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-rw-r--r--servers/audio/audio_stream.cpp1
-rw-r--r--servers/audio/audio_stream.h1
-rw-r--r--servers/audio_server.cpp3
-rw-r--r--servers/audio_server.h1
-rw-r--r--servers/visual/shader_language.cpp12
-rw-r--r--servers/visual/visual_server_scene.cpp99
-rw-r--r--servers/visual/visual_server_scene.h5
7 files changed, 99 insertions, 23 deletions
diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp
index 0ad30987e7..113f23f8f2 100644
--- a/servers/audio/audio_stream.cpp
+++ b/servers/audio/audio_stream.cpp
@@ -89,6 +89,7 @@ void AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale,
}
}
}
+
////////////////////////////////
void AudioStream::_bind_methods() {
diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h
index fda4fc2ccc..3312ce1ff6 100644
--- a/servers/audio/audio_stream.h
+++ b/servers/audio/audio_stream.h
@@ -31,6 +31,7 @@
#ifndef AUDIO_STREAM_H
#define AUDIO_STREAM_H
+#include "image.h"
#include "resource.h"
#include "servers/audio/audio_filter_sw.h"
#include "servers/audio_server.h"
diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp
index b08e41301a..8ee43ddc32 100644
--- a/servers/audio_server.cpp
+++ b/servers/audio_server.cpp
@@ -939,9 +939,6 @@ void AudioServer::finish() {
buses.clear();
}
-void AudioServer::update() {
-}
-
/* MISC config */
void AudioServer::lock() {
diff --git a/servers/audio_server.h b/servers/audio_server.h
index af2668b69e..b7fcd9c093 100644
--- a/servers/audio_server.h
+++ b/servers/audio_server.h
@@ -273,7 +273,6 @@ public:
virtual void init();
virtual void finish();
- virtual void update();
virtual void load_default_bus_layout();
/* MISC config */
diff --git a/servers/visual/shader_language.cpp b/servers/visual/shader_language.cpp
index f8661638c3..2069e64c43 100644
--- a/servers/visual/shader_language.cpp
+++ b/servers/visual/shader_language.cpp
@@ -1625,14 +1625,14 @@ const ShaderLanguage::BuiltinFuncDef ShaderLanguage::builtin_func_defs[] = {
{ "smoothstep", TYPE_VEC4, { TYPE_FLOAT, TYPE_FLOAT, TYPE_VEC4, TYPE_VOID } },
{ "isnan", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID } },
- { "isnan", TYPE_BOOL, { TYPE_VEC2, TYPE_VOID } },
- { "isnan", TYPE_BOOL, { TYPE_VEC3, TYPE_VOID } },
- { "isnan", TYPE_BOOL, { TYPE_VEC4, TYPE_VOID } },
+ { "isnan", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "isnan", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "isnan", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID } },
{ "isinf", TYPE_BOOL, { TYPE_FLOAT, TYPE_VOID } },
- { "isinf", TYPE_BOOL, { TYPE_VEC2, TYPE_VOID } },
- { "isinf", TYPE_BOOL, { TYPE_VEC3, TYPE_VOID } },
- { "isinf", TYPE_BOOL, { TYPE_VEC4, TYPE_VOID } },
+ { "isinf", TYPE_BVEC2, { TYPE_VEC2, TYPE_VOID } },
+ { "isinf", TYPE_BVEC3, { TYPE_VEC3, TYPE_VOID } },
+ { "isinf", TYPE_BVEC4, { TYPE_VEC4, TYPE_VOID } },
{ "floatBitsToInt", TYPE_INT, { TYPE_FLOAT, TYPE_VOID } },
{ "floatBitsToInt", TYPE_IVEC2, { TYPE_VEC2, TYPE_VOID } },
diff --git a/servers/visual/visual_server_scene.cpp b/servers/visual/visual_server_scene.cpp
index 04dcde1365..b7abb07f43 100644
--- a/servers/visual/visual_server_scene.cpp
+++ b/servers/visual/visual_server_scene.cpp
@@ -1674,7 +1674,8 @@ void VisualServerScene::render_camera(RID p_camera, RID p_scenario, Size2 p_view
} break;
}
- _render_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), -1);
+ _prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ _render_scene(camera->transform, camera_matrix, ortho, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
}
void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
@@ -1684,7 +1685,6 @@ void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInter
ERR_FAIL_COND(!camera);
/* SETUP CAMERA, we are ignoring type and FOV here */
- bool ortho = false;
float aspect = p_viewport_size.width / (float)p_viewport_size.height;
CameraMatrix camera_matrix = p_interface->get_projection_for_eye(p_eye, aspect, camera->znear, camera->zfar);
@@ -1693,10 +1693,79 @@ void VisualServerScene::render_camera(Ref<ARVRInterface> &p_interface, ARVRInter
Transform world_origin = ARVRServer::get_singleton()->get_world_origin();
Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
- _render_scene(cam_transform, camera_matrix, ortho, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID(), -1);
+ // For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
+ if (p_eye == ARVRInterface::EYE_LEFT) {
+ ///@TODO possibly move responsibility for this into our ARVRServer or ARVRInterface?
