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-rw-r--r--servers/audio/audio_stream.cpp84
-rw-r--r--servers/audio/audio_stream.h37
-rw-r--r--servers/audio/effects/audio_effect_pitch_shift.cpp2
-rw-r--r--servers/physics_2d/shape_2d_sw.h166
-rw-r--r--servers/physics_3d/area_3d_sw.cpp22
-rw-r--r--servers/physics_3d/area_3d_sw.h16
-rw-r--r--servers/physics_3d/gjk_epa.cpp2
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp2
-rw-r--r--servers/physics_3d/joints/generic_6dof_joint_3d_sw.h2
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.cpp2
-rw-r--r--servers/physics_3d/joints/hinge_joint_3d_sw.h2
-rw-r--r--servers/physics_3d/joints/jacobian_entry_3d_sw.h2
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.cpp2
-rw-r--r--servers/physics_3d/joints/pin_joint_3d_sw.h2
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.cpp2
-rw-r--r--servers/physics_3d/joints/slider_joint_3d_sw.h2
-rw-r--r--servers/physics_3d/shape_3d_sw.cpp2
-rw-r--r--servers/physics_3d/shape_3d_sw.h204
-rw-r--r--servers/physics_3d/soft_body_3d_sw.cpp87
-rw-r--r--servers/physics_3d/soft_body_3d_sw.h6
-rw-r--r--servers/physics_server_3d.cpp4
-rw-r--r--servers/physics_server_3d.h6
-rw-r--r--servers/register_server_types.cpp4
-rw-r--r--servers/rendering/renderer_rd/effects_rd.cpp10
-rw-r--r--servers/rendering/renderer_rd/effects_rd.h5
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp248
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h23
-rw-r--r--servers/rendering/renderer_rd/shader_compiler_rd.cpp10
-rw-r--r--servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cluster_render.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/cube_to_dp.glsl14
-rw-r--r--servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/decal_data_inc.glsl28
-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl84
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl144
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl17
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl80
-rw-r--r--servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl10
-rw-r--r--servers/rendering/renderer_scene_cull.cpp11
-rw-r--r--servers/rendering/shader_language.cpp21
-rw-r--r--servers/rendering/shader_language.h1
-rw-r--r--servers/rendering/shader_types.cpp1
-rw-r--r--servers/text_server.cpp6
45 files changed, 867 insertions, 524 deletions
diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp
index f3fa857682..5544a09ac0 100644
--- a/servers/audio/audio_stream.cpp
+++ b/servers/audio/audio_stream.cpp
@@ -33,6 +33,63 @@
#include "core/config/project_settings.h"
#include "core/os/os.h"
+void AudioStreamPlayback::start(float p_from_pos) {
+ if (GDVIRTUAL_CALL(_start, p_from_pos)) {
+ return;
+ }
+ ERR_FAIL_MSG("AudioStreamPlayback::start unimplemented!");
+}
+void AudioStreamPlayback::stop() {
+ if (GDVIRTUAL_CALL(_stop)) {
+ return;
+ }
+ ERR_FAIL_MSG("AudioStreamPlayback::stop unimplemented!");
+}
+bool AudioStreamPlayback::is_playing() const {
+ bool ret;
+ if (GDVIRTUAL_CALL(_is_playing, ret)) {
+ return ret;
+ }
+ ERR_FAIL_V_MSG(false, "AudioStreamPlayback::is_playing unimplemented!");
+}
+
+int AudioStreamPlayback::get_loop_count() const {
+ int ret;
+ if (GDVIRTUAL_CALL(_get_loop_count, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
+float AudioStreamPlayback::get_playback_position() const {
+ float ret;
+ if (GDVIRTUAL_CALL(_get_playback_position, ret)) {
+ return ret;
+ }
+ ERR_FAIL_V_MSG(0, "AudioStreamPlayback::get_playback_position unimplemented!");
+}
+void AudioStreamPlayback::seek(float p_time) {
+ if (GDVIRTUAL_CALL(_seek, p_time)) {
+ return;
+ }
+}
+
+void AudioStreamPlayback::mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) {
+ if (GDVIRTUAL_CALL(_mix, p_buffer, p_rate_scale, p_frames)) {
+ return;
+ }
+ WARN_PRINT_ONCE("AudioStreamPlayback::mix unimplemented!");
+}
+
+void AudioStreamPlayback::_bind_methods() {
+ GDVIRTUAL_BIND(_start, "from_pos")
+ GDVIRTUAL_BIND(_stop)
+ GDVIRTUAL_BIND(_is_playing)
+ GDVIRTUAL_BIND(_get_loop_count)
+ GDVIRTUAL_BIND(_get_playback_position)
+ GDVIRTUAL_BIND(_seek, "position")
+ GDVIRTUAL_BIND(_mix, "buffer", "rate_scale", "frames");
+}
//////////////////////////////
void AudioStreamPlaybackResampled::_begin_resample() {
@@ -92,8 +149,34 @@ void AudioStreamPlaybackResampled::mix(AudioFrame *p_buffer, float p_rate_scale,
////////////////////////////////
+Ref<AudioStreamPlayback> AudioStream::instance_playback() {
+ Ref<AudioStreamPlayback> ret;
+ if (GDVIRTUAL_CALL(_instance_playback, ret)) {
+ return ret;
+ }
+ ERR_FAIL_V_MSG(Ref<AudioStreamPlayback>(), "Method must be implemented!");
+}
+String AudioStream::get_stream_name() const {
+ String ret;
+ if (GDVIRTUAL_CALL(_get_stream_name, ret)) {
+ return ret;
+ }
+ return String();
+}
+
+float AudioStream::get_length() const {
+ float ret;
+ if (GDVIRTUAL_CALL(_get_length, ret)) {
+ return ret;
+ }
+ return 0;
+}
+
void AudioStream::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_length"), &AudioStream::get_length);
+ GDVIRTUAL_BIND(_instance_playback);
+ GDVIRTUAL_BIND(_get_stream_name);
+ GDVIRTUAL_BIND(_get_length);
}
////////////////////////////////
@@ -358,3 +441,4 @@ void AudioStreamPlaybackRandomPitch::mix(AudioFrame *p_buffer, float p_rate_scal
AudioStreamPlaybackRandomPitch::~AudioStreamPlaybackRandomPitch() {
random_pitch->playbacks.erase(this);
}
+/////////////////////////////////////////////
diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h
index 0d426f99b2..25f0017211 100644
--- a/servers/audio/audio_stream.h
+++ b/servers/audio/audio_stream.h
@@ -36,20 +36,33 @@
#include "servers/audio/audio_filter_sw.h"
#include "servers/audio_server.h"
+#include "core/object/gdvirtual.gen.inc"
+#include "core/object/script_language.h"
+#include "core/variant/native_ptr.h"
+
class AudioStreamPlayback : public RefCounted {
GDCLASS(AudioStreamPlayback, RefCounted);
+protected:
+ static void _bind_methods();
+ GDVIRTUAL1(_start, float)
+ GDVIRTUAL0(_stop)
+ GDVIRTUAL0RC(bool, _is_playing)
+ GDVIRTUAL0RC(int, _get_loop_count)
+ GDVIRTUAL0RC(float, _get_playback_position)
+ GDVIRTUAL1(_seek, float)
+ GDVIRTUAL3(_mix, GDNativePtr<AudioFrame>, float, int)
public:
- virtual void start(float p_from_pos = 0.0) = 0;
- virtual void stop() = 0;
- virtual bool is_playing() const = 0;
+ virtual void start(float p_from_pos = 0.0);
+ virtual void stop();
+ virtual bool is_playing() const;
- virtual int get_loop_count() const = 0; //times it looped
+ virtual int get_loop_count() const; //times it looped
- virtual float get_playback_position() const = 0;
- virtual void seek(float p_time) = 0;
+ virtual float get_playback_position() const;
+ virtual void seek(float p_time);
- virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames) = 0;
+ virtual void mix(AudioFrame *p_buffer, float p_rate_scale, int p_frames);
};
class AudioStreamPlaybackResampled : public AudioStreamPlayback {
@@ -84,11 +97,15 @@ class AudioStream : public Resource {
protected:
static void _bind_methods();
+ GDVIRTUAL0RC(Ref<AudioStreamPlayback>, _instance_playback)
+ GDVIRTUAL0RC(String, _get_stream_name)
+ GDVIRTUAL0RC(float, _get_length)
+
public:
- virtual Ref<AudioStreamPlayback> instance_playback() = 0;
- virtual String get_stream_name() const = 0;
+ virtual Ref<AudioStreamPlayback> instance_playback();
+ virtual String get_stream_name() const;
- virtual float get_length() const = 0; //if supported, otherwise return 0
+ virtual float get_length() const;
};
// Microphone
diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp
index bfbaeee3f3..d6c396e0a5 100644
--- a/servers/audio/effects/audio_effect_pitch_shift.cpp
+++ b/servers/audio/effects/audio_effect_pitch_shift.cpp
@@ -40,7 +40,7 @@
*
* NAME: smbPitchShift.cpp
* VERSION: 1.2
-* HOME URL: http://blogs.zynaptiq.com/bernsee
+* HOME URL: https://blogs.zynaptiq.com/bernsee
* KNOWN BUGS: none
*
* SYNOPSIS: Routine for doing pitch shifting while maintaining
diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/shape_2d_sw.h
index 2de0f3cb9f..45d3379dfa 100644
--- a/servers/physics_2d/shape_2d_sw.h
+++ b/servers/physics_2d/shape_2d_sw.h
@@ -34,18 +34,6 @@
#include "servers/physics_server_2d.h"
#define _SEGMENT_IS_VALID_SUPPORT_THRESHOLD 0.99998
-/*
-
-SHAPE_WORLD_MARGIN, ///< plane:"plane"
-SHAPE_SEGMENT, ///< real_t:"length"
-SHAPE_CIRCLE, ///< real_t:"radius"
-SHAPE_RECTANGLE, ///< vec3:"extents"
-SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
-SHAPE_CONCAVE_POLYGON, ///< Vector2 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector2 array)
-SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
-
-*/
-
class Shape2DSW;
class ShapeOwner2DSW {
@@ -137,19 +125,19 @@ public:
};
//let the optimizer do the magic
-#define DEFAULT_PROJECT_RANGE_CAST \
- virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \
- project_range_cast(p_cast, p_normal, p_transform, r_min, r_max); \
- } \
- _FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \
- real_t mina, maxa; \
- real_t minb, maxb; \
- Transform2D ofsb = p_transform; \
- ofsb.elements[2] += p_cast; \
- project_range(p_normal, p_transform, mina, maxa); \
- project_range(p_normal, ofsb, minb, maxb); \
- r_min = MIN(mina, minb); \
- r_max = MAX(maxa, maxb); \
+#define DEFAULT_PROJECT_RANGE_CAST \
+ virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { \
+ project_range_cast(p_cast, p_normal, p_transform, r_min, r_max); \
+ } \
+ _FORCE_INLINE_ void project_range_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { \
+ real_t mina, maxa; \
+ real_t minb, maxb; \
+ Transform2D ofsb = p_transform; \
+ ofsb.elements[2] += p_cast; \
+ project_range(p_normal, p_transform, mina, maxa); \
+ project_range(p_normal, ofsb, minb, maxb); \
+ r_min = MIN(mina, minb); \
+ r_max = MAX(maxa, maxb); \
}
class WorldMarginShape2DSW : public Shape2DSW {
@@ -160,17 +148,17 @@ public:
_FORCE_INLINE_ Vector2 get_normal() const { return normal; }
_FORCE_INLINE_ real_t get_d() const { return d; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_WORLD_MARGIN; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_WORLD_MARGIN; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
@@ -178,7 +166,7 @@ public:
r_max = 1e10;
}
- virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
