobile", 0); - GLOBAL_DEF("rendering/environment/screen_space_reflection/roughness_quality", 1); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/screen_space_reflection/roughness_quality", PropertyInfo(Variant::INT, "rendering/environment/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)")); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/screen_space_reflection/roughness_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"), 1); - GLOBAL_DEF("rendering/environment/subsurface_scattering/subsurface_scattering_quality", 1); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/subsurface_scattering/subsurface_scattering_quality", PropertyInfo(Variant::INT, "rendering/environment/subsurface_scattering/subsurface_scattering_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)")); - GLOBAL_DEF("rendering/environment/subsurface_scattering/subsurface_scattering_scale", 0.05); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/subsurface_scattering/subsurface_scattering_scale", PropertyInfo(Variant::FLOAT, "rendering/environment/subsurface_scattering/subsurface_scattering_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001")); - GLOBAL_DEF("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", 0.01); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", PropertyInfo(Variant::FLOAT, "rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001")); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/subsurface_scattering/subsurface_scattering_quality", PROPERTY_HINT_ENUM, "Disabled (Fastest),Low (Fast),Medium (Average),High (Slow)"), 1); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/environment/subsurface_scattering/subsurface_scattering_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"), 0.05); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale", PROPERTY_HINT_RANGE, "0.001,1,0.001"), 0.01); GLOBAL_DEF("rendering/limits/global_shader_variables/buffer_size", 65536); - GLOBAL_DEF("rendering/lightmapping/probe_capture/update_speed", 15); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/lightmapping/probe_capture/update_speed", PropertyInfo(Variant::FLOAT, "rendering/lightmapping/probe_capture/update_speed", PROPERTY_HINT_RANGE, "0.001,256,0.001")); - - GLOBAL_DEF("rendering/global_illumination/sdfgi/probe_ray_count", 1); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/probe_ray_count", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)")); - GLOBAL_DEF("rendering/global_illumination/sdfgi/frames_to_converge", 5); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/frames_to_converge", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)")); - GLOBAL_DEF("rendering/global_illumination/sdfgi/frames_to_update_lights", 2); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/global_illumination/sdfgi/frames_to_update_lights", PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_update_lights", PROPERTY_HINT_ENUM, "1 (Slower),2,4,8,16 (Faster)")); - - GLOBAL_DEF("rendering/environment/volumetric_fog/volume_size", 64); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1")); - GLOBAL_DEF("rendering/environment/volumetric_fog/volume_depth", 64); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_depth", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1")); - GLOBAL_DEF("rendering/environment/volumetric_fog/use_filter", 1); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/use_filter", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)")); - - GLOBAL_DEF("rendering/limits/spatial_indexer/update_iterations_per_frame", 10); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/spatial_indexer/update_iterations_per_frame", PropertyInfo(Variant::INT, "rendering/limits/spatial_indexer/update_iterations_per_frame", PROPERTY_HINT_RANGE, "0,1024,1")); - GLOBAL_DEF("rendering/limits/spatial_indexer/threaded_cull_minimum_instances", 1000); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/spatial_indexer/threaded_cull_minimum_instances", PropertyInfo(Variant::INT, "rendering/limits/spatial_indexer/threaded_cull_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1")); - GLOBAL_DEF("rendering/limits/forward_renderer/threaded_render_minimum_instances", 500); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/forward_renderer/threaded_render_minimum_instances", PropertyInfo(Variant::INT, "rendering/limits/forward_renderer/threaded_render_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1")); - - GLOBAL_DEF("rendering/limits/cluster_builder/max_clustered_elements", 512); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/cluster_builder/max_clustered_elements", PropertyInfo(Variant::FLOAT, "rendering/limits/cluster_builder/max_clustered_elements", PROPERTY_HINT_RANGE, "32,8192,1")); + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/lightmapping/probe_capture/update_speed", PROPERTY_HINT_RANGE, "0.001,256,0.001"), 15); + + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/probe_ray_count", PROPERTY_HINT_ENUM, "8 (Fastest),16,32,64,96,128 (Slowest)"), 1); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_converge", PROPERTY_HINT_ENUM, "5 (Less Latency but Lower Quality),10,15,20,25,30 (More Latency but Higher Quality)"), 5); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/global_illumination/sdfgi/frames_to_update_lights", PROPERTY_HINT_ENUM, "1 (Slower),2,4,8,16 (Faster)"), 2); + + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1"), 64); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1"), 64); + GLOBAL_DEF(PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)"), 1); + + GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/limits/spatial_indexer/update_iterations_per_frame", PROPERTY_HINT_RANGE, "0,1024,1"), 10); + GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/limits/spatial_indexer/threaded_cull_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1"), 1000); + GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/limits/forward_renderer/threaded_render_minimum_instances", PROPERTY_HINT_RANGE, "32,65536,1"), 500); + + GLOBAL_DEF(PropertyInfo(Variant::FLOAT, "rendering/limits/cluster_builder/max_clustered_elements", PROPERTY_HINT_RANGE, "32,8192,1"), 512); // OpenGL limits - GLOBAL_DEF_RST("rendering/limits/opengl/max_renderable_elements", 65536); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/opengl/max_renderable_elements", PropertyInfo(Variant::INT, "rendering/limits/opengl/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,65536,1")); - GLOBAL_DEF_RST("rendering/limits/opengl/max_renderable_lights", 32); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/opengl/max_renderable_lights", PropertyInfo(Variant::INT, "rendering/limits/opengl/max_renderable_lights", PROPERTY_HINT_RANGE, "2,256,1")); - GLOBAL_DEF_RST("rendering/limits/opengl/max_lights_per_object", 8); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/opengl/max_lights_per_object", PropertyInfo(Variant::INT, "rendering/limits/opengl/max_lights_per_object", PROPERTY_HINT_RANGE, "2,1024,1")); + GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/limits/opengl/max_renderable_elements", PROPERTY_HINT_RANGE, "1024,65536,1"), 65536); + GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/limits/opengl/max_renderable_lights", PROPERTY_HINT_RANGE, "2,256,1"), 32); + GLOBAL_DEF_RST(PropertyInfo(Variant::INT, "rendering/limits/opengl/max_lights_per_object", PROPERTY_HINT_RANGE, "2,1024,1"), 8); GLOBAL_DEF_RST_BASIC("xr/shaders/enabled", false); } diff --git a/servers/rendering_server.h b/servers/rendering_server.h index f3d95e07cb..b53b7d2ff9 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* rendering_server.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* rendering_server.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef RENDERING_SERVER_H #define RENDERING_SERVER_H @@ -35,7 +35,6 @@ #include "core/math/geometry_3d.h" #include "core/math/transform_2d.h" #include "core/object/class_db.h" -#include "core/object/worker_thread_pool.h" #include "core/templates/rid.h" #include "core/variant/typed_array.h" #include "core/variant/variant.h" @@ -320,10 +319,10 @@ public: virtual void mesh_set_blend_shape_count(RID p_mesh, int p_blend_shape_count) = 0; - virtual uint32_t mesh_surface_get_format_offset(uint32_t p_format, int p_vertex_len, int p_array_index) const; - virtual uint32_t mesh_surface_get_format_vertex_stride(uint32_t p_format, int p_vertex_len) const; - virtual uint32_t mesh_surface_get_format_attribute_stride(uint32_t p_format, int p_vertex_len) const; - virtual uint32_t mesh_surface_get_format_skin_stride(uint32_t p_format, int p_vertex_len) const; + virtual uint32_t mesh_surface_get_format_offset(BitField<ArrayFormat> p_format, int p_vertex_len, int p_array_index) const; + virtual uint32_t mesh_surface_get_format_vertex_stride(BitField<ArrayFormat> p_format, int p_vertex_len) const; + virtual uint32_t mesh_surface_get_format_attribute_stride(BitField<ArrayFormat> p_format, int p_vertex_len) const; + virtual uint32_t mesh_surface_get_format_skin_stride(BitField<ArrayFormat> p_format, int p_vertex_len) const; /// Returns stride virtual void mesh_surface_make_offsets_from_format(uint32_t p_format, int p_vertex_len, int p_index_len, uint32_t *r_offsets, uint32_t &r_vertex_element_size, uint32_t &r_attrib_element_size, uint32_t &r_skin_element_size) const; @@ -333,7 +332,7 @@ public: TypedArray<Array> mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_surface) const; Dictionary mesh_surface_get_lods(RID p_mesh, int p_surface) const; - virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), uint32_t p_compress_format = 0); + virtual void mesh_add_surface_from_arrays(RID p_mesh, PrimitiveType p_primitive, const Array &p_arrays, const Array &p_blend_shapes = Array(), const Dictionary &p_lods = Dictionary(), BitField<ArrayFormat> p_compress_format = 0); virtual void mesh_add_surface(RID p_mesh, const SurfaceData &p_surface) = 0; virtual int mesh_get_blend_shape_count(RID p_mesh) const = 0; @@ -541,7 +540,7 @@ public: virtual void reflection_probe_set_ambient_color(RID p_probe, const Color &p_color) = 0; virtual void reflection_probe_set_ambient_energy(RID p_probe, float p_energy) = 0; virtual void reflection_probe_set_max_distance(RID p_probe, float p_distance) = 0; - virtual void reflection_probe_set_extents(RID p_probe, const Vector3 &p_extents) = 0; + virtual void reflection_probe_set_size(RID p_probe, const Vector3 &p_size) = 0; virtual void reflection_probe_set_origin_offset(RID p_probe, const Vector3 &p_offset) = 0; virtual void reflection_probe_set_as_interior(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0; @@ -561,7 +560,7 @@ public: }; virtual RID decal_create() = 0; - virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents) = 0; + virtual void decal_set_size(RID p_decal, const Vector3 &p_size) = 0; virtual void decal_set_texture(RID p_decal, DecalTexture p_type, RID p_texture) = 0; virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0; virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0; @@ -750,7 +749,7 @@ public: }; virtual void fog_volume_set_shape(RID p_fog_volume, FogVolumeShape p_shape) = 0; - virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) = 0; + virtual void fog_volume_set_size(RID p_fog_volume, const Vector3 &p_size) = 0; virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) = 0; /* VISIBILITY NOTIFIER API */ @@ -802,7 +801,8 @@ public: enum ViewportScaling3DMode { VIEWPORT_SCALING_3D_MODE_BILINEAR, VIEWPORT_SCALING_3D_MODE_FSR, - VIEWPORT_SCALING_3D_MODE_MAX + VIEWPORT_SCALING_3D_MODE_MAX, + VIEWPORT_SCALING_3D_MODE_OFF = 255, // for internal use only }; virtual void viewport_set_use_xr(RID p_viewport, bool p_use_xr) = 0; @@ -839,7 +839,14 @@ public: virtual RID viewport_get_texture(RID p_viewport) const = 0; - virtual void viewport_set_disable_environment(RID p_viewport, bool p_disable) = 0; + enum ViewportEnvironmentMode { + VIEWPORT_ENVIRONMENT_DISABLED, + VIEWPORT_ENVIRONMENT_ENABLED, + VIEWPORT_ENVIRONMENT_INHERIT, + VIEWPORT_ENVIRONMENT_MAX, + }; + + virtual void viewport_set_environment_mode(RID p_viewport, ViewportEnvironmentMode p_mode) = 0; virtual void viewport_set_disable_3d(RID p_viewport, bool p_disable) = 0; virtual void viewport_set_disable_2d(RID p_viewport, bool p_disable) = 0; @@ -1333,9 +1340,9 @@ public: NINE_PATCH_TILE_FIT, }; - virtual void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = 1.0, bool p_antialiased = false) = 0; - virtual void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0, bool p_antialiased = false) = 0; - virtual void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = 1.0) = 0; + virtual void canvas_item_add_line(RID p_item, const Point2 &p_from, const Point2 &p_to, const Color &p_color, float p_width = -1.0, bool p_antialiased = false) = 0; + virtual void canvas_item_add_polyline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = -1.0, bool p_antialiased = false) = 0; + virtual void canvas_item_add_multiline(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, float p_width = -1.0) = 0; virtual void canvas_item_add_rect(RID p_item, const Rect2 &p_rect, const Color &p_color) = 0; virtual void canvas_item_add_circle(RID p_item, const Point2 &p_pos, float p_radius, const Color &p_color) = 0; virtual void canvas_item_add_texture_rect(RID p_item, const Rect2 &p_rect, RID p_texture, bool p_tile = false, const Color &p_modulate = Color(1, 1, 1), bool p_transpose = false) = 0; @@ -1343,7 +1350,7 @@ public: virtual void canvas_item_add_msdf_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1), int p_outline_size = 0, float p_px_range = 1.0, float p_scale = 1.0) = 0; virtual void canvas_item_add_lcd_texture_rect_region(RID p_item, const Rect2 &p_rect, RID p_texture, const Rect2 &p_src_rect, const Color &p_modulate = Color(1, 1, 1)) = 0; virtual void canvas_item_add_nine_patch(RID p_item, const Rect2 &p_rect, const Rect2 &p_source, RID p_texture, const Vector2 &p_topleft, const Vector2 &p_bottomright, NinePatchAxisMode p_x_axis_mode = NINE_PATCH_STRETCH, NinePatchAxisMode p_y_axis_mode = NINE_PATCH_STRETCH, bool p_draw_center = true, const Color &p_modulate = Color(1, 1, 1)) = 0; - virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture, float p_width = 1.0) = 0; + virtual void canvas_item_add_primitive(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs, RID p_texture) = 0; virtual void canvas_item_add_polygon(RID p_item, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), RID p_texture = RID()) = 0; virtual void canvas_item_add_triangle_array(RID