diff options
Diffstat (limited to 'servers')
-rw-r--r-- | servers/display_server.cpp | 4 | ||||
-rw-r--r-- | servers/display_server.h | 3 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.cpp | 86 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_2d.h | 18 | ||||
-rw-r--r-- | servers/physics_2d/godot_body_direct_state_2d.cpp | 4 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_3d.cpp | 78 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_3d.h | 15 | ||||
-rw-r--r-- | servers/physics_3d/godot_body_direct_state_3d.cpp | 4 | ||||
-rw-r--r-- | servers/physics_server_2d.cpp | 5 | ||||
-rw-r--r-- | servers/physics_server_2d.h | 9 | ||||
-rw-r--r-- | servers/physics_server_3d.cpp | 5 | ||||
-rw-r--r-- | servers/physics_server_3d.h | 8 | ||||
-rw-r--r-- | servers/rendering/rasterizer_dummy.h | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/effects_rd.cpp | 8 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/effects_rd.h | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_storage_rd.cpp | 3 | ||||
-rw-r--r-- | servers/rendering/renderer_scene_cull.cpp | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_viewport.cpp | 7 | ||||
-rw-r--r-- | servers/rendering/shader_language.cpp | 9 | ||||
-rw-r--r-- | servers/rendering_server.cpp | 37 |
20 files changed, 207 insertions, 106 deletions
diff --git a/servers/display_server.cpp b/servers/display_server.cpp index 3fb47e8f05..7bf5673663 100644 --- a/servers/display_server.cpp +++ b/servers/display_server.cpp @@ -208,6 +208,10 @@ void DisplayServer::window_set_mouse_passthrough(const Vector<Vector2> &p_region ERR_FAIL_MSG("Mouse passthrough not supported by this display server."); } +void DisplayServer::gl_window_make_current(DisplayServer::WindowID p_window_id) { + // noop except in gles +} + void DisplayServer::window_set_ime_active(const bool p_active, WindowID p_window) { WARN_PRINT("IME not supported by this display server."); } diff --git a/servers/display_server.h b/servers/display_server.h index 2595cf2eb8..2d837dbef9 100644 --- a/servers/display_server.h +++ b/servers/display_server.h @@ -298,6 +298,9 @@ public: virtual void window_set_ime_active(const bool p_active, WindowID p_window = MAIN_WINDOW_ID); virtual void window_set_ime_position(const Point2i &p_pos, WindowID p_window = MAIN_WINDOW_ID); + // necessary for GL focus, may be able to use one of the existing functions for this, not sure yet + virtual void gl_window_make_current(DisplayServer::WindowID p_window_id); + virtual Point2i ime_get_selection() const; virtual String ime_get_text() const; diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp index 56f191c203..109914d585 100644 --- a/servers/physics_2d/godot_body_2d.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -187,6 +187,14 @@ void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Varian case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: { gravity_scale = p_value; } break; + case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: { + int mode_value = p_value; + linear_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value; + } break; + case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: { + int mode_value = p_value; + angular_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value; + } break; case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: { linear_damp = p_value; } break; @@ -218,6 +226,12 @@ Variant GodotBody2D::get_param(PhysicsServer2D::BodyParameter p_param) const { case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: { return gravity_scale; } + case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: { + return linear_damp_mode; + } + case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: { + return angular_damp_mode; + } case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: { return linear_damp; } @@ -401,8 +415,8 @@ void GodotBody2D::_compute_area_gravity_and_damping(const GodotArea2D *p_area) { p_area->compute_gravity(get_transform().get_origin(), area_gravity); gravity += area_gravity; - area_linear_damp += p_area->get_linear_damp(); - area_angular_damp += p_area->get_angular_damp(); + total_linear_damp += p_area->get_linear_damp(); + total_angular_damp += p_area->get_angular_damp(); } void GodotBody2D::_update_transform_dependent() { @@ -414,19 +428,17 @@ void GodotBody2D::integrate_forces(real_t p_step) { return; } - GodotArea2D *def_area = get_space()->get_default_area(); - // GodotArea2D *damp_area = def_area; - ERR_FAIL_COND(!def_area); - int ac = areas.size(); bool stopped = false; gravity = Vector2(0, 0); - area_angular_damp = 0; - area_linear_damp = 0; + + total_linear_damp = 0.0; + total_angular_damp = 0.0; + + // Combine gravity and damping from overlapping areas in priority order. if (ac) { areas.sort(); const AreaCMP *aa = &areas[0]; - // damp_area = aa[ac-1].area; for (int i = ac - 1; i >= 0 && !stopped; i--) { PhysicsServer2D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode(); switch (mode) { @@ -438,8 +450,8 @@ void GodotBody2D::integrate_forces(real_t p_step) { case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE: case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { gravity = Vector2(0, 0); - area_angular_damp = 0; - area_linear_damp = 0; + total_linear_damp = 0.0; + total_angular_damp = 0.0; _compute_area_gravity_and_damping(aa[i].area); stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE; } break; @@ -448,27 +460,36 @@ void GodotBody2D::integrate_forces(real_t p_step) { } } } + + // Override linear damping with body's value. if (!stopped) { + GodotArea2D *def_area = get_space()->get_default_area(); + ERR_FAIL_COND(!def_area); + _compute_area_gravity_and_damping(def_area); } - gravity *= gravity_scale; - // If less than 0, override dampenings with that of the Body2D - if (angular_damp >= 0) { - area_angular_damp = angular_damp; + // Override linear damping with body's value. + switch (linear_damp_mode) { + case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: { + total_linear_damp += linear_damp; + } break; + case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: { + total_linear_damp = linear_damp; + } break; } - /* - else - area_angular_damp=damp_area->get_angular_damp(); - */ - if (linear_damp >= 0) { - area_linear_damp = linear_damp; + // Override angular damping with body's value. + switch (angular_damp_mode) { + case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: { + total_angular_damp += angular_damp; + } break; + case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: { + total_angular_damp = angular_damp; + } break; } - /* - else - area_linear_damp=damp_area->get_linear_damp(); - */ + + gravity *= gravity_scale; Vector2 motion; bool do_motion = false; @@ -483,13 +504,6 @@ void GodotBody2D::integrate_forces(real_t p_step) { do_motion = true; - /* - for(int i=0;i<get_shape_count();i++) { - set_shape_kinematic_advance(i,Vector2()); - set_shape_kinematic_retreat(i,0); - } - */ - } else { if (!omit_force_integration) { //overridden by direct state query @@ -498,13 +512,13 @@ void GodotBody2D::integrate_forces(real_t p_step) { force += applied_force; real_t torque = applied_torque; - real_t damp = 1.0 - p_step * area_linear_damp; + real_t damp = 1.0 - p_step * total_linear_damp; if (damp < 0) { // reached zero in the given time damp = 0; } - real_t angular_damp = 1.0 - p_step * area_angular_damp; + real_t angular_damp = 1.0 - p_step * total_angular_damp; if (angular_damp < 0) { // reached zero in the given time angular_damp = 0; @@ -523,8 +537,6 @@ void GodotBody2D::integrate_forces(real_t p_step) { } } - //motion=linear_velocity*p_step; - biased_angular_velocity = 0; biased_linear_velocity = Vector2(); @@ -532,8 +544,6 @@ void GodotBody2D::integrate_forces(real_t p_step) { _update_shapes_with_motion(motion); } - // damp_area=nullptr; // clear the area, so it is set in the next frame - def_area = nullptr; // clear the area, so it is set in the next frame contact_count = 0; } diff --git a/servers/physics_2d/godot_body_2d.h b/servers/physics_2d/godot_body_2d.h index 5fce362fa7..817d5f1b0d 100644 --- a/servers/physics_2d/godot_body_2d.h +++ b/servers/physics_2d/godot_body_2d.h @@ -53,8 +53,15 @@ class GodotBody2D : public GodotCollisionObject2D { Vector2 constant_linear_velocity; real_t constant_angular_velocity = 0.0; - real_t linear_damp = -1.0; - real_t angular_damp = -1.0; + PhysicsServer2D::BodyDampMode linear_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE; + PhysicsServer2D::BodyDampMode angular_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE; + + real_t linear_damp = 0.0; + real_t angular_damp = 0.0; + + real_t total_linear_damp = 0.0; + real_t total_angular_damp = 0.0; + real_t gravity_scale = 1.0; real_t bounce = 0.0; @@ -73,8 +80,6 @@ class GodotBody2D : public GodotCollisionObject2D { bool calculate_center_of_mass = true; Vector2 gravity; - real_t area_linear_damp = 0.0; - real_t area_angular_damp = 0.0; real_t still_time = 0.0; @@ -276,14 +281,11 @@ public: void update_mass_properties(); void reset_mass_properties(); - _FORCE_INLINE_ Vector2 get_center_of_mass() const { return center_of_mass; } + _FORCE_INLINE_ const Vector2 &get_center_of_mass() const { return center_of_mass; } _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; } _FORCE_INLINE_ real_t get_friction() const { return friction; } - _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; } _FORCE_INLINE_ real_t get_bounce() const { return bounce; } - _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } - _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; } void integrate_forces(real_t p_step); void integrate_velocities(real_t p_step); diff --git a/servers/physics_2d/godot_body_direct_state_2d.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp index 300c302c79..deebc57f37 100644 --- a/servers/physics_2d/godot_body_direct_state_2d.cpp +++ b/servers/physics_2d/godot_body_direct_state_2d.cpp @@ -39,11 +39,11 @@ Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const { } real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const { - return body->area_angular_damp; + return body->total_angular_damp; } real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const { - return body->area_linear_damp; + return body->total_linear_damp; } Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const { diff --git a/servers/physics_3d/godot_body_3d.cpp b/servers/physics_3d/godot_body_3d.cpp index 02929eeaed..768c9e6572 100644 --- a/servers/physics_3d/godot_body_3d.cpp +++ b/servers/physics_3d/godot_body_3d.cpp @@ -229,6 +229,14 @@ void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Varian case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { gravity_scale = p_value; } break; + case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: { + int mode_value = p_value; + linear_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value; + } break; + case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: { + int mode_value = p_value; + angular_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value; + } break; case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: { linear_damp = p_value; } break; @@ -264,6 +272,12 @@ Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const { case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { return gravity_scale; } break; + case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: { + return linear_damp_mode; + } + case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: { + return angular_damp_mode; + } case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: { return linear_damp; } break; @@ -448,8 +462,8 @@ void GodotBody3D::_compute_area_gravity_and_damping(const GodotArea3D *p_area) { p_area->compute_gravity(get_transform().get_origin(), area_gravity); gravity += area_gravity; - area_linear_damp += p_area->get_linear_damp(); - area_angular_damp += p_area->get_angular_damp(); + total_linear_damp += p_area->get_linear_damp(); + total_angular_damp += p_area->get_angular_damp(); } void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) { @@ -469,19 +483,17 @@ void GodotBody3D::integrate_forces(real_t p_step) { return; } - GodotArea3D *def_area = get_space()->get_default_area(); - - ERR_FAIL_COND(!def_area); - int ac = areas.size(); bool stopped = false; gravity = Vector3(0, 0, 0); - area_linear_damp = 0; - area_angular_damp = 0; + + total_linear_damp = 0.0; + total_angular_damp = 0.0; + + // Combine gravity and damping from overlapping areas in priority order. if (ac) { areas.sort(); const AreaCMP *aa = &areas[0]; - // damp_area = aa[ac-1].area; for (int i = ac - 1; i >= 0 && !stopped; i--) { PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode(); switch (mode) { @@ -493,8 +505,8 @@ void GodotBody3D::integrate_forces(real_t p_step) { case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { gravity = Vector3(0, 0, 0); - area_angular_damp = 0; - area_linear_damp = 0; + total_linear_damp = 0.0; + total_angular_damp = 0.0; _compute_area_gravity_and_damping(aa[i].area); stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; } break; @@ -504,28 +516,35 @@ void GodotBody3D::integrate_forces(real_t