diff options
Diffstat (limited to 'servers')
265 files changed, 17704 insertions, 11776 deletions
diff --git a/servers/audio/audio_driver_dummy.cpp b/servers/audio/audio_driver_dummy.cpp index 47799dce96..1ba0afd8a1 100644 --- a/servers/audio/audio_driver_dummy.cpp +++ b/servers/audio/audio_driver_dummy.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_driver_dummy.h b/servers/audio/audio_driver_dummy.h index 7d84e7ffc8..6324e2f5d3 100644 --- a/servers/audio/audio_driver_dummy.h +++ b/servers/audio/audio_driver_dummy.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_effect.cpp b/servers/audio/audio_effect.cpp index 3035828c95..b9eca14a4c 100644 --- a/servers/audio/audio_effect.cpp +++ b/servers/audio/audio_effect.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_effect.h b/servers/audio/audio_effect.h index bea7292b8e..00a5d6c004 100644 --- a/servers/audio/audio_effect.h +++ b/servers/audio/audio_effect.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_filter_sw.cpp b/servers/audio/audio_filter_sw.cpp index bcfa4c4c37..082931647a 100644 --- a/servers/audio/audio_filter_sw.cpp +++ b/servers/audio/audio_filter_sw.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -173,28 +173,20 @@ void AudioFilterSW::prepare_coefficients(Coeffs *p_coeffs) { p_coeffs->a2 = ((tmpgain + 1.0) - (tmpgain - 1.0) * cos_v - beta * sin_v); } break; - }; + } p_coeffs->b0 /= a0; p_coeffs->b1 /= a0; p_coeffs->b2 /= a0; p_coeffs->a1 /= 0.0 - a0; p_coeffs->a2 /= 0.0 - a0; - - //undenormalise - /* p_coeffs->b0=undenormalise(p_coeffs->b0); - p_coeffs->b1=undenormalise(p_coeffs->b1); - p_coeffs->b2=undenormalise(p_coeffs->b2); - p_coeffs->a1=undenormalise(p_coeffs->a1); - p_coeffs->a2=undenormalise(p_coeffs->a2);*/ } -void AudioFilterSW::set_stages(int p_stages) { //adjust for multiple stages - +void AudioFilterSW::set_stages(int p_stages) { stages = p_stages; } -/* Fouriertransform kernel to obtain response */ +/* Fourier transform kernel to obtain response */ float AudioFilterSW::get_response(float p_freq, Coeffs *p_coeffs) { float freq = p_freq / sampling_rate * Math_TAU; diff --git a/servers/audio/audio_filter_sw.h b/servers/audio/audio_filter_sw.h index 540d6368e3..9e55662d0a 100644 --- a/servers/audio/audio_filter_sw.h +++ b/servers/audio/audio_filter_sw.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_rb_resampler.cpp b/servers/audio/audio_rb_resampler.cpp index d9c442facf..0cfba17563 100644 --- a/servers/audio/audio_rb_resampler.cpp +++ b/servers/audio/audio_rb_resampler.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -43,7 +43,7 @@ int AudioRBResampler::get_channel_count() const { // Linear interpolation based sample rate conversion (low quality) // Note that AudioStreamPlaybackResampled::mix has better algorithm, -// but it wasn't obvious to integrate that with VideoPlayer +// but it wasn't obvious to integrate that with VideoStreamPlayer template <int C> uint32_t AudioRBResampler::_resample(AudioFrame *p_dest, int p_todo, int32_t p_increment) { uint32_t read = offset & MIX_FRAC_MASK; diff --git a/servers/audio/audio_rb_resampler.h b/servers/audio/audio_rb_resampler.h index c0f981704b..3fbe684c3e 100644 --- a/servers/audio/audio_rb_resampler.h +++ b/servers/audio/audio_rb_resampler.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_stream.cpp b/servers/audio/audio_stream.cpp index c098a97906..170a7ef967 100644 --- a/servers/audio/audio_stream.cpp +++ b/servers/audio/audio_stream.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/audio_stream.h b/servers/audio/audio_stream.h index 12d4343f5c..32159e96ef 100644 --- a/servers/audio/audio_stream.h +++ b/servers/audio/audio_stream.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_amplify.cpp b/servers/audio/effects/audio_effect_amplify.cpp index 79788d334b..b01160ea5c 100644 --- a/servers/audio/effects/audio_effect_amplify.cpp +++ b/servers/audio/effects/audio_effect_amplify.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_amplify.h b/servers/audio/effects/audio_effect_amplify.h index 9d3facc230..bd0fcaa94d 100644 --- a/servers/audio/effects/audio_effect_amplify.h +++ b/servers/audio/effects/audio_effect_amplify.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_capture.cpp b/servers/audio/effects/audio_effect_capture.cpp index 065065042e..f605cfc9d4 100644 --- a/servers/audio/effects/audio_effect_capture.cpp +++ b/servers/audio/effects/audio_effect_capture.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_capture.h b/servers/audio/effects/audio_effect_capture.h index bb1d03be8c..3935f7d473 100644 --- a/servers/audio/effects/audio_effect_capture.h +++ b/servers/audio/effects/audio_effect_capture.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_chorus.cpp b/servers/audio/effects/audio_effect_chorus.cpp index 9af3ed30cc..8b1fe9cfd2 100644 --- a/servers/audio/effects/audio_effect_chorus.cpp +++ b/servers/audio/effects/audio_effect_chorus.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_chorus.h b/servers/audio/effects/audio_effect_chorus.h index f81bebb0ae..19035222c5 100644 --- a/servers/audio/effects/audio_effect_chorus.h +++ b/servers/audio/effects/audio_effect_chorus.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_compressor.cpp b/servers/audio/effects/audio_effect_compressor.cpp index cfa2ae6f79..f75d092dd3 100644 --- a/servers/audio/effects/audio_effect_compressor.cpp +++ b/servers/audio/effects/audio_effect_compressor.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_compressor.h b/servers/audio/effects/audio_effect_compressor.h index dae4618a64..53c448e5db 100644 --- a/servers/audio/effects/audio_effect_compressor.h +++ b/servers/audio/effects/audio_effect_compressor.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_delay.cpp b/servers/audio/effects/audio_effect_delay.cpp index 07475e1ed4..bddd235204 100644 --- a/servers/audio/effects/audio_effect_delay.cpp +++ b/servers/audio/effects/audio_effect_delay.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_delay.h b/servers/audio/effects/audio_effect_delay.h index 50a2233e5f..5cc6d72c99 100644 --- a/servers/audio/effects/audio_effect_delay.h +++ b/servers/audio/effects/audio_effect_delay.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_distortion.cpp b/servers/audio/effects/audio_effect_distortion.cpp index 188b7a3301..afc4353bd7 100644 --- a/servers/audio/effects/audio_effect_distortion.cpp +++ b/servers/audio/effects/audio_effect_distortion.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_distortion.h b/servers/audio/effects/audio_effect_distortion.h index 3a762f8cf6..487babbdda 100644 --- a/servers/audio/effects/audio_effect_distortion.h +++ b/servers/audio/effects/audio_effect_distortion.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_eq.cpp b/servers/audio/effects/audio_effect_eq.cpp index e87944b74b..cc317031d4 100644 --- a/servers/audio/effects/audio_effect_eq.cpp +++ b/servers/audio/effects/audio_effect_eq.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_eq.h b/servers/audio/effects/audio_effect_eq.h index b99727d7c0..252f931e6c 100644 --- a/servers/audio/effects/audio_effect_eq.h +++ b/servers/audio/effects/audio_effect_eq.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_filter.cpp b/servers/audio/effects/audio_effect_filter.cpp index 1db8b1f1b5..06e66f22b1 100644 --- a/servers/audio/effects/audio_effect_filter.cpp +++ b/servers/audio/effects/audio_effect_filter.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_filter.h b/servers/audio/effects/audio_effect_filter.h index 1fa3df1570..d5d58ddaa3 100644 --- a/servers/audio/effects/audio_effect_filter.h +++ b/servers/audio/effects/audio_effect_filter.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_limiter.cpp b/servers/audio/effects/audio_effect_limiter.cpp index 280411641b..5923cf8cf5 100644 --- a/servers/audio/effects/audio_effect_limiter.cpp +++ b/servers/audio/effects/audio_effect_limiter.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_limiter.h b/servers/audio/effects/audio_effect_limiter.h index d5def670a4..f84a0ae103 100644 --- a/servers/audio/effects/audio_effect_limiter.h +++ b/servers/audio/effects/audio_effect_limiter.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -72,8 +72,6 @@ public: float get_soft_clip_ratio() const; Ref<AudioEffectInstance> instantiate() override; - void set_volume_db(float p_volume); - float get_volume_db() const; AudioEffectLimiter(); }; diff --git a/servers/audio/effects/audio_effect_panner.cpp b/servers/audio/effects/audio_effect_panner.cpp index e2062609b9..278acda86c 100644 --- a/servers/audio/effects/audio_effect_panner.cpp +++ b/servers/audio/effects/audio_effect_panner.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_panner.h b/servers/audio/effects/audio_effect_panner.h index d75bcaeb95..d05c9902af 100644 --- a/servers/audio/effects/audio_effect_panner.h +++ b/servers/audio/effects/audio_effect_panner.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_phaser.cpp b/servers/audio/effects/audio_effect_phaser.cpp index c76692eed7..af5dce707e 100644 --- a/servers/audio/effects/audio_effect_phaser.cpp +++ b/servers/audio/effects/audio_effect_phaser.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_phaser.h b/servers/audio/effects/audio_effect_phaser.h index 2a0ed64805..80b7742835 100644 --- a/servers/audio/effects/audio_effect_phaser.h +++ b/servers/audio/effects/audio_effect_phaser.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_pitch_shift.cpp b/servers/audio/effects/audio_effect_pitch_shift.cpp index d6c396e0a5..3c53887931 100644 --- a/servers/audio/effects/audio_effect_pitch_shift.cpp +++ b/servers/audio/effects/audio_effect_pitch_shift.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_pitch_shift.h b/servers/audio/effects/audio_effect_pitch_shift.h index 3ed096cd94..0478d05ceb 100644 --- a/servers/audio/effects/audio_effect_pitch_shift.h +++ b/servers/audio/effects/audio_effect_pitch_shift.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_record.cpp b/servers/audio/effects/audio_effect_record.cpp index f71679d30f..569832b8a8 100644 --- a/servers/audio/effects/audio_effect_record.cpp +++ b/servers/audio/effects/audio_effect_record.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_record.h b/servers/audio/effects/audio_effect_record.h index 1a89821f80..18b5d4d83c 100644 --- a/servers/audio/effects/audio_effect_record.h +++ b/servers/audio/effects/audio_effect_record.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -93,7 +93,6 @@ class AudioEffectRecord : public AudioEffect { protected: static void _bind_methods(); - static void debug(uint64_t time_diff, int p_frame_count); public: Ref<AudioEffectInstance> instantiate() override; diff --git a/servers/audio/effects/audio_effect_reverb.cpp b/servers/audio/effects/audio_effect_reverb.cpp index 819f906773..0d4eb14e6a 100644 --- a/servers/audio/effects/audio_effect_reverb.cpp +++ b/servers/audio/effects/audio_effect_reverb.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_reverb.h b/servers/audio/effects/audio_effect_reverb.h index d01d1120bd..90694c5492 100644 --- a/servers/audio/effects/audio_effect_reverb.h +++ b/servers/audio/effects/audio_effect_reverb.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -90,8 +90,6 @@ public: float get_hpf() const; Ref<AudioEffectInstance> instantiate() override; - void set_volume_db(float p_volume); - float get_volume_db() const; AudioEffectReverb(); }; diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp index 6f9e7ac67d..10627be74c 100644 --- a/servers/audio/effects/audio_effect_spectrum_analyzer.cpp +++ b/servers/audio/effects/audio_effect_spectrum_analyzer.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_spectrum_analyzer.h b/servers/audio/effects/audio_effect_spectrum_analyzer.h index 3c5ae4a5e8..982c20d4a4 100644 --- a/servers/audio/effects/audio_effect_spectrum_analyzer.h +++ b/servers/audio/effects/audio_effect_spectrum_analyzer.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_stereo_enhance.cpp b/servers/audio/effects/audio_effect_stereo_enhance.cpp index 3a016b06b8..757edd6d43 100644 --- a/servers/audio/effects/audio_effect_stereo_enhance.cpp +++ b/servers/audio/effects/audio_effect_stereo_enhance.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_effect_stereo_enhance.h b/servers/audio/effects/audio_effect_stereo_enhance.h index e0f9d79a94..8b8b7b47a0 100644 --- a/servers/audio/effects/audio_effect_stereo_enhance.h +++ b/servers/audio/effects/audio_effect_stereo_enhance.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_stream_generator.cpp b/servers/audio/effects/audio_stream_generator.cpp index 447acf53a4..6c917f3eb6 100644 --- a/servers/audio/effects/audio_stream_generator.cpp +++ b/servers/audio/effects/audio_stream_generator.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/audio_stream_generator.h b/servers/audio/effects/audio_stream_generator.h index 918589f6d0..51288262b3 100644 --- a/servers/audio/effects/audio_stream_generator.h +++ b/servers/audio/effects/audio_stream_generator.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/eq.cpp b/servers/audio/effects/eq.cpp index e0c3eb6d3a..2123284b3b 100644 --- a/servers/audio/effects/eq.cpp +++ b/servers/audio/effects/eq.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/eq.h b/servers/audio/effects/eq.h index afd5bf5334..d6293bf875 100644 --- a/servers/audio/effects/eq.h +++ b/servers/audio/effects/eq.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,18 +28,12 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -// Author: reduzio@gmail.com (C) 2006 - #ifndef EQ_FILTER_H #define EQ_FILTER_H #include "core/templates/vector.h" #include "core/typedefs.h" -/** -@author Juan Linietsky -*/ - class EQ { public: enum Preset { @@ -105,4 +99,4 @@ inline void EQ::BandProcess::process_one(float &p_data) { history.b2 = history.b1; } -#endif +#endif // EQ_FILTER_H diff --git a/servers/audio/effects/reverb.cpp b/servers/audio/effects/reverb.cpp index 1d97de5205..4b5b9ab79f 100644 --- a/servers/audio/effects/reverb.cpp +++ b/servers/audio/effects/reverb.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/audio/effects/reverb.h b/servers/audio/effects/reverb.h index e7ce55098d..ff59ab8d82 100644 --- a/servers/audio/effects/reverb.h +++ b/servers/audio/effects/reverb.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,8 +28,6 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -// Author: Juan Linietsky <reduzio@gmail.com>, (C) 2006 - #ifndef REVERB_H #define REVERB_H @@ -120,4 +118,4 @@ public: ~Reverb(); }; -#endif +#endif // REVERB_H diff --git a/servers/audio_server.cpp b/servers/audio_server.cpp index a420134626..c89f811678 100644 --- a/servers/audio_server.cpp +++ b/servers/audio_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -762,7 +762,7 @@ void AudioServer::remove_bus(int p_index) { lock(); bus_map.erase(buses[p_index]->name); memdelete(buses[p_index]); - buses.remove(p_index); + buses.remove_at(p_index); unlock(); emit_signal(SNAME("bus_layout_changed")); @@ -833,7 +833,7 @@ void AudioServer::move_bus(int p_bus, int p_to_pos) { } Bus *bus = buses[p_bus]; - buses.remove(p_bus); + buses.remove_at(p_bus); if (p_to_pos == -1) { buses.push_back(bus); @@ -1026,7 +1026,7 @@ void AudioServer::remove_bus_effect(int p_bus, int p_effect) { lock(); - buses[p_bus]->effects.remove(p_effect); + buses[p_bus]->effects.remove_at(p_effect); _update_bus_effects(p_bus); unlock(); @@ -1131,8 +1131,10 @@ void AudioServer::start_playback_stream(Ref<AudioStreamPlayback> p_playback, Map AudioStreamPlaybackBusDetails *new_bus_details = new AudioStreamPlaybackBusDetails(); int idx = 0; for (KeyValue<StringName, Vector<AudioFrame>> pair : p_bus_volumes) { - ERR_FAIL_COND(pair.value.size() < channel_count); - ERR_FAIL_COND(pair.value.size() != MAX_CHANNELS_PER_BUS); + if (pair.value.size() < channel_count || pair.value.size() != MAX_CHANNELS_PER_BUS) { + delete new_bus_details; + ERR_FAIL(); + } new_bus_details->bus_active[idx] = true; new_bus_details->bus[idx] = pair.key; @@ -1589,7 +1591,7 @@ void AudioServer::set_bus_layout(const Ref<AudioBusLayout> &p_bus_layout) { Bus::Effect bfx; bfx.effect = fx; bfx.enabled = p_bus_layout->buses[i].effects[j].enabled; -#if DEBUG_ENABLED +#ifdef DEBUG_ENABLED bfx.prof_time = 0; #endif bus->effects.push_back(bfx); @@ -1862,16 +1864,16 @@ bool AudioBusLayout::_get(const StringName &p_name, Variant &r_ret) const { void AudioBusLayout::_get_property_list(List<PropertyInfo> *p_list) const { for (int i = 0; i < buses.size(); i++) { - p_list->push_back(PropertyInfo(Variant::STRING, "bus/" + itos(i) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); - p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/solo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); - p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/mute", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); - p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/bypass_fx", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); - p_list->push_back(PropertyInfo(Variant::FLOAT, "bus/" + itos(i) + "/volume_db", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); - p_list->push_back(PropertyInfo(Variant::FLOAT, "bus/" + itos(i) + "/send", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::STRING, "bus/" + itos(i) + "/name", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/solo", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/mute", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/bypass_fx", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::FLOAT, "bus/" + itos(i) + "/volume_db", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::FLOAT, "bus/" + itos(i) + "/send", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); for (int j = 0; j < buses[i].effects.size(); j++) { - p_list->push_back(PropertyInfo(Variant::OBJECT, "bus/" + itos(i) + "/effect/" + itos(j) + "/effect", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); - p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/effect/" + itos(j) + "/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::OBJECT, "bus/" + itos(i) + "/effect/" + itos(j) + "/effect", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); + p_list->push_back(PropertyInfo(Variant::BOOL, "bus/" + itos(i) + "/effect/" + itos(j) + "/enabled", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL)); } } } diff --git a/servers/audio_server.h b/servers/audio_server.h index 46873845dc..0c150427f2 100644 --- a/servers/audio_server.h +++ b/servers/audio_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/camera/camera_feed.cpp b/servers/camera/camera_feed.cpp index 9f8e8a8106..3aab995857 100644 --- a/servers/camera/camera_feed.cpp +++ b/servers/camera/camera_feed.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/camera/camera_feed.h b/servers/camera/camera_feed.h index 1f80d15e30..e86605a89b 100644 --- a/servers/camera/camera_feed.h +++ b/servers/camera/camera_feed.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -37,8 +37,6 @@ #include "servers/rendering_server.h" /** - @author Bastiaan Olij <mux213@gmail.com> - The camera server is a singleton object that gives access to the various camera feeds that can be used as the background for our environment. **/ @@ -111,4 +109,4 @@ public: VARIANT_ENUM_CAST(CameraFeed::FeedDataType); VARIANT_ENUM_CAST(CameraFeed::FeedPosition); -#endif /* !CAMERA_FEED_H */ +#endif // CAMERA_FEED_H diff --git a/servers/camera_server.cpp b/servers/camera_server.cpp index 6f506d0f7a..91df3afadd 100644 --- a/servers/camera_server.cpp +++ b/servers/camera_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -124,7 +124,7 @@ void CameraServer::remove_feed(const Ref<CameraFeed> &p_feed) { #endif // remove it from our array, if this results in our feed being unreferenced it will be destroyed - feeds.remove(i); + feeds.remove_at(i); // let whomever is interested know emit_signal(SNAME("camera_feed_removed"), feed_id); diff --git a/servers/camera_server.h b/servers/camera_server.h index 7390129df9..b70938c34f 100644 --- a/servers/camera_server.h +++ b/servers/camera_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -38,8 +38,6 @@ #include "core/variant/variant.h" /** - @author Bastiaan Olij <mux213@gmail.com> - The camera server is a singleton object that gives access to the various camera feeds that can be used as the background for our environment. **/ @@ -113,4 +111,4 @@ public: VARIANT_ENUM_CAST(CameraServer::FeedImage); -#endif /* CAMERA_SERVER_H */ +#endif // CAMERA_SERVER_H diff --git a/servers/display_server.cpp b/servers/display_server.cpp index 3897e5e7c2..d4ff42bc34 100644 --- a/servers/display_server.cpp +++ b/servers/display_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -139,16 +139,12 @@ void DisplayServer::mouse_warp_to_position(const Point2i &p_to) { WARN_PRINT("Mouse warping is not supported by this display server."); } -Point2i DisplayServer::mouse_get_absolute_position() const { - ERR_FAIL_V_MSG(Point2i(), "Mouse is not supported by this display server."); -} - Point2i DisplayServer::mouse_get_position() const { ERR_FAIL_V_MSG(Point2i(), "Mouse is not supported by this display server."); } MouseButton DisplayServer::mouse_get_button_state() const { - ERR_FAIL_V_MSG(MOUSE_BUTTON_NONE, "Mouse is not supported by this display server."); + ERR_FAIL_V_MSG(MouseButton::NONE, "Mouse is not supported by this display server."); } void DisplayServer::clipboard_set(const String &p_text) { @@ -159,6 +155,18 @@ String DisplayServer::clipboard_get() const { ERR_FAIL_V_MSG(String(), "Clipboard is not supported by this display server."); } +bool DisplayServer::clipboard_has() const { + return !clipboard_get().is_empty(); +} + +void DisplayServer::clipboard_set_primary(const String &p_text) { + WARN_PRINT("Primary clipboard is not supported by this display server."); +} + +String DisplayServer::clipboard_get_primary() const { + ERR_FAIL_V_MSG(String(), "Primary clipboard is not supported by this display server."); +} + void DisplayServer::screen_set_orientation(ScreenOrientation p_orientation, int p_screen) { WARN_PRINT("Orientation not supported by this display server."); } @@ -200,6 +208,10 @@ void DisplayServer::window_set_mouse_passthrough(const Vector<Vector2> &p_region ERR_FAIL_MSG("Mouse passthrough not supported by this display server."); } +void DisplayServer::gl_window_make_current(DisplayServer::WindowID p_window_id) { + // noop except in gles +} + void DisplayServer::window_set_ime_active(const bool p_active, WindowID p_window) { WARN_PRINT("IME not supported by this display server."); } @@ -216,14 +228,6 @@ String DisplayServer::ime_get_text() const { ERR_FAIL_V_MSG(String(), "IME or NOTIFICATION_WM_IME_UPDATEnot supported by this display server."); } -void DisplayServer::console_set_visible(bool p_enabled) { - WARN_PRINT("Console window not supported by this display server."); -} - -bool DisplayServer::is_console_visible() const { - return false; -} - void DisplayServer::virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect, bool p_multiline, int p_max_length, int p_cursor_start, int p_cursor_end) { WARN_PRINT("Virtual keyboard not supported by this display server."); } @@ -355,11 +359,13 @@ void DisplayServer::_bind_methods() { ClassDB::bind_method(D_METHOD("mouse_warp_to_position", "position"), &DisplayServer::mouse_warp_to_position); ClassDB::bind_method(D_METHOD("mouse_get_position"), &DisplayServer::mouse_get_position); - ClassDB::bind_method(D_METHOD("mouse_get_absolute_position"), &DisplayServer::mouse_get_absolute_position); ClassDB::bind_method(D_METHOD("mouse_get_button_state"), &DisplayServer::mouse_get_button_state); ClassDB::bind_method(D_METHOD("clipboard_set", "clipboard"), &DisplayServer::clipboard_set); ClassDB::bind_method(D_METHOD("clipboard_get"), &DisplayServer::clipboard_get); + ClassDB::bind_method(D_METHOD("clipboard_has"), &DisplayServer::clipboard_has); + ClassDB::bind_method(D_METHOD("clipboard_set_primary", "clipboard_primary"), &DisplayServer::clipboard_set_primary); + ClassDB::bind_method(D_METHOD("clipboard_get_primary"), &DisplayServer::clipboard_get_primary); ClassDB::bind_method(D_METHOD("get_screen_count"), &DisplayServer::get_screen_count); ClassDB::bind_method(D_METHOD("screen_get_position", "screen"), &DisplayServer::screen_get_position, DEFVAL(SCREEN_OF_MAIN_WINDOW)); @@ -432,9 +438,6 @@ void DisplayServer::_bind_methods() { ClassDB::bind_method(D_METHOD("ime_get_selection"), &DisplayServer::ime_get_selection); ClassDB::bind_method(D_METHOD("ime_get_text"), &DisplayServer::ime_get_text); - ClassDB::bind_method(D_METHOD("console_set_visible", "console_visible"), &DisplayServer::console_set_visible); - ClassDB::bind_method(D_METHOD("is_console_visible"), &DisplayServer::is_console_visible); - ClassDB::bind_method(D_METHOD("virtual_keyboard_show", "existing_text", "position", "multiline", "max_length", "cursor_start", "cursor_end"), &DisplayServer::virtual_keyboard_show, DEFVAL(Rect2i()), DEFVAL(false), DEFVAL(-1), DEFVAL(-1), DEFVAL(-1)); ClassDB::bind_method(D_METHOD("virtual_keyboard_hide"), &DisplayServer::virtual_keyboard_hide); @@ -479,7 +482,6 @@ void DisplayServer::_bind_methods() { BIND_ENUM_CONSTANT(FEATURE_CURSOR_SHAPE); BIND_ENUM_CONSTANT(FEATURE_CUSTOM_CURSOR_SHAPE); BIND_ENUM_CONSTANT(FEATURE_NATIVE_DIALOG); - BIND_ENUM_CONSTANT(FEATURE_CONSOLE_WINDOW); BIND_ENUM_CONSTANT(FEATURE_IME); BIND_ENUM_CONSTANT(FEATURE_WINDOW_TRANSPARENCY); BIND_ENUM_CONSTANT(FEATURE_HIDPI); @@ -487,6 +489,7 @@ void DisplayServer::_bind_methods() { BIND_ENUM_CONSTANT(FEATURE_NATIVE_ICON); BIND_ENUM_CONSTANT(FEATURE_ORIENTATION); BIND_ENUM_CONSTANT(FEATURE_SWAP_BUFFERS); + BIND_ENUM_CONSTANT(FEATURE_CLIPBOARD_PRIMARY); BIND_ENUM_CONSTANT(MOUSE_MODE_VISIBLE); BIND_ENUM_CONSTANT(MOUSE_MODE_HIDDEN); diff --git a/servers/display_server.h b/servers/display_server.h index f411a72aa3..0c2bc5dd3a 100644 --- a/servers/display_server.h +++ b/servers/display_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -105,7 +105,6 @@ public: FEATURE_CURSOR_SHAPE, FEATURE_CUSTOM_CURSOR_SHAPE, FEATURE_NATIVE_DIALOG, - FEATURE_CONSOLE_WINDOW, FEATURE_IME, FEATURE_WINDOW_TRANSPARENCY, FEATURE_HIDPI, @@ -114,6 +113,7 @@ public: FEATURE_ORIENTATION, FEATURE_SWAP_BUFFERS, FEATURE_KEEP_SCREEN_ON, + FEATURE_CLIPBOARD_PRIMARY, }; virtual bool has_feature(Feature p_feature) const = 0; @@ -156,11 +156,13 @@ public: virtual void mouse_warp_to_position(const Point2i &p_to); virtual Point2i mouse_get_position() const; - virtual Point2i mouse_get_absolute_position() const; virtual MouseButton mouse_get_button_state() const; virtual void clipboard_set(const String &p_text); virtual String clipboard_get() const; + virtual bool clipboard_has() const; + virtual void clipboard_set_primary(const String &p_text); + virtual String clipboard_get_primary() const; enum { SCREEN_OF_MAIN_WINDOW = -1 @@ -295,12 +297,12 @@ public: virtual void window_set_ime_active(const bool p_active, WindowID p_window = MAIN_WINDOW_ID); virtual void window_set_ime_position(const Point2i &p_pos, WindowID p_window = MAIN_WINDOW_ID); + // necessary for GL focus, may be able to use one of the existing functions for this, not sure yet + virtual void gl_window_make_current(DisplayServer::WindowID p_window_id); + virtual Point2i ime_get_selection() const; virtual String ime_get_text() const; - virtual void console_set_visible(bool p_enabled); - virtual bool is_console_visible() const; - virtual void virtual_keyboard_show(const String &p_existing_text, const Rect2 &p_screen_rect = Rect2(), bool p_multiline = false, int p_max_length = -1, int p_cursor_start = -1, int p_cursor_end = -1); virtual void virtual_keyboard_hide(); diff --git a/servers/display_server_headless.h b/servers/display_server_headless.h index d9ee91084f..4ef9dc622f 100644 --- a/servers/display_server_headless.h +++ b/servers/display_server_headless.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -65,7 +65,11 @@ public: Vector<DisplayServer::WindowID> get_window_list() const override { return Vector<DisplayServer::WindowID>(); } - WindowID get_window_at_screen_position(const Point2i &p_position) const override { return -1; } + WindowID create_sub_window(WindowMode p_mode, VSyncMode p_vsync_mode, uint32_t p_flags, const Rect2i &p_rect = Rect2i()) override { return 0; } + void show_window(WindowID p_id) override {} + void delete_sub_window(WindowID p_id) override {} + + WindowID get_window_at_screen_position(const Point2i &p_position) const override { return 0; } void window_attach_instance_id(ObjectID p_instance, WindowID p_window = MAIN_WINDOW_ID) override {} ObjectID window_get_attached_instance_id(WindowID p_window = MAIN_WINDOW_ID) const override { return ObjectID(); } @@ -93,7 +97,7 @@ public: Size2i window_get_max_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); } void window_set_min_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {} - Size2i window_get_min_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); }; + Size2i window_get_min_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); } void window_set_size(const Size2i p_size, WindowID p_window = MAIN_WINDOW_ID) override {} Size2i window_get_size(WindowID p_window = MAIN_WINDOW_ID) const override { return Size2i(); } @@ -102,10 +106,13 @@ public: void window_set_mode(WindowMode p_mode, WindowID p_window = MAIN_WINDOW_ID) override {} WindowMode window_get_mode(WindowID p_window = MAIN_WINDOW_ID) const override { return WINDOW_MODE_MINIMIZED; } + void window_set_vsync_mode(VSyncMode p_vsync_mode, WindowID p_window = MAIN_WINDOW_ID) override {} + VSyncMode window_get_vsync_mode(WindowID p_window) const override { return VSyncMode::VSYNC_ENABLED; } + bool window_is_maximize_allowed(WindowID p_window = MAIN_WINDOW_ID) const override { return false; } void window_set_flag(WindowFlags p_flag, bool p_enabled, WindowID p_window = MAIN_WINDOW_ID) override {} - virtual bool window_get_flag(WindowFlags p_flag, WindowID p_window = MAIN_WINDOW_ID) const override { return false; } + bool window_get_flag(WindowFlags p_flag, WindowID p_window = MAIN_WINDOW_ID) const override { return false; } void window_request_attention(WindowID p_window = MAIN_WINDOW_ID) override {} void window_move_to_foreground(WindowID p_window = MAIN_WINDOW_ID) override {} @@ -114,6 +121,9 @@ public: bool can_any_window_draw() const override { return false; } + void window_set_ime_active(const bool p_active, WindowID p_window = MAIN_WINDOW_ID) override {} + void window_set_ime_position(const Point2i &p_pos, WindowID p_window = MAIN_WINDOW_ID) override {} + void process_events() override {} void set_icon(const Ref<Image> &p_icon) override {} diff --git a/servers/navigation_server_2d.cpp b/servers/navigation_server_2d.cpp index 85b12f1585..ee196673a3 100644 --- a/servers/navigation_server_2d.cpp +++ b/servers/navigation_server_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -29,14 +29,11 @@ /*************************************************************************/ #include "servers/navigation_server_2d.h" + #include "core/math/transform_2d.h" #include "core/math/transform_3d.h" #include "servers/navigation_server_3d.h" -/** - @author AndreaCatania -*/ - NavigationServer2D *NavigationServer2D::singleton = nullptr; #define FORWARD_0_C(FUNC_NAME) \ @@ -204,7 +201,7 @@ void NavigationServer2D::_bind_methods() { NavigationServer2D::NavigationServer2D() { singleton = this; ERR_FAIL_COND_MSG(!NavigationServer3D::get_singleton(), "The Navigation3D singleton should be initialized before the 2D one."); - NavigationServer3D::get_singleton()->connect("map_changed", callable_mp(this, &NavigationServer2D::_emit_map_changed)); + NavigationServer3D::get_singleton_mut()->connect("map_changed", callable_mp(this, &NavigationServer2D::_emit_map_changed)); } NavigationServer2D::~NavigationServer2D() { diff --git a/servers/navigation_server_2d.h b/servers/navigation_server_2d.h index d56c719839..7350eeb5b1 100644 --- a/servers/navigation_server_2d.h +++ b/servers/navigation_server_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,12 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -/** - @author AndreaCatania -*/ - -#ifndef NAVIGATION_2D_SERVER_H -#define NAVIGATION_2D_SERVER_H +#ifndef NAVIGATION_SERVER_2D_H +#define NAVIGATION_SERVER_2D_H #include "core/object/class_db.h" #include "core/templates/rid.h" @@ -52,7 +48,7 @@ protected: public: /// Thread safe, can be used across many threads. - static NavigationServer2D *get_singleton() { return singleton; } + static const NavigationServer2D *get_singleton() { return singleton; } /// MUST be used in single thread! static NavigationServer2D *get_singleton_mut() { return singleton; } @@ -171,4 +167,4 @@ public: virtual ~NavigationServer2D(); }; -#endif +#endif // NAVIGATION_SERVER_2D_H diff --git a/servers/navigation_server_3d.cpp b/servers/navigation_server_3d.cpp index b0047a250a..d18777869a 100644 --- a/servers/navigation_server_3d.cpp +++ b/servers/navigation_server_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,10 +28,6 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -/** - @author AndreaCatania -*/ - #include "navigation_server_3d.h" NavigationServer3D *NavigationServer3D::singleton = nullptr; @@ -84,7 +80,7 @@ void NavigationServer3D::_bind_methods() { ADD_SIGNAL(MethodInfo("map_changed", PropertyInfo(Variant::RID, "map"))); } -NavigationServer3D *NavigationServer3D::get_singleton() { +const NavigationServer3D *NavigationServer3D::get_singleton() { return singleton; } diff --git a/servers/navigation_server_3d.h b/servers/navigation_server_3d.h index 3aef693ac8..0a75b07931 100644 --- a/servers/navigation_server_3d.h +++ b/servers/navigation_server_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,12 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -/** - @author AndreaCatania -*/ - -#ifndef NAVIGATION_SERVER_H -#define NAVIGATION_SERVER_H +#ifndef NAVIGATION_SERVER_3D_H +#define NAVIGATION_SERVER_3D_H #include "core/object/class_db.h" #include "core/templates/rid.h" @@ -55,7 +51,7 @@ protected: public: /// Thread safe, can be used across many threads. - static NavigationServer3D *get_singleton(); + static const NavigationServer3D *get_singleton(); /// MUST be used in single thread! static NavigationServer3D *get_singleton_mut(); @@ -205,4 +201,4 @@ public: static NavigationServer3D *new_default_server(); }; -#endif +#endif // NAVIGATION_SERVER_3D_H diff --git a/servers/physics_2d/body_direct_state_2d_sw.cpp b/servers/physics_2d/body_direct_state_2d_sw.cpp deleted file mode 100644 index b0673b9006..0000000000 --- a/servers/physics_2d/body_direct_state_2d_sw.cpp +++ /dev/null @@ -1,178 +0,0 @@ -/*************************************************************************/ -/* body_direct_state_2d_sw.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "body_direct_state_2d_sw.h" - -#include "body_2d_sw.h" -#include "physics_server_2d_sw.h" -#include "space_2d_sw.h" - -Vector2 PhysicsDirectBodyState2DSW::get_total_gravity() const { - return body->gravity; -} - -real_t PhysicsDirectBodyState2DSW::get_total_angular_damp() const { - return body->area_angular_damp; -} - -real_t PhysicsDirectBodyState2DSW::get_total_linear_damp() const { - return body->area_linear_damp; -} - -Vector2 PhysicsDirectBodyState2DSW::get_center_of_mass() const { - return body->get_center_of_mass(); -} - -real_t PhysicsDirectBodyState2DSW::get_inverse_mass() const { - return body->get_inv_mass(); -} - -real_t PhysicsDirectBodyState2DSW::get_inverse_inertia() const { - return body->get_inv_inertia(); -} - -void PhysicsDirectBodyState2DSW::set_linear_velocity(const Vector2 &p_velocity) { - body->wakeup(); - body->set_linear_velocity(p_velocity); -} - -Vector2 PhysicsDirectBodyState2DSW::get_linear_velocity() const { - return body->get_linear_velocity(); -} - -void PhysicsDirectBodyState2DSW::set_angular_velocity(real_t p_velocity) { - body->wakeup(); - body->set_angular_velocity(p_velocity); -} - -real_t PhysicsDirectBodyState2DSW::get_angular_velocity() const { - return body->get_angular_velocity(); -} - -void PhysicsDirectBodyState2DSW::set_transform(const Transform2D &p_transform) { - body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform); -} - -Transform2D PhysicsDirectBodyState2DSW::get_transform() const { - return body->get_transform(); -} - -Vector2 PhysicsDirectBodyState2DSW::get_velocity_at_local_position(const Vector2 &p_position) const { - return body->get_velocity_in_local_point(p_position); -} - -void PhysicsDirectBodyState2DSW::add_central_force(const Vector2 &p_force) { - body->wakeup(); - body->add_central_force(p_force); -} - -void PhysicsDirectBodyState2DSW::add_force(const Vector2 &p_force, const Vector2 &p_position) { - body->wakeup(); - body->add_force(p_force, p_position); -} - -void PhysicsDirectBodyState2DSW::add_torque(real_t p_torque) { - body->wakeup(); - body->add_torque(p_torque); -} - -void PhysicsDirectBodyState2DSW::apply_central_impulse(const Vector2 &p_impulse) { - body->wakeup(); - body->apply_central_impulse(p_impulse); -} - -void PhysicsDirectBodyState2DSW::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { - body->wakeup(); - body->apply_impulse(p_impulse, p_position); -} - -void PhysicsDirectBodyState2DSW::apply_torque_impulse(real_t p_torque) { - body->wakeup(); - body->apply_torque_impulse(p_torque); -} - -void PhysicsDirectBodyState2DSW::set_sleep_state(bool p_enable) { - body->set_active(!p_enable); -} - -bool PhysicsDirectBodyState2DSW::is_sleeping() const { - return !body->is_active(); -} - -int PhysicsDirectBodyState2DSW::get_contact_count() const { - return body->contact_count; -} - -Vector2 PhysicsDirectBodyState2DSW::get_contact_local_position(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); - return body->contacts[p_contact_idx].local_pos; -} - -Vector2 PhysicsDirectBodyState2DSW::get_contact_local_normal(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); - return body->contacts[p_contact_idx].local_normal; -} - -int PhysicsDirectBodyState2DSW::get_contact_local_shape(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); - return body->contacts[p_contact_idx].local_shape; -} - -RID PhysicsDirectBodyState2DSW::get_contact_collider(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); - return body->contacts[p_contact_idx].collider; -} -Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_position(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); - return body->contacts[p_contact_idx].collider_pos; -} - -ObjectID PhysicsDirectBodyState2DSW::get_contact_collider_id(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID()); - return body->contacts[p_contact_idx].collider_instance_id; -} - -int PhysicsDirectBodyState2DSW::get_contact_collider_shape(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); - return body->contacts[p_contact_idx].collider_shape; -} - -Vector2 PhysicsDirectBodyState2DSW::get_contact_collider_velocity_at_position(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); - return body->contacts[p_contact_idx].collider_velocity_at_pos; -} - -PhysicsDirectSpaceState2D *PhysicsDirectBodyState2DSW::get_space_state() { - return body->get_space()->get_direct_state(); -} - -real_t PhysicsDirectBodyState2DSW::get_step() const { - return body->get_space()->get_last_step(); -} diff --git a/servers/physics_2d/area_2d_sw.cpp b/servers/physics_2d/godot_area_2d.cpp index c85b1575e3..9937178550 100644 --- a/servers/physics_2d/area_2d_sw.cpp +++ b/servers/physics_2d/godot_area_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* area_2d_sw.cpp */ +/* godot_area_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,31 +28,31 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "area_2d_sw.h" -#include "body_2d_sw.h" -#include "space_2d_sw.h" +#include "godot_area_2d.h" +#include "godot_body_2d.h" +#include "godot_space_2d.h" -Area2DSW::BodyKey::BodyKey(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +GodotArea2D::BodyKey::BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { rid = p_body->get_self(); instance_id = p_body->get_instance_id(); body_shape = p_body_shape; area_shape = p_area_shape; } -Area2DSW::BodyKey::BodyKey(Area2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +GodotArea2D::BodyKey::BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { rid = p_body->get_self(); instance_id = p_body->get_instance_id(); body_shape = p_body_shape; area_shape = p_area_shape; } -void Area2DSW::_shapes_changed() { +void GodotArea2D::_shapes_changed() { if (!moved_list.in_list() && get_space()) { get_space()->area_add_to_moved_list(&moved_list); } } -void Area2DSW::set_transform(const Transform2D &p_transform) { +void GodotArea2D::set_transform(const Transform2D &p_transform) { if (!moved_list.in_list() && get_space()) { get_space()->area_add_to_moved_list(&moved_list); } @@ -61,7 +61,7 @@ void Area2DSW::set_transform(const Transform2D &p_transform) { _set_inv_transform(p_transform.affine_inverse()); } -void Area2DSW::set_space(Space2DSW *p_space) { +void GodotArea2D::set_space(GodotSpace2D *p_space) { if (get_space()) { if (monitor_query_list.in_list()) { get_space()->area_remove_from_monitor_query_list(&monitor_query_list); @@ -77,16 +77,17 @@ void Area2DSW::set_space(Space2DSW *p_space) { _set_space(p_space); } -void Area2DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) { - if (p_id == monitor_callback_id) { - monitor_callback_method = p_method; +void GodotArea2D::set_monitor_callback(const Callable &p_callback) { + ObjectID id = p_callback.get_object_id(); + + if (id == monitor_callback.get_object_id()) { + monitor_callback = p_callback; return; } _unregister_shapes(); - monitor_callback_id = p_id; - monitor_callback_method = p_method; + monitor_callback = p_callback; monitored_bodies.clear(); monitored_areas.clear(); @@ -98,16 +99,17 @@ void Area2DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) { } } -void Area2DSW::set_area_monitor_callback(ObjectID p_id, const StringName &p_method) { - if (p_id == area_monitor_callback_id) { - area_monitor_callback_method = p_method; +void GodotArea2D::set_area_monitor_callback(const Callable &p_callback) { + ObjectID id = p_callback.get_object_id(); + + if (id == area_monitor_callback.get_object_id()) { + area_monitor_callback = p_callback; return; } _unregister_shapes(); - area_monitor_callback_id = p_id; - area_monitor_callback_method = p_method; + area_monitor_callback = p_callback; monitored_bodies.clear(); monitored_areas.clear(); @@ -119,18 +121,21 @@ void Area2DSW::set_area_monitor_callback(ObjectID p_id, const StringName &p_meth } } -void Area2DSW::set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode) { - bool do_override = p_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; - if (do_override == (space_override_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) { +void GodotArea2D::_set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode) { + bool do_override = p_new_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; + if (do_override == (r_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED)) { return; } _unregister_shapes(); - space_override_mode = p_mode; + r_mode = p_new_mode; _shape_changed(); } -void Area2DSW::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) { +void GodotArea2D::set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value) { switch (p_param) { + case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: + _set_space_override_mode(gravity_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); + break; case PhysicsServer2D::AREA_PARAM_GRAVITY: gravity = p_value; break; @@ -146,9 +151,15 @@ void Area2DSW::set_param(PhysicsServer2D::AreaParameter p_param, const Variant & case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: point_attenuation = p_value; break; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: + _set_space_override_mode(linear_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); + break; case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP: linear_damp = p_value; break; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: + _set_space_override_mode(angular_damping_override_mode, (PhysicsServer2D::AreaSpaceOverrideMode)(int)p_value); + break; case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP: angular_damp = p_value; break; @@ -158,8 +169,10 @@ void Area2DSW::set_param(PhysicsServer2D::AreaParameter p_param, const Variant & } } -Variant Area2DSW::get_param(PhysicsServer2D::AreaParameter p_param) const { +Variant GodotArea2D::get_param(PhysicsServer2D::AreaParameter p_param) const { switch (p_param) { + case PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: + return gravity_override_mode; case PhysicsServer2D::AREA_PARAM_GRAVITY: return gravity; case PhysicsServer2D::AREA_PARAM_GRAVITY_VECTOR: @@ -170,8 +183,12 @@ Variant Area2DSW::get_param(PhysicsServer2D::AreaParameter p_param) const { return gravity_distance_scale; case PhysicsServer2D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: return point_attenuation; + case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: + return linear_damping_override_mode; case PhysicsServer2D::AREA_PARAM_LINEAR_DAMP: return linear_damp; + case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: + return angular_damping_override_mode; case PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP: return angular_damp; case PhysicsServer2D::AREA_PARAM_PRIORITY: @@ -181,7 +198,7 @@ Variant Area2DSW::get_param(PhysicsServer2D::AreaParameter p_param) const { return Variant(); } -void Area2DSW::_queue_monitor_update() { +void GodotArea2D::_queue_monitor_update() { ERR_FAIL_COND(!get_space()); if (!monitor_query_list.in_list()) { @@ -189,92 +206,91 @@ void Area2DSW::_queue_monitor_update() { } } -void Area2DSW::set_monitorable(bool p_monitorable) { +void GodotArea2D::set_monitorable(bool p_monitorable) { if (monitorable == p_monitorable) { return; } monitorable = p_monitorable; _set_static(!monitorable); + _shapes_changed(); } -void Area2DSW::call_queries() { - if (monitor_callback_id.is_valid() && !monitored_bodies.is_empty()) { - Variant res[5]; - Variant *resptr[5]; - for (int i = 0; i < 5; i++) { - resptr[i] = &res[i]; - } +void GodotArea2D::call_queries() { + if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) { + if (monitor_callback.is_valid()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } - Object *obj = ObjectDB::get_instance(monitor_callback_id); - if (!obj) { - monitored_bodies.clear(); - monitor_callback_id = ObjectID(); - return; - } + for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) { + if (E->get().state == 0) { // Nothing happened + Map<BodyKey, BodyState>::Element *next = E->next(); + monitored_bodies.erase(E); + E = next; + continue; + } + + res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED; + res[1] = E->key().rid; + res[2] = E->key().instance_id; + res[3] = E->key().body_shape; + res[4] = E->key().area_shape; - for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) { - if (E->get().state == 0) { // Nothing happened Map<BodyKey, BodyState>::Element *next = E->next(); monitored_bodies.erase(E); E = next; - continue; - } - res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED; - res[1] = E->key().rid; - res[2] = E->key().instance_id; - res[3] = E->key().body_shape; - res[4] = E->key().area_shape; - - Map<BodyKey, BodyState>::Element *next = E->next(); - monitored_bodies.erase(E); - E = next; - - Callable::CallError ce; - obj->call(monitor_callback_method, (const Variant **)resptr, 5, ce); + Callable::CallError ce; + Variant ret; + monitor_callback.call((const Variant **)resptr, 5, ret, ce); + } + } else { + monitored_bodies.clear(); + monitor_callback = Callable(); } } - if (area_monitor_callback_id.is_valid() && !monitored_areas.is_empty()) { - Variant res[5]; - Variant *resptr[5]; - for (int i = 0; i < 5; i++) { - resptr[i] = &res[i]; - } + if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) { + if (area_monitor_callback.is_valid()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } - Object *obj = ObjectDB::get_instance(area_monitor_callback_id); - if (!obj) { - monitored_areas.clear(); - area_monitor_callback_id = ObjectID(); - return; - } + for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) { + if (E->get().state == 0) { // Nothing happened + Map<BodyKey, BodyState>::Element *next = E->next(); + monitored_areas.erase(E); + E = next; + continue; + } + + res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED; + res[1] = E->key().rid; + res[2] = E->key().instance_id; + res[3] = E->key().body_shape; + res[4] = E->key().area_shape; - for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) { - if (E->get().state == 0) { // Nothing happened Map<BodyKey, BodyState>::Element *next = E->next(); monitored_areas.erase(E); E = next; - continue; - } - - res[0] = E->get().state > 0 ? PhysicsServer2D::AREA_BODY_ADDED : PhysicsServer2D::AREA_BODY_REMOVED; - res[1] = E->key().rid; - res[2] = E->key().instance_id; - res[3] = E->key().body_shape; - res[4] = E->key().area_shape; - - Map<BodyKey, BodyState>::Element *next = E->next(); - monitored_areas.erase(E); - E = next; - Callable::CallError ce; - obj->call(area_monitor_callback_method, (const Variant **)resptr, 5, ce); + Callable::CallError ce; + Variant ret; + area_monitor_callback.call((const Variant **)resptr, 5, ret, ce); + } + } else { + monitored_areas.clear(); + area_monitor_callback = Callable(); } } } -void Area2DSW::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const { +void GodotArea2D::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const { if (is_gravity_point()) { const real_t gravity_distance_scale = get_gravity_distance_scale(); Vector2 v = get_transform().xform(get_gravity_vector()) - p_position; @@ -294,12 +310,12 @@ void Area2DSW::compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) co } } -Area2DSW::Area2DSW() : - CollisionObject2DSW(TYPE_AREA), +GodotArea2D::GodotArea2D() : + GodotCollisionObject2D(TYPE_AREA), monitor_query_list(this), moved_list(this) { _set_static(true); //areas are not active by default } -Area2DSW::~Area2DSW() { +GodotArea2D::~GodotArea2D() { } diff --git a/servers/physics_2d/area_2d_sw.h b/servers/physics_2d/godot_area_2d.h index 0b7c791ed5..6e8078909b 100644 --- a/servers/physics_2d/area_2d_sw.h +++ b/servers/physics_2d/godot_area_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* area_2d_sw.h */ +/* godot_area_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,19 +28,23 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef AREA_2D_SW_H -#define AREA_2D_SW_H +#ifndef GODOT_AREA_2D_H +#define GODOT_AREA_2D_H + +#include "godot_collision_object_2d.h" -#include "collision_object_2d_sw.h" #include "core/templates/self_list.h" #include "servers/physics_server_2d.h" -class Space2DSW; -class Body2DSW; -class Constraint2DSW; +class GodotSpace2D; +class GodotBody2D; +class GodotConstraint2D; + +class GodotArea2D : public GodotCollisionObject2D { + PhysicsServer2D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; + PhysicsServer2D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; + PhysicsServer2D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; -class Area2DSW : public CollisionObject2DSW { - PhysicsServer2D::AreaSpaceOverrideMode space_override_mode = PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED; real_t gravity = 9.80665; Vector2 gravity_vector = Vector2(0, -1); bool gravity_is_point = false; @@ -51,14 +55,12 @@ class Area2DSW : public CollisionObject2DSW { int priority = 0; bool monitorable = false; - ObjectID monitor_callback_id; - StringName monitor_callback_method; + Callable monitor_callback; - ObjectID area_monitor_callback_id; - StringName area_monitor_callback_method; + Callable area_monitor_callback; - SelfList<Area2DSW> monitor_query_list; - SelfList<Area2DSW> moved_list; + SelfList<GodotArea2D> monitor_query_list; + SelfList<GodotArea2D> moved_list; struct BodyKey { RID rid; @@ -79,8 +81,8 @@ class Area2DSW : public CollisionObject2DSW { } _FORCE_INLINE_ BodyKey() {} - BodyKey(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); - BodyKey(Area2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotArea2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); }; struct BodyState { @@ -92,30 +94,29 @@ class Area2DSW : public CollisionObject2DSW { Map<BodyKey, BodyState> monitored_bodies; Map<BodyKey, BodyState> monitored_areas; - Set<Constraint2DSW *> constraints; + Set<GodotConstraint2D *> constraints; virtual void _shapes_changed(); void _queue_monitor_update(); + void _set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode &r_mode, PhysicsServer2D::AreaSpaceOverrideMode p_new_mode); + public: - void set_monitor_callback(ObjectID p_id, const StringName &p_method); - _FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); } + void set_monitor_callback(const Callable &p_callback); + _FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); } - void set_area_monitor_callback(ObjectID p_id, const StringName &p_method); - _FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id.is_valid(); } + void set_area_monitor_callback(const Callable &p_callback); + _FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); } - _FORCE_INLINE_ void add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); - _FORCE_INLINE_ void remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + _FORCE_INLINE_ void add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + _FORCE_INLINE_ void remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); - _FORCE_INLINE_ void add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape); - _FORCE_INLINE_ void remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + _FORCE_INLINE_ void add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + _FORCE_INLINE_ void remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); void set_param(PhysicsServer2D::AreaParameter p_param, const Variant &p_value); Variant get_param(PhysicsServer2D::AreaParameter p_param) const; - void set_space_override_mode(PhysicsServer2D::AreaSpaceOverrideMode p_mode); - PhysicsServer2D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; } - _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; } _FORCE_INLINE_ real_t get_gravity() const { return gravity; } @@ -140,9 +141,9 @@ public: _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; } _FORCE_INLINE_ int get_priority() const { return priority; } - _FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint) { constraints.insert(p_constraint); } - _FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint) { constraints.erase(p_constraint); } - _FORCE_INLINE_ const Set<Constraint2DSW *> &get_constraints() const { return constraints; } + _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint) { constraints.insert(p_constraint); } + _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint) { constraints.erase(p_constraint); } + _FORCE_INLINE_ const Set<GodotConstraint2D *> &get_constraints() const { return constraints; } _FORCE_INLINE_ void clear_constraints() { constraints.clear(); } void set_monitorable(bool p_monitorable); @@ -150,17 +151,17 @@ public: void set_transform(const Transform2D &p_transform); - void set_space(Space2DSW *p_space); + void set_space(GodotSpace2D *p_space); void call_queries(); void compute_gravity(const Vector2 &p_position, Vector2 &r_gravity) const; - Area2DSW(); - ~Area2DSW(); + GodotArea2D(); + ~GodotArea2D(); }; -void Area2DSW::add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +void GodotArea2D::add_body_to_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { BodyKey bk(p_body, p_body_shape, p_area_shape); monitored_bodies[bk].inc(); if (!monitor_query_list.in_list()) { @@ -168,7 +169,7 @@ void Area2DSW::add_body_to_query(Body2DSW *p_body, uint32_t p_body_shape, uint32 } } -void Area2DSW::remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +void GodotArea2D::remove_body_from_query(GodotBody2D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { BodyKey bk(p_body, p_body_shape, p_area_shape); monitored_bodies[bk].dec(); if (!monitor_query_list.in_list()) { @@ -176,7 +177,7 @@ void Area2DSW::remove_body_from_query(Body2DSW *p_body, uint32_t p_body_shape, u } } -void Area2DSW::add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { +void GodotArea2D::add_area_to_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { BodyKey bk(p_area, p_area_shape, p_self_shape); monitored_areas[bk].inc(); if (!monitor_query_list.in_list()) { @@ -184,7 +185,7 @@ void Area2DSW::add_area_to_query(Area2DSW *p_area, uint32_t p_area_shape, uint32 } } -void Area2DSW::remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { +void GodotArea2D::remove_area_from_query(GodotArea2D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { BodyKey bk(p_area, p_area_shape, p_self_shape); monitored_areas[bk].dec(); if (!monitor_query_list.in_list()) { @@ -192,4 +193,4 @@ void Area2DSW::remove_area_from_query(Area2DSW *p_area, uint32_t p_area_shape, u } } -#endif // AREA_2D_SW_H +#endif // GODOT_AREA_2D_H diff --git a/servers/physics_2d/area_pair_2d_sw.cpp b/servers/physics_2d/godot_area_pair_2d.cpp index 4f1148c26f..72208d7dff 100644 --- a/servers/physics_2d/area_pair_2d_sw.cpp +++ b/servers/physics_2d/godot_area_pair_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* area_pair_2d_sw.cpp */ +/* godot_area_pair_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,20 +28,28 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "area_pair_2d_sw.h" -#include "collision_solver_2d_sw.h" +#include "godot_area_pair_2d.h" +#include "godot_collision_solver_2d.h" -bool AreaPair2DSW::setup(real_t p_step) { +bool GodotAreaPair2D::setup(real_t p_step) { bool result = false; - if (area->collides_with(body) && CollisionSolver2DSW::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) { + if (area->collides_with(body) && GodotCollisionSolver2D::solve(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), Vector2(), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), Vector2(), nullptr, this)) { result = true; } process_collision = false; + has_space_override = false; if (result != colliding) { - if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { - process_collision = true; - } else if (area->has_monitor_callback()) { + if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } else if ((int)area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } + process_collision = has_space_override; + + if (area->has_monitor_callback()) { process_collision = true; } @@ -51,13 +59,13 @@ bool AreaPair2DSW::setup(real_t p_step) { return process_collision; } -bool AreaPair2DSW::pre_solve(real_t p_step) { +bool GodotAreaPair2D::pre_solve(real_t p_step) { if (!process_collision) { return false; } if (colliding) { - if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + if (has_space_override) { body->add_area(area); } @@ -65,7 +73,7 @@ bool AreaPair2DSW::pre_solve(real_t p_step) { area->add_body_to_query(body, body_shape, area_shape); } } else { - if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + if (has_space_override) { body->remove_area(area); } @@ -77,11 +85,11 @@ bool AreaPair2DSW::pre_solve(real_t p_step) { return false; // Never do any post solving. } -void AreaPair2DSW::solve(real_t p_step) { +void GodotAreaPair2D::solve(real_t p_step) { // Nothing to do. } -AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape) { +GodotAreaPair2D::GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape) { body = p_body; area = p_area; body_shape = p_body_shape; @@ -93,9 +101,9 @@ AreaPair2DSW::AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, } } -AreaPair2DSW::~AreaPair2DSW() { +GodotAreaPair2D::~GodotAreaPair2D() { if (colliding) { - if (area->get_space_override_mode() != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + if (has_space_override) { body->remove_area(area); } if (area->has_monitor_callback()) { @@ -108,10 +116,10 @@ AreaPair2DSW::~AreaPair2DSW() { ////////////////////////////////// -bool Area2Pair2DSW::setup(real_t p_step) { +bool GodotArea2Pair2D::setup(real_t p_step) { bool result_a = area_a->collides_with(area_b); bool result_b = area_b->collides_with(area_a); - if ((result_a || result_b) && !CollisionSolver2DSW::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) { + if ((result_a || result_b) && !GodotCollisionSolver2D::solve(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), Vector2(), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), Vector2(), nullptr, this)) { result_a = false; result_b = false; } @@ -120,7 +128,7 @@ bool Area2Pair2DSW::setup(real_t p_step) { process_collision_a = false; if (result_a != colliding_a) { - if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) { + if (area_a->has_area_monitor_callback() && area_b_monitorable) { process_collision_a = true; process_collision = true; } @@ -129,7 +137,7 @@ bool Area2Pair2DSW::setup(real_t p_step) { process_collision_b = false; if (result_b != colliding_b) { - if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) { + if (area_b->has_area_monitor_callback() && area_a_monitorable) { process_collision_b = true; process_collision = true; } @@ -139,7 +147,7 @@ bool Area2Pair2DSW::setup(real_t p_step) { return process_collision; } -bool Area2Pair2DSW::pre_solve(real_t p_step) { +bool GodotArea2Pair2D::pre_solve(real_t p_step) { if (process_collision_a) { if (colliding_a) { area_a->add_area_to_query(area_b, shape_b, shape_a); @@ -159,28 +167,30 @@ bool Area2Pair2DSW::pre_solve(real_t p_step) { return false; // Never do any post solving. } -void Area2Pair2DSW::solve(real_t p_step) { +void GodotArea2Pair2D::solve(real_t p_step) { // Nothing to do. } -Area2Pair2DSW::Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b) { +GodotArea2Pair2D::GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b) { area_a = p_area_a; area_b = p_area_b; shape_a = p_shape_a; shape_b = p_shape_b; + area_a_monitorable = area_a->is_monitorable(); + area_b_monitorable = area_b->is_monitorable(); area_a->add_constraint(this); area_b->add_constraint(this); } -Area2Pair2DSW::~Area2Pair2DSW() { +GodotArea2Pair2D::~GodotArea2Pair2D() { if (colliding_a) { - if (area_a->has_area_monitor_callback()) { + if (area_a->has_area_monitor_callback() && area_b_monitorable) { area_a->remove_area_from_query(area_b, shape_b, shape_a); } } if (colliding_b) { - if (area_b->has_area_monitor_callback()) { + if (area_b->has_area_monitor_callback() && area_a_monitorable) { area_b->remove_area_from_query(area_a, shape_a, shape_b); } } diff --git a/servers/physics_2d/area_pair_2d_sw.h b/servers/physics_2d/godot_area_pair_2d.h index 66e9f1afee..ef6c774bc3 100644 --- a/servers/physics_2d/area_pair_2d_sw.h +++ b/servers/physics_2d/godot_area_pair_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* area_pair_2d_sw.h */ +/* godot_area_pair_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,19 +28,20 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef AREA_PAIR_2D_SW_H -#define AREA_PAIR_2D_SW_H +#ifndef GODOT_AREA_PAIR_2D_H +#define GODOT_AREA_PAIR_2D_H -#include "area_2d_sw.h" -#include "body_2d_sw.h" -#include "constraint_2d_sw.h" +#include "godot_area_2d.h" +#include "godot_body_2d.h" +#include "godot_constraint_2d.h" -class AreaPair2DSW : public Constraint2DSW { - Body2DSW *body = nullptr; - Area2DSW *area = nullptr; +class GodotAreaPair2D : public GodotConstraint2D { + GodotBody2D *body = nullptr; + GodotArea2D *area = nullptr; int body_shape = 0; int area_shape = 0; bool colliding = false; + bool has_space_override = false; bool process_collision = false; public: @@ -48,27 +49,29 @@ public: virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - AreaPair2DSW(Body2DSW *p_body, int p_body_shape, Area2DSW *p_area, int p_area_shape); - ~AreaPair2DSW(); + GodotAreaPair2D(GodotBody2D *p_body, int p_body_shape, GodotArea2D *p_area, int p_area_shape); + ~GodotAreaPair2D(); }; -class Area2Pair2DSW : public Constraint2DSW { - Area2DSW *area_a = nullptr; - Area2DSW *area_b = nullptr; +class GodotArea2Pair2D : public GodotConstraint2D { + GodotArea2D *area_a = nullptr; + GodotArea2D *area_b = nullptr; int shape_a = 0; int shape_b = 0; bool colliding_a = false; bool colliding_b = false; bool process_collision_a = false; bool process_collision_b = false; + bool area_a_monitorable; + bool area_b_monitorable; public: virtual bool setup(real_t p_step) override; virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - Area2Pair2DSW(Area2DSW *p_area_a, int p_shape_a, Area2DSW *p_area_b, int p_shape_b); - ~Area2Pair2DSW(); + GodotArea2Pair2D(GodotArea2D *p_area_a, int p_shape_a, GodotArea2D *p_area_b, int p_shape_b); + ~GodotArea2Pair2D(); }; -#endif // AREA_PAIR_2D_SW_H +#endif // GODOT_AREA_PAIR_2D_H diff --git a/servers/physics_2d/body_2d_sw.cpp b/servers/physics_2d/godot_body_2d.cpp index 38b98b7bca..6873504f70 100644 --- a/servers/physics_2d/body_2d_sw.cpp +++ b/servers/physics_2d/godot_body_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_2d_sw.cpp */ +/* godot_body_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,19 +28,19 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "body_2d_sw.h" +#include "godot_body_2d.h" -#include "area_2d_sw.h" -#include "body_direct_state_2d_sw.h" -#include "space_2d_sw.h" +#include "godot_area_2d.h" +#include "godot_body_direct_state_2d.h" +#include "godot_space_2d.h" -void Body2DSW::_mass_properties_changed() { +void GodotBody2D::_mass_properties_changed() { if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) { get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list); } } -void Body2DSW::update_mass_properties() { +void GodotBody2D::update_mass_properties() { //update shapes and motions switch (mode) { @@ -55,7 +55,7 @@ void Body2DSW::update_mass_properties() { if (calculate_center_of_mass) { // We have to recompute the center of mass. - center_of_mass = Vector2(); + center_of_mass_local = Vector2(); if (total_area != 0.0) { for (int i = 0; i < get_shape_count(); i++) { @@ -68,10 +68,10 @@ void Body2DSW::update_mass_properties() { real_t mass = area * this->mass / total_area; // NOTE: we assume that the shape origin is also its center of mass. - center_of_mass += mass * get_shape_transform(i).get_origin(); + center_of_mass_local += mass * get_shape_transform(i).get_origin(); } - center_of_mass /= mass; + center_of_mass_local /= mass; } } @@ -83,7 +83,7 @@ void Body2DSW::update_mass_properties() { continue; } - const Shape2DSW *shape = get_shape(i); + const GodotShape2D *shape = get_shape(i); real_t area = get_shape_aabb(i).get_area(); if (area == 0.0) { @@ -94,7 +94,7 @@ void Body2DSW::update_mass_properties() { Transform2D mtx = get_shape_transform(i); Vector2 scale = mtx.get_scale(); - Vector2 shape_origin = mtx.get_origin() - center_of_mass; + Vector2 shape_origin = mtx.get_origin() - center_of_mass_local; inertia += shape->get_moment_of_inertia(mass, scale) + mass * shape_origin.length_squared(); } } @@ -119,15 +119,17 @@ void Body2DSW::update_mass_properties() { } break; } + + _update_transform_dependent(); } -void Body2DSW::reset_mass_properties() { +void GodotBody2D::reset_mass_properties() { calculate_inertia = true; calculate_center_of_mass = true; _mass_properties_changed(); } -void Body2DSW::set_active(bool p_active) { +void GodotBody2D::set_active(bool p_active) { if (active == p_active) { return; } @@ -146,7 +148,7 @@ void Body2DSW::set_active(bool p_active) { } } -void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) { +void GodotBody2D::set_param(PhysicsServer2D::BodyParameter p_param, const Variant &p_value) { switch (p_param) { case PhysicsServer2D::BODY_PARAM_BOUNCE: { bounce = p_value; @@ -179,11 +181,23 @@ void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant & } break; case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: { calculate_center_of_mass = false; - center_of_mass = p_value; + center_of_mass_local = p_value; + _update_transform_dependent(); } break; case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: { + if (Math::is_zero_approx(gravity_scale)) { + wakeup(); + } gravity_scale = p_value; } break; + case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: { + int mode_value = p_value; + linear_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value; + } break; + case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: { + int mode_value = p_value; + angular_damp_mode = (PhysicsServer2D::BodyDampMode)mode_value; + } break; case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: { linear_damp = p_value; } break; @@ -195,7 +209,7 @@ void Body2DSW::set_param(PhysicsServer2D::BodyParameter p_param, const Variant & } } -Variant Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const { +Variant GodotBody2D::get_param(PhysicsServer2D::BodyParameter p_param) const { switch (p_param) { case PhysicsServer2D::BODY_PARAM_BOUNCE: { return bounce; @@ -210,11 +224,17 @@ Variant Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const { return inertia; } case PhysicsServer2D::BODY_PARAM_CENTER_OF_MASS: { - return center_of_mass; + return center_of_mass_local; } case PhysicsServer2D::BODY_PARAM_GRAVITY_SCALE: { return gravity_scale; } + case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP_MODE: { + return linear_damp_mode; + } + case PhysicsServer2D::BODY_PARAM_ANGULAR_DAMP_MODE: { + return angular_damp_mode; + } case PhysicsServer2D::BODY_PARAM_LINEAR_DAMP: { return linear_damp; } @@ -228,7 +248,7 @@ Variant Body2DSW::get_param(PhysicsServer2D::BodyParameter p_param) const { return 0; } -void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) { +void GodotBody2D::set_mode(PhysicsServer2D::BodyMode p_mode) { PhysicsServer2D::BodyMode prev = mode; mode = p_mode; @@ -267,16 +287,17 @@ void Body2DSW::set_mode(PhysicsServer2D::BodyMode p_mode) { } } -PhysicsServer2D::BodyMode Body2DSW::get_mode() const { +PhysicsServer2D::BodyMode GodotBody2D::get_mode() const { return mode; } -void Body2DSW::_shapes_changed() { +void GodotBody2D::_shapes_changed() { _mass_properties_changed(); + wakeup(); wakeup_neighbours(); } -void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant) { +void GodotBody2D::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant) { switch (p_state) { case PhysicsServer2D::BODY_STATE_TRANSFORM: { if (mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { @@ -301,6 +322,7 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va } _set_transform(t); _set_inv_transform(get_transform().inverse()); + _update_transform_dependent(); } wakeup(); @@ -344,7 +366,7 @@ void Body2DSW::set_state(PhysicsServer2D::BodyState p_state, const Variant &p_va } } -Variant Body2DSW::get_state(PhysicsServer2D::BodyState p_state) const { +Variant GodotBody2D::get_state(PhysicsServer2D::BodyState p_state) const { switch (p_state) { case PhysicsServer2D::BODY_STATE_TRANSFORM: { return get_transform(); @@ -366,7 +388,7 @@ Variant Body2DSW::get_state(PhysicsServer2D::BodyState p_state) const { return Variant(); } -void Body2DSW::set_space(Space2DSW *p_space) { +void GodotBody2D::set_space(GodotSpace2D *p_space) { if (get_space()) { wakeup_neighbours(); @@ -391,75 +413,144 @@ void Body2DSW::set_space(Space2DSW *p_space) { } } -void Body2DSW::_compute_area_gravity_and_damping(const Area2DSW *p_area) { - Vector2 area_gravity; - p_area->compute_gravity(get_transform().get_origin(), area_gravity); - gravity += area_gravity; - - area_linear_damp += p_area->get_linear_damp(); - area_angular_damp += p_area->get_angular_damp(); +void GodotBody2D::_update_transform_dependent() { + center_of_mass = get_transform().basis_xform(center_of_mass_local); } -void Body2DSW::integrate_forces(real_t p_step) { +void GodotBody2D::integrate_forces(real_t p_step) { if (mode == PhysicsServer2D::BODY_MODE_STATIC) { return; } - Area2DSW *def_area = get_space()->get_default_area(); - // Area2DSW *damp_area = def_area; - ERR_FAIL_COND(!def_area); + ERR_FAIL_COND(!get_space()); int ac = areas.size(); + + bool gravity_done = false; + bool linear_damp_done = false; + bool angular_damp_done = false; + bool stopped = false; + gravity = Vector2(0, 0); - area_angular_damp = 0; - area_linear_damp = 0; + + total_linear_damp = 0.0; + total_angular_damp = 0.0; + + // Combine gravity and damping from overlapping areas in priority order. if (ac) { areas.sort(); const AreaCMP *aa = &areas[0]; - // damp_area = aa[ac-1].area; for (int i = ac - 1; i >= 0 && !stopped; i--) { - PhysicsServer2D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode(); - switch (mode) { - case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE: - case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { - _compute_area_gravity_and_damping(aa[i].area); - stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; - } break; - case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE: - case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { - gravity = Vector2(0, 0); - area_angular_damp = 0; - area_linear_damp = 0; - _compute_area_gravity_and_damping(aa[i].area); - stopped = mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE; - } break; - default: { + if (!gravity_done) { + PhysicsServer2D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_GRAVITY_OVERRIDE_MODE); + if (area_gravity_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + Vector2 area_gravity; + aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity); + switch (area_gravity_mode) { + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + gravity += area_gravity; + gravity_done = area_gravity_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + gravity = area_gravity; + gravity_done = area_gravity_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } + } + } + if (!linear_damp_done) { + PhysicsServer2D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE); + if (area_linear_damp_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + real_t area_linear_damp = aa[i].area->get_linear_damp(); + switch (area_linear_damp_mode) { + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + total_linear_damp += area_linear_damp; + linear_damp_done = area_linear_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + total_linear_damp = area_linear_damp; + linear_damp_done = area_linear_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } + } + } + if (!angular_damp_done) { + PhysicsServer2D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer2D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer2D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE); + if (area_angular_damp_mode != PhysicsServer2D::AREA_SPACE_OVERRIDE_DISABLED) { + real_t area_angular_damp = aa[i].area->get_angular_damp(); + switch (area_angular_damp_mode) { + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + total_angular_damp += area_angular_damp; + angular_damp_done = area_angular_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + total_angular_damp = area_angular_damp; + angular_damp_done = area_angular_damp_mode == PhysicsServer2D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } } } + stopped = gravity_done && linear_damp_done && angular_damp_done; } } + + // Add default gravity and damping from space area. if (!stopped) { - _compute_area_gravity_and_damping(def_area); + GodotArea2D *default_area = get_space()->get_default_area(); + ERR_FAIL_COND(!default_area); + + if (!gravity_done) { + Vector2 default_gravity; + default_area->compute_gravity(get_transform().get_origin(), default_gravity); + gravity += default_gravity; + } + + if (!linear_damp_done) { + total_linear_damp += default_area->get_linear_damp(); + } + + if (!angular_damp_done) { + total_angular_damp += default_area->get_angular_damp(); + } } - gravity *= gravity_scale; - // If less than 0, override dampenings with that of the Body2D - if (angular_damp >= 0) { - area_angular_damp = angular_damp; + // Override linear damping with body's value. + switch (linear_damp_mode) { + case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: { + total_linear_damp += linear_damp; + } break; + case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: { + total_linear_damp = linear_damp; + } break; } - /* - else - area_angular_damp=damp_area->get_angular_damp(); - */ - if (linear_damp >= 0) { - area_linear_damp = linear_damp; + // Override angular damping with body's value. + switch (angular_damp_mode) { + case PhysicsServer2D::BODY_DAMP_MODE_COMBINE: { + total_angular_damp += angular_damp; + } break; + case PhysicsServer2D::BODY_DAMP_MODE_REPLACE: { + total_angular_damp = angular_damp; + } break; } - /* - else - area_linear_damp=damp_area->get_linear_damp(); - */ + + gravity *= gravity_scale; + + prev_linear_velocity = linear_velocity; + prev_angular_velocity = angular_velocity; Vector2 motion; bool do_motion = false; @@ -474,28 +565,20 @@ void Body2DSW::integrate_forces(real_t p_step) { do_motion = true; - /* - for(int i=0;i<get_shape_count();i++) { - set_shape_kinematic_advance(i,Vector2()); - set_shape_kinematic_retreat(i,0); - } - */ - } else { if (!omit_force_integration) { //overridden by direct state query - Vector2 force = gravity * mass; - force += applied_force; - real_t torque = applied_torque; + Vector2 force = gravity * mass + applied_force + constant_force; + real_t torque = applied_torque + constant_torque; - real_t damp = 1.0 - p_step * area_linear_damp; + real_t damp = 1.0 - p_step * total_linear_damp; if (damp < 0) { // reached zero in the given time damp = 0; } - real_t angular_damp = 1.0 - p_step * area_angular_damp; + real_t angular_damp = 1.0 - p_step * total_angular_damp; if (angular_damp < 0) { // reached zero in the given time angular_damp = 0; @@ -514,21 +597,20 @@ void Body2DSW::integrate_forces(real_t p_step) { } } - //motion=linear_velocity*p_step; + applied_force = Vector2(); + applied_torque = 0.0; - biased_angular_velocity = 0; + biased_angular_velocity = 0.0; biased_linear_velocity = Vector2(); if (do_motion) { //shapes temporarily extend for raycast _update_shapes_with_motion(motion); } - // damp_area=nullptr; // clear the area, so it is set in the next frame - def_area = nullptr; // clear the area, so it is set in the next frame contact_count = 0; } -void Body2DSW::integrate_velocities(real_t p_step) { +void GodotBody2D::integrate_velocities(real_t p_step) { if (mode == PhysicsServer2D::BODY_MODE_STATIC) { return; } @@ -549,17 +631,13 @@ void Body2DSW::integrate_velocities(real_t p_step) { real_t total_angular_velocity = angular_velocity + biased_angular_velocity; Vector2 total_linear_velocity = linear_velocity + biased_linear_velocity; - real_t angle = get_transform().get_rotation() + total_angular_velocity * p_step; + real_t angle_delta = total_angular_velocity * p_step; + real_t angle = get_transform().get_rotation() + angle_delta; Vector2 pos = get_transform().get_origin() + total_linear_velocity * p_step; - real_t center_of_mass_distance = center_of_mass.length(); - if (center_of_mass_distance > CMP_EPSILON) { + if (center_of_mass.length_squared() > CMP_EPSILON2) { // Calculate displacement due to center of mass offset. - real_t prev_angle = get_transform().get_rotation(); - real_t angle_base = Math::atan2(center_of_mass.y, center_of_mass.x); - Vector2 point1(Math::cos(angle_base + prev_angle), Math::sin(angle_base + prev_angle)); - Vector2 point2(Math::cos(angle_base + angle), Math::sin(angle_base + angle)); - pos += center_of_mass_distance * (point1 - point2); + pos += center_of_mass - center_of_mass.rotated(angle_delta); } _set_transform(Transform2D(angle, pos), continuous_cd_mode == PhysicsServer2D::CCD_MODE_DISABLED); @@ -568,19 +646,21 @@ void Body2DSW::integrate_velocities(real_t p_step) { if (continuous_cd_mode != PhysicsServer2D::CCD_MODE_DISABLED) { new_transform = get_transform(); } + + _update_transform_dependent(); } -void Body2DSW::wakeup_neighbours() { - for (const Pair<Constraint2DSW *, int> &E : constraint_list) { - const Constraint2DSW *c = E.first; - Body2DSW **n = c->get_body_ptr(); +void GodotBody2D::wakeup_neighbours() { + for (const Pair<GodotConstraint2D *, int> &E : constraint_list) { + const GodotConstraint2D *c = E.first; + GodotBody2D **n = c->get_body_ptr(); int bc = c->get_body_count(); for (int i = 0; i < bc; i++) { if (i == E.second) { continue; } - Body2DSW *b = n[i]; + GodotBody2D *b = n[i]; if (b->mode < PhysicsServer2D::BODY_MODE_DYNAMIC) { continue; } @@ -592,7 +672,7 @@ void Body2DSW::wakeup_neighbours() { } } -void Body2DSW::call_queries() { +void GodotBody2D::call_queries() { if (fi_callback_data) { if (!fi_callback_data->callable.get_object()) { set_force_integration_callback(Callable()); @@ -616,7 +696,7 @@ void Body2DSW::call_queries() { } } -bool Body2DSW::sleep_test(real_t p_step) { +bool GodotBody2D::sleep_test(real_t p_step) { if (mode == PhysicsServer2D::BODY_MODE_STATIC || mode == PhysicsServer2D::BODY_MODE_KINEMATIC) { return true; } else if (!can_sleep) { @@ -633,12 +713,12 @@ bool Body2DSW::sleep_test(real_t p_step) { } } -void Body2DSW::set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback) { +void GodotBody2D::set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback) { body_state_callback_instance = p_instance; body_state_callback = p_callback; } -void Body2DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { +void GodotBody2D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { if (p_callable.get_object()) { if (!fi_callback_data) { fi_callback_data = memnew(ForceIntegrationCallbackData); @@ -651,23 +731,23 @@ void Body2DSW::set_force_integration_callback(const Callable &p_callable, const } } -PhysicsDirectBodyState2DSW *Body2DSW::get_direct_state() { +GodotPhysicsDirectBodyState2D *GodotBody2D::get_direct_state() { if (!direct_state) { - direct_state = memnew(PhysicsDirectBodyState2DSW); + direct_state = memnew(GodotPhysicsDirectBodyState2D); direct_state->body = this; } return direct_state; } -Body2DSW::Body2DSW() : - CollisionObject2DSW(TYPE_BODY), +GodotBody2D::GodotBody2D() : + GodotCollisionObject2D(TYPE_BODY), active_list(this), mass_properties_update_list(this), direct_state_query_list(this) { _set_static(false); } -Body2DSW::~Body2DSW() { +GodotBody2D::~GodotBody2D() { if (fi_callback_data) { memdelete(fi_callback_data); } diff --git a/servers/physics_2d/body_2d_sw.h b/servers/physics_2d/godot_body_2d.h index 822ff76fae..1335a19126 100644 --- a/servers/physics_2d/body_2d_sw.h +++ b/servers/physics_2d/godot_body_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_2d_sw.h */ +/* godot_body_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,19 +28,20 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_2D_SW_H -#define BODY_2D_SW_H +#ifndef GODOT_BODY_2D_H +#define GODOT_BODY_2D_H + +#include "godot_area_2d.h" +#include "godot_collision_object_2d.h" -#include "area_2d_sw.h" -#include "collision_object_2d_sw.h" #include "core/templates/list.h" #include "core/templates/pair.h" #include "core/templates/vset.h" -class Constraint2DSW; -class PhysicsDirectBodyState2DSW; +class GodotConstraint2D; +class GodotPhysicsDirectBodyState2D; -class Body2DSW : public CollisionObject2DSW { +class GodotBody2D : public GodotCollisionObject2D { PhysicsServer2D::BodyMode mode = PhysicsServer2D::BODY_MODE_DYNAMIC; Vector2 biased_linear_velocity; @@ -49,11 +50,21 @@ class Body2DSW : public CollisionObject2DSW { Vector2 linear_velocity; real_t angular_velocity = 0.0; + Vector2 prev_linear_velocity; + real_t prev_angular_velocity = 0.0; + Vector2 constant_linear_velocity; real_t constant_angular_velocity = 0.0; - real_t linear_damp = -1.0; - real_t angular_damp = -1.0; + PhysicsServer2D::BodyDampMode linear_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE; + PhysicsServer2D::BodyDampMode angular_damp_mode = PhysicsServer2D::BODY_DAMP_MODE_COMBINE; + + real_t linear_damp = 0.0; + real_t angular_damp = 0.0; + + real_t total_linear_damp = 0.0; + real_t total_angular_damp = 0.0; + real_t gravity_scale = 1.0; real_t bounce = 0.0; @@ -65,23 +76,25 @@ class Body2DSW : public CollisionObject2DSW { real_t inertia = 0.0; real_t _inv_inertia = 0.0; + Vector2 center_of_mass_local; Vector2 center_of_mass; bool calculate_inertia = true; bool calculate_center_of_mass = true; Vector2 gravity; - real_t area_linear_damp = 0.0; - real_t area_angular_damp = 0.0; real_t still_time = 0.0; Vector2 applied_force; real_t applied_torque = 0.0; - SelfList<Body2DSW> active_list; - SelfList<Body2DSW> mass_properties_update_list; - SelfList<Body2DSW> direct_state_query_list; + Vector2 constant_force; + real_t constant_torque = 0.0; + + SelfList<GodotBody2D> active_list; + SelfList<GodotBody2D> mass_properties_update_list; + SelfList<GodotBody2D> direct_state_query_list; VSet<RID> exceptions; PhysicsServer2D::CCDMode continuous_cd_mode = PhysicsServer2D::CCD_MODE_DISABLED; @@ -93,15 +106,15 @@ class Body2DSW : public CollisionObject2DSW { virtual void _shapes_changed(); Transform2D new_transform; - List<Pair<Constraint2DSW *, int>> constraint_list; + List<Pair<GodotConstraint2D *, int>> constraint_list; struct AreaCMP { - Area2DSW *area = nullptr; + GodotArea2D *area = nullptr; int refCount = 0; _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } _FORCE_INLINE_ AreaCMP() {} - _FORCE_INLINE_ AreaCMP(Area2DSW *p_area) { + _FORCE_INLINE_ AreaCMP(GodotArea2D *p_area) { area = p_area; refCount = 1; } @@ -134,21 +147,21 @@ class Body2DSW : public CollisionObject2DSW { ForceIntegrationCallbackData *fi_callback_data = nullptr; - PhysicsDirectBodyState2DSW *direct_state = nullptr; + GodotPhysicsDirectBodyState2D *direct_state = nullptr; uint64_t island_step = 0; - _FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area2DSW *p_area); + void _update_transform_dependent(); - friend class PhysicsDirectBodyState2DSW; // i give up, too many functions to expose + friend class GodotPhysicsDirectBodyState2D; // i give up, too many functions to expose public: void set_state_sync_callback(void *p_instance, PhysicsServer2D::BodyStateCallback p_callback); void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); - PhysicsDirectBodyState2DSW *get_direct_state(); + GodotPhysicsDirectBodyState2D *get_direct_state(); - _FORCE_INLINE_ void add_area(Area2DSW *p_area) { + _FORCE_INLINE_ void add_area(GodotArea2D *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount += 1; @@ -157,12 +170,12 @@ public: } } - _FORCE_INLINE_ void remove_area(Area2DSW *p_area) { + _FORCE_INLINE_ void remove_area(GodotArea2D *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount -= 1; if (areas[index].refCount < 1) { - areas.remove(index); + areas.remove_at(index); } } } @@ -188,9 +201,9 @@ public: _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } - _FORCE_INLINE_ void add_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); } - _FORCE_INLINE_ void remove_constraint(Constraint2DSW *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); } - const List<Pair<Constraint2DSW *, int>> &get_constraint_list() const { return constraint_list; } + _FORCE_INLINE_ void add_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.push_back({ p_constraint, p_pos }); } + _FORCE_INLINE_ void remove_constraint(GodotConstraint2D *p_constraint, int p_pos) { constraint_list.erase({ p_constraint, p_pos }); } + const List<Pair<GodotConstraint2D *, int>> &get_constraint_list() const { return constraint_list; } _FORCE_INLINE_ void clear_constraint_list() { constraint_list.clear(); } _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; } @@ -202,6 +215,9 @@ public: _FORCE_INLINE_ void set_angular_velocity(real_t p_velocity) { angular_velocity = p_velocity; } _FORCE_INLINE_ real_t get_angular_velocity() const { return angular_velocity; } + _FORCE_INLINE_ Vector2 get_prev_linear_velocity() const { return prev_linear_velocity; } + _FORCE_INLINE_ real_t get_prev_angular_velocity() const { return prev_angular_velocity; } + _FORCE_INLINE_ void set_biased_linear_velocity(const Vector2 &p_velocity) { biased_linear_velocity = p_velocity; } _FORCE_INLINE_ Vector2 get_biased_linear_velocity() const { return biased_linear_velocity; } @@ -221,11 +237,49 @@ public: angular_velocity += _inv_inertia * p_torque; } - _FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) { + _FORCE_INLINE_ void apply_bias_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2(), real_t p_max_delta_av = -1.0) { biased_linear_velocity += p_impulse * _inv_mass; - biased_angular_velocity += _inv_inertia * (p_position - center_of_mass).cross(p_impulse); + if (p_max_delta_av != 0.0) { + real_t delta_av = _inv_inertia * (p_position - center_of_mass).cross(p_impulse); + if (p_max_delta_av > 0 && delta_av > p_max_delta_av) { + delta_av = p_max_delta_av; + } + biased_angular_velocity += delta_av; + } + } + + _FORCE_INLINE_ void apply_central_force(const Vector2 &p_force) { + applied_force += p_force; + } + + _FORCE_INLINE_ void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { + applied_force += p_force; + applied_torque += (p_position - center_of_mass).cross(p_force); } + _FORCE_INLINE_ void apply_torque(real_t p_torque) { + applied_torque += p_torque; + } + + _FORCE_INLINE_ void add_constant_central_force(const Vector2 &p_force) { + constant_force += p_force; + } + + _FORCE_INLINE_ void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { + constant_force += p_force; + constant_torque += (p_position - center_of_mass).cross(p_force); + } + + _FORCE_INLINE_ void add_constant_torque(real_t p_torque) { + constant_torque += p_torque; + } + + void set_constant_force(const Vector2 &p_force) { constant_force = p_force; } + Vector2 get_constant_force() const { return constant_force; } + + void set_constant_torque(real_t p_torque) { constant_torque = p_torque; } + real_t get_constant_torque() const { return constant_torque; } + void set_active(bool p_active); _FORCE_INLINE_ bool is_active() const { return active; } @@ -245,41 +299,20 @@ public: void set_state(PhysicsServer2D::BodyState p_state, const Variant &p_variant); Variant get_state(PhysicsServer2D::BodyState p_state) const; - void set_applied_force(const Vector2 &p_force) { applied_force = p_force; } - Vector2 get_applied_force() const { return applied_force; } - - void set_applied_torque(real_t p_torque) { applied_torque = p_torque; } - real_t get_applied_torque() const { return applied_torque; } - - _FORCE_INLINE_ void add_central_force(const Vector2 &p_force) { - applied_force += p_force; - } - - _FORCE_INLINE_ void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) { - applied_force += p_force; - applied_torque += (p_position - center_of_mass).cross(p_force); - } - - _FORCE_INLINE_ void add_torque(real_t p_torque) { - applied_torque += p_torque; - } - _FORCE_INLINE_ void set_continuous_collision_detection_mode(PhysicsServer2D::CCDMode p_mode) { continuous_cd_mode = p_mode; } _FORCE_INLINE_ PhysicsServer2D::CCDMode get_continuous_collision_detection_mode() const { return continuous_cd_mode; } - void set_space(Space2DSW *p_space); + void set_space(GodotSpace2D *p_space); void update_mass_properties(); void reset_mass_properties(); - _FORCE_INLINE_ Vector2 get_center_of_mass() const { return center_of_mass; } + _FORCE_INLINE_ const Vector2 &get_center_of_mass() const { return center_of_mass; } + _FORCE_INLINE_ const Vector2 &get_center_of_mass_local() const { return center_of_mass_local; } _FORCE_INLINE_ real_t get_inv_mass() const { return _inv_mass; } _FORCE_INLINE_ real_t get_inv_inertia() const { return _inv_inertia; } _FORCE_INLINE_ real_t get_friction() const { return friction; } - _FORCE_INLINE_ Vector2 get_gravity() const { return gravity; } _FORCE_INLINE_ real_t get_bounce() const { return bounce; } - _FORCE_INLINE_ real_t get_linear_damp() const { return linear_damp; } - _FORCE_INLINE_ real_t get_angular_damp() const { return angular_damp; } void integrate_forces(real_t p_step); void integrate_velocities(real_t p_step); @@ -302,13 +335,13 @@ public: bool sleep_test(real_t p_step); - Body2DSW(); - ~Body2DSW(); + GodotBody2D(); + ~GodotBody2D(); }; //add contact inline -void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) { +void GodotBody2D::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_normal, real_t p_depth, int p_local_shape, const Vector2 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector2 &p_collider_velocity_at_pos) { int c_max = contacts.size(); if (c_max == 0) { @@ -350,4 +383,4 @@ void Body2DSW::add_contact(const Vector2 &p_local_pos, const Vector2 &p_local_no c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; } -#endif // BODY_2D_SW_H +#endif // GODOT_BODY_2D_H diff --git a/servers/physics_2d/godot_body_direct_state_2d.cpp b/servers/physics_2d/godot_body_direct_state_2d.cpp new file mode 100644 index 0000000000..cde6e8c991 --- /dev/null +++ b/servers/physics_2d/godot_body_direct_state_2d.cpp @@ -0,0 +1,219 @@ +/*************************************************************************/ +/* godot_body_direct_state_2d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "godot_body_direct_state_2d.h" + +#include "godot_body_2d.h" +#include "godot_physics_server_2d.h" +#include "godot_space_2d.h" + +Vector2 GodotPhysicsDirectBodyState2D::get_total_gravity() const { + return body->gravity; +} + +real_t GodotPhysicsDirectBodyState2D::get_total_angular_damp() const { + return body->total_angular_damp; +} + +real_t GodotPhysicsDirectBodyState2D::get_total_linear_damp() const { + return body->total_linear_damp; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass() const { + return body->get_center_of_mass(); +} + +Vector2 GodotPhysicsDirectBodyState2D::get_center_of_mass_local() const { + return body->get_center_of_mass_local(); +} + +real_t GodotPhysicsDirectBodyState2D::get_inverse_mass() const { + return body->get_inv_mass(); +} + +real_t GodotPhysicsDirectBodyState2D::get_inverse_inertia() const { + return body->get_inv_inertia(); +} + +void GodotPhysicsDirectBodyState2D::set_linear_velocity(const Vector2 &p_velocity) { + body->wakeup(); + body->set_linear_velocity(p_velocity); +} + +Vector2 GodotPhysicsDirectBodyState2D::get_linear_velocity() const { + return body->get_linear_velocity(); +} + +void GodotPhysicsDirectBodyState2D::set_angular_velocity(real_t p_velocity) { + body->wakeup(); + body->set_angular_velocity(p_velocity); +} + +real_t GodotPhysicsDirectBodyState2D::get_angular_velocity() const { + return body->get_angular_velocity(); +} + +void GodotPhysicsDirectBodyState2D::set_transform(const Transform2D &p_transform) { + body->set_state(PhysicsServer2D::BODY_STATE_TRANSFORM, p_transform); +} + +Transform2D GodotPhysicsDirectBodyState2D::get_transform() const { + return body->get_transform(); +} + +Vector2 GodotPhysicsDirectBodyState2D::get_velocity_at_local_position(const Vector2 &p_position) const { + return body->get_velocity_in_local_point(p_position); +} + +void GodotPhysicsDirectBodyState2D::apply_central_impulse(const Vector2 &p_impulse) { + body->wakeup(); + body->apply_central_impulse(p_impulse); +} + +void GodotPhysicsDirectBodyState2D::apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position) { + body->wakeup(); + body->apply_impulse(p_impulse, p_position); +} + +void GodotPhysicsDirectBodyState2D::apply_torque_impulse(real_t p_torque) { + body->wakeup(); + body->apply_torque_impulse(p_torque); +} + +void GodotPhysicsDirectBodyState2D::apply_central_force(const Vector2 &p_force) { + body->wakeup(); + body->apply_central_force(p_force); +} + +void GodotPhysicsDirectBodyState2D::apply_force(const Vector2 &p_force, const Vector2 &p_position) { + body->wakeup(); + body->apply_force(p_force, p_position); +} + +void GodotPhysicsDirectBodyState2D::apply_torque(real_t p_torque) { + body->wakeup(); + body->apply_torque(p_torque); +} + +void GodotPhysicsDirectBodyState2D::add_constant_central_force(const Vector2 &p_force) { + body->wakeup(); + body->add_constant_central_force(p_force); +} + +void GodotPhysicsDirectBodyState2D::add_constant_force(const Vector2 &p_force, const Vector2 &p_position) { + body->wakeup(); + body->add_constant_force(p_force, p_position); +} + +void GodotPhysicsDirectBodyState2D::add_constant_torque(real_t p_torque) { + body->wakeup(); + body->add_constant_torque(p_torque); +} + +void GodotPhysicsDirectBodyState2D::set_constant_force(const Vector2 &p_force) { + if (!p_force.is_equal_approx(Vector2())) { + body->wakeup(); + } + body->set_constant_force(p_force); +} + +Vector2 GodotPhysicsDirectBodyState2D::get_constant_force() const { + return body->get_constant_force(); +} + +void GodotPhysicsDirectBodyState2D::set_constant_torque(real_t p_torque) { + if (!Math::is_zero_approx(p_torque)) { + body->wakeup(); + } + body->set_constant_torque(p_torque); +} + +real_t GodotPhysicsDirectBodyState2D::get_constant_torque() const { + return body->get_constant_torque(); +} + +void GodotPhysicsDirectBodyState2D::set_sleep_state(bool p_enable) { + body->set_active(!p_enable); +} + +bool GodotPhysicsDirectBodyState2D::is_sleeping() const { + return !body->is_active(); +} + +int GodotPhysicsDirectBodyState2D::get_contact_count() const { + return body->contact_count; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].local_pos; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_contact_local_normal(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].local_normal; +} + +int GodotPhysicsDirectBodyState2D::get_contact_local_shape(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); + return body->contacts[p_contact_idx].local_shape; +} + +RID GodotPhysicsDirectBodyState2D::get_contact_collider(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); + return body->contacts[p_contact_idx].collider; +} +Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].collider_pos; +} + +ObjectID GodotPhysicsDirectBodyState2D::get_contact_collider_id(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID()); + return body->contacts[p_contact_idx].collider_instance_id; +} + +int GodotPhysicsDirectBodyState2D::get_contact_collider_shape(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); + return body->contacts[p_contact_idx].collider_shape; +} + +Vector2 GodotPhysicsDirectBodyState2D::get_contact_collider_velocity_at_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector2()); + return body->contacts[p_contact_idx].collider_velocity_at_pos; +} + +PhysicsDirectSpaceState2D *GodotPhysicsDirectBodyState2D::get_space_state() { + return body->get_space()->get_direct_state(); +} + +real_t GodotPhysicsDirectBodyState2D::get_step() const { + return body->get_space()->get_last_step(); +} diff --git a/servers/physics_2d/body_direct_state_2d_sw.h b/servers/physics_2d/godot_body_direct_state_2d.h index 4266b24842..a2c0a87989 100644 --- a/servers/physics_2d/body_direct_state_2d_sw.h +++ b/servers/physics_2d/godot_body_direct_state_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_direct_state_2d_sw.h */ +/* godot_body_direct_state_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,24 +28,25 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_DIRECT_STATE_2D_SW_H -#define BODY_DIRECT_STATE_2D_SW_H +#ifndef GODOT_BODY_DIRECT_STATE_2D_H +#define GODOT_BODY_DIRECT_STATE_2D_H #include "servers/physics_server_2d.h" -class Body2DSW; +class GodotBody2D; -class PhysicsDirectBodyState2DSW : public PhysicsDirectBodyState2D { - GDCLASS(PhysicsDirectBodyState2DSW, PhysicsDirectBodyState2D); +class GodotPhysicsDirectBodyState2D : public PhysicsDirectBodyState2D { + GDCLASS(GodotPhysicsDirectBodyState2D, PhysicsDirectBodyState2D); public: - Body2DSW *body = nullptr; + GodotBody2D *body = nullptr; virtual Vector2 get_total_gravity() const override; virtual real_t get_total_angular_damp() const override; virtual real_t get_total_linear_damp() const override; virtual Vector2 get_center_of_mass() const override; + virtual Vector2 get_center_of_mass_local() const override; virtual real_t get_inverse_mass() const override; virtual real_t get_inverse_inertia() const override; @@ -60,13 +61,24 @@ public: virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const override; - virtual void add_central_force(const Vector2 &p_force) override; - virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; - virtual void add_torque(real_t p_torque) override; virtual void apply_central_impulse(const Vector2 &p_impulse) override; virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override; virtual void apply_torque_impulse(real_t p_torque) override; + virtual void apply_central_force(const Vector2 &p_force) override; + virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void apply_torque(real_t p_torque) override; + + virtual void add_constant_central_force(const Vector2 &p_force) override; + virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void add_constant_torque(real_t p_torque) override; + + virtual void set_constant_force(const Vector2 &p_force) override; + virtual Vector2 get_constant_force() const override; + + virtual void set_constant_torque(real_t p_torque) override; + virtual real_t get_constant_torque() const override; + virtual void set_sleep_state(bool p_enable) override; virtual bool is_sleeping() const override; @@ -88,4 +100,4 @@ public: virtual real_t get_step() const override; }; -#endif // BODY_2D_SW_H +#endif // GODOT_BODY_DIRECT_STATE_2D_H diff --git a/servers/physics_2d/body_pair_2d_sw.cpp b/servers/physics_2d/godot_body_pair_2d.cpp index 8bcc4609f4..1986191cc3 100644 --- a/servers/physics_2d/body_pair_2d_sw.cpp +++ b/servers/physics_2d/godot_body_pair_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_pair_2d_sw.cpp */ +/* godot_body_pair_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,22 +28,22 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "body_pair_2d_sw.h" -#include "collision_solver_2d_sw.h" -#include "space_2d_sw.h" +#include "godot_body_pair_2d.h" +#include "godot_collision_solver_2d.h" +#include "godot_space_2d.h" -#define POSITION_CORRECTION #define ACCUMULATE_IMPULSES -void BodyPair2DSW::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) { - BodyPair2DSW *self = (BodyPair2DSW *)p_self; +#define MIN_VELOCITY 0.001 +#define MAX_BIAS_ROTATION (Math_PI / 8) + +void GodotBodyPair2D::_add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self) { + GodotBodyPair2D *self = (GodotBodyPair2D *)p_self; self->_contact_added_callback(p_point_A, p_point_B); } -void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) { - // check if we already have the contact - +void GodotBodyPair2D::_contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B) { Vector2 local_A = A->get_inv_transform().basis_xform(p_point_A); Vector2 local_B = B->get_inv_transform().basis_xform(p_point_B - offset_B); @@ -52,46 +52,48 @@ void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vecto ERR_FAIL_COND(new_index >= (MAX_CONTACTS + 1)); Contact contact; - - contact.acc_normal_impulse = 0; - contact.acc_bias_impulse = 0; - contact.acc_tangent_impulse = 0; contact.local_A = local_A; contact.local_B = local_B; - contact.reused = true; contact.normal = (p_point_A - p_point_B).normalized(); - contact.mass_normal = 0; // will be computed in setup() - - // attempt to determine if the contact will be reused + contact.used = true; + // Attempt to determine if the contact will be reused. real_t recycle_radius_2 = space->get_contact_recycle_radius() * space->get_contact_recycle_radius(); for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; - if ( - c.local_A.distance_squared_to(local_A) < (recycle_radius_2) && + if (c.local_A.distance_squared_to(local_A) < (recycle_radius_2) && c.local_B.distance_squared_to(local_B) < (recycle_radius_2)) { contact.acc_normal_impulse = c.acc_normal_impulse; contact.acc_tangent_impulse = c.acc_tangent_impulse; contact.acc_bias_impulse = c.acc_bias_impulse; - new_index = i; - break; + contact.acc_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass; + c = contact; + return; } } - // figure out if the contact amount must be reduced to fit the new contact - + // Figure out if the contact amount must be reduced to fit the new contact. if (new_index == MAX_CONTACTS) { - // remove the contact with the minimum depth - - int least_deep = -1; - real_t min_depth = 1e10; + // Remove the contact with the minimum depth. const Transform2D &transform_A = A->get_transform(); const Transform2D &transform_B = B->get_transform(); - for (int i = 0; i <= contact_count; i++) { - Contact &c = (i == contact_count) ? contact : contacts[i]; + int least_deep = -1; + real_t min_depth; + + // Start with depth for new contact. + { + Vector2 global_A = transform_A.basis_xform(contact.local_A); + Vector2 global_B = transform_B.basis_xform(contact.local_B) + offset_B; + + Vector2 axis = global_A - global_B; + min_depth = axis.dot(contact.normal); + } + + for (int i = 0; i < contact_count; i++) { + const Contact &c = contacts[i]; Vector2 global_A = transform_A.basis_xform(c.local_A); Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B; @@ -104,10 +106,8 @@ void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vecto } } - ERR_FAIL_COND(least_deep == -1); - - if (least_deep < contact_count) { //replace the last deep contact by the new one - + if (least_deep > -1) { + // Replace the least deep contact by the new one. contacts[least_deep] = contact; } @@ -115,15 +115,11 @@ void BodyPair2DSW::_contact_added_callback(const Vector2 &p_point_A, const Vecto } contacts[new_index] = contact; - - if (new_index == contact_count) { - contact_count++; - } + contact_count++; } -void BodyPair2DSW::_validate_contacts() { - //make sure to erase contacts that are no longer valid - +void GodotBodyPair2D::_validate_contacts() { + // Make sure to erase contacts that are no longer valid. real_t max_separation = space->get_contact_max_separation(); real_t max_separation2 = max_separation * max_separation; @@ -134,11 +130,11 @@ void BodyPair2DSW::_validate_contacts() { Contact &c = contacts[i]; bool erase = false; - if (!c.reused) { - //was left behind in previous frame + if (!c.used) { + // Was left behind in previous frame. erase = true; } else { - c.reused = false; + c.used = false; Vector2 global_A = transform_A.basis_xform(c.local_A); Vector2 global_B = transform_B.basis_xform(c.local_B) + offset_B; @@ -151,10 +147,10 @@ void BodyPair2DSW::_validate_contacts() { } if (erase) { - // contact no longer needed, remove + // Contact no longer needed, remove. if ((i + 1) < contact_count) { - // swap with the last one + // Swap with the last one. SWAP(contacts[i], contacts[contact_count - 1]); } @@ -164,7 +160,7 @@ void BodyPair2DSW::_validate_contacts() { } } -bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result) { +bool GodotBodyPair2D::_test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B) { Vector2 motion = p_A->get_linear_velocity() * p_step; real_t mlen = motion.length(); if (mlen < CMP_EPSILON) { @@ -175,14 +171,18 @@ bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const real_t min, max; p_A->get_shape(p_shape_A)->project_rangev(mnormal, p_xform_A, min, max); - bool fast_object = mlen > (max - min) * 0.3; //going too fast in that direction - if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis + // Did it move enough in this direction to even attempt raycast? + // Let's say it should move more than 1/3 the size of the object in that axis. + bool fast_object = mlen > (max - min) * 0.3; + if (!fast_object) { return false; } - //cast a segment from support in motion normal, in the same direction of motion by motion length - //support is the worst case collision point, so real collision happened before + // Going too fast in that direction. + + // Cast a segment from support in motion normal, in the same direction of motion by motion length. + // Support is the worst case collision point, so real collision happened before. int a; Vector2 s[2]; p_A->get_shape(p_shape_A)->get_supports(p_xform_A.basis_xform(mnormal).normalized(), s, a); @@ -191,7 +191,8 @@ bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D from_inv = p_xform_B.affine_inverse(); - Vector2 local_from = from_inv.xform(from - mnormal * mlen * 0.1); //start from a little inside the bounding box + // Start from a little inside the bounding box. + Vector2 local_from = from_inv.xform(from - mnormal * mlen * 0.1); Vector2 local_to = from_inv.xform(to); Vector2 rpos, rnorm; @@ -199,33 +200,37 @@ bool BodyPair2DSW::_test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const return false; } - //ray hit something + // Check one-way collision based on motion direction. + if (p_A->get_shape(p_shape_A)->allows_one_way_collision() && p_B->is_shape_set_as_one_way_collision(p_shape_B)) { + Vector2 direction = p_xform_B.get_axis(1).normalized(); + if (direction.dot(mnormal) < CMP_EPSILON) { + collided = false; + oneway_disabled = true; + return false; + } + } + // Shorten the linear velocity so it does not hit, but gets close enough, + // next frame will hit softly or soft enough. Vector2 hitpos = p_xform_B.xform(rpos); - Vector2 contact_A = to; - Vector2 contact_B = hitpos; - - //create a contact - - if (p_swap_result) { - _contact_added_callback(contact_B, contact_A); - } else { - _contact_added_callback(contact_A, contact_B); - } + real_t newlen = hitpos.distance_to(from) - (max - min) * 0.01; + p_A->set_linear_velocity(mnormal * (newlen / p_step)); return true; } -real_t combine_bounce(Body2DSW *A, Body2DSW *B) { +real_t combine_bounce(GodotBody2D *A, GodotBody2D *B) { return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1); } -real_t combine_friction(Body2DSW *A, Body2DSW *B) { +real_t combine_friction(GodotBody2D *A, GodotBody2D *B) { return ABS(MIN(A->get_friction(), B->get_friction())); } -bool BodyPair2DSW::setup(real_t p_step) { +bool GodotBodyPair2D::setup(real_t p_step) { + check_ccd = false; + if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) { collided = false; return false; @@ -257,8 +262,8 @@ bool BodyPair2DSW::setup(real_t p_step) { xform_Bu.elements[2] -= offset_A; Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B); - Shape2DSW *shape_A_ptr = A->get_shape(shape_A); - Shape2DSW *shape_B_ptr = B->get_shape(shape_B); + GodotShape2D *shape_A_ptr = A->get_shape(shape_A); + GodotShape2D *shape_B_ptr = B->get_shape(shape_B); Vector2 motion_A, motion_B; @@ -271,26 +276,21 @@ bool BodyPair2DSW::setup(real_t p_step) { bool prev_collided = collided; - collided = CollisionSolver2DSW::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis); + collided = GodotCollisionSolver2D::solve(shape_A_ptr, xform_A, motion_A, shape_B_ptr, xform_B, motion_B, _add_contact, this, &sep_axis); if (!collided) { - //test ccd (currently just a raycast) + oneway_disabled = false; if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) { - if (_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B)) { - collided = true; - } + check_ccd = true; + return true; } if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) { - if (_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A, true)) { - collided = true; - } + check_ccd = true; + return true; } - if (!collided) { - oneway_disabled = false; - return false; - } + return false; } if (oneway_disabled) { @@ -303,9 +303,6 @@ bool BodyPair2DSW::setup(real_t p_step) { bool valid = false; for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; - if (!c.reused) { - continue; - } if (c.normal.dot(direction) > -CMP_EPSILON) { //greater (normal inverted) continue; } @@ -324,9 +321,6 @@ bool BodyPair2DSW::setup(real_t p_step) { bool valid = false; for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; - if (!c.reused) { - continue; - } if (c.normal.dot(direction) < CMP_EPSILON) { //less (normal ok) continue; } @@ -344,17 +338,39 @@ bool BodyPair2DSW::setup(real_t p_step) { return true; } -bool BodyPair2DSW::pre_solve(real_t p_step) { - if (!collided || oneway_disabled) { +bool GodotBodyPair2D::pre_solve(real_t p_step) { + if (oneway_disabled) { + return false; + } + + if (!collided) { + if (check_ccd) { + const Vector2 &offset_A = A->get_transform().get_origin(); + Transform2D xform_Au = A->get_transform().untranslated(); + Transform2D xform_A = xform_Au * A->get_shape_transform(shape_A); + + Transform2D xform_Bu = B->get_transform(); + xform_Bu.elements[2] -= offset_A; + Transform2D xform_B = xform_Bu * B->get_shape_transform(shape_B); + + if (A->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_A) { + _test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B); + } + + if (B->get_continuous_collision_detection_mode() == PhysicsServer2D::CCD_MODE_CAST_RAY && collide_B) { + _test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A); + } + } + return false; } real_t max_penetration = space->get_contact_max_allowed_penetration(); - real_t bias = 0.3; + real_t bias = space->get_contact_bias(); - Shape2DSW *shape_A_ptr = A->get_shape(shape_A); - Shape2DSW *shape_B_ptr = B->get_shape(shape_B); + GodotShape2D *shape_A_ptr = A->get_shape(shape_A); + GodotShape2D *shape_B_ptr = B->get_shape(shape_B); if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) { if (shape_A_ptr->get_custom_bias() == 0) { @@ -390,7 +406,7 @@ bool BodyPair2DSW::pre_solve(real_t p_step) { Vector2 axis = global_A - global_B; real_t depth = axis.dot(c.normal); - if (depth <= 0.0 || !c.reused) { + if (depth <= 0.0) { continue; } @@ -401,8 +417,8 @@ bool BodyPair2DSW::pre_solve(real_t p_step) { } #endif - c.rA = global_A; - c.rB = global_B - offset_B; + c.rA = global_A - A->get_center_of_mass(); + c.rB = global_B - B->get_center_of_mass() - offset_B; if (A->can_report_contacts()) { Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); @@ -435,7 +451,6 @@ bool BodyPair2DSW::pre_solve(real_t p_step) { c.bias = -bias * inv_dt * MIN(0.0f, -depth + max_penetration); c.depth = depth; - //c.acc_bias_impulse=0; #ifdef ACCUMULATE_IMPULSES { @@ -443,19 +458,19 @@ bool BodyPair2DSW::pre_solve(real_t p_step) { Vector2 P = c.acc_normal_impulse * c.normal + c.acc_tangent_impulse * tangent; if (collide_A) { - A->apply_impulse(-P, c.rA); + A->apply_impulse(-P, c.rA + A->get_center_of_mass()); } if (collide_B) { - B->apply_impulse(P, c.rB); + B->apply_impulse(P, c.rB + B->get_center_of_mass()); } } #endif c.bounce = combine_bounce(A, B); if (c.bounce) { - Vector2 crA(-A->get_angular_velocity() * c.rA.y, A->get_angular_velocity() * c.rA.x); - Vector2 crB(-B->get_angular_velocity() * c.rB.y, B->get_angular_velocity() * c.rB.x); - Vector2 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA; + Vector2 crA(-A->get_prev_angular_velocity() * c.rA.y, A->get_prev_angular_velocity() * c.rA.x); + Vector2 crB(-B->get_prev_angular_velocity() * c.rB.y, B->get_prev_angular_velocity() * c.rB.x); + Vector2 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA; c.bounce = c.bounce * dv.dot(c.normal); } @@ -466,11 +481,16 @@ bool BodyPair2DSW::pre_solve(real_t p_step) { return do_process; } -void BodyPair2DSW::solve(real_t p_step) { +void GodotBodyPair2D::solve(real_t p_step) { if (!collided || oneway_disabled) { return; } + const real_t max_bias_av = MAX_BIAS_ROTATION / p_step; + + real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0; + real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0; + for (int i = 0; i < contact_count; ++i) { Contact &c = contacts[i]; @@ -490,6 +510,7 @@ void BodyPair2DSW::solve(real_t p_step) { real_t vn = dv.dot(c.normal); real_t vbn = dbv.dot(c.normal); + Vector2 tangent = c.normal.orthogonal(); real_t vt = dv.dot(tangent); @@ -500,10 +521,31 @@ void BodyPair2DSW::solve(real_t p_step) { Vector2 jb = c.normal * (c.acc_bias_impulse - jbnOld); if (collide_A) { - A->apply_bias_impulse(-jb, c.rA); + A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), max_bias_av); } if (collide_B) { - B->apply_bias_impulse(jb, c.rB); + B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), max_bias_av); + } + + crbA = Vector2(-A->get_biased_angular_velocity() * c.rA.y, A->get_biased_angular_velocity() * c.rA.x); + crbB = Vector2(-B->get_biased_angular_velocity() * c.rB.y, B->get_biased_angular_velocity() * c.rB.x); + dbv = B->get_biased_linear_velocity() + crbB - A->get_biased_linear_velocity() - crbA; + + vbn = dbv.dot(c.normal); + + if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) { + real_t jbn_com = (-vbn + c.bias) / (inv_mass_A + inv_mass_B); + real_t jbnOld_com = c.acc_bias_impulse_center_of_mass; + c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f); + + Vector2 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com); + + if (collide_A) { + A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f); + } + if (collide_B) { + B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f); + } } real_t jn = -(c.bounce + vn) * c.mass_normal; @@ -520,16 +562,16 @@ void BodyPair2DSW::solve(real_t p_step) { Vector2 j = c.normal * (c.acc_normal_impulse - jnOld) + tangent * (c.acc_tangent_impulse - jtOld); if (collide_A) { - A->apply_impulse(-j, c.rA); + A->apply_impulse(-j, c.rA + A->get_center_of_mass()); } if (collide_B) { - B->apply_impulse(j, c.rB); + B->apply_impulse(j, c.rB + B->get_center_of_mass()); } } } -BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B) : - Constraint2DSW(_arr, 2) { +GodotBodyPair2D::GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B) : + GodotConstraint2D(_arr, 2) { A = p_A; B = p_B; shape_A = p_shape_A; @@ -539,7 +581,7 @@ BodyPair2DSW::BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_sh B->add_constraint(this, 1); } -BodyPair2DSW::~BodyPair2DSW() { +GodotBodyPair2D::~GodotBodyPair2D() { A->remove_constraint(this, 0); B->remove_constraint(this, 1); } diff --git a/servers/physics_2d/body_pair_2d_sw.h b/servers/physics_2d/godot_body_pair_2d.h index db4f3eba69..1c0f61be26 100644 --- a/servers/physics_2d/body_pair_2d_sw.h +++ b/servers/physics_2d/godot_body_pair_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_pair_2d_sw.h */ +/* godot_body_pair_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,23 +28,23 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_PAIR_2D_SW_H -#define BODY_PAIR_2D_SW_H +#ifndef GODOT_BODY_PAIR_2D_H +#define GODOT_BODY_PAIR_2D_H -#include "body_2d_sw.h" -#include "constraint_2d_sw.h" +#include "godot_body_2d.h" +#include "godot_constraint_2d.h" -class BodyPair2DSW : public Constraint2DSW { +class GodotBodyPair2D : public GodotConstraint2D { enum { MAX_CONTACTS = 2 }; union { struct { - Body2DSW *A; - Body2DSW *B; + GodotBody2D *A; + GodotBody2D *B; }; - Body2DSW *_arr[2] = { nullptr, nullptr }; + GodotBody2D *_arr[2] = { nullptr, nullptr }; }; int shape_A = 0; @@ -53,7 +53,7 @@ class BodyPair2DSW : public Constraint2DSW { bool collide_A = false; bool collide_B = false; - Space2DSW *space = nullptr; + GodotSpace2D *space = nullptr; struct Contact { Vector2 position; @@ -62,13 +62,14 @@ class BodyPair2DSW : public Constraint2DSW { real_t acc_normal_impulse = 0.0; // accumulated normal impulse (Pn) real_t acc_tangent_impulse = 0.0; // accumulated tangent impulse (Pt) real_t acc_bias_impulse = 0.0; // accumulated normal impulse for position bias (Pnb) + real_t acc_bias_impulse_center_of_mass = 0.0; // accumulated normal impulse for position bias applied to com real_t mass_normal, mass_tangent = 0.0; real_t bias = 0.0; real_t depth = 0.0; bool active = false; + bool used = false; Vector2 rA, rB; - bool reused = false; real_t bounce = 0.0; }; @@ -78,10 +79,11 @@ class BodyPair2DSW : public Constraint2DSW { Contact contacts[MAX_CONTACTS]; int contact_count = 0; bool collided = false; + bool check_ccd = false; bool oneway_disabled = false; bool report_contacts_only = false; - bool _test_ccd(real_t p_step, Body2DSW *p_A, int p_shape_A, const Transform2D &p_xform_A, Body2DSW *p_B, int p_shape_B, const Transform2D &p_xform_B, bool p_swap_result = false); + bool _test_ccd(real_t p_step, GodotBody2D *p_A, int p_shape_A, const Transform2D &p_xform_A, GodotBody2D *p_B, int p_shape_B, const Transform2D &p_xform_B); void _validate_contacts(); static void _add_contact(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_self); _FORCE_INLINE_ void _contact_added_callback(const Vector2 &p_point_A, const Vector2 &p_point_B); @@ -91,8 +93,8 @@ public: virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - BodyPair2DSW(Body2DSW *p_A, int p_shape_A, Body2DSW *p_B, int p_shape_B); - ~BodyPair2DSW(); + GodotBodyPair2D(GodotBody2D *p_A, int p_shape_A, GodotBody2D *p_B, int p_shape_B); + ~GodotBodyPair2D(); }; -#endif // BODY_PAIR_2D_SW_H +#endif // GODOT_BODY_PAIR_2D_H diff --git a/servers/physics_2d/broad_phase_2d_sw.cpp b/servers/physics_2d/godot_broad_phase_2d.cpp index 7f0af48b1f..e734c24f88 100644 --- a/servers/physics_2d/broad_phase_2d_sw.cpp +++ b/servers/physics_2d/godot_broad_phase_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* broad_phase_2d_sw.cpp */ +/* godot_broad_phase_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,9 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "broad_phase_2d_sw.h" +#include "godot_broad_phase_2d.h" -BroadPhase2DSW::CreateFunction BroadPhase2DSW::create_func = nullptr; +GodotBroadPhase2D::CreateFunction GodotBroadPhase2D::create_func = nullptr; -BroadPhase2DSW::~BroadPhase2DSW() { +GodotBroadPhase2D::~GodotBroadPhase2D() { } diff --git a/servers/physics_2d/broad_phase_2d_sw.h b/servers/physics_2d/godot_broad_phase_2d.h index 0f82f06b9c..abab087045 100644 --- a/servers/physics_2d/broad_phase_2d_sw.h +++ b/servers/physics_2d/godot_broad_phase_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* broad_phase_2d_sw.h */ +/* godot_broad_phase_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,44 +28,44 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BROAD_PHASE_2D_SW_H -#define BROAD_PHASE_2D_SW_H +#ifndef GODOT_BROAD_PHASE_2D_H +#define GODOT_BROAD_PHASE_2D_H #include "core/math/math_funcs.h" #include "core/math/rect2.h" -class CollisionObject2DSW; +class GodotCollisionObject2D; -class BroadPhase2DSW { +class GodotBroadPhase2D { public: - typedef BroadPhase2DSW *(*CreateFunction)(); + typedef GodotBroadPhase2D *(*CreateFunction)(); static CreateFunction create_func; typedef uint32_t ID; - typedef void *(*PairCallback)(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_userdata); - typedef void (*UnpairCallback)(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_userdata); + typedef void *(*PairCallback)(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_userdata); + typedef void (*UnpairCallback)(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_userdata); // 0 is an invalid ID - virtual ID create(CollisionObject2DSW *p_object_, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) = 0; + virtual ID create(GodotCollisionObject2D *p_object_, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false) = 0; virtual void move(ID p_id, const Rect2 &p_aabb) = 0; virtual void set_static(ID p_id, bool p_static) = 0; virtual void remove(ID p_id) = 0; - virtual CollisionObject2DSW *get_object(ID p_id) const = 0; + virtual GodotCollisionObject2D *get_object(ID p_id) const = 0; virtual bool is_static(ID p_id) const = 0; virtual int get_subindex(ID p_id) const = 0; - virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; - virtual int cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; + virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; + virtual int cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) = 0; virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) = 0; virtual void update() = 0; - virtual ~BroadPhase2DSW(); + virtual ~GodotBroadPhase2D(); }; -#endif // BROAD_PHASE_2D_SW_H +#endif // GODOT_BROAD_PHASE_2D_H diff --git a/servers/physics_2d/broad_phase_2d_bvh.cpp b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp index 0df7086c5a..5a96dae8ca 100644 --- a/servers/physics_2d/broad_phase_2d_bvh.cpp +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* broad_phase_2d_bvh.cpp */ +/* godot_broad_phase_2d_bvh.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,51 +28,51 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "broad_phase_2d_bvh.h" -#include "collision_object_2d_sw.h" +#include "godot_broad_phase_2d_bvh.h" +#include "godot_collision_object_2d.h" -BroadPhase2DSW::ID BroadPhase2DBVH::create(CollisionObject2DSW *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) { +GodotBroadPhase2D::ID GodotBroadPhase2DBVH::create(GodotCollisionObject2D *p_object, int p_subindex, const Rect2 &p_aabb, bool p_static) { ID oid = bvh.create(p_object, true, p_aabb, p_subindex, !p_static, 1 << p_object->get_type(), p_static ? 0 : 0xFFFFF); // Pair everything, don't care? return oid + 1; } -void BroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) { +void GodotBroadPhase2DBVH::move(ID p_id, const Rect2 &p_aabb) { bvh.move(p_id - 1, p_aabb); } -void BroadPhase2DBVH::set_static(ID p_id, bool p_static) { - CollisionObject2DSW *it = bvh.get(p_id - 1); +void GodotBroadPhase2DBVH::set_static(ID p_id, bool p_static) { + GodotCollisionObject2D *it = bvh.get(p_id - 1); bvh.set_pairable(p_id - 1, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF, false); // Pair everything, don't care? } -void BroadPhase2DBVH::remove(ID p_id) { +void GodotBroadPhase2DBVH::remove(ID p_id) { bvh.erase(p_id - 1); } -CollisionObject2DSW *BroadPhase2DBVH::get_object(ID p_id) const { - CollisionObject2DSW *it = bvh.get(p_id - 1); +GodotCollisionObject2D *GodotBroadPhase2DBVH::get_object(ID p_id) const { + GodotCollisionObject2D *it = bvh.get(p_id - 1); ERR_FAIL_COND_V(!it, nullptr); return it; } -bool BroadPhase2DBVH::is_static(ID p_id) const { +bool GodotBroadPhase2DBVH::is_static(ID p_id) const { return !bvh.is_pairable(p_id - 1); } -int BroadPhase2DBVH::get_subindex(ID p_id) const { +int GodotBroadPhase2DBVH::get_subindex(ID p_id) const { return bvh.get_subindex(p_id - 1); } -int BroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) { +int GodotBroadPhase2DBVH::cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) { return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices); } -int BroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices) { +int GodotBroadPhase2DBVH::cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices) { return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices); } -void *BroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject2DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject2DSW *p_object_B, int subindex_B) { - BroadPhase2DBVH *bpo = (BroadPhase2DBVH *)(self); +void *GodotBroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B) { + GodotBroadPhase2DBVH *bpo = (GodotBroadPhase2DBVH *)(self); if (!bpo->pair_callback) { return nullptr; } @@ -80,8 +80,8 @@ void *BroadPhase2DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject2 return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata); } -void BroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject2DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject2DSW *p_object_B, int subindex_B, void *pairdata) { - BroadPhase2DBVH *bpo = (BroadPhase2DBVH *)(self); +void GodotBroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject2D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject2D *p_object_B, int subindex_B, void *pairdata) { + GodotBroadPhase2DBVH *bpo = (GodotBroadPhase2DBVH *)(self); if (!bpo->unpair_callback) { return; } @@ -89,25 +89,25 @@ void BroadPhase2DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata); } -void BroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) { +void GodotBroadPhase2DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) { pair_callback = p_pair_callback; pair_userdata = p_userdata; } -void BroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) { +void GodotBroadPhase2DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) { unpair_callback = p_unpair_callback; unpair_userdata = p_userdata; } -void BroadPhase2DBVH::update() { +void GodotBroadPhase2DBVH::update() { bvh.update(); } -BroadPhase2DSW *BroadPhase2DBVH::_create() { - return memnew(BroadPhase2DBVH); +GodotBroadPhase2D *GodotBroadPhase2DBVH::_create() { + return memnew(GodotBroadPhase2DBVH); } -BroadPhase2DBVH::BroadPhase2DBVH() { +GodotBroadPhase2DBVH::GodotBroadPhase2DBVH() { bvh.set_pair_callback(_pair_callback, this); bvh.set_unpair_callback(_unpair_callback, this); } diff --git a/servers/physics_2d/broad_phase_2d_bvh.h b/servers/physics_2d/godot_broad_phase_2d_bvh.h index ea02a98417..d77e0574eb 100644 --- a/servers/physics_2d/broad_phase_2d_bvh.h +++ b/servers/physics_2d/godot_broad_phase_2d_bvh.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* broad_phase_2d_bvh.h */ +/* godot_broad_phase_2d_bvh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,19 +28,20 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BROAD_PHASE_2D_BVH_H -#define BROAD_PHASE_2D_BVH_H +#ifndef GODOT_BROAD_PHASE_2D_BVH_H +#define GODOT_BROAD_PHASE_2D_BVH_H + +#include "godot_broad_phase_2d.h" -#include "broad_phase_2d_sw.h" #include "core/math/bvh.h" #include "core/math/rect2.h" #include "core/math/vector2.h" -class BroadPhase2DBVH : public BroadPhase2DSW { - BVH_Manager<CollisionObject2DSW, true, 128, Rect2, Vector2> bvh; +class GodotBroadPhase2DBVH : public GodotBroadPhase2D { + BVH_Manager<GodotCollisionObject2D, true, 128, Rect2, Vector2> bvh; - static void *_pair_callback(void *, uint32_t, CollisionObject2DSW *, int, uint32_t, CollisionObject2DSW *, int); - static void _unpair_callback(void *, uint32_t, CollisionObject2DSW *, int, uint32_t, CollisionObject2DSW *, int, void *); + static void *_pair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int); + static void _unpair_callback(void *, uint32_t, GodotCollisionObject2D *, int, uint32_t, GodotCollisionObject2D *, int, void *); PairCallback pair_callback = nullptr; void *pair_userdata = nullptr; @@ -49,25 +50,25 @@ class BroadPhase2DBVH : public BroadPhase2DSW { public: // 0 is an invalid ID - virtual ID create(CollisionObject2DSW *p_object, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false); + virtual ID create(GodotCollisionObject2D *p_object, int p_subindex = 0, const Rect2 &p_aabb = Rect2(), bool p_static = false); virtual void move(ID p_id, const Rect2 &p_aabb); virtual void set_static(ID p_id, bool p_static); virtual void remove(ID p_id); - virtual CollisionObject2DSW *get_object(ID p_id) const; + virtual GodotCollisionObject2D *get_object(ID p_id) const; virtual bool is_static(ID p_id) const; virtual int get_subindex(ID p_id) const; - virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr); - virtual int cull_aabb(const Rect2 &p_aabb, CollisionObject2DSW **p_results, int p_max_results, int *p_result_indices = nullptr); + virtual int cull_segment(const Vector2 &p_from, const Vector2 &p_to, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr); + virtual int cull_aabb(const Rect2 &p_aabb, GodotCollisionObject2D **p_results, int p_max_results, int *p_result_indices = nullptr); virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata); virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata); virtual void update(); - static BroadPhase2DSW *_create(); - BroadPhase2DBVH(); + static GodotBroadPhase2D *_create(); + GodotBroadPhase2DBVH(); }; -#endif // BROAD_PHASE_2D_BVH_H +#endif // GODOT_BROAD_PHASE_2D_BVH_H diff --git a/servers/physics_2d/collision_object_2d_sw.cpp b/servers/physics_2d/godot_collision_object_2d.cpp index bc7d277152..35027e0f69 100644 --- a/servers/physics_2d/collision_object_2d_sw.cpp +++ b/servers/physics_2d/godot_collision_object_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_object_2d_sw.cpp */ +/* godot_collision_object_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "collision_object_2d_sw.h" -#include "servers/physics_2d/physics_server_2d_sw.h" -#include "space_2d_sw.h" +#include "godot_collision_object_2d.h" +#include "godot_physics_server_2d.h" +#include "godot_space_2d.h" -void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_transform, bool p_disabled) { +void GodotCollisionObject2D::add_shape(GodotShape2D *p_shape, const Transform2D &p_transform, bool p_disabled) { Shape s; s.shape = p_shape; s.xform = p_transform; @@ -45,11 +45,11 @@ void CollisionObject2DSW::add_shape(Shape2DSW *p_shape, const Transform2D &p_tra p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) { +void GodotCollisionObject2D::set_shape(int p_index, GodotShape2D *p_shape) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes[p_index].shape->remove_owner(this); shapes.write[p_index].shape = p_shape; @@ -57,25 +57,25 @@ void CollisionObject2DSW::set_shape(int p_index, Shape2DSW *p_shape) { p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject2DSW::set_shape_transform(int p_index, const Transform2D &p_transform) { +void GodotCollisionObject2D::set_shape_transform(int p_index, const Transform2D &p_transform) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes.write[p_index].xform = p_transform; shapes.write[p_index].xform_inv = p_transform.affine_inverse(); if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject2DSW::set_shape_disabled(int p_idx, bool p_disabled) { +void GodotCollisionObject2D::set_shape_disabled(int p_idx, bool p_disabled) { ERR_FAIL_INDEX(p_idx, shapes.size()); - CollisionObject2DSW::Shape &shape = shapes.write[p_idx]; + GodotCollisionObject2D::Shape &shape = shapes.write[p_idx]; if (shape.disabled == p_disabled) { return; } @@ -90,16 +90,16 @@ void CollisionObject2DSW::set_shape_disabled(int p_idx, bool p_disabled) { space->get_broadphase()->remove(shape.bpid); shape.bpid = 0; if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } else if (!p_disabled && shape.bpid == 0) { if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } } -void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) { +void GodotCollisionObject2D::remove_shape(GodotShape2D *p_shape) { //remove a shape, all the times it appears for (int i = 0; i < shapes.size(); i++) { if (shapes[i].shape == p_shape) { @@ -109,7 +109,7 @@ void CollisionObject2DSW::remove_shape(Shape2DSW *p_shape) { } } -void CollisionObject2DSW::remove_shape(int p_index) { +void GodotCollisionObject2D::remove_shape(int p_index) { //remove anything from shape to be erased to end, so subindices don't change ERR_FAIL_INDEX(p_index, shapes.size()); for (int i = p_index; i < shapes.size(); i++) { @@ -121,16 +121,16 @@ void CollisionObject2DSW::remove_shape(int p_index) { shapes.write[i].bpid = 0; } shapes[p_index].shape->remove_owner(this); - shapes.remove(p_index); + shapes.remove_at(p_index); if (!pending_shape_update_list.in_list()) { - PhysicsServer2DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer2D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } // _update_shapes(); // _shapes_changed(); } -void CollisionObject2DSW::_set_static(bool p_static) { +void GodotCollisionObject2D::_set_static(bool p_static) { if (_static == p_static) { return; } @@ -147,7 +147,7 @@ void CollisionObject2DSW::_set_static(bool p_static) { } } -void CollisionObject2DSW::_unregister_shapes() { +void GodotCollisionObject2D::_unregister_shapes() { for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes.write[i]; if (s.bpid > 0) { @@ -157,7 +157,7 @@ void CollisionObject2DSW::_unregister_shapes() { } } -void CollisionObject2DSW::_update_shapes() { +void GodotCollisionObject2D::_update_shapes() { if (!space) { return; } @@ -184,7 +184,7 @@ void CollisionObject2DSW::_update_shapes() { } } -void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) { +void GodotCollisionObject2D::_update_shapes_with_motion(const Vector2 &p_motion) { if (!space) { return; } @@ -211,7 +211,7 @@ void CollisionObject2DSW::_update_shapes_with_motion(const Vector2 &p_motion) { } } -void CollisionObject2DSW::_set_space(Space2DSW *p_space) { +void GodotCollisionObject2D::_set_space(GodotSpace2D *p_space) { if (space) { space->remove_object(this); @@ -232,12 +232,12 @@ void CollisionObject2DSW::_set_space(Space2DSW *p_space) { } } -void CollisionObject2DSW::_shape_changed() { +void GodotCollisionObject2D::_shape_changed() { _update_shapes(); _shapes_changed(); } -CollisionObject2DSW::CollisionObject2DSW(Type p_type) : +GodotCollisionObject2D::GodotCollisionObject2D(Type p_type) : pending_shape_update_list(this) { type = p_type; } diff --git a/servers/physics_2d/collision_object_2d_sw.h b/servers/physics_2d/godot_collision_object_2d.h index ca258a906a..1e9baad8d9 100644 --- a/servers/physics_2d/collision_object_2d_sw.h +++ b/servers/physics_2d/godot_collision_object_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_object_2d_sw.h */ +/* godot_collision_object_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,17 +28,18 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COLLISION_OBJECT_2D_SW_H -#define COLLISION_OBJECT_2D_SW_H +#ifndef GODOT_COLLISION_OBJECT_2D_H +#define GODOT_COLLISION_OBJECT_2D_H + +#include "godot_broad_phase_2d.h" +#include "godot_shape_2d.h" -#include "broad_phase_2d_sw.h" #include "core/templates/self_list.h" #include "servers/physics_server_2d.h" -#include "shape_2d_sw.h" -class Space2DSW; +class GodotSpace2D; -class CollisionObject2DSW : public ShapeOwner2DSW { +class GodotCollisionObject2D : public GodotShapeOwner2D { public: enum Type { TYPE_AREA, @@ -55,23 +56,23 @@ private: struct Shape { Transform2D xform; Transform2D xform_inv; - BroadPhase2DSW::ID bpid = 0; + GodotBroadPhase2D::ID bpid = 0; Rect2 aabb_cache; //for rayqueries - Shape2DSW *shape = nullptr; + GodotShape2D *shape = nullptr; bool disabled = false; bool one_way_collision = false; real_t one_way_collision_margin = 0.0; }; Vector<Shape> shapes; - Space2DSW *space = nullptr; + GodotSpace2D *space = nullptr; Transform2D transform; Transform2D inv_transform; uint32_t collision_mask = 1; uint32_t collision_layer = 1; bool _static = true; - SelfList<CollisionObject2DSW> pending_shape_update_list; + SelfList<GodotCollisionObject2D> pending_shape_update_list; void _update_shapes(); @@ -89,9 +90,9 @@ protected: void _set_static(bool p_static); virtual void _shapes_changed() = 0; - void _set_space(Space2DSW *p_space); + void _set_space(GodotSpace2D *p_space); - CollisionObject2DSW(Type p_type); + GodotCollisionObject2D(Type p_type); public: _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } @@ -106,12 +107,12 @@ public: void _shape_changed(); _FORCE_INLINE_ Type get_type() const { return type; } - void add_shape(Shape2DSW *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); - void set_shape(int p_index, Shape2DSW *p_shape); + void add_shape(GodotShape2D *p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false); + void set_shape(int p_index, GodotShape2D *p_shape); void set_shape_transform(int p_index, const Transform2D &p_transform); _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } - _FORCE_INLINE_ Shape2DSW *get_shape(int p_index) const { + _FORCE_INLINE_ GodotShape2D *get_shape(int p_index) const { CRASH_BAD_INDEX(p_index, shapes.size()); return shapes[p_index].shape; } @@ -130,7 +131,7 @@ public: _FORCE_INLINE_ const Transform2D &get_transform() const { return transform; } _FORCE_INLINE_ const Transform2D &get_inv_transform() const { return inv_transform; } - _FORCE_INLINE_ Space2DSW *get_space() const { return space; } + _FORCE_INLINE_ GodotSpace2D *get_space() const { return space; } void set_shape_disabled(int p_idx, bool p_disabled); _FORCE_INLINE_ bool is_shape_disabled(int p_idx) const { @@ -165,25 +166,25 @@ public: } _FORCE_INLINE_ uint32_t get_collision_layer() const { return collision_layer; } - void remove_shape(Shape2DSW *p_shape); + void remove_shape(GodotShape2D *p_shape); void remove_shape(int p_index); - virtual void set_space(Space2DSW *p_space) = 0; + virtual void set_space(GodotSpace2D *p_space) = 0; _FORCE_INLINE_ bool is_static() const { return _static; } void set_pickable(bool p_pickable) { pickable = p_pickable; } _FORCE_INLINE_ bool is_pickable() const { return pickable; } - _FORCE_INLINE_ bool collides_with(CollisionObject2DSW *p_other) const { + _FORCE_INLINE_ bool collides_with(GodotCollisionObject2D *p_other) const { return p_other->collision_layer & collision_mask; } - _FORCE_INLINE_ bool interacts_with(CollisionObject2DSW *p_other) const { + _FORCE_INLINE_ bool interacts_with(GodotCollisionObject2D *p_other) const { return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; } - virtual ~CollisionObject2DSW() {} + virtual ~GodotCollisionObject2D() {} }; -#endif // COLLISION_OBJECT_2D_SW_H +#endif // GODOT_COLLISION_OBJECT_2D_H diff --git a/servers/physics_2d/collision_solver_2d_sw.cpp b/servers/physics_2d/godot_collision_solver_2d.cpp index 527bb1b0b2..263d6d939f 100644 --- a/servers/physics_2d/collision_solver_2d_sw.cpp +++ b/servers/physics_2d/godot_collision_solver_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_solver_2d_sw.cpp */ +/* godot_collision_solver_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,14 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "collision_solver_2d_sw.h" -#include "collision_solver_2d_sat.h" +#include "godot_collision_solver_2d.h" +#include "godot_collision_solver_2d_sat.h" #define collision_solver sat_2d_calculate_penetration //#define collision_solver gjk_epa_calculate_penetration -bool CollisionSolver2DSW::solve_static_world_boundary(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) { - const WorldBoundaryShape2DSW *world_boundary = static_cast<const WorldBoundaryShape2DSW *>(p_shape_A); +bool GodotCollisionSolver2D::solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) { + const GodotWorldBoundaryShape2D *world_boundary = static_cast<const GodotWorldBoundaryShape2D *>(p_shape_A); if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_WORLD_BOUNDARY) { return false; } @@ -73,8 +73,8 @@ bool CollisionSolver2DSW::solve_static_world_boundary(const Shape2DSW *p_shape_A return found; } -bool CollisionSolver2DSW::solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) { - const SeparationRayShape2DSW *ray = static_cast<const SeparationRayShape2DSW *>(p_shape_A); +bool GodotCollisionSolver2D::solve_separation_ray(const GodotShape2D *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin) { + const GodotSeparationRayShape2D *ray = static_cast<const GodotSeparationRayShape2D *>(p_shape_A); if (p_shape_B->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY) { return false; } @@ -134,13 +134,13 @@ bool CollisionSolver2DSW::solve_separation_ray(const Shape2DSW *p_shape_A, const struct _ConcaveCollisionInfo2D { const Transform2D *transform_A = nullptr; - const Shape2DSW *shape_A = nullptr; + const GodotShape2D *shape_A = nullptr; const Transform2D *transform_B = nullptr; Vector2 motion_A; Vector2 motion_B; real_t margin_A = 0.0; real_t margin_B = 0.0; - CollisionSolver2DSW::CallbackResult result_callback; + GodotCollisionSolver2D::CallbackResult result_callback; void *userdata = nullptr; bool swap_result = false; bool collided = false; @@ -149,7 +149,7 @@ struct _ConcaveCollisionInfo2D { Vector2 *sep_axis = nullptr; }; -bool CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex) { +bool GodotCollisionSolver2D::concave_callback(void *p_userdata, GodotShape2D *p_convex) { _ConcaveCollisionInfo2D &cinfo = *(_ConcaveCollisionInfo2D *)(p_userdata); cinfo.aabb_tests++; @@ -165,8 +165,8 @@ bool CollisionSolver2DSW::concave_callback(void *p_userdata, Shape2DSW *p_convex return !cinfo.result_callback; } -bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { - const ConcaveShape2DSW *concave_B = static_cast<const ConcaveShape2DSW *>(p_shape_B); +bool GodotCollisionSolver2D::solve_concave(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { + const GodotConcaveShape2D *concave_B = static_cast<const GodotConcaveShape2D *>(p_shape_B); _ConcaveCollisionInfo2D cinfo; cinfo.transform_A = &p_transform_A; @@ -209,7 +209,7 @@ bool CollisionSolver2DSW::solve_concave(const Shape2DSW *p_shape_A, const Transf return cinfo.collided; } -bool CollisionSolver2DSW::solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { +bool GodotCollisionSolver2D::solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { PhysicsServer2D::ShapeType type_A = p_shape_A->get_type(); PhysicsServer2D::ShapeType type_B = p_shape_B->get_type(); bool concave_A = p_shape_A->is_concave(); diff --git a/servers/physics_2d/collision_solver_2d_sw.h b/servers/physics_2d/godot_collision_solver_2d.h index b87247b89a..bd90641f04 100644 --- a/servers/physics_2d/collision_solver_2d_sw.h +++ b/servers/physics_2d/godot_collision_solver_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_solver_2d_sw.h */ +/* godot_collision_solver_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,23 +28,23 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COLLISION_SOLVER_2D_SW_H -#define COLLISION_SOLVER_2D_SW_H +#ifndef GODOT_COLLISION_SOLVER_2D_H +#define GODOT_COLLISION_SOLVER_2D_H -#include "shape_2d_sw.h" +#include "godot_shape_2d.h" -class CollisionSolver2DSW { +class GodotCollisionSolver2D { public: typedef void (*CallbackResult)(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata); private: - static bool solve_static_world_boundary(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result); - static bool concave_callback(void *p_userdata, Shape2DSW *p_convex); - static bool solve_concave(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); - static bool solve_separation_ray(const Shape2DSW *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0); + static bool solve_static_world_boundary(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result); + static bool concave_callback(void *p_userdata, GodotShape2D *p_convex); + static bool solve_concave(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); + static bool solve_separation_ray(const GodotShape2D *p_shape_A, const Vector2 &p_motion_A, const Transform2D &p_transform_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, Vector2 *r_sep_axis = nullptr, real_t p_margin = 0); public: - static bool solve(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); + static bool solve(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CallbackResult p_result_callback, void *p_userdata, Vector2 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); }; -#endif // COLLISION_SOLVER_2D_SW_H +#endif // GODOT_COLLISION_SOLVER_2D_H diff --git a/servers/physics_2d/collision_solver_2d_sat.cpp b/servers/physics_2d/godot_collision_solver_2d_sat.cpp index 2e67cc6520..a965795bee 100644 --- a/servers/physics_2d/collision_solver_2d_sat.cpp +++ b/servers/physics_2d/godot_collision_solver_2d_sat.