+ virtual void project_range_castv(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override {
project_range_cast(p_cast, p_normal, p_transform, r_min, r_max);
}
@@ -199,20 +187,20 @@ public:
_FORCE_INLINE_ const Vector2 &get_b() const { return b; }
_FORCE_INLINE_ const Vector2 &get_normal() const { return n; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_SEGMENT; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_SEGMENT; }
_FORCE_INLINE_ Vector2 get_xformed_normal(const Transform2D &p_xform) const {
return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal();
}
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
@@ -239,17 +227,17 @@ class CircleShape2DSW : public Shape2DSW {
public:
_FORCE_INLINE_ const real_t &get_radius() const { return radius; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CIRCLE; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CIRCLE; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
//real large
@@ -272,17 +260,17 @@ class RectangleShape2DSW : public Shape2DSW {
public:
_FORCE_INLINE_ const Vector2 &get_half_extents() const { return half_extents; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_RECTANGLE; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_RECTANGLE; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
@@ -346,17 +334,17 @@ public:
_FORCE_INLINE_ const real_t &get_radius() const { return radius; }
_FORCE_INLINE_ const real_t &get_height() const { return height; }
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CAPSULE; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CAPSULE; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
// no matter the angle, the box is mirrored anyway
@@ -399,17 +387,17 @@ public:
return (p_xform.xform(b) - p_xform.xform(a)).normalized().orthogonal();
}
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CONVEX_POLYGON; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CONVEX_POLYGON; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { project_range(p_normal, p_transform, r_min, r_max); }
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override { project_range(p_normal, p_transform, r_min, r_max); }
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const;
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
_FORCE_INLINE_ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
if (!points || point_count <= 0) {
@@ -437,7 +425,7 @@ public:
class ConcaveShape2DSW : public Shape2DSW {
public:
- virtual bool is_concave() const { return true; }
+ virtual bool is_concave() const override { return true; }
typedef void (*Callback)(void *p_userdata, Shape2DSW *p_convex);
virtual void cull(const Rect2 &p_local_aabb, Callback p_callback, void *p_userdata) const = 0;
@@ -474,23 +462,31 @@ class ConcavePolygonShape2DSW : public ConcaveShape2DSW {
int _generate_bvh(BVH *p_bvh, int p_len, int p_depth);
public:
- virtual PhysicsServer2D::ShapeType get_type() const { return PhysicsServer2D::SHAPE_CONCAVE_POLYGON; }
+ virtual PhysicsServer2D::ShapeType get_type() const override { return PhysicsServer2D::SHAPE_CONCAVE_POLYGON; }
- virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { /*project_range(p_normal,p_transform,r_min,r_max);*/
+ virtual void project_rangev(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const override {
+ r_min = 0;
+ r_max = 0;
+ ERR_FAIL_MSG("Unsupported call to project_rangev in ConcavePolygonShape2DSW");
}
- virtual void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const { /*project_range(p_normal,p_transform,r_min,r_max);*/
+
+ void project_range(const Vector2 &p_normal, const Transform2D &p_transform, real_t &r_min, real_t &r_max) const {
+ r_min = 0;
+ r_max = 0;
+ ERR_FAIL_MSG("Unsupported call to project_range in ConcavePolygonShape2DSW");
}
- virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const;
- virtual bool contains_point(const Vector2 &p_point) const;
- virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const;
+ virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override;
+
+ virtual bool contains_point(const Vector2 &p_point) const override;
+ virtual bool intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const override;
- virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return 0; }
+ virtual real_t get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const override { return 0; }
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
- virtual void cull(const Rect2 &p_local_aabb, Callback p_callback, void *p_userdata) const;
+ virtual void cull(const Rect2 &p_local_aabb, Callback p_callback, void *p_userdata) const override;
DEFAULT_PROJECT_RANGE_CAST
};
diff --git a/servers/physics_3d/area_3d_sw.cpp b/servers/physics_3d/area_3d_sw.cpp
index 364f63e4ad..c292abad48 100644
--- a/servers/physics_3d/area_3d_sw.cpp
+++ b/servers/physics_3d/area_3d_sw.cpp
@@ -163,6 +163,20 @@ void Area3DSW::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &
case PhysicsServer3D::AREA_PARAM_PRIORITY:
priority = p_value;
break;
+ case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE:
+ ERR_FAIL_COND_MSG(wind_force_magnitude < 0, "Wind force magnitude must be a non-negative real number, but a negative number was specified.");
+ wind_force_magnitude = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_SOURCE:
+ wind_source = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION:
+ wind_direction = p_value;
+ break;
+ case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR:
+ ERR_FAIL_COND_MSG(wind_attenuation_factor < 0, "Wind attenuation factor must be a non-negative real number, but a negative number was specified.");
+ wind_attenuation_factor = p_value;
+ break;
}
}
@@ -184,6 +198,14 @@ Variant Area3DSW::get_param(PhysicsServer3D::AreaParameter p_param) const {
return angular_damp;
case PhysicsServer3D::AREA_PARAM_PRIORITY:
return priority;
+ case PhysicsServer3D::AREA_PARAM_WIND_FORCE_MAGNITUDE:
+ return wind_force_magnitude;
+ case PhysicsServer3D::AREA_PARAM_WIND_SOURCE:
+ return wind_source;
+ case PhysicsServer3D::AREA_PARAM_WIND_DIRECTION:
+ return wind_direction;
+ case PhysicsServer3D::AREA_PARAM_WIND_ATTENUATION_FACTOR:
+ return wind_attenuation_factor;
}
return Variant();
diff --git a/servers/physics_3d/area_3d_sw.h b/servers/physics_3d/area_3d_sw.h
index 5959ee1e95..814472885c 100644
--- a/servers/physics_3d/area_3d_sw.h
+++ b/servers/physics_3d/area_3d_sw.h
@@ -50,6 +50,10 @@ class Area3DSW : public CollisionObject3DSW {
real_t point_attenuation;
real_t linear_damp;
real_t angular_damp;
+ real_t wind_force_magnitude = 0.0;
+ real_t wind_attenuation_factor = 0.0;
+ Vector3 wind_source;
+ Vector3 wind_direction;
int priority;
bool monitorable;
@@ -154,6 +158,18 @@ public:
_FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; }
_FORCE_INLINE_ int get_priority() const { return priority; }
+ _FORCE_INLINE_ void set_wind_force_magnitude(real_t p_wind_force_magnitude) { wind_force_magnitude = p_wind_force_magnitude; }
+ _FORCE_INLINE_ real_t get_wind_force_magnitude() const { return wind_force_magnitude; }
+
+ _FORCE_INLINE_ void set_wind_attenuation_factor(real_t p_wind_attenuation_factor) { wind_attenuation_factor = p_wind_attenuation_factor; }
+ _FORCE_INLINE_ real_t get_wind_attenuation_factor() const { return wind_attenuation_factor; }
+
+ _FORCE_INLINE_ void set_wind_source(const Vector3 &p_wind_source) { wind_source = p_wind_source; }
+ _FORCE_INLINE_ const Vector3 &get_wind_source() const { return wind_source; }
+
+ _FORCE_INLINE_ void set_wind_direction(const Vector3 &p_wind_direction) { wind_direction = p_wind_direction; }
+ _FORCE_INLINE_ const Vector3 &get_wind_direction() const { return wind_direction; }
+
_FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint) { constraints.insert(p_constraint); }
_FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraints.erase(p_constraint); }
_FORCE_INLINE_ const Set<Constraint3DSW *> &get_constraints() const { return constraints; }
diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp
index 2df991563d..f2f712193a 100644
--- a/servers/physics_3d/gjk_epa.cpp
+++ b/servers/physics_3d/gjk_epa.cpp
@@ -37,7 +37,7 @@
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2008 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2008 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
index 56aba24b42..d2b64ce6e3 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp
@@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
index d0f3dbbd35..c2a0443aff 100644
--- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
+++ b/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h
@@ -40,7 +40,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
index b928f18231..e2bf2845fe 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.cpp
@@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/hinge_joint_3d_sw.h
index 22eb2f4660..572c35266f 100644
--- a/servers/physics_3d/joints/hinge_joint_3d_sw.h
+++ b/servers/physics_3d/joints/hinge_joint_3d_sw.h
@@ -40,7 +40,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/joints/jacobian_entry_3d_sw.h b/servers/physics_3d/joints/jacobian_entry_3d_sw.h
index 6afa70c816..30c80db23f 100644
--- a/servers/physics_3d/joints/jacobian_entry_3d_sw.h
+++ b/servers/physics_3d/joints/jacobian_entry_3d_sw.h
@@ -37,7 +37,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
index 8eb84d1c2f..7a713c1161 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.cpp
@@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/pin_joint_3d_sw.h
index 3d91452850..09deefc5c4 100644
--- a/servers/physics_3d/joints/pin_joint_3d_sw.h
+++ b/servers/physics_3d/joints/pin_joint_3d_sw.h
@@ -40,7 +40,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.cpp b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
index 1895fe1e2e..9f01196c30 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.cpp
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.cpp
@@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.h b/servers/physics_3d/joints/slider_joint_3d_sw.h
index f357bbd67a..f09476f570 100644
--- a/servers/physics_3d/joints/slider_joint_3d_sw.h
+++ b/servers/physics_3d/joints/slider_joint_3d_sw.h
@@ -40,7 +40,7 @@ Adapted to Godot from the Bullet library.