p_item, const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>(), RID p_texture = RID(), int p_count = -1) = 0; virtual void canvas_item_add_mesh(RID p_item, const RID &p_mesh, const Transform2D &p_transform = Transform2D(), const Color &p_modulate = Color(1, 1, 1), RID p_texture = RID()) = 0; @@ -1560,6 +1567,7 @@ public: virtual void mesh_add_surface_from_planes(RID p_mesh, const Vector<Plane> &p_planes); virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0; + virtual Color get_default_clear_color() = 0; virtual void set_default_clear_color(const Color &p_color) = 0; enum Features { @@ -1610,7 +1618,7 @@ VARIANT_ENUM_CAST(RenderingServer::TextureLayeredType); VARIANT_ENUM_CAST(RenderingServer::CubeMapLayer); VARIANT_ENUM_CAST(RenderingServer::ShaderMode); VARIANT_ENUM_CAST(RenderingServer::ArrayType); -VARIANT_ENUM_CAST(RenderingServer::ArrayFormat); +VARIANT_BITFIELD_CAST(RenderingServer::ArrayFormat); VARIANT_ENUM_CAST(RenderingServer::ArrayCustomFormat); VARIANT_ENUM_CAST(RenderingServer::PrimitiveType); VARIANT_ENUM_CAST(RenderingServer::BlendShapeMode); @@ -1637,6 +1645,7 @@ VARIANT_ENUM_CAST(RenderingServer::FogVolumeShape); VARIANT_ENUM_CAST(RenderingServer::ViewportScaling3DMode); VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode); VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode); +VARIANT_ENUM_CAST(RenderingServer::ViewportEnvironmentMode); VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA); VARIANT_ENUM_CAST(RenderingServer::ViewportScreenSpaceAA); VARIANT_ENUM_CAST(RenderingServer::ViewportRenderInfo); diff --git a/servers/server_wrap_mt_common.h b/servers/server_wrap_mt_common.h index 318c844a2f..1a73c97fc7 100644 --- a/servers/server_wrap_mt_common.h +++ b/servers/server_wrap_mt_common.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* server_wrap_mt_common.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* server_wrap_mt_common.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef SERVER_WRAP_MT_COMMON_H #define SERVER_WRAP_MT_COMMON_H diff --git a/servers/text/text_server_dummy.h b/servers/text/text_server_dummy.h index c603881b7c..77b6ecf319 100644 --- a/servers/text/text_server_dummy.h +++ b/servers/text/text_server_dummy.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* text_server_dummy.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* text_server_dummy.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef TEXT_SERVER_DUMMY_H #define TEXT_SERVER_DUMMY_H diff --git a/servers/text/text_server_extension.cpp b/servers/text/text_server_extension.cpp index 4baa1db9bf..cbf37f25d6 100644 --- a/servers/text/text_server_extension.cpp +++ b/servers/text/text_server_extension.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* text_server_extension.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* text_server_extension.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "text_server_extension.h" @@ -1373,8 +1373,8 @@ String TextServerExtension::string_to_lower(const String &p_string, const String return p_string; } -TypedArray<Vector2i> TextServerExtension::parse_structured_text(StructuredTextParser p_parser_type, const Array &p_args, const String &p_text) const { - TypedArray<Vector2i> ret; +TypedArray<Vector3i> TextServerExtension::parse_structured_text(StructuredTextParser p_parser_type, const Array &p_args, const String &p_text) const { + TypedArray<Vector3i> ret; GDVIRTUAL_CALL(_parse_structured_text, p_parser_type, p_args, p_text, ret); return ret; } diff --git a/servers/text/text_server_extension.h b/servers/text/text_server_extension.h index 551e4e9087..8536836983 100644 --- a/servers/text/text_server_extension.h +++ b/servers/text/text_server_extension.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* text_server_extension.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* text_server_extension.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef TEXT_SERVER_EXTENSION_H #define TEXT_SERVER_EXTENSION_H @@ -521,8 +521,8 @@ public: GDVIRTUAL2RC(String, _string_to_upper, const String &, const String &); GDVIRTUAL2RC(String, _string_to_lower, const String &, const String &); - TypedArray<Vector2i> parse_structured_text(StructuredTextParser p_parser_type, const Array &p_args, const String &p_text) const; - GDVIRTUAL3RC(TypedArray<Vector2i>, _parse_structured_text, StructuredTextParser, const Array &, const String &); + TypedArray<Vector3i> parse_structured_text(StructuredTextParser p_parser_type, const Array &p_args, const String &p_text) const; + GDVIRTUAL3RC(TypedArray<Vector3i>, _parse_structured_text, StructuredTextParser, const Array &, const String &); virtual int64_t is_confusable(const String &p_string, const PackedStringArray &p_dict) const override; virtual bool spoof_check(const String &p_string) const override; diff --git a/servers/text_server.cpp b/servers/text_server.cpp index c0f235fe50..027109b67d 100644 --- a/servers/text_server.cpp +++ b/servers/text_server.