p_step) { } } + // Add default gravity and damping from space area. if (!stopped) { + GodotArea3D *def_area = get_space()->get_default_area(); + ERR_FAIL_COND(!def_area); + _compute_area_gravity_and_damping(def_area); } - gravity *= gravity_scale; - - // If less than 0, override dampenings with that of the Body - if (angular_damp >= 0) { - area_angular_damp = angular_damp; + // Override linear damping with body's value. + switch (linear_damp_mode) { + case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: { + total_linear_damp += linear_damp; + } break; + case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: { + total_linear_damp = linear_damp; + } break; } - /* - else - area_angular_damp=damp_area->get_angular_damp(); - */ - if (linear_damp >= 0) { - area_linear_damp = linear_damp; + // Override angular damping with body's value. + switch (angular_damp_mode) { + case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: { + total_angular_damp += angular_damp; + } break; + case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: { + total_angular_damp = angular_damp; + } break; } - /* - else - area_linear_damp=damp_area->get_linear_damp(); - */ + + gravity *= gravity_scale; Vector3 motion; bool do_motion = false; @@ -552,13 +571,13 @@ void GodotBody3D::integrate_forces(real_t p_step) { force += applied_force; Vector3 torque = applied_torque; - real_t damp = 1.0 - p_step * area_linear_damp; + real_t damp = 1.0 - p_step * total_linear_damp; if (damp < 0) { // reached zero in the given time damp = 0; } - real_t angular_damp = 1.0 - p_step * area_angular_damp; + real_t angular_damp = 1.0 - p_step * total_angular_damp; if (angular_damp < 0) { // reached zero in the given time angular_damp = 0; @@ -580,8 +599,6 @@ void GodotBody3D::integrate_forces(real_t p_step) { applied_force = Vector3(); applied_torque = Vector3(); - //motion=linear_velocity*p_step; - biased_angular_velocity = Vector3(); biased_linear_velocity = Vector3(); @@ -589,7 +606,6 @@ void GodotBody3D::integrate_forces(real_t p_step) { _update_shapes_with_motion(motion); } - def_area = nullptr; // clear the area, so it is set in the next frame contact_count = 0; } diff --git a/servers/physics_3d/godot_body_3d.h b/servers/physics_3d/godot_body_3d.h index 5acdab9d13..4993ea6a1b 100644 --- a/servers/physics_3d/godot_body_3d.h +++ b/servers/physics_3d/godot_body_3d.h @@ -55,8 +55,15 @@ class GodotBody3D : public GodotCollisionObject3D { real_t friction = 1.0; Vector3 inertia; - real_t linear_damp = -1.0; - real_t angular_damp = -1.0; + PhysicsServer3D::BodyDampMode linear_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE; + PhysicsServer3D::BodyDampMode angular_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE; + + real_t linear_damp = 0.0; + real_t angular_damp = 0.0; + + real_t total_linear_damp = 0.0; + real_t total_angular_damp = 0.0; + real_t gravity_scale = 1.0; uint16_t locked_axis = 0; @@ -83,9 +90,6 @@ class GodotBody3D : public GodotCollisionObject3D { Vector3 applied_force; Vector3 applied_torque; - real_t area_angular_damp = 0.0; - real_t area_linear_damp = 0.0; - SelfList<GodotBody3D> active_list; SelfList<GodotBody3D> mass_properties_update_list; SelfList<GodotBody3D> direct_state_query_list; @@ -285,7 +289,6 @@ public: _FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; } _FORCE_INLINE_ const Basis &get_inv_inertia_tensor() const { return _inv_inertia_tensor; } _FORCE_INLINE_ real_t get_friction() const { return friction; } - _FORCE_INLINE_ const Vector3 &get_gravity() const { return gravity; } _FORCE_INLINE_ real_t get_bounce() const { return bounce; } void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock); diff --git a/servers/physics_3d/godot_body_direct_state_3d.cpp b/servers/physics_3d/godot_body_direct_state_3d.cpp index db09657f8a..9c234a5752 100644 --- a/servers/physics_3d/godot_body_direct_state_3d.cpp +++ b/servers/physics_3d/godot_body_direct_state_3d.cpp @@ -38,11 +38,11 @@ Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const { } real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const { - return body->area_angular_damp; + return body->total_angular_damp; } real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const { - return body->area_linear_damp; + return body->total_linear_damp; } Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const { diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index a6cb7dbdd9..300f9c7d8b 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -758,10 +758,15 @@ void PhysicsServer2D::_bind_methods() { BIND_ENUM_CONSTANT(BODY_PARAM_INERTIA); BIND_ENUM_CONSTANT(BODY_PARAM_CENTER_OF_MASS); BIND_ENUM_CONSTANT(BODY_PARAM_GRAVITY_SCALE); + BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP_MODE); + BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP_MODE); BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP); BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP); BIND_ENUM_CONSTANT(BODY_PARAM_MAX); + BIND_ENUM_CONSTANT(BODY_DAMP_MODE_COMBINE); + BIND_ENUM_CONSTANT(BODY_DAMP_MODE_REPLACE); + BIND_ENUM_CONSTANT(BODY_STATE_TRANSFORM); BIND_ENUM_CONSTANT(BODY_STATE_LINEAR_VELOCITY); BIND_ENUM_CONSTANT(BODY_STATE_ANGULAR_VELOCITY); diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index f83c57407d..584da56c66 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -400,11 +400,18 @@ public: BODY_PARAM_INERTIA, BODY_PARAM_CENTER_OF_MASS, BODY_PARAM_GRAVITY_SCALE, + BODY_PARAM_LINEAR_DAMP_MODE, + BODY_PARAM_ANGULAR_DAMP_MODE, BODY_PARAM_LINEAR_DAMP, BODY_PARAM_ANGULAR_DAMP, BODY_PARAM_MAX, }; + enum BodyDampMode { + BODY_DAMP_MODE_COMBINE, + BODY_DAMP_MODE_REPLACE, + }; + virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) = 0; virtual Variant body_get_param(RID p_body, BodyParameter p_param) const = 0; @@ -692,12 +699,12 @@ VARIANT_ENUM_CAST(PhysicsServer2D::AreaParameter); VARIANT_ENUM_CAST(PhysicsServer2D::AreaSpaceOverrideMode); VARIANT_ENUM_CAST(PhysicsServer2D::BodyMode); VARIANT_ENUM_CAST(PhysicsServer2D::BodyParameter); +VARIANT_ENUM_CAST(PhysicsServer2D::BodyDampMode); VARIANT_ENUM_CAST(PhysicsServer2D::BodyState); VARIANT_ENUM_CAST(PhysicsServer2D::CCDMode); VARIANT_ENUM_CAST(PhysicsServer2D::JointParam); VARIANT_ENUM_CAST(PhysicsServer2D::JointType); VARIANT_ENUM_CAST(PhysicsServer2D::DampedSpringParam); -//VARIANT_ENUM_CAST( PhysicsServer2D::ObjectType ); VARIANT_ENUM_CAST(PhysicsServer2D::AreaBodyStatus); VARIANT_ENUM_CAST(PhysicsServer2D::ProcessInfo); diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 90922cc250..c68cd7696b 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -863,10 +863,15 @@ void PhysicsServer3D::_bind_methods() { BIND_ENUM_CONSTANT(BODY_PARAM_INERTIA); BIND_ENUM_CONSTANT(BODY_PARAM_CENTER_OF_MASS); BIND_ENUM_CONSTANT(BODY_PARAM_GRAVITY_SCALE); + BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP_MODE); + BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP_MODE); BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP); BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP); BIND_ENUM_CONSTANT(BODY_PARAM_MAX); + BIND_ENUM_CONSTANT(BODY_DAMP_MODE_COMBINE); + BIND_ENUM_CONSTANT(BODY_DAMP_MODE_REPLACE); + BIND_ENUM_CONSTANT(BODY_STATE_TRANSFORM); BIND_ENUM_CONSTANT(BODY_STATE_LINEAR_VELOCITY); BIND_ENUM_CONSTANT(BODY_STATE_ANGULAR_VELOCITY); diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h index 6f55e287c9..79369bd459 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -364,6 +364,11 @@ public: BODY_MODE_DYNAMIC_LINEAR, }; + enum BodyDampMode { + BODY_DAMP_MODE_COMBINE, + BODY_DAMP_MODE_REPLACE, + }; + virtual RID body_create() = 0; virtual void body_set_space(RID p_body, RID p_space) = 0; @@ -408,6 +413,8 @@ public: BODY_PARAM_INERTIA, BODY_PARAM_CENTER_OF_MASS, BODY_PARAM_GRAVITY_SCALE, + BODY_PARAM_LINEAR_DAMP_MODE, + BODY_PARAM_ANGULAR_DAMP_MODE, BODY_PARAM_LINEAR_DAMP, BODY_PARAM_ANGULAR_DAMP, BODY_PARAM_MAX, @@ -890,6 +897,7 @@ VARIANT_ENUM_CAST(PhysicsServer3D::AreaParameter); VARIANT_ENUM_CAST(PhysicsServer3D::AreaSpaceOverrideMode); VARIANT_ENUM_CAST(PhysicsServer3D::BodyMode); VARIANT_ENUM_CAST(PhysicsServer3D::BodyParameter); +VARIANT_ENUM_CAST(PhysicsServer3D::BodyDampMode); VARIANT_ENUM_CAST(PhysicsServer3D::BodyState); VARIANT_ENUM_CAST(PhysicsServer3D::BodyAxis); VARIANT_ENUM_CAST(PhysicsServer3D::PinJointParam); diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h index f4a44c30f9..44e07a1853 100644 --- a/servers/rendering/rasterizer_dummy.h +++ b/servers/rendering/rasterizer_dummy.h @@ -258,7 +258,7 @@ public: Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); } Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); } - void texture_replace(RID p_texture, RID p_by_texture) override {} + void texture_replace(RID