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/shape_3d_sw.cpp
index a84405de81..664308ed7b 100644
--- a/servers/physics_3d/shape_3d_sw.cpp
+++ b/servers/physics_3d/shape_3d_sw.cpp
@@ -39,7 +39,7 @@
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2009 Erwin Coumans http://bulletphysics.org
+Copyright (c) 2003-2009 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/shape_3d_sw.h
index c11c3a08f6..ca58900111 100644
--- a/servers/physics_3d/shape_3d_sw.h
+++ b/servers/physics_3d/shape_3d_sw.h
@@ -33,17 +33,6 @@
#include "core/math/geometry_3d.h"
#include "servers/physics_server_3d.h"
-/*
-
-SHAPE_LINE, ///< plane:"plane"
-SHAPE_SEGMENT, ///< real_t:"length"
-SHAPE_CIRCLE, ///< real_t:"radius"
-SHAPE_RECTANGLE, ///< vec3:"extents"
-SHAPE_CONVEX_POLYGON, ///< array of planes:"planes"
-SHAPE_CONCAVE_POLYGON, ///< Vector3 array:"triangles" , or Dictionary with "indices" (int array) and "triangles" (Vector3 array)
-SHAPE_CUSTOM, ///< Server-Implementation based custom shape, calling shape_create() with this value will result in an error
-
-*/
class Shape3DSW;
@@ -111,9 +100,9 @@ public:
class ConcaveShape3DSW : public Shape3DSW {
public:
- virtual bool is_concave() const { return true; }
+ virtual bool is_concave() const override { return true; }
typedef void (*Callback)(void *p_userdata, Shape3DSW *p_convex);
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const = 0;
@@ -153,21 +142,21 @@ class SphereShape3DSW : public Shape3DSW {
public:
real_t get_radius() const;
- virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius; }
+ virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SPHERE; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SPHERE; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
- virtual Vector3 get_support(const Vector3 &p_normal) const;
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
SphereShape3DSW();
};
@@ -178,21 +167,21 @@ class BoxShape3DSW : public Shape3DSW {
public:
_FORCE_INLINE_ Vector3 get_half_extents() const { return half_extents; }
- virtual real_t get_area() const { return 8 * half_extents.x * half_extents.y * half_extents.z; }
+ virtual real_t get_area() const override { return 8 * half_extents.x * half_extents.y * half_extents.z; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_BOX; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_BOX; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
- virtual Vector3 get_support(const Vector3 &p_normal) const;
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
BoxShape3DSW();
};
@@ -207,21 +196,21 @@ public:
_FORCE_INLINE_ real_t get_height() const { return height; }
_FORCE_INLINE_ real_t get_radius() const { return radius; }
- virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; }
+ virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CAPSULE; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CAPSULE; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
- virtual Vector3 get_support(const Vector3 &p_normal) const;
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
CapsuleShape3DSW();
};
@@ -236,21 +225,21 @@ public:
_FORCE_INLINE_ real_t get_height() const { return height; }
_FORCE_INLINE_ real_t get_radius() const { return radius; }
- virtual real_t get_area() const { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; }
+ virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CYLINDER; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CYLINDER; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
- virtual Vector3 get_support(const Vector3 &p_normal) const;
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
CylinderShape3DSW();
};
@@ -263,19 +252,19 @@ struct ConvexPolygonShape3DSW : public Shape3DSW {
public:
const Geometry3D::MeshData &get_mesh() const { return mesh; }
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
- virtual Vector3 get_support(const Vector3 &p_normal) const;
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
ConvexPolygonShape3DSW();
};
@@ -341,21 +330,21 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW {
public:
Vector<Vector3> get_faces() const;
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
- virtual Vector3 get_support(const Vector3 &p_normal) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const;
+ virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
ConcavePolygonShape3DSW();
};
@@ -385,20 +374,20 @@ public:
int get_width() const;
int get_depth() const;
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_HEIGHTMAP; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_HEIGHTMAP; }
- virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
- virtual Vector3 get_support(const Vector3 &p_normal) const;
- virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
- virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
+ virtual void cull(const AABB &p_local_aabb, Callback p_callback, void *p_userdata) const override;
- virtual Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data);
- virtual Variant get_data() const;
+ virtual void set_data(const Variant &p_data) override;
+ virtual Variant get_data() const override;
HeightMapShape3DSW();
};
@@ -409,21 +398,21 @@ struct FaceShape3DSW : public Shape3DSW {
Vector3 vertex[3];
bool backface_collision = false;
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; }
const Vector3 &get_vertex(int p_idx) const { return vertex[p_idx]; }
- void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const;
- Vector3 get_support(const Vector3 &p_normal) const;
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const;
- bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const;
- virtual bool intersect_point(const Vector3 &p_point) const;
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const;
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override;
+ virtual Vector3 get_support(const Vector3 &p_normal) const override;
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override;
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override;
+ virtual bool intersect_point(const Vector3 &p_point) const override;
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override;
- Vector3 get_moment_of_inertia(real_t p_mass) const;
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override;
- virtual void set_data(const Variant &p_data) {}
- virtual Variant get_data() const { return Variant(); }
+ virtual void set_data(const Variant &p_data) override {}
+ virtual Variant get_data() const override { return Variant(); }
FaceShape3DSW();
};
@@ -432,9 +421,9 @@ struct MotionShape3DSW : public Shape3DSW {
Shape3DSW *shape;
Vector3 motion;
- virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
+ virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; }
- void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const {
+ virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override {
Vector3 cast = p_transform.basis.xform(motion);
real_t mina, maxa;
real_t minb, maxb;
@@ -446,22 +435,23 @@ struct MotionShape3DSW : public Shape3DSW {
r_max = MAX(maxa, maxb);
}
- Vector3 get_support(const Vector3 &p_normal) const {
+ virtual Vector3 get_support(const Vector3 &p_normal) const override {
Vector3 support = shape->get_support(p_normal);
if (p_normal.dot(motion) > 0) {
support += motion;
}
return support;
}
- virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { r_amount = 0; }
- bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { return false; }
- virtual bool intersect_point(const Vector3 &p_point) const { return false; }
- virtual Vector3 get_closest_point_to(const Vector3 &p_point) const { return p_point; }
- Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); }
+ virtual void get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const override { r_amount = 0; }
+ virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override { return false; }
+ virtual bool intersect_point(const Vector3 &p_point) const override { return false; }
+ virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override { return p_point; }
+
+ virtual Vector3 get_moment_of_inertia(real_t p_mass) const override { return Vector3(); }
- virtual void set_data(const Variant &p_data) {}
- virtual Variant get_data() const { return Variant(); }
+ virtual void set_data(const Variant &p_data) override {}
+ virtual Variant get_data() const override { return Variant(); }
MotionShape3DSW() { configure(AABB()); }
};
diff --git a/servers/physics_3d/soft_body_3d_sw.cpp b/servers/physics_3d/soft_body_3d_sw.cpp
index 73b81444e1..ead6497f1f 100644
--- a/servers/physics_3d/soft_body_3d_sw.cpp
+++ b/servers/physics_3d/soft_body_3d_sw.cpp
@@ -38,7 +38,7 @@
/*
Bullet Continuous Collision Detection and Physics Library
-Copyright (c) 2003-2006 Erwin Coumans http://continuousphysics.com/Bullet/
+Copyright (c) 2003-2006 Erwin Coumans https://bulletphysics.org
This software is provided 'as-is', without any express or implied warranty.
In no event will the authors be held liable for any damages arising from the use of this software.
@@ -165,7 +165,7 @@ void SoftBody3DSW::update_rendering_server(RenderingServerHandler *p_rendering_s
p_rendering_server_handler->set_aabb(bounds);
}
-void SoftBody3DSW::update_normals() {
+void SoftBody3DSW::update_normals_and_centroids() {
uint32_t i, ni;
for (i = 0, ni = nodes.size(); i < ni; ++i) {
@@ -180,6 +180,7 @@ void SoftBody3DSW::update_normals() {
face.n[2]->n += n;
face.normal = n;
face.normal.normalize();
+ 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) {
@@ -310,7 +311,7 @@ void SoftBody3DSW::apply_nodes_transform(const Transform3D &p_transform) {
face_tree.clear();
- update_normals();
+ update_normals_and_centroids();
update_bounds();
update_constants();
}
@@ -574,7 +575,7 @@ bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vecto
reoptimize_link_order();
update_constants();
- update_normals();
+ update_normals_and_centroids();
update_bounds();
return true;
@@ -898,32 +899,66 @@ void SoftBody3DSW::add_velocity(const Vector3 &p_velocity) {
}
}
-void SoftBody3DSW::apply_forces() {
- if (pressure_coefficient < CMP_EPSILON) {
- return;
- }
+void SoftBody3DSW::apply_forces(bool p_has_wind_forces) {
+ int ac = areas.size();
if (nodes.is_empty()) {
return;
}
uint32_t i, ni;
+ int32_t j;
- // Calculate volume.
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) {
+ bool stopped = false;
const Face &face = faces[i];
+
+ 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.
+ if (ac && p_has_wind_forces) {
+ const AreaCMP *aa = &areas[0];
+ for (j = ac - 1; j >= 0 && !stopped; j--) {
+ PhysicsServer3D::AreaSpaceOverrideMode mode = aa[j].area->get_space_override_mode();
+ switch (mode) {
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: {
+ wind_force += _compute_area_windforce(aa[j].area, &face);
+ stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE;
+ } break;
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE:
+ case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: {
+ wind_force = _compute_area_windforce(aa[j].area, &face);
+ stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE;
+ } break;
+ default: {
+ }
+ }
+ }
+
+ for (j = 0; j < 3; j++) {
+ Node *current_node = face.n[j];
+ current_node->f += wind_force;
+ }
+ }
}
volume /= 6.0;
- // Apply per node forces.
- real_t ivolumetp = 1.0 / Math::abs(volume) * pressure_coefficient;
- for (i = 0, ni = nodes.size(); i < ni; ++i) {
- Node &node = nodes[i];
- if (node.im > 0) {
- node.f += node.n * (node.area * ivolumetp);
+ // 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];
+ if (node.im > 0) {
+ node.f += node.n * (node.area * ivolumetp);
+ }
}
}
}
@@ -941,6 +976,18 @@ void SoftBody3DSW::_compute_area_gravity(const Area3DSW *p_area) {
}
}
+Vector3 SoftBody3DSW::_compute_area_windforce(const Area3DSW *p_area, const Face *p_face) {
+ real_t wfm = p_area->get_wind_force_magnitude();
+ real_t waf = p_area->get_wind_attenuation_factor();
+ const Vector3 &wd = p_area->get_wind_direction();
+ const Vector3 &ws = p_area->get_wind_source();
+ real_t projection_on_tri_normal = vec3_dot(p_face->normal, wd);
+ real_t projection_toward_centroid = vec3_dot(p_face->centroid - ws, wd);
+ real_t attenuation_over_distance = pow(projection_toward_centroid, -waf);
+ real_t nodal_force_magnitude = wfm * 0.33333333333 * p_face->ra * projection_on_tri_normal * attenuation_over_distance;
+ return nodal_force_magnitude * p_face->normal;
+}
+
void SoftBody3DSW::predict_motion(real_t p_delta) {
const real_t inv_delta = 1.0 / p_delta;
@@ -952,11 +999,15 @@ void SoftBody3DSW::predict_motion(real_t p_delta) {
int ac = areas.size();
bool stopped = false;
+ bool has_wind_forces = false;
if (ac) {
areas.sort();
const AreaCMP *aa = &areas[0];
for (int i = ac - 1; i >= 0 && !stopped; i--) {
+ // Avoids unnecessary loop in apply_forces().
+ has_wind_forces = has_wind_forces || aa[i].area->get_wind_force_magnitude() > CMP_EPSILON;
+
PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode();
switch (mode) {
case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE:
@@ -978,7 +1029,9 @@ void SoftBody3DSW::predict_motion(real_t p_delta) {
// Apply forces.
add_velocity(gravity * p_delta);
- apply_forces();
+ if (pressure_coefficient > CMP_EPSILON || has_wind_forces) {
+ apply_forces(has_wind_forces);
+ }
// Avoid soft body from 'exploding' so use some upper threshold of maximum motion
// that a node can travel per frame.