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_solver_2d_sat.cpp */ +/* godot_collision_solver_2d_sat.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,12 +28,12 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "collision_solver_2d_sat.h" +#include "godot_collision_solver_2d_sat.h" #include "core/math/geometry_2d.h" struct _CollectorCallback2D { - CollisionSolver2DSW::CallbackResult callback; + GodotCollisionSolver2D::CallbackResult callback; void *userdata = nullptr; bool swap = false; bool collided = false; @@ -384,14 +384,14 @@ public: (castB && !separator.test_axis(((m_a) - ((m_b) + p_motion_b)).normalized())) || \ (castA && castB && !separator.test_axis(((m_a) + p_motion_a - ((m_b) + p_motion_b)).normalized()))) -typedef void (*CollisionFunc)(const Shape2DSW *, const Transform2D &, const Shape2DSW *, const Transform2D &, _CollectorCallback2D *p_collector, const Vector2 &, const Vector2 &, real_t, real_t); +typedef void (*CollisionFunc)(const GodotShape2D *, const Transform2D &, const GodotShape2D *, const Transform2D &, _CollectorCallback2D *p_collector, const Vector2 &, const Vector2 &, real_t, real_t); template <bool castA, bool castB, bool withMargin> -static void _collision_segment_segment(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const SegmentShape2DSW *segment_B = static_cast<const SegmentShape2DSW *>(p_b); +static void _collision_segment_segment(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotSegmentShape2D *segment_B = static_cast<const GodotSegmentShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, SegmentShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, segment_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotSegmentShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, segment_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -430,11 +430,11 @@ static void _collision_segment_segment(const Shape2DSW *p_a, const Transform2D & } template <bool castA, bool castB, bool withMargin> -static void _collision_segment_circle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const CircleShape2DSW *circle_B = static_cast<const CircleShape2DSW *>(p_b); +static void _collision_segment_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, CircleShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -463,11 +463,11 @@ static void _collision_segment_circle(const Shape2DSW *p_a, const Transform2D &p } template <bool castA, bool castB, bool withMargin> -static void _collision_segment_rectangle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW *>(p_b); +static void _collision_segment_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, RectangleShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -534,11 +534,11 @@ static void _collision_segment_rectangle(const Shape2DSW *p_a, const Transform2D } template <bool castA, bool castB, bool withMargin> -static void _collision_segment_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b); +static void _collision_segment_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -575,11 +575,11 @@ static void _collision_segment_capsule(const Shape2DSW *p_a, const Transform2D & } template <bool castA, bool castB, bool withMargin> -static void _collision_segment_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const SegmentShape2DSW *segment_A = static_cast<const SegmentShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_segment_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotSegmentShape2D *segment_A = static_cast<const GodotSegmentShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<SegmentShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(segment_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotSegmentShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(segment_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -614,11 +614,11 @@ static void _collision_segment_convex_polygon(const Shape2DSW *p_a, const Transf ///////// template <bool castA, bool castB, bool withMargin> -static void _collision_circle_circle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a); - const CircleShape2DSW *circle_B = static_cast<const CircleShape2DSW *>(p_b); +static void _collision_circle_circle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotCircleShape2D *circle_B = static_cast<const GodotCircleShape2D *>(p_b); - SeparatorAxisTest2D<CircleShape2DSW, CircleShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCircleShape2D, GodotCircleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, circle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -636,11 +636,11 @@ static void _collision_circle_circle(const Shape2DSW *p_a, const Transform2D &p_ } template <bool castA, bool castB, bool withMargin> -static void _collision_circle_rectangle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a); - const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW *>(p_b); +static void _collision_circle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b); - SeparatorAxisTest2D<CircleShape2DSW, RectangleShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCircleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -694,11 +694,11 @@ static void _collision_circle_rectangle(const Shape2DSW *p_a, const Transform2D } template <bool castA, bool castB, bool withMargin> -static void _collision_circle_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a); - const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b); +static void _collision_circle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); - SeparatorAxisTest2D<CircleShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCircleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -727,11 +727,11 @@ static void _collision_circle_capsule(const Shape2DSW *p_a, const Transform2D &p } template <bool castA, bool castB, bool withMargin> -static void _collision_circle_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CircleShape2DSW *circle_A = static_cast<const CircleShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_circle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCircleShape2D *circle_A = static_cast<const GodotCircleShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<CircleShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(circle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCircleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(circle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -758,11 +758,11 @@ static void _collision_circle_convex_polygon(const Shape2DSW *p_a, const Transfo ///////// template <bool castA, bool castB, bool withMargin> -static void _collision_rectangle_rectangle(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW *>(p_a); - const RectangleShape2DSW *rectangle_B = static_cast<const RectangleShape2DSW *>(p_b); +static void _collision_rectangle_rectangle(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a); + const GodotRectangleShape2D *rectangle_B = static_cast<const GodotRectangleShape2D *>(p_b); - SeparatorAxisTest2D<RectangleShape2DSW, RectangleShape2DSW, castA, castB, withMargin> separator(rectangle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotRectangleShape2D, GodotRectangleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, rectangle_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -832,11 +832,11 @@ static void _collision_rectangle_rectangle(const Shape2DSW *p_a, const Transform } template <bool castA, bool castB, bool withMargin> -static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW *>(p_a); - const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b); +static void _collision_rectangle_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); - SeparatorAxisTest2D<RectangleShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(rectangle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotRectangleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -910,11 +910,11 @@ static void _collision_rectangle_capsule(const Shape2DSW *p_a, const Transform2D } template <bool castA, bool castB, bool withMargin> -static void _collision_rectangle_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const RectangleShape2DSW *rectangle_A = static_cast<const RectangleShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_rectangle_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotRectangleShape2D *rectangle_A = static_cast<const GodotRectangleShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<RectangleShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(rectangle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotRectangleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(rectangle_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -972,11 +972,11 @@ static void _collision_rectangle_convex_polygon(const Shape2DSW *p_a, const Tran ///////// template <bool castA, bool castB, bool withMargin> -static void _collision_capsule_capsule(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW *>(p_a); - const CapsuleShape2DSW *capsule_B = static_cast<const CapsuleShape2DSW *>(p_b); +static void _collision_capsule_capsule(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a); + const GodotCapsuleShape2D *capsule_B = static_cast<const GodotCapsuleShape2D *>(p_b); - SeparatorAxisTest2D<CapsuleShape2DSW, CapsuleShape2DSW, castA, castB, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCapsuleShape2D, GodotCapsuleShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -1020,11 +1020,11 @@ static void _collision_capsule_capsule(const Shape2DSW *p_a, const Transform2D & } template <bool castA, bool castB, bool withMargin> -static void _collision_capsule_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const CapsuleShape2DSW *capsule_A = static_cast<const CapsuleShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_capsule_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotCapsuleShape2D *capsule_A = static_cast<const GodotCapsuleShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<CapsuleShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(capsule_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotCapsuleShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(capsule_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -1066,11 +1066,11 @@ static void _collision_capsule_convex_polygon(const Shape2DSW *p_a, const Transf ///////// template <bool castA, bool castB, bool withMargin> -static void _collision_convex_polygon_convex_polygon(const Shape2DSW *p_a, const Transform2D &p_transform_a, const Shape2DSW *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { - const ConvexPolygonShape2DSW *convex_A = static_cast<const ConvexPolygonShape2DSW *>(p_a); - const ConvexPolygonShape2DSW *convex_B = static_cast<const ConvexPolygonShape2DSW *>(p_b); +static void _collision_convex_polygon_convex_polygon(const GodotShape2D *p_a, const Transform2D &p_transform_a, const GodotShape2D *p_b, const Transform2D &p_transform_b, _CollectorCallback2D *p_collector, const Vector2 &p_motion_a, const Vector2 &p_motion_b, real_t p_margin_A, real_t p_margin_B) { + const GodotConvexPolygonShape2D *convex_A = static_cast<const GodotConvexPolygonShape2D *>(p_a); + const GodotConvexPolygonShape2D *convex_B = static_cast<const GodotConvexPolygonShape2D *>(p_b); - SeparatorAxisTest2D<ConvexPolygonShape2DSW, ConvexPolygonShape2DSW, castA, castB, withMargin> separator(convex_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); + SeparatorAxisTest2D<GodotConvexPolygonShape2D, GodotConvexPolygonShape2D, castA, castB, withMargin> separator(convex_A, p_transform_a, convex_B, p_transform_b, p_collector, p_motion_a, p_motion_b, p_margin_A, p_margin_B); if (!separator.test_previous_axis()) { return; @@ -1107,7 +1107,7 @@ static void _collision_convex_polygon_convex_polygon(const Shape2DSW *p_a, const //////// -bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) { +bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector2 *sep_axis, real_t p_margin_A, real_t p_margin_B) { PhysicsServer2D::ShapeType type_A = p_shape_A->get_type(); ERR_FAIL_COND_V(type_A == PhysicsServer2D::SHAPE_WORLD_BOUNDARY, false); @@ -1359,8 +1359,8 @@ bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D callback.collided = false; callback.sep_axis = sep_axis; - const Shape2DSW *A = p_shape_A; - const Shape2DSW *B = p_shape_B; + const GodotShape2D *A = p_shape_A; + const GodotShape2D *B = p_shape_B; const Transform2D *transform_A = &p_transform_A; const Transform2D *transform_B = &p_transform_B; const Vector2 *motion_A = &p_motion_A; diff --git a/servers/physics_2d/collision_solver_2d_sat.h b/servers/physics_2d/godot_collision_solver_2d_sat.h index 49cc5176f9..3d8e29c41a 100644 --- a/servers/physics_2d/collision_solver_2d_sat.h +++ b/servers/physics_2d/godot_collision_solver_2d_sat.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_solver_2d_sat.h */ +/* godot_collision_solver_2d_sat.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COLLISION_SOLVER_2D_SAT_H -#define COLLISION_SOLVER_2D_SAT_H +#ifndef GODOT_COLLISION_SOLVER_2D_SAT_H +#define GODOT_COLLISION_SOLVER_2D_SAT_H -#include "collision_solver_2d_sw.h" +#include "godot_collision_solver_2d.h" -bool sat_2d_calculate_penetration(const Shape2DSW *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const Shape2DSW *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, CollisionSolver2DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); +bool sat_2d_calculate_penetration(const GodotShape2D *p_shape_A, const Transform2D &p_transform_A, const Vector2 &p_motion_A, const GodotShape2D *p_shape_B, const Transform2D &p_transform_B, const Vector2 &p_motion_B, GodotCollisionSolver2D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector2 *sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); -#endif // COLLISION_SOLVER_2D_SAT_H +#endif // GODOT_COLLISION_SOLVER_2D_SAT_H diff --git a/servers/physics_2d/constraint_2d_sw.h b/servers/physics_2d/godot_constraint_2d.h index df300d666d..d9bf035c2b 100644 --- a/servers/physics_2d/constraint_2d_sw.h +++ b/servers/physics_2d/godot_constraint_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* constraint_2d_sw.h */ +/* godot_constraint_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,13 +28,13 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef CONSTRAINT_2D_SW_H -#define CONSTRAINT_2D_SW_H +#ifndef GODOT_CONSTRAINT_2D_H +#define GODOT_CONSTRAINT_2D_H -#include "body_2d_sw.h" +#include "godot_body_2d.h" -class Constraint2DSW { - Body2DSW **_body_ptr; +class GodotConstraint2D { + GodotBody2D **_body_ptr; int _body_count; uint64_t island_step = 0; bool disabled_collisions_between_bodies = true; @@ -42,7 +42,7 @@ class Constraint2DSW { RID self; protected: - Constraint2DSW(Body2DSW **p_body_ptr = nullptr, int p_body_count = 0) { + GodotConstraint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) { _body_ptr = p_body_ptr; _body_count = p_body_count; } @@ -54,7 +54,7 @@ public: _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } - _FORCE_INLINE_ Body2DSW **get_body_ptr() const { return _body_ptr; } + _FORCE_INLINE_ GodotBody2D **get_body_ptr() const { return _body_ptr; } _FORCE_INLINE_ int get_body_count() const { return _body_count; } _FORCE_INLINE_ void disable_collisions_between_bodies(const bool p_disabled) { disabled_collisions_between_bodies = p_disabled; } @@ -64,7 +64,7 @@ public: virtual bool pre_solve(real_t p_step) = 0; virtual void solve(real_t p_step) = 0; - virtual ~Constraint2DSW() {} + virtual ~GodotConstraint2D() {} }; -#endif // CONSTRAINT_2D_SW_H +#endif // GODOT_CONSTRAINT_2D_H diff --git a/servers/physics_2d/joints_2d_sw.cpp b/servers/physics_2d/godot_joints_2d.cpp index b46397b8e6..0876184d8c 100644 --- a/servers/physics_2d/joints_2d_sw.cpp +++ b/servers/physics_2d/godot_joints_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* joints_2d_sw.cpp */ +/* godot_joints_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,9 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "joints_2d_sw.h" +#include "godot_joints_2d.h" -#include "space_2d_sw.h" +#include "godot_space_2d.h" //based on chipmunk joint constraints @@ -55,7 +55,7 @@ * SOFTWARE. */ -void Joint2DSW::copy_settings_from(Joint2DSW *p_joint) { +void GodotJoint2D::copy_settings_from(GodotJoint2D *p_joint) { set_self(p_joint->get_self()); set_max_force(p_joint->get_max_force()); set_bias(p_joint->get_bias()); @@ -63,7 +63,7 @@ void Joint2DSW::copy_settings_from(Joint2DSW *p_joint) { disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies()); } -static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) { +static inline real_t k_scalar(GodotBody2D *a, GodotBody2D *b, const Vector2 &rA, const Vector2 &rB, const Vector2 &n) { real_t value = 0.0; { @@ -82,7 +82,7 @@ static inline real_t k_scalar(Body2DSW *a, Body2DSW *b, const Vector2 &rA, const } static inline Vector2 -relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB) { +relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB) { Vector2 sum = a->get_linear_velocity() - (rA - a->get_center_of_mass()).orthogonal() * a->get_angular_velocity(); if (b) { return (b->get_linear_velocity() - (rB - b->get_center_of_mass()).orthogonal() * b->get_angular_velocity()) - sum; @@ -92,11 +92,11 @@ relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB) { } static inline real_t -normal_relative_velocity(Body2DSW *a, Body2DSW *b, Vector2 rA, Vector2 rB, Vector2 n) { +normal_relative_velocity(GodotBody2D *a, GodotBody2D *b, Vector2 rA, Vector2 rB, Vector2 n) { return relative_velocity(a, b, rA, rB).dot(n); } -bool PinJoint2DSW::setup(real_t p_step) { +bool GodotPinJoint2D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); @@ -104,7 +104,7 @@ bool PinJoint2DSW::setup(real_t p_step) { return false; } - Space2DSW *space = A->get_space(); + GodotSpace2D *space = A->get_space(); ERR_FAIL_COND_V(!space, false); rA = A->get_transform().basis_xform(anchor_A); @@ -158,7 +158,7 @@ inline Vector2 custom_cross(const Vector2 &p_vec, real_t p_other) { return Vector2(p_other * p_vec.y, -p_other * p_vec.x); } -bool PinJoint2DSW::pre_solve(real_t p_step) { +bool GodotPinJoint2D::pre_solve(real_t p_step) { // Apply accumulated impulse. if (dynamic_A) { A->apply_impulse(-P, rA); @@ -170,7 +170,7 @@ bool PinJoint2DSW::pre_solve(real_t p_step) { return true; } -void PinJoint2DSW::solve(real_t p_step) { +void GodotPinJoint2D::solve(real_t p_step) { // compute relative velocity Vector2 vA = A->get_linear_velocity() - custom_cross(rA - A->get_center_of_mass(), A->get_angular_velocity()); @@ -193,21 +193,21 @@ void PinJoint2DSW::solve(real_t p_step) { P += impulse; } -void PinJoint2DSW::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) { +void GodotPinJoint2D::set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value) { if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) { softness = p_value; } } -real_t PinJoint2DSW::get_param(PhysicsServer2D::PinJointParam p_param) const { +real_t GodotPinJoint2D::get_param(PhysicsServer2D::PinJointParam p_param) const { if (p_param == PhysicsServer2D::PIN_JOINT_SOFTNESS) { return softness; } ERR_FAIL_V(0); } -PinJoint2DSW::PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p_body_b) : - Joint2DSW(_arr, p_body_b ? 2 : 1) { +GodotPinJoint2D::GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : + GodotJoint2D(_arr, p_body_b ? 2 : 1) { A = p_body_a; B = p_body_b; anchor_A = p_body_a->get_inv_transform().xform(p_pos); @@ -224,7 +224,7 @@ PinJoint2DSW::PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p ////////////////////////////////////////////// static inline void -k_tensor(Body2DSW *a, Body2DSW *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) { +k_tensor(GodotBody2D *a, GodotBody2D *b, Vector2 r1, Vector2 r2, Vector2 *k1, Vector2 *k2) { // calculate mass matrix // If I wasn't lazy and wrote a proper matrix class, this wouldn't be so gross... real_t k11, k12, k21, k22; @@ -273,7 +273,7 @@ mult_k(const Vector2 &vr, const Vector2 &k1, const Vector2 &k2) { return Vector2(vr.dot(k1), vr.dot(k2)); } -bool GrooveJoint2DSW::setup(real_t p_step) { +bool GodotGrooveJoint2D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); @@ -281,7 +281,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) { return false; } - Space2DSW *space = A->get_space(); + GodotSpace2D *space = A->get_space(); ERR_FAIL_COND_V(!space, false); // calculate endpoints in worldspace @@ -329,7 +329,7 @@ bool GrooveJoint2DSW::setup(real_t p_step) { return true; } -bool GrooveJoint2DSW::pre_solve(real_t p_step) { +bool GodotGrooveJoint2D::pre_solve(real_t p_step) { // Apply accumulated impulse. if (dynamic_A) { A->apply_impulse(-jn_acc, rA); @@ -341,7 +341,7 @@ bool GrooveJoint2DSW::pre_solve(real_t p_step) { return true; } -void GrooveJoint2DSW::solve(real_t p_step) { +void GodotGrooveJoint2D::solve(real_t p_step) { // compute impulse Vector2 vr = relative_velocity(A, B, rA, rB); @@ -361,8 +361,8 @@ void GrooveJoint2DSW::solve(real_t p_step) { } } -GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b) : - Joint2DSW(_arr, 2) { +GodotGrooveJoint2D::GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : + GodotJoint2D(_arr, 2) { A = p_body_a; B = p_body_b; @@ -379,7 +379,7 @@ GrooveJoint2DSW::GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_ ////////////////////////////////////////////// ////////////////////////////////////////////// -bool DampedSpringJoint2DSW::setup(real_t p_step) { +bool GodotDampedSpringJoint2D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC); @@ -412,7 +412,7 @@ bool DampedSpringJoint2DSW::setup(real_t p_step) { return true; } -bool DampedSpringJoint2DSW::pre_solve(real_t p_step) { +bool GodotDampedSpringJoint2D::pre_solve(real_t p_step) { // Apply spring force. if (dynamic_A) { A->apply_impulse(-j, rA); @@ -424,7 +424,7 @@ bool DampedSpringJoint2DSW::pre_solve(real_t p_step) { return true; } -void DampedSpringJoint2DSW::solve(real_t p_step) { +void GodotDampedSpringJoint2D::solve(real_t p_step) { // compute relative velocity real_t vrn = normal_relative_velocity(A, B, rA, rB, n) - target_vrn; @@ -442,7 +442,7 @@ void DampedSpringJoint2DSW::solve(real_t p_step) { } } -void DampedSpringJoint2DSW::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) { +void GodotDampedSpringJoint2D::set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: { rest_length = p_value; @@ -456,7 +456,7 @@ void DampedSpringJoint2DSW::set_param(PhysicsServer2D::DampedSpringParam p_param } } -real_t DampedSpringJoint2DSW::get_param(PhysicsServer2D::DampedSpringParam p_param) const { +real_t GodotDampedSpringJoint2D::get_param(PhysicsServer2D::DampedSpringParam p_param) const { switch (p_param) { case PhysicsServer2D::DAMPED_SPRING_REST_LENGTH: { return rest_length; @@ -472,8 +472,8 @@ real_t DampedSpringJoint2DSW::get_param(PhysicsServer2D::DampedSpringParam p_par ERR_FAIL_V(0); } -DampedSpringJoint2DSW::DampedSpringJoint2DSW(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, Body2DSW *p_body_a, Body2DSW *p_body_b) : - Joint2DSW(_arr, 2) { +GodotDampedSpringJoint2D::GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b) : + GodotJoint2D(_arr, 2) { A = p_body_a; B = p_body_b; anchor_A = A->get_inv_transform().xform(p_anchor_a); diff --git a/servers/physics_2d/joints_2d_sw.h b/servers/physics_2d/godot_joints_2d.h index e2a7c0c91e..acaaf0f629 100644 --- a/servers/physics_2d/joints_2d_sw.h +++ b/servers/physics_2d/godot_joints_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* joints_2d_sw.h */ +/* godot_joints_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,13 +28,13 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef JOINTS_2D_SW_H -#define JOINTS_2D_SW_H +#ifndef GODOT_JOINTS_2D_H +#define GODOT_JOINTS_2D_H -#include "body_2d_sw.h" -#include "constraint_2d_sw.h" +#include "godot_body_2d.h" +#include "godot_constraint_2d.h" -class Joint2DSW : public Constraint2DSW { +class GodotJoint2D : public GodotConstraint2D { real_t bias = 0; real_t max_bias = 3.40282e+38; real_t max_force = 3.40282e+38; @@ -57,15 +57,15 @@ public: virtual bool pre_solve(real_t p_step) override { return false; } virtual void solve(real_t p_step) override {} - void copy_settings_from(Joint2DSW *p_joint); + void copy_settings_from(GodotJoint2D *p_joint); virtual PhysicsServer2D::JointType get_type() const { return PhysicsServer2D::JOINT_TYPE_MAX; } - Joint2DSW(Body2DSW **p_body_ptr = nullptr, int p_body_count = 0) : - Constraint2DSW(p_body_ptr, p_body_count) {} + GodotJoint2D(GodotBody2D **p_body_ptr = nullptr, int p_body_count = 0) : + GodotConstraint2D(p_body_ptr, p_body_count) {} - virtual ~Joint2DSW() { + virtual ~GodotJoint2D() { for (int i = 0; i < get_body_count(); i++) { - Body2DSW *body = get_body_ptr()[i]; + GodotBody2D *body = get_body_ptr()[i]; if (body) { body->remove_constraint(this, i); } @@ -73,14 +73,14 @@ public: }; }; -class PinJoint2DSW : public Joint2DSW { +class GodotPinJoint2D : public GodotJoint2D { union { struct { - Body2DSW *A; - Body2DSW *B; + GodotBody2D *A; + GodotBody2D *B; }; - Body2DSW *_arr[2] = { nullptr, nullptr }; + GodotBody2D *_arr[2] = { nullptr, nullptr }; }; Transform2D M; @@ -101,17 +101,17 @@ public: void set_param(PhysicsServer2D::PinJointParam p_param, real_t p_value); real_t get_param(PhysicsServer2D::PinJointParam p_param) const; - PinJoint2DSW(const Vector2 &p_pos, Body2DSW *p_body_a, Body2DSW *p_body_b = nullptr); + GodotPinJoint2D(const Vector2 &p_pos, GodotBody2D *p_body_a, GodotBody2D *p_body_b = nullptr); }; -class GrooveJoint2DSW : public Joint2DSW { +class GodotGrooveJoint2D : public GodotJoint2D { union { struct { - Body2DSW *A; - Body2DSW *B; + GodotBody2D *A; + GodotBody2D *B; }; - Body2DSW *_arr[2] = { nullptr, nullptr }; + GodotBody2D *_arr[2] = { nullptr, nullptr }; }; Vector2 A_groove_1; @@ -135,17 +135,17 @@ public: virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - GrooveJoint2DSW(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, Body2DSW *p_body_a, Body2DSW *p_body_b); + GodotGrooveJoint2D(const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, GodotBody2D *p_body_a, GodotBody2D *p_body_b); }; -class DampedSpringJoint2DSW : public Joint2DSW { +class GodotDampedSpringJoint2D : public GodotJoint2D { union { struct { - Body2DSW *A; - Body2DSW *B; + GodotBody2D *A; + GodotBody2D *B; }; - Body2DSW *_arr[2] = { nullptr, nullptr }; + GodotBody2D *_arr[2] = { nullptr, nullptr }; }; Vector2 anchor_A; @@ -172,7 +172,7 @@ public: void set_param(PhysicsServer2D::DampedSpringParam p_param, real_t p_value); real_t get_param(PhysicsServer2D::DampedSpringParam p_param) const; - DampedSpringJoint2DSW(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, Body2DSW *p_body_a, Body2DSW *p_body_b); + GodotDampedSpringJoint2D(const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, GodotBody2D *p_body_a, GodotBody2D *p_body_b); }; -#endif // JOINTS_2D_SW_H +#endif // GODOT_JOINTS_2D_H diff --git a/servers/physics_2d/godot_physics_server_2d.cpp b/servers/physics_2d/godot_physics_server_2d.cpp new file mode 100644 index 0000000000..5e099e27ec --- /dev/null +++ b/servers/physics_2d/godot_physics_server_2d.cpp @@ -0,0 +1,1366 @@ +/*************************************************************************/ +/* godot_physics_server_2d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "godot_physics_server_2d.h" + +#include "godot_body_direct_state_2d.h" +#include "godot_broad_phase_2d_bvh.h" +#include "godot_collision_solver_2d.h" + +#include "core/config/project_settings.h" +#include "core/debugger/engine_debugger.h" +#include "core/os/os.h" + +#define FLUSH_QUERY_CHECK(m_object) \ + ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead."); + +RID GodotPhysicsServer2D::_shape_create(ShapeType p_shape) { + GodotShape2D *shape = nullptr; + switch (p_shape) { + case SHAPE_WORLD_BOUNDARY: { + shape = memnew(GodotWorldBoundaryShape2D); + } break; + case SHAPE_SEPARATION_RAY: { + shape = memnew(GodotSeparationRayShape2D); + } break; + case SHAPE_SEGMENT: { + shape = memnew(GodotSegmentShape2D); + } break; + case SHAPE_CIRCLE: { + shape = memnew(GodotCircleShape2D); + } break; + case SHAPE_RECTANGLE: { + shape = memnew(GodotRectangleShape2D); + } break; + case SHAPE_CAPSULE: { + shape = memnew(GodotCapsuleShape2D); + } break; + case SHAPE_CONVEX_POLYGON: { + shape = memnew(GodotConvexPolygonShape2D); + } break; + case SHAPE_CONCAVE_POLYGON: { + shape = memnew(GodotConcavePolygonShape2D); + } break; + case SHAPE_CUSTOM: { + ERR_FAIL_V(RID()); + + } break; + } + + RID id = shape_owner.make_rid(shape); + shape->set_self(id); + + return id; +} + +RID GodotPhysicsServer2D::world_boundary_shape_create() { + return _shape_create(SHAPE_WORLD_BOUNDARY); +} + +RID GodotPhysicsServer2D::separation_ray_shape_create() { + return _shape_create(SHAPE_SEPARATION_RAY); +} + +RID GodotPhysicsServer2D::segment_shape_create() { + return _shape_create(SHAPE_SEGMENT); +} + +RID GodotPhysicsServer2D::circle_shape_create() { + return _shape_create(SHAPE_CIRCLE); +} + +RID GodotPhysicsServer2D::rectangle_shape_create() { + return _shape_create(SHAPE_RECTANGLE); +} + +RID GodotPhysicsServer2D::capsule_shape_create() { + return _shape_create(SHAPE_CAPSULE); +} + +RID GodotPhysicsServer2D::convex_polygon_shape_create() { + return _shape_create(SHAPE_CONVEX_POLYGON); +} + +RID GodotPhysicsServer2D::concave_polygon_shape_create() { + return _shape_create(SHAPE_CONCAVE_POLYGON); +} + +void GodotPhysicsServer2D::shape_set_data(RID p_shape, const Variant &p_data) { + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + shape->set_data(p_data); +}; + +void GodotPhysicsServer2D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) { + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + shape->set_custom_bias(p_bias); +} + +PhysicsServer2D::ShapeType GodotPhysicsServer2D::shape_get_type(RID p_shape) const { + const GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM); + return shape->get_type(); +}; + +Variant GodotPhysicsServer2D::shape_get_data(RID p_shape) const { + const GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND_V(!shape, Variant()); + ERR_FAIL_COND_V(!shape->is_configured(), Variant()); + return shape->get_data(); +}; + +real_t GodotPhysicsServer2D::shape_get_custom_solver_bias(RID p_shape) const { + const GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND_V(!shape, 0); + return shape->get_custom_bias(); +} + +void GodotPhysicsServer2D::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) { + CollCbkData *cbk = (CollCbkData *)p_userdata; + + if (cbk->max == 0) { + return; + } + + Vector2 rel_dir = (p_point_A - p_point_B); + real_t rel_length2 = rel_dir.length_squared(); + if (cbk->valid_dir != Vector2()) { + if (cbk->valid_depth < 10e20) { + if (rel_length2 > cbk->valid_depth * cbk->valid_depth || + (rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) { + cbk->invalid_by_dir++; + return; + } + } else { + if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) { + return; + } + } + } + + if (cbk->amount == cbk->max) { + //find least deep + real_t min_depth = 1e20; + int min_depth_idx = 0; + for (int i = 0; i < cbk->amount; i++) { + real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]); + if (d < min_depth) { + min_depth = d; + min_depth_idx = i; + } + } + + if (rel_length2 < min_depth) { + return; + } + cbk->ptr[min_depth_idx * 2 + 0] = p_point_A; + cbk->ptr[min_depth_idx * 2 + 1] = p_point_B; + cbk->passed++; + + } else { + cbk->ptr[cbk->amount * 2 + 0] = p_point_A; + cbk->ptr[cbk->amount * 2 + 1] = p_point_B; + cbk->amount++; + cbk->passed++; + } +} + +bool GodotPhysicsServer2D::shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) { + GodotShape2D *shape_A = shape_owner.get_or_null(p_shape_A); + ERR_FAIL_COND_V(!shape_A, false); + GodotShape2D *shape_B = shape_owner.get_or_null(p_shape_B); + ERR_FAIL_COND_V(!shape_B, false); + + if (p_result_max == 0) { + return GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr); + } + + CollCbkData cbk; + cbk.max = p_result_max; + cbk.amount = 0; + cbk.passed = 0; + cbk.ptr = r_results; + + bool res = GodotCollisionSolver2D::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk); + r_result_count = cbk.amount; + return res; +} + +RID GodotPhysicsServer2D::space_create() { + GodotSpace2D *space = memnew(GodotSpace2D); + RID id = space_owner.make_rid(space); + space->set_self(id); + RID area_id = area_create(); + GodotArea2D *area = area_owner.get_or_null(area_id); + ERR_FAIL_COND_V(!area, RID()); + space->set_default_area(area); + area->set_space(space); + area->set_priority(-1); + + return id; +}; + +void GodotPhysicsServer2D::space_set_active(RID p_space, bool p_active) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + if (p_active) { + active_spaces.insert(space); + } else { + active_spaces.erase(space); + } +} + +bool GodotPhysicsServer2D::space_is_active(RID p_space) const { + const GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, false); + + return active_spaces.has(space); +} + +void GodotPhysicsServer2D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + + space->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer2D::space_get_param(RID p_space, SpaceParameter p_param) const { + const GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, 0); + return space->get_param(p_param); +} + +void GodotPhysicsServer2D::space_set_debug_contacts(RID p_space, int p_max_contacts) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + space->set_debug_contacts(p_max_contacts); +} + +Vector<Vector2> GodotPhysicsServer2D::space_get_contacts(RID p_space) const { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, Vector<Vector2>()); + return space->get_debug_contacts(); +} + +int GodotPhysicsServer2D::space_get_contact_count(RID p_space) const { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, 0); + return space->get_debug_contact_count(); +} + +PhysicsDirectSpaceState2D *GodotPhysicsServer2D::space_get_direct_state(RID p_space) { + GodotSpace2D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, nullptr); + ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification."); + + return space->get_direct_state(); +} + +RID GodotPhysicsServer2D::area_create() { + GodotArea2D *area = memnew(GodotArea2D); + RID rid = area_owner.make_rid(area); + area->set_self(rid); + return rid; +} + +void GodotPhysicsServer2D::area_set_space(RID p_area, RID p_space) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + GodotSpace2D *space = nullptr; + if (p_space.is_valid()) { + space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + } + + if (area->get_space() == space) { + return; //pointless + } + + area->clear_constraints(); + area->set_space(space); +} + +RID GodotPhysicsServer2D::area_get_space(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, RID()); + + GodotSpace2D *space = area->get_space(); + if (!space) { + return RID(); + } + return space->get_self(); +} + +void GodotPhysicsServer2D::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + + area->add_shape(shape, p_transform, p_disabled); +} + +void GodotPhysicsServer2D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + ERR_FAIL_COND(!shape->is_configured()); + + area->set_shape(p_shape_idx, shape); +} + +void GodotPhysicsServer2D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_shape_transform(p_shape_idx, p_transform); +} + +void GodotPhysicsServer2D::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + ERR_FAIL_INDEX(p_shape, area->get_shape_count()); + FLUSH_QUERY_CHECK(area); + + area->set_shape_disabled(p_shape, p_disabled); +} + +int GodotPhysicsServer2D::area_get_shape_count(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, -1); + + return area->get_shape_count(); +} + +RID GodotPhysicsServer2D::area_get_shape(RID p_area, int p_shape_idx) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, RID()); + + GodotShape2D *shape = area->get_shape(p_shape_idx); + ERR_FAIL_COND_V(!shape, RID()); + + return shape->get_self(); +} + +Transform2D GodotPhysicsServer2D::area_get_shape_transform(RID p_area, int p_shape_idx) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, Transform2D()); + + return area->get_shape_transform(p_shape_idx); +} + +void GodotPhysicsServer2D::area_remove_shape(RID p_area, int p_shape_idx) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->remove_shape(p_shape_idx); +} + +void GodotPhysicsServer2D::area_clear_shapes(RID p_area) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + while (area->get_shape_count()) { + area->remove_shape(0); + } +} + +void GodotPhysicsServer2D::area_attach_object_instance_id(RID p_area, ObjectID p_id) { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::area_get_object_instance_id(RID p_area) const { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, ObjectID()); + return area->get_instance_id(); +} + +void GodotPhysicsServer2D::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_canvas_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::area_get_canvas_instance_id(RID p_area) const { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, ObjectID()); + return area->get_canvas_instance_id(); +} + +void GodotPhysicsServer2D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_param(p_param, p_value); +}; + +void GodotPhysicsServer2D::area_set_transform(RID p_area, const Transform2D &p_transform) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_transform(p_transform); +}; + +Variant GodotPhysicsServer2D::area_get_param(RID p_area, AreaParameter p_param) const { + if (space_owner.owns(p_area)) { + GodotSpace2D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, Variant()); + + return area->get_param(p_param); +}; + +Transform2D GodotPhysicsServer2D::area_get_transform(RID p_area) const { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, Transform2D()); + + return area->get_transform(); +}; + +void GodotPhysicsServer2D::area_set_pickable(RID p_area, bool p_pickable) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_pickable(p_pickable); +} + +void GodotPhysicsServer2D::area_set_monitorable(RID p_area, bool p_monitorable) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + FLUSH_QUERY_CHECK(area); + + area->set_monitorable(p_monitorable); +} + +void GodotPhysicsServer2D::area_set_collision_mask(RID p_area, uint32_t p_mask) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_collision_mask(p_mask); +} + +void GodotPhysicsServer2D::area_set_collision_layer(RID p_area, uint32_t p_layer) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_collision_layer(p_layer); +} + +void GodotPhysicsServer2D::area_set_monitor_callback(RID p_area, const Callable &p_callback) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); +} + +void GodotPhysicsServer2D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) { + GodotArea2D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); +} + +/* BODY API */ + +RID GodotPhysicsServer2D::body_create() { + GodotBody2D *body = memnew(GodotBody2D); + RID rid = body_owner.make_rid(body); + body->set_self(rid); + return rid; +} + +void GodotPhysicsServer2D::body_set_space(RID p_body, RID p_space) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + GodotSpace2D *space = nullptr; + if (p_space.is_valid()) { + space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + } + + if (body->get_space() == space) { + return; //pointless + } + + body->clear_constraint_list(); + body->set_space(space); +}; + +RID GodotPhysicsServer2D::body_get_space(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, RID()); + + GodotSpace2D *space = body->get_space(); + if (!space) { + return RID(); + } + return space->get_self(); +}; + +void GodotPhysicsServer2D::body_set_mode(RID p_body, BodyMode p_mode) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + FLUSH_QUERY_CHECK(body); + + body->set_mode(p_mode); +}; + +PhysicsServer2D::BodyMode GodotPhysicsServer2D::body_get_mode(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, BODY_MODE_STATIC); + + return body->get_mode(); +}; + +void GodotPhysicsServer2D::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + + body->add_shape(shape, p_transform, p_disabled); +} + +void GodotPhysicsServer2D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + GodotShape2D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + ERR_FAIL_COND(!shape->is_configured()); + + body->set_shape(p_shape_idx, shape); +} + +void GodotPhysicsServer2D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_shape_transform(p_shape_idx, p_transform); +} + +int GodotPhysicsServer2D::body_get_shape_count(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, -1); + + return body->get_shape_count(); +} + +RID GodotPhysicsServer2D::body_get_shape(RID p_body, int p_shape_idx) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, RID()); + + GodotShape2D *shape = body->get_shape(p_shape_idx); + ERR_FAIL_COND_V(!shape, RID()); + + return shape->get_self(); +} + +Transform2D GodotPhysicsServer2D::body_get_shape_transform(RID p_body, int p_shape_idx) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Transform2D()); + + return body->get_shape_transform(p_shape_idx); +} + +void GodotPhysicsServer2D::body_remove_shape(RID p_body, int p_shape_idx) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->remove_shape(p_shape_idx); +} + +void GodotPhysicsServer2D::body_clear_shapes(RID p_body) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + while (body->get_shape_count()) { + body->remove_shape(0); + } +} + +void GodotPhysicsServer2D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); + FLUSH_QUERY_CHECK(body); + + body->set_shape_disabled(p_shape_idx, p_disabled); +} + +void GodotPhysicsServer2D::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); + FLUSH_QUERY_CHECK(body); + + body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin); +} + +void GodotPhysicsServer2D::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_continuous_collision_detection_mode(p_mode); +} + +GodotPhysicsServer2D::CCDMode GodotPhysicsServer2D::body_get_continuous_collision_detection_mode(RID p_body) const { + const GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, CCD_MODE_DISABLED); + + return body->get_continuous_collision_detection_mode(); +} + +void GodotPhysicsServer2D::body_attach_object_instance_id(RID p_body, ObjectID p_id) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::body_get_object_instance_id(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, ObjectID()); + + return body->get_instance_id(); +} + +void GodotPhysicsServer2D::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_canvas_instance_id(p_id); +} + +ObjectID GodotPhysicsServer2D::body_get_canvas_instance_id(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, ObjectID()); + + return body->get_canvas_instance_id(); +} + +void GodotPhysicsServer2D::body_set_collision_layer(RID p_body, uint32_t p_layer) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_collision_layer(p_layer); +} + +uint32_t GodotPhysicsServer2D::body_get_collision_layer(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_collision_layer(); +} + +void GodotPhysicsServer2D::body_set_collision_mask(RID p_body, uint32_t p_mask) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_collision_mask(p_mask); +} + +uint32_t GodotPhysicsServer2D::body_get_collision_mask(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_collision_mask(); +} + +void GodotPhysicsServer2D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_param(p_param, p_value); +} + +Variant GodotPhysicsServer2D::body_get_param(RID p_body, BodyParameter p_param) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_param(p_param); +} + +void GodotPhysicsServer2D::body_reset_mass_properties(RID p_body) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + return body->reset_mass_properties(); +} + +void GodotPhysicsServer2D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_state(p_state, p_variant); +} + +Variant GodotPhysicsServer2D::body_get_state(RID p_body, BodyState p_state) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Variant()); + + return body->get_state(p_state); +} + +void GodotPhysicsServer2D::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->apply_central_impulse(p_impulse); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_torque_impulse(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + _update_shapes(); + + body->apply_torque_impulse(p_torque); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + _update_shapes(); + + body->apply_impulse(p_impulse, p_position); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_central_force(RID p_body, const Vector2 &p_force) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->apply_central_force(p_force); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->apply_force(p_force, p_position); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_apply_torque(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->apply_torque(p_torque); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_add_constant_central_force(RID p_body, const Vector2 &p_force) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_constant_central_force(p_force); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_constant_force(p_force, p_position); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_add_constant_torque(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_constant_torque(p_torque); + body->wakeup(); +} + +void GodotPhysicsServer2D::body_set_constant_force(RID p_body, const Vector2 &p_force) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_constant_force(p_force); + if (!p_force.is_equal_approx(Vector2())) { + body->wakeup(); + } +} + +Vector2 GodotPhysicsServer2D::body_get_constant_force(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Vector2()); + return body->get_constant_force(); +} + +void GodotPhysicsServer2D::body_set_constant_torque(RID p_body, real_t p_torque) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_constant_torque(p_torque); + if (!Math::is_zero_approx(p_torque)) { + body->wakeup(); + } +} + +real_t GodotPhysicsServer2D::body_get_constant_torque(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_constant_torque(); +} + +void GodotPhysicsServer2D::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + _update_shapes(); + + Vector2 v = body->get_linear_velocity(); + Vector2 axis = p_axis_velocity.normalized(); + v -= axis * axis.dot(v); + v += p_axis_velocity; + body->set_linear_velocity(v); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_add_collision_exception(RID p_body, RID p_body_b) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_exception(p_body_b); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_remove_collision_exception(RID p_body, RID p_body_b) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->remove_exception(p_body_b); + body->wakeup(); +}; + +void GodotPhysicsServer2D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + for (int i = 0; i < body->get_exceptions().size(); i++) { + p_exceptions->push_back(body->get_exceptions()[i]); + } +}; + +void GodotPhysicsServer2D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); +}; + +real_t GodotPhysicsServer2D::body_get_contacts_reported_depth_threshold(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + return 0; +}; + +void GodotPhysicsServer2D::body_set_omit_force_integration(RID p_body, bool p_omit) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_omit_force_integration(p_omit); +}; + +bool GodotPhysicsServer2D::body_is_omitting_force_integration(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, false); + return body->get_omit_force_integration(); +}; + +void GodotPhysicsServer2D::body_set_max_contacts_reported(RID p_body, int p_contacts) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_max_contacts_reported(p_contacts); +} + +int GodotPhysicsServer2D::body_get_max_contacts_reported(RID p_body) const { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, -1); + return body->get_max_contacts_reported(); +} + +void GodotPhysicsServer2D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_state_sync_callback(p_instance, p_callback); +} + +void GodotPhysicsServer2D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_force_integration_callback(p_callable, p_udata); +} + +bool GodotPhysicsServer2D::body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, false); + ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false); + + return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count); +} + +void GodotPhysicsServer2D::body_set_pickable(RID p_body, bool p_pickable) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_pickable(p_pickable); +} + +bool GodotPhysicsServer2D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) { + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, false); + ERR_FAIL_COND_V(!body->get_space(), false); + ERR_FAIL_COND_V(body->get_space()->is_locked(), false); + + _update_shapes(); + + return body->get_space()->test_body_motion(body, p_parameters, r_result); +} + +PhysicsDirectBodyState2D *GodotPhysicsServer2D::body_get_direct_state(RID p_body) { + ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); + + if (!body_owner.owns(p_body)) { + return nullptr; + } + + GodotBody2D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, nullptr); + + if (!body->get_space()) { + return nullptr; + } + + ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); + + return body->get_direct_state(); +} + +/* JOINT API */ + +RID GodotPhysicsServer2D::joint_create() { + GodotJoint2D *joint = memnew(GodotJoint2D); + RID joint_rid = joint_owner.make_rid(joint); + joint->set_self(joint_rid); + return joint_rid; +} + +void GodotPhysicsServer2D::joint_clear(RID p_joint) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + if (joint->get_type() != JOINT_TYPE_MAX) { + GodotJoint2D *empty_joint = memnew(GodotJoint2D); + empty_joint->copy_settings_from(joint); + + joint_owner.replace(p_joint, empty_joint); + memdelete(joint); + } +} + +void GodotPhysicsServer2D::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + + switch (p_param) { + case JOINT_PARAM_BIAS: + joint->set_bias(p_value); + break; + case JOINT_PARAM_MAX_BIAS: + joint->set_max_bias(p_value); + break; + case JOINT_PARAM_MAX_FORCE: + joint->set_max_force(p_value); + break; + } +} + +real_t GodotPhysicsServer2D::joint_get_param(RID p_joint, JointParam p_param) const { + const GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, -1); + + switch (p_param) { + case JOINT_PARAM_BIAS: + return joint->get_bias(); + break; + case JOINT_PARAM_MAX_BIAS: + return joint->get_max_bias(); + break; + case JOINT_PARAM_MAX_FORCE: + return joint->get_max_force(); + break; + } + + return 0; +} + +void GodotPhysicsServer2D::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + + joint->disable_collisions_between_bodies(p_disable); + + if (2 == joint->get_body_count()) { + GodotBody2D *body_a = *joint->get_body_ptr(); + GodotBody2D *body_b = *(joint->get_body_ptr() + 1); + + if (p_disable) { + body_add_collision_exception(body_a->get_self(), body_b->get_self()); + body_add_collision_exception(body_b->get_self(), body_a->get_self()); + } else { + body_remove_collision_exception(body_a->get_self(), body_b->get_self()); + body_remove_collision_exception(body_b->get_self(), body_a->get_self()); + } + } +} + +bool GodotPhysicsServer2D::joint_is_disabled_collisions_between_bodies(RID p_joint) const { + const GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, true); + + return joint->is_disabled_collisions_between_bodies(); +} + +void GodotPhysicsServer2D::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) { + GodotBody2D *A = body_owner.get_or_null(p_body_a); + ERR_FAIL_COND(!A); + GodotBody2D *B = nullptr; + if (body_owner.owns(p_body_b)) { + B = body_owner.get_or_null(p_body_b); + ERR_FAIL_COND(!B); + } + + GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint2D *joint = memnew(GodotPinJoint2D(p_pos, A, B)); + + joint_owner.replace(p_joint, joint); + joint->copy_settings_from(prev_joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer2D::joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) { + GodotBody2D *A = body_owner.get_or_null(p_body_a); + ERR_FAIL_COND(!A); + + GodotBody2D *B = body_owner.get_or_null(p_body_b); + ERR_FAIL_COND(!B); + + GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint2D *joint = memnew(GodotGrooveJoint2D(p_a_groove1, p_a_groove2, p_b_anchor, A, B)); + + joint_owner.replace(p_joint, joint); + joint->copy_settings_from(prev_joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer2D::joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) { + GodotBody2D *A = body_owner.get_or_null(p_body_a); + ERR_FAIL_COND(!A); + + GodotBody2D *B = body_owner.get_or_null(p_body_b); + ERR_FAIL_COND(!B); + + GodotJoint2D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint2D *joint = memnew(GodotDampedSpringJoint2D(p_anchor_a, p_anchor_b, A, B)); + + joint_owner.replace(p_joint, joint); + joint->copy_settings_from(prev_joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer2D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) { + GodotJoint2D *j = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!j); + ERR_FAIL_COND(j->get_type() != JOINT_TYPE_PIN); + + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(j); + pin_joint->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer2D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const { + GodotJoint2D *j = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!j, 0); + ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_PIN, 0); + + GodotPinJoint2D *pin_joint = static_cast<GodotPinJoint2D *>(j); + return pin_joint->get_param(p_param); +} + +void GodotPhysicsServer2D::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) { + GodotJoint2D *j = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!j); + ERR_FAIL_COND(j->get_type() != JOINT_TYPE_DAMPED_SPRING); + + GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(j); + dsj->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer2D::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const { + GodotJoint2D *j = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!j, 0); + ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_DAMPED_SPRING, 0); + + GodotDampedSpringJoint2D *dsj = static_cast<GodotDampedSpringJoint2D *>(j); + return dsj->get_param(p_param); +} + +PhysicsServer2D::JointType GodotPhysicsServer2D::joint_get_type(RID p_joint) const { + GodotJoint2D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN); + + return joint->get_type(); +} + +void GodotPhysicsServer2D::free(RID p_rid) { + _update_shapes(); // just in case + + if (shape_owner.owns(p_rid)) { + GodotShape2D *shape = shape_owner.get_or_null(p_rid); + + while (shape->get_owners().size()) { + GodotShapeOwner2D *so = shape->get_owners().front()->key(); + so->remove_shape(shape); + } + + shape_owner.free(p_rid); + memdelete(shape); + } else if (body_owner.owns(p_rid)) { + GodotBody2D *body = body_owner.get_or_null(p_rid); + + /* + if (body->get_state_query()) + _clear_query(body->get_state_query()); + + if (body->get_direct_state_query()) + _clear_query(body->get_direct_state_query()); + */ + + body_set_space(p_rid, RID()); + + while (body->get_shape_count()) { + body->remove_shape(0); + } + + body_owner.free(p_rid); + memdelete(body); + + } else if (area_owner.owns(p_rid)) { + GodotArea2D *area = area_owner.get_or_null(p_rid); + + /* + if (area->get_monitor_query()) + _clear_query(area->get_monitor_query()); + */ + + area->set_space(nullptr); + + while (area->get_shape_count()) { + area->remove_shape(0); + } + + area_owner.free(p_rid); + memdelete(area); + } else if (space_owner.owns(p_rid)) { + GodotSpace2D *space = space_owner.get_or_null(p_rid); + + while (space->get_objects().size()) { + GodotCollisionObject2D *co = (GodotCollisionObject2D *)space->get_objects().front()->get(); + co->set_space(nullptr); + } + + active_spaces.erase(space); + free(space->get_default_area()->get_self()); + space_owner.free(p_rid); + memdelete(space); + } else if (joint_owner.owns(p_rid)) { + GodotJoint2D *joint = joint_owner.get_or_null(p_rid); + + joint_owner.free(p_rid); + memdelete(joint); + + } else { + ERR_FAIL_MSG("Invalid ID."); + } +} + +void GodotPhysicsServer2D::set_active(bool p_active) { + active = p_active; +} + +void GodotPhysicsServer2D::init() { + doing_sync = false; + stepper = memnew(GodotStep2D); +} + +void GodotPhysicsServer2D::step(real_t p_step) { + if (!active) { + return; + } + + _update_shapes(); + + island_count = 0; + active_objects = 0; + collision_pairs = 0; + for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) { + stepper->step((GodotSpace2D *)E->get(), p_step); + island_count += E->get()->get_island_count(); + active_objects += E->get()->get_active_objects(); + collision_pairs += E->get()->get_collision_pairs(); + } +} + +void GodotPhysicsServer2D::sync() { + doing_sync = true; +} + +void GodotPhysicsServer2D::flush_queries() { + if (!active) { + return; + } + + flushing_queries = true; + + uint64_t time_beg = OS::get_singleton()->get_ticks_usec(); + + for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) { + GodotSpace2D *space = (GodotSpace2D *)E->get(); + space->call_queries(); + } + + flushing_queries = false; + + if (EngineDebugger::is_profiling("servers")) { + uint64_t total_time[GodotSpace2D::ELAPSED_TIME_MAX]; + static const char *time_name[GodotSpace2D::ELAPSED_TIME_MAX] = { + "integrate_forces", + "generate_islands", + "setup_constraints", + "solve_constraints", + "integrate_velocities" + }; + + for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) { + total_time[i] = 0; + } + + for (Set<const GodotSpace2D *>::Element *E = active_spaces.front(); E; E = E->next()) { + for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) { + total_time[i] += E->get()->get_elapsed_time(GodotSpace2D::ElapsedTime(i)); + } + } + + Array values; + values.resize(GodotSpace2D::ELAPSED_TIME_MAX * 2); + for (int i = 0; i < GodotSpace2D::ELAPSED_TIME_MAX; i++) { + values[i * 2 + 0] = time_name[i]; + values[i * 2 + 1] = USEC_TO_SEC(total_time[i]); + } + values.push_back("flush_queries"); + values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg)); + + values.push_front("physics_2d"); + EngineDebugger::profiler_add_frame_data("servers", values); + } +} + +void GodotPhysicsServer2D::end_sync() { + doing_sync = false; +} + +void GodotPhysicsServer2D::finish() { + memdelete(stepper); +} + +void GodotPhysicsServer2D::_update_shapes() { + while (pending_shape_update_list.first()) { + pending_shape_update_list.first()->self()->_shape_changed(); + pending_shape_update_list.remove(pending_shape_update_list.first()); + } +} + +int GodotPhysicsServer2D::get_process_info(ProcessInfo p_info) { + switch (p_info) { + case INFO_ACTIVE_OBJECTS: { + return active_objects; + } break; + case INFO_COLLISION_PAIRS: { + return collision_pairs; + } break; + case INFO_ISLAND_COUNT: { + return island_count; + } break; + } + + return 0; +} + +GodotPhysicsServer2D *GodotPhysicsServer2D::godot_singleton = nullptr; + +GodotPhysicsServer2D::GodotPhysicsServer2D(bool p_using_threads) { + godot_singleton = this; + GodotBroadPhase2D::create_func = GodotBroadPhase2DBVH::_create; + + using_threads = p_using_threads; +} diff --git a/servers/physics_2d/physics_server_2d_sw.h b/servers/physics_2d/godot_physics_server_2d.h index b8e375a087..0a84caadc5 100644 --- a/servers/physics_2d/physics_server_2d_sw.h +++ b/servers/physics_2d/godot_physics_server_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* physics_server_2d_sw.h */ +/* godot_physics_server_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,23 +28,23 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef PHYSICS_2D_SERVER_SW -#define PHYSICS_2D_SERVER_SW +#ifndef GODOT_PHYSICS_SERVER_2D_H +#define GODOT_PHYSICS_SERVER_2D_H + +#include "godot_joints_2d.h" +#include "godot_shape_2d.h" +#include "godot_space_2d.h" +#include "godot_step_2d.h" #include "core/templates/rid_owner.h" -#include "joints_2d_sw.h" #include "servers/physics_server_2d.h" -#include "shape_2d_sw.h" -#include "space_2d_sw.h" -#include "step_2d_sw.h" -class PhysicsServer2DSW : public PhysicsServer2D { - GDCLASS(PhysicsServer2DSW, PhysicsServer2D); +class GodotPhysicsServer2D : public PhysicsServer2D { + GDCLASS(GodotPhysicsServer2D, PhysicsServer2D); - friend class PhysicsDirectSpaceState2DSW; - friend class PhysicsDirectBodyState2DSW; + friend class GodotPhysicsDirectSpaceState2D; + friend class GodotPhysicsDirectBodyState2D; bool active = true; - int iterations = 0; bool doing_sync = false; int island_count = 0; @@ -55,20 +55,19 @@ class PhysicsServer2DSW : public PhysicsServer2D { bool flushing_queries = false; - Step2DSW *stepper = nullptr; - Set<const Space2DSW *> active_spaces; + GodotStep2D *stepper = nullptr; + Set<const GodotSpace2D *> active_spaces; - mutable RID_PtrOwner<Shape2DSW, true> shape_owner; - mutable RID_PtrOwner<Space2DSW, true> space_owner; - mutable RID_PtrOwner<Area2DSW, true> area_owner; - mutable RID_PtrOwner<Body2DSW, true> body_owner; - mutable RID_PtrOwner<Joint2DSW, true> joint_owner; + mutable RID_PtrOwner<GodotShape2D, true> shape_owner; + mutable RID_PtrOwner<GodotSpace2D, true> space_owner; + mutable RID_PtrOwner<GodotArea2D, true> area_owner; + mutable RID_PtrOwner<GodotBody2D, true> body_owner; + mutable RID_PtrOwner<GodotJoint2D, true> joint_owner; - static PhysicsServer2DSW *singletonsw; + static