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* text_server.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* text_server.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "servers/text_server.h" #include "core/variant/typed_array.h" @@ -483,6 +483,7 @@ void TextServer::_bind_methods() { BIND_ENUM_CONSTANT(DIRECTION_AUTO); BIND_ENUM_CONSTANT(DIRECTION_LTR); BIND_ENUM_CONSTANT(DIRECTION_RTL); + BIND_ENUM_CONSTANT(DIRECTION_INHERITED); /* Orientation */ BIND_ENUM_CONSTANT(ORIENTATION_HORIZONTAL); @@ -599,7 +600,7 @@ void TextServer::_bind_methods() { BIND_ENUM_CONSTANT(STRUCTURED_TEXT_FILE); BIND_ENUM_CONSTANT(STRUCTURED_TEXT_EMAIL); BIND_ENUM_CONSTANT(STRUCTURED_TEXT_LIST); - BIND_ENUM_CONSTANT(STRUCTURED_TEXT_NONE); + BIND_ENUM_CONSTANT(STRUCTURED_TEXT_GDSCRIPT); BIND_ENUM_CONSTANT(STRUCTURED_TEXT_CUSTOM); } @@ -1692,22 +1693,22 @@ String TextServer::strip_diacritics(const String &p_string) const { return result; } -TypedArray<Vector2i> TextServer::parse_structured_text(StructuredTextParser p_parser_type, const Array &p_args, const String &p_text) const { - TypedArray<Vector2i> ret; +TypedArray<Vector3i> TextServer::parse_structured_text(StructuredTextParser p_parser_type, const Array &p_args, const String &p_text) const { + TypedArray<Vector3i> ret; switch (p_parser_type) { case STRUCTURED_TEXT_URI: { int prev = 0; for (int i = 0; i < p_text.length(); i++) { if ((p_text[i] == '\\') || (p_text[i] == '/') || (p_text[i] == '.') || (p_text[i] == ':') || (p_text[i] == '&') || (p_text[i] == '=') || (p_text[i] == '@') || (p_text[i] == '?') || (p_text[i] == '#')) { if (prev != i) { - ret.push_back(Vector2i(prev, i)); + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); } - ret.push_back(Vector2i(i, i + 1)); + ret.push_back(Vector3i(i, i + 1, TextServer::DIRECTION_LTR)); prev = i + 1; } } if (prev != p_text.length()) { - ret.push_back(Vector2i(prev, p_text.length())); + ret.push_back(Vector3i(prev, p_text.length(), TextServer::DIRECTION_AUTO)); } } break; case STRUCTURED_TEXT_FILE: { @@ -1715,14 +1716,14 @@ TypedArray<Vector2i> TextServer::parse_structured_text(StructuredTextParser p_pa for (int i = 0; i < p_text.length(); i++) { if ((p_text[i] == '\\') || (p_text[i] == '/') || (p_text[i] == ':')) { if (prev != i) { - ret.push_back(Vector2i(prev, i)); + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); } - ret.push_back(Vector2i(i, i + 1)); + ret.push_back(Vector3i(i, i + 1, TextServer::DIRECTION_LTR)); prev = i + 1; } } if (prev != p_text.length()) { - ret.push_back(Vector2i(prev, p_text.length())); + ret.push_back(Vector3i(prev, p_text.length(), TextServer::DIRECTION_AUTO)); } } break; case STRUCTURED_TEXT_EMAIL: { @@ -1731,19 +1732,19 @@ TypedArray<Vector2i> TextServer::parse_structured_text(StructuredTextParser p_pa for (int i = 0; i < p_text.length(); i++) { if ((p_text[i] == '@') && local) { // Add full "local" as single context. local = false; - ret.push_back(Vector2i(prev, i)); - ret.push_back(Vector2i(i, i + 1)); + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); + ret.push_back(Vector3i(i, i + 1, TextServer::DIRECTION_LTR)); prev = i + 1; } else if (!local && (p_text[i] == '.')) { // Add each dot separated "domain" part as context. if (prev != i) { - ret.push_back(Vector2i(prev, i)); + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); } - ret.push_back(Vector2i(i, i + 1)); + ret.push_back(Vector3i(i, i + 1, TextServer::DIRECTION_LTR)); prev = i + 1; } } if (prev != p_text.length()) { - ret.push_back(Vector2i(prev, p_text.length())); + ret.push_back(Vector3i(prev, p_text.length(), TextServer::DIRECTION_AUTO)); } } break; case STRUCTURED_TEXT_LIST: { @@ -1752,18 +1753,97 @@ TypedArray<Vector2i> TextServer::parse_structured_text(StructuredTextParser p_pa int prev = 0; for (int i = 0; i < tags.size(); i++) { if (prev != i) { - ret.push_back(Vector2i(prev, prev + tags[i].length())); + ret.push_back(Vector3i(prev, prev + tags[i].length(), TextServer::DIRECTION_INHERITED)); } - ret.push_back(Vector2i(prev + tags[i].length(), prev + tags[i].length() + 1)); + ret.push_back(Vector3i(prev + tags[i].length(), prev + tags[i].length() + 1, TextServer::DIRECTION_INHERITED)); prev = prev + tags[i].length() + 1; } } } break; + case STRUCTURED_TEXT_GDSCRIPT: { + bool in_string_literal = false; + bool in_string_literal_single = false; + bool in_id = false; + + int prev = 0; + for (int i = 0; i < p_text.length(); i++) { + char32_t c = p_text[i]; + if (in_string_literal) { + if (c == '\\') { + i++; + continue; // Skip escaped chars. + } else if (c == '\"') { + // String literal end, push string and ". + if (prev != i) { + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); + } + prev = i + 1; + ret.push_back(Vector3i(i, i + 1, TextServer::DIRECTION_LTR)); + in_string_literal = false; + } + } else if (in_string_literal_single) { + if (c == '\\') { + i++; + continue; // Skip escaped chars. + } else if (c == '\'') { + // String literal end, push string and '. + if (prev != i) { + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); + } + prev = i + 1; + ret.push_back(Vector3i(i, i + 1, TextServer::DIRECTION_LTR)); + in_string_literal_single = false; + } + } else if (in_id) { + if (!is_unicode_identifier_continue(c)) { + // End of id, push id. + if (prev != i) { + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); + } + prev = i; + in_id = false; + } + } else if (is_unicode_identifier_start(c)) { + // Start of new id, push prev element. + if (prev != i) { + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); + } + prev = i; + in_id = true; + } else if (c == '\"') { + // String literal start, push prev element and ". + if (prev != i) { + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); + } + prev = i + 1; + ret.push_back(Vector3i(i, i + 1, TextServer::DIRECTION_LTR)); + in_string_literal = true; + } else if (c == '\'') { + // String literal start, push prev element and '. + if (prev != i) { + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); + } + prev = i + 1; + ret.push_back(Vector3i(i, i + 1, TextServer::DIRECTION_LTR)); + in_string_literal_single = true; + } else if (c == '#') { + // Start of comment, push prev element and #, skip the rest of the text. + if (prev != i) { + ret.push_back(Vector3i(prev, i, TextServer::DIRECTION_AUTO)); + } + prev = i + 1; + ret.push_back(Vector3i(i, i + 1, TextServer::DIRECTION_LTR)); + break; + } + } + if (prev < p_text.length()) { + ret.push_back(Vector3i(prev, p_text.length(), TextServer::DIRECTION_AUTO)); + } + } break; case STRUCTURED_TEXT_CUSTOM: - case STRUCTURED_TEXT_NONE: case STRUCTURED_TEXT_DEFAULT: default: { - ret.push_back(Vector2i(0, p_text.length())); + ret.push_back(Vector3i(0, p_text.length(), TextServer::DIRECTION_INHERITED)); } } return ret; diff --git a/servers/text_server.h b/servers/text_server.h index 0d94f45b79..a91d367e97 100644 --- a/servers/text_server.h +++ b/servers/text_server.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* text_server.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* text_server.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef TEXT_SERVER_H #define TEXT_SERVER_H @@ -65,7 +65,8 @@ public: enum Direction { DIRECTION_AUTO, DIRECTION_LTR, - DIRECTION_RTL + DIRECTION_RTL, + DIRECTION_INHERITED, }; enum Orientation { @@ -198,7 +199,7 @@ public: STRUCTURED_TEXT_FILE, STRUCTURED_TEXT_EMAIL, STRUCTURED_TEXT_LIST, - STRUCTURED_TEXT_NONE, + STRUCTURED_TEXT_GDSCRIPT, STRUCTURED_TEXT_CUSTOM }; @@ -505,7 +506,7 @@ public: 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; - TypedArray<Vector2i> parse_structured_text(StructuredTextParser p_parser_type, const Array &p_args, const String &p_text) const; + TypedArray<Vector3i> parse_structured_text(StructuredTextParser p_parser_type, const Array &p_args, const String &p_text) const; virtual void cleanup() {} diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp index ec4ae98397..7f3d8668a4 100644 --- a/servers/xr/xr_interface.cpp +++ b/servers/xr/xr_interface.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_interface.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_interface.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "xr_interface.h" #include "servers/rendering/renderer_compositor.h" @@ -75,6 +75,10 @@ void XRInterface::_bind_methods() { ClassDB::bind_method(D_METHOD("get_transform_for_view", "view", "cam_transform"), &XRInterface::get_transform_for_view); ClassDB::bind_method(D_METHOD("get_projection_for_view", "view", "aspect", "near", "far"), &XRInterface::get_projection_for_view); + /** environment blend mode. */ + ClassDB::bind_method(D_METHOD("get_supported_environment_blend_modes"), &XRInterface::get_supported_environment_blend_modes); + ClassDB::bind_method(D_METHOD("set_environment_blend_mode", "mode"), &XRInterface::set_environment_blend_mode); + ADD_GROUP("AR", "ar_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "ar_is_anchor_detection_enabled"), "set_anchor_detection_is_enabled", "get_anchor_detection_is_enabled"); @@ -97,6 +101,10 @@ void XRInterface::_bind_methods() { BIND_ENUM_CONSTANT(XR_PLAY_AREA_SITTING); BIND_ENUM_CONSTANT(XR_PLAY_AREA_ROOMSCALE); BIND_ENUM_CONSTANT(XR_PLAY_AREA_STAGE); + + BIND_ENUM_CONSTANT(XR_ENV_BLEND_MODE_OPAQUE); + BIND_ENUM_CONSTANT(XR_ENV_BLEND_MODE_ADDITIVE); + BIND_ENUM_CONSTANT(XR_ENV_BLEND_MODE_ALPHA_BLEND); }; bool XRInterface::is_primary() { @@ -123,6 +131,7 @@ XRInterface::XRInterface() {} XRInterface::~XRInterface() { if (vrs.vrs_texture.is_valid()) { + ERR_FAIL_NULL(RenderingServer::get_singleton()); RS::get_singleton()->free(vrs.vrs_texture); vrs.vrs_texture = RID(); } @@ -272,3 +281,9 @@ XRInterface::TrackingStatus XRInterface::get_tracking_status() const { void XRInterface::trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec) { } + +Array XRInterface::get_supported_environment_blend_modes() { + Array default_blend_modes; + default_blend_modes.push_back(XR_ENV_BLEND_MODE_OPAQUE); + return default_blend_modes; +} diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h index 2960074dd2..c32455f466 100644 --- a/servers/xr/xr_interface.h +++ b/servers/xr/xr_interface.