@@ -1057,7 +1110,7 @@ void SoftBody3DSW::solve_constraints(real_t p_delta) {
node.q = node.x;
}
- update_normals();
+ update_normals_and_centroids();
}
void SoftBody3DSW::solve_links(real_t kst, real_t ti) {
diff --git a/servers/physics_3d/soft_body_3d_sw.h b/servers/physics_3d/soft_body_3d_sw.h
index be0620c506..58fd234fde 100644
--- a/servers/physics_3d/soft_body_3d_sw.h
+++ b/servers/physics_3d/soft_body_3d_sw.h
@@ -71,6 +71,7 @@ class SoftBody3DSW : public CollisionObject3DSW {
};
struct Face {
+ Vector3 centroid;
Node *n[3] = { nullptr, nullptr, nullptr }; // Node pointers
Vector3 normal; // Normal
real_t ra = 0.0; // Rest area
@@ -114,6 +115,7 @@ class SoftBody3DSW : public CollisionObject3DSW {
uint64_t island_step = 0;
_FORCE_INLINE_ void _compute_area_gravity(const Area3DSW *p_area);
+ _FORCE_INLINE_ Vector3 _compute_area_windforce(const Area3DSW *p_area, const Face *p_face);
public:
SoftBody3DSW();
@@ -220,7 +222,7 @@ protected:
virtual void _shapes_changed();
private:
- void update_normals();
+ void update_normals_and_centroids();
void update_bounds();
void update_constants();
void update_area();
@@ -231,7 +233,7 @@ private:
void add_velocity(const Vector3 &p_velocity);
- void apply_forces();
+ void apply_forces(bool p_has_wind_forces);
bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices);
void generate_bending_constraints(int p_distance);
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index 53863cea72..1f46a96b27 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -766,6 +766,10 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP);
BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP);
BIND_ENUM_CONSTANT(AREA_PARAM_PRIORITY);
+ BIND_ENUM_CONSTANT(AREA_PARAM_WIND_FORCE_MAGNITUDE);
+ BIND_ENUM_CONSTANT(AREA_PARAM_WIND_SOURCE);
+ BIND_ENUM_CONSTANT(AREA_PARAM_WIND_DIRECTION);
+ BIND_ENUM_CONSTANT(AREA_PARAM_WIND_ATTENUATION_FACTOR);
BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_DISABLED);
BIND_ENUM_CONSTANT(AREA_SPACE_OVERRIDE_COMBINE);
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index f806fd55be..5201e76498 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -298,7 +298,11 @@ public:
AREA_PARAM_GRAVITY_POINT_ATTENUATION,
AREA_PARAM_LINEAR_DAMP,
AREA_PARAM_ANGULAR_DAMP,
- AREA_PARAM_PRIORITY
+ AREA_PARAM_PRIORITY,
+ AREA_PARAM_WIND_FORCE_MAGNITUDE,
+ AREA_PARAM_WIND_SOURCE,
+ AREA_PARAM_WIND_DIRECTION,
+ AREA_PARAM_WIND_ATTENUATION_FACTOR,
};
virtual RID area_create() = 0;
diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp
index 857f112102..8e86957d9b 100644
--- a/servers/register_server_types.cpp
+++ b/servers/register_server_types.cpp
@@ -140,8 +140,8 @@ void register_server_types() {
GDREGISTER_VIRTUAL_CLASS(XRInterface);
GDREGISTER_CLASS(XRPositionalTracker);
- GDREGISTER_VIRTUAL_CLASS(AudioStream);
- GDREGISTER_VIRTUAL_CLASS(AudioStreamPlayback);
+ GDREGISTER_CLASS(AudioStream);
+ GDREGISTER_CLASS(AudioStreamPlayback);
GDREGISTER_VIRTUAL_CLASS(AudioStreamPlaybackResampled);
GDREGISTER_CLASS(AudioStreamMicrophone);
GDREGISTER_CLASS(AudioStreamRandomPitch);
diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp
index 0c191fe2f7..80d843227b 100644
--- a/servers/rendering/renderer_rd/effects_rd.cpp
+++ b/servers/rendering/renderer_rd/effects_rd.cpp
@@ -759,7 +759,7 @@ void EffectsRD::make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuff
RD::get_singleton()->draw_list_end();
}
-void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip) {
+void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) {
CopyToDPPushConstant push_constant;
push_constant.screen_rect[0] = p_rect.position.x;
push_constant.screen_rect[1] = p_rect.position.y;
@@ -767,7 +767,9 @@ void EffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffe
push_constant.screen_rect[3] = p_rect.size.height;
push_constant.z_far = p_z_far;
push_constant.z_near = p_z_near;
- push_constant.z_flip = p_dp_flip;
+ push_constant.texel_size[0] = 1.0f / p_dst_size.x;
+ push_constant.texel_size[1] = 1.0f / p_dst_size.y;
+ push_constant.texel_size[0] *= p_dp_flip ? -1.0f : 1.0f; // Encode dp flip as x size sign
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, cube_to_dp.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
@@ -2169,10 +2171,8 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) {
for (int pass = 0; pass < 4; pass++) {
for (int subPass = 0; subPass < sub_pass_count; subPass++) {
int a = pass;
- int b = subPass;
-
int spmap[5]{ 0, 1, 4, 3, 2 };
- b = spmap[subPass];
+ int b = spmap[subPass];
float ca, sa;
float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f;
diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h
index 0c9b2efb7f..c8d4cb7ad4 100644
--- a/servers/rendering/renderer_rd/effects_rd.h
+++ b/servers/rendering/renderer_rd/effects_rd.h
@@ -321,8 +321,7 @@ private:
struct CopyToDPPushConstant {
float z_far;
float z_near;
- uint32_t z_flip;
- uint32_t pad;
+ float texel_size[2];
float screen_rect[4];
};
@@ -770,7 +769,7 @@ public:
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);
void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_framebuffer, const Size2i &p_size);
- void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2 &p_rect, float p_z_near, float p_z_far, bool p_dp_flip);
+ void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip);
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);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index d81c216f37..8496ef631b 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -860,7 +860,7 @@ void RendererSceneRenderRD::shadow_atlas_set_size(RID p_atlas, int p_size, bool
shadow_atlas->shadow_owners.clear();
shadow_atlas->size = p_size;
- shadow_atlas->use_16_bits = p_size;
+ shadow_atlas->use_16_bits = p_16_bits;
}
void RendererSceneRenderRD::shadow_atlas_set_quadrant_subdivision(RID p_atlas, int p_quadrant, int p_subdivision) {
@@ -935,7 +935,7 @@ bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,
//look for an empty space
int sc = shadow_atlas->quadrants[qidx].shadows.size();
- ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptrw();
+ const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
int found_free_idx = -1; //found a free one
int found_used_idx = -1; //found existing one, must steal it
@@ -980,6 +980,78 @@ bool RendererSceneRenderRD::_shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas,
return false;
}
+bool RendererSceneRenderRD::_shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow) {
+ for (int i = p_quadrant_count - 1; i >= 0; i--) {
+ int qidx = p_in_quadrants[i];
+
+ if (shadow_atlas->quadrants[qidx].subdivision == (uint32_t)p_current_subdiv) {
+ return false;
+ }
+
+ //look for an empty space
+ int sc = shadow_atlas->quadrants[qidx].shadows.size();
+ const ShadowAtlas::Quadrant::Shadow *sarr = shadow_atlas->quadrants[qidx].shadows.ptr();
+
+ int found_idx = -1;
+ uint64_t min_pass = 0; // sum of currently selected spots, try to get the least recently used pair
+
+ for (int j = 0; j < sc - 1; j++) {
+ uint64_t pass = 0;
+
+ if (sarr[j].owner.is_valid()) {
+ LightInstance *sli = light_instance_owner.getornull(sarr[j].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass == scene_pass) {
+ continue;
+ }
+
+ //was just allocated, don't kill it so soon, wait a bit..
+ if (p_tick - sarr[j].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
+ continue;
+ }
+ pass += sli->last_scene_pass;
+ }
+
+ if (sarr[j + 1].owner.is_valid()) {
+ LightInstance *sli = light_instance_owner.getornull(sarr[j + 1].owner);
+ ERR_CONTINUE(!sli);
+
+ if (sli->last_scene_pass == scene_pass) {
+ continue;
+ }
+
+ //was just allocated, don't kill it so soon, wait a bit..
+ if (p_tick - sarr[j + 1].alloc_tick < shadow_atlas_realloc_tolerance_msec) {
+ continue;
+ }
+ pass += sli->last_scene_pass;
+ }
+
+ if (found_idx == -1 || pass < min_pass) {
+ found_idx = j;
+ min_pass = pass;
+
+ // we found two empty spots, no need to check the rest
+ if (pass == 0) {
+ break;
+ }
+ }
+ }
+
+ if (found_idx == -1) {
+ continue; //nothing found
+ }
+
+ r_quadrant = qidx;
+ r_shadow = found_idx;
+
+ return true;
+ }
+
+ return false;
+}
+
bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_intance, float p_coverage, uint64_t p_light_version) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_atlas);
ERR_FAIL_COND_V(!shadow_atlas, false);
@@ -1025,94 +1097,104 @@ bool RendererSceneRenderRD::shadow_atlas_update_light(RID p_atlas, RID p_light_i
uint64_t tick = OS::get_singleton()->get_ticks_msec();
- //see if it already exists
+ uint32_t old_key = ShadowAtlas::SHADOW_INVALID;
+ uint32_t old_quadrant = ShadowAtlas::SHADOW_INVALID;
+ uint32_t old_shadow = ShadowAtlas::SHADOW_INVALID;
+ int old_subdivision = -1;
+
+ bool should_realloc = false;
+ bool should_redraw = false;
if (shadow_atlas->shadow_owners.has(p_light_intance)) {
- //it does!
- uint32_t key = shadow_atlas->shadow_owners[p_light_intance];
- uint32_t q = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
- uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
+ old_key = shadow_atlas->shadow_owners[p_light_intance];
+ old_quadrant = (old_key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+ old_shadow = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
- bool should_realloc = shadow_atlas->quadrants[q].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[q].shadows[s].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
- bool should_redraw = shadow_atlas->quadrants[q].shadows[s].version != p_light_version;
+ should_realloc = shadow_atlas->quadrants[old_quadrant].subdivision != (uint32_t)best_subdiv && (shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].alloc_tick - tick > shadow_atlas_realloc_tolerance_msec);
+ should_redraw = shadow_atlas->quadrants[old_quadrant].shadows[old_shadow].version != p_light_version;
if (!should_realloc) {
- shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = p_light_version;
//already existing, see if it should redraw or it's just OK
return should_redraw;
}
- int new_quadrant, new_shadow;
+ old_subdivision = shadow_atlas->quadrants[old_quadrant].subdivision;
+ }
- //find a better place
- if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, shadow_atlas->quadrants[q].subdivision, tick, new_quadrant, new_shadow)) {
- //found a better place!
- ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
- if (sh->owner.is_valid()) {
- //is taken, but is invalid, erasing it
- shadow_atlas->shadow_owners.erase(sh->owner);
- LightInstance *sli = light_instance_owner.getornull(sh->owner);
- sli->shadow_atlases.erase(p_atlas);
- }
+ bool is_omni = li->light_type == RS::LIGHT_OMNI;
+ bool found_shadow = false;
+ int new_quadrant = -1;
+ int new_shadow = -1;
- //erase previous
- shadow_atlas->quadrants[q].shadows.write[s].version = 0;
- shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
+ if (is_omni) {
+ found_shadow = _shadow_atlas_find_omni_shadows(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
+ } else {
+ found_shadow = _shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, old_subdivision, tick, new_quadrant, new_shadow);
+ }
- sh->owner = p_light_intance;
- sh->alloc_tick = tick;
- sh->version = p_light_version;
- li->shadow_atlases.insert(p_atlas);
-
- //make new key
- key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
- key |= new_shadow;
- //update it in map
- shadow_atlas->shadow_owners[p_light_intance] = key;
- //make it dirty, as it should redraw anyway
- return true;
+ if (found_shadow) {
+ if (old_quadrant != ShadowAtlas::SHADOW_INVALID) {
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].version = 0;
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow].owner = RID();
+
+ if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].version = 0;
+ shadow_atlas->quadrants[old_quadrant].shadows.write[old_shadow + 1].owner = RID();
+ }
}
- //no better place for this shadow found, keep current
+ uint32_t new_key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
+ new_key |= new_shadow;
- //already existing, see if it should redraw or it's just OK
+ ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
+ _shadow_atlas_invalidate_shadow(sh, p_atlas, shadow_atlas, new_quadrant, new_shadow);
- shadow_atlas->quadrants[q].shadows.write[s].version = p_light_version;
+ sh->owner = p_light_intance;
+ sh->alloc_tick = tick;
+ sh->version = p_light_version;
- return should_redraw;
- }
+ if (is_omni) {
+ new_key |= ShadowAtlas::OMNI_LIGHT_FLAG;
- int new_quadrant, new_shadow;
+ int new_omni_shadow = new_shadow + 1;
+ ShadowAtlas::Quadrant::Shadow *extra_sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_omni_shadow];
+ _shadow_atlas_invalidate_shadow(extra_sh, p_atlas, shadow_atlas, new_quadrant, new_omni_shadow);
- //find a better place
- if (_shadow_atlas_find_shadow(shadow_atlas, valid_quadrants, valid_quadrant_count, -1, tick, new_quadrant, new_shadow)) {
- //found a better place!
- ShadowAtlas::Quadrant::Shadow *sh = &shadow_atlas->quadrants[new_quadrant].shadows.write[new_shadow];
- if (sh->owner.is_valid()) {
- //is taken, but is invalid, erasing it
- shadow_atlas->shadow_owners.erase(sh->owner);
- LightInstance *sli = light_instance_owner.getornull(sh->owner);
- sli->shadow_atlases.erase(p_atlas);
+ extra_sh->owner = p_light_intance;
+ extra_sh->alloc_tick = tick;
+ extra_sh->version = p_light_version;
}
- sh->owner = p_light_intance;
- sh->alloc_tick = tick;
- sh->version = p_light_version;
li->shadow_atlases.insert(p_atlas);
- //make new key
- uint32_t key = new_quadrant << ShadowAtlas::QUADRANT_SHIFT;
- key |= new_shadow;
//update it in map
- shadow_atlas->shadow_owners[p_light_intance] = key;
+ shadow_atlas->shadow_owners[p_light_intance] = new_key;
//make it dirty, as it should redraw anyway
-
return true;
}
- //no place to allocate this light, apologies
+ return should_redraw;
+}
- return false;
+void RendererSceneRenderRD::_shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx) {
+ if (p_shadow->owner.is_valid()) {
+ LightInstance *sli = light_instance_owner.getornull(p_shadow->owner);
+ uint32_t old_key = p_shadow_atlas->shadow_owners[p_shadow->owner];
+
+ if (old_key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ uint32_t s = old_key & ShadowAtlas::SHADOW_INDEX_MASK;
+ uint32_t omni_shadow_idx = p_shadow_idx + (s == (uint32_t)p_shadow_idx ? 1 : -1);
+ RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *omni_shadow = &p_shadow_atlas->quadrants[p_quadrant].shadows.write[omni_shadow_idx];
+ omni_shadow->version = 0;
+ omni_shadow->owner = RID();
+ }
+
+ p_shadow->version = 0;
+ p_shadow->owner = RID();
+ sli->shadow_atlases.erase(p_atlas);
+ p_shadow_atlas->shadow_owners.erase(p_shadow->owner);
+ }
}
void RendererSceneRenderRD::_update_directional_shadow_atlas() {
@@ -1137,6 +1219,7 @@ void RendererSceneRenderRD::directional_shadow_atlas_set_size(int p_size, bool p
}
directional_shadow.size = p_size;
+ directional_shadow.use_16_bits = p_16_bits;
if (directional_shadow.depth.is_valid()) {
RD::get_singleton()->free(directional_shadow.depth);
@@ -3120,18 +3203,19 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.shadow_enabled = true;
- if (type == RS::LIGHT_SPOT) {
- light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0);
+ float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 10.0;
- } else { //omni
+ if (type == RS::LIGHT_SPOT) {
light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) / 100.0;
- float shadow_texel_size = light_instance_get_shadow_texel_size(li->self, p_shadow_atlas);
- light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
+ } else { //omni
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS);
}
light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
- Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas);
+ Vector2i omni_offset;
+ Rect2 rect = light_instance_get_shadow_atlas_rect(li->self, p_shadow_atlas, omni_offset);
light_data.atlas_rect[0] = rect.position.x;
light_data.atlas_rect[1] = rect.position.y;
@@ -3142,7 +3226,6 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.shadow_volumetric_fog_fade = 1.0 / storage->light_get_shadow_volumetric_fog_fade(base);
if (type == RS::LIGHT_OMNI) {
- light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
Transform3D proj = (inverse_transform * light_transform).inverse();
RendererStorageRD::store_transform(proj, light_data.shadow_matrix);
@@ -3154,6 +3237,8 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
}
+ light_data.direction[0] = omni_offset.x * float(rect.size.width);
+ light_data.direction[1] = omni_offset.y * float(rect.size.height);
} else if (type == RS::LIGHT_SPOT) {
Transform3D modelview = (inverse_transform * light_transform).inverse();
CameraMatrix bias;
@@ -4139,6 +4224,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
bool using_dual_paraboloid = false;
bool using_dual_paraboloid_flip = false;
+ Vector2i dual_paraboloid_offset;
RID render_fb;
RID render_texture;
float zfar;
@@ -4232,6 +4318,9 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
if (storage->light_get_type(light_instance->light) == RS::LIGHT_OMNI) {
+ bool wrap = (shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision == 0;
+ dual_paraboloid_offset = wrap ? Vector2i(1 - shadow_atlas->quadrants[quadrant].subdivision, 1) : Vector2i(1, 0);
+
if (storage->light_omni_get_shadow_mode(light_instance->light) == RS::LIGHT_OMNI_SHADOW_CUBE) {
ShadowCubemap *cubemap = _get_shadow_cubemap(shadow_size / 2);
@@ -4251,12 +4340,16 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
}
} else {
+ atlas_rect.position.x += 1;
+ atlas_rect.position.y += 1;
+ atlas_rect.size.x -= 2;
+ atlas_rect.size.y -= 2;
+
+ atlas_rect.position += p_pass * atlas_rect.size * dual_paraboloid_offset;
+
light_projection = light_instance->shadow_transform[0].camera;
light_transform = light_instance->shadow_transform[0].transform;
- atlas_rect.size.height /= 2;
- atlas_rect.position.y += p_pass * atlas_rect.size.height;
-
using_dual_paraboloid = true;
using_dual_paraboloid_flip = p_pass == 1;
render_fb = shadow_atlas->fb;
@@ -4285,10 +4378,9 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
atlas_rect_norm.position.y /= float(atlas_size);
atlas_rect_norm.size.x /= float(atlas_size);
atlas_rect_norm.size.y /= float(atlas_size);
- atlas_rect_norm.size.height /= 2;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), false);
- atlas_rect_norm.position.y += atlas_rect_norm.size.height;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, light_projection.get_z_near(), light_projection.get_z_far(), true);
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), false);
+ atlas_rect_norm.position += Vector2(dual_paraboloid_offset) * atlas_rect_norm.size;
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect_norm, atlas_rect.size, light_projection.get_z_near(), light_projection.get_z_far(), true);
//restore transform so it can be properly used
light_instance_set_shadow_transform(p_light, CameraMatrix(), light_instance->transform, zfar, 0, 0, 0);
@@ -4390,6 +4482,12 @@ bool RendererSceneRenderRD::free(RID p_rid) {
uint32_t s = key & ShadowAtlas::SHADOW_INDEX_MASK;
shadow_atlas->quadrants[q].shadows.write[s].owner = RID();
+
+ if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ // Omni lights use two atlas spots, make sure to clear the other as well
+ shadow_atlas->quadrants[q].shadows.write[s + 1].owner = RID();
+ }
+
shadow_atlas->shadow_owners.erase(p_rid);
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index a7cc27be4a..37533baecf 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -255,7 +255,8 @@ private:
struct ShadowAtlas {
enum {
QUADRANT_SHIFT = 27,
- SHADOW_INDEX_MASK = (1 << QUADRANT_SHIFT) - 1,
+ OMNI_LIGHT_FLAG = 1 << 26,
+ SHADOW_INDEX_MASK = OMNI_LIGHT_FLAG - 1,
SHADOW_INVALID = 0xFFFFFFFF
};
@@ -299,7 +300,9 @@ private:
void _update_shadow_atlas(ShadowAtlas *shadow_atlas);
+ void _shadow_atlas_invalidate_shadow(RendererSceneRenderRD::ShadowAtlas::Quadrant::Shadow *p_shadow, RID p_atlas, RendererSceneRenderRD::ShadowAtlas *p_shadow_atlas, uint32_t p_quadrant, uint32_t p_shadow_idx);
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+ bool _shadow_atlas_find_omni_shadows(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
@@ -379,10 +382,6 @@ private:
uint32_t cull_mask = 0;
uint32_t light_directional_index = 0;
- uint32_t current_shadow_atlas_key = 0;
-
- Vector2 dp;
-
Rect2 directional_rect;
Set<RID> shadow_atlases; //shadow atlases where this light is registered
@@ -575,7 +574,7 @@ private:
struct LightData {
float position[3];
float inv_radius;
- float direction[3];
+ float direction[3]; // in omni, x and y are used for dual paraboloid offset
float size;
float color[3];
@@ -964,7 +963,7 @@ public:
return li->transform;
}
- _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas) {
+ _FORCE_INLINE_ Rect2 light_instance_get_shadow_atlas_rect(RID p_light_instance, RID p_shadow_atlas, Vector2i &r_omni_offset) {
ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
LightInstance *li = light_instance_owner.getornull(p_light_instance);
uint32_t key = shadow_atlas->shadow_owners[li->self];
@@ -984,6 +983,16 @@ public:
x += (shadow % shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
y += (shadow / shadow_atlas->quadrants[quadrant].subdivision) * shadow_size;
+ if (key & ShadowAtlas::OMNI_LIGHT_FLAG) {
+ if (((shadow + 1) % shadow_atlas->quadrants[quadrant].subdivision) == 0) {
