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-rw-r--r--servers/physics_2d/space_2d_sw.cpp24
-rw-r--r--servers/physics_2d/space_2d_sw.h1
-rw-r--r--servers/physics_3d/space_3d_sw.cpp24
-rw-r--r--servers/physics_3d/space_3d_sw.h1
-rw-r--r--servers/physics_server_2d.cpp1
-rw-r--r--servers/physics_server_2d.h1
-rw-r--r--servers/physics_server_3d.cpp1
-rw-r--r--servers/physics_server_3d.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp21
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h1
-rw-r--r--servers/xr/xr_interface_extension.cpp17
12 files changed, 49 insertions, 46 deletions
diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/space_2d_sw.cpp
index b9b26eb21d..1058f75407 100644
--- a/servers/physics_2d/space_2d_sw.cpp
+++ b/servers/physics_2d/space_2d_sw.cpp
@@ -34,6 +34,9 @@
#include "core/os/os.h"
#include "core/templates/pair.h"
#include "physics_server_2d_sw.h"
+
+#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
+
_FORCE_INLINE_ static bool _can_collide_with(CollisionObject2DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (!(p_object->get_collision_layer() & p_collision_mask)) {
return false;
@@ -435,6 +438,8 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.getornull(p_shape);
ERR_FAIL_COND_V(!shape, 0);
+ real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
Rect2 aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion
aabb = aabb.grow(p_margin);
@@ -445,7 +450,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh
rcd.best_len = 0;
rcd.best_object = nullptr;
rcd.best_shape = 0;
- rcd.min_allowed_depth = space->test_motion_min_contact_depth;
+ rcd.min_allowed_depth = min_contact_depth;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
@@ -569,6 +574,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs];
int excluded_shape_pair_count = 0;
+ real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
real_t motion_length = p_motion.length();
Vector2 motion_normal = p_motion / motion_length;
@@ -671,6 +678,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
break;
}
+ recovered = true;
+
Vector2 recover_motion;
for (int i = 0; i < cbk.amount; i++) {
Vector2 a = sr[i * 2 + 0];
@@ -682,9 +691,9 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
// Compute depth on recovered motion.
real_t depth = n.dot(a + recover_motion) - d;
- if (depth > 0.0) {
+ if (depth > min_contact_depth + CMP_EPSILON) {
// Only recover if there is penetration.
- recover_motion -= n * depth * 0.4;
+ recover_motion -= n * (depth - min_contact_depth) * 0.4;
}
}
@@ -693,8 +702,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
break;
}
- recovered = true;
-
body_transform.elements[2] += recover_motion;
body_aabb.position += recover_motion;
@@ -870,7 +877,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const Transform2D &p_from, co
rcd.best_shape = 0;
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
- rcd.min_allowed_depth = MIN(motion_length, test_motion_min_contact_depth);
+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
int from_shape = best_shape != -1 ? best_shape : 0;
int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
@@ -1141,9 +1148,6 @@ void Space2DSW::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_valu
case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
constraint_bias = p_value;
break;
- case PhysicsServer2D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
- test_motion_min_contact_depth = p_value;
- break;
}
}
@@ -1163,8 +1167,6 @@ real_t Space2DSW::get_param(PhysicsServer2D::SpaceParameter p_param) const {
return body_time_to_sleep;
case PhysicsServer2D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
return constraint_bias;
- case PhysicsServer2D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
- return test_motion_min_contact_depth;
}
return 0;
}
diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h
index 30c6b4cf55..a1a8a77ee4 100644
--- a/servers/physics_2d/space_2d_sw.h
+++ b/servers/physics_2d/space_2d_sw.h
@@ -102,7 +102,6 @@ private:
real_t contact_max_separation = 1.5;
real_t contact_max_allowed_penetration = 0.3;
real_t constraint_bias = 0.2;
- real_t test_motion_min_contact_depth = 0.005;
enum {
INTERSECTION_QUERY_MAX = 2048
diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/space_3d_sw.cpp
index cc4eab1f0b..78c4e30c83 100644
--- a/servers/physics_3d/space_3d_sw.cpp
+++ b/servers/physics_3d/space_3d_sw.cpp
@@ -34,6 +34,8 @@
#include "core/config/project_settings.h"
#include "physics_server_3d_sw.h"
+#define TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR 0.05
+
_FORCE_INLINE_ static bool _can_collide_with(CollisionObject3DSW *p_object, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) {
if (!(p_object->get_collision_layer() & p_collision_mask)) {
return false;
@@ -488,13 +490,15 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh
Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.getornull(p_shape);
ERR_FAIL_COND_V(!shape, 0);
+ real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
AABB aabb = p_shape_xform.xform(shape->get_aabb());
aabb = aabb.grow(p_margin);
int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results);
_RestCallbackData rcd;
- rcd.min_allowed_depth = space->test_motion_min_contact_depth;
+ rcd.min_allowed_depth = min_contact_depth;
for (int i = 0; i < amount; i++) {
if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) {
@@ -658,6 +662,8 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
body_aabb = p_from.xform(p_body->get_inv_transform().xform(body_aabb));
body_aabb = body_aabb.grow(p_margin);
+ real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR;
+
real_t motion_length = p_motion.length();
Vector3 motion_normal = p_motion / motion_length;
@@ -711,8 +717,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
break;
}
- Vector3 recover_motion;
+ recovered = true;
+ Vector3 recover_motion;
for (int i = 0; i < cbk.amount; i++) {
Vector3 a = sr[i * 2 + 0];
Vector3 b = sr[i * 2 + 1];
@@ -723,9 +730,9 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
// Compute depth on recovered motion.