GodotPhysicsServer2D *godot_singleton; - //void _clear_query(Query2DSW *p_query); - friend class CollisionObject2DSW; - SelfList<CollisionObject2DSW>::List pending_shape_update_list; + friend class GodotCollisionObject2D; + SelfList<GodotCollisionObject2D>::List pending_shape_update_list; void _update_shapes(); RID _shape_create(ShapeType p_shape); @@ -124,9 +123,6 @@ public: virtual RID area_create() override; - virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) override; - virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const override; - virtual void area_set_space(RID p_area, RID p_space) override; virtual RID area_get_space(RID p_area) const override; @@ -158,8 +154,8 @@ public: virtual void area_set_collision_mask(RID p_area, uint32_t p_mask) override; virtual void area_set_collision_layer(RID p_area, uint32_t p_layer) override; - virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override; - virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override; + virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override; + virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override; virtual void area_set_pickable(RID p_area, bool p_pickable) override; @@ -211,19 +207,24 @@ public: virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override; virtual Variant body_get_state(RID p_body, BodyState p_state) const override; - virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) override; - virtual Vector2 body_get_applied_force(RID p_body) const override; - - virtual void body_set_applied_torque(RID p_body, real_t p_torque) override; - virtual real_t body_get_applied_torque(RID p_body) const override; - - virtual void body_add_central_force(RID p_body, const Vector2 &p_force) override; - virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; - virtual void body_add_torque(RID p_body, real_t p_torque) override; - virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) override; virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) override; virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) override; + + virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) override; + virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void body_apply_torque(RID p_body, real_t p_torque) override; + + virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) override; + virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) override; + virtual void body_add_constant_torque(RID p_body, real_t p_torque) override; + + virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) override; + virtual Vector2 body_get_constant_force(RID p_body) const override; + + virtual void body_set_constant_torque(RID p_body, real_t p_torque) override; + virtual real_t body_get_constant_torque(RID p_body) const override; + virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) override; virtual void body_add_collision_exception(RID p_body, RID p_body_b) override; @@ -286,14 +287,12 @@ public: virtual void end_sync() override; virtual void finish() override; - virtual void set_collision_iterations(int p_iterations) override; - virtual bool is_flushing_queries() const override { return flushing_queries; } int get_process_info(ProcessInfo p_info) override; - PhysicsServer2DSW(bool p_using_threads = false); - ~PhysicsServer2DSW() {} + GodotPhysicsServer2D(bool p_using_threads = false); + ~GodotPhysicsServer2D() {} }; -#endif +#endif // GODOT_PHYSICS_SERVER_2D_H diff --git a/servers/physics_2d/shape_2d_sw.cpp b/servers/physics_2d/godot_shape_2d.cpp index bde882ac24..1e8799a727 100644 --- a/servers/physics_2d/shape_2d_sw.cpp +++ b/servers/physics_2d/godot_shape_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shape_2d_sw.cpp */ +/* godot_shape_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,29 +28,29 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "shape_2d_sw.h" +#include "godot_shape_2d.h" #include "core/math/geometry_2d.h" #include "core/templates/sort_array.h" -void Shape2DSW::configure(const Rect2 &p_aabb) { +void GodotShape2D::configure(const Rect2 &p_aabb) { aabb = p_aabb; configured = true; - for (const KeyValue<ShapeOwner2DSW *, int> &E : owners) { - ShapeOwner2DSW *co = (ShapeOwner2DSW *)E.key; + for (const KeyValue<GodotShapeOwner2D *, int> &E : owners) { + GodotShapeOwner2D *co = (GodotShapeOwner2D *)E.key; co->_shape_changed(); } } -Vector2 Shape2DSW::get_support(const Vector2 &p_normal) const { +Vector2 GodotShape2D::get_support(const Vector2 &p_normal) const { Vector2 res[2]; int amnt; get_supports(p_normal, res, amnt); return res[0]; } -void Shape2DSW::add_owner(ShapeOwner2DSW *p_owner) { - Map<ShapeOwner2DSW *, int>::Element *E = owners.find(p_owner); +void GodotShape2D::add_owner(GodotShapeOwner2D *p_owner) { + Map<GodotShapeOwner2D *, int>::Element *E = owners.find(p_owner); if (E) { E->get()++; } else { @@ -58,8 +58,8 @@ void Shape2DSW::add_owner(ShapeOwner2DSW *p_owner) { } } -void Shape2DSW::remove_owner(ShapeOwner2DSW *p_owner) { - Map<ShapeOwner2DSW *, int>::Element *E = owners.find(p_owner); +void GodotShape2D::remove_owner(GodotShapeOwner2D *p_owner) { + Map<GodotShapeOwner2D *, int>::Element *E = owners.find(p_owner); ERR_FAIL_COND(!E); E->get()--; if (E->get() == 0) { @@ -67,15 +67,15 @@ void Shape2DSW::remove_owner(ShapeOwner2DSW *p_owner) { } } -bool Shape2DSW::is_owner(ShapeOwner2DSW *p_owner) const { +bool GodotShape2D::is_owner(GodotShapeOwner2D *p_owner) const { return owners.has(p_owner); } -const Map<ShapeOwner2DSW *, int> &Shape2DSW::get_owners() const { +const Map<GodotShapeOwner2D *, int> &GodotShape2D::get_owners() const { return owners; } -Shape2DSW::~Shape2DSW() { +GodotShape2D::~GodotShape2D() { ERR_FAIL_COND(owners.size()); } @@ -83,15 +83,15 @@ Shape2DSW::~Shape2DSW() { /*********************************************************/ /*********************************************************/ -void WorldBoundaryShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotWorldBoundaryShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { r_amount = 0; } -bool WorldBoundaryShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotWorldBoundaryShape2D::contains_point(const Vector2 &p_point) const { return normal.dot(p_point) < d; } -bool WorldBoundaryShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotWorldBoundaryShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { Vector2 segment = p_begin - p_end; real_t den = normal.dot(segment); @@ -113,11 +113,11 @@ bool WorldBoundaryShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec return true; } -real_t WorldBoundaryShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotWorldBoundaryShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return 0; } -void WorldBoundaryShape2DSW::set_data(const Variant &p_data) { +void GodotWorldBoundaryShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY); Array arr = p_data; ERR_FAIL_COND(arr.size() != 2); @@ -126,7 +126,7 @@ void WorldBoundaryShape2DSW::set_data(const Variant &p_data) { configure(Rect2(Vector2(-1e4, -1e4), Vector2(1e4 * 2, 1e4 * 2))); } -Variant WorldBoundaryShape2DSW::get_data() const { +Variant GodotWorldBoundaryShape2D::get_data() const { Array arr; arr.resize(2); arr[0] = normal; @@ -138,7 +138,7 @@ Variant WorldBoundaryShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void SeparationRayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotSeparationRayShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { r_amount = 1; if (p_normal.y > 0) { @@ -148,26 +148,26 @@ void SeparationRayShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_su } } -bool SeparationRayShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotSeparationRayShape2D::contains_point(const Vector2 &p_point) const { return false; } -bool SeparationRayShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotSeparationRayShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { return false; //rays can't be intersected } -real_t SeparationRayShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotSeparationRayShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return 0; //rays are mass-less } -void SeparationRayShape2DSW::set_data(const Variant &p_data) { +void GodotSeparationRayShape2D::set_data(const Variant &p_data) { Dictionary d = p_data; length = d["length"]; slide_on_slope = d["slide_on_slope"]; configure(Rect2(0, 0, 0.001, length)); } -Variant SeparationRayShape2DSW::get_data() const { +Variant GodotSeparationRayShape2D::get_data() const { Dictionary d; d["length"] = length; d["slide_on_slope"] = slide_on_slope; @@ -178,7 +178,7 @@ Variant SeparationRayShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void SegmentShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotSegmentShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { if (Math::abs(p_normal.dot(n)) > _SEGMENT_IS_VALID_SUPPORT_THRESHOLD) { r_supports[0] = a; r_supports[1] = b; @@ -195,11 +195,11 @@ void SegmentShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports r_amount = 1; } -bool SegmentShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotSegmentShape2D::contains_point(const Vector2 &p_point) const { return false; } -bool SegmentShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotSegmentShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { if (!Geometry2D::segment_intersects_segment(p_begin, p_end, a, b, &r_point)) { return false; } @@ -213,11 +213,11 @@ bool SegmentShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 & return true; } -real_t SegmentShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotSegmentShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { return p_mass * ((a * p_scale).distance_squared_to(b * p_scale)) / 12; } -void SegmentShape2DSW::set_data(const Variant &p_data) { +void GodotSegmentShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::RECT2); Rect2 r = p_data; @@ -237,7 +237,7 @@ void SegmentShape2DSW::set_data(const Variant &p_data) { configure(aabb); } -Variant SegmentShape2DSW::get_data() const { +Variant GodotSegmentShape2D::get_data() const { Rect2 r; r.position = a; r.size = b; @@ -248,16 +248,16 @@ Variant SegmentShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void CircleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotCircleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { r_amount = 1; *r_supports = p_normal * radius; } -bool CircleShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotCircleShape2D::contains_point(const Vector2 &p_point) const { return p_point.length_squared() < radius * radius; } -bool CircleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotCircleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { Vector2 line_vec = p_end - p_begin; real_t a, b, c; @@ -283,19 +283,19 @@ bool CircleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p return true; } -real_t CircleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotCircleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { real_t a = radius * p_scale.x; real_t b = radius * p_scale.y; return p_mass * (a * a + b * b) / 4; } -void CircleShape2DSW::set_data(const Variant &p_data) { +void GodotCircleShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(!p_data.is_num()); radius = p_data; configure(Rect2(-radius, -radius, radius * 2, radius * 2)); } -Variant CircleShape2DSW::get_data() const { +Variant GodotCircleShape2D::get_data() const { return radius; } @@ -303,7 +303,7 @@ Variant CircleShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotRectangleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { for (int i = 0; i < 2; i++) { Vector2 ag; ag[i] = 1.0; @@ -333,7 +333,7 @@ void RectangleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_suppor (p_normal.y < 0) ? -half_extents.y : half_extents.y); } -bool RectangleShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotRectangleShape2D::contains_point(const Vector2 &p_point) const { real_t x = p_point.x; real_t y = p_point.y; real_t edge_x = half_extents.x; @@ -341,23 +341,23 @@ bool RectangleShape2DSW::contains_point(const Vector2 &p_point) const { return (x >= -edge_x) && (x < edge_x) && (y >= -edge_y) && (y < edge_y); } -bool RectangleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotRectangleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { return get_aabb().intersects_segment(p_begin, p_end, &r_point, &r_normal); } -real_t RectangleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotRectangleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { Vector2 he2 = half_extents * 2 * p_scale; return p_mass * he2.dot(he2) / 12.0; } -void RectangleShape2DSW::set_data(const Variant &p_data) { +void GodotRectangleShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::VECTOR2); half_extents = p_data; configure(Rect2(-half_extents, half_extents * 2.0)); } -Variant RectangleShape2DSW::get_data() const { +Variant GodotRectangleShape2D::get_data() const { return half_extents; } @@ -365,7 +365,7 @@ Variant RectangleShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void CapsuleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotCapsuleShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { Vector2 n = p_normal; real_t d = n.y; @@ -392,7 +392,7 @@ void CapsuleShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports } } -bool CapsuleShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotCapsuleShape2D::contains_point(const Vector2 &p_point) const { Vector2 p = p_point; p.y = Math::abs(p.y); p.y -= height * 0.5 - radius; @@ -403,7 +403,7 @@ bool CapsuleShape2DSW::contains_point(const Vector2 &p_point) const { return p.length_squared() < radius * radius; } -bool CapsuleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotCapsuleShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { real_t d = 1e10; Vector2 n = (p_end - p_begin).normalized(); bool collided = false; @@ -463,12 +463,12 @@ bool CapsuleShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 & return collided; //todo } -real_t CapsuleShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotCapsuleShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { Vector2 he2 = Vector2(radius * 2, height) * p_scale; return p_mass * he2.dot(he2) / 12.0; } -void CapsuleShape2DSW::set_data(const Variant &p_data) { +void GodotCapsuleShape2D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::ARRAY && p_data.get_type() != Variant::VECTOR2); if (p_data.get_type() == Variant::ARRAY) { @@ -486,7 +486,7 @@ void CapsuleShape2DSW::set_data(const Variant &p_data) { configure(Rect2(-he, he * 2)); } -Variant CapsuleShape2DSW::get_data() const { +Variant GodotCapsuleShape2D::get_data() const { return Point2(height, radius); } @@ -494,7 +494,7 @@ Variant CapsuleShape2DSW::get_data() const { /*********************************************************/ /*********************************************************/ -void ConvexPolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotConvexPolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { int support_idx = -1; real_t d = -1e10; r_amount = 0; @@ -522,7 +522,7 @@ void ConvexPolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_su r_supports[0] = points[support_idx].pos; } -bool ConvexPolygonShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotConvexPolygonShape2D::contains_point(const Vector2 &p_point) const { bool out = false; bool in = false; @@ -538,7 +538,7 @@ bool ConvexPolygonShape2DSW::contains_point(const Vector2 &p_point) const { return in != out; } -bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotConvexPolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { Vector2 n = (p_end - p_begin).normalized(); real_t d = 1e10; bool inters = false; @@ -568,7 +568,7 @@ bool ConvexPolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vec return inters; } -real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { +real_t GodotConvexPolygonShape2D::get_moment_of_inertia(real_t p_mass, const Size2 &p_scale) const { ERR_FAIL_COND_V_MSG(point_count == 0, 0, "Convex polygon shape has no points."); Rect2 aabb; aabb.position = points[0].pos * p_scale; @@ -579,7 +579,7 @@ real_t ConvexPolygonShape2DSW::get_moment_of_inertia(real_t p_mass, const Size2 return p_mass * aabb.size.dot(aabb.size) / 12.0; } -void ConvexPolygonShape2DSW::set_data(const Variant &p_data) { +void GodotConvexPolygonShape2D::set_data(const Variant &p_data) { #ifdef REAL_T_IS_DOUBLE ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY); #else @@ -635,7 +635,7 @@ void ConvexPolygonShape2DSW::set_data(const Variant &p_data) { configure(aabb); } -Variant ConvexPolygonShape2DSW::get_data() const { +Variant GodotConvexPolygonShape2D::get_data() const { Vector<Vector2> dvr; dvr.resize(point_count); @@ -647,7 +647,7 @@ Variant ConvexPolygonShape2DSW::get_data() const { return dvr; } -ConvexPolygonShape2DSW::~ConvexPolygonShape2DSW() { +GodotConvexPolygonShape2D::~GodotConvexPolygonShape2D() { if (points) { memdelete_arr(points); } @@ -655,7 +655,7 @@ ConvexPolygonShape2DSW::~ConvexPolygonShape2DSW() { ////////////////////////////////////////////////// -void ConcavePolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { +void GodotConcavePolygonShape2D::get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const { real_t d = -1e10; int idx = -1; for (int i = 0; i < points.size(); i++) { @@ -671,11 +671,11 @@ void ConcavePolygonShape2DSW::get_supports(const Vector2 &p_normal, Vector2 *r_s *r_supports = points[idx]; } -bool ConcavePolygonShape2DSW::contains_point(const Vector2 &p_point) const { +bool GodotConcavePolygonShape2D::contains_point(const Vector2 &p_point) const { return false; //sorry } -bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { +bool GodotConcavePolygonShape2D::intersect_segment(const Vector2 &p_begin, const Vector2 &p_end, Vector2 &r_point, Vector2 &r_normal) const { if (segments.size() == 0 || points.size() == 0) { return false; } @@ -783,7 +783,7 @@ bool ConcavePolygonShape2DSW::intersect_segment(const Vector2 &p_begin, const Ve return inters; } -int ConcavePolygonShape2DSW::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) { +int GodotConcavePolygonShape2D::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) { if (p_len == 1) { bvh_depth = MAX(p_depth, bvh_depth); bvh.push_back(*p_bvh); @@ -821,7 +821,7 @@ int ConcavePolygonShape2DSW::_generate_bvh(BVH *p_bvh, int p_len, int p_depth) { return node_idx; } -void ConcavePolygonShape2DSW::set_data(const Variant &p_data) { +void GodotConcavePolygonShape2D::set_data(const Variant &p_data) { #ifdef REAL_T_IS_DOUBLE ERR_FAIL_COND(p_data.get_type() != Variant::PACKED_VECTOR2_ARRAY && p_data.get_type() != Variant::PACKED_FLOAT64_ARRAY); #else @@ -898,7 +898,7 @@ void ConcavePolygonShape2DSW::set_data(const Variant &p_data) { configure(aabb); } -Variant ConcavePolygonShape2DSW::get_data() const { +Variant GodotConcavePolygonShape2D::get_data() const { Vector<Vector2> rsegments; int len = segments.size(); rsegments.resize(len * 2); @@ -911,7 +911,7 @@ Variant ConcavePolygonShape2DSW::get_data() const { return rsegments; } -void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const { +void GodotConcavePolygonShape2D::cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const { uint32_t *stack = (uint32_t *)alloca(sizeof(int) * bvh_depth); enum { @@ -957,7 +957,7 @@ void ConcavePolygonShape2DSW::cull(const Rect2 &p_local_aabb, QueryCallback p_ca Vector2 a = pointptr[s.points[0]]; Vector2 b = pointptr[s.points[1]]; - SegmentShape2DSW ss(a, b, (b - a).orthogonal().normalized()); + GodotSegmentShape2D ss(a, b, (b - a).orthogonal().normalized()); if (p_callback(p_userdata, &ss)) { return; diff --git a/servers/physics_2d/shape_2d_sw.h b/servers/physics_2d/godot_shape_2d.h index c118826284..fb52cbce20 100644 --- a/servers/physics_2d/shape_2d_sw.h +++ b/servers/physics_2d/godot_shape_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shape_2d_sw.h */ +/* godot_shape_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,29 +28,29 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SHAPE_2D_2DSW_H -#define SHAPE_2D_2DSW_H +#ifndef GODOT_SHAPE_2D_H +#define GODOT_SHAPE_2D_H #include "servers/physics_server_2d.h" #define _SEGMENT_IS_VALID_SUPPORT_THRESHOLD 0.99998 -class Shape2DSW; +class GodotShape2D; -class ShapeOwner2DSW { +class GodotShapeOwner2D { public: virtual void _shape_changed() = 0; - virtual void remove_shape(Shape2DSW *p_shape) = 0; + virtual void remove_shape(GodotShape2D *p_shape) = 0; - virtual ~ShapeOwner2DSW() {} + virtual ~GodotShapeOwner2D() {} }; -class Shape2DSW { +class GodotShape2D { RID self; Rect2 aabb; bool configured = false; real_t custom_bias = 0.0; - Map<ShapeOwner2DSW *, int> owners; + Map<GodotShapeOwner2D *, int> owners; protected: void configure(const Rect2 &p_aabb); @@ -83,10 +83,10 @@ public: _FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; } _FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; } - void add_owner(ShapeOwner2DSW *p_owner); - void remove_owner(ShapeOwner2DSW *p_owner); - bool is_owner(ShapeOwner2DSW *p_owner) const; - const Map<ShapeOwner2DSW *, int> &get_owners() const; + void add_owner(GodotShapeOwner2D *p_owner); + void remove_owner(GodotShapeOwner2D *p_owner); + bool is_owner(GodotShapeOwner2D *p_owner) const; + const Map<GodotShapeOwner2D *, int> &get_owners() const; _FORCE_INLINE_ void get_supports_transformed_cast(const Vector2 &p_cast, const Vector2 &p_normal, const Transform2D &p_xform, Vector2 *r_supports, int &r_amount) const { get_supports(p_xform.basis_xform_inv(p_normal).normalized(), r_supports, r_amount); @@ -121,8 +121,8 @@ public: } } } - Shape2DSW() {} - virtual ~Shape2DSW(); + GodotShape2D() {} + virtual ~GodotShape2D(); }; //let the optimizer do the magic @@ -141,7 +141,7 @@ public: r_max = MAX(maxa, maxb); \ } -class WorldBoundaryShape2DSW : public Shape2DSW { +class GodotWorldBoundaryShape2D : public GodotShape2D { Vector2 normal; real_t d = 0.0; @@ -178,7 +178,7 @@ public: } }; -class SeparationRayShape2DSW : public Shape2DSW { +class GodotSeparationRayShape2D : public GodotShape2D { real_t length = 0.0; bool slide_on_slope = false; @@ -211,11 +211,11 @@ public: DEFAULT_PROJECT_RANGE_CAST - _FORCE_INLINE_ SeparationRayShape2DSW() {} - _FORCE_INLINE_ SeparationRayShape2DSW(real_t p_length) { length = p_length; } + _FORCE_INLINE_ GodotSeparationRayShape2D() {} + _FORCE_INLINE_ GodotSeparationRayShape2D(real_t p_length) { length = p_length; } }; -class SegmentShape2DSW : public Shape2DSW { +class GodotSegmentShape2D : public GodotShape2D { Vector2 a; Vector2 b; Vector2 n; @@ -251,15 +251,15 @@ public: DEFAULT_PROJECT_RANGE_CAST - _FORCE_INLINE_ SegmentShape2DSW() {} - _FORCE_INLINE_ SegmentShape2DSW(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_n) { + _FORCE_INLINE_ GodotSegmentShape2D() {} + _FORCE_INLINE_ GodotSegmentShape2D(const Vector2 &p_a, const Vector2 &p_b, const Vector2 &p_n) { a = p_a; b = p_b; n = p_n; } }; -class CircleShape2DSW : public Shape2DSW { +class GodotCircleShape2D : public GodotShape2D { real_t radius; public: @@ -292,7 +292,7 @@ public: DEFAULT_PROJECT_RANGE_CAST }; -class RectangleShape2DSW : public Shape2DSW { +class GodotRectangleShape2D : public GodotShape2D { Vector2 half_extents; public: @@ -336,7 +336,7 @@ public: return (p_xform.xform(he) - p_circle).normalized(); } - _FORCE_INLINE_ Vector2 get_box_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const RectangleShape2DSW *p_B, const Transform2D &p_B_xform, const Transform2D &p_B_xform_inv) const { + _FORCE_INLINE_ Vector2 get_box_axis(const Transform2D &p_xform, const Transform2D &p_xform_inv, const GodotRectangleShape2D *p_B, const Transform2D &p_B_xform, const Transform2D &p_B_xform_inv) const { Vector2 a, b; { @@ -364,7 +364,7 @@ public: DEFAULT_PROJECT_RANGE_CAST }; -class CapsuleShape2DSW : public Shape2DSW { +class GodotCapsuleShape2D : public GodotShape2D { real_t radius = 0.0; real_t height = 0.0; @@ -405,7 +405,7 @@ public: DEFAULT_PROJECT_RANGE_CAST }; -class ConvexPolygonShape2DSW : public Shape2DSW { +class GodotConvexPolygonShape2D : public GodotShape2D { struct Point { Vector2 pos; Vector2 normal; //normal to next segment @@ -457,21 +457,21 @@ public: DEFAULT_PROJECT_RANGE_CAST - ConvexPolygonShape2DSW() {} - ~ConvexPolygonShape2DSW(); + GodotConvexPolygonShape2D() {} + ~GodotConvexPolygonShape2D(); }; -class ConcaveShape2DSW : public Shape2DSW { +class GodotConcaveShape2D : public GodotShape2D { public: virtual bool is_concave() const override { return true; } // Returns true to stop the query. - typedef bool (*QueryCallback)(void *p_userdata, Shape2DSW *p_convex); + typedef bool (*QueryCallback)(void *p_userdata, GodotShape2D *p_convex); virtual void cull(const Rect2 &p_local_aabb, QueryCallback p_callback, void *p_userdata) const = 0; }; -class ConcavePolygonShape2DSW : public ConcaveShape2DSW { +class GodotConcavePolygonShape2D : public GodotConcaveShape2D { struct Segment { int points[2] = {}; }; @@ -507,13 +507,13 @@ public: 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"); + ERR_FAIL_MSG("Unsupported call to project_rangev in GodotConcavePolygonShape2D"); } 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"); + ERR_FAIL_MSG("Unsupported call to project_range in GodotConcavePolygonShape2D"); } virtual void get_supports(const Vector2 &p_normal, Vector2 *r_supports, int &r_amount) const override; @@ -533,4 +533,4 @@ public: #undef DEFAULT_PROJECT_RANGE_CAST -#endif // SHAPE_2D_2DSW_H +#endif // GODOT_SHAPE_2D_H diff --git a/servers/physics_2d/space_2d_sw.cpp b/servers/physics_2d/godot_space_2d.cpp index dd0780b5ff..5c2bda340b 100644 --- a/servers/physics_2d/space_2d_sw.cpp +++ b/servers/physics_2d/godot_space_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* space_2d_sw.cpp */ +/* godot_space_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,68 +28,70 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "space_2d_sw.h" +#include "godot_space_2d.h" + +#include "godot_collision_solver_2d.h" +#include "godot_physics_server_2d.h" -#include "collision_solver_2d_sw.h" #include "core/os/os.h" #include "core/templates/pair.h" -#include "physics_server_2d_sw.h" +#define TEST_MOTION_MARGIN_MIN_VALUE 0.0001 #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) { +_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject2D *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; } - if (p_object->get_type() == CollisionObject2DSW::TYPE_AREA && !p_collide_with_areas) { + if (p_object->get_type() == GodotCollisionObject2D::TYPE_AREA && !p_collide_with_areas) { return false; } - if (p_object->get_type() == CollisionObject2DSW::TYPE_BODY && !p_collide_with_bodies) { + if (p_object->get_type() == GodotCollisionObject2D::TYPE_BODY && !p_collide_with_bodies) { return false; } return true; } -int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) { +int GodotPhysicsDirectSpaceState2D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) { if (p_result_max <= 0) { return 0; } Rect2 aabb; - aabb.position = p_point - Vector2(0.00001, 0.00001); + aabb.position = p_parameters.position - Vector2(0.00001, 0.00001); aabb.size = Vector2(0.00002, 0.00002); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); int cc = 0; 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)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; - if (p_pick_point && !col_obj->is_pickable()) { + if (p_parameters.pick_point && !col_obj->is_pickable()) { continue; } - if (p_filter_by_canvas && col_obj->get_canvas_instance_id() != p_canvas_instance_id) { + if (p_parameters.canvas_instance_id.is_valid() && col_obj->get_canvas_instance_id() != p_parameters.canvas_instance_id) { continue; } int shape_idx = space->intersection_query_subindex_results[i]; - Shape2DSW *shape = col_obj->get_shape(shape_idx); + GodotShape2D *shape = col_obj->get_shape(shape_idx); - Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_point); + Vector2 local_point = (col_obj->get_transform() * col_obj->get_shape_transform(shape_idx)).affine_inverse().xform(p_parameters.position); if (!shape->contains_point(local_point)) { continue; @@ -112,43 +114,35 @@ int PhysicsDirectSpaceState2DSW::_intersect_point_impl(const Vector2 &p_point, S return cc; } -int PhysicsDirectSpaceState2DSW::intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) { - return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point); -} - -int PhysicsDirectSpaceState2DSW::intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point) { - return _intersect_point_impl(p_point, r_results, p_result_max, p_exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas, p_pick_point, true, p_canvas_instance_id); -} - -bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +bool GodotPhysicsDirectSpaceState2D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) { ERR_FAIL_COND_V(space->locked, false); Vector2 begin, end; Vector2 normal; - begin = p_from; - end = p_to; + begin = p_parameters.from; + end = p_parameters.to; normal = (end - begin).normalized(); - int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision bool collided = false; Vector2 res_point, res_normal; int res_shape; - const CollisionObject2DSW *res_obj; + const GodotCollisionObject2D *res_obj; real_t min_d = 1e10; 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)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; Transform2D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform(); @@ -156,16 +150,26 @@ bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vec Vector2 local_from = inv_xform.xform(begin); Vector2 local_to = inv_xform.xform(end); - /*local_from = col_obj->get_inv_transform().xform(begin); - local_from = col_obj->get_shape_inv_transform(shape_idx).xform(local_from); - - local_to = col_obj->get_inv_transform().xform(end); - local_to = col_obj->get_shape_inv_transform(shape_idx).xform(local_to);*/ - - const Shape2DSW *shape = col_obj->get_shape(shape_idx); + const GodotShape2D *shape = col_obj->get_shape(shape_idx); Vector2 shape_point, shape_normal; + if (shape->contains_point(local_from)) { + if (p_parameters.hit_from_inside) { + // Hit shape at starting point. + min_d = 0; + res_point = local_from; + res_normal = Vector2(); + res_shape = shape_idx; + res_obj = col_obj; + collided = true; + break; + } else { + // Ignore shape when starting inside. + continue; + } + } + if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) { Transform2D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); shape_point = xform.xform(shape_point); @@ -199,18 +203,19 @@ bool PhysicsDirectSpaceState2DSW::intersect_ray(const Vector2 &p_from, const Vec return true; } -int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +int GodotPhysicsDirectSpaceState2D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) { if (p_result_max <= 0) { return 0; } - Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape); + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - Rect2 aabb = p_xform.xform(shape->get_aabb()); - aabb = aabb.grow(p_margin); + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); int cc = 0; @@ -219,18 +224,18 @@ int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Trans break; } - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; - if (!CollisionSolver2DSW::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_margin)) { + if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) { continue; } @@ -247,43 +252,43 @@ int PhysicsDirectSpaceState2DSW::intersect_shape(const RID &p_shape, const Trans return cc; } -bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { - Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape); +bool GodotPhysicsDirectSpaceState2D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) { + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, false); - Rect2 aabb = p_xform.xform(shape->get_aabb()); - aabb = aabb.merge(Rect2(aabb.position + p_motion, aabb.size)); //motion - aabb = aabb.grow(p_margin); + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); real_t best_safe = 1; real_t best_unsafe = 1; 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)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; //ignore excluded } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; Transform2D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); //test initial overlap, does it collide if going all the way? - if (!CollisionSolver2DSW::solve(shape, p_xform, p_motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) { + if (!GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) { continue; } //test initial overlap, ignore objects it's inside of. - if (CollisionSolver2DSW::solve(shape, p_xform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_margin)) { + if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, Vector2(), col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, nullptr, p_parameters.margin)) { continue; } - Vector2 mnormal = p_motion.normalized(); + Vector2 mnormal = p_parameters.motion.normalized(); //just do kinematic solving real_t low = 0.0; @@ -293,7 +298,7 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor real_t fraction = low + (hi - low) * fraction_coeff; Vector2 sep = mnormal; //important optimization for this to work fast enough - bool collided = CollisionSolver2DSW::solve(shape, p_xform, p_motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_margin); + bool collided = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion * fraction, col_obj->get_shape(shape_idx), col_obj_xform, Vector2(), nullptr, nullptr, &sep, p_parameters.margin); if (collided) { hi = fraction; @@ -330,40 +335,40 @@ bool PhysicsDirectSpaceState2DSW::cast_motion(const RID &p_shape, const Transfor return true; } -bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +bool GodotPhysicsDirectSpaceState2D::collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) { if (p_result_max <= 0) { return false; } - Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape); + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - 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); + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); bool collided = false; r_result_count = 0; - PhysicsServer2DSW::CollCbkData cbk; + GodotPhysicsServer2D::CollCbkData cbk; cbk.max = p_result_max; cbk.amount = 0; cbk.passed = 0; cbk.ptr = r_results; - CollisionSolver2DSW::CallbackResult cbkres = PhysicsServer2DSW::_shape_col_cbk; + GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk; - PhysicsServer2DSW::CollCbkData *cbkptr = &cbk; + GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk; 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)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; - if (p_exclude.has(col_obj->get_self())) { + if (p_parameters.exclude.has(col_obj->get_self())) { continue; } @@ -372,7 +377,7 @@ bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D & cbk.valid_dir = Vector2(); cbk.valid_depth = 0; - if (CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_margin)) { + if (GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) { collided = cbk.amount > 0; } } @@ -383,8 +388,8 @@ bool PhysicsDirectSpaceState2DSW::collide_shape(RID p_shape, const Transform2D & } struct _RestCallbackData2D { - const CollisionObject2DSW *object = nullptr; - const CollisionObject2DSW *best_object = nullptr; + const GodotCollisionObject2D *object = nullptr; + const GodotCollisionObject2D *best_object = nullptr; int local_shape = 0; int best_local_shape = 0; int shape = 0; @@ -431,32 +436,33 @@ static void _rest_cbk_result(const Vector2 &p_point_A, const Vector2 &p_point_B, rd->best_local_shape = rd->local_shape; } -bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { - Shape2DSW *shape = PhysicsServer2DSW::singletonsw->shape_owner.get_or_null(p_shape); +bool GodotPhysicsDirectSpaceState2D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) { + GodotShape2D *shape = GodotPhysicsServer2D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE); - 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); + Rect2 aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(Rect2(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(margin); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space2DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace2D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); _RestCallbackData2D rcd; - rcd.best_len = 0; - rcd.best_object = nullptr; - rcd.best_shape = 0; - rcd.min_allowed_depth = min_contact_depth; + + // Allowed depth can't be lower than motion length, in order to handle contacts at low speed. + real_t motion_length = p_parameters.motion.length(); + real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + rcd.min_allowed_depth = MIN(motion_length, 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)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - const CollisionObject2DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = space->intersection_query_results[i]; - if (p_exclude.has(col_obj->get_self())) { + if (p_parameters.exclude.has(col_obj->get_self())) { continue; } @@ -466,7 +472,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh rcd.object = col_obj; rcd.shape = shape_idx; rcd.local_shape = 0; - bool sc = CollisionSolver2DSW::solve(shape, p_shape_xform, p_motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, p_margin); + bool sc = GodotCollisionSolver2D::solve(shape, p_parameters.transform, p_parameters.motion, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), Vector2(), _rest_cbk_result, &rcd, nullptr, margin); if (!sc) { continue; } @@ -481,8 +487,8 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh r_info->normal = rcd.best_normal; r_info->point = rcd.best_contact; r_info->rid = rcd.best_object->get_self(); - if (rcd.best_object->get_type() == CollisionObject2DSW::TYPE_BODY) { - const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object); + if (rcd.best_object->get_type() == GodotCollisionObject2D::TYPE_BODY) { + const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object); Vector2 rel_vec = r_info->point - (body->get_transform().get_origin() + body->get_center_of_mass()); r_info->linear_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); @@ -495,7 +501,7 @@ bool PhysicsDirectSpaceState2DSW::rest_info(RID p_shape, const Transform2D &p_sh //////////////////////////////////////////////////////////////////////////////////////////////////////////// -int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) { +int GodotSpace2D::_cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb) { int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results); for (int i = 0; i < amount; i++) { @@ -503,11 +509,11 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) { if (intersection_query_results[i] == p_body) { keep = false; - } else if (intersection_query_results[i]->get_type() == CollisionObject2DSW::TYPE_AREA) { + } else if (intersection_query_results[i]->get_type() == GodotCollisionObject2D::TYPE_AREA) { keep = false; - } else if (!p_body->collides_with(static_cast<Body2DSW *>(intersection_query_results[i]))) { + } else if (!p_body->collides_with(static_cast<GodotBody2D *>(intersection_query_results[i]))) { keep = false; - } else if (static_cast<Body2DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) { + } else if (static_cast<GodotBody2D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) { keep = false; } @@ -525,7 +531,7 @@ int Space2DSW::_cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb) { return amount; } -bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) { +bool GodotSpace2D::test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result) { //give me back regular physics engine logic //this is madness //and most people using this function will think @@ -537,6 +543,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion r_result->collider_id = ObjectID(); r_result->collider_shape = 0; } + Rect2 body_aabb; bool shapes_found = false; @@ -562,15 +569,17 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion return false; } + real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE); + // Undo the currently transform the physics server is aware of and apply the provided one body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb)); - body_aabb = body_aabb.grow(p_parameters.margin); + body_aabb = body_aabb.grow(margin); static const int max_excluded_shape_pairs = 32; ExcludedShapeSW excluded_shape_pairs[max_excluded_shape_pairs]; int excluded_shape_pair_count = 0; - real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; real_t motion_length = p_parameters.motion.length(); Vector2 motion_normal = p_parameters.motion / motion_length; @@ -587,7 +596,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion Vector2 sr[max_results * 2]; do { - PhysicsServer2DSW::CollCbkData cbk; + GodotPhysicsServer2D::CollCbkData cbk; cbk.max = max_results; cbk.amount = 0; cbk.passed = 0; @@ -595,8 +604,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion cbk.invalid_by_dir = 0; excluded_shape_pair_count = 0; //last step is the one valid - PhysicsServer2DSW::CollCbkData *cbkptr = &cbk; - CollisionSolver2DSW::CallbackResult cbkres = PhysicsServer2DSW::_shape_col_cbk; + GodotPhysicsServer2D::CollCbkData *cbkptr = &cbk; + GodotCollisionSolver2D::CallbackResult cbkres = GodotPhysicsServer2D::_shape_col_cbk; bool collided = false; @@ -607,11 +616,11 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion continue; } - Shape2DSW *body_shape = p_body->get_shape(j); + GodotShape2D *body_shape = p_body->get_shape(j); Transform2D body_shape_xform = body_transform * p_body->get_shape_transform(j); for (int i = 0; i < amount; i++) { - const CollisionObject2DSW *col_obj = intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { continue; } @@ -627,11 +636,11 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion cbk.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx); - cbk.valid_depth = MAX(owc_margin, p_parameters.margin); //user specified, but never less than actual margin or it won't work + cbk.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work cbk.invalid_by_dir = 0; - if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { - const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); + if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) { + const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj); if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) { //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction Vector2 lv = b->get_linear_velocity(); @@ -651,8 +660,8 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion int current_passed = cbk.passed; //save how many points passed collision bool did_collide = false; - Shape2DSW *against_shape = col_obj->get_shape(shape_idx); - if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, p_parameters.margin)) { + GodotShape2D *against_shape = col_obj->get_shape(shape_idx); + if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), cbkres, cbkptr, nullptr, margin)) { did_collide = cbk.passed > current_passed; //more passed, so collision actually existed } @@ -727,13 +736,13 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion continue; } - Shape2DSW *body_shape = p_body->get_shape(body_shape_idx); + GodotShape2D *body_shape = p_body->get_shape(body_shape_idx); // Colliding separation rays allows to properly snap to the ground, // otherwise it's not needed in regular motion. if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer2D::SHAPE_SEPARATION_RAY)) { // When slide on slope is on, separation ray shape acts like a regular shape. - if (!static_cast<SeparationRayShape2DSW *>(body_shape)->get_slide_on_slope()) { + if (!static_cast<GodotSeparationRayShape2D *>(body_shape)->get_slide_on_slope()) { continue; } } @@ -746,7 +755,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion real_t best_unsafe = 1; for (int i = 0; i < amount; i++) { - const CollisionObject2DSW *col_obj = intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { continue; } @@ -755,7 +764,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion } int col_shape_idx = intersection_query_subindex_results[i]; - Shape2DSW *against_shape = col_obj->get_shape(col_shape_idx); + GodotShape2D *against_shape = col_obj->get_shape(col_shape_idx); bool excluded = false; @@ -772,12 +781,12 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion Transform2D col_obj_shape_xform = col_obj->get_transform() * col_obj->get_shape_transform(col_shape_idx); //test initial overlap, does it collide if going all the way? - if (!CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { + if (!GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { continue; } //test initial overlap - if (CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { + if (GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, nullptr, 0)) { if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) { Vector2 direction = col_obj_shape_xform.get_axis(1).normalized(); if (motion_normal.dot(direction) < 0) { @@ -797,7 +806,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion real_t fraction = low + (hi - low) * fraction_coeff; Vector2 sep = motion_normal; //important optimization for this to work fast enough - bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0); + bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * fraction, against_shape, col_obj_shape_xform, Vector2(), nullptr, nullptr, &sep, 0); if (collided) { hi = fraction; @@ -824,7 +833,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion if (body_shape->allows_one_way_collision() && col_obj->is_shape_set_as_one_way_collision(col_shape_idx)) { Vector2 cd[2]; - PhysicsServer2DSW::CollCbkData cbk; + GodotPhysicsServer2D::CollCbkData cbk; cbk.max = 1; cbk.amount = 0; cbk.passed = 0; @@ -834,7 +843,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion cbk.valid_depth = 10e20; Vector2 sep = motion_normal; //important optimization for this to work fast enough - bool collided = CollisionSolver2DSW::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), PhysicsServer2DSW::_shape_col_cbk, &cbk, &sep, 0); + bool collided = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, p_parameters.motion * (hi + contact_max_allowed_penetration), col_obj->get_shape(col_shape_idx), col_obj_shape_xform, Vector2(), GodotPhysicsServer2D::_shape_col_cbk, &cbk, &sep, 0); if (!collided || cbk.amount == 0) { continue; } @@ -875,9 +884,6 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion ugt.elements[2] += p_parameters.motion * unsafe; _RestCallbackData2D rcd; - rcd.best_len = 0; - rcd.best_object = nullptr; - 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, min_contact_depth); @@ -891,14 +897,14 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion } Transform2D body_shape_xform = ugt * p_body->get_shape_transform(j); - Shape2DSW *body_shape = p_body->get_shape(j); + GodotShape2D *body_shape = p_body->get_shape(j); body_aabb.position += p_parameters.motion * unsafe; int amount = _cull_aabb_for_body(p_body, body_aabb); for (int i = 0; i < amount; i++) { - const CollisionObject2DSW *col_obj = intersection_query_results[i]; + const GodotCollisionObject2D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { continue; } @@ -908,7 +914,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion int shape_idx = intersection_query_subindex_results[i]; - Shape2DSW *against_shape = col_obj->get_shape(shape_idx); + GodotShape2D *against_shape = col_obj->get_shape(shape_idx); bool excluded = false; for (int k = 0; k < excluded_shape_pair_count; k++) { @@ -927,10 +933,10 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion rcd.valid_dir = col_obj_shape_xform.get_axis(1).normalized(); real_t owc_margin = col_obj->get_shape_one_way_collision_margin(shape_idx); - rcd.valid_depth = MAX(owc_margin, p_parameters.margin); //user specified, but never less than actual margin or it won't work + rcd.valid_depth = MAX(owc_margin, margin); //user specified, but never less than actual margin or it won't work - if (col_obj->get_type() == CollisionObject2DSW::TYPE_BODY) { - const Body2DSW *b = static_cast<const Body2DSW *>(col_obj); + if (col_obj->get_type() == GodotCollisionObject2D::TYPE_BODY) { + const GodotBody2D *b = static_cast<const GodotBody2D *>(col_obj); if (b->get_mode() == PhysicsServer2D::BODY_MODE_KINEMATIC || b->get_mode() == PhysicsServer2D::BODY_MODE_DYNAMIC) { //fix for moving platforms (kinematic and dynamic), margin is increased by how much it moved in the given direction Vector2 lv = b->get_linear_velocity(); @@ -949,7 +955,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion rcd.object = col_obj; rcd.shape = shape_idx; rcd.local_shape = j; - bool sc = CollisionSolver2DSW::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, p_parameters.margin); + bool sc = GodotCollisionSolver2D::solve(body_shape, body_shape_xform, Vector2(), against_shape, col_obj_shape_xform, Vector2(), _rest_cbk_result, &rcd, nullptr, margin); if (!sc) { continue; } @@ -968,7 +974,7 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion r_result->collision_safe_fraction = safe; r_result->collision_unsafe_fraction = unsafe; - const Body2DSW *body = static_cast<const Body2DSW *>(rcd.best_object); + const GodotBody2D *body = static_cast<const GodotBody2D *>(rcd.best_object); Vector2 rel_vec = r_result->collision_point - (body->get_transform().get_origin() + body->get_center_of_mass()); r_result->collider_velocity = Vector2(-body->get_angular_velocity() * rel_vec.y, body->get_angular_velocity() * rel_vec.x) + body->get_linear_velocity(); @@ -990,134 +996,134 @@ bool Space2DSW::test_body_motion(Body2DSW *p_body, const PhysicsServer2D::Motion return collided; } -void *Space2DSW::_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self) { +void *GodotSpace2D::_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self) { if (!A->interacts_with(B)) { return nullptr; } - CollisionObject2DSW::Type type_A = A->get_type(); - CollisionObject2DSW::Type type_B = B->get_type(); + GodotCollisionObject2D::Type type_A = A->get_type(); + GodotCollisionObject2D::Type type_B = B->get_type(); if (type_A > type_B) { SWAP(A, B); SWAP(p_subindex_A, p_subindex_B); SWAP(type_A, type_B); } - Space2DSW *self = (Space2DSW *)p_self; + GodotSpace2D *self = (GodotSpace2D *)p_self; self->collision_pairs++; - if (type_A == CollisionObject2DSW::TYPE_AREA) { - Area2DSW *area = static_cast<Area2DSW *>(A); - if (type_B == CollisionObject2DSW::TYPE_AREA) { - Area2DSW *area_b = static_cast<Area2DSW *>(B); - Area2Pair2DSW *area2_pair = memnew(Area2Pair2DSW(area_b, p_subindex_B, area, p_subindex_A)); + if (type_A == GodotCollisionObject2D::TYPE_AREA) { + GodotArea2D *area = static_cast<GodotArea2D *>(A); + if (type_B == GodotCollisionObject2D::TYPE_AREA) { + GodotArea2D *area_b = static_cast<GodotArea2D *>(B); + GodotArea2Pair2D *area2_pair = memnew(GodotArea2Pair2D(area_b, p_subindex_B, area, p_subindex_A)); return area2_pair; } else { - Body2DSW *body = static_cast<Body2DSW *>(B); - AreaPair2DSW *area_pair = memnew(AreaPair2DSW(body, p_subindex_B, area, p_subindex_A)); + GodotBody2D *body = static_cast<GodotBody2D *>(B); + GodotAreaPair2D *area_pair = memnew(GodotAreaPair2D(body, p_subindex_B, area, p_subindex_A)); return area_pair; } } else { - BodyPair2DSW *b = memnew(BodyPair2DSW((Body2DSW *)A, p_subindex_A, (Body2DSW *)B, p_subindex_B)); + GodotBodyPair2D *b = memnew(GodotBodyPair2D((GodotBody2D *)A, p_subindex_A, (GodotBody2D *)B, p_subindex_B)); return b; } return nullptr; } -void Space2DSW::_broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self) { +void GodotSpace2D::_broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self) { if (!p_data) { return; } - Space2DSW *self = (Space2DSW *)p_self; + GodotSpace2D *self = (GodotSpace2D *)p_self; self->collision_pairs--; - Constraint2DSW *c = (Constraint2DSW *)p_data; + GodotConstraint2D *c = (GodotConstraint2D *)p_data; memdelete(c); } -const SelfList<Body2DSW>::List &Space2DSW::get_active_body_list() const { +const SelfList<GodotBody2D>::List &GodotSpace2D::get_active_body_list() const { return active_list; } -void Space2DSW::body_add_to_active_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_add_to_active_list(SelfList<GodotBody2D> *p_body) { active_list.add(p_body); } -void Space2DSW::body_remove_from_active_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_remove_from_active_list(SelfList<GodotBody2D> *p_body) { active_list.remove(p_body); } -void Space2DSW::body_add_to_mass_properties_update_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body) { mass_properties_update_list.add(p_body); } -void Space2DSW::body_remove_from_mass_properties_update_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body) { mass_properties_update_list.remove(p_body); } -BroadPhase2DSW *Space2DSW::get_broadphase() { +GodotBroadPhase2D *GodotSpace2D::get_broadphase() { return broadphase; } -void Space2DSW::add_object(CollisionObject2DSW *p_object) { +void GodotSpace2D::add_object(GodotCollisionObject2D *p_object) { ERR_FAIL_COND(objects.has(p_object)); objects.insert(p_object); } -void Space2DSW::remove_object(CollisionObject2DSW *p_object) { +void GodotSpace2D::remove_object(GodotCollisionObject2D *p_object) { ERR_FAIL_COND(!objects.has(p_object)); objects.erase(p_object); } -const Set<CollisionObject2DSW *> &Space2DSW::get_objects() const { +const Set<GodotCollisionObject2D *> &GodotSpace2D::get_objects() const { return objects; } -void Space2DSW::body_add_to_state_query_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_add_to_state_query_list(SelfList<GodotBody2D> *p_body) { state_query_list.add(p_body); } -void Space2DSW::body_remove_from_state_query_list(SelfList<Body2DSW> *p_body) { +void GodotSpace2D::body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body) { state_query_list.remove(p_body); } -void Space2DSW::area_add_to_monitor_query_list(SelfList<Area2DSW> *p_area) { +void GodotSpace2D::area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area) { monitor_query_list.add(p_area); } -void Space2DSW::area_remove_from_monitor_query_list(SelfList<Area2DSW> *p_area) { +void GodotSpace2D::area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area) { monitor_query_list.remove(p_area); } -void Space2DSW::area_add_to_moved_list(SelfList<Area2DSW> *p_area) { +void GodotSpace2D::area_add_to_moved_list(SelfList<GodotArea2D> *p_area) { area_moved_list.add(p_area); } -void Space2DSW::area_remove_from_moved_list(SelfList<Area2DSW> *p_area) { +void GodotSpace2D::area_remove_from_moved_list(SelfList<GodotArea2D> *p_area) { area_moved_list.remove(p_area); } -const SelfList<Area2DSW>::List &Space2DSW::get_moved_area_list() const { +const SelfList<GodotArea2D>::List &GodotSpace2D::get_moved_area_list() const { return area_moved_list; } -void Space2DSW::call_queries() { +void GodotSpace2D::call_queries() { while (state_query_list.first()) { - Body2DSW *b = state_query_list.first()->self(); + GodotBody2D *b = state_query_list.first()->self(); state_query_list.remove(state_query_list.first()); b->call_queries(); } while (monitor_query_list.first()) { - Area2DSW *a = monitor_query_list.first()->self(); + GodotArea2D *a = monitor_query_list.first()->self(); monitor_query_list.remove(monitor_query_list.first()); a->call_queries(); } } -void Space2DSW::setup() { +void GodotSpace2D::setup() { contact_debug_count = 0; while (mass_properties_update_list.first()) { @@ -1126,11 +1132,11 @@ void Space2DSW::setup() { } } -void Space2DSW::update() { +void GodotSpace2D::update() { broadphase->update(); } -void Space2DSW::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) { +void GodotSpace2D::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value) { switch (p_param) { case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; @@ -1138,9 +1144,12 @@ void Space2DSW::set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_valu case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation = p_value; break; - case PhysicsServer2D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: + case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = p_value; break; + case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS: + contact_bias = p_value; + break; case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: body_linear_velocity_sleep_threshold = p_value; break; @@ -1153,17 +1162,22 @@ 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_SOLVER_ITERATIONS: + solver_iterations = p_value; + break; } } -real_t Space2DSW::get_param(PhysicsServer2D::SpaceParameter p_param) const { +real_t GodotSpace2D::get_param(PhysicsServer2D::SpaceParameter p_param) const { switch (p_param) { case PhysicsServer2D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius; case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation; - case PhysicsServer2D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: + case PhysicsServer2D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration; + case PhysicsServer2D::SPACE_PARAM_CONTACT_DEFAULT_BIAS: + return contact_bias; case PhysicsServer2D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: return body_linear_velocity_sleep_threshold; case PhysicsServer2D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: @@ -1172,41 +1186,61 @@ 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_SOLVER_ITERATIONS: + return solver_iterations; } return 0; } -void Space2DSW::lock() { +void GodotSpace2D::lock() { locked = true; } -void Space2DSW::unlock() { +void GodotSpace2D::unlock() { locked = false; } -bool Space2DSW::is_locked() const { +bool GodotSpace2D::is_locked() const { return locked; } -PhysicsDirectSpaceState2DSW *Space2DSW::get_direct_state() { +GodotPhysicsDirectSpaceState2D *GodotSpace2D::get_direct_state() { return direct_access; } -Space2DSW::Space2DSW() { +GodotSpace2D::GodotSpace2D() { body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_linear", 2.0); body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/2d/sleep_threshold_angular", Math::deg2rad(8.0)); body_time_to_sleep = GLOBAL_DEF("physics/2d/time_before_sleep", 0.5); ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/2d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater")); - broadphase = BroadPhase2DSW::create_func(); + solver_iterations = GLOBAL_DEF("physics/2d/solver/solver_iterations", 16); + ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/solver_iterations", PropertyInfo(Variant::INT, "physics/2d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater")); + + contact_recycle_radius = GLOBAL_DEF("physics/2d/solver/contact_recycle_radius", 1.0); + ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater")); + + contact_max_separation = GLOBAL_DEF("physics/2d/solver/contact_max_separation", 1.5); + ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_max_separation", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater")); + + contact_max_allowed_penetration = GLOBAL_DEF("physics/2d/solver/contact_max_allowed_penetration", 0.3); + ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/contact_max_allowed_penetration", PropertyInfo(Variant::FLOAT, "physics/2d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,10,0.01,or_greater")); + + contact_bias = GLOBAL_DEF("physics/2d/solver/default_contact_bias", 0.8); + ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/default_contact_bias", PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01")); + + constraint_bias = GLOBAL_DEF("physics/2d/solver/default_constraint_bias", 0.2); + ProjectSettings::get_singleton()->set_custom_property_info("physics/2d/solver/default_constraint_bias", PropertyInfo(Variant::FLOAT, "physics/2d/solver/default_constraint_bias", PROPERTY_HINT_RANGE, "0,1,0.01")); + + broadphase = GodotBroadPhase2D::create_func(); broadphase->set_pair_callback(_broadphase_pair, this); broadphase->set_unpair_callback(_broadphase_unpair, this); - direct_access = memnew(PhysicsDirectSpaceState2DSW); + direct_access = memnew(GodotPhysicsDirectSpaceState2D); direct_access->space = this; } -Space2DSW::~Space2DSW() { +GodotSpace2D::~GodotSpace2D() { memdelete(broadphase); memdelete(direct_access); } diff --git a/servers/physics_2d/godot_space_2d.h b/servers/physics_2d/godot_space_2d.h new file mode 100644 index 0000000000..5d97721176 --- /dev/null +++ b/servers/physics_2d/godot_space_2d.h @@ -0,0 +1,214 @@ +/*************************************************************************/ +/* godot_space_2d.