+ r_omni_offset.x = 1 - int(shadow_atlas->quadrants[quadrant].subdivision);
+ r_omni_offset.y = 1;
+ } else {
+ r_omni_offset.x = 1;
+ r_omni_offset.y = 0;
+ }
+ }
+
uint32_t width = shadow_size;
uint32_t height = shadow_size;
diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
index 8aa03b6426..bad37f5c25 100644
--- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp
@@ -213,7 +213,7 @@ static String _interpstr(SL::DataInterpolation p_interp) {
return "";
}
-static String _prestr(SL::DataPrecision p_pres) {
+static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) {
switch (p_pres) {
case SL::PRECISION_LOWP:
return "lowp ";
@@ -222,7 +222,7 @@ static String _prestr(SL::DataPrecision p_pres) {
case SL::PRECISION_HIGHP:
return "highp ";
case SL::PRECISION_DEFAULT:
- return "";
+ return p_force_highp ? "highp " : "";
}
return "";
}
@@ -617,7 +617,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
//this is an integer to index the global table
ucode += _typestr(ShaderLanguage::TYPE_UINT);
} else {
- ucode += _prestr(uniform.precision);
+ ucode += _prestr(uniform.precision, ShaderLanguage::is_float_type(uniform.type));
ucode += _typestr(uniform.type);
}
@@ -742,7 +742,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
String vcode;
String interp_mode = _interpstr(varying.interpolation);
- vcode += _prestr(varying.precision);
+ vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type));
vcode += _typestr(varying.type);
vcode += " " + _mkid(varying_name);
if (varying.array_size > 0) {
@@ -777,7 +777,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
const SL::ShaderNode::Constant &cnode = pnode->vconstants[i];
String gcode;
gcode += "const ";
- gcode += _prestr(cnode.precision);
+ gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type));
if (cnode.type == SL::TYPE_STRUCT) {
gcode += _mkid(cnode.type_str);
} else {
diff --git a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl
index 43a2a29616..a3b3938ee9 100644
--- a/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/bokeh_dof_raster.glsl
@@ -47,7 +47,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight;
#endif
//DOF
-// Bokeh single pass implementation based on http://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
+// Bokeh single pass implementation based on https://tuxedolabs.blogspot.com/2018/05/bokeh-depth-of-field-in-single-pass.html
#ifdef MODE_GEN_BLUR_SIZE
diff --git a/servers/rendering/renderer_rd/shaders/cluster_render.glsl b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
index da7d189281..6d95722a57 100644
--- a/servers/rendering/renderer_rd/shaders/cluster_render.glsl
+++ b/servers/rendering/renderer_rd/shaders/cluster_render.glsl
@@ -117,7 +117,7 @@ void main() {
uint cluster_thread_group_index;
if (!gl_HelperInvocation) {
- //http://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
+ //https://advances.realtimerendering.com/s2017/2017_Sig_Improved_Culling_final.pdf
uvec4 mask;
diff --git a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
index dfbce29119..69b895ed29 100644
--- a/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
+++ b/servers/rendering/renderer_rd/shaders/cube_to_dp.glsl
@@ -7,8 +7,7 @@
layout(push_constant, binding = 1, std430) uniform Params {
float z_far;
float z_near;
- bool z_flip;
- uint pad;
+ vec2 texel_size;
vec4 screen_rect;
}
params;
@@ -35,22 +34,23 @@ layout(set = 0, binding = 0) uniform samplerCube source_cube;
layout(push_constant, binding = 1, std430) uniform Params {
float z_far;
float z_near;
- bool z_flip;
- uint pad;
+ vec2 texel_size;
vec4 screen_rect;
}
params;
void main() {
vec2 uv = uv_interp;
+ vec2 texel_size = abs(params.texel_size);
- vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
+ uv = clamp(uv * (1.0 + 2.0 * texel_size) - texel_size, vec2(0.0), vec2(1.0));
- normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
+ normal.z = 0.5 * (1.0 - dot(normal.xy, normal.xy)); // z = 1/2 - 1/2 * (x^2 + y^2)
normal = normalize(normal);
normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (!params.z_flip) {
+ if (params.texel_size.x >= 0.0) { // Sign is used to encode Z flip
normal.z = -normal.z;
}
diff --git a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
index 80c0ac4fb4..be12be5dec 100644
--- a/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/cubemap_roughness_inc.glsl
@@ -69,13 +69,13 @@ vec3 ImportanceSampleGGX(vec2 Xi, float Roughness, vec3 N) {
return TangentX * H.x + TangentY * H.y + N * H.z;
}
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
float GGX(float NdotV, float a) {
float k = a / 2.0;
return NdotV / (NdotV * (1.0 - k) + k);
}
-// http://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
+// https://graphicrants.blogspot.com.au/2013/08/specular-brdf-reference.html
float G_Smith(float a, float nDotV, float nDotL) {
return GGX(nDotL, a * a) * GGX(nDotV, a * a);
}
diff --git a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
index ccaad13311..158096d3c7 100644
--- a/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/decal_data_inc.glsl
@@ -1,18 +1,18 @@
struct DecalData {
- mat4 xform; //to decal transform
- vec3 inv_extents;
- float albedo_mix;
- vec4 albedo_rect;
- vec4 normal_rect;
- vec4 orm_rect;
- vec4 emission_rect;
- vec4 modulate;
- float emission_energy;
+ highp mat4 xform; //to decal transform
+ highp vec3 inv_extents;
+ mediump float albedo_mix;
+ highp vec4 albedo_rect;
+ highp vec4 normal_rect;
+ highp vec4 orm_rect;
+ highp vec4 emission_rect;
+ highp vec4 modulate;
+ mediump float emission_energy;
uint mask;
- float upper_fade;
- float lower_fade;
- mat3x4 normal_xform;
- vec3 normal;
- float normal_fade;
+ mediump float upper_fade;
+ mediump float lower_fade;
+ mediump mat3x4 normal_xform;
+ mediump vec3 normal;
+ mediump float normal_fade;
};
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index 9155216d7e..fdc7729338 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -4,28 +4,28 @@
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
- float inv_radius;
+ highp float inv_radius;
- vec3 direction;
- float size;
+ mediump vec3 direction;
+ highp float size;
- vec3 color;
- float attenuation;
+ mediump vec3 color;
+ mediump float attenuation;
- float cone_attenuation;
- float cone_angle;
- float specular_amount;
+ mediump float cone_attenuation;
+ mediump float cone_angle;
+ mediump float specular_amount;
bool shadow_enabled;
highp vec4 atlas_rect; // rect in the shadow atlas
highp mat4 shadow_matrix;
- float shadow_bias;
- float shadow_normal_bias;
- float transmittance_bias;
- float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
- float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ highp float shadow_bias;
+ highp float shadow_normal_bias;
+ highp float transmittance_bias;
+ highp float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ highp float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
uint mask;
- float shadow_volumetric_fog_fade;
+ mediump float shadow_volumetric_fog_fade;
uint bake_mode;
highp vec4 projector_rect; //projector rect in srgb decal atlas
};
@@ -35,53 +35,53 @@ struct LightData { //this structure needs to be as packed as possible
#define REFLECTION_AMBIENT_COLOR 2
struct ReflectionData {
- vec3 box_extents;
- float index;
- vec3 box_offset;
+ highp vec3 box_extents;
+ mediump float index;
+ highp vec3 box_offset;
uint mask;
- vec3 ambient; // ambient color
- float intensity;
+ mediump vec3 ambient; // ambient color
+ mediump float intensity;
bool exterior;
bool box_project;
uint ambient_mode;
uint pad;
//0-8 is intensity,8-9 is ambient, mode
- mat4 local_matrix; // up to here for spot and omni, rest is for directional
+ highp mat4 local_matrix; // up to here for spot and omni, rest is for directional
// notes: for ambientblend, use distance to edge to blend between already existing global environment
};
struct DirectionalLightData {
- vec3 direction;
- float energy;
- vec3 color;
- float size;
- float specular;
+ mediump vec3 direction;
+ mediump float energy;
+ mediump vec3 color;
+ mediump float size;
+ mediump float specular;
uint mask;
- float softshadow_angle;
- float soft_shadow_scale;
+ highp float softshadow_angle;
+ highp float soft_shadow_scale;
bool blend_splits;
bool shadow_enabled;
- float fade_from;
- float fade_to;
+ highp float fade_from;
+ highp float fade_to;
uvec2 pad;
uint bake_mode;
- float shadow_volumetric_fog_fade;
- vec4 shadow_bias;
- vec4 shadow_normal_bias;
- vec4 shadow_transmittance_bias;
+ mediump float shadow_volumetric_fog_fade;
+ highp vec4 shadow_bias;
+ highp vec4 shadow_normal_bias;
+ highp vec4 shadow_transmittance_bias;
highp vec4 shadow_z_range;
highp vec4 shadow_range_begin;
- vec4 shadow_split_offsets;
+ highp vec4 shadow_split_offsets;
highp mat4 shadow_matrix1;
highp mat4 shadow_matrix2;
highp mat4 shadow_matrix3;
highp mat4 shadow_matrix4;
- vec4 shadow_color1;
- vec4 shadow_color2;
- vec4 shadow_color3;
- vec4 shadow_color4;
- vec2 uv_scale1;
- vec2 uv_scale2;
- vec2 uv_scale3;
- vec2 uv_scale4;
+ mediump vec4 shadow_color1;
+ mediump vec4 shadow_color2;
+ mediump vec4 shadow_color3;
+ mediump vec4 shadow_color4;
+ highp vec2 uv_scale1;
+ highp vec2 uv_scale2;
+ highp vec2 uv_scale3;
+ highp vec2 uv_scale4;
};
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 4f140dd10d..7a11f8904e 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -118,7 +118,7 @@ void main() {
mat3 world_normal_matrix;
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = inverse(mat3(world_matrix));
+ world_normal_matrix = transpose(inverse(mat3(world_matrix)));
} else {
world_normal_matrix = mat3(world_matrix);
}
@@ -881,7 +881,7 @@ void main() {
#ifdef NORMAL_USED
if (scene_data.roughness_limiter_enabled) {
- //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
float roughness2 = roughness * roughness;
vec3 dndu = dFdx(normal), dndv = dFdy(normal);
float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
@@ -1601,7 +1601,7 @@ void main() {
continue; // Statically baked light and object uses lightmap, skip
}
- float shadow = light_process_omni_shadow(light_index, vertex, view);
+ float shadow = light_process_omni_shadow(light_index, vertex, normal);
shadow = blur_shadow(shadow);
@@ -1677,7 +1677,7 @@ void main() {
continue; // Statically baked light and object uses lightmap, skip
}
- float shadow = light_process_spot_shadow(light_index, vertex, view);
+ float shadow = light_process_spot_shadow(light_index, vertex, normal);
shadow = blur_shadow(shadow);
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 4a41c66ef3..9fa5d3280d 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -279,7 +279,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
}
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - attenuation), 0.0, 1.0));
+ alpha = min(alpha, clamp(1.0 - attenuation, 0.0, 1.0));
#endif
#endif //defined(LIGHT_CODE_USED)
@@ -288,7 +288,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#ifndef USE_NO_SHADOWS
// Interleaved Gradient Noise
-// http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
+// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
float quick_hash(vec2 pos) {