p_texture, RID p_by_texture) override { free(p_by_texture); } void texture_set_size_override(RID p_texture, int p_width, int p_height) override {} void texture_set_path(RID p_texture, const String &p_path) override {} diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp index c69408a30b..fdd6939a8b 100644 --- a/servers/rendering/renderer_rd/effects_rd.cpp +++ b/servers/rendering/renderer_rd/effects_rd.cpp @@ -443,7 +443,7 @@ void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back RD::get_singleton()->compute_list_end(); } -void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { +void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer."); memset(©.push_constant, 0, sizeof(CopyPushConstant)); @@ -456,7 +456,7 @@ void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const copy.push_constant.glow_strength = p_strength; copy.push_constant.glow_bloom = p_bloom; - copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold; + copy.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold; copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale; copy.push_constant.glow_exposure = p_exposure; copy.push_constant.glow_white = 0; //actually unused @@ -479,7 +479,7 @@ void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const RD::get_singleton()->compute_list_end(); } -void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { +void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer."); memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); @@ -492,7 +492,7 @@ void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_ blur_raster.push_constant.glow_strength = p_strength; blur_raster.push_constant.glow_bloom = p_bloom; - blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold; + blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold; blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale; blur_raster.push_constant.glow_exposure = p_exposure; blur_raster.push_constant.glow_white = 0; //actually unused diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index 0db0919dbc..551e50ed25 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -762,8 +762,8 @@ public: void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false); void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false); void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); - void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); - void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); + void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); + void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 99d1b88947..5c7fee7ec9 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -4419,7 +4419,8 @@ void RendererStorageRD::_update_dirty_multimeshes() { if (multimesh->data_cache_dirty_regions[i]) { uint32_t offset = i * region_size; uint32_t size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float); - RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size]); + uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i; + RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[region_start_index]); } } } diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 8421938507..e338e526a0 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -3855,6 +3855,10 @@ void RendererSceneCull::update() { } bool RendererSceneCull::free(RID p_rid) { + if (p_rid.is_null()) { + return true; + } + if (scene_render->free(p_rid)) { return true; } diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index 347238cdaa..c3d57a13ad 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -129,6 +129,11 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { timestamp_vp_map[rt_id] = p_viewport->self; } + if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") { + // This is currently needed for GLES to keep the current window being rendered to up to date + DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen); + } + /* Camera should always be BEFORE any other 3D */ bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front @@ -747,7 +752,7 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_ ERR_FAIL_COND(!viewport); if (p_screen != DisplayServer::INVALID_WINDOW_ID) { - // If using GLES2 we can optimize this operation by rendering directly to system_fbo + // If using OpenGL we can optimize this operation by rendering directly to system_fbo // instead of rendering to fbo and copying to system_fbo after