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GODOT_SPACE_2D_H +#define GODOT_SPACE_2D_H + +#include "godot_area_2d.h" +#include "godot_area_pair_2d.h" +#include "godot_body_2d.h" +#include "godot_body_pair_2d.h" +#include "godot_broad_phase_2d.h" +#include "godot_collision_object_2d.h" + +#include "core/config/project_settings.h" +#include "core/templates/hash_map.h" +#include "core/typedefs.h" + +class GodotPhysicsDirectSpaceState2D : public PhysicsDirectSpaceState2D { + GDCLASS(GodotPhysicsDirectSpaceState2D, PhysicsDirectSpaceState2D); + +public: + GodotSpace2D *space = nullptr; + + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) override; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) override; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override; + + GodotPhysicsDirectSpaceState2D() {} +}; + +class GodotSpace2D { +public: + enum ElapsedTime { + ELAPSED_TIME_INTEGRATE_FORCES, + ELAPSED_TIME_GENERATE_ISLANDS, + ELAPSED_TIME_SETUP_CONSTRAINTS, + ELAPSED_TIME_SOLVE_CONSTRAINTS, + ELAPSED_TIME_INTEGRATE_VELOCITIES, + ELAPSED_TIME_MAX + + }; + +private: + struct ExcludedShapeSW { + GodotShape2D *local_shape = nullptr; + const GodotCollisionObject2D *against_object = nullptr; + int against_shape_index = 0; + }; + + uint64_t elapsed_time[ELAPSED_TIME_MAX] = {}; + + GodotPhysicsDirectSpaceState2D *direct_access = nullptr; + RID self; + + GodotBroadPhase2D *broadphase = nullptr; + SelfList<GodotBody2D>::List active_list; + SelfList<GodotBody2D>::List mass_properties_update_list; + SelfList<GodotBody2D>::List state_query_list; + SelfList<GodotArea2D>::List monitor_query_list; + SelfList<GodotArea2D>::List area_moved_list; + + static void *_broadphase_pair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_self); + static void _broadphase_unpair(GodotCollisionObject2D *A, int p_subindex_A, GodotCollisionObject2D *B, int p_subindex_B, void *p_data, void *p_self); + + Set<GodotCollisionObject2D *> objects; + + GodotArea2D *area = nullptr; + + int solver_iterations = 0; + + real_t contact_recycle_radius = 0.0; + real_t contact_max_separation = 0.0; + real_t contact_max_allowed_penetration = 0.0; + real_t contact_bias = 0.0; + real_t constraint_bias = 0.0; + + enum { + INTERSECTION_QUERY_MAX = 2048 + }; + + GodotCollisionObject2D *intersection_query_results[INTERSECTION_QUERY_MAX]; + int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; + + real_t body_linear_velocity_sleep_threshold = 0.0; + real_t body_angular_velocity_sleep_threshold = 0.0; + real_t body_time_to_sleep = 0.0; + + bool locked = false; + + real_t last_step = 0.001; + + int island_count = 0; + int active_objects = 0; + int collision_pairs = 0; + + int _cull_aabb_for_body(GodotBody2D *p_body, const Rect2 &p_aabb); + + Vector<Vector2> contact_debug; + int contact_debug_count = 0; + + friend class GodotPhysicsDirectSpaceState2D; + +public: + _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } + _FORCE_INLINE_ RID get_self() const { return self; } + + void set_default_area(GodotArea2D *p_area) { area = p_area; } + GodotArea2D *get_default_area() const { return area; } + + const SelfList<GodotBody2D>::List &get_active_body_list() const; + void body_add_to_active_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_active_list(SelfList<GodotBody2D> *p_body); + void body_add_to_mass_properties_update_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_mass_properties_update_list(SelfList<GodotBody2D> *p_body); + void area_add_to_moved_list(SelfList<GodotArea2D> *p_area); + void area_remove_from_moved_list(SelfList<GodotArea2D> *p_area); + const SelfList<GodotArea2D>::List &get_moved_area_list() const; + + void body_add_to_state_query_list(SelfList<GodotBody2D> *p_body); + void body_remove_from_state_query_list(SelfList<GodotBody2D> *p_body); + + void area_add_to_monitor_query_list(SelfList<GodotArea2D> *p_area); + void area_remove_from_monitor_query_list(SelfList<GodotArea2D> *p_area); + + GodotBroadPhase2D *get_broadphase(); + + void add_object(GodotCollisionObject2D *p_object); + void remove_object(GodotCollisionObject2D *p_object); + const Set<GodotCollisionObject2D *> &get_objects() const; + + _FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; } + _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; } + _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; } + _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; } + _FORCE_INLINE_ real_t get_contact_bias() const { return contact_bias; } + _FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; } + _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; } + _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; } + _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; } + + void update(); + void setup(); + void call_queries(); + + bool is_locked() const; + void lock(); + void unlock(); + + real_t get_last_step() const { return last_step; } + void set_last_step(real_t p_step) { last_step = p_step; } + + void set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value); + real_t get_param(PhysicsServer2D::SpaceParameter p_param) const; + + void set_island_count(int p_island_count) { island_count = p_island_count; } + int get_island_count() const { return island_count; } + + void set_active_objects(int p_active_objects) { active_objects = p_active_objects; } + int get_active_objects() const { return active_objects; } + + int get_collision_pairs() const { return collision_pairs; } + + bool test_body_motion(GodotBody2D *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result); + + void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } + _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); } + _FORCE_INLINE_ void add_debug_contact(const Vector2 &p_contact) { + if (contact_debug_count < contact_debug.size()) { + contact_debug.write[contact_debug_count++] = p_contact; + } + } + _FORCE_INLINE_ Vector<Vector2> get_debug_contacts() { return contact_debug; } + _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; } + + GodotPhysicsDirectSpaceState2D *get_direct_state(); + + void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } + uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } + + GodotSpace2D(); + ~GodotSpace2D(); +}; + +#endif // GODOT_SPACE_2D_H diff --git a/servers/physics_2d/step_2d_sw.cpp b/servers/physics_2d/godot_step_2d.cpp index a03e30f850..866c415440 100644 --- a/servers/physics_2d/step_2d_sw.cpp +++ b/servers/physics_2d/godot_step_2d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* step_2d_sw.cpp */ +/* godot_step_2d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,7 +28,7 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "step_2d_sw.h" +#include "godot_step_2d.h" #include "core/os/os.h" @@ -38,7 +38,7 @@ #define ISLAND_SIZE_RESERVE 512 #define CONSTRAINT_COUNT_RESERVE 1024 -void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island) { +void GodotStep2D::_populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island) { p_body->set_island_step(_step); if (p_body->get_mode() > PhysicsServer2D::BODY_MODE_KINEMATIC) { @@ -46,8 +46,8 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod p_body_island.push_back(p_body); } - for (const Pair<Constraint2DSW *, int> &E : p_body->get_constraint_list()) { - Constraint2DSW *constraint = (Constraint2DSW *)E.first; + for (const Pair<GodotConstraint2D *, int> &E : p_body->get_constraint_list()) { + GodotConstraint2D *constraint = (GodotConstraint2D *)E.first; if (constraint->get_island_step() == _step) { continue; // Already processed. } @@ -59,7 +59,7 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod if (i == E.second) { continue; } - Body2DSW *other_body = constraint->get_body_ptr()[i]; + GodotBody2D *other_body = constraint->get_body_ptr()[i]; if (other_body->get_island_step() == _step) { continue; // Already processed. } @@ -71,16 +71,16 @@ void Step2DSW::_populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_bod } } -void Step2DSW::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) { - Constraint2DSW *constraint = all_constraints[p_constraint_index]; +void GodotStep2D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) { + GodotConstraint2D *constraint = all_constraints[p_constraint_index]; constraint->setup(delta); } -void Step2DSW::_pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const { +void GodotStep2D::_pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const { uint32_t constraint_count = p_constraint_island.size(); uint32_t valid_constraint_count = 0; for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { - Constraint2DSW *constraint = p_constraint_island[constraint_index]; + GodotConstraint2D *constraint = p_constraint_island[constraint_index]; if (p_constraint_island[constraint_index]->pre_solve(delta)) { // Keep this constraint for solving. p_constraint_island[valid_constraint_count++] = constraint; @@ -89,8 +89,8 @@ void Step2DSW::_pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_isl p_constraint_island.resize(valid_constraint_count); } -void Step2DSW::_solve_island(uint32_t p_island_index, void *p_userdata) const { - const LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[p_island_index]; +void GodotStep2D::_solve_island(uint32_t p_island_index, void *p_userdata) const { + const LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[p_island_index]; for (int i = 0; i < iterations; i++) { uint32_t constraint_count = constraint_island.size(); @@ -100,12 +100,12 @@ void Step2DSW::_solve_island(uint32_t p_island_index, void *p_userdata) const { } } -void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const { +void GodotStep2D::_check_suspend(LocalVector<GodotBody2D *> &p_body_island) const { bool can_sleep = true; uint32_t body_count = p_body_island.size(); for (uint32_t body_index = 0; body_index < body_count; ++body_index) { - Body2DSW *body = p_body_island[body_index]; + GodotBody2D *body = p_body_island[body_index]; if (!body->sleep_test(delta)) { can_sleep = false; @@ -114,7 +114,7 @@ void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const { // Put all to sleep or wake up everyone. for (uint32_t body_index = 0; body_index < body_count; ++body_index) { - Body2DSW *body = p_body_island[body_index]; + GodotBody2D *body = p_body_island[body_index]; bool active = body->is_active(); @@ -124,17 +124,17 @@ void Step2DSW::_check_suspend(LocalVector<Body2DSW *> &p_body_island) const { } } -void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { +void GodotStep2D::step(GodotSpace2D *p_space, real_t p_delta) { p_space->lock(); // can't access space during this p_space->setup(); //update inertias, etc p_space->set_last_step(p_delta); - iterations = p_iterations; + iterations = p_space->get_solver_iterations(); delta = p_delta; - const SelfList<Body2DSW>::List *body_list = &p_space->get_active_body_list(); + const SelfList<GodotBody2D>::List *body_list = &p_space->get_active_body_list(); /* INTEGRATE FORCES */ @@ -143,7 +143,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { int active_count = 0; - const SelfList<Body2DSW> *b = body_list->first(); + const SelfList<GodotBody2D> *b = body_list->first(); while (b) { b->self()->integrate_forces(p_delta); b = b->next(); @@ -152,9 +152,12 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { p_space->set_active_objects(active_count); + // Update the broadphase to register collision pairs. + p_space->update(); + { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } @@ -162,11 +165,11 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { uint32_t island_count = 0; - const SelfList<Area2DSW>::List &aml = p_space->get_moved_area_list(); + const SelfList<GodotArea2D>::List &aml = p_space->get_moved_area_list(); while (aml.first()) { - for (const Set<Constraint2DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) { - Constraint2DSW *constraint = E->get(); + for (const Set<GodotConstraint2D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) { + GodotConstraint2D *constraint = E->get(); if (constraint->get_island_step() == _step) { continue; } @@ -177,13 +180,13 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { if (constraint_islands.size() < island_count) { constraint_islands.resize(island_count); } - LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1]; + LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); all_constraints.push_back(constraint); constraint_island.push_back(constraint); } - p_space->area_remove_from_moved_list((SelfList<Area2DSW> *)aml.first()); //faster to remove here + p_space->area_remove_from_moved_list((SelfList<GodotArea2D> *)aml.first()); //faster to remove here } /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */ @@ -193,14 +196,14 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { uint32_t body_island_count = 0; while (b) { - Body2DSW *body = b->self(); + GodotBody2D *body = b->self(); if (body->get_island_step() != _step) { ++body_island_count; if (body_islands.size() < body_island_count) { body_islands.resize(body_island_count); } - LocalVector<Body2DSW *> &body_island = body_islands[body_island_count - 1]; + LocalVector<GodotBody2D *> &body_island = body_islands[body_island_count - 1]; body_island.clear(); body_island.reserve(BODY_ISLAND_SIZE_RESERVE); @@ -208,7 +211,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { if (constraint_islands.size() < island_count) { constraint_islands.resize(island_count); } - LocalVector<Constraint2DSW *> &constraint_island = constraint_islands[island_count - 1]; + LocalVector<GodotConstraint2D *> &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); constraint_island.reserve(ISLAND_SIZE_RESERVE); @@ -229,18 +232,18 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } /* SETUP CONSTRAINTS / PROCESS COLLISIONS */ uint32_t total_contraint_count = all_constraints.size(); - work_pool.do_work(total_contraint_count, this, &Step2DSW::_setup_contraint, nullptr); + work_pool.do_work(total_contraint_count, this, &GodotStep2D::_setup_contraint, nullptr); { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } @@ -255,15 +258,11 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { // Warning: _solve_island modifies the constraint islands for optimization purpose, // their content is not reliable after these calls and shouldn't be used anymore. - if (island_count > 1) { - work_pool.do_work(island_count, this, &Step2DSW::_solve_island, nullptr); - } else if (island_count > 0) { - _solve_island(0); - } + work_pool.do_work(island_count, this, &GodotStep2D::_solve_island, nullptr); { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } @@ -271,7 +270,7 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { b = body_list->first(); while (b) { - const SelfList<Body2DSW> *n = b->next(); + const SelfList<GodotBody2D> *n = b->next(); b->self()->integrate_velocities(p_delta); b = n; // in case it shuts itself down } @@ -284,18 +283,17 @@ void Step2DSW::step(Space2DSW *p_space, real_t p_delta, int p_iterations) { { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space2DSW::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace2D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); //profile_begtime=profile_endtime; } all_constraints.clear(); - p_space->update(); p_space->unlock(); _step++; } -Step2DSW::Step2DSW() { +GodotStep2D::GodotStep2D() { body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); constraint_islands.reserve(ISLAND_COUNT_RESERVE); all_constraints.reserve(CONSTRAINT_COUNT_RESERVE); @@ -303,6 +301,6 @@ Step2DSW::Step2DSW() { work_pool.init(); } -Step2DSW::~Step2DSW() { +GodotStep2D::~GodotStep2D() { work_pool.finish(); } diff --git a/servers/physics_2d/step_2d_sw.h b/servers/physics_2d/godot_step_2d.h index de8e76cc99..9a6d8caf9b 100644 --- a/servers/physics_2d/step_2d_sw.h +++ b/servers/physics_2d/godot_step_2d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* step_2d_sw.h */ +/* godot_step_2d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,15 +28,15 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef STEP_2D_SW_H -#define STEP_2D_SW_H +#ifndef GODOT_STEP_2D_H +#define GODOT_STEP_2D_H -#include "space_2d_sw.h" +#include "godot_space_2d.h" #include "core/templates/local_vector.h" #include "core/templates/thread_work_pool.h" -class Step2DSW { +class GodotStep2D { uint64_t _step = 1; int iterations = 0; @@ -44,20 +44,20 @@ class Step2DSW { ThreadWorkPool work_pool; - LocalVector<LocalVector<Body2DSW *>> body_islands; - LocalVector<LocalVector<Constraint2DSW *>> constraint_islands; - LocalVector<Constraint2DSW *> all_constraints; + LocalVector<LocalVector<GodotBody2D *>> body_islands; + LocalVector<LocalVector<GodotConstraint2D *>> constraint_islands; + LocalVector<GodotConstraint2D *> all_constraints; - void _populate_island(Body2DSW *p_body, LocalVector<Body2DSW *> &p_body_island, LocalVector<Constraint2DSW *> &p_constraint_island); + void _populate_island(GodotBody2D *p_body, LocalVector<GodotBody2D *> &p_body_island, LocalVector<GodotConstraint2D *> &p_constraint_island); void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr); - void _pre_solve_island(LocalVector<Constraint2DSW *> &p_constraint_island) const; + void _pre_solve_island(LocalVector<GodotConstraint2D *> &p_constraint_island) const; void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr) const; - void _check_suspend(LocalVector<Body2DSW *> &p_body_island) const; + void _check_suspend(LocalVector<GodotBody2D *> &p_body_island) const; public: - void step(Space2DSW *p_space, real_t p_delta, int p_iterations); - Step2DSW(); - ~Step2DSW(); + void step(GodotSpace2D *p_space, real_t p_delta); + GodotStep2D(); + ~GodotStep2D(); }; -#endif // STEP_2D_SW_H +#endif // GODOT_STEP_2D_H diff --git a/servers/physics_2d/physics_server_2d_sw.cpp b/servers/physics_2d/physics_server_2d_sw.cpp deleted file mode 100644 index c2205e33b0..0000000000 --- a/servers/physics_2d/physics_server_2d_sw.cpp +++ /dev/null @@ -1,1349 +0,0 @@ -/*************************************************************************/ -/* physics_server_2d_sw.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "physics_server_2d_sw.h" - -#include "body_direct_state_2d_sw.h" -#include "broad_phase_2d_bvh.h" -#include "collision_solver_2d_sw.h" -#include "core/config/project_settings.h" -#include "core/debugger/engine_debugger.h" -#include "core/os/os.h" - -#define FLUSH_QUERY_CHECK(m_object) \ - ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead."); - -RID PhysicsServer2DSW::_shape_create(ShapeType p_shape) { - Shape2DSW *shape = nullptr; - switch (p_shape) { - case SHAPE_WORLD_BOUNDARY: { - shape = memnew(WorldBoundaryShape2DSW); - } break; - case SHAPE_SEPARATION_RAY: { - shape = memnew(SeparationRayShape2DSW); - } break; - case SHAPE_SEGMENT: { - shape = memnew(SegmentShape2DSW); - } break; - case SHAPE_CIRCLE: { - shape = memnew(CircleShape2DSW); - } break; - case SHAPE_RECTANGLE: { - shape = memnew(RectangleShape2DSW); - } break; - case SHAPE_CAPSULE: { - shape = memnew(CapsuleShape2DSW); - } break; - case SHAPE_CONVEX_POLYGON: { - shape = memnew(ConvexPolygonShape2DSW); - } break; - case SHAPE_CONCAVE_POLYGON: { - shape = memnew(ConcavePolygonShape2DSW); - } break; - case SHAPE_CUSTOM: { - ERR_FAIL_V(RID()); - - } break; - } - - RID id = shape_owner.make_rid(shape); - shape->set_self(id); - - return id; -} - -RID PhysicsServer2DSW::world_boundary_shape_create() { - return _shape_create(SHAPE_WORLD_BOUNDARY); -} - -RID PhysicsServer2DSW::separation_ray_shape_create() { - return _shape_create(SHAPE_SEPARATION_RAY); -} - -RID PhysicsServer2DSW::segment_shape_create() { - return _shape_create(SHAPE_SEGMENT); -} - -RID PhysicsServer2DSW::circle_shape_create() { - return _shape_create(SHAPE_CIRCLE); -} - -RID PhysicsServer2DSW::rectangle_shape_create() { - return _shape_create(SHAPE_RECTANGLE); -} - -RID PhysicsServer2DSW::capsule_shape_create() { - return _shape_create(SHAPE_CAPSULE); -} - -RID PhysicsServer2DSW::convex_polygon_shape_create() { - return _shape_create(SHAPE_CONVEX_POLYGON); -} - -RID PhysicsServer2DSW::concave_polygon_shape_create() { - return _shape_create(SHAPE_CONCAVE_POLYGON); -} - -void PhysicsServer2DSW::shape_set_data(RID p_shape, const Variant &p_data) { - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - shape->set_data(p_data); -}; - -void PhysicsServer2DSW::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) { - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - shape->set_custom_bias(p_bias); -} - -PhysicsServer2D::ShapeType PhysicsServer2DSW::shape_get_type(RID p_shape) const { - const Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM); - return shape->get_type(); -}; - -Variant PhysicsServer2DSW::shape_get_data(RID p_shape) const { - const Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, Variant()); - ERR_FAIL_COND_V(!shape->is_configured(), Variant()); - return shape->get_data(); -}; - -real_t PhysicsServer2DSW::shape_get_custom_solver_bias(RID p_shape) const { - const Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, 0); - return shape->get_custom_bias(); -} - -void PhysicsServer2DSW::_shape_col_cbk(const Vector2 &p_point_A, const Vector2 &p_point_B, void *p_userdata) { - CollCbkData *cbk = (CollCbkData *)p_userdata; - - if (cbk->max == 0) { - return; - } - - Vector2 rel_dir = (p_point_A - p_point_B); - real_t rel_length2 = rel_dir.length_squared(); - if (cbk->valid_dir != Vector2()) { - if (cbk->valid_depth < 10e20) { - if (rel_length2 > cbk->valid_depth * cbk->valid_depth || - (rel_length2 > CMP_EPSILON && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON)) { - cbk->invalid_by_dir++; - return; - } - } else { - if (rel_length2 > 0 && cbk->valid_dir.dot(rel_dir.normalized()) < CMP_EPSILON) { - return; - } - } - } - - if (cbk->amount == cbk->max) { - //find least deep - real_t min_depth = 1e20; - int min_depth_idx = 0; - for (int i = 0; i < cbk->amount; i++) { - real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]); - if (d < min_depth) { - min_depth = d; - min_depth_idx = i; - } - } - - if (rel_length2 < min_depth) { - return; - } - cbk->ptr[min_depth_idx * 2 + 0] = p_point_A; - cbk->ptr[min_depth_idx * 2 + 1] = p_point_B; - cbk->passed++; - - } else { - cbk->ptr[cbk->amount * 2 + 0] = p_point_A; - cbk->ptr[cbk->amount * 2 + 1] = p_point_B; - cbk->amount++; - cbk->passed++; - } -} - -bool PhysicsServer2DSW::shape_collide(RID p_shape_A, const Transform2D &p_xform_A, const Vector2 &p_motion_A, RID p_shape_B, const Transform2D &p_xform_B, const Vector2 &p_motion_B, Vector2 *r_results, int p_result_max, int &r_result_count) { - Shape2DSW *shape_A = shape_owner.get_or_null(p_shape_A); - ERR_FAIL_COND_V(!shape_A, false); - Shape2DSW *shape_B = shape_owner.get_or_null(p_shape_B); - ERR_FAIL_COND_V(!shape_B, false); - - if (p_result_max == 0) { - return CollisionSolver2DSW::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, nullptr, nullptr); - } - - CollCbkData cbk; - cbk.max = p_result_max; - cbk.amount = 0; - cbk.passed = 0; - cbk.ptr = r_results; - - bool res = CollisionSolver2DSW::solve(shape_A, p_xform_A, p_motion_A, shape_B, p_xform_B, p_motion_B, _shape_col_cbk, &cbk); - r_result_count = cbk.amount; - return res; -} - -RID PhysicsServer2DSW::space_create() { - Space2DSW *space = memnew(Space2DSW); - RID id = space_owner.make_rid(space); - space->set_self(id); - RID area_id = area_create(); - Area2DSW *area = area_owner.get_or_null(area_id); - ERR_FAIL_COND_V(!area, RID()); - space->set_default_area(area); - area->set_space(space); - area->set_priority(-1); - - return id; -}; - -void PhysicsServer2DSW::space_set_active(RID p_space, bool p_active) { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - if (p_active) { - active_spaces.insert(space); - } else { - active_spaces.erase(space); - } -} - -bool PhysicsServer2DSW::space_is_active(RID p_space) const { - const Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, false); - - return active_spaces.has(space); -} - -void PhysicsServer2DSW::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - - space->set_param(p_param, p_value); -} - -real_t PhysicsServer2DSW::space_get_param(RID p_space, SpaceParameter p_param) const { - const Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, 0); - return space->get_param(p_param); -} - -void PhysicsServer2DSW::space_set_debug_contacts(RID p_space, int p_max_contacts) { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - space->set_debug_contacts(p_max_contacts); -} - -Vector<Vector2> PhysicsServer2DSW::space_get_contacts(RID p_space) const { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, Vector<Vector2>()); - return space->get_debug_contacts(); -} - -int PhysicsServer2DSW::space_get_contact_count(RID p_space) const { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, 0); - return space->get_debug_contact_count(); -} - -PhysicsDirectSpaceState2D *PhysicsServer2DSW::space_get_direct_state(RID p_space) { - Space2DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, nullptr); - ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification."); - - return space->get_direct_state(); -} - -RID PhysicsServer2DSW::area_create() { - Area2DSW *area = memnew(Area2DSW); - RID rid = area_owner.make_rid(area); - area->set_self(rid); - return rid; -}; - -void PhysicsServer2DSW::area_set_space(RID p_area, RID p_space) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - Space2DSW *space = nullptr; - if (p_space.is_valid()) { - space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - } - - if (area->get_space() == space) { - return; //pointless - } - - area->clear_constraints(); - area->set_space(space); -}; - -RID PhysicsServer2DSW::area_get_space(RID p_area) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, RID()); - - Space2DSW *space = area->get_space(); - if (!space) { - return RID(); - } - return space->get_self(); -}; - -void PhysicsServer2DSW::area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_space_override_mode(p_mode); -} - -PhysicsServer2D::AreaSpaceOverrideMode PhysicsServer2DSW::area_get_space_override_mode(RID p_area) const { - const Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, AREA_SPACE_OVERRIDE_DISABLED); - - return area->get_space_override_mode(); -} - -void PhysicsServer2DSW::area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform, bool p_disabled) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - - area->add_shape(shape, p_transform, p_disabled); -} - -void PhysicsServer2DSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - ERR_FAIL_COND(!shape->is_configured()); - - area->set_shape(p_shape_idx, shape); -} - -void PhysicsServer2DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_shape_transform(p_shape_idx, p_transform); -} - -void PhysicsServer2DSW::area_set_shape_disabled(RID p_area, int p_shape, bool p_disabled) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - ERR_FAIL_INDEX(p_shape, area->get_shape_count()); - FLUSH_QUERY_CHECK(area); - - area->set_shape_disabled(p_shape, p_disabled); -} - -int PhysicsServer2DSW::area_get_shape_count(RID p_area) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, -1); - - return area->get_shape_count(); -} - -RID PhysicsServer2DSW::area_get_shape(RID p_area, int p_shape_idx) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, RID()); - - Shape2DSW *shape = area->get_shape(p_shape_idx); - ERR_FAIL_COND_V(!shape, RID()); - - return shape->get_self(); -} - -Transform2D PhysicsServer2DSW::area_get_shape_transform(RID p_area, int p_shape_idx) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Transform2D()); - - return area->get_shape_transform(p_shape_idx); -} - -void PhysicsServer2DSW::area_remove_shape(RID p_area, int p_shape_idx) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->remove_shape(p_shape_idx); -} - -void PhysicsServer2DSW::area_clear_shapes(RID p_area) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - while (area->get_shape_count()) { - area->remove_shape(0); - } -} - -void PhysicsServer2DSW::area_attach_object_instance_id(RID p_area, ObjectID p_id) { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_instance_id(p_id); -} - -ObjectID PhysicsServer2DSW::area_get_object_instance_id(RID p_area) const { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, ObjectID()); - return area->get_instance_id(); -} - -void PhysicsServer2DSW::area_attach_canvas_instance_id(RID p_area, ObjectID p_id) { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_canvas_instance_id(p_id); -} - -ObjectID PhysicsServer2DSW::area_get_canvas_instance_id(RID p_area) const { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, ObjectID()); - return area->get_canvas_instance_id(); -} - -void PhysicsServer2DSW::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_param(p_param, p_value); -}; - -void PhysicsServer2DSW::area_set_transform(RID p_area, const Transform2D &p_transform) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_transform(p_transform); -}; - -Variant PhysicsServer2DSW::area_get_param(RID p_area, AreaParameter p_param) const { - if (space_owner.owns(p_area)) { - Space2DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Variant()); - - return area->get_param(p_param); -}; - -Transform2D PhysicsServer2DSW::area_get_transform(RID p_area) const { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Transform2D()); - - return area->get_transform(); -}; - -void PhysicsServer2DSW::area_set_pickable(RID p_area, bool p_pickable) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_pickable(p_pickable); -} - -void PhysicsServer2DSW::area_set_monitorable(RID p_area, bool p_monitorable) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - FLUSH_QUERY_CHECK(area); - - area->set_monitorable(p_monitorable); -} - -void PhysicsServer2DSW::area_set_collision_mask(RID p_area, uint32_t p_mask) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_collision_mask(p_mask); -} - -void PhysicsServer2DSW::area_set_collision_layer(RID p_area, uint32_t p_layer) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_collision_layer(p_layer); -} - -void PhysicsServer2DSW::area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method); -} - -void PhysicsServer2DSW::area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) { - Area2DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_area_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method); -} - -/* BODY API */ - -RID PhysicsServer2DSW::body_create() { - Body2DSW *body = memnew(Body2DSW); - RID rid = body_owner.make_rid(body); - body->set_self(rid); - return rid; -} - -void PhysicsServer2DSW::body_set_space(RID p_body, RID p_space) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - Space2DSW *space = nullptr; - if (p_space.is_valid()) { - space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - } - - if (body->get_space() == space) { - return; //pointless - } - - body->clear_constraint_list(); - body->set_space(space); -}; - -RID PhysicsServer2DSW::body_get_space(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, RID()); - - Space2DSW *space = body->get_space(); - if (!space) { - return RID(); - } - return space->get_self(); -}; - -void PhysicsServer2DSW::body_set_mode(RID p_body, BodyMode p_mode) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - FLUSH_QUERY_CHECK(body); - - body->set_mode(p_mode); -}; - -PhysicsServer2D::BodyMode PhysicsServer2DSW::body_get_mode(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, BODY_MODE_STATIC); - - return body->get_mode(); -}; - -void PhysicsServer2DSW::body_add_shape(RID p_body, RID p_shape, const Transform2D &p_transform, bool p_disabled) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - - body->add_shape(shape, p_transform, p_disabled); -} - -void PhysicsServer2DSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - Shape2DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - ERR_FAIL_COND(!shape->is_configured()); - - body->set_shape(p_shape_idx, shape); -} - -void PhysicsServer2DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform2D &p_transform) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_shape_transform(p_shape_idx, p_transform); -} - -int PhysicsServer2DSW::body_get_shape_count(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, -1); - - return body->get_shape_count(); -} - -RID PhysicsServer2DSW::body_get_shape(RID p_body, int p_shape_idx) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, RID()); - - Shape2DSW *shape = body->get_shape(p_shape_idx); - ERR_FAIL_COND_V(!shape, RID()); - - return shape->get_self(); -} - -Transform2D PhysicsServer2DSW::body_get_shape_transform(RID p_body, int p_shape_idx) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Transform2D()); - - return body->get_shape_transform(p_shape_idx); -} - -void PhysicsServer2DSW::body_remove_shape(RID p_body, int p_shape_idx) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->remove_shape(p_shape_idx); -} - -void PhysicsServer2DSW::body_clear_shapes(RID p_body) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - while (body->get_shape_count()) { - body->remove_shape(0); - } -} - -void PhysicsServer2DSW::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); - FLUSH_QUERY_CHECK(body); - - body->set_shape_disabled(p_shape_idx, p_disabled); -} - -void PhysicsServer2DSW::body_set_shape_as_one_way_collision(RID p_body, int p_shape_idx, bool p_enable, real_t p_margin) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); - FLUSH_QUERY_CHECK(body); - - body->set_shape_as_one_way_collision(p_shape_idx, p_enable, p_margin); -} - -void PhysicsServer2DSW::body_set_continuous_collision_detection_mode(RID p_body, CCDMode p_mode) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_continuous_collision_detection_mode(p_mode); -} - -PhysicsServer2DSW::CCDMode PhysicsServer2DSW::body_get_continuous_collision_detection_mode(RID p_body) const { - const Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, CCD_MODE_DISABLED); - - return body->get_continuous_collision_detection_mode(); -} - -void PhysicsServer2DSW::body_attach_object_instance_id(RID p_body, ObjectID p_id) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_instance_id(p_id); -}; - -ObjectID PhysicsServer2DSW::body_get_object_instance_id(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, ObjectID()); - - return body->get_instance_id(); -}; - -void PhysicsServer2DSW::body_attach_canvas_instance_id(RID p_body, ObjectID p_id) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_canvas_instance_id(p_id); -}; - -ObjectID PhysicsServer2DSW::body_get_canvas_instance_id(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, ObjectID()); - - return body->get_canvas_instance_id(); -}; - -void PhysicsServer2DSW::body_set_collision_layer(RID p_body, uint32_t p_layer) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_collision_layer(p_layer); -}; - -uint32_t PhysicsServer2DSW::body_get_collision_layer(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_collision_layer(); -}; - -void PhysicsServer2DSW::body_set_collision_mask(RID p_body, uint32_t p_mask) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_collision_mask(p_mask); -}; - -uint32_t PhysicsServer2DSW::body_get_collision_mask(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_collision_mask(); -}; - -void PhysicsServer2DSW::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_param(p_param, p_value); -}; - -Variant PhysicsServer2DSW::body_get_param(RID p_body, BodyParameter p_param) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_param(p_param); -}; - -void PhysicsServer2DSW::body_reset_mass_properties(RID p_body) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - return body->reset_mass_properties(); -} - -void PhysicsServer2DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_state(p_state, p_variant); -}; - -Variant PhysicsServer2DSW::body_get_state(RID p_body, BodyState p_state) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Variant()); - - return body->get_state(p_state); -}; - -void PhysicsServer2DSW::body_set_applied_force(RID p_body, const Vector2 &p_force) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_applied_force(p_force); - body->wakeup(); -}; - -Vector2 PhysicsServer2DSW::body_get_applied_force(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Vector2()); - return body->get_applied_force(); -}; - -void PhysicsServer2DSW::body_set_applied_torque(RID p_body, real_t p_torque) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_applied_torque(p_torque); - body->wakeup(); -}; - -real_t PhysicsServer2DSW::body_get_applied_torque(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_applied_torque(); -}; - -void PhysicsServer2DSW::body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->apply_central_impulse(p_impulse); - body->wakeup(); -} - -void PhysicsServer2DSW::body_apply_torque_impulse(RID p_body, real_t p_torque) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - body->apply_torque_impulse(p_torque); - body->wakeup(); -} - -void PhysicsServer2DSW::body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - body->apply_impulse(p_impulse, p_position); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_add_central_force(RID p_body, const Vector2 &p_force) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_central_force(p_force); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_force(p_force, p_position); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_add_torque(RID p_body, real_t p_torque) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_torque(p_torque); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - Vector2 v = body->get_linear_velocity(); - Vector2 axis = p_axis_velocity.normalized(); - v -= axis * axis.dot(v); - v += p_axis_velocity; - body->set_linear_velocity(v); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_add_collision_exception(RID p_body, RID p_body_b) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_exception(p_body_b); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_remove_collision_exception(RID p_body, RID p_body_b) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->remove_exception(p_body_b); - body->wakeup(); -}; - -void PhysicsServer2DSW::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - for (int i = 0; i < body->get_exceptions().size(); i++) { - p_exceptions->push_back(body->get_exceptions()[i]); - } -}; - -void PhysicsServer2DSW::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); -}; - -real_t PhysicsServer2DSW::body_get_contacts_reported_depth_threshold(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - return 0; -}; - -void PhysicsServer2DSW::body_set_omit_force_integration(RID p_body, bool p_omit) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_omit_force_integration(p_omit); -}; - -bool PhysicsServer2DSW::body_is_omitting_force_integration(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); - return body->get_omit_force_integration(); -}; - -void PhysicsServer2DSW::body_set_max_contacts_reported(RID p_body, int p_contacts) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_max_contacts_reported(p_contacts); -} - -int PhysicsServer2DSW::body_get_max_contacts_reported(RID p_body) const { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, -1); - return body->get_max_contacts_reported(); -} - -void PhysicsServer2DSW::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_state_sync_callback(p_instance, p_callback); -} - -void PhysicsServer2DSW::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_force_integration_callback(p_callable, p_udata); -} - -bool PhysicsServer2DSW::body_collide_shape(RID p_body, int p_body_shape, RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, Vector2 *r_results, int p_result_max, int &r_result_count) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); - ERR_FAIL_INDEX_V(p_body_shape, body->get_shape_count(), false); - - return shape_collide(body->get_shape(p_body_shape)->get_self(), body->get_transform() * body->get_shape_transform(p_body_shape), Vector2(), p_shape, p_shape_xform, p_motion, r_results, p_result_max, r_result_count); -} - -void PhysicsServer2DSW::body_set_pickable(RID p_body, bool p_pickable) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_pickable(p_pickable); -} - -bool PhysicsServer2DSW::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) { - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); - ERR_FAIL_COND_V(!body->get_space(), false); - ERR_FAIL_COND_V(body->get_space()->is_locked(), false); - - _update_shapes(); - - return body->get_space()->test_body_motion(body, p_parameters, r_result); -} - -PhysicsDirectBodyState2D *PhysicsServer2DSW::body_get_direct_state(RID p_body) { - ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); - - Body2DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, nullptr); - - ERR_FAIL_COND_V(!body->get_space(), nullptr); - ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); - - return body->get_direct_state(); -} - -/* JOINT API */ - -RID PhysicsServer2DSW::joint_create() { - Joint2DSW *joint = memnew(Joint2DSW); - RID joint_rid = joint_owner.make_rid(joint); - joint->set_self(joint_rid); - return joint_rid; -} - -void PhysicsServer2DSW::joint_clear(RID p_joint) { - Joint2DSW *joint = joint_owner.get_or_null(p_joint); - if (joint->get_type() != JOINT_TYPE_MAX) { - Joint2DSW *empty_joint = memnew(Joint2DSW); - empty_joint->copy_settings_from(joint); - - joint_owner.replace(p_joint, empty_joint); - memdelete(joint); - } -} - -void PhysicsServer2DSW::joint_set_param(RID p_joint, JointParam p_param, real_t p_value) { - Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - - switch (p_param) { - case JOINT_PARAM_BIAS: - joint->set_bias(p_value); - break; - case JOINT_PARAM_MAX_BIAS: - joint->set_max_bias(p_value); - break; - case JOINT_PARAM_MAX_FORCE: - joint->set_max_force(p_value); - break; - } -} - -real_t PhysicsServer2DSW::joint_get_param(RID p_joint, JointParam p_param) const { - const Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, -1); - - switch (p_param) { - case JOINT_PARAM_BIAS: - return joint->get_bias(); - break; - case JOINT_PARAM_MAX_BIAS: - return joint->get_max_bias(); - break; - case JOINT_PARAM_MAX_FORCE: - return joint->get_max_force(); - break; - } - - return 0; -} - -void PhysicsServer2DSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) { - Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - - joint->disable_collisions_between_bodies(p_disable); - - if (2 == joint->get_body_count()) { - Body2DSW *body_a = *joint->get_body_ptr(); - Body2DSW *body_b = *(joint->get_body_ptr() + 1); - - if (p_disable) { - body_add_collision_exception(body_a->get_self(), body_b->get_self()); - body_add_collision_exception(body_b->get_self(), body_a->get_self()); - } else { - body_remove_collision_exception(body_a->get_self(), body_b->get_self()); - body_remove_collision_exception(body_b->get_self(), body_a->get_self()); - } - } -} - -bool PhysicsServer2DSW::joint_is_disabled_collisions_between_bodies(RID p_joint) const { - const Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, true); - - return joint->is_disabled_collisions_between_bodies(); -} - -void PhysicsServer2DSW::joint_make_pin(RID p_joint, const Vector2 &p_pos, RID p_body_a, RID p_body_b) { - Body2DSW *A = body_owner.get_or_null(p_body_a); - ERR_FAIL_COND(!A); - Body2DSW *B = nullptr; - if (body_owner.owns(p_body_b)) { - B = body_owner.get_or_null(p_body_b); - ERR_FAIL_COND(!B); - } - - Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint2DSW *joint = memnew(PinJoint2DSW(p_pos, A, B)); - - joint_owner.replace(p_joint, joint); - joint->copy_settings_from(prev_joint); - memdelete(prev_joint); -} - -void PhysicsServer2DSW::joint_make_groove(RID p_joint, const Vector2 &p_a_groove1, const Vector2 &p_a_groove2, const Vector2 &p_b_anchor, RID p_body_a, RID p_body_b) { - Body2DSW *A = body_owner.get_or_null(p_body_a); - ERR_FAIL_COND(!A); - - Body2DSW *B = body_owner.get_or_null(p_body_b); - ERR_FAIL_COND(!B); - - Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint2DSW *joint = memnew(GrooveJoint2DSW(p_a_groove1, p_a_groove2, p_b_anchor, A, B)); - - joint_owner.replace(p_joint, joint); - joint->copy_settings_from(prev_joint); - memdelete(prev_joint); -} - -void PhysicsServer2DSW::joint_make_damped_spring(RID p_joint, const Vector2 &p_anchor_a, const Vector2 &p_anchor_b, RID p_body_a, RID p_body_b) { - Body2DSW *A = body_owner.get_or_null(p_body_a); - ERR_FAIL_COND(!A); - - Body2DSW *B = body_owner.get_or_null(p_body_b); - ERR_FAIL_COND(!B); - - Joint2DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint2DSW *joint = memnew(DampedSpringJoint2DSW(p_anchor_a, p_anchor_b, A, B)); - - joint_owner.replace(p_joint, joint); - joint->copy_settings_from(prev_joint); - memdelete(prev_joint); -} - -void PhysicsServer2DSW::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) { - Joint2DSW *j = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!j); - ERR_FAIL_COND(j->get_type() != JOINT_TYPE_PIN); - - PinJoint2DSW *pin_joint = static_cast<PinJoint2DSW *>(j); - pin_joint->set_param(p_param, p_value); -} - -real_t PhysicsServer2DSW::pin_joint_get_param(RID p_joint, PinJointParam p_param) const { - Joint2DSW *j = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!j, 0); - ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_PIN, 0); - - PinJoint2DSW *pin_joint = static_cast<PinJoint2DSW *>(j); - return pin_joint->get_param(p_param); -} - -void PhysicsServer2DSW::damped_spring_joint_set_param(RID p_joint, DampedSpringParam p_param, real_t p_value) { - Joint2DSW *j = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!j); - ERR_FAIL_COND(j->get_type() != JOINT_TYPE_DAMPED_SPRING); - - DampedSpringJoint2DSW *dsj = static_cast<DampedSpringJoint2DSW *>(j); - dsj->set_param(p_param, p_value); -} - -real_t PhysicsServer2DSW::damped_spring_joint_get_param(RID p_joint, DampedSpringParam p_param) const { - Joint2DSW *j = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!j, 0); - ERR_FAIL_COND_V(j->get_type() != JOINT_TYPE_DAMPED_SPRING, 0); - - DampedSpringJoint2DSW *dsj = static_cast<DampedSpringJoint2DSW *>(j); - return dsj->get_param(p_param); -} - -PhysicsServer2D::JointType PhysicsServer2DSW::joint_get_type(RID p_joint) const { - Joint2DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN); - - return joint->get_type(); -} - -void PhysicsServer2DSW::free(RID p_rid) { - _update_shapes(); // just in case - - if (shape_owner.owns(p_rid)) { - Shape2DSW *shape = shape_owner.get_or_null(p_rid); - - while (shape->get_owners().size()) { - ShapeOwner2DSW *so = shape->get_owners().front()->key(); - so->remove_shape(shape); - } - - shape_owner.free(p_rid); - memdelete(shape); - } else if (body_owner.owns(p_rid)) { - Body2DSW *body = body_owner.get_or_null(p_rid); - - /* - if (body->get_state_query()) - _clear_query(body->get_state_query()); - - if (body->get_direct_state_query()) - _clear_query(body->get_direct_state_query()); - */ - - body_set_space(p_rid, RID()); - - while (body->get_shape_count()) { - body->remove_shape(0); - } - - body_owner.free(p_rid); - memdelete(body); - - } else if (area_owner.owns(p_rid)) { - Area2DSW *area = area_owner.get_or_null(p_rid); - - /* - if (area->get_monitor_query()) - _clear_query(area->get_monitor_query()); - */ - - area->set_space(nullptr); - - while (area->get_shape_count()) { - area->remove_shape(0); - } - - area_owner.free(p_rid); - memdelete(area); - } else if (space_owner.owns(p_rid)) { - Space2DSW *space = space_owner.get_or_null(p_rid); - - while (space->get_objects().size()) { - CollisionObject2DSW *co = (CollisionObject2DSW *)space->get_objects().front()->get(); - co->set_space(nullptr); - } - - active_spaces.erase(space); - free(space->get_default_area()->get_self()); - space_owner.free(p_rid); - memdelete(space); - } else if (joint_owner.owns(p_rid)) { - Joint2DSW *joint = joint_owner.get_or_null(p_rid); - - joint_owner.free(p_rid); - memdelete(joint); - - } else { - ERR_FAIL_MSG("Invalid ID."); - } -}; - -void PhysicsServer2DSW::set_active(bool p_active) { - active = p_active; -}; - -void PhysicsServer2DSW::set_collision_iterations(int p_iterations) { - iterations = p_iterations; -}; - -void PhysicsServer2DSW::init() { - doing_sync = false; - iterations = 8; // 8? - stepper = memnew(Step2DSW); -}; - -void PhysicsServer2DSW::step(real_t p_step) { - if (!active) { - return; - } - - _update_shapes(); - - island_count = 0; - active_objects = 0; - collision_pairs = 0; - for (Set<const Space2DSW *>::Element *E = active_spaces.front(); E; E = E->next()) { - stepper->step((Space2DSW *)E->get(), p_step, iterations); - island_count += E->get()->get_island_count(); - active_objects += E->get()->get_active_objects(); - collision_pairs += E->get()->get_collision_pairs(); - } -}; - -void PhysicsServer2DSW::sync() { - doing_sync = true; -}; - -void PhysicsServer2DSW::flush_queries() { - if (!active) { - return; - } - - flushing_queries = true; - - uint64_t time_beg = OS::get_singleton()->get_ticks_usec(); - - for (Set<const Space2DSW *>::Element *E = active_spaces.front(); E; E = E->next()) { - Space2DSW *space = (Space2DSW *)E->get(); - space->call_queries(); - } - - flushing_queries = false; - - if (EngineDebugger::is_profiling("servers")) { - uint64_t total_time[Space2DSW::ELAPSED_TIME_MAX]; - static const char *time_name[Space2DSW::ELAPSED_TIME_MAX] = { - "integrate_forces", - "generate_islands", - "setup_constraints", - "solve_constraints", - "integrate_velocities" - }; - - for (int i = 0; i < Space2DSW::ELAPSED_TIME_MAX; i++) { - total_time[i] = 0; - } - - for (Set<const Space2DSW *>::Element *E = active_spaces.front(); E; E = E->next()) { - for (int i = 0; i < Space2DSW::ELAPSED_TIME_MAX; i++) { - total_time[i] += E->get()->get_elapsed_time(Space2DSW::ElapsedTime(i)); - } - } - - Array values; - values.resize(Space2DSW::ELAPSED_TIME_MAX * 2); - for (int i = 0; i < Space2DSW::ELAPSED_TIME_MAX; i++) { - values[i * 2 + 0] = time_name[i]; - values[i * 2 + 1] = USEC_TO_SEC(total_time[i]); - } - values.push_back("flush_queries"); - values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg)); - - values.push_front("physics_2d"); - EngineDebugger::profiler_add_frame_data("servers", values); - } -} - -void PhysicsServer2DSW::end_sync() { - doing_sync = false; -} - -void PhysicsServer2DSW::finish() { - memdelete(stepper); -}; - -void PhysicsServer2DSW::_update_shapes() { - while (pending_shape_update_list.first()) { - pending_shape_update_list.first()->self()->_shape_changed(); - pending_shape_update_list.remove(pending_shape_update_list.first()); - } -} - -int PhysicsServer2DSW::get_process_info(ProcessInfo p_info) { - switch (p_info) { - case INFO_ACTIVE_OBJECTS: { - return active_objects; - } break; - case INFO_COLLISION_PAIRS: { - return collision_pairs; - } break; - case INFO_ISLAND_COUNT: { - return island_count; - } break; - } - - return 0; -} - -PhysicsServer2DSW *PhysicsServer2DSW::singletonsw = nullptr; - -PhysicsServer2DSW::PhysicsServer2DSW(bool p_using_threads) { - singletonsw = this; - BroadPhase2DSW::create_func = BroadPhase2DBVH::_create; - - using_threads = p_using_threads; -}; diff --git a/servers/physics_2d/space_2d_sw.h b/servers/physics_2d/space_2d_sw.h deleted file mode 100644 index 746b5c6c9a..0000000000 --- a/servers/physics_2d/space_2d_sw.h +++ /dev/null @@ -1,211 +0,0 @@ -/*************************************************************************/ -/* space_2d_sw.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef SPACE_2D_SW_H -#define SPACE_2D_SW_H - -#include "area_2d_sw.h" -#include "area_pair_2d_sw.h" -#include "body_2d_sw.h" -#include "body_pair_2d_sw.h" -#include "broad_phase_2d_sw.h" -#include "collision_object_2d_sw.h" -#include "core/config/project_settings.h" -#include "core/templates/hash_map.h" -#include "core/typedefs.h" - -class PhysicsDirectSpaceState2DSW : public PhysicsDirectSpaceState2D { - GDCLASS(PhysicsDirectSpaceState2DSW, PhysicsDirectSpaceState2D); - - int _intersect_point_impl(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_point, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID()); - -public: - Space2DSW *space = nullptr; - - virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override; - virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) override; - virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - - PhysicsDirectSpaceState2DSW() {} -}; - -class Space2DSW { -public: - enum ElapsedTime { - ELAPSED_TIME_INTEGRATE_FORCES, - ELAPSED_TIME_GENERATE_ISLANDS, - ELAPSED_TIME_SETUP_CONSTRAINTS, - ELAPSED_TIME_SOLVE_CONSTRAINTS, - ELAPSED_TIME_INTEGRATE_VELOCITIES, - ELAPSED_TIME_MAX - - }; - -private: - struct ExcludedShapeSW { - Shape2DSW *local_shape = nullptr; - const CollisionObject2DSW *against_object = nullptr; - int against_shape_index = 0; - }; - - uint64_t elapsed_time[ELAPSED_TIME_MAX] = {}; - - PhysicsDirectSpaceState2DSW *direct_access = nullptr; - RID self; - - BroadPhase2DSW *broadphase; - SelfList<Body2DSW>::List active_list; - SelfList<Body2DSW>::List mass_properties_update_list; - SelfList<Body2DSW>::List state_query_list; - SelfList<Area2DSW>::List monitor_query_list; - SelfList<Area2DSW>::List area_moved_list; - - static void *_broadphase_pair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_self); - static void _broadphase_unpair(CollisionObject2DSW *A, int p_subindex_A, CollisionObject2DSW *B, int p_subindex_B, void *p_data, void *p_self); - - Set<CollisionObject2DSW *> objects; - - Area2DSW *area = nullptr; - - real_t contact_recycle_radius = 1.0; - real_t contact_max_separation = 1.5; - real_t contact_max_allowed_penetration = 0.3; - real_t constraint_bias = 0.2; - - enum { - INTERSECTION_QUERY_MAX = 2048 - }; - - CollisionObject2DSW *intersection_query_results[INTERSECTION_QUERY_MAX]; - int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; - - real_t body_linear_velocity_sleep_threshold = 0.0; - real_t body_angular_velocity_sleep_threshold = 0.0; - real_t body_time_to_sleep = 0.0; - - bool locked = false; - - real_t last_step = 0.001; - - int island_count = 0; - int active_objects = 0; - int collision_pairs = 0; - - int _cull_aabb_for_body(Body2DSW *p_body, const Rect2 &p_aabb); - - Vector<Vector2> contact_debug; - int contact_debug_count = 0; - - friend class PhysicsDirectSpaceState2DSW; - -public: - _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } - _FORCE_INLINE_ RID get_self() const { return self; } - - void set_default_area(Area2DSW *p_area) { area = p_area; } - Area2DSW *get_default_area() const { return area; } - - const SelfList<Body2DSW>::List &get_active_body_list() const; - void body_add_to_active_list(SelfList<Body2DSW> *p_body); - void body_remove_from_active_list(SelfList<Body2DSW> *p_body); - void body_add_to_mass_properties_update_list(SelfList<Body2DSW> *p_body); - void body_remove_from_mass_properties_update_list(SelfList<Body2DSW> *p_body); - void area_add_to_moved_list(SelfList<Area2DSW> *p_area); - void area_remove_from_moved_list(SelfList<Area2DSW> *p_area); - const SelfList<Area2DSW>::List &get_moved_area_list() const; - - void body_add_to_state_query_list(SelfList<Body2DSW> *p_body); - void body_remove_from_state_query_list(SelfList<Body2DSW> *p_body); - - void area_add_to_monitor_query_list(SelfList<Area2DSW> *p_area); - void area_remove_from_monitor_query_list(SelfList<Area2DSW> *p_area); - - BroadPhase2DSW *get_broadphase(); - - void add_object(CollisionObject2DSW *p_object); - void remove_object(CollisionObject2DSW *p_object); - const Set<CollisionObject2DSW *> &get_objects() const; - - _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; } - _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; } - _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; } - _FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; } - _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; } - _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; } - _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; } - - void update(); - void setup(); - void call_queries(); - - bool is_locked() const; - void lock(); - void unlock(); - - real_t get_last_step() const { return last_step; } - void set_last_step(real_t p_step) { last_step = p_step; } - - void set_param(PhysicsServer2D::SpaceParameter p_param, real_t p_value); - real_t get_param(PhysicsServer2D::SpaceParameter p_param) const; - - void set_island_count(int p_island_count) { island_count = p_island_count; } - int get_island_count() const { return island_count; } - - void set_active_objects(int p_active_objects) { active_objects = p_active_objects; } - int get_active_objects() const { return active_objects; } - - int get_collision_pairs() const { return collision_pairs; } - - bool test_body_motion(Body2DSW *p_body, const PhysicsServer2D::MotionParameters &p_parameters, PhysicsServer2D::MotionResult *r_result); - - void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } - _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); } - _FORCE_INLINE_ void add_debug_contact(const Vector2 &p_contact) { - if (contact_debug_count < contact_debug.size()) { - contact_debug.write[contact_debug_count++] = p_contact; - } - } - _FORCE_INLINE_ Vector<Vector2> get_debug_contacts() { return contact_debug; } - _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; } - - PhysicsDirectSpaceState2DSW *get_direct_state(); - - void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } - uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } - - Space2DSW(); - ~Space2DSW(); -}; - -#endif // SPACE_2D_SW_H diff --git a/servers/physics_3d/body_direct_state_3d_sw.cpp b/servers/physics_3d/body_direct_state_3d_sw.cpp deleted file mode 100644 index d61a6ac8e4..0000000000 --- a/servers/physics_3d/body_direct_state_3d_sw.cpp +++ /dev/null @@ -1,190 +0,0 @@ -/*************************************************************************/ -/* body_direct_state_3d_sw.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "body_direct_state_3d_sw.h" - -#include "body_3d_sw.h" -#include "space_3d_sw.h" - -Vector3 PhysicsDirectBodyState3DSW::get_total_gravity() const { - return body->gravity; -} - -real_t PhysicsDirectBodyState3DSW::get_total_angular_damp() const { - return body->area_angular_damp; -} - -real_t PhysicsDirectBodyState3DSW::get_total_linear_damp() const { - return body->area_linear_damp; -} - -Vector3 PhysicsDirectBodyState3DSW::get_center_of_mass() const { - return body->get_center_of_mass(); -} - -Basis PhysicsDirectBodyState3DSW::get_principal_inertia_axes() const { - return body->get_principal_inertia_axes(); -} - -real_t PhysicsDirectBodyState3DSW::get_inverse_mass() const { - return body->get_inv_mass(); -} - -Vector3 PhysicsDirectBodyState3DSW::get_inverse_inertia() const { - return body->get_inv_inertia(); -} - -Basis PhysicsDirectBodyState3DSW::get_inverse_inertia_tensor() const { - return body->get_inv_inertia_tensor(); -} - -void PhysicsDirectBodyState3DSW::set_linear_velocity(const Vector3 &p_velocity) { - body->wakeup(); - body->set_linear_velocity(p_velocity); -} - -Vector3 PhysicsDirectBodyState3DSW::get_linear_velocity() const { - return body->get_linear_velocity(); -} - -void PhysicsDirectBodyState3DSW::set_angular_velocity(const Vector3 &p_velocity) { - body->wakeup(); - body->set_angular_velocity(p_velocity); -} - -Vector3 PhysicsDirectBodyState3DSW::get_angular_velocity() const { - return body->get_angular_velocity(); -} - -void PhysicsDirectBodyState3DSW::set_transform(const Transform3D &p_transform) { - body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform); -} - -Transform3D PhysicsDirectBodyState3DSW::get_transform() const { - return body->get_transform(); -} - -Vector3 PhysicsDirectBodyState3DSW::get_velocity_at_local_position(const Vector3 &p_position) const { - return body->get_velocity_in_local_point(p_position); -} - -void PhysicsDirectBodyState3DSW::add_central_force(const Vector3 &p_force) { - body->wakeup(); - body->add_central_force(p_force); -} - -void PhysicsDirectBodyState3DSW::add_force(const Vector3 &p_force, const Vector3 &p_position) { - body->wakeup(); - body->add_force(p_force, p_position); -} - -void PhysicsDirectBodyState3DSW::add_torque(const Vector3 &p_torque) { - body->wakeup(); - body->add_torque(p_torque); -} - -void PhysicsDirectBodyState3DSW::apply_central_impulse(const Vector3 &p_impulse) { - body->wakeup(); - body->apply_central_impulse(p_impulse); -} - -void PhysicsDirectBodyState3DSW::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { - body->wakeup(); - body->apply_impulse(p_impulse, p_position); -} - -void PhysicsDirectBodyState3DSW::apply_torque_impulse(const Vector3 &p_impulse) { - body->wakeup(); - body->apply_torque_impulse(p_impulse); -} - -void PhysicsDirectBodyState3DSW::set_sleep_state(bool p_sleep) { - body->set_active(!p_sleep); -} - -bool PhysicsDirectBodyState3DSW::is_sleeping() const { - return !body->is_active(); -} - -int PhysicsDirectBodyState3DSW::get_contact_count() const { - return body->contact_count; -} - -Vector3 PhysicsDirectBodyState3DSW::get_contact_local_position(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); - return body->contacts[p_contact_idx].local_pos; -} - -Vector3 PhysicsDirectBodyState3DSW::get_contact_local_normal(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); - return body->contacts[p_contact_idx].local_normal; -} - -real_t PhysicsDirectBodyState3DSW::get_contact_impulse(int p_contact_idx) const { - return 0.0f; // Only implemented for bullet -} - -int PhysicsDirectBodyState3DSW::get_contact_local_shape(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); - return body->contacts[p_contact_idx].local_shape; -} - -RID PhysicsDirectBodyState3DSW::get_contact_collider(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); - return body->contacts[p_contact_idx].collider; -} - -Vector3 PhysicsDirectBodyState3DSW::get_contact_collider_position(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); - return body->contacts[p_contact_idx].collider_pos; -} - -ObjectID PhysicsDirectBodyState3DSW::get_contact_collider_id(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID()); - return body->contacts[p_contact_idx].collider_instance_id; -} - -int PhysicsDirectBodyState3DSW::get_contact_collider_shape(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); - return body->contacts[p_contact_idx].collider_shape; -} - -Vector3 PhysicsDirectBodyState3DSW::get_contact_collider_velocity_at_position(int p_contact_idx) const { - ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); - return body->contacts[p_contact_idx].collider_velocity_at_pos; -} - -PhysicsDirectSpaceState3D *PhysicsDirectBodyState3DSW::get_space_state() { - return body->get_space()->get_direct_state(); -} - -real_t PhysicsDirectBodyState3DSW::get_step() const { - return body->get_space()->get_last_step(); -} diff --git a/servers/physics_3d/gjk_epa.cpp b/servers/physics_3d/gjk_epa.cpp index a1dbdd0a70..928ffe0980 100644 --- a/servers/physics_3d/gjk_epa.cpp +++ b/servers/physics_3d/gjk_epa.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -105,7 +105,7 @@ typedef unsigned char U1; // MinkowskiDiff struct MinkowskiDiff { - const Shape3DSW* m_shapes[2]; + const GodotShape3D* m_shapes[2]; Transform3D transform_A; Transform3D transform_B; @@ -113,10 +113,10 @@ struct MinkowskiDiff { real_t margin_A = 0.0; real_t margin_B = 0.0; - Vector3 (*get_support)(const Shape3DSW*, const Vector3&, real_t); + Vector3 (*get_support)(const GodotShape3D*, const Vector3&, real_t); - void Initialize(const Shape3DSW* shape0, const Transform3D& wtrs0, const real_t margin0, - const Shape3DSW* shape1, const Transform3D& wtrs1, const real_t margin1) { + void Initialize(const GodotShape3D* shape0, const Transform3D& wtrs0, const real_t margin0, + const GodotShape3D* shape1, const Transform3D& wtrs1, const real_t margin1) { m_shapes[0] = shape0; m_shapes[1] = shape1; transform_A = wtrs0; @@ -131,11 +131,11 @@ struct MinkowskiDiff { } } - static Vector3 get_support_without_margin(const Shape3DSW* p_shape, const Vector3& p_dir, real_t p_margin) { + static Vector3 get_support_without_margin(const GodotShape3D* p_shape, const Vector3& p_dir, real_t p_margin) { return p_shape->get_support(p_dir.normalized()); } - static Vector3 get_support_with_margin(const Shape3DSW* p_shape, const Vector3& p_dir, real_t p_margin) { + static Vector3 get_support_with_margin(const GodotShape3D* p_shape, const Vector3& p_dir, real_t p_margin) { Vector3 local_dir_norm = p_dir; if (local_dir_norm.length_squared() < CMP_EPSILON2) { local_dir_norm = Vector3(-1.0, -1.0, -1.0); @@ -862,8 +862,8 @@ struct GJK }; // - static void Initialize( const Shape3DSW* shape0, const Transform3D& wtrs0, real_t margin0, - const Shape3DSW* shape1, const Transform3D& wtrs1, real_t margin1, + static void Initialize( const GodotShape3D* shape0, const Transform3D& wtrs0, real_t margin0, + const GodotShape3D* shape1, const Transform3D& wtrs1, real_t margin1, sResults& results, tShape& shape) { @@ -884,10 +884,10 @@ struct GJK // // -bool Distance( const Shape3DSW* shape0, +bool Distance( const GodotShape3D* shape0, const Transform3D& wtrs0, real_t margin0, - const Shape3DSW* shape1, + const GodotShape3D* shape1, const Transform3D& wtrs1, real_t margin1, const Vector3& guess, @@ -925,10 +925,10 @@ bool Distance( const Shape3DSW* shape0, // -bool Penetration( const Shape3DSW* shape0, +bool Penetration( const GodotShape3D* shape0, const Transform3D& wtrs0, real_t margin0, - const Shape3DSW* shape1, + const GodotShape3D* shape1, const Transform3D& wtrs1, real_t margin1, const Vector3& guess, @@ -993,7 +993,7 @@ bool Penetration( const Shape3DSW* shape0, /* clang-format on */ -bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B) { +bool gjk_epa_calculate_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B) { GjkEpa2::sResults res; if (GjkEpa2::Distance(p_shape_A, p_transform_A, 0.0, p_shape_B, p_transform_B, 0.0, p_transform_B.origin - p_transform_A.origin, res)) { @@ -1005,7 +1005,7 @@ bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform3D &p return false; } -bool gjk_epa_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, real_t p_margin_A, real_t p_margin_B) { +bool gjk_epa_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, real_t p_margin_A, real_t p_margin_B) { GjkEpa2::sResults res; if (GjkEpa2::Penetration(p_shape_A, p_transform_A, p_margin_A, p_shape_B, p_transform_B, p_margin_B, p_transform_B.origin - p_transform_A.origin, res)) { diff --git a/servers/physics_3d/gjk_epa.h b/servers/physics_3d/gjk_epa.h index 69e85d2bc0..01a47f222e 100644 --- a/servers/physics_3d/gjk_epa.h +++ b/servers/physics_3d/gjk_epa.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -31,10 +31,10 @@ #ifndef GJK_EPA_H #define GJK_EPA_H -#include "collision_solver_3d_sw.h" -#include "shape_3d_sw.h" +#include "godot_collision_solver_3d.h" +#include "godot_shape_3d.h" -bool gjk_epa_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, real_t p_margin_A = 0.0, real_t p_margin_B = 0.0); -bool gjk_epa_calculate_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B); +bool gjk_epa_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, real_t p_margin_A = 0.0, real_t p_margin_B = 0.0); +bool gjk_epa_calculate_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_result_A, Vector3 &r_result_B); #endif diff --git a/servers/physics_3d/area_3d_sw.cpp b/servers/physics_3d/godot_area_3d.cpp index 630ab7e229..e7df23d0d8 100644 --- a/servers/physics_3d/area_3d_sw.cpp +++ b/servers/physics_3d/godot_area_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* area_3d_sw.cpp */ +/* godot_area_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,39 +28,40 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "area_3d_sw.h" -#include "body_3d_sw.h" -#include "soft_body_3d_sw.h" -#include "space_3d_sw.h" +#include "godot_area_3d.h" -Area3DSW::BodyKey::BodyKey(SoftBody3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +#include "godot_body_3d.h" +#include "godot_soft_body_3d.h" +#include "godot_space_3d.h" + +GodotArea3D::BodyKey::BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { rid = p_body->get_self(); instance_id = p_body->get_instance_id(); body_shape = p_body_shape; area_shape = p_area_shape; } -Area3DSW::BodyKey::BodyKey(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +GodotArea3D::BodyKey::BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { rid = p_body->get_self(); instance_id = p_body->get_instance_id(); body_shape = p_body_shape; area_shape = p_area_shape; } -Area3DSW::BodyKey::BodyKey(Area3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +GodotArea3D::BodyKey::BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { rid = p_body->get_self(); instance_id = p_body->get_instance_id(); body_shape = p_body_shape; area_shape = p_area_shape; } -void Area3DSW::_shapes_changed() { +void GodotArea3D::_shapes_changed() { if (!moved_list.in_list() && get_space()) { get_space()->area_add_to_moved_list(&moved_list); } } -void Area3DSW::set_transform(const Transform3D &p_transform) { +void GodotArea3D::set_transform(const Transform3D &p_transform) { if (!moved_list.in_list() && get_space()) { get_space()->area_add_to_moved_list(&moved_list); } @@ -69,7 +70,7 @@ void Area3DSW::set_transform(const Transform3D &p_transform) { _set_inv_transform(p_transform.affine_inverse()); } -void Area3DSW::set_space(Space3DSW *p_space) { +void GodotArea3D::set_space(GodotSpace3D *p_space) { if (get_space()) { if (monitor_query_list.in_list()) { get_space()->area_remove_from_monitor_query_list(&monitor_query_list); @@ -85,16 +86,16 @@ void Area3DSW::set_space(Space3DSW *p_space) { _set_space(p_space); } -void Area3DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) { - if (p_id == monitor_callback_id) { - monitor_callback_method = p_method; +void GodotArea3D::set_monitor_callback(const Callable &p_callback) { + ObjectID id = p_callback.get_object_id(); + if (id == monitor_callback.get_object_id()) { + monitor_callback = p_callback; return; } _unregister_shapes(); - monitor_callback_id = p_id; - monitor_callback_method = p_method; + monitor_callback = p_callback; monitored_bodies.clear(); monitored_areas.clear(); @@ -106,16 +107,16 @@ void Area3DSW::set_monitor_callback(ObjectID p_id, const StringName &p_method) { } } -void Area3DSW::set_area_monitor_callback(ObjectID p_id, const StringName &p_method) { - if (p_id == area_monitor_callback_id) { - area_monitor_callback_method = p_method; +void GodotArea3D::set_area_monitor_callback(const Callable &p_callback) { + ObjectID id = p_callback.get_object_id(); + if (id == area_monitor_callback.get_object_id()) { + area_monitor_callback = p_callback; return; } _unregister_shapes(); - area_monitor_callback_id = p_id; - area_monitor_callback_method = p_method; + area_monitor_callback = p_callback; monitored_bodies.clear(); monitored_areas.clear(); @@ -127,18 +128,21 @@ void Area3DSW::set_area_monitor_callback(ObjectID p_id, const StringName &p_meth } } -void Area3DSW::set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode) { - bool do_override = p_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; - if (do_override == (space_override_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED)) { +void GodotArea3D::_set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode) { + bool do_override = p_new_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; + if (do_override == (r_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED)) { return; } _unregister_shapes(); - space_override_mode = p_mode; + r_mode = p_new_mode; _shape_changed(); } -void Area3DSW::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) { +void GodotArea3D::set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value) { switch (p_param) { + case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: + _set_space_override_mode(gravity_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value); + break; case PhysicsServer3D::AREA_PARAM_GRAVITY: gravity = p_value; break; @@ -154,9 +158,15 @@ void Area3DSW::set_param(PhysicsServer3D::AreaParameter p_param, const Variant & case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: point_attenuation = p_value; break; + case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: + _set_space_override_mode(linear_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value); + break; case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP: linear_damp = p_value; break; + case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: + _set_space_override_mode(angular_damping_override_mode, (PhysicsServer3D::AreaSpaceOverrideMode)(int)p_value); + break; case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP: angular_damp = p_value; break; @@ -180,8 +190,10 @@ void Area3DSW::set_param(PhysicsServer3D::AreaParameter p_param, const Variant & } } -Variant Area3DSW::get_param(PhysicsServer3D::AreaParameter p_param) const { +Variant GodotArea3D::get_param(PhysicsServer3D::AreaParameter p_param) const { switch (p_param) { + case PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE: + return gravity_override_mode; case PhysicsServer3D::AREA_PARAM_GRAVITY: return gravity; case PhysicsServer3D::AREA_PARAM_GRAVITY_VECTOR: @@ -192,8 +204,12 @@ Variant Area3DSW::get_param(PhysicsServer3D::AreaParameter p_param) const { return gravity_distance_scale; case PhysicsServer3D::AREA_PARAM_GRAVITY_POINT_ATTENUATION: return point_attenuation; + case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE: + return linear_damping_override_mode; case PhysicsServer3D::AREA_PARAM_LINEAR_DAMP: return linear_damp; + case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE: + return angular_damping_override_mode; case PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP: return angular_damp; case PhysicsServer3D::AREA_PARAM_PRIORITY: @@ -211,7 +227,7 @@ Variant Area3DSW::get_param(PhysicsServer3D::AreaParameter p_param) const { return Variant(); } -void Area3DSW::_queue_monitor_update() { +void GodotArea3D::_queue_monitor_update() { ERR_FAIL_COND(!get_space()); if (!monitor_query_list.in_list()) { @@ -219,92 +235,91 @@ void Area3DSW::_queue_monitor_update() { } } -void Area3DSW::set_monitorable(bool p_monitorable) { +void GodotArea3D::set_monitorable(bool p_monitorable) { if (monitorable == p_monitorable) { return; } monitorable = p_monitorable; _set_static(!monitorable); + _shapes_changed(); } -void Area3DSW::call_queries() { - if (monitor_callback_id.is_valid() && !monitored_bodies.is_empty()) { - Variant res[5]; - Variant *resptr[5]; - for (int i = 0; i < 5; i++) { - resptr[i] = &res[i]; - } +void GodotArea3D::call_queries() { + if (!monitor_callback.is_null() && !monitored_bodies.is_empty()) { + if (monitor_callback.is_valid()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } - Object *obj = ObjectDB::get_instance(monitor_callback_id); - if (!obj) { - monitored_bodies.clear(); - monitor_callback_id = ObjectID(); - return; - } + for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) { + if (E->get().state == 0) { // Nothing happened + Map<BodyKey, BodyState>::Element *next = E->next(); + monitored_bodies.erase(E); + E = next; + continue; + } + + res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED; + res[1] = E->key().rid; + res[2] = E->key().instance_id; + res[3] = E->key().body_shape; + res[4] = E->key().area_shape; - for (Map<BodyKey, BodyState>::Element *E = monitored_bodies.front(); E;) { - if (E->get().state == 0) { // Nothing happened Map<BodyKey, BodyState>::Element *next = E->next(); monitored_bodies.erase(E); E = next; - continue; - } - res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED; - res[1] = E->key().rid; - res[2] = E->key().instance_id; - res[3] = E->key().body_shape; - res[4] = E->key().area_shape; - - Map<BodyKey, BodyState>::Element *next = E->next(); - monitored_bodies.erase(E); - E = next; - - Callable::CallError ce; - obj->call(monitor_callback_method, (const Variant **)resptr, 5, ce); + Callable::CallError ce; + Variant ret; + monitor_callback.call((const Variant **)resptr, 5, ret, ce); + } + } else { + monitored_bodies.clear(); + monitor_callback = Callable(); } } - if (area_monitor_callback_id.is_valid() && !monitored_areas.is_empty()) { - Variant res[5]; - Variant *resptr[5]; - for (int i = 0; i < 5; i++) { - resptr[i] = &res[i]; - } + if (!area_monitor_callback.is_null() && !monitored_areas.is_empty()) { + if (area_monitor_callback.is_valid()) { + Variant res[5]; + Variant *resptr[5]; + for (int i = 0; i < 5; i++) { + resptr[i] = &res[i]; + } - Object *obj = ObjectDB::get_instance(area_monitor_callback_id); - if (!obj) { - monitored_areas.clear(); - area_monitor_callback_id = ObjectID(); - return; - } + for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) { + if (E->get().state == 0) { // Nothing happened + Map<BodyKey, BodyState>::Element *next = E->next(); + monitored_areas.erase(E); + E = next; + continue; + } + + res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED; + res[1] = E->key().rid; + res[2] = E->key().instance_id; + res[3] = E->key().body_shape; + res[4] = E->key().area_shape; - for (Map<BodyKey, BodyState>::Element *E = monitored_areas.front(); E;) { - if (E->get().state == 0) { // Nothing happened Map<BodyKey, BodyState>::Element *next = E->next(); monitored_areas.erase(E); E = next; - continue; - } - - res[0] = E->get().state > 0 ? PhysicsServer3D::AREA_BODY_ADDED : PhysicsServer3D::AREA_BODY_REMOVED; - res[1] = E->key().rid; - res[2] = E->key().instance_id; - res[3] = E->key().body_shape; - res[4] = E->key().area_shape; - - Map<BodyKey, BodyState>::Element *next = E->next(); - monitored_areas.erase(E); - E = next; - Callable::CallError ce; - obj->call(area_monitor_callback_method, (const Variant **)resptr, 5, ce); + Callable::CallError ce; + Variant ret; + area_monitor_callback.call((const Variant **)resptr, 5, ret, ce); + } + } else { + monitored_areas.clear(); + area_monitor_callback = Callable(); } } } -void Area3DSW::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const { +void GodotArea3D::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const { if (is_gravity_point()) { const real_t gravity_distance_scale = get_gravity_distance_scale(); Vector3 v = get_transform().xform(get_gravity_vector()) - p_position; @@ -324,13 +339,13 @@ void Area3DSW::compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) co } } -Area3DSW::Area3DSW() : - CollisionObject3DSW(TYPE_AREA), +GodotArea3D::GodotArea3D() : + GodotCollisionObject3D(TYPE_AREA), monitor_query_list(this), moved_list(this) { _set_static(true); //areas are never active set_ray_pickable(false); } -Area3DSW::~Area3DSW() { +GodotArea3D::~GodotArea3D() { } diff --git a/servers/physics_3d/area_3d_sw.h b/servers/physics_3d/godot_area_3d.h index af5c23949c..ce64fc802a 100644 --- a/servers/physics_3d/area_3d_sw.h +++ b/servers/physics_3d/godot_area_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* area_3d_sw.h */ +/* godot_area_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,20 +28,24 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef AREA_SW_H -#define AREA_SW_H +#ifndef GODOT_AREA_3D_H +#define GODOT_AREA_3D_H + +#include "godot_collision_object_3d.h" -#include "collision_object_3d_sw.h" #include "core/templates/self_list.h" #include "servers/physics_server_3d.h" -class Space3DSW; -class Body3DSW; -class SoftBody3DSW; -class Constraint3DSW; +class GodotSpace3D; +class GodotBody3D; +class GodotSoftBody3D; +class GodotConstraint3D; + +class GodotArea3D : public GodotCollisionObject3D { + PhysicsServer3D::AreaSpaceOverrideMode gravity_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; + PhysicsServer3D::AreaSpaceOverrideMode linear_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; + PhysicsServer3D::AreaSpaceOverrideMode angular_damping_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; -class Area3DSW : public CollisionObject3DSW { - PhysicsServer3D::AreaSpaceOverrideMode space_override_mode = PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED; real_t gravity = 9.80665; Vector3 gravity_vector = Vector3(0, -1, 0); bool gravity_is_point = false; @@ -56,14 +60,11 @@ class Area3DSW : public CollisionObject3DSW { int priority = 0; bool monitorable = false; - ObjectID monitor_callback_id; - StringName monitor_callback_method; - - ObjectID area_monitor_callback_id; - StringName area_monitor_callback_method; + Callable monitor_callback; + Callable area_monitor_callback; - SelfList<Area3DSW> monitor_query_list; - SelfList<Area3DSW> moved_list; + SelfList<GodotArea3D> monitor_query_list; + SelfList<GodotArea3D> moved_list; struct BodyKey { RID rid; @@ -84,9 +85,9 @@ class Area3DSW : public CollisionObject3DSW { } _FORCE_INLINE_ BodyKey() {} - BodyKey(SoftBody3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); - BodyKey(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); - BodyKey(Area3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotSoftBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + BodyKey(GodotArea3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); }; struct BodyState { @@ -99,33 +100,32 @@ class Area3DSW : public CollisionObject3DSW { Map<BodyKey, BodyState> monitored_bodies; Map<BodyKey, BodyState> monitored_areas; - Set<Constraint3DSW *> constraints; + Set<GodotConstraint3D *> constraints; virtual void _shapes_changed(); void _queue_monitor_update(); + void _set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode &r_mode, PhysicsServer3D::AreaSpaceOverrideMode p_new_mode); + public: - void set_monitor_callback(ObjectID p_id, const StringName &p_method); - _FORCE_INLINE_ bool has_monitor_callback() const { return monitor_callback_id.is_valid(); } + void set_monitor_callback(const Callable &p_callback); + _FORCE_INLINE_ bool has_monitor_callback() const { return !monitor_callback.is_null(); } - void set_area_monitor_callback(ObjectID p_id, const StringName &p_method); - _FORCE_INLINE_ bool has_area_monitor_callback() const { return area_monitor_callback_id.is_valid(); } + void set_area_monitor_callback(const Callable &p_callback); + _FORCE_INLINE_ bool has_area_monitor_callback() const { return !area_monitor_callback.is_null(); } - _FORCE_INLINE_ void add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); - _FORCE_INLINE_ void remove_body_from_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + _FORCE_INLINE_ void add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); + _FORCE_INLINE_ void remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape); - _FORCE_INLINE_ void add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); - _FORCE_INLINE_ void remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); + _FORCE_INLINE_ void add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); + _FORCE_INLINE_ void remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape); - _FORCE_INLINE_ void add_area_to_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape); - _FORCE_INLINE_ void remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + _FORCE_INLINE_ void add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); + _FORCE_INLINE_ void remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape); void set_param(PhysicsServer3D::AreaParameter p_param, const Variant &p_value); Variant get_param(PhysicsServer3D::AreaParameter p_param) const; - void set_space_override_mode(PhysicsServer3D::AreaSpaceOverrideMode p_mode); - PhysicsServer3D::AreaSpaceOverrideMode get_space_override_mode() const { return space_override_mode; } - _FORCE_INLINE_ void set_gravity(real_t p_gravity) { gravity = p_gravity; } _FORCE_INLINE_ real_t get_gravity() const { return gravity; } @@ -162,9 +162,9 @@ public: _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; } + _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); } + _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); } + _FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; } _FORCE_INLINE_ void clear_constraints() { constraints.clear(); } void set_monitorable(bool p_monitorable); @@ -172,17 +172,17 @@ public: void set_transform(const Transform3D &p_transform); - void set_space(Space3DSW *p_space); + void set_space(GodotSpace3D *p_space); void call_queries(); void compute_gravity(const Vector3 &p_position, Vector3 &r_gravity) const; - Area3DSW(); - ~Area3DSW(); + GodotArea3D(); + ~GodotArea3D(); }; -void Area3DSW::add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { +void GodotArea3D::add_soft_body_to_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape); monitored_soft_bodies[bk].inc(); if (!monitor_query_list.in_list()) { @@ -190,7 +190,7 @@ void Area3DSW::add_soft_body_to_query(SoftBody3DSW *p_soft_body, uint32_t p_soft } } -void Area3DSW::remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { +void GodotArea3D::remove_soft_body_from_query(GodotSoftBody3D *p_soft_body, uint32_t p_soft_body_shape, uint32_t p_area_shape) { BodyKey bk(p_soft_body, p_soft_body_shape, p_area_shape); monitored_soft_bodies[bk].dec(); if (!monitor_query_list.in_list()) { @@ -198,7 +198,7 @@ void Area3DSW::remove_soft_body_from_query(SoftBody3DSW *p_soft_body, uint32_t p } } -void Area3DSW::add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +void GodotArea3D::add_body_to_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { BodyKey bk(p_body, p_body_shape, p_area_shape); monitored_bodies[bk].inc(); if (!monitor_query_list.in_list()) { @@ -206,7 +206,7 @@ void Area3DSW::add_body_to_query(Body3DSW *p_body, uint32_t p_body_shape, uint32 } } -void Area3DSW::remove_body_from_query(Body3DSW *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { +void GodotArea3D::remove_body_from_query(GodotBody3D *p_body, uint32_t p_body_shape, uint32_t p_area_shape) { BodyKey bk(p_body, p_body_shape, p_area_shape); monitored_bodies[bk].dec(); if (!monitor_query_list.in_list()) { @@ -214,7 +214,7 @@ void Area3DSW::remove_body_from_query(Body3DSW *p_body, uint32_t p_body_shape, u } } -void Area3DSW::add_area_to_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { +void GodotArea3D::add_area_to_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { BodyKey bk(p_area, p_area_shape, p_self_shape); monitored_areas[bk].inc(); if (!monitor_query_list.in_list()) { @@ -222,7 +222,7 @@ void Area3DSW::add_area_to_query(Area3DSW *p_area, uint32_t p_area_shape, uint32 } } -void Area3DSW::remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { +void GodotArea3D::remove_area_from_query(GodotArea3D *p_area, uint32_t p_area_shape, uint32_t p_self_shape) { BodyKey bk(p_area, p_area_shape, p_self_shape); monitored_areas[bk].dec(); if (!monitor_query_list.in_list()) { @@ -231,15 +231,15 @@ void Area3DSW::remove_area_from_query(Area3DSW *p_area, uint32_t p_area_shape, u } struct AreaCMP { - Area3DSW *area = nullptr; + GodotArea3D *area = nullptr; int refCount = 0; _FORCE_INLINE_ bool operator==(const AreaCMP &p_cmp) const { return area->get_self() == p_cmp.area->get_self(); } _FORCE_INLINE_ bool operator<(const AreaCMP &p_cmp) const { return area->get_priority() < p_cmp.area->get_priority(); } _FORCE_INLINE_ AreaCMP() {} - _FORCE_INLINE_ AreaCMP(Area3DSW *p_area) { + _FORCE_INLINE_ AreaCMP(GodotArea3D *p_area) { area = p_area; refCount = 1; } }; -#endif // AREA__SW_H +#endif // GODOT_AREA_3D_H diff --git a/servers/physics_3d/area_pair_3d_sw.cpp b/servers/physics_3d/godot_area_pair_3d.cpp index bf4f0035b4..a75cb74f60 100644 --- a/servers/physics_3d/area_pair_3d_sw.cpp +++ b/servers/physics_3d/godot_area_pair_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* area_pair_3d_sw.cpp */ +/* godot_area_pair_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,20 +28,29 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "area_pair_3d_sw.h" -#include "collision_solver_3d_sw.h" +#include "godot_area_pair_3d.h" -bool AreaPair3DSW::setup(real_t p_step) { +#include "godot_collision_solver_3d.h" + +bool GodotAreaPair3D::setup(real_t p_step) { bool result = false; - if (area->collides_with(body) && CollisionSolver3DSW::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), nullptr, this)) { + if (area->collides_with(body) && GodotCollisionSolver3D::solve_static(body->get_shape(body_shape), body->get_transform() * body->get_shape_transform(body_shape), area->get_shape(area_shape), area->get_transform() * area->get_shape_transform(area_shape), nullptr, this)) { result = true; } process_collision = false; + has_space_override = false; if (result != colliding) { - if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { - process_collision = true; - } else if (area->has_monitor_callback()) { + if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } else if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } else if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } + process_collision = has_space_override; + + if (area->has_monitor_callback()) { process_collision = true; } @@ -51,13 +60,13 @@ bool AreaPair3DSW::setup(real_t p_step) { return process_collision; } -bool AreaPair3DSW::pre_solve(real_t p_step) { +bool GodotAreaPair3D::pre_solve(real_t p_step) { if (!process_collision) { return false; } if (colliding) { - if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + if (has_space_override) { body->add_area(area); } @@ -65,7 +74,7 @@ bool AreaPair3DSW::pre_solve(real_t p_step) { area->add_body_to_query(body, body_shape, area_shape); } } else { - if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + if (has_space_override) { body->remove_area(area); } @@ -77,11 +86,11 @@ bool AreaPair3DSW::pre_solve(real_t p_step) { return false; // Never do any post solving. } -void AreaPair3DSW::solve(real_t p_step) { +void GodotAreaPair3D::solve(real_t p_step) { // Nothing to do. } -AreaPair3DSW::AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area, int p_area_shape) { +GodotAreaPair3D::GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape) { body = p_body; area = p_area; body_shape = p_body_shape; @@ -93,9 +102,9 @@ AreaPair3DSW::AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area, } } -AreaPair3DSW::~AreaPair3DSW() { +GodotAreaPair3D::~GodotAreaPair3D() { if (colliding) { - if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + if (has_space_override) { body->remove_area(area); } if (area->has_monitor_callback()) { @@ -108,10 +117,10 @@ AreaPair3DSW::~AreaPair3DSW() { //////////////////////////////////////////////////// -bool Area2Pair3DSW::setup(real_t p_step) { +bool GodotArea2Pair3D::setup(real_t p_step) { bool result_a = area_a->collides_with(area_b); bool result_b = area_b->collides_with(area_a); - if ((result_a || result_b) && !CollisionSolver3DSW::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), nullptr, this)) { + if ((result_a || result_b) && !GodotCollisionSolver3D::solve_static(area_a->get_shape(shape_a), area_a->get_transform() * area_a->get_shape_transform(shape_a), area_b->get_shape(shape_b), area_b->get_transform() * area_b->get_shape_transform(shape_b), nullptr, this)) { result_a = false; result_b = false; } @@ -120,7 +129,7 @@ bool Area2Pair3DSW::setup(real_t p_step) { process_collision_a = false; if (result_a != colliding_a) { - if (area_a->has_area_monitor_callback() && area_b->is_monitorable()) { + if (area_a->has_area_monitor_callback() && area_b_monitorable) { process_collision_a = true; process_collision = true; } @@ -129,7 +138,7 @@ bool Area2Pair3DSW::setup(real_t p_step) { process_collision_b = false; if (result_b != colliding_b) { - if (area_b->has_area_monitor_callback() && area_a->is_monitorable()) { + if (area_b->has_area_monitor_callback() && area_a_monitorable) { process_collision_b = true; process_collision = true; } @@ -139,7 +148,7 @@ bool Area2Pair3DSW::setup(real_t p_step) { return process_collision; } -bool Area2Pair3DSW::pre_solve(real_t p_step) { +bool GodotArea2Pair3D::pre_solve(real_t p_step) { if (process_collision_a) { if (colliding_a) { area_a->add_area_to_query(area_b, shape_b, shape_a); @@ -159,28 +168,30 @@ bool Area2Pair3DSW::pre_solve(real_t p_step) { return false; // Never do any post solving. } -void Area2Pair3DSW::solve(real_t p_step) { +void GodotArea2Pair3D::solve(real_t p_step) { // Nothing to do. } -Area2Pair3DSW::Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area_b, int p_shape_b) { +GodotArea2Pair3D::GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b) { area_a = p_area_a; area_b = p_area_b; shape_a = p_shape_a; shape_b = p_shape_b; + area_a_monitorable = area_a->is_monitorable(); + area_b_monitorable = area_b->is_monitorable(); area_a->add_constraint(this); area_b->add_constraint(this); } -Area2Pair3DSW::~Area2Pair3DSW() { +GodotArea2Pair3D::~GodotArea2Pair3D() { if (colliding_a) { - if (area_a->has_area_monitor_callback()) { + if (area_a->has_area_monitor_callback() && area_b_monitorable) { area_a->remove_area_from_query(area_b, shape_b, shape_a); } } if (colliding_b) { - if (area_b->has_area_monitor_callback()) { + if (area_b->has_area_monitor_callback() && area_a_monitorable) { area_b->remove_area_from_query(area_a, shape_a, shape_b); } } @@ -191,11 +202,11 @@ Area2Pair3DSW::~Area2Pair3DSW() { //////////////////////////////////////////////////// -bool AreaSoftBodyPair3DSW::setup(real_t p_step) { +bool GodotAreaSoftBodyPair3D::setup(real_t p_step) { bool result = false; if ( area->collides_with(soft_body) && - CollisionSolver3DSW::solve_static( + GodotCollisionSolver3D::solve_static( soft_body->get_shape(soft_body_shape), soft_body->get_transform() * soft_body->get_shape_transform(soft_body_shape), area->get_shape(area_shape), @@ -206,10 +217,15 @@ bool AreaSoftBodyPair3DSW::setup(real_t p_step) { } process_collision = false; + has_space_override = false; if (result != colliding) { - if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { - process_collision = true; - } else if (area->has_monitor_callback()) { + if ((int)area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE) != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + has_space_override = true; + } else if (area->get_wind_force_magnitude() > CMP_EPSILON) { + has_space_override = true; + } + + if (area->has_monitor_callback()) { process_collision = true; } @@ -219,13 +235,13 @@ bool AreaSoftBodyPair3DSW::setup(real_t p_step) { return process_collision; } -bool AreaSoftBodyPair3DSW::pre_solve(real_t p_step) { +bool GodotAreaSoftBodyPair3D::pre_solve(real_t p_step) { if (!process_collision) { return false; } if (colliding) { - if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + if (has_space_override) { soft_body->add_area(area); } @@ -233,7 +249,7 @@ bool AreaSoftBodyPair3DSW::pre_solve(real_t p_step) { area->add_soft_body_to_query(soft_body, soft_body_shape, area_shape); } } else { - if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + if (has_space_override) { soft_body->remove_area(area); } @@ -245,11 +261,11 @@ bool AreaSoftBodyPair3DSW::pre_solve(real_t p_step) { return false; // Never do any post solving. } -void AreaSoftBodyPair3DSW::solve(real_t p_step) { +void GodotAreaSoftBodyPair3D::solve(real_t p_step) { // Nothing to do. } -AreaSoftBodyPair3DSW::AreaSoftBodyPair3DSW(SoftBody3DSW *p_soft_body, int p_soft_body_shape, Area3DSW *p_area, int p_area_shape) { +GodotAreaSoftBodyPair3D::GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_soft_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape) { soft_body = p_soft_body; area = p_area; soft_body_shape = p_soft_body_shape; @@ -258,9 +274,9 @@ AreaSoftBodyPair3DSW::AreaSoftBodyPair3DSW(SoftBody3DSW *p_soft_body, int p_soft area->add_constraint(this); } -AreaSoftBodyPair3DSW::~AreaSoftBodyPair3DSW() { +GodotAreaSoftBodyPair3D::~GodotAreaSoftBodyPair3D() { if (colliding) { - if (area->get_space_override_mode() != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + if (has_space_override) { soft_body->remove_area(area); } if (area->has_monitor_callback()) { diff --git a/servers/physics_3d/area_pair_3d_sw.h b/servers/physics_3d/godot_area_pair_3d.h index 4572dcbb23..c416477204 100644 --- a/servers/physics_3d/area_pair_3d_sw.h +++ b/servers/physics_3d/godot_area_pair_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* area_pair_3d_sw.h */ +/* godot_area_pair_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,65 +28,69 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef AREA_PAIR_SW_H -#define AREA_PAIR_SW_H +#ifndef GODOT_AREA_PAIR_3D_H +#define GODOT_AREA_PAIR_3D_H -#include "area_3d_sw.h" -#include "body_3d_sw.h" -#include "constraint_3d_sw.h" -#include "soft_body_3d_sw.h" +#include "godot_area_3d.h" +#include "godot_body_3d.h" +#include "godot_constraint_3d.h" +#include "godot_soft_body_3d.h" -class AreaPair3DSW : public Constraint3DSW { - Body3DSW *body; - Area3DSW *area; +class GodotAreaPair3D : public GodotConstraint3D { + GodotBody3D *body; + GodotArea3D *area; int body_shape; int area_shape; bool colliding = false; bool process_collision = false; + bool has_space_override = false; public: virtual bool setup(real_t p_step) override; virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - AreaPair3DSW(Body3DSW *p_body, int p_body_shape, Area3DSW *p_area, int p_area_shape); - ~AreaPair3DSW(); + GodotAreaPair3D(GodotBody3D *p_body, int p_body_shape, GodotArea3D *p_area, int p_area_shape); + ~GodotAreaPair3D(); }; -class Area2Pair3DSW : public Constraint3DSW { - Area3DSW *area_a; - Area3DSW *area_b; +class GodotArea2Pair3D : public GodotConstraint3D { + GodotArea3D *area_a; + GodotArea3D *area_b; int shape_a; int shape_b; bool colliding_a = false; bool colliding_b = false; bool process_collision_a = false; bool process_collision_b = false; + bool area_a_monitorable; + bool area_b_monitorable; public: virtual bool setup(real_t p_step) override; virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - Area2Pair3DSW(Area3DSW *p_area_a, int p_shape_a, Area3DSW *p_area_b, int p_shape_b); - ~Area2Pair3DSW(); + GodotArea2Pair3D(GodotArea3D *p_area_a, int p_shape_a, GodotArea3D *p_area_b, int p_shape_b); + ~GodotArea2Pair3D(); }; -class AreaSoftBodyPair3DSW : public Constraint3DSW { - SoftBody3DSW *soft_body; - Area3DSW *area; +class GodotAreaSoftBodyPair3D : public GodotConstraint3D { + GodotSoftBody3D *soft_body; + GodotArea3D *area; int soft_body_shape; int area_shape; bool colliding = false; bool process_collision = false; + bool has_space_override = false; public: virtual bool setup(real_t p_step) override; virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - AreaSoftBodyPair3DSW(SoftBody3DSW *p_sof_body, int p_soft_body_shape, Area3DSW *p_area, int p_area_shape); - ~AreaSoftBodyPair3DSW(); + GodotAreaSoftBodyPair3D(GodotSoftBody3D *p_sof_body, int p_soft_body_shape, GodotArea3D *p_area, int p_area_shape); + ~GodotAreaSoftBodyPair3D(); }; -#endif // AREA_PAIR__SW_H +#endif // GODOT_AREA_PAIR_3D_H diff --git a/servers/physics_3d/body_3d_sw.cpp b/servers/physics_3d/godot_body_3d.cpp index 069374d122..ad97533f44 100644 --- a/servers/physics_3d/body_3d_sw.cpp +++ b/servers/physics_3d/godot_body_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_3d_sw.cpp */ +/* godot_body_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,19 +28,19 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "body_3d_sw.h" +#include "godot_body_3d.h" -#include "area_3d_sw.h" -#include "body_direct_state_3d_sw.h" -#include "space_3d_sw.h" +#include "godot_area_3d.h" +#include "godot_body_direct_state_3d.h" +#include "godot_space_3d.h" -void Body3DSW::_mass_properties_changed() { +void GodotBody3D::_mass_properties_changed() { if (get_space() && !mass_properties_update_list.in_list() && (calculate_inertia || calculate_center_of_mass)) { get_space()->body_add_to_mass_properties_update_list(&mass_properties_update_list); } } -void Body3DSW::_update_transform_dependant() { +void GodotBody3D::_update_transform_dependent() { center_of_mass = get_transform().basis.xform(center_of_mass_local); principal_inertia_axes = get_transform().basis * principal_inertia_axes_local; @@ -52,7 +52,7 @@ void Body3DSW::_update_transform_dependant() { _inv_inertia_tensor = tb * diag * tbt; } -void Body3DSW::update_mass_properties() { +void GodotBody3D::update_mass_properties() { // Update shapes and motions. switch (mode) { @@ -106,7 +106,7 @@ void Body3DSW::update_mass_properties() { inertia_set = true; - const Shape3DSW *shape = get_shape(i); + const GodotShape3D *shape = get_shape(i); real_t mass = area * this->mass / total_area; @@ -161,16 +161,16 @@ void Body3DSW::update_mass_properties() { } break; } - _update_transform_dependant(); + _update_transform_dependent(); } -void Body3DSW::reset_mass_properties() { +void GodotBody3D::reset_mass_properties() { calculate_inertia = true; calculate_center_of_mass = true; _mass_properties_changed(); } -void Body3DSW::set_active(bool p_active) { +void GodotBody3D::set_active(bool p_active) { if (active == p_active) { return; } @@ -189,7 +189,7 @@ void Body3DSW::set_active(bool p_active) { } } -void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) { +void GodotBody3D::set_param(PhysicsServer3D::BodyParameter p_param, const Variant &p_value) { switch (p_param) { case PhysicsServer3D::BODY_PARAM_BOUNCE: { bounce = p_value; @@ -217,18 +217,29 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant & if (mode == PhysicsServer3D::BODY_MODE_DYNAMIC) { principal_inertia_axes_local = Basis(); _inv_inertia = inertia.inverse(); - _update_transform_dependant(); + _update_transform_dependent(); } } } break; case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: { calculate_center_of_mass = false; center_of_mass_local = p_value; - _update_transform_dependant(); + _update_transform_dependent(); } break; case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { + if (Math::is_zero_approx(gravity_scale)) { + wakeup(); + } gravity_scale = p_value; } break; + case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: { + int mode_value = p_value; + linear_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value; + } break; + case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: { + int mode_value = p_value; + angular_damp_mode = (PhysicsServer3D::BodyDampMode)mode_value; + } break; case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: { linear_damp = p_value; } break; @@ -240,7 +251,7 @@ void Body3DSW::set_param(PhysicsServer3D::BodyParameter p_param, const Variant & } } -Variant Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const { +Variant GodotBody3D::get_param(PhysicsServer3D::BodyParameter p_param) const { switch (p_param) { case PhysicsServer3D::BODY_PARAM_BOUNCE: { return bounce; @@ -259,11 +270,17 @@ Variant Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const { } } break; case PhysicsServer3D::BODY_PARAM_CENTER_OF_MASS: { - return center_of_mass; + return center_of_mass_local; } break; case PhysicsServer3D::BODY_PARAM_GRAVITY_SCALE: { return gravity_scale; } break; + case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP_MODE: { + return linear_damp_mode; + } + case PhysicsServer3D::BODY_PARAM_ANGULAR_DAMP_MODE: { + return angular_damp_mode; + } case PhysicsServer3D::BODY_PARAM_LINEAR_DAMP: { return linear_damp; } break; @@ -278,7 +295,7 @@ Variant Body3DSW::get_param(PhysicsServer3D::BodyParameter p_param) const { return 0; } -void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) { +void GodotBody3D::set_mode(PhysicsServer3D::BodyMode p_mode) { PhysicsServer3D::BodyMode prev = mode; mode = p_mode; @@ -295,7 +312,7 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) { if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC && prev != mode) { first_time_kinematic = true; } - _update_transform_dependant(); + _update_transform_dependent(); } break; case PhysicsServer3D::BODY_MODE_DYNAMIC: { @@ -303,7 +320,7 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) { if (!calculate_inertia) { principal_inertia_axes_local = Basis(); _inv_inertia = inertia.inverse(); - _update_transform_dependant(); + _update_transform_dependent(); } _mass_properties_changed(); _set_static(false); @@ -314,22 +331,24 @@ void Body3DSW::set_mode(PhysicsServer3D::BodyMode p_mode) { _inv_mass = mass > 0 ? (1.0 / mass) : 0; _inv_inertia = Vector3(); angular_velocity = Vector3(); - _update_transform_dependant(); + _update_transform_dependent(); _set_static(false); set_active(true); } } } -PhysicsServer3D::BodyMode Body3DSW::get_mode() const { +PhysicsServer3D::BodyMode GodotBody3D::get_mode() const { return mode; } -void Body3DSW::_shapes_changed() { +void GodotBody3D::_shapes_changed() { _mass_properties_changed(); + wakeup(); + wakeup_neighbours(); } -void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { +void GodotBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { switch (p_state) { case PhysicsServer3D::BODY_STATE_TRANSFORM: { if (mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { @@ -355,6 +374,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va } _set_transform(t); _set_inv_transform(get_transform().inverse()); + _update_transform_dependent(); } wakeup(); @@ -395,7 +415,7 @@ void Body3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_va } } -Variant Body3DSW::get_state(PhysicsServer3D::BodyState p_state) const { +Variant GodotBody3D::get_state(PhysicsServer3D::BodyState p_state) const { switch (p_state) { case PhysicsServer3D::BODY_STATE_TRANSFORM: { return get_transform(); @@ -417,7 +437,7 @@ Variant Body3DSW::get_state(PhysicsServer3D::BodyState p_state) const { return Variant(); } -void Body3DSW::set_space(Space3DSW *p_space) { +void GodotBody3D::set_space(GodotSpace3D *p_space) { if (get_space()) { if (mass_properties_update_list.in_list()) { get_space()->body_remove_from_mass_properties_update_list(&mass_properties_update_list); @@ -440,16 +460,7 @@ void Body3DSW::set_space(Space3DSW *p_space) { } } -void Body3DSW::_compute_area_gravity_and_damping(const Area3DSW *p_area) { - Vector3 area_gravity; - p_area->compute_gravity(get_transform().get_origin(), area_gravity); - gravity += area_gravity; - - area_linear_damp += p_area->get_linear_damp(); - area_angular_damp += p_area->get_angular_damp(); -} - -void Body3DSW::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) { +void GodotBody3D::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) { if (lock) { locked_axis |= p_axis; } else { @@ -457,73 +468,144 @@ void Body3DSW::set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock) { } } -bool Body3DSW::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const { +bool GodotBody3D::is_axis_locked(PhysicsServer3D::BodyAxis p_axis) const { return locked_axis & p_axis; } -void Body3DSW::integrate_forces(real_t p_step) { +void GodotBody3D::integrate_forces(real_t p_step) { if (mode == PhysicsServer3D::BODY_MODE_STATIC) { return; } - Area3DSW *def_area = get_space()->get_default_area(); - // AreaSW *damp_area = def_area; - - ERR_FAIL_COND(!def_area); + ERR_FAIL_COND(!get_space()); int ac = areas.size(); + + bool gravity_done = false; + bool linear_damp_done = false; + bool angular_damp_done = false; + bool stopped = false; + gravity = Vector3(0, 0, 0); - area_linear_damp = 0; - area_angular_damp = 0; + + total_linear_damp = 0.0; + total_angular_damp = 0.0; + + // Combine gravity and damping from overlapping areas in priority order. if (ac) { areas.sort(); const AreaCMP *aa = &areas[0]; - // damp_area = aa[ac-1].area; for (int i = ac - 1; i >= 0 && !stopped; i--) { - PhysicsServer3D::AreaSpaceOverrideMode mode = aa[i].area->get_space_override_mode(); - switch (mode) { - case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE: - case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { - _compute_area_gravity_and_damping(aa[i].area); - stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; - } break; - case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: - case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { - gravity = Vector3(0, 0, 0); - area_angular_damp = 0; - area_linear_damp = 0; - _compute_area_gravity_and_damping(aa[i].area); - stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; - } break; - default: { + if (!gravity_done) { + PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE); + if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + Vector3 area_gravity; + aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity); + switch (area_gravity_mode) { + case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + gravity += area_gravity; + gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + gravity = area_gravity; + gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } + } + } + if (!linear_damp_done) { + PhysicsServer3D::AreaSpaceOverrideMode area_linear_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE); + if (area_linear_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + real_t area_linear_damp = aa[i].area->get_linear_damp(); + switch (area_linear_damp_mode) { + case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + total_linear_damp += area_linear_damp; + linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + total_linear_damp = area_linear_damp; + linear_damp_done = area_linear_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } } } + if (!angular_damp_done) { + PhysicsServer3D::AreaSpaceOverrideMode area_angular_damp_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE); + if (area_angular_damp_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + real_t area_angular_damp = aa[i].area->get_angular_damp(); + switch (area_angular_damp_mode) { + case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + total_angular_damp += area_angular_damp; + angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + total_angular_damp = area_angular_damp; + angular_damp_done = area_angular_damp_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } + } + } + stopped = gravity_done && linear_damp_done && angular_damp_done; } } + // Add default gravity and damping from space area. if (!stopped) { - _compute_area_gravity_and_damping(def_area); - } + GodotArea3D *default_area = get_space()->get_default_area(); + ERR_FAIL_COND(!default_area); - gravity *= gravity_scale; + if (!gravity_done) { + Vector3 default_gravity; + default_area->compute_gravity(get_transform().get_origin(), default_gravity); + gravity += default_gravity; + } + + if (!linear_damp_done) { + total_linear_damp += default_area->get_linear_damp(); + } - // If less than 0, override dampenings with that of the Body - if (angular_damp >= 0) { - area_angular_damp = angular_damp; + if (!angular_damp_done) { + total_angular_damp += default_area->get_angular_damp(); + } } - /* - else - area_angular_damp=damp_area->get_angular_damp(); - */ - if (linear_damp >= 0) { - area_linear_damp = linear_damp; + // Override linear damping with body's value. + switch (linear_damp_mode) { + case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: { + total_linear_damp += linear_damp; + } break; + case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: { + total_linear_damp = linear_damp; + } break; } - /* - else - area_linear_damp=damp_area->get_linear_damp(); - */ + + // Override angular damping with body's value. + switch (angular_damp_mode) { + case PhysicsServer3D::BODY_DAMP_MODE_COMBINE: { + total_angular_damp += angular_damp; + } break; + case PhysicsServer3D::BODY_DAMP_MODE_REPLACE: { + total_angular_damp = angular_damp; + } break; + } + + gravity *= gravity_scale; + + prev_linear_velocity = linear_velocity; + prev_angular_velocity = angular_velocity; Vector3 motion; bool do_motion = false; @@ -546,17 +628,16 @@ void Body3DSW::integrate_forces(real_t p_step) { if (!omit_force_integration) { //overridden by direct state query - Vector3 force = gravity * mass; - force += applied_force; - Vector3 torque = applied_torque; + Vector3 force = gravity * mass + applied_force + constant_force; + Vector3 torque = applied_torque + constant_torque; - real_t damp = 1.0 - p_step * area_linear_damp; + real_t damp = 1.0 - p_step * total_linear_damp; if (damp < 0) { // reached zero in the given time damp = 0; } - real_t angular_damp = 1.0 - p_step * area_angular_damp; + real_t angular_damp = 1.0 - p_step * total_angular_damp; if (angular_damp < 0) { // reached zero in the given time angular_damp = 0; @@ -578,8 +659,6 @@ void Body3DSW::integrate_forces(real_t p_step) { applied_force = Vector3(); applied_torque = Vector3(); - //motion=linear_velocity*p_step; - biased_angular_velocity = Vector3(); biased_linear_velocity = Vector3(); @@ -587,11 +666,10 @@ void Body3DSW::integrate_forces(real_t p_step) { _update_shapes_with_motion(motion); } - def_area = nullptr; // clear the area, so it is set in the next frame contact_count = 0; } -void Body3DSW::integrate_velocities(real_t p_step) { +void GodotBody3D::integrate_velocities(real_t p_step) { if (mode == PhysicsServer3D::BODY_MODE_STATIC) { return; } @@ -652,52 +730,20 @@ void Body3DSW::integrate_velocities(real_t p_step) { _set_transform(transform); _set_inv_transform(get_transform().inverse()); - _update_transform_dependant(); + _update_transform_dependent(); } -/* -void BodySW::simulate_motion(const Transform3D& p_xform,real_t p_step) { - Transform3D inv_xform = p_xform.affine_inverse(); - if (!get_space()) { - _set_transform(p_xform); - _set_inv_transform(inv_xform); - - return; - } - - //compute a FAKE linear velocity - this is easy - - linear_velocity=(p_xform.origin - get_transform().origin)/p_step; - - //compute a FAKE angular velocity, not so easy - Basis rot=get_transform().basis.orthonormalized().transposed() * p_xform.basis.orthonormalized(); - Vector3 axis; - real_t angle; - - rot.get_axis_angle(axis,angle); - axis.normalize(); - angular_velocity=axis.normalized() * (angle/p_step); - linear_velocity = (p_xform.origin - get_transform().origin)/p_step; - - if (!direct_state_query_list.in_list())// - callalways, so lv and av are cleared && (state_query || direct_state_query)) - get_space()->body_add_to_state_query_list(&direct_state_query_list); - simulated_motion=true; - _set_transform(p_xform); -} - -*/ - -void Body3DSW::wakeup_neighbours() { - for (const KeyValue<Constraint3DSW *, int> &E : constraint_map) { - const Constraint3DSW *c = E.key; - Body3DSW **n = c->get_body_ptr(); +void GodotBody3D::wakeup_neighbours() { + for (const KeyValue<GodotConstraint3D *, int> &E : constraint_map) { + const GodotConstraint3D *c = E.key; + GodotBody3D **n = c->get_body_ptr(); int bc = c->get_body_count(); for (int i = 0; i < bc; i++) { if (i == E.value) { continue; } - Body3DSW *b = n[i]; + GodotBody3D *b = n[i]; if (b->mode < PhysicsServer3D::BODY_MODE_DYNAMIC) { continue; } @@ -709,7 +755,7 @@ void Body3DSW::wakeup_neighbours() { } } -void Body3DSW::call_queries() { +void GodotBody3D::call_queries() { if (fi_callback_data) { if (!fi_callback_data->callable.get_object()) { set_force_integration_callback(Callable()); @@ -729,7 +775,7 @@ void Body3DSW::call_queries() { } } -bool Body3DSW::sleep_test(real_t p_step) { +bool GodotBody3D::sleep_test(real_t p_step) { if (mode == PhysicsServer3D::BODY_MODE_STATIC || mode == PhysicsServer3D::BODY_MODE_KINEMATIC) { return true; } else if (!can_sleep) { @@ -746,12 +792,12 @@ bool Body3DSW::sleep_test(real_t p_step) { } } -void Body3DSW::set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback) { +void GodotBody3D::set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback) { body_state_callback_instance = p_instance; body_state_callback = p_callback; } -void Body3DSW::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { +void GodotBody3D::set_force_integration_callback(const Callable &p_callable, const Variant &p_udata) { if (p_callable.get_object()) { if (!fi_callback_data) { fi_callback_data = memnew(ForceIntegrationCallbackData); @@ -764,23 +810,23 @@ void Body3DSW::set_force_integration_callback(const Callable &p_callable, const } } -PhysicsDirectBodyState3DSW *Body3DSW::get_direct_state() { +GodotPhysicsDirectBodyState3D *GodotBody3D::get_direct_state() { if (!direct_state) { - direct_state = memnew(PhysicsDirectBodyState3DSW); + direct_state = memnew(GodotPhysicsDirectBodyState3D); direct_state->body = this; } return direct_state; } -Body3DSW::Body3DSW() : - CollisionObject3DSW(TYPE_BODY), +GodotBody3D::GodotBody3D() : + GodotCollisionObject3D(TYPE_BODY), active_list(this), mass_properties_update_list(this), direct_state_query_list(this) { _set_static(false); } -Body3DSW::~Body3DSW() { +GodotBody3D::~GodotBody3D() { if (fi_callback_data) { memdelete(fi_callback_data); } diff --git a/servers/physics_3d/body_3d_sw.h b/servers/physics_3d/godot_body_3d.h index fc47040389..1906e8aab1 100644 --- a/servers/physics_3d/body_3d_sw.h +++ b/servers/physics_3d/godot_body_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_3d_sw.h */ +/* godot_body_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,22 +28,26 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_3D_SW_H -#define BODY_3D_SW_H +#ifndef GODOT_BODY_3D_H +#define GODOT_BODY_3D_H + +#include "godot_area_3d.h" +#include "godot_collision_object_3d.h" -#include "area_3d_sw.h" -#include "collision_object_3d_sw.h" #include "core/templates/vset.h" -class Constraint3DSW; -class PhysicsDirectBodyState3DSW; +class GodotConstraint3D; +class GodotPhysicsDirectBodyState3D; -class Body3DSW : public CollisionObject3DSW { +class GodotBody3D : public GodotCollisionObject3D { PhysicsServer3D::BodyMode mode = PhysicsServer3D::BODY_MODE_DYNAMIC; Vector3 linear_velocity; Vector3 angular_velocity; + Vector3 prev_linear_velocity; + Vector3 prev_angular_velocity; + Vector3 constant_linear_velocity; Vector3 constant_angular_velocity; @@ -54,8 +58,15 @@ class Body3DSW : public CollisionObject3DSW { real_t friction = 1.0; Vector3 inertia; - real_t linear_damp = -1.0; - real_t angular_damp = -1.0; + PhysicsServer3D::BodyDampMode linear_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE; + PhysicsServer3D::BodyDampMode angular_damp_mode = PhysicsServer3D::BODY_DAMP_MODE_COMBINE; + + real_t linear_damp = 0.0; + real_t angular_damp = 0.0; + + real_t total_linear_damp = 0.0; + real_t total_angular_damp = 0.0; + real_t gravity_scale = 1.0; uint16_t locked_axis = 0; @@ -82,12 +93,12 @@ class Body3DSW : public CollisionObject3DSW { Vector3 applied_force; Vector3 applied_torque; - real_t area_angular_damp = 0.0; - real_t area_linear_damp = 0.0; + Vector3 constant_force; + Vector3 constant_torque; - SelfList<Body3DSW> active_list; - SelfList<Body3DSW> mass_properties_update_list; - SelfList<Body3DSW> direct_state_query_list; + SelfList<GodotBody3D> active_list; + SelfList<GodotBody3D> mass_properties_update_list; + SelfList<GodotBody3D> direct_state_query_list; VSet<RID> exceptions; bool omit_force_integration = false; @@ -101,7 +112,7 @@ class Body3DSW : public CollisionObject3DSW { virtual void _shapes_changed(); Transform3D new_transform; - Map<Constraint3DSW *, int> constraint_map; + Map<GodotConstraint3D *, int> constraint_map; Vector<AreaCMP> areas; @@ -130,23 +141,21 @@ class Body3DSW : public CollisionObject3DSW { ForceIntegrationCallbackData *fi_callback_data = nullptr; - PhysicsDirectBodyState3DSW *direct_state = nullptr; + GodotPhysicsDirectBodyState3D *direct_state = nullptr; uint64_t island_step = 0; - _FORCE_INLINE_ void _compute_area_gravity_and_damping(const Area3DSW *p_area); + void _update_transform_dependent(); - _FORCE_INLINE_ void _update_transform_dependant(); - - friend class PhysicsDirectBodyState3DSW; // i give up, too many functions to expose + friend class GodotPhysicsDirectBodyState3D; // i give up, too many functions to expose public: void set_state_sync_callback(void *p_instance, PhysicsServer3D::BodyStateCallback p_callback); void set_force_integration_callback(const Callable &p_callable, const Variant &p_udata = Variant()); - PhysicsDirectBodyState3DSW *get_direct_state(); + GodotPhysicsDirectBodyState3D *get_direct_state(); - _FORCE_INLINE_ void add_area(Area3DSW *p_area) { + _FORCE_INLINE_ void add_area(GodotArea3D *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount += 1; @@ -155,12 +164,12 @@ public: } } - _FORCE_INLINE_ void remove_area(Area3DSW *p_area) { + _FORCE_INLINE_ void remove_area(GodotArea3D *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount -= 1; if (areas[index].refCount < 1) { - areas.remove(index); + areas.remove_at(index); } } } @@ -185,9 +194,9 @@ public: _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } - _FORCE_INLINE_ void add_constraint(Constraint3DSW *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; } - _FORCE_INLINE_ void remove_constraint(Constraint3DSW *p_constraint) { constraint_map.erase(p_constraint); } - const Map<Constraint3DSW *, int> &get_constraint_map() const { return constraint_map; } + _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint, int p_pos) { constraint_map[p_constraint] = p_pos; } + _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraint_map.erase(p_constraint); } + const Map<GodotConstraint3D *, int> &get_constraint_map() const { return constraint_map; } _FORCE_INLINE_ void clear_constraint_map() { constraint_map.clear(); } _FORCE_INLINE_ void set_omit_force_integration(bool p_omit_force_integration) { omit_force_integration = p_omit_force_integration; } @@ -195,6 +204,7 @@ public: _FORCE_INLINE_ Basis get_principal_inertia_axes() const { return principal_inertia_axes; } _FORCE_INLINE_ Vector3 get_center_of_mass() const { return center_of_mass; } + _FORCE_INLINE_ Vector3 get_center_of_mass_local() const { return center_of_mass_local; } _FORCE_INLINE_ Vector3 xform_local_to_principal(const Vector3 &p_pos) const { return principal_inertia_axes_local.xform(p_pos - center_of_mass_local); } _FORCE_INLINE_ void set_linear_velocity(const Vector3 &p_velocity) { linear_velocity = p_velocity; } @@ -203,6 +213,9 @@ public: _FORCE_INLINE_ void set_angular_velocity(const Vector3 &p_velocity) { angular_velocity = p_velocity; } _FORCE_INLINE_ Vector3 get_angular_velocity() const { return angular_velocity; } + _FORCE_INLINE_ Vector3 get_prev_linear_velocity() const { return prev_linear_velocity; } + _FORCE_INLINE_ Vector3 get_prev_angular_velocity() const { return prev_angular_velocity; } + _FORCE_INLINE_ const Vector3 &get_biased_linear_velocity() const { return biased_linear_velocity; } _FORCE_INLINE_ const Vector3 &get_biased_angular_velocity() const { return biased_angular_velocity; } @@ -234,19 +247,38 @@ public: biased_angular_velocity += _inv_inertia_tensor.xform(p_impulse); } - _FORCE_INLINE_ void add_central_force(const Vector3 &p_force) { + _FORCE_INLINE_ void apply_central_force(const Vector3 &p_force) { applied_force += p_force; } - _FORCE_INLINE_ void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) { + _FORCE_INLINE_ void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) { applied_force += p_force; applied_torque += (p_position - center_of_mass).cross(p_force); } - _FORCE_INLINE_ void add_torque(const Vector3 &p_torque) { + _FORCE_INLINE_ void apply_torque(const Vector3 &p_torque) { applied_torque += p_torque; } + _FORCE_INLINE_ void add_constant_central_force(const Vector3 &p_force) { + constant_force += p_force; + } + + _FORCE_INLINE_ void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) { + constant_force += p_force; + constant_torque += (p_position - center_of_mass).cross(p_force); + } + + _FORCE_INLINE_ void add_constant_torque(const Vector3 &p_torque) { + constant_torque += p_torque; + } + + void set_constant_force(const Vector3 &p_force) { constant_force = p_force; } + Vector3 get_constant_force() const { return constant_force; } + + void set_constant_torque(const Vector3 &p_torque) { constant_torque = p_torque; } + Vector3 get_constant_torque() const { return constant_torque; } + void set_active(bool p_active); _FORCE_INLINE_ bool is_active() const { return active; } @@ -266,16 +298,10 @@ public: void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant); Variant get_state(PhysicsServer3D::BodyState p_state) const; - void set_applied_force(const Vector3 &p_force) { applied_force = p_force; } - Vector3 get_applied_force() const { return applied_force; } - - void set_applied_torque(const Vector3 &p_torque) { applied_torque = p_torque; } - Vector3 get_applied_torque() const { return applied_torque; } - _FORCE_INLINE_ void set_continuous_collision_detection(bool p_enable) { continuous_cd = p_enable; } _FORCE_INLINE_ bool is_continuous_collision_detection_enabled() const { return continuous_cd; } - void set_space(Space3DSW *p_space); + void set_space(GodotSpace3D *p_space); void update_mass_properties(); void reset_mass_properties(); @@ -284,7 +310,6 @@ public: _FORCE_INLINE_ const Vector3 &get_inv_inertia() const { return _inv_inertia; } _FORCE_INLINE_ const Basis &get_inv_inertia_tensor() const { return _inv_inertia_tensor; } _FORCE_INLINE_ real_t get_friction() const { return friction; } - _FORCE_INLINE_ const Vector3 &get_gravity() const { return gravity; } _FORCE_INLINE_ real_t get_bounce() const { return bounce; } void set_axis_lock(PhysicsServer3D::BodyAxis p_axis, bool lock); @@ -317,13 +342,13 @@ public: bool sleep_test(real_t p_step); - Body3DSW(); - ~Body3DSW(); + GodotBody3D(); + ~GodotBody3D(); }; //add contact inline -void Body3DSW::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos) { +void GodotBody3D::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_normal, real_t p_depth, int p_local_shape, const Vector3 &p_collider_pos, int p_collider_shape, ObjectID p_collider_instance_id, const RID &p_collider, const Vector3 &p_collider_velocity_at_pos) { int c_max = contacts.size(); if (c_max == 0) { @@ -365,4 +390,4 @@ void Body3DSW::add_contact(const Vector3 &p_local_pos, const Vector3 &p_local_no c[idx].collider_velocity_at_pos = p_collider_velocity_at_pos; } -#endif // BODY_3D_SW_H +#endif // GODOT_BODY_3D_H diff --git a/servers/physics_3d/godot_body_direct_state_3d.cpp b/servers/physics_3d/godot_body_direct_state_3d.cpp new file mode 100644 index 0000000000..a8c6086e1c --- /dev/null +++ b/servers/physics_3d/godot_body_direct_state_3d.cpp @@ -0,0 +1,231 @@ +/*************************************************************************/ +/* godot_body_direct_state_3d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "godot_body_direct_state_3d.h" + +#include "godot_body_3d.h" +#include "godot_space_3d.h" + +Vector3 GodotPhysicsDirectBodyState3D::get_total_gravity() const { + return body->gravity; +} + +real_t GodotPhysicsDirectBodyState3D::get_total_angular_damp() const { + return body->total_angular_damp; +} + +real_t GodotPhysicsDirectBodyState3D::get_total_linear_damp() const { + return body->total_linear_damp; +} + +Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass() const { + return body->get_center_of_mass(); +} + +Vector3 GodotPhysicsDirectBodyState3D::get_center_of_mass_local() const { + return body->get_center_of_mass_local(); +} + +Basis GodotPhysicsDirectBodyState3D::get_principal_inertia_axes() const { + return body->get_principal_inertia_axes(); +} + +real_t GodotPhysicsDirectBodyState3D::get_inverse_mass() const { + return body->get_inv_mass(); +} + +Vector3 GodotPhysicsDirectBodyState3D::get_inverse_inertia() const { + return body->get_inv_inertia(); +} + +Basis GodotPhysicsDirectBodyState3D::get_inverse_inertia_tensor() const { + return body->get_inv_inertia_tensor(); +} + +void GodotPhysicsDirectBodyState3D::set_linear_velocity(const Vector3 &p_velocity) { + body->wakeup(); + body->set_linear_velocity(p_velocity); +} + +Vector3 GodotPhysicsDirectBodyState3D::get_linear_velocity() const { + return body->get_linear_velocity(); +} + +void GodotPhysicsDirectBodyState3D::set_angular_velocity(const Vector3 &p_velocity) { + body->wakeup(); + body->set_angular_velocity(p_velocity); +} + +Vector3 GodotPhysicsDirectBodyState3D::get_angular_velocity() const { + return body->get_angular_velocity(); +} + +void GodotPhysicsDirectBodyState3D::set_transform(const Transform3D &p_transform) { + body->set_state(PhysicsServer3D::BODY_STATE_TRANSFORM, p_transform); +} + +Transform3D GodotPhysicsDirectBodyState3D::get_transform() const { + return body->get_transform(); +} + +Vector3 GodotPhysicsDirectBodyState3D::get_velocity_at_local_position(const Vector3 &p_position) const { + return body->get_velocity_in_local_point(p_position); +} + +void GodotPhysicsDirectBodyState3D::apply_central_impulse(const Vector3 &p_impulse) { + body->wakeup(); + body->apply_central_impulse(p_impulse); +} + +void GodotPhysicsDirectBodyState3D::apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position) { + body->wakeup(); + body->apply_impulse(p_impulse, p_position); +} + +void GodotPhysicsDirectBodyState3D::apply_torque_impulse(const Vector3 &p_impulse) { + body->wakeup(); + body->apply_torque_impulse(p_impulse); +} + +void GodotPhysicsDirectBodyState3D::apply_central_force(const Vector3 &p_force) { + body->wakeup(); + body->apply_central_force(p_force); +} + +void GodotPhysicsDirectBodyState3D::apply_force(const Vector3 &p_force, const Vector3 &p_position) { + body->wakeup(); + body->apply_force(p_force, p_position); +} + +void GodotPhysicsDirectBodyState3D::apply_torque(const Vector3 &p_torque) { + body->wakeup(); + body->apply_torque(p_torque); +} + +void GodotPhysicsDirectBodyState3D::add_constant_central_force(const Vector3 &p_force) { + body->wakeup(); + body->add_constant_central_force(p_force); +} + +void GodotPhysicsDirectBodyState3D::add_constant_force(const Vector3 &p_force, const Vector3 &p_position) { + body->wakeup(); + body->add_constant_force(p_force, p_position); +} + +void GodotPhysicsDirectBodyState3D::add_constant_torque(const Vector3 &p_torque) { + body->wakeup(); + body->add_constant_torque(p_torque); +} + +void GodotPhysicsDirectBodyState3D::set_constant_force(const Vector3 &p_force) { + if (!p_force.is_equal_approx(Vector3())) { + body->wakeup(); + } + body->set_constant_force(p_force); +} + +Vector3 GodotPhysicsDirectBodyState3D::get_constant_force() const { + return body->get_constant_force(); +} + +void GodotPhysicsDirectBodyState3D::set_constant_torque(const Vector3 &p_torque) { + if (!p_torque.is_equal_approx(Vector3())) { + body->wakeup(); + } + body->set_constant_torque(p_torque); +} + +Vector3 GodotPhysicsDirectBodyState3D::get_constant_torque() const { + return body->get_constant_torque(); +} + +void GodotPhysicsDirectBodyState3D::set_sleep_state(bool p_sleep) { + body->set_active(!p_sleep); +} + +bool GodotPhysicsDirectBodyState3D::is_sleeping() const { + return !body->is_active(); +} + +int GodotPhysicsDirectBodyState3D::get_contact_count() const { + return body->contact_count; +} + +Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); + return body->contacts[p_contact_idx].local_pos; +} + +Vector3 GodotPhysicsDirectBodyState3D::get_contact_local_normal(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); + return body->contacts[p_contact_idx].local_normal; +} + +real_t GodotPhysicsDirectBodyState3D::get_contact_impulse(int p_contact_idx) const { + return 0.0f; // Only implemented for bullet +} + +int GodotPhysicsDirectBodyState3D::get_contact_local_shape(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, -1); + return body->contacts[p_contact_idx].local_shape; +} + +RID GodotPhysicsDirectBodyState3D::get_contact_collider(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, RID()); + return body->contacts[p_contact_idx].collider; +} + +Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); + return body->contacts[p_contact_idx].collider_pos; +} + +ObjectID GodotPhysicsDirectBodyState3D::get_contact_collider_id(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, ObjectID()); + return body->contacts[p_contact_idx].collider_instance_id; +} + +int GodotPhysicsDirectBodyState3D::get_contact_collider_shape(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, 0); + return body->contacts[p_contact_idx].collider_shape; +} + +Vector3 GodotPhysicsDirectBodyState3D::get_contact_collider_velocity_at_position(int p_contact_idx) const { + ERR_FAIL_INDEX_V(p_contact_idx, body->contact_count, Vector3()); + return body->contacts[p_contact_idx].collider_velocity_at_pos; +} + +PhysicsDirectSpaceState3D *GodotPhysicsDirectBodyState3D::get_space_state() { + return body->get_space()->get_direct_state(); +} + +real_t GodotPhysicsDirectBodyState3D::get_step() const { + return body->get_space()->get_last_step(); +} diff --git a/servers/physics_3d/body_direct_state_3d_sw.h b/servers/physics_3d/godot_body_direct_state_3d.h index 5132376715..483cfb9298 100644 --- a/servers/physics_3d/body_direct_state_3d_sw.h +++ b/servers/physics_3d/godot_body_direct_state_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_direct_state_3d_sw.h */ +/* godot_body_direct_state_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,24 +28,25 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_DIRECT_STATE_3D_SW_H -#define BODY_DIRECT_STATE_3D_SW_H +#ifndef GODOT_BODY_DIRECT_STATE_3D_H +#define GODOT_BODY_DIRECT_STATE_3D_H #include "servers/physics_server_3d.h" -class Body3DSW; +class GodotBody3D; -class PhysicsDirectBodyState3DSW : public PhysicsDirectBodyState3D { - GDCLASS(PhysicsDirectBodyState3DSW, PhysicsDirectBodyState3D); +class GodotPhysicsDirectBodyState3D : public PhysicsDirectBodyState3D { + GDCLASS(GodotPhysicsDirectBodyState3D, PhysicsDirectBodyState3D); public: - Body3DSW *body = nullptr; + GodotBody3D *body = nullptr; virtual Vector3 get_total_gravity() const override; virtual real_t get_total_angular_damp() const override; virtual real_t get_total_linear_damp() const override; virtual Vector3 get_center_of_mass() const override; + virtual Vector3 get_center_of_mass_local() const override; virtual Basis get_principal_inertia_axes() const override; virtual real_t get_inverse_mass() const override; @@ -63,13 +64,24 @@ public: virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const override; - virtual void add_central_force(const Vector3 &p_force) override; - virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; - virtual void add_torque(const Vector3 &p_torque) override; virtual void apply_central_impulse(const Vector3 &p_impulse) override; virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override; virtual void apply_torque_impulse(const Vector3 &p_impulse) override; + virtual void apply_central_force(const Vector3 &p_force) override; + virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; + virtual void apply_torque(const Vector3 &p_torque) override; + + virtual void add_constant_central_force(const Vector3 &p_force) override; + virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; + virtual void add_constant_torque(const Vector3 &p_torque) override; + + virtual void set_constant_force(const Vector3 &p_force) override; + virtual Vector3 get_constant_force() const override; + + virtual void set_constant_torque(const Vector3 &p_torque) override; + virtual Vector3 get_constant_torque() const override; + virtual void set_sleep_state(bool p_sleep) override; virtual bool is_sleeping() const override; @@ -91,4 +103,4 @@ public: virtual real_t get_step() const override; }; -#endif // BODY_DIRECT_STATE_3D_SW_H +#endif // GODOT_BODY_DIRECT_STATE_3D_H diff --git a/servers/physics_3d/body_pair_3d_sw.cpp b/servers/physics_3d/godot_body_pair_3d.cpp index c27a2ecced..89d5d59161 100644 --- a/servers/physics_3d/body_pair_3d_sw.cpp +++ b/servers/physics_3d/godot_body_pair_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_pair_3d_sw.cpp */ +/* godot_body_pair_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,38 +28,22 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "body_pair_3d_sw.h" +#include "godot_body_pair_3d.h" -#include "collision_solver_3d_sw.h" -#include "core/os/os.h" -#include "space_3d_sw.h" - -/* -#define NO_ACCUMULATE_IMPULSES -#define NO_SPLIT_IMPULSES +#include "godot_collision_solver_3d.h" +#include "godot_space_3d.h" -#define NO_FRICTION -*/ - -#define NO_TANGENTIALS -/* BODY PAIR */ +#include "core/os/os.h" -//#define ALLOWED_PENETRATION 0.01 -#define RELAXATION_TIMESTEPS 3 #define MIN_VELOCITY 0.0001 #define MAX_BIAS_ROTATION (Math_PI / 8) -void BodyPair3DSW::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { - BodyPair3DSW *pair = (BodyPair3DSW *)p_userdata; +void GodotBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { + GodotBodyPair3D *pair = (GodotBodyPair3D *)p_userdata; pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B); } -void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) { - // check if we already have the contact - - //Vector3 local_A = A->get_inv_transform().xform(p_point_A); - //Vector3 local_B = B->get_inv_transform().xform(p_point_B); - +void GodotBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) { Vector3 local_A = A->get_inv_transform().basis.xform(p_point_A); Vector3 local_B = B->get_inv_transform().basis.xform(p_point_B - offset_B); @@ -68,19 +52,14 @@ void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_ ERR_FAIL_COND(new_index >= (MAX_CONTACTS + 1)); Contact contact; - - contact.acc_normal_impulse = 0; - contact.acc_bias_impulse = 0; - contact.acc_bias_impulse_center_of_mass = 0; - contact.acc_tangent_impulse = Vector3(); contact.index_A = p_index_A; contact.index_B = p_index_B; contact.local_A = local_A; contact.local_B = local_B; contact.normal = (p_point_A - p_point_B).normalized(); - contact.mass_normal = 0; // will be computed in setup() + contact.used = true; - // attempt to determine if the contact will be reused + // Attempt to determine if the contact will be reused. real_t contact_recycle_radius = space->get_contact_recycle_radius(); for (int i = 0; i < contact_count; i++) { @@ -91,23 +70,34 @@ void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_ contact.acc_bias_impulse = c.acc_bias_impulse; contact.acc_bias_impulse_center_of_mass = c.acc_bias_impulse_center_of_mass; contact.acc_tangent_impulse = c.acc_tangent_impulse; - new_index = i; - break; + c = contact; + return; } } - // figure out if the contact amount must be reduced to fit the new contact - + // Figure out if the contact amount must be reduced to fit the new contact. if (new_index == MAX_CONTACTS) { - // remove the contact with the minimum depth + // Remove the contact with the minimum depth. + + const Basis &basis_A = A->get_transform().basis; + const Basis &basis_B = B->get_transform().basis; int least_deep = -1; - real_t min_depth = 1e10; + real_t min_depth; - for (int i = 0; i <= contact_count; i++) { - Contact &c = (i == contact_count) ? contact : contacts[i]; - Vector3 global_A = A->get_transform().basis.xform(c.local_A); - Vector3 global_B = B->get_transform().basis.xform(c.local_B) + offset_B; + // Start with depth for new contact. + { + Vector3 global_A = basis_A.xform(contact.local_A); + Vector3 global_B = basis_B.xform(contact.local_B) + offset_B; + + Vector3 axis = global_A - global_B; + min_depth = axis.dot(contact.normal); + } + + for (int i = 0; i < contact_count; i++) { + const Contact &c = contacts[i]; + Vector3 global_A = basis_A.xform(c.local_A); + Vector3 global_B = basis_B.xform(c.local_B) + offset_B; Vector3 axis = global_A - global_B; real_t depth = axis.dot(c.normal); @@ -118,10 +108,8 @@ void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_ } } - ERR_FAIL_COND(least_deep == -1); - - if (least_deep < contact_count) { //replace the last deep contact by the new one - + if (least_deep > -1) { + // Replace the least deep contact by the new one. contacts[least_deep] = contact; } @@ -129,29 +117,41 @@ void BodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_ } contacts[new_index] = contact; - - if (new_index == contact_count) { - contact_count++; - } + contact_count++; } -void BodyPair3DSW::validate_contacts() { - //make sure to erase contacts that are no longer valid +void GodotBodyPair3D::validate_contacts() { + // Make sure to erase contacts that are no longer valid. + real_t max_separation = space->get_contact_max_separation(); + real_t max_separation2 = max_separation * max_separation; + + const Basis &basis_A = A->get_transform().basis; + const Basis &basis_B = B->get_transform().basis; - real_t contact_max_separation = space->get_contact_max_separation(); for (int i = 0; i < contact_count; i++) { Contact &c = contacts[i]; - Vector3 global_A = A->get_transform().basis.xform(c.local_A); - Vector3 global_B = B->get_transform().basis.xform(c.local_B) + offset_B; - Vector3 axis = global_A - global_B; - real_t depth = axis.dot(c.normal); + bool erase = false; + if (!c.used) { + // Was left behind in previous frame. + erase = true; + } else { + c.used = false; + + Vector3 global_A = basis_A.xform(c.local_A); + Vector3 global_B = basis_B.xform(c.local_B) + offset_B; + Vector3 axis = global_A - global_B; + real_t depth = axis.dot(c.normal); - if (depth < -contact_max_separation || (global_B + c.normal * depth - global_A).length() > contact_max_separation) { - // contact no longer needed, remove + if (depth < -max_separation || (global_B + c.normal * depth - global_A).length_squared() > max_separation2) { + erase = true; + } + } + if (erase) { + // Contact no longer needed, remove. if ((i + 1) < contact_count) { - // swap with the last one + // Swap with the last one. SWAP(contacts[i], contacts[contact_count - 1]); } @@ -161,7 +161,7 @@ void BodyPair3DSW::validate_contacts() { } } -bool BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform3D &p_xform_A, Body3DSW *p_B, int p_shape_B, const Transform3D &p_xform_B) { +bool GodotBodyPair3D::_test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B) { Vector3 motion = p_A->get_linear_velocity() * p_step; real_t mlen = motion.length(); if (mlen < CMP_EPSILON) { @@ -172,29 +172,35 @@ bool BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const real_t min, max; p_A->get_shape(p_shape_A)->project_range(mnormal, p_xform_A, min, max); - bool fast_object = mlen > (max - min) * 0.3; //going too fast in that direction - if (!fast_object) { //did it move enough in this direction to even attempt raycast? let's say it should move more than 1/3 the size of the object in that axis + // Did it move enough in this direction to even attempt raycast? + // Let's say it should move more than 1/3 the size of the object in that axis. + bool fast_object = mlen > (max - min) * 0.3; + if (!fast_object) { return false; } - //cast a segment from support in motion normal, in the same direction of motion by motion length - //support is the worst case collision point, so real collision happened before + // Going too fast in that direction. + + // Cast a segment from support in motion normal, in the same direction of motion by motion length. + // Support is the worst case collision point, so real collision happened before. Vector3 s = p_A->get_shape(p_shape_A)->get_support(p_xform_A.basis.xform(mnormal).normalized()); Vector3 from = p_xform_A.xform(s); Vector3 to = from + motion; Transform3D from_inv = p_xform_B.affine_inverse(); - Vector3 local_from = from_inv.xform(from - mnormal * mlen * 0.1); //start from a little inside the bounding box + // Start from a little inside the bounding box. + Vector3 local_from = from_inv.xform(from - mnormal * mlen * 0.1); Vector3 local_to = from_inv.xform(to); Vector3 rpos, rnorm; - if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm)) { + if (!p_B->get_shape(p_shape_B)->intersect_segment(local_from, local_to, rpos, rnorm, true)) { return false; } - //shorten the linear velocity so it does not hit, but gets close enough, next frame will hit softly or soft enough + // Shorten the linear velocity so it does not hit, but gets close enough, + // next frame will hit softly or soft enough. Vector3 hitpos = p_xform_B.xform(rpos); real_t newlen = hitpos.distance_to(from) - (max - min) * 0.01; @@ -203,15 +209,17 @@ bool BodyPair3DSW::_test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const return true; } -real_t combine_bounce(Body3DSW *A, Body3DSW *B) { +real_t combine_bounce(GodotBody3D *A, GodotBody3D *B) { return CLAMP(A->get_bounce() + B->get_bounce(), 0, 1); } -real_t combine_friction(Body3DSW *A, Body3DSW *B) { +real_t combine_friction(GodotBody3D *A, GodotBody3D *B) { return ABS(MIN(A->get_friction(), B->get_friction())); } -bool BodyPair3DSW::setup(real_t p_step) { +bool GodotBodyPair3D::setup(real_t p_step) { + check_ccd = false; + if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) { collided = false; return false; @@ -242,20 +250,20 @@ bool BodyPair3DSW::setup(real_t p_step) { xform_Bu.origin -= offset_A; Transform3D xform_B = xform_Bu * B->get_shape_transform(shape_B); - Shape3DSW *shape_A_ptr = A->get_shape(shape_A); - Shape3DSW *shape_B_ptr = B->get_shape(shape_B); + GodotShape3D *shape_A_ptr = A->get_shape(shape_A); + GodotShape3D *shape_B_ptr = B->get_shape(shape_B); - collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis); + collided = GodotCollisionSolver3D::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis); if (!collided) { - //test ccd (currently just a raycast) - if (A->is_continuous_collision_detection_enabled() && collide_A) { - _test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B); + check_ccd = true; + return true; } if (B->is_continuous_collision_detection_enabled() && collide_B) { - _test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A); + check_ccd = true; + return true; } return false; @@ -264,17 +272,35 @@ bool BodyPair3DSW::setup(real_t p_step) { return true; } -bool BodyPair3DSW::pre_solve(real_t p_step) { +bool GodotBodyPair3D::pre_solve(real_t p_step) { if (!collided) { + if (check_ccd) { + const Vector3 &offset_A = A->get_transform().get_origin(); + Transform3D xform_Au = Transform3D(A->get_transform().basis, Vector3()); + Transform3D xform_A = xform_Au * A->get_shape_transform(shape_A); + + Transform3D xform_Bu = B->get_transform(); + xform_Bu.origin -= offset_A; + Transform3D xform_B = xform_Bu * B->get_shape_transform(shape_B); + + if (A->is_continuous_collision_detection_enabled() && collide_A) { + _test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B); + } + + if (B->is_continuous_collision_detection_enabled() && collide_B) { + _test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A); + } + } + return false; } real_t max_penetration = space->get_contact_max_allowed_penetration(); - real_t bias = (real_t)0.3; + real_t bias = 0.8; - Shape3DSW *shape_A_ptr = A->get_shape(shape_A); - Shape3DSW *shape_B_ptr = B->get_shape(shape_B); + GodotShape3D *shape_A_ptr = A->get_shape(shape_A); + GodotShape3D *shape_B_ptr = B->get_shape(shape_B); if (shape_A_ptr->get_custom_bias() || shape_B_ptr->get_custom_bias()) { if (shape_A_ptr->get_custom_bias() == 0) { @@ -364,15 +390,12 @@ bool BodyPair3DSW::pre_solve(real_t p_step) { if (collide_B) { B->apply_impulse(j_vec, c.rB + B->get_center_of_mass()); } - c.acc_bias_impulse = 0; - c.acc_bias_impulse_center_of_mass = 0; c.bounce = combine_bounce(A, B); if (c.bounce) { - Vector3 crA = A->get_angular_velocity().cross(c.rA); - Vector3 crB = B->get_angular_velocity().cross(c.rB); - Vector3 dv = B->get_linear_velocity() + crB - A->get_linear_velocity() - crA; - //normal impule + Vector3 crA = A->get_prev_angular_velocity().cross(c.rA); + Vector3 crB = B->get_prev_angular_velocity().cross(c.rB); + Vector3 dv = B->get_prev_linear_velocity() + crB - A->get_prev_linear_velocity() - crA; c.bounce = c.bounce * dv.dot(c.normal); } } @@ -380,7 +403,7 @@ bool BodyPair3DSW::pre_solve(real_t p_step) { return do_process; } -void BodyPair3DSW::solve(real_t p_step) { +void