const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f);
return fract(magic.z * fract(dot(pos, magic.xy)));
@@ -320,7 +320,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve
return avg * (1.0 / float(sc_directional_soft_shadow_samples));
}
-float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
+float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) {
vec2 pos = coord.xy;
float depth = coord.z;
@@ -346,6 +346,49 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
return avg * (1.0 / float(sc_soft_shadow_samples));
}
+float sample_omni_pcf_shadow(texture2D shadow, float blur_scale, vec2 coord, vec4 uv_rect, vec2 flip_offset, float depth) {
+ //if only one sample is taken, take it from the center
+ if (sc_soft_shadow_samples == 1) {
+ vec2 pos = coord * 0.5 + 0.5;
+ pos = uv_rect.xy + pos * uv_rect.zw;
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float avg = 0.0;
+ vec2 offset_scale = blur_scale * 2.0 * scene_data.shadow_atlas_pixel_size / uv_rect.zw;
+
+ for (uint i = 0; i < sc_soft_shadow_samples; i++) {
+ vec2 offset = offset_scale * (disk_rotation * scene_data.soft_shadow_kernel[i].xy);
+ vec2 sample_coord = coord + offset;
+
+ float sample_coord_length_sqaured = dot(sample_coord, sample_coord);
+ bool do_flip = sample_coord_length_sqaured > 1.0;
+
+ if (do_flip) {
+ float len = sqrt(sample_coord_length_sqaured);
+ sample_coord = sample_coord * (2.0 / len - 1.0);
+ }
+
+ sample_coord = sample_coord * 0.5 + 0.5;
+ sample_coord = uv_rect.xy + sample_coord * uv_rect.zw;
+
+ if (do_flip) {
+ sample_coord += flip_offset;
+ }
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(sample_coord, depth, 1.0));
+ }
+
+ return avg * (1.0 / float(sc_soft_shadow_samples));
+}
+
float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
//find blocker
float blocker_count = 0.0;
@@ -403,15 +446,21 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
#ifndef USE_NO_SHADOWS
if (omni_lights.data[idx].shadow_enabled) {
// there is a shadowmap
+ vec2 texel_size = scene_data.shadow_atlas_pixel_size;
+ vec4 base_uv_rect = omni_lights.data[idx].atlas_rect;
+ base_uv_rect.xy += texel_size;
+ base_uv_rect.zw -= texel_size * 2.0;
- vec3 light_rel_vec = omni_lights.data[idx].position - vertex;
- float light_length = length(light_rel_vec);
+ // Omni lights use direction.xy to store to store the offset between the two paraboloid regions
+ vec2 flip_offset = omni_lights.data[idx].direction.xy;
- vec4 v = vec4(vertex, 1.0);
+ vec3 local_vert = (omni_lights.data[idx].shadow_matrix * vec4(vertex, 1.0)).xyz;
- vec4 splane = (omni_lights.data[idx].shadow_matrix * v);
+ float shadow_len = length(local_vert); //need to remember shadow len from here
+ vec3 shadow_dir = normalize(local_vert);
- float shadow_len = length(splane.xyz); //need to remember shadow len from here
+ vec3 local_normal = normalize(mat3(omni_lights.data[idx].shadow_matrix) * normal);
+ vec3 normal_bias = local_normal * omni_lights.data[idx].shadow_normal_bias * (1.0 - abs(dot(local_normal, shadow_dir)));
float shadow;
@@ -431,10 +480,10 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
}
- vec3 normal = normalize(splane.xyz);
- 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));
+ vec3 basis_normal = shadow_dir;
+ vec3 v0 = abs(basis_normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, basis_normal));
+ vec3 bitangent = normalize(cross(tangent, basis_normal));
float z_norm = shadow_len * omni_lights.data[idx].inv_radius;
tangent *= omni_lights.data[idx].soft_shadow_size * omni_lights.data[idx].soft_shadow_scale;
@@ -443,18 +492,17 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+ vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y;
pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+
+ vec4 uv_rect = base_uv_rect;
if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
+ uv_rect.xy += flip_offset;
}
+ pos.z = 1.0 + abs(pos.z);
pos.xy /= pos.z;
pos.xy = pos.xy * 0.5 + 0.5;
@@ -479,18 +527,18 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
shadow = 0.0;
for (uint i = 0; i < sc_penumbra_shadow_samples; i++) {
vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
- vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+ vec3 pos = local_vert + tangent * disk.x + bitangent * disk.y;
pos = normalize(pos);
- vec4 uv_rect = omni_lights.data[idx].atlas_rect;
+ pos = normalize(pos + normal_bias);
+
+ vec4 uv_rect = base_uv_rect;
if (pos.z >= 0.0) {
- pos.z += 1.0;
- uv_rect.y += uv_rect.w;
- } else {
- pos.z = 1.0 - pos.z;
+ uv_rect.xy += flip_offset;
}
+ pos.z = 1.0 + abs(pos.z);
pos.xy /= pos.z;
pos.xy = pos.xy * 0.5 + 0.5;
@@ -505,26 +553,19 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) {
shadow = 1.0;
}
} else {
- splane.xyz = normalize(splane.xyz);
- vec4 clamp_rect = omni_lights.data[idx].atlas_rect;
-
- if (splane.z >= 0.0) {
- splane.z += 1.0;
+ vec4 uv_rect = base_uv_rect;
- clamp_rect.y += clamp_rect.w;
-
- } else {
- splane.z = 1.0 - splane.z;
+ vec3 shadow_sample = normalize(shadow_dir + normal_bias);
+ if (shadow_sample.z >= 0.0) {
+ uv_rect.xy += flip_offset;
+ flip_offset *= -1.0;
}
- splane.xy /= splane.z;
-
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * omni_lights.data[idx].inv_radius;
- splane.z -= omni_lights.data[idx].shadow_bias;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
- shadow = sample_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
+ shadow_sample.z = 1.0 + abs(shadow_sample.z);
+ vec2 pos = shadow_sample.xy / shadow_sample.z;
+ float depth = shadow_len - omni_lights.data[idx].shadow_bias;
+ depth *= omni_lights.data[idx].inv_radius;
+ shadow = sample_omni_pcf_shadow(shadow_atlas, omni_lights.data[idx].soft_shadow_scale / shadow_sample.z, pos, uv_rect, flip_offset, depth);
}
return shadow;
@@ -608,13 +649,11 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
vec4 atlas_rect = omni_lights.data[idx].projector_rect;
if (local_v.z >= 0.0) {
- local_v.z += 1.0;
atlas_rect.y += atlas_rect.w;
-
- } else {
- local_v.z = 1.0 - local_v.z;
}
+ local_v.z = 1.0 + abs(local_v.z);
+
local_v.xy /= local_v.z;
local_v.xy = local_v.xy * 0.5 + 0.5;
vec2 proj_uv = local_v.xy * atlas_rect.zw;
@@ -694,15 +733,18 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
vec3 light_rel_vec = spot_lights.data[idx].position - vertex;
float light_length = length(light_rel_vec);
vec3 spot_dir = spot_lights.data[idx].direction;
- //there is a shadowmap
- vec4 v = vec4(vertex, 1.0);
- float shadow;
+ vec3 shadow_dir = light_rel_vec / light_length;
+ vec3 normal_bias = normal * light_length * spot_lights.data[idx].shadow_normal_bias * (1.0 - abs(dot(normal, shadow_dir)));
+
+ //there is a shadowmap
+ vec4 v = vec4(vertex + normal_bias, 1.0);
vec4 splane = (spot_lights.data[idx].shadow_matrix * v);
+ splane.z -= spot_lights.data[idx].shadow_bias / (light_length * spot_lights.data[idx].inv_radius);
splane /= splane.w;
- splane.z -= spot_lights.data[idx].shadow_bias;
+ float shadow;
if (sc_use_light_soft_shadows && spot_lights.data[idx].soft_shadow_size > 0.0) {
//soft shadow
@@ -753,11 +795,9 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
//no blockers found, so no shadow
shadow = 1.0;
}
-
} else {
//hard shadow
- vec4 shadow_uv = vec4(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z, 1.0);
-
+ vec3 shadow_uv = vec3(splane.xy * spot_lights.data[idx].atlas_rect.zw + spot_lights.data[idx].atlas_rect.xy, splane.z);
shadow = sample_pcf_shadow(shadow_atlas, spot_lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, shadow_uv);
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 663100a0b3..7e2cc8fe01 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -92,7 +92,7 @@ layout(set = MATERIAL_UNIFORM_SET, binding = 0, std140) uniform MaterialUniforms
#ifdef MODE_DUAL_PARABOLOID
-layout(location = 8) out float dp_clip;
+layout(location = 8) out highp float dp_clip;
#endif
@@ -124,7 +124,7 @@ void main() {
mat3 world_normal_matrix;
if (bool(draw_call.flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
- world_normal_matrix = inverse(mat3(world_matrix));
+ world_normal_matrix = transpose(inverse(mat3(world_matrix)));
} else {
world_normal_matrix = mat3(world_matrix);
}
@@ -370,11 +370,6 @@ void main() {
#VERSION_DEFINES
-//use medium precision for floats on mobile.
-
-precision mediump float;
-precision highp int;
-
/* Specialization Constants */
#if !defined(MODE_RENDER_DEPTH)
@@ -498,7 +493,7 @@ layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
#else
-layout(location = 0) out vec4 frag_color;
+layout(location = 0) out mediump vec4 frag_color;
#endif // MODE_MULTIPLE_RENDER_TARGETS
#endif // RENDER DEPTH
@@ -852,7 +847,7 @@ void main() {
#ifdef NORMAL_USED
if (scene_data.roughness_limiter_enabled) {
- //http://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
+ //https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
float roughness2 = roughness * roughness;
vec3 dndu = dFdx(normal), dndv = dFdy(normal);
float variance = scene_data.roughness_limiter_amount * (dot(dndu, dndu) + dot(dndv, dndv));
@@ -1392,7 +1387,7 @@ void main() {
break;
}
- float shadow = light_process_omni_shadow(light_index, vertex, view);
+ float shadow = light_process_omni_shadow(light_index, vertex, normal);
shadow = blur_shadow(shadow);
@@ -1440,7 +1435,7 @@ void main() {
break;
}
- float shadow = light_process_spot_shadow(light_index, vertex, view);
+ float shadow = light_process_spot_shadow(light_index, vertex, normal);
shadow = blur_shadow(shadow);
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index f1e554d01c..dd8879acb4 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -93,7 +93,7 @@ directional_lights;
#define LIGHTMAP_FLAG_USE_SPECULAR_DIRECTION 2
struct Lightmap {
- mat3 normal_xform;
+ mediump mat3 normal_xform;
};
layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
@@ -102,7 +102,7 @@ layout(set = 0, binding = 9, std140) restrict readonly buffer Lightmaps {
lightmaps;
struct LightmapCapture {
- vec4 sh[9];
+ mediump vec4 sh[9];
};
layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures {
@@ -110,8 +110,8 @@ layout(set = 0, binding = 10, std140) restrict readonly buffer LightmapCaptures
}
lightmap_captures;
-layout(set = 0, binding = 11) uniform texture2D decal_atlas;
-layout(set = 0, binding = 12) uniform texture2D decal_atlas_srgb;
+layout(set = 0, binding = 11) uniform mediump texture2D decal_atlas;
+layout(set = 0, binding = 12) uniform mediump texture2D decal_atlas_srgb;
layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
DecalData data[];
@@ -119,7 +119,7 @@ layout(set = 0, binding = 13, std430) restrict readonly buffer Decals {
decals;
layout(set = 0, binding = 14, std430) restrict readonly buffer GlobalVariableData {
- vec4 data[];
+ highp vec4 data[];
}
global_variables;
@@ -135,56 +135,56 @@ layout(set = 1, binding = 0, std140) uniform SceneData {
highp mat4 projection_matrix_view[MAX_VIEWS];
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
- vec2 viewport_size;
- vec2 screen_pixel_size;
+ highp vec2 viewport_size;
+ highp vec2 screen_pixel_size;
// Use vec4s because std140 doesn't play nice with vec2s, z and w are wasted.