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_interface.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_interface.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef XR_INTERFACE_H #define XR_INTERFACE_H @@ -78,6 +78,12 @@ public: XR_PLAY_AREA_STAGE, /* Same as roomscale but origin point is fixed to the center of the physical space, XRServer.center_on_hmd disabled */ }; + enum EnvironmentBlendMode { + XR_ENV_BLEND_MODE_OPAQUE, /* You cannot see the real world, VR like */ + XR_ENV_BLEND_MODE_ADDITIVE, /* You can see the real world, AR like */ + XR_ENV_BLEND_MODE_ALPHA_BLEND, /* Real world is passed through where alpha channel is 0.0 and gradually blends to opaque for value 1.0. */ + }; + protected: _THREAD_SAFE_CLASS_ @@ -138,6 +144,10 @@ public: virtual bool start_passthrough() { return false; } virtual void stop_passthrough() {} + /** environment blend mode. */ + virtual Array get_supported_environment_blend_modes(); + virtual bool set_environment_blend_mode(EnvironmentBlendMode mode) { return false; } + XRInterface(); ~XRInterface(); @@ -151,5 +161,6 @@ private: VARIANT_ENUM_CAST(XRInterface::Capabilities); VARIANT_ENUM_CAST(XRInterface::TrackingStatus); VARIANT_ENUM_CAST(XRInterface::PlayAreaMode); +VARIANT_ENUM_CAST(XRInterface::EnvironmentBlendMode); #endif // XR_INTERFACE_H diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp index 2142ecd262..0ff59d2a39 100644 --- a/servers/xr/xr_interface_extension.cpp +++ b/servers/xr/xr_interface_extension.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_interface_extension.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_interface_extension.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "xr_interface_extension.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" @@ -136,9 +136,9 @@ PackedStringArray XRInterfaceExtension::get_suggested_pose_names(const StringNam } XRInterface::TrackingStatus XRInterfaceExtension::get_tracking_status() const { - uint32_t status = XR_UNKNOWN_TRACKING; + XRInterface::TrackingStatus status = XR_UNKNOWN_TRACKING; GDVIRTUAL_CALL(_get_tracking_status, status); - return TrackingStatus(status); + return status; } void XRInterfaceExtension::trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec) { @@ -152,9 +152,9 @@ bool XRInterfaceExtension::supports_play_area_mode(XRInterface::PlayAreaMode p_m } XRInterface::PlayAreaMode XRInterfaceExtension::get_play_area_mode() const { - uint32_t mode = XR_PLAY_AREA_UNKNOWN; + XRInterface::PlayAreaMode mode = XR_PLAY_AREA_UNKNOWN; GDVIRTUAL_CALL(_get_play_area_mode, mode); - return XRInterface::PlayAreaMode(mode); + return mode; } bool XRInterfaceExtension::set_play_area_mode(XRInterface::PlayAreaMode p_mode) { diff --git a/servers/xr/xr_interface_extension.h b/servers/xr/xr_interface_extension.h index 123626864d..454a50cb28 100644 --- a/servers/xr/xr_interface_extension.h +++ b/servers/xr/xr_interface_extension.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_interface_extension.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_interface_extension.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef XR_INTERFACE_EXTENSION_H #define XR_INTERFACE_EXTENSION_H @@ -71,7 +71,7 @@ public: GDVIRTUAL0RC(PackedStringArray, _get_suggested_tracker_names); GDVIRTUAL1RC(PackedStringArray, _get_suggested_pose_names, const StringName &); - GDVIRTUAL0RC(uint32_t, _get_tracking_status); + GDVIRTUAL0RC(XRInterface::TrackingStatus, _get_tracking_status); GDVIRTUAL6(_trigger_haptic_pulse, const String &, const StringName &, double, double, double, double); /** specific to VR **/ @@ -81,8 +81,8 @@ public: virtual PackedVector3Array get_play_area() const override; /* if available, returns an array of vectors denoting the play area the player can move around in */ GDVIRTUAL1RC(bool, _supports_play_area_mode, XRInterface::PlayAreaMode); - GDVIRTUAL0RC(uint32_t, _get_play_area_mode); - GDVIRTUAL1RC(bool, _set_play_area_mode, uint32_t); + GDVIRTUAL0RC(XRInterface::PlayAreaMode, _get_play_area_mode); + GDVIRTUAL1RC(bool, _set_play_area_mode, XRInterface::PlayAreaMode); GDVIRTUAL0RC(PackedVector3Array, _get_play_area); /** specific to AR **/ diff --git a/servers/xr/xr_pose.cpp b/servers/xr/xr_pose.cpp index 400f13b9c2..c07a5db716 100644 --- a/servers/xr/xr_pose.cpp +++ b/servers/xr/xr_pose.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_pose.