GodotBodyPair3D::solve(real_t p_step) { if (!collided) { return; } @@ -494,8 +517,7 @@ void BodyPair3DSW::solve(real_t p_step) { Vector3 temp1 = inv_inertia_tensor_A.xform(c.rA.cross(tv)); Vector3 temp2 = inv_inertia_tensor_B.xform(c.rB.cross(tv)); - real_t t = -tvl / - (inv_mass_A + inv_mass_B + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB))); + real_t t = -tvl / (inv_mass_A + inv_mass_B + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB))); Vector3 jt = t * tv; @@ -523,8 +545,8 @@ void BodyPair3DSW::solve(real_t p_step) { } } -BodyPair3DSW::BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_shape_B) : - BodyContact3DSW(_arr, 2) { +GodotBodyPair3D::GodotBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotBody3D *p_B, int p_shape_B) : + GodotBodyContact3D(_arr, 2) { A = p_A; B = p_B; shape_A = p_shape_A; @@ -534,31 +556,27 @@ BodyPair3DSW::BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_sh B->add_constraint(this, 1); } -BodyPair3DSW::~BodyPair3DSW() { +GodotBodyPair3D::~GodotBodyPair3D() { A->remove_constraint(this); B->remove_constraint(this); } -void BodySoftBodyPair3DSW::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { - BodySoftBodyPair3DSW *pair = (BodySoftBodyPair3DSW *)p_userdata; +void GodotBodySoftBodyPair3D::_contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { + GodotBodySoftBodyPair3D *pair = (GodotBodySoftBodyPair3D *)p_userdata; pair->contact_added_callback(p_point_A, p_index_A, p_point_B, p_index_B); } -void BodySoftBodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) { +void GodotBodySoftBodyPair3D::contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B) { Vector3 local_A = body->get_inv_transform().xform(p_point_A); Vector3 local_B = p_point_B - soft_body->get_node_position(p_index_B); Contact contact; contact.index_A = p_index_A; contact.index_B = p_index_B; - contact.acc_normal_impulse = 0; - contact.acc_bias_impulse = 0; - contact.acc_bias_impulse_center_of_mass = 0; - contact.acc_tangent_impulse = Vector3(); contact.local_A = local_A; contact.local_B = local_B; contact.normal = (p_point_A - p_point_B).normalized(); - contact.mass_normal = 0; + contact.used = true; // Attempt to determine if the contact will be reused. real_t contact_recycle_radius = space->get_contact_recycle_radius(); @@ -582,22 +600,35 @@ void BodySoftBodyPair3DSW::contact_added_callback(const Vector3 &p_point_A, int contacts.push_back(contact); } -void BodySoftBodyPair3DSW::validate_contacts() { +void GodotBodySoftBodyPair3D::validate_contacts() { // Make sure to erase contacts that are no longer valid. - const Transform3D &transform_A = body->get_transform(); + real_t max_separation = space->get_contact_max_separation(); + real_t max_separation2 = max_separation * max_separation; - real_t contact_max_separation = space->get_contact_max_separation(); + const Transform3D &transform_A = body->get_transform(); uint32_t contact_count = contacts.size(); for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) { Contact &c = contacts[contact_index]; - Vector3 global_A = transform_A.xform(c.local_A); - Vector3 global_B = soft_body->get_node_position(c.index_B) + c.local_B; - Vector3 axis = global_A - global_B; - real_t depth = axis.dot(c.normal); + bool erase = false; + if (!c.used) { + // Was left behind in previous frame. + erase = true; + } else { + c.used = false; + + Vector3 global_A = transform_A.xform(c.local_A); + Vector3 global_B = soft_body->get_node_position(c.index_B) + c.local_B; + Vector3 axis = global_A - global_B; + real_t depth = axis.dot(c.normal); + + if (depth < -max_separation || (global_B + c.normal * depth - global_A).length_squared() > max_separation2) { + erase = true; + } + } - if (depth < -contact_max_separation || (global_B + c.normal * depth - global_A).length() > contact_max_separation) { + if (erase) { // Contact no longer needed, remove. if ((contact_index + 1) < contact_count) { // Swap with the last one. @@ -612,7 +643,7 @@ void BodySoftBodyPair3DSW::validate_contacts() { contacts.resize(contact_count); } -bool BodySoftBodyPair3DSW::setup(real_t p_step) { +bool GodotBodySoftBodyPair3D::setup(real_t p_step) { if (!body->interacts_with(soft_body) || body->has_exception(soft_body->get_self()) || soft_body->has_exception(body->get_self())) { collided = false; return false; @@ -638,24 +669,24 @@ bool BodySoftBodyPair3DSW::setup(real_t p_step) { validate_contacts(); - Shape3DSW *shape_A_ptr = body->get_shape(body_shape); - Shape3DSW *shape_B_ptr = soft_body->get_shape(0); + GodotShape3D *shape_A_ptr = body->get_shape(body_shape); + GodotShape3D *shape_B_ptr = soft_body->get_shape(0); - collided = CollisionSolver3DSW::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis); + collided = GodotCollisionSolver3D::solve_static(shape_A_ptr, xform_A, shape_B_ptr, xform_B, _contact_added_callback, this, &sep_axis); return collided; } -bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) { +bool GodotBodySoftBodyPair3D::pre_solve(real_t p_step) { if (!collided) { return false; } real_t max_penetration = space->get_contact_max_allowed_penetration(); - real_t bias = (real_t)0.3; + real_t bias = space->get_contact_bias(); - Shape3DSW *shape_A_ptr = body->get_shape(body_shape); + GodotShape3D *shape_A_ptr = body->get_shape(body_shape); if (shape_A_ptr->get_custom_bias()) { bias = shape_A_ptr->get_custom_bias(); @@ -736,8 +767,6 @@ bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) { if (soft_body_collides) { soft_body->apply_node_impulse(c.index_B, j_vec); } - c.acc_bias_impulse = 0; - c.acc_bias_impulse_center_of_mass = 0; c.bounce = body->get_bounce(); @@ -753,7 +782,7 @@ bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) { return do_process; } -void BodySoftBodyPair3DSW::solve(real_t p_step) { +void GodotBodySoftBodyPair3D::solve(real_t p_step) { if (!collided) { return; } @@ -862,8 +891,7 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) { Vector3 temp1 = body_inv_inertia_tensor.xform(c.rA.cross(tv)); - real_t t = -tvl / - (body_inv_mass + node_inv_mass + tv.dot(temp1.cross(c.rA))); + real_t t = -tvl / (body_inv_mass + node_inv_mass + tv.dot(temp1.cross(c.rA))); Vector3 jt = t * tv; @@ -891,8 +919,8 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) { } } -BodySoftBodyPair3DSW::BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B) : - BodyContact3DSW(&body, 1) { +GodotBodySoftBodyPair3D::GodotBodySoftBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotSoftBody3D *p_B) : + GodotBodyContact3D(&body, 1) { body = p_A; soft_body = p_B; body_shape = p_shape_A; @@ -901,7 +929,7 @@ BodySoftBodyPair3DSW::BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBod soft_body->add_constraint(this); } -BodySoftBodyPair3DSW::~BodySoftBodyPair3DSW() { +GodotBodySoftBodyPair3D::~GodotBodySoftBodyPair3D() { body->remove_constraint(this); soft_body->remove_constraint(this); } diff --git a/servers/physics_3d/body_pair_3d_sw.h b/servers/physics_3d/godot_body_pair_3d.h index 01afb07e13..7a7309f9d5 100644 --- a/servers/physics_3d/body_pair_3d_sw.h +++ b/servers/physics_3d/godot_body_pair_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* body_pair_3d_sw.h */ +/* godot_body_pair_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,15 +28,16 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BODY_PAIR_3D_SW_H -#define BODY_PAIR_3D_SW_H +#ifndef GODOT_BODY_PAIR_3D_H +#define GODOT_BODY_PAIR_3D_H + +#include "godot_body_3d.h" +#include "godot_constraint_3d.h" +#include "godot_soft_body_3d.h" -#include "body_3d_sw.h" -#include "constraint_3d_sw.h" #include "core/templates/local_vector.h" -#include "soft_body_3d_sw.h" -class BodyContact3DSW : public Constraint3DSW { +class GodotBodyContact3D : public GodotConstraint3D { protected: struct Contact { Vector3 position; @@ -53,31 +54,33 @@ protected: real_t depth = 0.0; bool active = false; + bool used = false; Vector3 rA, rB; // Offset in world orientation with respect to center of mass }; Vector3 sep_axis; bool collided = false; + bool check_ccd = false; - Space3DSW *space = nullptr; + GodotSpace3D *space = nullptr; - BodyContact3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) : - Constraint3DSW(p_body_ptr, p_body_count) { + GodotBodyContact3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) : + GodotConstraint3D(p_body_ptr, p_body_count) { } }; -class BodyPair3DSW : public BodyContact3DSW { +class GodotBodyPair3D : public GodotBodyContact3D { enum { MAX_CONTACTS = 4 }; union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = { nullptr, nullptr }; + GodotBody3D *_arr[2] = { nullptr, nullptr }; }; int shape_A = 0; @@ -98,20 +101,20 @@ class BodyPair3DSW : public BodyContact3DSW { void contact_added_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B); void validate_contacts(); - bool _test_ccd(real_t p_step, Body3DSW *p_A, int p_shape_A, const Transform3D &p_xform_A, Body3DSW *p_B, int p_shape_B, const Transform3D &p_xform_B); + bool _test_ccd(real_t p_step, GodotBody3D *p_A, int p_shape_A, const Transform3D &p_xform_A, GodotBody3D *p_B, int p_shape_B, const Transform3D &p_xform_B); public: virtual bool setup(real_t p_step) override; virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - BodyPair3DSW(Body3DSW *p_A, int p_shape_A, Body3DSW *p_B, int p_shape_B); - ~BodyPair3DSW(); + GodotBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotBody3D *p_B, int p_shape_B); + ~GodotBodyPair3D(); }; -class BodySoftBodyPair3DSW : public BodyContact3DSW { - Body3DSW *body = nullptr; - SoftBody3DSW *soft_body = nullptr; +class GodotBodySoftBodyPair3D : public GodotBodyContact3D { + GodotBody3D *body = nullptr; + GodotSoftBody3D *soft_body = nullptr; int body_shape = 0; @@ -133,11 +136,11 @@ public: virtual bool pre_solve(real_t p_step) override; virtual void solve(real_t p_step) override; - virtual SoftBody3DSW *get_soft_body_ptr(int p_index) const override { return soft_body; } + virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const override { return soft_body; } virtual int get_soft_body_count() const override { return 1; } - BodySoftBodyPair3DSW(Body3DSW *p_A, int p_shape_A, SoftBody3DSW *p_B); - ~BodySoftBodyPair3DSW(); + GodotBodySoftBodyPair3D(GodotBody3D *p_A, int p_shape_A, GodotSoftBody3D *p_B); + ~GodotBodySoftBodyPair3D(); }; -#endif // BODY_PAIR_3D_SW_H +#endif // GODOT_BODY_PAIR_3D_H diff --git a/servers/physics_3d/broad_phase_3d_sw.cpp b/servers/physics_3d/godot_broad_phase_3d.cpp index 8aa64034ec..115a01a0c5 100644 --- a/servers/physics_3d/broad_phase_3d_sw.cpp +++ b/servers/physics_3d/godot_broad_phase_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* broad_phase_3d_sw.cpp */ +/* godot_broad_phase_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,9 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "broad_phase_3d_sw.h" +#include "godot_broad_phase_3d.h" -BroadPhase3DSW::CreateFunction BroadPhase3DSW::create_func = nullptr; +GodotBroadPhase3D::CreateFunction GodotBroadPhase3D::create_func = nullptr; -BroadPhase3DSW::~BroadPhase3DSW() { +GodotBroadPhase3D::~GodotBroadPhase3D() { } diff --git a/servers/physics_3d/broad_phase_3d_sw.h b/servers/physics_3d/godot_broad_phase_3d.h index 98313cb216..75196cbd1b 100644 --- a/servers/physics_3d/broad_phase_3d_sw.h +++ b/servers/physics_3d/godot_broad_phase_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* broad_phase_3d_sw.h */ +/* godot_broad_phase_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,45 +28,45 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BROAD_PHASE_SW_H -#define BROAD_PHASE_SW_H +#ifndef GODOT_BROAD_PHASE_3D_H +#define GODOT_BROAD_PHASE_3D_H #include "core/math/aabb.h" #include "core/math/math_funcs.h" -class CollisionObject3DSW; +class GodotCollisionObject3D; -class BroadPhase3DSW { +class GodotBroadPhase3D { public: - typedef BroadPhase3DSW *(*CreateFunction)(); + typedef GodotBroadPhase3D *(*CreateFunction)(); static CreateFunction create_func; typedef uint32_t ID; - typedef void *(*PairCallback)(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_userdata); - typedef void (*UnpairCallback)(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_userdata); + typedef void *(*PairCallback)(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_userdata); + typedef void (*UnpairCallback)(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_userdata); // 0 is an invalid ID - virtual ID create(CollisionObject3DSW *p_object_, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false) = 0; + virtual ID create(GodotCollisionObject3D *p_object_, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false) = 0; virtual void move(ID p_id, const AABB &p_aabb) = 0; virtual void set_static(ID p_id, bool p_static) = 0; virtual void remove(ID p_id) = 0; - virtual CollisionObject3DSW *get_object(ID p_id) const = 0; + virtual GodotCollisionObject3D *get_object(ID p_id) const = 0; virtual bool is_static(ID p_id) const = 0; virtual int get_subindex(ID p_id) const = 0; - virtual int cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; - virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; - virtual int cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; + virtual int cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; + virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; + virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr) = 0; virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata) = 0; virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) = 0; virtual void update() = 0; - virtual ~BroadPhase3DSW(); + virtual ~GodotBroadPhase3D(); }; -#endif // BROAD_PHASE__SW_H +#endif // GODOT_BROAD_PHASE_3D_H diff --git a/servers/physics_3d/broad_phase_3d_bvh.cpp b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp index d89e0e1f6d..9a6b96c411 100644 --- a/servers/physics_3d/broad_phase_3d_bvh.cpp +++ b/servers/physics_3d/godot_broad_phase_3d_bvh.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* broad_phase_3d_bvh.cpp */ +/* godot_broad_phase_3d_bvh.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,55 +28,56 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "broad_phase_3d_bvh.h" -#include "collision_object_3d_sw.h" +#include "godot_broad_phase_3d_bvh.h" -BroadPhase3DBVH::ID BroadPhase3DBVH::create(CollisionObject3DSW *p_object, int p_subindex, const AABB &p_aabb, bool p_static) { +#include "godot_collision_object_3d.h" + +GodotBroadPhase3DBVH::ID GodotBroadPhase3DBVH::create(GodotCollisionObject3D *p_object, int p_subindex, const AABB &p_aabb, bool p_static) { ID oid = bvh.create(p_object, true, p_aabb, p_subindex, !p_static, 1 << p_object->get_type(), p_static ? 0 : 0xFFFFF); // Pair everything, don't care? return oid + 1; } -void BroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) { +void GodotBroadPhase3DBVH::move(ID p_id, const AABB &p_aabb) { bvh.move(p_id - 1, p_aabb); } -void BroadPhase3DBVH::set_static(ID p_id, bool p_static) { - CollisionObject3DSW *it = bvh.get(p_id - 1); +void GodotBroadPhase3DBVH::set_static(ID p_id, bool p_static) { + GodotCollisionObject3D *it = bvh.get(p_id - 1); bvh.set_pairable(p_id - 1, !p_static, 1 << it->get_type(), p_static ? 0 : 0xFFFFF, false); // Pair everything, don't care? } -void BroadPhase3DBVH::remove(ID p_id) { +void GodotBroadPhase3DBVH::remove(ID p_id) { bvh.erase(p_id - 1); } -CollisionObject3DSW *BroadPhase3DBVH::get_object(ID p_id) const { - CollisionObject3DSW *it = bvh.get(p_id - 1); +GodotCollisionObject3D *GodotBroadPhase3DBVH::get_object(ID p_id) const { + GodotCollisionObject3D *it = bvh.get(p_id - 1); ERR_FAIL_COND_V(!it, nullptr); return it; } -bool BroadPhase3DBVH::is_static(ID p_id) const { +bool GodotBroadPhase3DBVH::is_static(ID p_id) const { return !bvh.is_pairable(p_id - 1); } -int BroadPhase3DBVH::get_subindex(ID p_id) const { +int GodotBroadPhase3DBVH::get_subindex(ID p_id) const { return bvh.get_subindex(p_id - 1); } -int BroadPhase3DBVH::cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) { +int GodotBroadPhase3DBVH::cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) { return bvh.cull_point(p_point, p_results, p_max_results, p_result_indices); } -int BroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) { +int GodotBroadPhase3DBVH::cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) { return bvh.cull_segment(p_from, p_to, p_results, p_max_results, p_result_indices); } -int BroadPhase3DBVH::cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices) { +int GodotBroadPhase3DBVH::cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices) { return bvh.cull_aabb(p_aabb, p_results, p_max_results, p_result_indices); } -void *BroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject3DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject3DSW *p_object_B, int subindex_B) { - BroadPhase3DBVH *bpo = (BroadPhase3DBVH *)(self); +void *GodotBroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B) { + GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self); if (!bpo->pair_callback) { return nullptr; } @@ -84,8 +85,8 @@ void *BroadPhase3DBVH::_pair_callback(void *self, uint32_t p_A, CollisionObject3 return bpo->pair_callback(p_object_A, subindex_A, p_object_B, subindex_B, bpo->pair_userdata); } -void BroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject3DSW *p_object_A, int subindex_A, uint32_t p_B, CollisionObject3DSW *p_object_B, int subindex_B, void *pairdata) { - BroadPhase3DBVH *bpo = (BroadPhase3DBVH *)(self); +void GodotBroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, GodotCollisionObject3D *p_object_A, int subindex_A, uint32_t p_B, GodotCollisionObject3D *p_object_B, int subindex_B, void *pairdata) { + GodotBroadPhase3DBVH *bpo = (GodotBroadPhase3DBVH *)(self); if (!bpo->unpair_callback) { return; } @@ -93,25 +94,25 @@ void BroadPhase3DBVH::_unpair_callback(void *self, uint32_t p_A, CollisionObject bpo->unpair_callback(p_object_A, subindex_A, p_object_B, subindex_B, pairdata, bpo->unpair_userdata); } -void BroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) { +void GodotBroadPhase3DBVH::set_pair_callback(PairCallback p_pair_callback, void *p_userdata) { pair_callback = p_pair_callback; pair_userdata = p_userdata; } -void BroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) { +void GodotBroadPhase3DBVH::set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata) { unpair_callback = p_unpair_callback; unpair_userdata = p_userdata; } -void BroadPhase3DBVH::update() { +void GodotBroadPhase3DBVH::update() { bvh.update(); } -BroadPhase3DSW *BroadPhase3DBVH::_create() { - return memnew(BroadPhase3DBVH); +GodotBroadPhase3D *GodotBroadPhase3DBVH::_create() { + return memnew(GodotBroadPhase3DBVH); } -BroadPhase3DBVH::BroadPhase3DBVH() { +GodotBroadPhase3DBVH::GodotBroadPhase3DBVH() { bvh.set_pair_callback(_pair_callback, this); bvh.set_unpair_callback(_unpair_callback, this); } diff --git a/servers/physics_3d/broad_phase_3d_bvh.h b/servers/physics_3d/godot_broad_phase_3d_bvh.h index 03131c9db2..7138019a9c 100644 --- a/servers/physics_3d/broad_phase_3d_bvh.h +++ b/servers/physics_3d/godot_broad_phase_3d_bvh.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* broad_phase_3d_bvh.h */ +/* godot_broad_phase_3d_bvh.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,17 +28,18 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef BROAD_PHASE_3D_BVH_H -#define BROAD_PHASE_3D_BVH_H +#ifndef GODOT_BROAD_PHASE_3D_BVH_H +#define GODOT_BROAD_PHASE_3D_BVH_H + +#include "godot_broad_phase_3d.h" -#include "broad_phase_3d_sw.h" #include "core/math/bvh.h" -class BroadPhase3DBVH : public BroadPhase3DSW { - BVH_Manager<CollisionObject3DSW, true, 128> bvh; +class GodotBroadPhase3DBVH : public GodotBroadPhase3D { + BVH_Manager<GodotCollisionObject3D, true, 128> bvh; - static void *_pair_callback(void *, uint32_t, CollisionObject3DSW *, int, uint32_t, CollisionObject3DSW *, int); - static void _unpair_callback(void *, uint32_t, CollisionObject3DSW *, int, uint32_t, CollisionObject3DSW *, int, void *); + static void *_pair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int); + static void _unpair_callback(void *, uint32_t, GodotCollisionObject3D *, int, uint32_t, GodotCollisionObject3D *, int, void *); PairCallback pair_callback = nullptr; void *pair_userdata = nullptr; @@ -47,26 +48,26 @@ class BroadPhase3DBVH : public BroadPhase3DSW { public: // 0 is an invalid ID - virtual ID create(CollisionObject3DSW *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false); + virtual ID create(GodotCollisionObject3D *p_object, int p_subindex = 0, const AABB &p_aabb = AABB(), bool p_static = false); virtual void move(ID p_id, const AABB &p_aabb); virtual void set_static(ID p_id, bool p_static); virtual void remove(ID p_id); - virtual CollisionObject3DSW *get_object(ID p_id) const; + virtual GodotCollisionObject3D *get_object(ID p_id) const; virtual bool is_static(ID p_id) const; virtual int get_subindex(ID p_id) const; - virtual int cull_point(const Vector3 &p_point, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr); - virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr); - virtual int cull_aabb(const AABB &p_aabb, CollisionObject3DSW **p_results, int p_max_results, int *p_result_indices = nullptr); + virtual int cull_point(const Vector3 &p_point, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr); + virtual int cull_segment(const Vector3 &p_from, const Vector3 &p_to, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr); + virtual int cull_aabb(const AABB &p_aabb, GodotCollisionObject3D **p_results, int p_max_results, int *p_result_indices = nullptr); virtual void set_pair_callback(PairCallback p_pair_callback, void *p_userdata); virtual void set_unpair_callback(UnpairCallback p_unpair_callback, void *p_userdata); virtual void update(); - static BroadPhase3DSW *_create(); - BroadPhase3DBVH(); + static GodotBroadPhase3D *_create(); + GodotBroadPhase3DBVH(); }; -#endif // BROAD_PHASE_3D_BVH_H +#endif // GODOT_BROAD_PHASE_3D_BVH_H diff --git a/servers/physics_3d/collision_object_3d_sw.cpp b/servers/physics_3d/godot_collision_object_3d.cpp index 098f627d11..63284aeca5 100644 --- a/servers/physics_3d/collision_object_3d_sw.cpp +++ b/servers/physics_3d/godot_collision_object_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_object_3d_sw.cpp */ +/* godot_collision_object_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,11 +28,12 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "collision_object_3d_sw.h" -#include "servers/physics_3d/physics_server_3d_sw.h" -#include "space_3d_sw.h" +#include "godot_collision_object_3d.h" -void CollisionObject3DSW::add_shape(Shape3DSW *p_shape, const Transform3D &p_transform, bool p_disabled) { +#include "godot_physics_server_3d.h" +#include "godot_space_3d.h" + +void GodotCollisionObject3D::add_shape(GodotShape3D *p_shape, const Transform3D &p_transform, bool p_disabled) { Shape s; s.shape = p_shape; s.xform = p_transform; @@ -43,35 +44,35 @@ void CollisionObject3DSW::add_shape(Shape3DSW *p_shape, const Transform3D &p_tra p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { - PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject3DSW::set_shape(int p_index, Shape3DSW *p_shape) { +void GodotCollisionObject3D::set_shape(int p_index, GodotShape3D *p_shape) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes[p_index].shape->remove_owner(this); shapes.write[p_index].shape = p_shape; p_shape->add_owner(this); if (!pending_shape_update_list.in_list()) { - PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject3DSW::set_shape_transform(int p_index, const Transform3D &p_transform) { +void GodotCollisionObject3D::set_shape_transform(int p_index, const Transform3D &p_transform) { ERR_FAIL_INDEX(p_index, shapes.size()); shapes.write[p_index].xform = p_transform; shapes.write[p_index].xform_inv = p_transform.affine_inverse(); if (!pending_shape_update_list.in_list()) { - PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject3DSW::set_shape_disabled(int p_idx, bool p_disabled) { +void GodotCollisionObject3D::set_shape_disabled(int p_idx, bool p_disabled) { ERR_FAIL_INDEX(p_idx, shapes.size()); - CollisionObject3DSW::Shape &shape = shapes.write[p_idx]; + GodotCollisionObject3D::Shape &shape = shapes.write[p_idx]; if (shape.disabled == p_disabled) { return; } @@ -86,16 +87,16 @@ void CollisionObject3DSW::set_shape_disabled(int p_idx, bool p_disabled) { space->get_broadphase()->remove(shape.bpid); shape.bpid = 0; if (!pending_shape_update_list.in_list()) { - PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } else if (!p_disabled && shape.bpid == 0) { if (!pending_shape_update_list.in_list()) { - PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } } -void CollisionObject3DSW::remove_shape(Shape3DSW *p_shape) { +void GodotCollisionObject3D::remove_shape(GodotShape3D *p_shape) { //remove a shape, all the times it appears for (int i = 0; i < shapes.size(); i++) { if (shapes[i].shape == p_shape) { @@ -105,7 +106,7 @@ void CollisionObject3DSW::remove_shape(Shape3DSW *p_shape) { } } -void CollisionObject3DSW::remove_shape(int p_index) { +void GodotCollisionObject3D::remove_shape(int p_index) { //remove anything from shape to be erased to end, so subindices don't change ERR_FAIL_INDEX(p_index, shapes.size()); for (int i = p_index; i < shapes.size(); i++) { @@ -117,14 +118,14 @@ void CollisionObject3DSW::remove_shape(int p_index) { shapes.write[i].bpid = 0; } shapes[p_index].shape->remove_owner(this); - shapes.remove(p_index); + shapes.remove_at(p_index); if (!pending_shape_update_list.in_list()) { - PhysicsServer3DSW::singletonsw->pending_shape_update_list.add(&pending_shape_update_list); + GodotPhysicsServer3D::godot_singleton->pending_shape_update_list.add(&pending_shape_update_list); } } -void CollisionObject3DSW::_set_static(bool p_static) { +void GodotCollisionObject3D::_set_static(bool p_static) { if (_static == p_static) { return; } @@ -141,7 +142,7 @@ void CollisionObject3DSW::_set_static(bool p_static) { } } -void CollisionObject3DSW::_unregister_shapes() { +void GodotCollisionObject3D::_unregister_shapes() { for (int i = 0; i < shapes.size(); i++) { Shape &s = shapes.write[i]; if (s.bpid > 0) { @@ -151,7 +152,7 @@ void CollisionObject3DSW::_unregister_shapes() { } } -void CollisionObject3DSW::_update_shapes() { +void GodotCollisionObject3D::_update_shapes() { if (!space) { return; } @@ -170,7 +171,7 @@ void CollisionObject3DSW::_update_shapes() { s.aabb_cache = shape_aabb; Vector3 scale = xform.get_basis().get_scale(); - s.area_cache = s.shape->get_area() * scale.x * scale.y * scale.z; + s.area_cache = s.shape->get_volume() * scale.x * scale.y * scale.z; if (s.bpid == 0) { s.bpid = space->get_broadphase()->create(this, i, shape_aabb, _static); @@ -181,7 +182,7 @@ void CollisionObject3DSW::_update_shapes() { } } -void CollisionObject3DSW::_update_shapes_with_motion(const Vector3 &p_motion) { +void GodotCollisionObject3D::_update_shapes_with_motion(const Vector3 &p_motion) { if (!space) { return; } @@ -208,7 +209,7 @@ void CollisionObject3DSW::_update_shapes_with_motion(const Vector3 &p_motion) { } } -void CollisionObject3DSW::_set_space(Space3DSW *p_space) { +void GodotCollisionObject3D::_set_space(GodotSpace3D *p_space) { if (space) { space->remove_object(this); @@ -229,12 +230,12 @@ void CollisionObject3DSW::_set_space(Space3DSW *p_space) { } } -void CollisionObject3DSW::_shape_changed() { +void GodotCollisionObject3D::_shape_changed() { _update_shapes(); _shapes_changed(); } -CollisionObject3DSW::CollisionObject3DSW(Type p_type) : +GodotCollisionObject3D::GodotCollisionObject3D(Type p_type) : pending_shape_update_list(this) { type = p_type; } diff --git a/servers/physics_3d/collision_object_3d_sw.h b/servers/physics_3d/godot_collision_object_3d.h index 3aa48946b7..0178838a25 100644 --- a/servers/physics_3d/collision_object_3d_sw.h +++ b/servers/physics_3d/godot_collision_object_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_object_3d_sw.h */ +/* godot_collision_object_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,13 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COLLISION_OBJECT_SW_H -#define COLLISION_OBJECT_SW_H +#ifndef GODOT_COLLISION_OBJECT_3D_H +#define GODOT_COLLISION_OBJECT_3D_H + +#include "godot_broad_phase_3d.h" +#include "godot_shape_3d.h" -#include "broad_phase_3d_sw.h" #include "core/templates/self_list.h" #include "servers/physics_server_3d.h" -#include "shape_3d_sw.h" #ifdef DEBUG_ENABLED #define MAX_OBJECT_DISTANCE 3.1622776601683791e+18 @@ -42,9 +43,9 @@ #define MAX_OBJECT_DISTANCE_X2 (MAX_OBJECT_DISTANCE * MAX_OBJECT_DISTANCE) #endif -class Space3DSW; +class GodotSpace3D; -class CollisionObject3DSW : public ShapeOwner3DSW { +class GodotCollisionObject3D : public GodotShapeOwner3D { public: enum Type { TYPE_AREA, @@ -62,20 +63,20 @@ private: struct Shape { Transform3D xform; Transform3D xform_inv; - BroadPhase3DSW::ID bpid; + GodotBroadPhase3D::ID bpid; AABB aabb_cache; //for rayqueries real_t area_cache = 0.0; - Shape3DSW *shape = nullptr; + GodotShape3D *shape = nullptr; bool disabled = false; }; Vector<Shape> shapes; - Space3DSW *space = nullptr; + GodotSpace3D *space = nullptr; Transform3D transform; Transform3D inv_transform; bool _static = true; - SelfList<CollisionObject3DSW> pending_shape_update_list; + SelfList<GodotCollisionObject3D> pending_shape_update_list; void _update_shapes(); @@ -98,11 +99,11 @@ protected: void _set_static(bool p_static); virtual void _shapes_changed() = 0; - void _set_space(Space3DSW *p_space); + void _set_space(GodotSpace3D *p_space); bool ray_pickable = true; - CollisionObject3DSW(Type p_type); + GodotCollisionObject3D(Type p_type); public: _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } @@ -114,11 +115,11 @@ public: void _shape_changed(); _FORCE_INLINE_ Type get_type() const { return type; } - void add_shape(Shape3DSW *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false); - void set_shape(int p_index, Shape3DSW *p_shape); + void add_shape(GodotShape3D *p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false); + void set_shape(int p_index, GodotShape3D *p_shape); void set_shape_transform(int p_index, const Transform3D &p_transform); _FORCE_INLINE_ int get_shape_count() const { return shapes.size(); } - _FORCE_INLINE_ Shape3DSW *get_shape(int p_index) const { + _FORCE_INLINE_ GodotShape3D *get_shape(int p_index) const { CRASH_BAD_INDEX(p_index, shapes.size()); return shapes[p_index].shape; } @@ -141,7 +142,7 @@ public: _FORCE_INLINE_ const Transform3D &get_transform() const { return transform; } _FORCE_INLINE_ const Transform3D &get_inv_transform() const { return inv_transform; } - _FORCE_INLINE_ Space3DSW *get_space() const { return space; } + _FORCE_INLINE_ GodotSpace3D *get_space() const { return space; } _FORCE_INLINE_ void set_ray_pickable(bool p_enable) { ray_pickable = p_enable; } _FORCE_INLINE_ bool is_ray_pickable() const { return ray_pickable; } @@ -164,22 +165,22 @@ public: } _FORCE_INLINE_ uint32_t get_collision_mask() const { return collision_mask; } - _FORCE_INLINE_ bool collides_with(CollisionObject3DSW *p_other) const { + _FORCE_INLINE_ bool collides_with(GodotCollisionObject3D *p_other) const { return p_other->collision_layer & collision_mask; } - _FORCE_INLINE_ bool interacts_with(CollisionObject3DSW *p_other) const { + _FORCE_INLINE_ bool interacts_with(GodotCollisionObject3D *p_other) const { return collision_layer & p_other->collision_mask || p_other->collision_layer & collision_mask; } - void remove_shape(Shape3DSW *p_shape); + void remove_shape(GodotShape3D *p_shape); void remove_shape(int p_index); - virtual void set_space(Space3DSW *p_space) = 0; + virtual void set_space(GodotSpace3D *p_space) = 0; _FORCE_INLINE_ bool is_static() const { return _static; } - virtual ~CollisionObject3DSW() {} + virtual ~GodotCollisionObject3D() {} }; -#endif // COLLISION_OBJECT_SW_H +#endif // GODOT_COLLISION_OBJECT_3D_H diff --git a/servers/physics_3d/collision_solver_3d_sw.cpp b/servers/physics_3d/godot_collision_solver_3d.cpp index dcc363638e..81e1a88366 100644 --- a/servers/physics_3d/collision_solver_3d_sw.cpp +++ b/servers/physics_3d/godot_collision_solver_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_solver_3d_sw.cpp */ +/* godot_collision_solver_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,17 +28,17 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "collision_solver_3d_sw.h" -#include "collision_solver_3d_sat.h" -#include "soft_body_3d_sw.h" +#include "godot_collision_solver_3d.h" +#include "godot_collision_solver_3d_sat.h" +#include "godot_soft_body_3d.h" #include "gjk_epa.h" #define collision_solver sat_calculate_penetration //#define collision_solver gjk_epa_calculate_penetration -bool CollisionSolver3DSW::solve_static_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) { - const WorldBoundaryShape3DSW *world_boundary = static_cast<const WorldBoundaryShape3DSW *>(p_shape_A); +bool GodotCollisionSolver3D::solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) { + const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A); if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) { return false; } @@ -47,10 +47,10 @@ bool CollisionSolver3DSW::solve_static_world_boundary(const Shape3DSW *p_shape_A static const int max_supports = 16; Vector3 supports[max_supports]; int support_count; - Shape3DSW::FeatureType support_type; + GodotShape3D::FeatureType support_type; p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type); - if (support_type == Shape3DSW::FEATURE_CIRCLE) { + if (support_type == GodotShape3D::FEATURE_CIRCLE) { ERR_FAIL_COND_V(support_count != 3, false); Vector3 circle_pos = supports[0]; @@ -89,8 +89,8 @@ bool CollisionSolver3DSW::solve_static_world_boundary(const Shape3DSW *p_shape_A return found; } -bool CollisionSolver3DSW::solve_separation_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) { - const SeparationRayShape3DSW *ray = static_cast<const SeparationRayShape3DSW *>(p_shape_A); +bool GodotCollisionSolver3D::solve_separation_ray(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin) { + const GodotSeparationRayShape3D *ray = static_cast<const GodotSeparationRayShape3D *>(p_shape_A); Vector3 from = p_transform_A.origin; Vector3 to = from + p_transform_A.basis.get_axis(2) * (ray->get_length() + p_margin); @@ -102,7 +102,7 @@ bool CollisionSolver3DSW::solve_separation_ray(const Shape3DSW *p_shape_A, const to = ai.xform(to); Vector3 p, n; - if (!p_shape_B->intersect_segment(from, to, p, n)) { + if (!p_shape_B->intersect_segment(from, to, p, n, true)) { return false; } @@ -134,13 +134,13 @@ bool CollisionSolver3DSW::solve_separation_ray(const Shape3DSW *p_shape_A, const struct _SoftBodyContactCollisionInfo { int node_index = 0; - CollisionSolver3DSW::CallbackResult result_callback = nullptr; + GodotCollisionSolver3D::CallbackResult result_callback = nullptr; void *userdata = nullptr; bool swap_result = false; int contact_count = 0; }; -void CollisionSolver3DSW::soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { +void GodotCollisionSolver3D::soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { _SoftBodyContactCollisionInfo &cinfo = *(_SoftBodyContactCollisionInfo *)(p_userdata); ++cinfo.contact_count; @@ -157,9 +157,9 @@ void CollisionSolver3DSW::soft_body_contact_callback(const Vector3 &p_point_A, i } struct _SoftBodyQueryInfo { - SoftBody3DSW *soft_body = nullptr; - const Shape3DSW *shape_A = nullptr; - const Shape3DSW *shape_B = nullptr; + GodotSoftBody3D *soft_body = nullptr; + const GodotShape3D *shape_A = nullptr; + const GodotShape3D *shape_B = nullptr; Transform3D transform_A; Transform3D node_transform; _SoftBodyContactCollisionInfo contact_info; @@ -169,7 +169,7 @@ struct _SoftBodyQueryInfo { #endif }; -bool CollisionSolver3DSW::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) { +bool GodotCollisionSolver3D::soft_body_query_callback(uint32_t p_node_index, void *p_userdata) { _SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata); Vector3 node_position = query_cinfo.soft_body->get_node_position(p_node_index); @@ -188,7 +188,7 @@ bool CollisionSolver3DSW::soft_body_query_callback(uint32_t p_node_index, void * return (collided && !query_cinfo.contact_info.result_callback); } -bool CollisionSolver3DSW::soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex) { +bool GodotCollisionSolver3D::soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex) { _SoftBodyQueryInfo &query_cinfo = *(_SoftBodyQueryInfo *)(p_userdata); query_cinfo.shape_A = p_convex; @@ -220,15 +220,15 @@ bool CollisionSolver3DSW::soft_body_concave_callback(void *p_userdata, Shape3DSW return (collided && !query_cinfo.contact_info.result_callback); } -bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) { - const SoftBodyShape3DSW *soft_body_shape_B = static_cast<const SoftBodyShape3DSW *>(p_shape_B); +bool GodotCollisionSolver3D::solve_soft_body(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result) { + const GodotSoftBodyShape3D *soft_body_shape_B = static_cast<const GodotSoftBodyShape3D *>(p_shape_B); - SoftBody3DSW *soft_body = soft_body_shape_B->get_soft_body(); + GodotSoftBody3D *soft_body = soft_body_shape_B->get_soft_body(); const Transform3D &world_to_local = soft_body->get_inv_transform(); const real_t collision_margin = soft_body->get_collision_margin(); - SphereShape3DSW sphere_shape; + GodotSphereShape3D sphere_shape; sphere_shape.set_data(collision_margin); _SoftBodyQueryInfo query_cinfo; @@ -243,7 +243,7 @@ bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Tran if (p_shape_A->is_concave()) { // In case of concave shape, query convex shapes first. - const ConcaveShape3DSW *concave_shape_A = static_cast<const ConcaveShape3DSW *>(p_shape_A); + const GodotConcaveShape3D *concave_shape_A = static_cast<const GodotConcaveShape3D *>(p_shape_A); AABB soft_body_aabb = soft_body->get_bounds(); soft_body_aabb.grow_by(collision_margin); @@ -264,7 +264,7 @@ bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Tran local_aabb.size[i] = smax - smin; } - concave_shape_A->cull(local_aabb, soft_body_concave_callback, &query_cinfo); + concave_shape_A->cull(local_aabb, soft_body_concave_callback, &query_cinfo, true); } else { AABB shape_aabb = p_transform_A.xform(p_shape_A->get_aabb()); shape_aabb.grow_by(collision_margin); @@ -277,9 +277,9 @@ bool CollisionSolver3DSW::solve_soft_body(const Shape3DSW *p_shape_A, const Tran struct _ConcaveCollisionInfo { const Transform3D *transform_A; - const Shape3DSW *shape_A; + const GodotShape3D *shape_A; const Transform3D *transform_B; - CollisionSolver3DSW::CallbackResult result_callback; + GodotCollisionSolver3D::CallbackResult result_callback; void *userdata; bool swap_result; bool collided; @@ -291,7 +291,7 @@ struct _ConcaveCollisionInfo { Vector3 close_A, close_B; }; -bool CollisionSolver3DSW::concave_callback(void *p_userdata, Shape3DSW *p_convex) { +bool GodotCollisionSolver3D::concave_callback(void *p_userdata, GodotShape3D *p_convex) { _ConcaveCollisionInfo &cinfo = *(_ConcaveCollisionInfo *)(p_userdata); cinfo.aabb_tests++; @@ -307,8 +307,8 @@ bool CollisionSolver3DSW::concave_callback(void *p_userdata, Shape3DSW *p_convex return !cinfo.result_callback; } -bool CollisionSolver3DSW::solve_concave(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A, real_t p_margin_B) { - const ConcaveShape3DSW *concave_B = static_cast<const ConcaveShape3DSW *>(p_shape_B); +bool GodotCollisionSolver3D::solve_concave(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A, real_t p_margin_B) { + const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B); _ConcaveCollisionInfo cinfo; cinfo.transform_A = &p_transform_A; @@ -346,12 +346,12 @@ bool CollisionSolver3DSW::solve_concave(const Shape3DSW *p_shape_A, const Transf local_aabb.size[i] = smax - smin; } - concave_B->cull(local_aabb, concave_callback, &cinfo); + concave_B->cull(local_aabb, concave_callback, &cinfo, false); return cinfo.collided; } -bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { +bool GodotCollisionSolver3D::solve_static(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis, real_t p_margin_A, real_t p_margin_B) { PhysicsServer3D::ShapeType type_A = p_shape_A->get_type(); PhysicsServer3D::ShapeType type_B = p_shape_B->get_type(); bool concave_A = p_shape_A->is_concave(); @@ -421,7 +421,7 @@ bool CollisionSolver3DSW::solve_static(const Shape3DSW *p_shape_A, const Transfo } } -bool CollisionSolver3DSW::concave_distance_callback(void *p_userdata, Shape3DSW *p_convex) { +bool GodotCollisionSolver3D::concave_distance_callback(void *p_userdata, GodotShape3D *p_convex) { _ConcaveCollisionInfo &cinfo = *(_ConcaveCollisionInfo *)(p_userdata); cinfo.aabb_tests++; @@ -443,8 +443,8 @@ bool CollisionSolver3DSW::concave_distance_callback(void *p_userdata, Shape3DSW return false; } -bool CollisionSolver3DSW::solve_distance_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) { - const WorldBoundaryShape3DSW *world_boundary = static_cast<const WorldBoundaryShape3DSW *>(p_shape_A); +bool GodotCollisionSolver3D::solve_distance_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B) { + const GodotWorldBoundaryShape3D *world_boundary = static_cast<const GodotWorldBoundaryShape3D *>(p_shape_A); if (p_shape_B->get_type() == PhysicsServer3D::SHAPE_WORLD_BOUNDARY) { return false; } @@ -453,11 +453,11 @@ bool CollisionSolver3DSW::solve_distance_world_boundary(const Shape3DSW *p_shape static const int max_supports = 16; Vector3 supports[max_supports]; int support_count; - Shape3DSW::FeatureType support_type; + GodotShape3D::FeatureType support_type; p_shape_B->get_supports(p_transform_B.basis.xform_inv(-p.normal).normalized(), max_supports, supports, support_count, support_type); - if (support_type == Shape3DSW::FEATURE_CIRCLE) { + if (support_type == GodotShape3D::FEATURE_CIRCLE) { ERR_FAIL_COND_V(support_count != 3, false); Vector3 circle_pos = supports[0]; @@ -495,7 +495,7 @@ bool CollisionSolver3DSW::solve_distance_world_boundary(const Shape3DSW *p_shape return collided; } -bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) { +bool GodotCollisionSolver3D::solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis) { if (p_shape_A->is_concave()) { return false; } @@ -512,7 +512,7 @@ bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Trans return false; } - const ConcaveShape3DSW *concave_B = static_cast<const ConcaveShape3DSW *>(p_shape_B); + const GodotConcaveShape3D *concave_B = static_cast<const GodotConcaveShape3D *>(p_shape_B); _ConcaveCollisionInfo cinfo; cinfo.transform_A = &p_transform_A; @@ -547,7 +547,7 @@ bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Trans real_t smin, smax; if (use_cc_hint) { - cc_hint_aabb.project_range_in_plane(Plane(axis, 0), smin, smax); + cc_hint_aabb.project_range_in_plane(Plane(axis), smin, smax); } else { p_shape_A->project_range(axis, rel_transform, smin, smax); } @@ -559,7 +559,7 @@ bool CollisionSolver3DSW::solve_distance(const Shape3DSW *p_shape_A, const Trans local_aabb.size[i] = smax - smin; } - concave_B->cull(local_aabb, concave_distance_callback, &cinfo); + concave_B->cull(local_aabb, concave_distance_callback, &cinfo, false); if (!cinfo.collided) { r_point_A = cinfo.close_A; r_point_B = cinfo.close_B; diff --git a/servers/physics_3d/collision_solver_3d_sw.h b/servers/physics_3d/godot_collision_solver_3d.h index 0a9ea7c0eb..a6a0ebfead 100644 --- a/servers/physics_3d/collision_solver_3d_sw.h +++ b/servers/physics_3d/godot_collision_solver_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_solver_3d_sw.h */ +/* godot_collision_solver_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,30 +28,30 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COLLISION_SOLVER_SW_H -#define COLLISION_SOLVER_SW_H +#ifndef GODOT_COLLISION_SOLVER_3D_H +#define GODOT_COLLISION_SOLVER_3D_H -#include "shape_3d_sw.h" +#include "godot_shape_3d.h" -class CollisionSolver3DSW { +class GodotCollisionSolver3D { public: typedef void (*CallbackResult)(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata); private: static bool soft_body_query_callback(uint32_t p_node_index, void *p_userdata); static void soft_body_contact_callback(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata); - static bool soft_body_concave_callback(void *p_userdata, Shape3DSW *p_convex); - static bool concave_callback(void *p_userdata, Shape3DSW *p_convex); - static bool solve_static_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result); - static bool solve_separation_ray(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0); - static bool solve_soft_body(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result); - static bool solve_concave(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0); - static bool concave_distance_callback(void *p_userdata, Shape3DSW *p_convex); - static bool solve_distance_world_boundary(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B); + static bool soft_body_concave_callback(void *p_userdata, GodotShape3D *p_convex); + static bool concave_callback(void *p_userdata, GodotShape3D *p_convex); + static bool solve_static_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result); + static bool solve_separation_ray(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin = 0); + static bool solve_soft_body(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result); + static bool solve_concave(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, bool p_swap_result, real_t p_margin_A = 0, real_t p_margin_B = 0); + static bool concave_distance_callback(void *p_userdata, GodotShape3D *p_convex); + static bool solve_distance_world_boundary(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B); public: - static bool solve_static(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); - static bool solve_distance(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis = nullptr); + static bool solve_static(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, CallbackResult p_result_callback, void *p_userdata, Vector3 *r_sep_axis = nullptr, real_t p_margin_A = 0, real_t p_margin_B = 0); + static bool solve_distance(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, Vector3 &r_point_A, Vector3 &r_point_B, const AABB &p_concave_hint, Vector3 *r_sep_axis = nullptr); }; -#endif // COLLISION_SOLVER__SW_H +#endif // GODOT_COLLISION_SOLVER_3D_H diff --git a/servers/physics_3d/collision_solver_3d_sat.cpp b/servers/physics_3d/godot_collision_solver_3d_sat.cpp index 76738bb746..82e04a7e31 100644 --- a/servers/physics_3d/collision_solver_3d_sat.cpp +++ b/servers/physics_3d/godot_collision_solver_3d_sat.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_solver_3d_sat.cpp */ +/* godot_collision_solver_3d_sat.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,13 +28,16 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "collision_solver_3d_sat.h" -#include "core/math/geometry_3d.h" +#include "godot_collision_solver_3d_sat.h" #include "gjk_epa.h" +#include "core/math/geometry_3d.h" + #define fallback_collision_solver gjk_epa_calculate_penetration +#define _BACKFACE_NORMAL_THRESHOLD -0.0002 + // Cylinder SAT analytic methods and face-circle contact points for cylinder-trimesh and cylinder-box collision are based on ODE colliders. /* @@ -65,7 +68,7 @@ *************************************************************************/ struct _CollectorCallback { - CollisionSolver3DSW::CallbackResult callback; + GodotCollisionSolver3D::CallbackResult callback; void *userdata = nullptr; bool swap = false; bool collided = false; @@ -183,7 +186,7 @@ static void _generate_contacts_edge_circle(const Vector3 *p_points_A, int p_poin real_t circle_B_radius = circle_B_line_1.length(); Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized(); - Plane circle_plane(circle_B_pos, circle_B_normal); + Plane circle_plane(circle_B_normal, circle_B_pos); static const int max_clip = 2; Vector3 contact_points[max_clip]; @@ -299,7 +302,7 @@ static void _generate_contacts_face_face(const Vector3 *p_points_A, int p_point_ Vector3 clip_normal = (edge0_B - edge1_B).cross(plane_B.normal).normalized(); // make a clip plane - Plane clip(edge0_B, clip_normal); + Plane clip(clip_normal, edge0_B); // avoid double clip if A is edge int dst_idx = 0; bool edge = clipbuf_len == 2; @@ -385,7 +388,7 @@ static void _generate_contacts_face_circle(const Vector3 *p_points_A, int p_poin // Clip face with circle plane. Vector3 circle_B_normal = circle_B_line_1.cross(circle_B_line_2).normalized(); - Plane circle_plane(circle_B_pos, circle_B_normal); + Plane circle_plane(circle_B_normal, circle_B_pos); static const int max_clip = 32; Vector3 contact_points[max_clip]; @@ -522,7 +525,7 @@ static void _generate_contacts_circle_circle(const Vector3 *p_points_A, int p_po } } - Plane circle_B_plane(circle_B_pos, circle_B_normal); + Plane circle_B_plane(circle_B_normal, circle_B_pos); // Generate contact points. for (int i = 0; i < num_points; i++) { @@ -539,7 +542,7 @@ static void _generate_contacts_circle_circle(const Vector3 *p_points_A, int p_po } } -static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_point_count_A, Shape3DSW::FeatureType p_feature_type_A, const Vector3 *p_points_B, int p_point_count_B, Shape3DSW::FeatureType p_feature_type_B, _CollectorCallback *p_callback) { +static void _generate_contacts_from_supports(const Vector3 *p_points_A, int p_point_count_A, GodotShape3D::FeatureType p_feature_type_A, const Vector3 *p_points_B, int p_point_count_B, GodotShape3D::FeatureType p_feature_type_B, _CollectorCallback *p_callback) { #ifdef DEBUG_ENABLED ERR_FAIL_COND(p_point_count_A < 1); ERR_FAIL_COND(p_point_count_B < 1); @@ -611,13 +614,14 @@ class SeparatorAxisTest { const Transform3D *transform_A = nullptr; const Transform3D *transform_B = nullptr; real_t best_depth = 1e15; - Vector3 best_axis; _CollectorCallback *callback = nullptr; real_t margin_A = 0.0; real_t margin_B = 0.0; Vector3 separator_axis; public: + Vector3 best_axis; + _FORCE_INLINE_ bool test_previous_axis() { if (callback && callback->prev_axis && *callback->prev_axis != Vector3()) { return test_axis(*callback->prev_axis); @@ -626,7 +630,7 @@ public: } } - _FORCE_INLINE_ bool test_axis(const Vector3 &p_axis, bool p_directional = false) { + _FORCE_INLINE_ bool test_axis(const Vector3 &p_axis) { Vector3 axis = p_axis; if (axis.is_equal_approx(Vector3())) { @@ -660,12 +664,7 @@ public: //use the smallest depth if (min_B < 0.0) { // could be +0.0, we don't want it to become -0.0 - if (p_directional) { - min_B = max_B; - axis = -axis; - } else { - min_B = -min_B; - } + min_B = -min_B; } if (max_B < min_B) { @@ -713,7 +712,7 @@ public: Vector3 supports_A[max_supports]; int support_count_A; - Shape3DSW::FeatureType support_type_A; + GodotShape3D::FeatureType support_type_A; shape_A->get_supports(transform_A->basis.xform_inv(-best_axis).normalized(), max_supports, supports_A, support_count_A, support_type_A); for (int i = 0; i < support_count_A; i++) { supports_A[i] = transform_A->xform(supports_A[i]); @@ -727,7 +726,7 @@ public: Vector3 supports_B[max_supports]; int support_count_B; - Shape3DSW::FeatureType support_type_B; + GodotShape3D::FeatureType support_type_B; shape_B->get_supports(transform_B->basis.xform_inv(best_axis).normalized(), max_supports, supports_B, support_count_B, support_type_B); for (int i = 0; i < support_count_B; i++) { supports_B[i] = transform_B->xform(supports_B[i]); @@ -761,14 +760,14 @@ public: /****** SAT TESTS *******/ -typedef void (*CollisionFunc)(const Shape3DSW *, const Transform3D &, const Shape3DSW *, const Transform3D &, _CollectorCallback *p_callback, real_t, real_t); +typedef void (*CollisionFunc)(const GodotShape3D *, const Transform3D &, const GodotShape3D *, const Transform3D &, _CollectorCallback *p_callback, real_t, real_t); template <bool withMargin> -static void _collision_sphere_sphere(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); - const SphereShape3DSW *sphere_B = static_cast<const SphereShape3DSW *>(p_b); +static void _collision_sphere_sphere(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); + const GodotSphereShape3D *sphere_B = static_cast<const GodotSphereShape3D *>(p_b); - SeparatorAxisTest<SphereShape3DSW, SphereShape3DSW, withMargin> separator(sphere_A, p_transform_a, sphere_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotSphereShape3D, GodotSphereShape3D, withMargin> separator(sphere_A, p_transform_a, sphere_B, p_transform_b, p_collector, p_margin_a, p_margin_b); // previous axis @@ -784,11 +783,11 @@ static void _collision_sphere_sphere(const Shape3DSW *p_a, const Transform3D &p_ } template <bool withMargin> -static void _collision_sphere_box(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); - const BoxShape3DSW *box_B = static_cast<const BoxShape3DSW *>(p_b); +static void _collision_sphere_box(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); + const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b); - SeparatorAxisTest<SphereShape3DSW, BoxShape3DSW, withMargin> separator(sphere_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotSphereShape3D, GodotBoxShape3D, withMargin> separator(sphere_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -835,11 +834,11 @@ static void _collision_sphere_box(const Shape3DSW *p_a, const Transform3D &p_tra } template <bool withMargin> -static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); - const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b); +static void _collision_sphere_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); + const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b); - SeparatorAxisTest<SphereShape3DSW, CapsuleShape3DSW, withMargin> separator(sphere_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotSphereShape3D, GodotCapsuleShape3D, withMargin> separator(sphere_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -877,11 +876,11 @@ static void _collision_sphere_capsule(const Shape3DSW *p_a, const Transform3D &p } template <bool withMargin> -static void _collision_sphere_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); - const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b); +static void _collision_sphere_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); + const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b); - SeparatorAxisTest<SphereShape3DSW, CylinderShape3DSW, withMargin> separator(sphere_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotSphereShape3D, GodotCylinderShape3D, withMargin> separator(sphere_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -936,11 +935,11 @@ static void _collision_sphere_cylinder(const Shape3DSW *p_a, const Transform3D & } template <bool withMargin> -static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); - const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b); +static void _collision_sphere_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); + const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b); - SeparatorAxisTest<SphereShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(sphere_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotSphereShape3D, GodotConvexPolygonShape3D, withMargin> separator(sphere_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -999,11 +998,11 @@ static void _collision_sphere_convex_polygon(const Shape3DSW *p_a, const Transfo } template <bool withMargin> -static void _collision_sphere_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const SphereShape3DSW *sphere_A = static_cast<const SphereShape3DSW *>(p_a); - const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b); +static void _collision_sphere_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotSphereShape3D *sphere_A = static_cast<const GodotSphereShape3D *>(p_a); + const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b); - SeparatorAxisTest<SphereShape3DSW, FaceShape3DSW, withMargin> separator(sphere_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotSphereShape3D, GodotFaceShape3D, withMargin> separator(sphere_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); Vector3 vertex[3] = { p_transform_b.xform(face_B->vertex[0]), @@ -1013,7 +1012,7 @@ static void _collision_sphere_face(const Shape3DSW *p_a, const Transform3D &p_tr Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized(); - if (!separator.test_axis(normal, !face_B->backface_collision)) { + if (!separator.test_axis(normal)) { return; } @@ -1040,15 +1039,26 @@ static void _collision_sphere_face(const Shape3DSW *p_a, const Transform3D &p_tr } } + if (!face_B->backface_collision) { + if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) { + if (face_B->invert_backface_collision) { + separator.best_axis = separator.best_axis.bounce(normal); + } else { + // Just ignore backface collision. + return; + } + } + } + separator.generate_contacts(); } template <bool withMargin> -static void _collision_box_box(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a); - const BoxShape3DSW *box_B = static_cast<const BoxShape3DSW *>(p_b); +static void _collision_box_box(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a); + const GodotBoxShape3D *box_B = static_cast<const GodotBoxShape3D *>(p_b); - SeparatorAxisTest<BoxShape3DSW, BoxShape3DSW, withMargin> separator(box_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotBoxShape3D, GodotBoxShape3D, withMargin> separator(box_A, p_transform_a, box_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -1142,11 +1152,11 @@ static void _collision_box_box(const Shape3DSW *p_a, const Transform3D &p_transf } template <bool withMargin> -static void _collision_box_capsule(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a); - const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b); +static void _collision_box_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a); + const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b); - SeparatorAxisTest<BoxShape3DSW, CapsuleShape3DSW, withMargin> separator(box_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotBoxShape3D, GodotCapsuleShape3D, withMargin> separator(box_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -1194,7 +1204,7 @@ static void _collision_box_capsule(const Shape3DSW *p_a, const Transform3D &p_tr } //Vector3 axis = (point - cyl_axis * cyl_axis.dot(point)).normalized(); - Vector3 axis = Plane(cyl_axis, 0).project(point).normalized(); + Vector3 axis = Plane(cyl_axis).project(point).normalized(); if (!separator.test_axis(axis)) { return; @@ -1240,11 +1250,11 @@ static void _collision_box_capsule(const Shape3DSW *p_a, const Transform3D &p_tr } template <bool withMargin> -static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a); - const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b); +static void _collision_box_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a); + const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b); - SeparatorAxisTest<BoxShape3DSW, CylinderShape3DSW, withMargin> separator(box_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotBoxShape3D, GodotCylinderShape3D, withMargin> separator(box_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -1303,7 +1313,7 @@ static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform3D &p_t // Points of A, cylinder lateral surface. for (int i = 0; i < 8; i++) { const Vector3 &point = vertices_A[i]; - Vector3 axis = Plane(cyl_axis, 0).project(point).normalized(); + Vector3 axis = Plane(cyl_axis).project(point).normalized(); if (!separator.test_axis(axis)) { return; @@ -1353,11 +1363,11 @@ static void _collision_box_cylinder(const Shape3DSW *p_a, const Transform3D &p_t } template <bool withMargin> -static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a); - const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b); +static void _collision_box_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a); + const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b); - SeparatorAxisTest<BoxShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(box_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotBoxShape3D, GodotConvexPolygonShape3D, withMargin> separator(box_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -1471,11 +1481,11 @@ static void _collision_box_convex_polygon(const Shape3DSW *p_a, const Transform3 } template <bool withMargin> -static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const BoxShape3DSW *box_A = static_cast<const BoxShape3DSW *>(p_a); - const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b); +static void _collision_box_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotBoxShape3D *box_A = static_cast<const GodotBoxShape3D *>(p_a); + const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b); - SeparatorAxisTest<BoxShape3DSW, FaceShape3DSW, withMargin> separator(box_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotBoxShape3D, GodotFaceShape3D, withMargin> separator(box_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); Vector3 vertex[3] = { p_transform_b.xform(face_B->vertex[0]), @@ -1485,7 +1495,7 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_trans Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized(); - if (!separator.test_axis(normal, !face_B->backface_collision)) { + if (!separator.test_axis(normal)) { return; } @@ -1590,15 +1600,26 @@ static void _collision_box_face(const Shape3DSW *p_a, const Transform3D &p_trans } } + if (!face_B->backface_collision) { + if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) { + if (face_B->invert_backface_collision) { + separator.best_axis = separator.best_axis.bounce(normal); + } else { + // Just ignore backface collision. + return; + } + } + } + separator.generate_contacts(); } template <bool withMargin> -static void _collision_capsule_capsule(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a); - const CapsuleShape3DSW *capsule_B = static_cast<const CapsuleShape3DSW *>(p_b); +static void _collision_capsule_capsule(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a); + const GodotCapsuleShape3D *capsule_B = static_cast<const GodotCapsuleShape3D *>(p_b); - SeparatorAxisTest<CapsuleShape3DSW, CapsuleShape3DSW, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotCapsuleShape3D, GodotCapsuleShape3D, withMargin> separator(capsule_A, p_transform_a, capsule_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -1658,11 +1679,11 @@ static void _collision_capsule_capsule(const Shape3DSW *p_a, const Transform3D & } template <bool withMargin> -static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a); - const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b); +static void _collision_capsule_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a); + const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b); - SeparatorAxisTest<CapsuleShape3DSW, CylinderShape3DSW, withMargin> separator(capsule_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotCapsuleShape3D, GodotCylinderShape3D, withMargin> separator(capsule_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -1709,7 +1730,7 @@ static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform3D return; } - CollisionSolver3DSW::CallbackResult callback = SeparatorAxisTest<CapsuleShape3DSW, CylinderShape3DSW, withMargin>::test_contact_points; + GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCapsuleShape3D, GodotCylinderShape3D, withMargin>::test_contact_points; // Fallback to generic algorithm to find the best separating axis. if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) { @@ -1720,11 +1741,11 @@ static void _collision_capsule_cylinder(const Shape3DSW *p_a, const Transform3D } template <bool withMargin> -static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a); - const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b); +static void _collision_capsule_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a); + const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b); - SeparatorAxisTest<CapsuleShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(capsule_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotCapsuleShape3D, GodotConvexPolygonShape3D, withMargin> separator(capsule_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -1787,11 +1808,11 @@ static void _collision_capsule_convex_polygon(const Shape3DSW *p_a, const Transf } template <bool withMargin> -static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const CapsuleShape3DSW *capsule_A = static_cast<const CapsuleShape3DSW *>(p_a); - const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b); +static void _collision_capsule_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotCapsuleShape3D *capsule_A = static_cast<const GodotCapsuleShape3D *>(p_a); + const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b); - SeparatorAxisTest<CapsuleShape3DSW, FaceShape3DSW, withMargin> separator(capsule_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotCapsuleShape3D, GodotFaceShape3D, withMargin> separator(capsule_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); Vector3 vertex[3] = { p_transform_b.xform(face_B->vertex[0]), @@ -1801,7 +1822,7 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_t Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized(); - if (!separator.test_axis(normal, !face_B->backface_collision)) { + if (!separator.test_axis(normal)) { return; } @@ -1857,15 +1878,26 @@ static void _collision_capsule_face(const Shape3DSW *p_a, const Transform3D &p_t } } + if (!face_B->backface_collision) { + if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) { + if (face_B->invert_backface_collision) { + separator.best_axis = separator.best_axis.bounce(normal); + } else { + // Just ignore backface collision. + return; + } + } + } + separator.generate_contacts(); } template <bool withMargin> -static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const CylinderShape3DSW *cylinder_A = static_cast<const CylinderShape3DSW *>(p_a); - const CylinderShape3DSW *cylinder_B = static_cast<const CylinderShape3DSW *>(p_b); +static void _collision_cylinder_cylinder(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a); + const GodotCylinderShape3D *cylinder_B = static_cast<const GodotCylinderShape3D *>(p_b); - SeparatorAxisTest<CylinderShape3DSW, CylinderShape3DSW, withMargin> separator(cylinder_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotCylinderShape3D, GodotCylinderShape3D, withMargin> separator(cylinder_A, p_transform_a, cylinder_B, p_transform_b, p_collector, p_margin_a, p_margin_b); Vector3 cylinder_A_axis = p_transform_a.basis.get_axis(1); Vector3 cylinder_B_axis = p_transform_b.basis.get_axis(1); @@ -1904,7 +1936,7 @@ static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform3D return; } - CollisionSolver3DSW::CallbackResult callback = SeparatorAxisTest<CylinderShape3DSW, CylinderShape3DSW, withMargin>::test_contact_points; + GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCylinderShape3D, GodotCylinderShape3D, withMargin>::test_contact_points; // Fallback to generic algorithm to find the best separating axis. if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) { @@ -1915,13 +1947,13 @@ static void _collision_cylinder_cylinder(const Shape3DSW *p_a, const Transform3D } template <bool withMargin> -static void _collision_cylinder_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const CylinderShape3DSW *cylinder_A = static_cast<const CylinderShape3DSW *>(p_a); - const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b); +static void _collision_cylinder_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a); + const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b); - SeparatorAxisTest<CylinderShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(cylinder_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotCylinderShape3D, GodotConvexPolygonShape3D, withMargin> separator(cylinder_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); - CollisionSolver3DSW::CallbackResult callback = SeparatorAxisTest<CylinderShape3DSW, ConvexPolygonShape3DSW, withMargin>::test_contact_points; + GodotCollisionSolver3D::CallbackResult callback = SeparatorAxisTest<GodotCylinderShape3D, GodotConvexPolygonShape3D, withMargin>::test_contact_points; // Fallback to generic algorithm to find the best separating axis. if (!fallback_collision_solver(p_a, p_transform_a, p_b, p_transform_b, callback, &separator, false, p_margin_a, p_margin_b)) { @@ -1932,11 +1964,11 @@ static void _collision_cylinder_convex_polygon(const Shape3DSW *p_a, const Trans } template <bool withMargin> -static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const CylinderShape3DSW *cylinder_A = static_cast<const CylinderShape3DSW *>(p_a); - const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b); +static void _collision_cylinder_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotCylinderShape3D *cylinder_A = static_cast<const GodotCylinderShape3D *>(p_a); + const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b); - SeparatorAxisTest<CylinderShape3DSW, FaceShape3DSW, withMargin> separator(cylinder_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotCylinderShape3D, GodotFaceShape3D, withMargin> separator(cylinder_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -1951,7 +1983,7 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_ Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized(); // Face B normal. - if (!separator.test_axis(normal, !face_B->backface_collision)) { + if (!separator.test_axis(normal)) { return; } @@ -1985,7 +2017,7 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_ // Points of B, cylinder lateral surface. for (int i = 0; i < 3; i++) { const Vector3 &point = vertex[i]; - Vector3 axis = Plane(cyl_axis, 0).project(point).normalized(); + Vector3 axis = Plane(cyl_axis).project(point).normalized(); if (axis.dot(normal) < 0.0) { axis *= -1.0; } @@ -2033,15 +2065,26 @@ static void _collision_cylinder_face(const Shape3DSW *p_a, const Transform3D &p_ } } + if (!face_B->backface_collision) { + if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) { + if (face_B->invert_backface_collision) { + separator.best_axis = separator.best_axis.bounce(normal); + } else { + // Just ignore backface collision. + return; + } + } + } + separator.generate_contacts(); } template <bool withMargin> -static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const ConvexPolygonShape3DSW *convex_polygon_A = static_cast<const ConvexPolygonShape3DSW *>(p_a); - const ConvexPolygonShape3DSW *convex_polygon_B = static_cast<const ConvexPolygonShape3DSW *>(p_b); +static void _collision_convex_polygon_convex_polygon(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a); + const GodotConvexPolygonShape3D *convex_polygon_B = static_cast<const GodotConvexPolygonShape3D *>(p_b); - SeparatorAxisTest<ConvexPolygonShape3DSW, ConvexPolygonShape3DSW, withMargin> separator(convex_polygon_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotConvexPolygonShape3D, GodotConvexPolygonShape3D, withMargin> separator(convex_polygon_A, p_transform_a, convex_polygon_B, p_transform_b, p_collector, p_margin_a, p_margin_b); if (!separator.test_previous_axis()) { return; @@ -2150,11 +2193,11 @@ static void _collision_convex_polygon_convex_polygon(const Shape3DSW *p_a, const } template <bool withMargin> -static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform3D &p_transform_a, const Shape3DSW *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { - const ConvexPolygonShape3DSW *convex_polygon_A = static_cast<const ConvexPolygonShape3DSW *>(p_a); - const FaceShape3DSW *face_B = static_cast<const FaceShape3DSW *>(p_b); +static void _collision_convex_polygon_face(const GodotShape3D *p_a, const Transform3D &p_transform_a, const GodotShape3D *p_b, const Transform3D &p_transform_b, _CollectorCallback *p_collector, real_t p_margin_a, real_t p_margin_b) { + const GodotConvexPolygonShape3D *convex_polygon_A = static_cast<const GodotConvexPolygonShape3D *>(p_a); + const GodotFaceShape3D *face_B = static_cast<const GodotFaceShape3D *>(p_b); - SeparatorAxisTest<ConvexPolygonShape3DSW, FaceShape3DSW, withMargin> separator(convex_polygon_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); + SeparatorAxisTest<GodotConvexPolygonShape3D, GodotFaceShape3D, withMargin> separator(convex_polygon_A, p_transform_a, face_B, p_transform_b, p_collector, p_margin_a, p_margin_b); const Geometry3D::MeshData &mesh = convex_polygon_A->get_mesh(); @@ -2173,7 +2216,7 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform Vector3 normal = (vertex[0] - vertex[2]).cross(vertex[0] - vertex[1]).normalized(); - if (!separator.test_axis(normal, !face_B->backface_collision)) { + if (!separator.test_axis(normal)) { return; } @@ -2265,10 +2308,21 @@ static void _collision_convex_polygon_face(const Shape3DSW *p_a, const Transform } } + if (!face_B->backface_collision) { + if (separator.best_axis.dot(normal) < _BACKFACE_NORMAL_THRESHOLD) { + if (face_B->invert_backface_collision) { + separator.best_axis = separator.best_axis.bounce(normal); + } else { + // Just ignore backface collision. + return; + } + } + } + separator.generate_contacts(); } -bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) { +bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap, Vector3 *r_prev_axis, real_t p_margin_a, real_t p_margin_b) { PhysicsServer3D::ShapeType type_A = p_shape_A->get_type(); ERR_FAIL_COND_V(type_A == PhysicsServer3D::SHAPE_WORLD_BOUNDARY, false); @@ -2366,8 +2420,8 @@ bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_ callback.collided = false; callback.prev_axis = r_prev_axis; - const Shape3DSW *A = p_shape_A; - const Shape3DSW *B = p_shape_B; + const GodotShape3D *A = p_shape_A; + const GodotShape3D *B = p_shape_B; const Transform3D *transform_A = &p_transform_A; const Transform3D *transform_B = &p_transform_B; real_t margin_A = p_margin_a; diff --git a/servers/physics_3d/collision_solver_3d_sat.h b/servers/physics_3d/godot_collision_solver_3d_sat.h index e50da7b101..3eb7aa4c9e 100644 --- a/servers/physics_3d/collision_solver_3d_sat.h +++ b/servers/physics_3d/godot_collision_solver_3d_sat.