- vec4 directional_penumbra_shadow_kernel[32];
- vec4 directional_soft_shadow_kernel[32];
- vec4 penumbra_shadow_kernel[32];
- vec4 soft_shadow_kernel[32];
+ highp vec4 directional_penumbra_shadow_kernel[32];
+ highp vec4 directional_soft_shadow_kernel[32];
+ highp vec4 penumbra_shadow_kernel[32];
+ highp vec4 soft_shadow_kernel[32];
- vec4 ambient_light_color_energy;
+ mediump vec4 ambient_light_color_energy;
- float ambient_color_sky_mix;
+ mediump float ambient_color_sky_mix;
bool use_ambient_light;
bool use_ambient_cubemap;
bool use_reflection_cubemap;
- mat3 radiance_inverse_xform;
+ mediump mat3 radiance_inverse_xform;
- vec2 shadow_atlas_pixel_size;
- vec2 directional_shadow_pixel_size;
+ highp vec2 shadow_atlas_pixel_size;
+ highp vec2 directional_shadow_pixel_size;
uint directional_light_count;
- float dual_paraboloid_side;
- float z_far;
- float z_near;
+ mediump float dual_paraboloid_side;
+ highp float z_far;
+ highp float z_near;
bool ssao_enabled;
- float ssao_light_affect;
- float ssao_ao_affect;
+ mediump float ssao_light_affect;
+ mediump float ssao_ao_affect;
bool roughness_limiter_enabled;
- float roughness_limiter_amount;
- float roughness_limiter_limit;
+ mediump float roughness_limiter_amount;
+ mediump float roughness_limiter_limit;
uvec2 roughness_limiter_pad;
- vec4 ao_color;
+ mediump vec4 ao_color;
bool fog_enabled;
- float fog_density;
- float fog_height;
- float fog_height_density;
+ highp float fog_density;
+ highp float fog_height;
+ highp float fog_height_density;
- vec3 fog_light_color;
- float fog_sun_scatter;
+ mediump vec3 fog_light_color;
+ mediump float fog_sun_scatter;
- float fog_aerial_perspective;
+ mediump float fog_aerial_perspective;
bool material_uv2_mode;
- float time;
- float reflection_multiplier; // one normally, zero when rendering reflections
+ highp float time;
+ mediump float reflection_multiplier; // one normally, zero when rendering reflections
bool pancake_shadows;
uint pad1;
@@ -195,30 +195,30 @@ scene_data;
#ifdef USE_RADIANCE_CUBEMAP_ARRAY
-layout(set = 1, binding = 2) uniform textureCubeArray radiance_cubemap;
+layout(set = 1, binding = 2) uniform mediump textureCubeArray radiance_cubemap;
#else
-layout(set = 1, binding = 2) uniform textureCube radiance_cubemap;
+layout(set = 1, binding = 2) uniform mediump textureCube radiance_cubemap;
#endif
-layout(set = 1, binding = 3) uniform textureCubeArray reflection_atlas;
+layout(set = 1, binding = 3) uniform mediump textureCubeArray reflection_atlas;
-layout(set = 1, binding = 4) uniform texture2D shadow_atlas;
+layout(set = 1, binding = 4) uniform highp texture2D shadow_atlas;
-layout(set = 1, binding = 5) uniform texture2D directional_shadow_atlas;
+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];
-layout(set = 1, binding = 9) uniform texture2D depth_buffer;
-layout(set = 1, binding = 10) uniform texture2D color_buffer;
+layout(set = 1, binding = 9) uniform highp texture2D depth_buffer;
+layout(set = 1, binding = 10) uniform mediump texture2D color_buffer;
/* Set 2 Skeleton & Instancing (can change per item) */
layout(set = 2, binding = 0, std430) restrict readonly buffer Transforms {
- vec4 data[];
+ highp vec4 data[];
}
transforms;
diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
index 0eacbc5363..4290d5b869 100644
--- a/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
+++ b/servers/rendering/renderer_rd/shaders/sdfgi_debug_probes.glsl
@@ -24,7 +24,7 @@ layout(push_constant, binding = 0, std430) uniform Params {
}
params;
-// http://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
+// https://in4k.untergrund.net/html_articles/hugi_27_-_coding_corner_polaris_sphere_tessellation_101.htm
vec3 get_sphere_vertex(uint p_vertex_id) {
float x_angle = float(p_vertex_id & 1u) + (p_vertex_id >> params.band_power);
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 3c685c25b9..f997101183 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -37,15 +37,15 @@ layout(location = 0) in vec2 uv_interp;
#ifdef SUBPASS
layout(input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput input_color;
-#else
-#if MULTIVIEW
+#elif defined(MULTIVIEW)
layout(set = 0, binding = 0) uniform sampler2DArray source_color;
#else
layout(set = 0, binding = 0) uniform sampler2D source_color;
#endif
-#endif
+
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(set = 2, binding = 0) uniform sampler2D source_glow;
+
#ifdef USE_1D_LUT
layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
#else
@@ -349,7 +349,7 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
}
#endif // !SUBPASS
-// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
+// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
vec3 screen_space_dither(vec2 frag_coord) {
@@ -365,7 +365,7 @@ void main() {
#ifdef SUBPASS
// SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer
vec3 color = subpassLoad(input_color).rgb;
-#elif MULTIVIEW
+#elif defined(MULTIVIEW)
vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb;
#else
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index 4a4976718c..cd8014632d 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -2180,8 +2180,6 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
p_scenario->indexers[Scenario::INDEXER_GEOMETRY].convex_query(planes.ptr(), planes.size(), points.ptr(), points.size(), cull_convex);
- Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
-
RendererSceneRender::RenderShadowData &shadow_data = render_shadow_data[max_shadows_used++];
for (int j = 0; j < (int)instance_shadow_cull_result.size(); j++) {
@@ -2215,7 +2213,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
CameraMatrix cm;
- cm.set_perspective(90, 1, 0.01, radius);
+ cm.set_perspective(90, 1, radius * 0.005f, radius);
for (int i = 0; i < 6; i++) {
RENDER_TIMESTAMP("Culling Shadow Cube side" + itos(i));
@@ -2301,7 +2299,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons
real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
CameraMatrix cm;
- cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
+ cm.set_perspective(angle * 2.0, 1.0, 0.005f * radius, radius);
Vector<Plane> planes = cm.get_projection_planes(light_transform);
@@ -2794,12 +2792,9 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c
//rasterizer->set_camera(p_camera_data->main_transform, p_camera_data.main_projection, p_camera_data.is_ortogonal);
- Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
-
- Plane near_plane(p_camera_data->main_transform.origin, -p_camera_data->main_transform.basis.get_axis(2).normalized());
-
/* STEP 2 - CULL */
+ Vector<Plane> planes = p_camera_data->main_projection.get_projection_planes(p_camera_data->main_transform);
cull.frustum = Frustum(planes);
Vector<RID> directional_lights;
diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp
index 20fcb1396d..4218214fda 100644
--- a/servers/rendering/shader_language.cpp
+++ b/servers/rendering/shader_language.cpp
@@ -2877,6 +2877,27 @@ bool ShaderLanguage::is_scalar_type(DataType p_type) {
return p_type == TYPE_BOOL || p_type == TYPE_INT || p_type == TYPE_UINT || p_type == TYPE_FLOAT;
}
+bool ShaderLanguage::is_float_type(DataType p_type) {
+ switch (p_type) {
+ case TYPE_FLOAT:
+ case TYPE_VEC2:
+ case TYPE_VEC3:
+ case TYPE_VEC4:
+ case TYPE_MAT2:
+ case TYPE_MAT3:
+ case TYPE_MAT4:
+ case TYPE_SAMPLER2D:
+ case TYPE_SAMPLER2DARRAY:
+ case TYPE_SAMPLER3D:
+ case TYPE_SAMPLERCUBE:
+ case TYPE_SAMPLERCUBEARRAY: {
+ return true;
+ }
+ default: {
+ return false;
+ }
+ }
+}
bool ShaderLanguage::is_sampler_type(DataType p_type) {
return p_type == TYPE_SAMPLER2D ||
p_type == TYPE_ISAMPLER2D ||
diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h
index 9e0a63f0f7..18525e054e 100644
--- a/servers/rendering/shader_language.h
+++ b/servers/rendering/shader_language.h
@@ -774,6 +774,7 @@ public:
static DataType get_scalar_type(DataType p_type);
static int get_cardinality(DataType p_type);
static bool is_scalar_type(DataType p_type);
+ static bool is_float_type(DataType p_type);
static bool is_sampler_type(DataType p_type);
static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE);
static PropertyInfo uniform_to_property_info(const ShaderNode::Uniform &p_uniform);
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index 4488069698..0bfcccef28 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -342,7 +342,6 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["MASS"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["ACTIVE"] = ShaderLanguage::TYPE_BOOL;
- shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["RESTART"] = constt(ShaderLanguage::TYPE_BOOL);
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["CUSTOM"] = ShaderLanguage::TYPE_VEC4;
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["TRANSFORM"] = ShaderLanguage::TYPE_MAT4;
shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT);
diff --git a/servers/text_server.cpp b/servers/text_server.cpp
index 6bace8cf9e..e51e229418 100644
--- a/servers/text_server.cpp
+++ b/servers/text_server.cpp
@@ -665,9 +665,7 @@ Vector<Vector2i> TextServer::shaped_text_get_line_breaks(RID p_shaped, float p_w
continue;
}
if (l_gl[i].count > 0) {
- //Ignore trailing spaces.
- bool is_space = (l_gl[i].flags & GRAPHEME_IS_SPACE) == GRAPHEME_IS_SPACE;
- if ((p_width > 0) && (width + (is_space ? 0 : l_gl[i].advance) > p_width) && (last_safe_break >= 0)) {
+ if ((p_width > 0) && (width + l_gl[i].advance * l_gl[i].repeat > p_width) && (last_safe_break >= 0)) {
lines.push_back(Vector2i(line_start, l_gl[last_safe_break].end));
line_start = l_gl[last_safe_break].end;
i = last_safe_break;
@@ -698,7 +696,7 @@ Vector<Vector2i> TextServer::shaped_text_get_line_breaks(RID p_shaped, float p_w
last_safe_break = i;
}
}
- width += l_gl[i].advance;
+ width += l_gl[i].advance * l_gl[i].repeat;
}
if (l_size > 0) {