+
+ // Center our transform, we assume basis is equal.
+ Transform mono_transform = cam_transform;
+ Transform right_transform = p_interface->get_transform_for_eye(ARVRInterface::EYE_RIGHT, world_origin);
+ mono_transform.origin += right_transform.origin;
+ mono_transform.origin *= 0.5;
+
+ // We need to combine our projection frustums for culling.
+ // Ideally we should use our clipping planes for this and combine them,
+ // however our shadow map logic uses our projection matrix.
+ // Note: as our left and right frustums should be mirrored, we don't need our right projection matrix.
+
+ // - get some base values we need
+ float eye_dist = (mono_transform.origin - cam_transform.origin).length();
+ float z_near = camera_matrix.get_z_near(); // get our near plane
+ float z_far = camera_matrix.get_z_far(); // get our far plane
+ float width = (2.0 * z_near) / camera_matrix.matrix[0][0];
+ float x_shift = width * camera_matrix.matrix[2][0];
+ float height = (2.0 * z_near) / camera_matrix.matrix[1][1];
+ float y_shift = height * camera_matrix.matrix[2][1];
+
+ // printf("Eye_dist = %f, Near = %f, Far = %f, Width = %f, Shift = %f\n", eye_dist, z_near, z_far, width, x_shift);
+
+ // - calculate our near plane size (horizontal only, right_near is mirrored)
+ float left_near = -eye_dist - ((width - x_shift) * 0.5);
+
+ // - calculate our far plane size (horizontal only, right_far is mirrored)
+ float left_far = -eye_dist - (z_far * (width - x_shift) * 0.5 / z_near);
+ float left_far_right_eye = eye_dist - (z_far * (width + x_shift) * 0.5 / z_near);
+ if (left_far > left_far_right_eye) {
+ // on displays smaller then double our iod, the right eye far frustrum can overtake the left eyes.
+ left_far = left_far_right_eye;
+ }
+
+ // - figure out required z-shift
+ float slope = (left_far - left_near) / (z_far - z_near);
+ float z_shift = (left_near / slope) - z_near;
+
+ // - figure out new vertical near plane size (this will be slightly oversized thanks to our z-shift)
+ float top_near = (height - y_shift) * 0.5;
+ top_near += (top_near / z_near) * z_shift;
+ float bottom_near = -(height + y_shift) * 0.5;
+ bottom_near += (bottom_near / z_near) * z_shift;
+
+ // printf("Left_near = %f, Left_far = %f, Top_near = %f, Bottom_near = %f, Z_shift = %f\n", left_near, left_far, top_near, bottom_near, z_shift);
+
+ // - generate our frustum
+ CameraMatrix combined_matrix;
+ combined_matrix.set_frustum(left_near, -left_near, bottom_near, top_near, z_near + z_shift, z_far + z_shift);
+
+ // and finally move our camera back
+ Transform apply_z_shift;
+ apply_z_shift.origin = Vector3(0.0, 0.0, z_shift); // z negative is forward so this moves it backwards
+ mono_transform *= apply_z_shift;
+
+ // now prepare our scene with our adjusted transform projection matrix
+ _prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ } else if (p_eye == ARVRInterface::EYE_MONO) {
+ // For mono render, prepare as per usual
+ _prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ }
+
+ // And render our scene...