real_t depth = n.dot(a + recover_motion) - d;
- if (depth > 0.0) {
+ if (depth > min_contact_depth + CMP_EPSILON) {
// Only recover if there is penetration.
- recover_motion -= n * depth * 0.4;
+ recover_motion -= n * (depth - min_contact_depth) * 0.4;
}
}
@@ -734,8 +741,6 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
break;
}
- recovered = true;
-
body_transform.origin += recover_motion;
body_aabb.position += recover_motion;
@@ -889,7 +894,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const Transform3D &p_from, co
}
// Allowed depth can't be lower than motion length, in order to handle contacts at low speed.
- rcd.min_allowed_depth = MIN(motion_length, test_motion_min_contact_depth);
+ rcd.min_allowed_depth = MIN(motion_length, min_contact_depth);
int from_shape = best_shape != -1 ? best_shape : 0;
int to_shape = best_shape != -1 ? best_shape + 1 : p_body->get_shape_count();
@@ -1158,9 +1163,6 @@ void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_valu
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
constraint_bias = p_value;
break;
- case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
- test_motion_min_contact_depth = p_value;
- break;
}
}
@@ -1182,8 +1184,6 @@ real_t Space3DSW::get_param(PhysicsServer3D::SpaceParameter p_param) const {
return body_angular_velocity_damp_ratio;
case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS:
return constraint_bias;
- case PhysicsServer3D::SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH:
- return test_motion_min_contact_depth;
}
return 0;
}
diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h
index fc2a7d304d..daa1244bf8 100644
--- a/servers/physics_3d/space_3d_sw.h
+++ b/servers/physics_3d/space_3d_sw.h
@@ -96,7 +96,6 @@ private:
real_t contact_max_separation = 0.05;
real_t contact_max_allowed_penetration = 0.01;
real_t constraint_bias = 0.01;
- real_t test_motion_min_contact_depth = 0.00001;
enum {
INTERSECTION_QUERY_MAX = 2048
diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp
index 8d5367e735..b94245a2d1 100644
--- a/servers/physics_server_2d.cpp
+++ b/servers/physics_server_2d.cpp
@@ -670,7 +670,6 @@ void PhysicsServer2D::_bind_methods() {
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
- BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY);
BIND_ENUM_CONSTANT(SHAPE_SEPARATION_RAY);
diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h
index 30d3c47051..9a9ba2103d 100644
--- a/servers/physics_server_2d.h
+++ b/servers/physics_server_2d.h
@@ -262,7 +262,6 @@ public:
SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD,
SPACE_PARAM_BODY_TIME_TO_SLEEP,
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
- SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH,
};
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp
index e868246636..e61f1088f5 100644
--- a/servers/physics_server_3d.cpp
+++ b/servers/physics_server_3d.cpp
@@ -867,7 +867,6 @@ void PhysicsServer3D::_bind_methods() {
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_TIME_TO_SLEEP);
BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO);
BIND_ENUM_CONSTANT(SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS);
- BIND_ENUM_CONSTANT(SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH);
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_X);
BIND_ENUM_CONSTANT(BODY_AXIS_LINEAR_Y);
diff --git a/servers/physics_server_3d.h b/servers/physics_server_3d.h
index 3e34da9561..e43a59ec93 100644
--- a/servers/physics_server_3d.h
+++ b/servers/physics_server_3d.h
@@ -271,7 +271,6 @@ public:
SPACE_PARAM_BODY_TIME_TO_SLEEP,
SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO,
SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS,
- SPACE_PARAM_TEST_MOTION_MIN_CONTACT_DEPTH
};
virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0;
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index c53c202bab..559e6d5ad7 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -197,7 +197,7 @@ void RendererCompositorRD::set_boot_image(const Ref<Image> &p_image, const Color
}
} else {
screenrect = imgrect;
- screenrect.position += ((Size2(window_size.width, window_size.height) - screenrect.size) / 2.0).floor();
+ screenrect.position += ((window_size - screenrect.size) / 2.0).floor();
}