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_pose.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "xr_pose.h" diff --git a/servers/xr/xr_pose.h b/servers/xr/xr_pose.h index e7d363764b..3575afd232 100644 --- a/servers/xr/xr_pose.h +++ b/servers/xr/xr_pose.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_pose.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_pose.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef XR_POSE_H #define XR_POSE_H diff --git a/servers/xr/xr_positional_tracker.cpp b/servers/xr/xr_positional_tracker.cpp index 4857167a8e..ffb89fc385 100644 --- a/servers/xr/xr_positional_tracker.cpp +++ b/servers/xr/xr_positional_tracker.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_positional_tracker.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_positional_tracker.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "xr_positional_tracker.h" @@ -67,8 +67,8 @@ void XRPositionalTracker::_bind_methods() { ClassDB::bind_method(D_METHOD("set_input", "name", "value"), &XRPositionalTracker::set_input); ADD_SIGNAL(MethodInfo("button_pressed", PropertyInfo(Variant::STRING, "name"))); ADD_SIGNAL(MethodInfo("button_released", PropertyInfo(Variant::STRING, "name"))); - ADD_SIGNAL(MethodInfo("input_value_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::FLOAT, "value"))); - ADD_SIGNAL(MethodInfo("input_axis_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::VECTOR2, "vector"))); + ADD_SIGNAL(MethodInfo("input_float_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::FLOAT, "value"))); + ADD_SIGNAL(MethodInfo("input_vector2_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::VECTOR2, "vector"))); ADD_SIGNAL(MethodInfo("profile_changed", PropertyInfo(Variant::STRING, "role"))); }; @@ -203,12 +203,12 @@ void XRPositionalTracker::set_input(const StringName &p_action_name, const Varia // TODO discuss whether we also want to create and emit an InputEventXRButton event } break; case Variant::FLOAT: { - emit_signal(SNAME("input_value_changed"), p_action_name, p_value); + emit_signal(SNAME("input_float_changed"), p_action_name, p_value); // TODO discuss whether we also want to create and emit an InputEventXRValue event } break; case Variant::VECTOR2: { - emit_signal(SNAME("input_axis_changed"), p_action_name, p_value); + emit_signal(SNAME("input_vector2_changed"), p_action_name, p_value); // TODO discuss whether we also want to create and emit an InputEventXRAxis event } break; diff --git a/servers/xr/xr_positional_tracker.h b/servers/xr/xr_positional_tracker.h index 8371dfcbb5..d8939b4582 100644 --- a/servers/xr/xr_positional_tracker.h +++ b/servers/xr/xr_positional_tracker.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_positional_tracker.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_positional_tracker.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef XR_POSITIONAL_TRACKER_H #define XR_POSITIONAL_TRACKER_H diff --git a/servers/xr_server.cpp b/servers/xr_server.cpp index e26212ada1..85ef684d40 100644 --- a/servers/xr_server.cpp +++ b/servers/xr_server.cpp @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_server.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_server.cpp */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #include "xr_server.h" #include "core/config/project_settings.h" diff --git a/servers/xr_server.h b/servers/xr_server.h index 4da5619fd3..04cf6c1d1e 100644 --- a/servers/xr_server.h +++ b/servers/xr_server.h @@ -1,32 +1,32 @@ -/*************************************************************************/ -/* xr_server.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* 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 */ -/* "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. */ -/*************************************************************************/ +/**************************************************************************/ +/* xr_server.h */ +/**************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/**************************************************************************/ +/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ +/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ +/* */ +/* 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. */ +/**************************************************************************/ #ifndef XR_SERVER_H #define XR_SERVER_H @@ -111,7 +111,7 @@ public: Most VR platforms, and our assumption, is that 1 unit in our virtual world equates to 1 meter in the real mode. This scale basically effects the unit size relationship to real world size. - I may remove access to this property in GDScript in favour of exposing it on the XROrigin3D node + I may remove access to this property in GDScript in favor of exposing it on the XROrigin3D node */ double get_world_scale() const; void set_world_scale(double p_world_scale); |