+ _render_scene(cam_transform, camera_matrix, false, camera->env, p_scenario, p_shadow_atlas, RID(), -1);
};
-void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+void VisualServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe) {
+ // Note, in stereo rendering:
+ // - p_cam_transform will be a transform in the middle of our two eyes
+ // - p_cam_projection is a wider frustrum that encompasses both eyes
Scenario *scenario = scenario_owner.getornull(p_scenario);
@@ -1713,7 +1782,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
float z_far = p_cam_projection.get_z_far();
/* STEP 2 - CULL */
- int cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
+ instance_cull_count = scenario->octree.cull_convex(planes, instance_cull_result, MAX_INSTANCE_CULL);
light_cull_count = 0;
reflection_probe_cull_count = 0;
@@ -1731,7 +1800,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
/* STEP 4 - REMOVE FURTHER CULLED OBJECTS, ADD LIGHTS */
- for (int i = 0; i < cull_count; i++) {
+ for (int i = 0; i < instance_cull_count; i++) {
Instance *ins = instance_cull_result[i];
@@ -1857,8 +1926,8 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
if (!keep) {
// remove, no reason to keep
- cull_count--;
- SWAP(instance_cull_result[i], instance_cull_result[cull_count]);
+ instance_cull_count--;
+ SWAP(instance_cull_result[i], instance_cull_result[instance_cull_count]);
i--;
ins->last_render_pass = 0; // make invalid
} else {
@@ -1870,7 +1939,7 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
/* STEP 5 - PROCESS LIGHTS */
RID *directional_light_ptr = &light_instance_cull_result[light_cull_count];
- int directional_light_count = 0;
+ directional_light_count = 0;
// directional lights
{
@@ -2007,6 +2076,11 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
}
}
}
+}
+
+void VisualServerScene::_render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+
+ Scenario *scenario = scenario_owner.getornull(p_scenario);
/* ENVIRONMENT */
@@ -2018,9 +2092,9 @@ void VisualServerScene::_render_scene(const Transform p_cam_transform, const Cam
else
environment = scenario->fallback_environment;
- /* STEP 6 - PROCESS GEOMETRY AND DRAW SCENE*/
+ /* PROCESS GEOMETRY AND DRAW SCENE */
- VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
+ VSG::scene_render->render_scene(p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, environment, p_shadow_atlas, scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
}
void VisualServerScene::render_empty_scene(RID p_scenario, RID p_shadow_atlas) {
@@ -2093,7 +2167,8 @@ bool VisualServerScene::_render_reflection_probe_step(Instance *p_instance, int
shadow_atlas = scenario->reflection_probe_shadow_atlas;
}
- _render_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
+ _prepare_scene(xform, cm, false, RID(), VSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance);
+ _render_scene(xform, cm, false, RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
} else {
//do roughness postprocess step until it believes it's done
diff --git a/servers/visual/visual_server_scene.h b/servers/visual/visual_server_scene.h
index 109cdf711c..12d732724a 100644
--- a/servers/visual/visual_server_scene.h
+++ b/servers/visual/visual_server_scene.h
@@ -434,11 +434,13 @@ public:
}
};
+ int instance_cull_count;
Instance *instance_cull_result[MAX_INSTANCE_CULL];
Instance *instance_shadow_cull_result[MAX_INSTANCE_CULL]; //used for generating shadowmaps
Instance *light_cull_result[MAX_LIGHTS_CULLED];
RID light_instance_cull_result[MAX_LIGHTS_CULLED];
int light_cull_count;
+ int directional_light_count;
RID reflection_probe_instance_cull_result[MAX_REFLECTION_PROBES_CULLED];
int reflection_probe_cull_count;
@@ -483,7 +485,8 @@ public:
_FORCE_INLINE_ void _light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario);
- void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+ void _prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe);
+ void _render_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_empty_scene(RID p_scenario, RID p_shadow_atlas);
void render_camera(RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);