screenrect.position /= window_size;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 8e31ec1d8b..0f98417215 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2415,6 +2415,13 @@ RID RendererSceneRenderRD::render_buffers_get_back_depth_texture(RID p_render_bu
return rb->depth_back_texture;
}
+RID RendererSceneRenderRD::render_buffers_get_depth_texture(RID p_render_buffers) {
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND_V(!rb, RID());
+
+ return rb->depth_texture;
+}
+
RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND_V(!rb, RID());
@@ -4258,10 +4265,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
light_projection = light_instance->shadow_transform[p_pass].camera;
light_transform = light_instance->shadow_transform[p_pass].transform;
- atlas_rect.position.x = light_instance->directional_rect.position.x;
- atlas_rect.position.y = light_instance->directional_rect.position.y;
- atlas_rect.size.width = light_instance->directional_rect.size.x;
- atlas_rect.size.height = light_instance->directional_rect.size.y;
+ atlas_rect = light_instance->directional_rect;
if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS) {
atlas_rect.size.width /= 2;
@@ -4272,8 +4276,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
} else if (p_pass == 2) {
atlas_rect.position.y += atlas_rect.size.height;
} else if (p_pass == 3) {
- atlas_rect.position.x += atlas_rect.size.width;
- atlas_rect.position.y += atlas_rect.size.height;
+ atlas_rect.position += atlas_rect.size;
}
} else if (storage->light_directional_get_shadow_mode(light_instance->light) == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS) {
atlas_rect.size.height /= 2;
@@ -4382,10 +4385,8 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas,
_render_shadow_end();
//reblit
Rect2 atlas_rect_norm = atlas_rect;
- atlas_rect_norm.position.x /= float(atlas_size);
- 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.position /= float(atlas_size);
+ atlas_rect_norm.size /= float(atlas_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(), 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);
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index eb61af517a..db423b7d25 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -1197,6 +1197,7 @@ public:
virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override;
virtual void gi_set_use_half_resolution(bool p_enable) override;
+ RID render_buffers_get_depth_texture(RID p_render_buffers);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
RID render_buffers_get_back_depth_texture(RID p_render_buffers);
diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp
index 315442fc57..7fdf90770d 100644
--- a/servers/xr/xr_interface_extension.cpp
+++ b/servers/xr/xr_interface_extension.cpp
@@ -29,6 +29,7 @@
/*************************************************************************/
#include "xr_interface_extension.h"
+#include "servers/rendering/renderer_rd/renderer_storage_rd.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering/rendering_server_globals.h"
@@ -246,17 +247,21 @@ void XRInterfaceExtension::notification(int p_what) {
}
RID XRInterfaceExtension::get_render_target_texture(RID p_render_target) {
- RendererStorage *storage = RSG::storage;
- ERR_FAIL_NULL_V_MSG(storage, RID(), "Renderer storage not setup");
+ // In due time this will need to be enhance to return the correct INTERNAL RID for the chosen rendering engine.
+ // So once a GLES driver is implemented we'll return that and the implemented plugin needs to handle this correctly too.
+ RendererStorageRD *rd_storage = RendererStorageRD::base_singleton;
+ ERR_FAIL_NULL_V_MSG(rd_storage, RID(), "Renderer storage not setup");
- return storage->render_target_get_texture(p_render_target);
+ return rd_storage->render_target_get_rd_texture(p_render_target);
}
/*
RID XRInterfaceExtension::get_render_target_depth(RID p_render_target) {
- RendererStorage *storage = RSG::storage;
- ERR_FAIL_NULL_V_MSG(storage, RID(), "Renderer storage not setup");
+ // TODO implement this, the problem is that our depth texture isn't part of our render target as it is used for 3D rendering only
+ // but we don't have access to our render buffers from here....
+ RendererSceneRenderRD * rd_scene = ?????;
+ ERR_FAIL_NULL_V_MSG(rd_scene, RID(), "Renderer scene render not setup");
- return storage->render_target_get_depth(p_render_target);
+ return rd_scene->render_buffers_get_depth_texture(????????????);
}
*/