if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) { RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count()); diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index ac978b994a..04cc844483 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -9370,15 +9370,6 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct limit = 4; } break; - case TYPE_MAT2: - limit = 2; - break; - case TYPE_MAT3: - limit = 3; - break; - case TYPE_MAT4: - limit = 4; - break; default: { } } diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index f43b9352b4..1b16949768 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -2957,6 +2957,43 @@ RenderingServer::RenderingServer() { 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_RST("rendering/xr/enabled", false); + + GLOBAL_DEF_RST("rendering/2d/options/use_software_skinning", true); + GLOBAL_DEF_RST("rendering/2d/options/ninepatch_mode", 1); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/options/ninepatch_mode", PropertyInfo(Variant::INT, "rendering/2d/options/ninepatch_mode", PROPERTY_HINT_ENUM, "Fixed,Scaling")); + + GLOBAL_DEF_RST("rendering/2d/opengl/batching_send_null", 0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_send_null", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_send_null", PROPERTY_HINT_ENUM, "Default (On),Off,On")); + GLOBAL_DEF_RST("rendering/2d/opengl/batching_stream", 0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_stream", PROPERTY_HINT_ENUM, "Default (Off),Off,On")); + GLOBAL_DEF_RST("rendering/2d/opengl/legacy_orphan_buffers", 0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_orphan_buffers", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_orphan_buffers", PROPERTY_HINT_ENUM, "Default (On),Off,On")); + GLOBAL_DEF_RST("rendering/2d/opengl/legacy_stream", 0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_stream", PROPERTY_HINT_ENUM, "Default (On),Off,On")); + + GLOBAL_DEF("rendering/batching/options/use_batching", false); + GLOBAL_DEF_RST("rendering/batching/options/use_batching_in_editor", false); + GLOBAL_DEF("rendering/batching/options/single_rect_fallback", false); + GLOBAL_DEF("rendering/batching/parameters/max_join_item_commands", 16); + GLOBAL_DEF("rendering/batching/parameters/colored_vertex_format_threshold", 0.25f); + GLOBAL_DEF("rendering/batching/lights/scissor_area_threshold", 1.0f); + GLOBAL_DEF("rendering/batching/lights/max_join_items", 32); + GLOBAL_DEF("rendering/batching/parameters/batch_buffer_size", 16384); + GLOBAL_DEF("rendering/batching/parameters/item_reordering_lookahead", 4); + GLOBAL_DEF("rendering/batching/debug/flash_batching", false); + GLOBAL_DEF("rendering/batching/debug/diagnose_frame", false); + GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float", false); + GLOBAL_DEF("rendering/gles2/compatibility/enable_high_float.Android", false); + GLOBAL_DEF("rendering/batching/precision/uv_contract", false); + GLOBAL_DEF("rendering/batching/precision/uv_contract_amount", 100); + + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/max_join_item_commands", PropertyInfo(Variant::INT, "rendering/batching/parameters/max_join_item_commands", PROPERTY_HINT_RANGE, "0,65535")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/colored_vertex_format_threshold", PropertyInfo(Variant::FLOAT, "rendering/batching/parameters/colored_vertex_format_threshold", PROPERTY_HINT_RANGE, "0.0,1.0,0.01")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/batch_buffer_size", PropertyInfo(Variant::INT, "rendering/batching/parameters/batch_buffer_size", PROPERTY_HINT_RANGE, "1024,65535,1024")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/scissor_area_threshold", PropertyInfo(Variant::FLOAT, "rendering/batching/lights/scissor_area_threshold", PROPERTY_HINT_RANGE, "0.0,1.0")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/max_join_items", PropertyInfo(Variant::INT, "rendering/batching/lights/max_join_items", PROPERTY_HINT_RANGE, "0,512")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/item_reordering_lookahead", PropertyInfo(Variant::INT, "rendering/batching/parameters/item_reordering_lookahead", PROPERTY_HINT_RANGE, "0,256")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/precision/uv_contract_amount", PropertyInfo(Variant::INT, "rendering/batching/precision/uv_contract_amount", PROPERTY_HINT_RANGE, "0,10000")); } RenderingServer::~RenderingServer() { |