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* collision_solver_3d_sat.h */ +/* godot_collision_solver_3d_sat.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef COLLISION_SOLVER_SAT_H -#define COLLISION_SOLVER_SAT_H +#ifndef GODOT_COLLISION_SOLVER_SAT_H +#define GODOT_COLLISION_SOLVER_SAT_H -#include "collision_solver_3d_sw.h" +#include "godot_collision_solver_3d.h" -bool sat_calculate_penetration(const Shape3DSW *p_shape_A, const Transform3D &p_transform_A, const Shape3DSW *p_shape_B, const Transform3D &p_transform_B, CollisionSolver3DSW::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector3 *r_prev_axis = nullptr, real_t p_margin_a = 0, real_t p_margin_b = 0); +bool sat_calculate_penetration(const GodotShape3D *p_shape_A, const Transform3D &p_transform_A, const GodotShape3D *p_shape_B, const Transform3D &p_transform_B, GodotCollisionSolver3D::CallbackResult p_result_callback, void *p_userdata, bool p_swap = false, Vector3 *r_prev_axis = nullptr, real_t p_margin_a = 0, real_t p_margin_b = 0); -#endif // COLLISION_SOLVER_SAT_H +#endif // GODOT_COLLISION_SOLVER_SAT_H diff --git a/servers/physics_3d/constraint_3d_sw.h b/servers/physics_3d/godot_constraint_3d.h index 7b44726ef5..217955047f 100644 --- a/servers/physics_3d/constraint_3d_sw.h +++ b/servers/physics_3d/godot_constraint_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* constraint_3d_sw.h */ +/* godot_constraint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,14 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef CONSTRAINT_SW_H -#define CONSTRAINT_SW_H +#ifndef GODOT_CONSTRAINT_3D_H +#define GODOT_CONSTRAINT_3D_H -class Body3DSW; -class SoftBody3DSW; +class GodotBody3D; +class GodotSoftBody3D; -class Constraint3DSW { - Body3DSW **_body_ptr; +class GodotConstraint3D { + GodotBody3D **_body_ptr; int _body_count; uint64_t island_step; int priority; @@ -44,7 +44,7 @@ class Constraint3DSW { RID self; protected: - Constraint3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) { + GodotConstraint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) { _body_ptr = p_body_ptr; _body_count = p_body_count; island_step = 0; @@ -59,10 +59,10 @@ public: _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } - _FORCE_INLINE_ Body3DSW **get_body_ptr() const { return _body_ptr; } + _FORCE_INLINE_ GodotBody3D **get_body_ptr() const { return _body_ptr; } _FORCE_INLINE_ int get_body_count() const { return _body_count; } - virtual SoftBody3DSW *get_soft_body_ptr(int p_index) const { return nullptr; } + virtual GodotSoftBody3D *get_soft_body_ptr(int p_index) const { return nullptr; } virtual int get_soft_body_count() const { return 0; } _FORCE_INLINE_ void set_priority(int p_priority) { priority = p_priority; } @@ -75,7 +75,7 @@ public: virtual bool pre_solve(real_t p_step) = 0; virtual void solve(real_t p_step) = 0; - virtual ~Constraint3DSW() {} + virtual ~GodotConstraint3D() {} }; -#endif // CONSTRAINT__SW_H +#endif // GODOT_CONSTRAINT_3D_H diff --git a/servers/physics_3d/joints_3d_sw.h b/servers/physics_3d/godot_joint_3d.h index e2514674ea..d4b719fc5e 100644 --- a/servers/physics_3d/joints_3d_sw.h +++ b/servers/physics_3d/godot_joint_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* joints_3d_sw.h */ +/* godot_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,13 +28,13 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef JOINTS_SW_H -#define JOINTS_SW_H +#ifndef GODOT_JOINT_3D_H +#define GODOT_JOINT_3D_H -#include "body_3d_sw.h" -#include "constraint_3d_sw.h" +#include "godot_body_3d.h" +#include "godot_constraint_3d.h" -class Joint3DSW : public Constraint3DSW { +class GodotJoint3D : public GodotConstraint3D { protected: bool dynamic_A = false; bool dynamic_B = false; @@ -44,20 +44,20 @@ public: virtual bool pre_solve(real_t p_step) override { return true; } virtual void solve(real_t p_step) override {} - void copy_settings_from(Joint3DSW *p_joint) { + void copy_settings_from(GodotJoint3D *p_joint) { set_self(p_joint->get_self()); set_priority(p_joint->get_priority()); disable_collisions_between_bodies(p_joint->is_disabled_collisions_between_bodies()); } virtual PhysicsServer3D::JointType get_type() const { return PhysicsServer3D::JOINT_TYPE_MAX; } - _FORCE_INLINE_ Joint3DSW(Body3DSW **p_body_ptr = nullptr, int p_body_count = 0) : - Constraint3DSW(p_body_ptr, p_body_count) { + _FORCE_INLINE_ GodotJoint3D(GodotBody3D **p_body_ptr = nullptr, int p_body_count = 0) : + GodotConstraint3D(p_body_ptr, p_body_count) { } - virtual ~Joint3DSW() { + virtual ~GodotJoint3D() { for (int i = 0; i < get_body_count(); i++) { - Body3DSW *body = get_body_ptr()[i]; + GodotBody3D *body = get_body_ptr()[i]; if (body) { body->remove_constraint(this); } @@ -65,4 +65,4 @@ public: } }; -#endif // JOINTS_SW_H +#endif // GODOT_JOINT_3D_H diff --git a/servers/physics_3d/godot_physics_server_3d.cpp b/servers/physics_3d/godot_physics_server_3d.cpp new file mode 100644 index 0000000000..4e1680e6ac --- /dev/null +++ b/servers/physics_3d/godot_physics_server_3d.cpp @@ -0,0 +1,1763 @@ +/*************************************************************************/ +/* godot_physics_server_3d.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "godot_physics_server_3d.h" + +#include "godot_body_direct_state_3d.h" +#include "godot_broad_phase_3d_bvh.h" +#include "joints/godot_cone_twist_joint_3d.h" +#include "joints/godot_generic_6dof_joint_3d.h" +#include "joints/godot_hinge_joint_3d.h" +#include "joints/godot_pin_joint_3d.h" +#include "joints/godot_slider_joint_3d.h" + +#include "core/debugger/engine_debugger.h" +#include "core/os/os.h" + +#define FLUSH_QUERY_CHECK(m_object) \ + ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead."); + +RID GodotPhysicsServer3D::world_boundary_shape_create() { + GodotShape3D *shape = memnew(GodotWorldBoundaryShape3D); + RID rid = shape_owner.make_rid(shape); + shape->set_self(rid); + return rid; +} +RID GodotPhysicsServer3D::separation_ray_shape_create() { + GodotShape3D *shape = memnew(GodotSeparationRayShape3D); + RID rid = shape_owner.make_rid(shape); + shape->set_self(rid); + return rid; +} +RID GodotPhysicsServer3D::sphere_shape_create() { + GodotShape3D *shape = memnew(GodotSphereShape3D); + RID rid = shape_owner.make_rid(shape); + shape->set_self(rid); + return rid; +} +RID GodotPhysicsServer3D::box_shape_create() { + GodotShape3D *shape = memnew(GodotBoxShape3D); + RID rid = shape_owner.make_rid(shape); + shape->set_self(rid); + return rid; +} +RID GodotPhysicsServer3D::capsule_shape_create() { + GodotShape3D *shape = memnew(GodotCapsuleShape3D); + RID rid = shape_owner.make_rid(shape); + shape->set_self(rid); + return rid; +} +RID GodotPhysicsServer3D::cylinder_shape_create() { + GodotShape3D *shape = memnew(GodotCylinderShape3D); + RID rid = shape_owner.make_rid(shape); + shape->set_self(rid); + return rid; +} +RID GodotPhysicsServer3D::convex_polygon_shape_create() { + GodotShape3D *shape = memnew(GodotConvexPolygonShape3D); + RID rid = shape_owner.make_rid(shape); + shape->set_self(rid); + return rid; +} +RID GodotPhysicsServer3D::concave_polygon_shape_create() { + GodotShape3D *shape = memnew(GodotConcavePolygonShape3D); + RID rid = shape_owner.make_rid(shape); + shape->set_self(rid); + return rid; +} +RID GodotPhysicsServer3D::heightmap_shape_create() { + GodotShape3D *shape = memnew(GodotHeightMapShape3D); + RID rid = shape_owner.make_rid(shape); + shape->set_self(rid); + return rid; +} +RID GodotPhysicsServer3D::custom_shape_create() { + ERR_FAIL_V(RID()); +} + +void GodotPhysicsServer3D::shape_set_data(RID p_shape, const Variant &p_data) { + GodotShape3D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + shape->set_data(p_data); +}; + +void GodotPhysicsServer3D::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) { + GodotShape3D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + shape->set_custom_bias(p_bias); +} + +PhysicsServer3D::ShapeType GodotPhysicsServer3D::shape_get_type(RID p_shape) const { + const GodotShape3D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM); + return shape->get_type(); +}; + +Variant GodotPhysicsServer3D::shape_get_data(RID p_shape) const { + const GodotShape3D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND_V(!shape, Variant()); + ERR_FAIL_COND_V(!shape->is_configured(), Variant()); + return shape->get_data(); +}; + +void GodotPhysicsServer3D::shape_set_margin(RID p_shape, real_t p_margin) { +} + +real_t GodotPhysicsServer3D::shape_get_margin(RID p_shape) const { + return 0.0; +} + +real_t GodotPhysicsServer3D::shape_get_custom_solver_bias(RID p_shape) const { + const GodotShape3D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND_V(!shape, 0); + return shape->get_custom_bias(); +} + +RID GodotPhysicsServer3D::space_create() { + GodotSpace3D *space = memnew(GodotSpace3D); + RID id = space_owner.make_rid(space); + space->set_self(id); + RID area_id = area_create(); + GodotArea3D *area = area_owner.get_or_null(area_id); + ERR_FAIL_COND_V(!area, RID()); + space->set_default_area(area); + area->set_space(space); + area->set_priority(-1); + RID sgb = body_create(); + body_set_space(sgb, id); + body_set_mode(sgb, BODY_MODE_STATIC); + space->set_static_global_body(sgb); + + return id; +}; + +void GodotPhysicsServer3D::space_set_active(RID p_space, bool p_active) { + GodotSpace3D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + if (p_active) { + active_spaces.insert(space); + } else { + active_spaces.erase(space); + } +} + +bool GodotPhysicsServer3D::space_is_active(RID p_space) const { + const GodotSpace3D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, false); + + return active_spaces.has(space); +} + +void GodotPhysicsServer3D::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) { + GodotSpace3D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + + space->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer3D::space_get_param(RID p_space, SpaceParameter p_param) const { + const GodotSpace3D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, 0); + return space->get_param(p_param); +} + +PhysicsDirectSpaceState3D *GodotPhysicsServer3D::space_get_direct_state(RID p_space) { + GodotSpace3D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, nullptr); + ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification."); + + return space->get_direct_state(); +} + +void GodotPhysicsServer3D::space_set_debug_contacts(RID p_space, int p_max_contacts) { + GodotSpace3D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + space->set_debug_contacts(p_max_contacts); +} + +Vector<Vector3> GodotPhysicsServer3D::space_get_contacts(RID p_space) const { + GodotSpace3D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, Vector<Vector3>()); + return space->get_debug_contacts(); +} + +int GodotPhysicsServer3D::space_get_contact_count(RID p_space) const { + GodotSpace3D *space = space_owner.get_or_null(p_space); + ERR_FAIL_COND_V(!space, 0); + return space->get_debug_contact_count(); +} + +RID GodotPhysicsServer3D::area_create() { + GodotArea3D *area = memnew(GodotArea3D); + RID rid = area_owner.make_rid(area); + area->set_self(rid); + return rid; +} + +void GodotPhysicsServer3D::area_set_space(RID p_area, RID p_space) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + GodotSpace3D *space = nullptr; + if (p_space.is_valid()) { + space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + } + + if (area->get_space() == space) { + return; //pointless + } + + area->clear_constraints(); + area->set_space(space); +} + +RID GodotPhysicsServer3D::area_get_space(RID p_area) const { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, RID()); + + GodotSpace3D *space = area->get_space(); + if (!space) { + return RID(); + } + return space->get_self(); +} + +void GodotPhysicsServer3D::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + GodotShape3D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + + area->add_shape(shape, p_transform, p_disabled); +} + +void GodotPhysicsServer3D::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + GodotShape3D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + ERR_FAIL_COND(!shape->is_configured()); + + area->set_shape(p_shape_idx, shape); +} + +void GodotPhysicsServer3D::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_shape_transform(p_shape_idx, p_transform); +} + +int GodotPhysicsServer3D::area_get_shape_count(RID p_area) const { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, -1); + + return area->get_shape_count(); +} + +RID GodotPhysicsServer3D::area_get_shape(RID p_area, int p_shape_idx) const { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, RID()); + + GodotShape3D *shape = area->get_shape(p_shape_idx); + ERR_FAIL_COND_V(!shape, RID()); + + return shape->get_self(); +} + +Transform3D GodotPhysicsServer3D::area_get_shape_transform(RID p_area, int p_shape_idx) const { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, Transform3D()); + + return area->get_shape_transform(p_shape_idx); +} + +void GodotPhysicsServer3D::area_remove_shape(RID p_area, int p_shape_idx) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->remove_shape(p_shape_idx); +} + +void GodotPhysicsServer3D::area_clear_shapes(RID p_area) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + while (area->get_shape_count()) { + area->remove_shape(0); + } +} + +void GodotPhysicsServer3D::area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + ERR_FAIL_INDEX(p_shape_idx, area->get_shape_count()); + FLUSH_QUERY_CHECK(area); + area->set_shape_disabled(p_shape_idx, p_disabled); +} + +void GodotPhysicsServer3D::area_attach_object_instance_id(RID p_area, ObjectID p_id) { + if (space_owner.owns(p_area)) { + GodotSpace3D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_instance_id(p_id); +} + +ObjectID GodotPhysicsServer3D::area_get_object_instance_id(RID p_area) const { + if (space_owner.owns(p_area)) { + GodotSpace3D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, ObjectID()); + return area->get_instance_id(); +} + +void GodotPhysicsServer3D::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) { + if (space_owner.owns(p_area)) { + GodotSpace3D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_param(p_param, p_value); +}; + +void GodotPhysicsServer3D::area_set_transform(RID p_area, const Transform3D &p_transform) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + area->set_transform(p_transform); +}; + +Variant GodotPhysicsServer3D::area_get_param(RID p_area, AreaParameter p_param) const { + if (space_owner.owns(p_area)) { + GodotSpace3D *space = space_owner.get_or_null(p_area); + p_area = space->get_default_area()->get_self(); + } + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, Variant()); + + return area->get_param(p_param); +}; + +Transform3D GodotPhysicsServer3D::area_get_transform(RID p_area) const { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND_V(!area, Transform3D()); + + return area->get_transform(); +}; + +void GodotPhysicsServer3D::area_set_collision_layer(RID p_area, uint32_t p_layer) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_collision_layer(p_layer); +} + +void GodotPhysicsServer3D::area_set_collision_mask(RID p_area, uint32_t p_mask) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_collision_mask(p_mask); +} + +void GodotPhysicsServer3D::area_set_monitorable(RID p_area, bool p_monitorable) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + FLUSH_QUERY_CHECK(area); + + area->set_monitorable(p_monitorable); +} + +void GodotPhysicsServer3D::area_set_monitor_callback(RID p_area, const Callable &p_callback) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); +} + +void GodotPhysicsServer3D::area_set_ray_pickable(RID p_area, bool p_enable) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_ray_pickable(p_enable); +} + +void GodotPhysicsServer3D::area_set_area_monitor_callback(RID p_area, const Callable &p_callback) { + GodotArea3D *area = area_owner.get_or_null(p_area); + ERR_FAIL_COND(!area); + + area->set_area_monitor_callback(p_callback.is_valid() ? p_callback : Callable()); +} + +/* BODY API */ + +RID GodotPhysicsServer3D::body_create() { + GodotBody3D *body = memnew(GodotBody3D); + RID rid = body_owner.make_rid(body); + body->set_self(rid); + return rid; +}; + +void GodotPhysicsServer3D::body_set_space(RID p_body, RID p_space) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + GodotSpace3D *space = nullptr; + if (p_space.is_valid()) { + space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + } + + if (body->get_space() == space) { + return; //pointless + } + + body->clear_constraint_map(); + body->set_space(space); +}; + +RID GodotPhysicsServer3D::body_get_space(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, RID()); + + GodotSpace3D *space = body->get_space(); + if (!space) { + return RID(); + } + return space->get_self(); +}; + +void GodotPhysicsServer3D::body_set_mode(RID p_body, BodyMode p_mode) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_mode(p_mode); +}; + +PhysicsServer3D::BodyMode GodotPhysicsServer3D::body_get_mode(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, BODY_MODE_STATIC); + + return body->get_mode(); +}; + +void GodotPhysicsServer3D::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + GodotShape3D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + + body->add_shape(shape, p_transform, p_disabled); +} + +void GodotPhysicsServer3D::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + GodotShape3D *shape = shape_owner.get_or_null(p_shape); + ERR_FAIL_COND(!shape); + ERR_FAIL_COND(!shape->is_configured()); + + body->set_shape(p_shape_idx, shape); +} +void GodotPhysicsServer3D::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_shape_transform(p_shape_idx, p_transform); +} + +int GodotPhysicsServer3D::body_get_shape_count(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, -1); + + return body->get_shape_count(); +} + +RID GodotPhysicsServer3D::body_get_shape(RID p_body, int p_shape_idx) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, RID()); + + GodotShape3D *shape = body->get_shape(p_shape_idx); + ERR_FAIL_COND_V(!shape, RID()); + + return shape->get_self(); +} + +void GodotPhysicsServer3D::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); + FLUSH_QUERY_CHECK(body); + + body->set_shape_disabled(p_shape_idx, p_disabled); +} + +Transform3D GodotPhysicsServer3D::body_get_shape_transform(RID p_body, int p_shape_idx) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Transform3D()); + + return body->get_shape_transform(p_shape_idx); +} + +void GodotPhysicsServer3D::body_remove_shape(RID p_body, int p_shape_idx) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->remove_shape(p_shape_idx); +} + +void GodotPhysicsServer3D::body_clear_shapes(RID p_body) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + while (body->get_shape_count()) { + body->remove_shape(0); + } +} + +void GodotPhysicsServer3D::body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_continuous_collision_detection(p_enable); +} + +bool GodotPhysicsServer3D::body_is_continuous_collision_detection_enabled(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, false); + + return body->is_continuous_collision_detection_enabled(); +} + +void GodotPhysicsServer3D::body_set_collision_layer(RID p_body, uint32_t p_layer) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_collision_layer(p_layer); +} + +uint32_t GodotPhysicsServer3D::body_get_collision_layer(RID p_body) const { + const GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_collision_layer(); +} + +void GodotPhysicsServer3D::body_set_collision_mask(RID p_body, uint32_t p_mask) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_collision_mask(p_mask); +} + +uint32_t GodotPhysicsServer3D::body_get_collision_mask(RID p_body) const { + const GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_collision_mask(); +} + +void GodotPhysicsServer3D::body_attach_object_instance_id(RID p_body, ObjectID p_id) { + GodotBody3D *body = body_owner.get_or_null(p_body); + if (body) { + body->set_instance_id(p_id); + return; + } + + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + if (soft_body) { + soft_body->set_instance_id(p_id); + return; + } + + ERR_FAIL_MSG("Invalid ID."); +} + +ObjectID GodotPhysicsServer3D::body_get_object_instance_id(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, ObjectID()); + + return body->get_instance_id(); +} + +void GodotPhysicsServer3D::body_set_user_flags(RID p_body, uint32_t p_flags) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); +} + +uint32_t GodotPhysicsServer3D::body_get_user_flags(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return 0; +} + +void GodotPhysicsServer3D::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_param(p_param, p_value); +} + +Variant GodotPhysicsServer3D::body_get_param(RID p_body, BodyParameter p_param) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + + return body->get_param(p_param); +} + +void GodotPhysicsServer3D::body_reset_mass_properties(RID p_body) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + return body->reset_mass_properties(); +} + +void GodotPhysicsServer3D::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_state(p_state, p_variant); +} + +Variant GodotPhysicsServer3D::body_get_state(RID p_body, BodyState p_state) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Variant()); + + return body->get_state(p_state); +} + +void GodotPhysicsServer3D::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + _update_shapes(); + + body->apply_central_impulse(p_impulse); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + _update_shapes(); + + body->apply_impulse(p_impulse, p_position); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + _update_shapes(); + + body->apply_torque_impulse(p_impulse); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_apply_central_force(RID p_body, const Vector3 &p_force) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->apply_central_force(p_force); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->apply_force(p_force, p_position); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_apply_torque(RID p_body, const Vector3 &p_torque) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->apply_torque(p_torque); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_add_constant_central_force(RID p_body, const Vector3 &p_force) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_constant_central_force(p_force); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_constant_force(p_force, p_position); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_add_constant_torque(RID p_body, const Vector3 &p_torque) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_constant_torque(p_torque); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_set_constant_force(RID p_body, const Vector3 &p_force) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_constant_force(p_force); + if (!p_force.is_equal_approx(Vector3())) { + body->wakeup(); + } +} + +Vector3 GodotPhysicsServer3D::body_get_constant_force(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Vector3()); + return body->get_constant_force(); +} + +void GodotPhysicsServer3D::body_set_constant_torque(RID p_body, const Vector3 &p_torque) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_constant_torque(p_torque); + if (!p_torque.is_equal_approx(Vector3())) { + body->wakeup(); + } +} + +Vector3 GodotPhysicsServer3D::body_get_constant_torque(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, Vector3()); + + return body->get_constant_torque(); +} + +void GodotPhysicsServer3D::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + _update_shapes(); + + Vector3 v = body->get_linear_velocity(); + Vector3 axis = p_axis_velocity.normalized(); + v -= axis * axis.dot(v); + v += p_axis_velocity; + body->set_linear_velocity(v); + body->wakeup(); +} + +void GodotPhysicsServer3D::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_axis_lock(p_axis, p_lock); + body->wakeup(); +} + +bool GodotPhysicsServer3D::body_is_axis_locked(RID p_body, BodyAxis p_axis) const { + const GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + return body->is_axis_locked(p_axis); +} + +void GodotPhysicsServer3D::body_add_collision_exception(RID p_body, RID p_body_b) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->add_exception(p_body_b); + body->wakeup(); +}; + +void GodotPhysicsServer3D::body_remove_collision_exception(RID p_body, RID p_body_b) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->remove_exception(p_body_b); + body->wakeup(); +}; + +void GodotPhysicsServer3D::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + for (int i = 0; i < body->get_exceptions().size(); i++) { + p_exceptions->push_back(body->get_exceptions()[i]); + } +}; + +void GodotPhysicsServer3D::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); +}; + +real_t GodotPhysicsServer3D::body_get_contacts_reported_depth_threshold(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, 0); + return 0; +}; + +void GodotPhysicsServer3D::body_set_omit_force_integration(RID p_body, bool p_omit) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + + body->set_omit_force_integration(p_omit); +}; + +bool GodotPhysicsServer3D::body_is_omitting_force_integration(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, false); + return body->get_omit_force_integration(); +}; + +void GodotPhysicsServer3D::body_set_max_contacts_reported(RID p_body, int p_contacts) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_max_contacts_reported(p_contacts); +} + +int GodotPhysicsServer3D::body_get_max_contacts_reported(RID p_body) const { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, -1); + return body->get_max_contacts_reported(); +} + +void GodotPhysicsServer3D::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_state_sync_callback(p_instance, p_callback); +} + +void GodotPhysicsServer3D::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_force_integration_callback(p_callable, p_udata); +} + +void GodotPhysicsServer3D::body_set_ray_pickable(RID p_body, bool p_enable) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND(!body); + body->set_ray_pickable(p_enable); +} + +bool GodotPhysicsServer3D::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) { + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!body, false); + ERR_FAIL_COND_V(!body->get_space(), false); + ERR_FAIL_COND_V(body->get_space()->is_locked(), false); + + _update_shapes(); + + return body->get_space()->test_body_motion(body, p_parameters, r_result); +} + +PhysicsDirectBodyState3D *GodotPhysicsServer3D::body_get_direct_state(RID p_body) { + ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); + + if (!body_owner.owns(p_body)) { + return nullptr; + } + + GodotBody3D *body = body_owner.get_or_null(p_body); + ERR_FAIL_NULL_V(body, nullptr); + + if (!body->get_space()) { + return nullptr; + } + + ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); + + return body->get_direct_state(); +} + +/* SOFT BODY */ + +RID GodotPhysicsServer3D::soft_body_create() { + GodotSoftBody3D *soft_body = memnew(GodotSoftBody3D); + RID rid = soft_body_owner.make_rid(soft_body); + soft_body->set_self(rid); + return rid; +} + +void GodotPhysicsServer3D::soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->update_rendering_server(p_rendering_server_handler); +} + +void GodotPhysicsServer3D::soft_body_set_space(RID p_body, RID p_space) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + GodotSpace3D *space = nullptr; + if (p_space.is_valid()) { + space = space_owner.get_or_null(p_space); + ERR_FAIL_COND(!space); + } + + if (soft_body->get_space() == space) { + return; + } + + soft_body->set_space(space); +} + +RID GodotPhysicsServer3D::soft_body_get_space(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, RID()); + + GodotSpace3D *space = soft_body->get_space(); + if (!space) { + return RID(); + } + return space->get_self(); +} + +void GodotPhysicsServer3D::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_collision_layer(p_layer); +} + +uint32_t GodotPhysicsServer3D::soft_body_get_collision_layer(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, 0); + + return soft_body->get_collision_layer(); +} + +void GodotPhysicsServer3D::soft_body_set_collision_mask(RID p_body, uint32_t p_mask) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_collision_mask(p_mask); +} + +uint32_t GodotPhysicsServer3D::soft_body_get_collision_mask(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, 0); + + return soft_body->get_collision_mask(); +} + +void GodotPhysicsServer3D::soft_body_add_collision_exception(RID p_body, RID p_body_b) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->add_exception(p_body_b); +} + +void GodotPhysicsServer3D::soft_body_remove_collision_exception(RID p_body, RID p_body_b) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->remove_exception(p_body_b); +} + +void GodotPhysicsServer3D::soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + for (int i = 0; i < soft_body->get_exceptions().size(); i++) { + p_exceptions->push_back(soft_body->get_exceptions()[i]); + } +} + +void GodotPhysicsServer3D::soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_state(p_state, p_variant); +} + +Variant GodotPhysicsServer3D::soft_body_get_state(RID p_body, BodyState p_state) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, Variant()); + + return soft_body->get_state(p_state); +} + +void GodotPhysicsServer3D::soft_body_set_transform(RID p_body, const Transform3D &p_transform) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_state(BODY_STATE_TRANSFORM, p_transform); +} + +void GodotPhysicsServer3D::soft_body_set_ray_pickable(RID p_body, bool p_enable) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_ray_pickable(p_enable); +} + +void GodotPhysicsServer3D::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_iteration_count(p_simulation_precision); +} + +int GodotPhysicsServer3D::soft_body_get_simulation_precision(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, 0.f); + + return soft_body->get_iteration_count(); +} + +void GodotPhysicsServer3D::soft_body_set_total_mass(RID p_body, real_t p_total_mass) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_total_mass(p_total_mass); +} + +real_t GodotPhysicsServer3D::soft_body_get_total_mass(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, 0.f); + + return soft_body->get_total_mass(); +} + +void GodotPhysicsServer3D::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_linear_stiffness(p_stiffness); +} + +real_t GodotPhysicsServer3D::soft_body_get_linear_stiffness(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, 0.f); + + return soft_body->get_linear_stiffness(); +} + +void GodotPhysicsServer3D::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_pressure_coefficient(p_pressure_coefficient); +} + +real_t GodotPhysicsServer3D::soft_body_get_pressure_coefficient(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, 0.f); + + return soft_body->get_pressure_coefficient(); +} + +void GodotPhysicsServer3D::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_damping_coefficient(p_damping_coefficient); +} + +real_t GodotPhysicsServer3D::soft_body_get_damping_coefficient(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, 0.f); + + return soft_body->get_damping_coefficient(); +} + +void GodotPhysicsServer3D::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_drag_coefficient(p_drag_coefficient); +} + +real_t GodotPhysicsServer3D::soft_body_get_drag_coefficient(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, 0.f); + + return soft_body->get_drag_coefficient(); +} + +void GodotPhysicsServer3D::soft_body_set_mesh(RID p_body, RID p_mesh) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_mesh(p_mesh); +} + +AABB GodotPhysicsServer3D::soft_body_get_bounds(RID p_body) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, AABB()); + + return soft_body->get_bounds(); +} + +void GodotPhysicsServer3D::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->set_vertex_position(p_point_index, p_global_position); +} + +Vector3 GodotPhysicsServer3D::soft_body_get_point_global_position(RID p_body, int p_point_index) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, Vector3()); + + return soft_body->get_vertex_position(p_point_index); +} + +void GodotPhysicsServer3D::soft_body_remove_all_pinned_points(RID p_body) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + soft_body->unpin_all_vertices(); +} + +void GodotPhysicsServer3D::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND(!soft_body); + + if (p_pin) { + soft_body->pin_vertex(p_point_index); + } else { + soft_body->unpin_vertex(p_point_index); + } +} + +bool GodotPhysicsServer3D::soft_body_is_point_pinned(RID p_body, int p_point_index) const { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_body); + ERR_FAIL_COND_V(!soft_body, false); + + return soft_body->is_vertex_pinned(p_point_index); +} + +/* JOINT API */ + +RID GodotPhysicsServer3D::joint_create() { + GodotJoint3D *joint = memnew(GodotJoint3D); + RID rid = joint_owner.make_rid(joint); + joint->set_self(rid); + return rid; +} + +void GodotPhysicsServer3D::joint_clear(RID p_joint) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + if (joint->get_type() != JOINT_TYPE_MAX) { + GodotJoint3D *empty_joint = memnew(GodotJoint3D); + empty_joint->copy_settings_from(joint); + + joint_owner.replace(p_joint, empty_joint); + memdelete(joint); + } +} + +void GodotPhysicsServer3D::joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) { + GodotBody3D *body_A = body_owner.get_or_null(p_body_A); + ERR_FAIL_COND(!body_A); + + if (!p_body_B.is_valid()) { + ERR_FAIL_COND(!body_A->get_space()); + p_body_B = body_A->get_space()->get_static_global_body(); + } + + GodotBody3D *body_B = body_owner.get_or_null(p_body_B); + ERR_FAIL_COND(!body_B); + + ERR_FAIL_COND(body_A == body_B); + + GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint3D *joint = memnew(GodotPinJoint3D(body_A, p_local_A, body_B, p_local_B)); + + joint->copy_settings_from(prev_joint); + joint_owner.replace(p_joint, joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer3D::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); + GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); + pin_joint->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer3D::pin_joint_get_param(RID p_joint, PinJointParam p_param) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0); + GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); + return pin_joint->get_param(p_param); +} + +void GodotPhysicsServer3D::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); + GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); + pin_joint->set_pos_a(p_A); +} + +Vector3 GodotPhysicsServer3D::pin_joint_get_local_a(RID p_joint) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, Vector3()); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3()); + GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); + return pin_joint->get_position_a(); +} + +void GodotPhysicsServer3D::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); + GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); + pin_joint->set_pos_b(p_B); +} + +Vector3 GodotPhysicsServer3D::pin_joint_get_local_b(RID p_joint) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, Vector3()); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3()); + GodotPinJoint3D *pin_joint = static_cast<GodotPinJoint3D *>(joint); + return pin_joint->get_position_b(); +} + +void GodotPhysicsServer3D::joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) { + GodotBody3D *body_A = body_owner.get_or_null(p_body_A); + ERR_FAIL_COND(!body_A); + + if (!p_body_B.is_valid()) { + ERR_FAIL_COND(!body_A->get_space()); + p_body_B = body_A->get_space()->get_static_global_body(); + } + + GodotBody3D *body_B = body_owner.get_or_null(p_body_B); + ERR_FAIL_COND(!body_B); + + ERR_FAIL_COND(body_A == body_B); + + GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_frame_A, p_frame_B)); + + joint->copy_settings_from(prev_joint); + joint_owner.replace(p_joint, joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer3D::joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) { + GodotBody3D *body_A = body_owner.get_or_null(p_body_A); + ERR_FAIL_COND(!body_A); + + if (!p_body_B.is_valid()) { + ERR_FAIL_COND(!body_A->get_space()); + p_body_B = body_A->get_space()->get_static_global_body(); + } + + GodotBody3D *body_B = body_owner.get_or_null(p_body_B); + ERR_FAIL_COND(!body_B); + + ERR_FAIL_COND(body_A == body_B); + + GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint3D *joint = memnew(GodotHingeJoint3D(body_A, body_B, p_pivot_A, p_pivot_B, p_axis_A, p_axis_B)); + + joint->copy_settings_from(prev_joint); + joint_owner.replace(p_joint, joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer3D::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE); + GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint); + hinge_joint->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer3D::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, 0); + GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint); + return hinge_joint->get_param(p_param); +} + +void GodotPhysicsServer3D::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE); + GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint); + hinge_joint->set_flag(p_flag, p_value); +} + +bool GodotPhysicsServer3D::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, false); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, false); + GodotHingeJoint3D *hinge_joint = static_cast<GodotHingeJoint3D *>(joint); + return hinge_joint->get_flag(p_flag); +} + +void GodotPhysicsServer3D::joint_set_solver_priority(RID p_joint, int p_priority) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + joint->set_priority(p_priority); +} + +int GodotPhysicsServer3D::joint_get_solver_priority(RID p_joint) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, 0); + return joint->get_priority(); +} + +void GodotPhysicsServer3D::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + + joint->disable_collisions_between_bodies(p_disable); + + if (2 == joint->get_body_count()) { + GodotBody3D *body_a = *joint->get_body_ptr(); + GodotBody3D *body_b = *(joint->get_body_ptr() + 1); + + if (p_disable) { + body_add_collision_exception(body_a->get_self(), body_b->get_self()); + body_add_collision_exception(body_b->get_self(), body_a->get_self()); + } else { + body_remove_collision_exception(body_a->get_self(), body_b->get_self()); + body_remove_collision_exception(body_b->get_self(), body_a->get_self()); + } + } +} + +bool GodotPhysicsServer3D::joint_is_disabled_collisions_between_bodies(RID p_joint) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, true); + + return joint->is_disabled_collisions_between_bodies(); +} + +GodotPhysicsServer3D::JointType GodotPhysicsServer3D::joint_get_type(RID p_joint) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN); + return joint->get_type(); +} + +void GodotPhysicsServer3D::joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { + GodotBody3D *body_A = body_owner.get_or_null(p_body_A); + ERR_FAIL_COND(!body_A); + + if (!p_body_B.is_valid()) { + ERR_FAIL_COND(!body_A->get_space()); + p_body_B = body_A->get_space()->get_static_global_body(); + } + + GodotBody3D *body_B = body_owner.get_or_null(p_body_B); + ERR_FAIL_COND(!body_B); + + ERR_FAIL_COND(body_A == body_B); + + GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint3D *joint = memnew(GodotSliderJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B)); + + joint->copy_settings_from(prev_joint); + joint_owner.replace(p_joint, joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer3D::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_SLIDER); + GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint); + slider_joint->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer3D::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0); + GodotSliderJoint3D *slider_joint = static_cast<GodotSliderJoint3D *>(joint); + return slider_joint->get_param(p_param); +} + +void GodotPhysicsServer3D::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { + GodotBody3D *body_A = body_owner.get_or_null(p_body_A); + ERR_FAIL_COND(!body_A); + + if (!p_body_B.is_valid()) { + ERR_FAIL_COND(!body_A->get_space()); + p_body_B = body_A->get_space()->get_static_global_body(); + } + + GodotBody3D *body_B = body_owner.get_or_null(p_body_B); + ERR_FAIL_COND(!body_B); + + ERR_FAIL_COND(body_A == body_B); + + GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint3D *joint = memnew(GodotConeTwistJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B)); + + joint->copy_settings_from(prev_joint); + joint_owner.replace(p_joint, joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer3D::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_CONE_TWIST); + GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint); + cone_twist_joint->set_param(p_param, p_value); +} + +real_t GodotPhysicsServer3D::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0); + GodotConeTwistJoint3D *cone_twist_joint = static_cast<GodotConeTwistJoint3D *>(joint); + return cone_twist_joint->get_param(p_param); +} + +void GodotPhysicsServer3D::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { + GodotBody3D *body_A = body_owner.get_or_null(p_body_A); + ERR_FAIL_COND(!body_A); + + if (!p_body_B.is_valid()) { + ERR_FAIL_COND(!body_A->get_space()); + p_body_B = body_A->get_space()->get_static_global_body(); + } + + GodotBody3D *body_B = body_owner.get_or_null(p_body_B); + ERR_FAIL_COND(!body_B); + + ERR_FAIL_COND(body_A == body_B); + + GodotJoint3D *prev_joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(prev_joint == nullptr); + + GodotJoint3D *joint = memnew(GodotGeneric6DOFJoint3D(body_A, body_B, p_local_frame_A, p_local_frame_B, true)); + + joint->copy_settings_from(prev_joint); + joint_owner.replace(p_joint, joint); + memdelete(prev_joint); +} + +void GodotPhysicsServer3D::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF); + GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint); + generic_6dof_joint->set_param(p_axis, p_param, p_value); +} + +real_t GodotPhysicsServer3D::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, 0); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, 0); + GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint); + return generic_6dof_joint->get_param(p_axis, p_param); +} + +void GodotPhysicsServer3D::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND(!joint); + ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF); + GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint); + generic_6dof_joint->set_flag(p_axis, p_flag, p_enable); +} + +bool GodotPhysicsServer3D::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) const { + GodotJoint3D *joint = joint_owner.get_or_null(p_joint); + ERR_FAIL_COND_V(!joint, false); + ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, false); + GodotGeneric6DOFJoint3D *generic_6dof_joint = static_cast<GodotGeneric6DOFJoint3D *>(joint); + return generic_6dof_joint->get_flag(p_axis, p_flag); +} + +void GodotPhysicsServer3D::free(RID p_rid) { + _update_shapes(); //just in case + + if (shape_owner.owns(p_rid)) { + GodotShape3D *shape = shape_owner.get_or_null(p_rid); + + while (shape->get_owners().size()) { + GodotShapeOwner3D *so = shape->get_owners().front()->key(); + so->remove_shape(shape); + } + + shape_owner.free(p_rid); + memdelete(shape); + } else if (body_owner.owns(p_rid)) { + GodotBody3D *body = body_owner.get_or_null(p_rid); + + /* + if (body->get_state_query()) + _clear_query(body->get_state_query()); + + if (body->get_direct_state_query()) + _clear_query(body->get_direct_state_query()); + */ + + body->set_space(nullptr); + + while (body->get_shape_count()) { + body->remove_shape(0); + } + + body_owner.free(p_rid); + memdelete(body); + } else if (soft_body_owner.owns(p_rid)) { + GodotSoftBody3D *soft_body = soft_body_owner.get_or_null(p_rid); + + soft_body->set_space(nullptr); + + soft_body_owner.free(p_rid); + memdelete(soft_body); + } else if (area_owner.owns(p_rid)) { + GodotArea3D *area = area_owner.get_or_null(p_rid); + + /* + if (area->get_monitor_query()) + _clear_query(area->get_monitor_query()); + */ + + area->set_space(nullptr); + + while (area->get_shape_count()) { + area->remove_shape(0); + } + + area_owner.free(p_rid); + memdelete(area); + } else if (space_owner.owns(p_rid)) { + GodotSpace3D *space = space_owner.get_or_null(p_rid); + + while (space->get_objects().size()) { + GodotCollisionObject3D *co = (GodotCollisionObject3D *)space->get_objects().front()->get(); + co->set_space(nullptr); + } + + active_spaces.erase(space); + free(space->get_default_area()->get_self()); + free(space->get_static_global_body()); + + space_owner.free(p_rid); + memdelete(space); + } else if (joint_owner.owns(p_rid)) { + GodotJoint3D *joint = joint_owner.get_or_null(p_rid); + + joint_owner.free(p_rid); + memdelete(joint); + + } else { + ERR_FAIL_MSG("Invalid ID."); + } +} + +void GodotPhysicsServer3D::set_active(bool p_active) { + active = p_active; +} + +void GodotPhysicsServer3D::init() { + stepper = memnew(GodotStep3D); +} + +void GodotPhysicsServer3D::step(real_t p_step) { +#ifndef _3D_DISABLED + + if (!active) { + return; + } + + _update_shapes(); + + island_count = 0; + active_objects = 0; + collision_pairs = 0; + for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) { + stepper->step((GodotSpace3D *)E->get(), p_step); + island_count += E->get()->get_island_count(); + active_objects += E->get()->get_active_objects(); + collision_pairs += E->get()->get_collision_pairs(); + } +#endif +} + +void GodotPhysicsServer3D::sync() { + doing_sync = true; +} + +void GodotPhysicsServer3D::flush_queries() { +#ifndef _3D_DISABLED + + if (!active) { + return; + } + + flushing_queries = true; + + uint64_t time_beg = OS::get_singleton()->get_ticks_usec(); + + for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) { + GodotSpace3D *space = (GodotSpace3D *)E->get(); + space->call_queries(); + } + + flushing_queries = false; + + if (EngineDebugger::is_profiling("servers")) { + uint64_t total_time[GodotSpace3D::ELAPSED_TIME_MAX]; + static const char *time_name[GodotSpace3D::ELAPSED_TIME_MAX] = { + "integrate_forces", + "generate_islands", + "setup_constraints", + "solve_constraints", + "integrate_velocities" + }; + + for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) { + total_time[i] = 0; + } + + for (Set<const GodotSpace3D *>::Element *E = active_spaces.front(); E; E = E->next()) { + for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) { + total_time[i] += E->get()->get_elapsed_time(GodotSpace3D::ElapsedTime(i)); + } + } + + Array values; + values.resize(GodotSpace3D::ELAPSED_TIME_MAX * 2); + for (int i = 0; i < GodotSpace3D::ELAPSED_TIME_MAX; i++) { + values[i * 2 + 0] = time_name[i]; + values[i * 2 + 1] = USEC_TO_SEC(total_time[i]); + } + values.push_back("flush_queries"); + values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg)); + + values.push_front("physics"); + EngineDebugger::profiler_add_frame_data("servers", values); + } +#endif +} + +void GodotPhysicsServer3D::end_sync() { + doing_sync = false; +} + +void GodotPhysicsServer3D::finish() { + memdelete(stepper); +} + +int GodotPhysicsServer3D::get_process_info(ProcessInfo p_info) { + switch (p_info) { + case INFO_ACTIVE_OBJECTS: { + return active_objects; + } break; + case INFO_COLLISION_PAIRS: { + return collision_pairs; + } break; + case INFO_ISLAND_COUNT: { + return island_count; + } break; + } + + return 0; +} + +void GodotPhysicsServer3D::_update_shapes() { + while (pending_shape_update_list.first()) { + pending_shape_update_list.first()->self()->_shape_changed(); + pending_shape_update_list.remove(pending_shape_update_list.first()); + } +} + +void GodotPhysicsServer3D::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { + CollCbkData *cbk = (CollCbkData *)p_userdata; + + if (cbk->max == 0) { + return; + } + + if (cbk->amount == cbk->max) { + //find least deep + real_t min_depth = 1e20; + int min_depth_idx = 0; + for (int i = 0; i < cbk->amount; i++) { + real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]); + if (d < min_depth) { + min_depth = d; + min_depth_idx = i; + } + } + + real_t d = p_point_A.distance_squared_to(p_point_B); + if (d < min_depth) { + return; + } + cbk->ptr[min_depth_idx * 2 + 0] = p_point_A; + cbk->ptr[min_depth_idx * 2 + 1] = p_point_B; + + } else { + cbk->ptr[cbk->amount * 2 + 0] = p_point_A; + cbk->ptr[cbk->amount * 2 + 1] = p_point_B; + cbk->amount++; + } +} + +GodotPhysicsServer3D *GodotPhysicsServer3D::godot_singleton = nullptr; +GodotPhysicsServer3D::GodotPhysicsServer3D(bool p_using_threads) { + godot_singleton = this; + GodotBroadPhase3D::create_func = GodotBroadPhase3DBVH::_create; + + using_threads = p_using_threads; +}; diff --git a/servers/physics_3d/physics_server_3d_sw.h b/servers/physics_3d/godot_physics_server_3d.h index 54a787198d..b903f4808c 100644 --- a/servers/physics_3d/physics_server_3d_sw.h +++ b/servers/physics_3d/godot_physics_server_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* physics_server_3d_sw.h */ +/* godot_physics_server_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,22 +28,22 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef PHYSICS_SERVER_SW -#define PHYSICS_SERVER_SW +#ifndef GODOT_PHYSICS_SERVER_3D_H +#define GODOT_PHYSICS_SERVER_3D_H + +#include "godot_joint_3d.h" +#include "godot_shape_3d.h" +#include "godot_space_3d.h" +#include "godot_step_3d.h" #include "core/templates/rid_owner.h" -#include "joints_3d_sw.h" #include "servers/physics_server_3d.h" -#include "shape_3d_sw.h" -#include "space_3d_sw.h" -#include "step_3d_sw.h" -class PhysicsServer3DSW : public PhysicsServer3D { - GDCLASS(PhysicsServer3DSW, PhysicsServer3D); +class GodotPhysicsServer3D : public PhysicsServer3D { + GDCLASS(GodotPhysicsServer3D, PhysicsServer3D); - friend class PhysicsDirectSpaceState3DSW; + friend class GodotPhysicsDirectSpaceState3D; bool active = true; - int iterations = 0; int island_count = 0; int active_objects = 0; @@ -53,22 +53,22 @@ class PhysicsServer3DSW : public PhysicsServer3D { bool doing_sync = false; bool flushing_queries = false; - Step3DSW *stepper = nullptr; - Set<const Space3DSW *> active_spaces; + GodotStep3D *stepper = nullptr; + Set<const GodotSpace3D *> active_spaces; - mutable RID_PtrOwner<Shape3DSW, true> shape_owner; - mutable RID_PtrOwner<Space3DSW, true> space_owner; - mutable RID_PtrOwner<Area3DSW, true> area_owner; - mutable RID_PtrOwner<Body3DSW, true> body_owner; - mutable RID_PtrOwner<SoftBody3DSW, true> soft_body_owner; - mutable RID_PtrOwner<Joint3DSW, true> joint_owner; + mutable RID_PtrOwner<GodotShape3D, true> shape_owner; + mutable RID_PtrOwner<GodotSpace3D, true> space_owner; + mutable RID_PtrOwner<GodotArea3D, true> area_owner; + mutable RID_PtrOwner<GodotBody3D, true> body_owner; + mutable RID_PtrOwner<GodotSoftBody3D, true> soft_body_owner; + mutable RID_PtrOwner<GodotJoint3D, true> joint_owner; //void _clear_query(QuerySW *p_query); - friend class CollisionObject3DSW; - SelfList<CollisionObject3DSW>::List pending_shape_update_list; + friend class GodotCollisionObject3D; + SelfList<GodotCollisionObject3D>::List pending_shape_update_list; void _update_shapes(); - static PhysicsServer3DSW *singletonsw; + static GodotPhysicsServer3D *godot_singleton; public: struct CollCbkData { @@ -121,9 +121,6 @@ public: virtual RID area_create() override; - virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) override; - virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const override; - virtual void area_set_space(RID p_area, RID p_space) override; virtual RID area_get_space(RID p_area) const override; @@ -156,8 +153,8 @@ public: virtual void area_set_monitorable(RID p_area, bool p_monitorable) override; - virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override; - virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) override; + virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) override; + virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) override; /* BODY API */ @@ -206,19 +203,24 @@ public: virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) override; virtual Variant body_get_state(RID p_body, BodyState p_state) const override; - virtual void body_set_applied_force(RID p_body, const Vector3 &p_force) override; - virtual Vector3 body_get_applied_force(RID p_body) const override; - - virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque) override; - virtual Vector3 body_get_applied_torque(RID p_body) const override; - - virtual void body_add_central_force(RID p_body, const Vector3 &p_force) override; - virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; - virtual void body_add_torque(RID p_body, const Vector3 &p_torque) override; - virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) override; virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) override; virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) override; + + virtual void body_apply_central_force(RID p_body, const Vector3 &p_force) override; + virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; + virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) override; + + virtual void body_add_constant_central_force(RID p_body, const Vector3 &p_force) override; + virtual void body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) override; + virtual void body_add_constant_torque(RID p_body, const Vector3 &p_torque) override; + + virtual void body_set_constant_force(RID p_body, const Vector3 &p_force) override; + virtual Vector3 body_get_constant_force(RID p_body) const override; + + virtual void body_set_constant_torque(RID p_body, const Vector3 &p_torque) override; + virtual Vector3 body_get_constant_torque(RID p_body) const override; + virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) override; virtual void body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) override; @@ -366,14 +368,12 @@ public: virtual void end_sync() override; virtual void finish() override; - virtual void set_collision_iterations(int p_iterations) override; - virtual bool is_flushing_queries() const override { return flushing_queries; } int get_process_info(ProcessInfo p_info) override; - PhysicsServer3DSW(bool p_using_threads = false); - ~PhysicsServer3DSW() {} + GodotPhysicsServer3D(bool p_using_threads = false); + ~GodotPhysicsServer3D() {} }; -#endif +#endif // GODOT_PHYSICS_SERVER_3D_H diff --git a/servers/physics_3d/shape_3d_sw.cpp b/servers/physics_3d/godot_shape_3d.cpp index 0fb6d582c8..26fa470233 100644 --- a/servers/physics_3d/shape_3d_sw.cpp +++ b/servers/physics_3d/godot_shape_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shape_3d_sw.cpp */ +/* godot_shape_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,14 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "shape_3d_sw.h" +#include "godot_shape_3d.h" #include "core/io/image.h" #include "core/math/convex_hull.h" #include "core/math/geometry_3d.h" #include "core/templates/sort_array.h" -// HeightMapShape3DSW is based on Bullet btHeightfieldTerrainShape. +// GodotHeightMapShape3D is based on Bullet btHeightfieldTerrainShape. /* Bullet Continuous Collision Detection and Physics Library @@ -58,16 +58,16 @@ subject to the following restrictions: #define _CYLINDER_EDGE_IS_VALID_SUPPORT_THRESHOLD 0.002 #define _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD 0.999 -void Shape3DSW::configure(const AABB &p_aabb) { +void GodotShape3D::configure(const AABB &p_aabb) { aabb = p_aabb; configured = true; - for (const KeyValue<ShapeOwner3DSW *, int> &E : owners) { - ShapeOwner3DSW *co = (ShapeOwner3DSW *)E.key; + for (const KeyValue<GodotShapeOwner3D *, int> &E : owners) { + GodotShapeOwner3D *co = (GodotShapeOwner3D *)E.key; co->_shape_changed(); } } -Vector3 Shape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotShape3D::get_support(const Vector3 &p_normal) const { Vector3 res; int amnt; FeatureType type; @@ -75,8 +75,8 @@ Vector3 Shape3DSW::get_support(const Vector3 &p_normal) const { return res; } -void Shape3DSW::add_owner(ShapeOwner3DSW *p_owner) { - Map<ShapeOwner3DSW *, int>::Element *E = owners.find(p_owner); +void GodotShape3D::add_owner(GodotShapeOwner3D *p_owner) { + Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner); if (E) { E->get()++; } else { @@ -84,8 +84,8 @@ void Shape3DSW::add_owner(ShapeOwner3DSW *p_owner) { } } -void Shape3DSW::remove_owner(ShapeOwner3DSW *p_owner) { - Map<ShapeOwner3DSW *, int>::Element *E = owners.find(p_owner); +void GodotShape3D::remove_owner(GodotShapeOwner3D *p_owner) { + Map<GodotShapeOwner3D *, int>::Element *E = owners.find(p_owner); ERR_FAIL_COND(!E); E->get()--; if (E->get() == 0) { @@ -93,33 +93,33 @@ void Shape3DSW::remove_owner(ShapeOwner3DSW *p_owner) { } } -bool Shape3DSW::is_owner(ShapeOwner3DSW *p_owner) const { +bool GodotShape3D::is_owner(GodotShapeOwner3D *p_owner) const { return owners.has(p_owner); } -const Map<ShapeOwner3DSW *, int> &Shape3DSW::get_owners() const { +const Map<GodotShapeOwner3D *, int> &GodotShape3D::get_owners() const { return owners; } -Shape3DSW::~Shape3DSW() { +GodotShape3D::~GodotShape3D() { ERR_FAIL_COND(owners.size()); } -Plane WorldBoundaryShape3DSW::get_plane() const { +Plane GodotWorldBoundaryShape3D::get_plane() const { return plane; } -void WorldBoundaryShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotWorldBoundaryShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { // gibberish, a plane is infinity r_min = -1e7; r_max = 1e7; } -Vector3 WorldBoundaryShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotWorldBoundaryShape3D::get_support(const Vector3 &p_normal) const { return p_normal * 1e15; } -bool WorldBoundaryShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotWorldBoundaryShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { bool inters = plane.intersects_segment(p_begin, p_end, &r_result); if (inters) { r_normal = plane.normal; @@ -127,11 +127,11 @@ bool WorldBoundaryShape3DSW::intersect_segment(const Vector3 &p_begin, const Vec return inters; } -bool WorldBoundaryShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotWorldBoundaryShape3D::intersect_point(const Vector3 &p_point) const { return plane.distance_to(p_point) < 0; } -Vector3 WorldBoundaryShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotWorldBoundaryShape3D::get_closest_point_to(const Vector3 &p_point) const { if (plane.is_point_over(p_point)) { return plane.project(p_point); } else { @@ -139,43 +139,43 @@ Vector3 WorldBoundaryShape3DSW::get_closest_point_to(const Vector3 &p_point) con } } -Vector3 WorldBoundaryShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotWorldBoundaryShape3D::get_moment_of_inertia(real_t p_mass) const { return Vector3(); // not applicable. } -void WorldBoundaryShape3DSW::_setup(const Plane &p_plane) { +void GodotWorldBoundaryShape3D::_setup(const Plane &p_plane) { plane = p_plane; configure(AABB(Vector3(-1e4, -1e4, -1e4), Vector3(1e4 * 2, 1e4 * 2, 1e4 * 2))); } -void WorldBoundaryShape3DSW::set_data(const Variant &p_data) { +void GodotWorldBoundaryShape3D::set_data(const Variant &p_data) { _setup(p_data); } -Variant WorldBoundaryShape3DSW::get_data() const { +Variant GodotWorldBoundaryShape3D::get_data() const { return plane; } -WorldBoundaryShape3DSW::WorldBoundaryShape3DSW() { +GodotWorldBoundaryShape3D::GodotWorldBoundaryShape3D() { } // -real_t SeparationRayShape3DSW::get_length() const { +real_t GodotSeparationRayShape3D::get_length() const { return length; } -bool SeparationRayShape3DSW::get_slide_on_slope() const { +bool GodotSeparationRayShape3D::get_slide_on_slope() const { return slide_on_slope; } -void SeparationRayShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotSeparationRayShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { // don't think this will be even used r_min = 0; r_max = 1; } -Vector3 SeparationRayShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotSeparationRayShape3D::get_support(const Vector3 &p_normal) const { if (p_normal.z > 0) { return Vector3(0, 0, length); } else { @@ -183,7 +183,7 @@ Vector3 SeparationRayShape3DSW::get_support(const Vector3 &p_normal) const { } } -void SeparationRayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { +void GodotSeparationRayShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { if (Math::abs(p_normal.z) < _EDGE_IS_VALID_SUPPORT_THRESHOLD) { r_amount = 2; r_type = FEATURE_EDGE; @@ -200,15 +200,15 @@ void SeparationRayShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve } } -bool SeparationRayShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotSeparationRayShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { return false; //simply not possible } -bool SeparationRayShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotSeparationRayShape3D::intersect_point(const Vector3 &p_point) const { return false; //simply not possible } -Vector3 SeparationRayShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotSeparationRayShape3D::get_closest_point_to(const Vector3 &p_point) const { Vector3 s[2] = { Vector3(0, 0, 0), Vector3(0, 0, length) @@ -217,37 +217,37 @@ Vector3 SeparationRayShape3DSW::get_closest_point_to(const Vector3 &p_point) con return Geometry3D::get_closest_point_to_segment(p_point, s); } -Vector3 SeparationRayShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotSeparationRayShape3D::get_moment_of_inertia(real_t p_mass) const { return Vector3(); } -void SeparationRayShape3DSW::_setup(real_t p_length, bool p_slide_on_slope) { +void GodotSeparationRayShape3D::_setup(real_t p_length, bool p_slide_on_slope) { length = p_length; slide_on_slope = p_slide_on_slope; configure(AABB(Vector3(0, 0, 0), Vector3(0.1, 0.1, length))); } -void SeparationRayShape3DSW::set_data(const Variant &p_data) { +void GodotSeparationRayShape3D::set_data(const Variant &p_data) { Dictionary d = p_data; _setup(d["length"], d["slide_on_slope"]); } -Variant SeparationRayShape3DSW::get_data() const { +Variant GodotSeparationRayShape3D::get_data() const { Dictionary d; d["length"] = length; d["slide_on_slope"] = slide_on_slope; return d; } -SeparationRayShape3DSW::SeparationRayShape3DSW() {} +GodotSeparationRayShape3D::GodotSeparationRayShape3D() {} /********** SPHERE *************/ -real_t SphereShape3DSW::get_radius() const { +real_t GodotSphereShape3D::get_radius() const { return radius; } -void SphereShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotSphereShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { real_t d = p_normal.dot(p_transform.origin); // figure out scale at point @@ -258,25 +258,25 @@ void SphereShape3DSW::project_range(const Vector3 &p_normal, const Transform3D & r_max = d + (radius)*scale; } -Vector3 SphereShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotSphereShape3D::get_support(const Vector3 &p_normal) const { return p_normal * radius; } -void SphereShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { +void GodotSphereShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { *r_supports = p_normal * radius; r_amount = 1; r_type = FEATURE_POINT; } -bool SphereShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotSphereShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_sphere(p_begin, p_end, Vector3(), radius, &r_result, &r_normal); } -bool SphereShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotSphereShape3D::intersect_point(const Vector3 &p_point) const { return p_point.length() < radius; } -Vector3 SphereShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotSphereShape3D::get_closest_point_to(const Vector3 &p_point) const { Vector3 p = p_point; real_t l = p.length(); if (l < radius) { @@ -285,29 +285,29 @@ Vector3 SphereShape3DSW::get_closest_point_to(const Vector3 &p_point) const { return (p / l) * radius; } -Vector3 SphereShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotSphereShape3D::get_moment_of_inertia(real_t p_mass) const { real_t s = 0.4 * p_mass * radius * radius; return Vector3(s, s, s); } -void SphereShape3DSW::_setup(real_t p_radius) { +void GodotSphereShape3D::_setup(real_t p_radius) { radius = p_radius; configure(AABB(Vector3(-radius, -radius, -radius), Vector3(radius * 2.0, radius * 2.0, radius * 2.0))); } -void SphereShape3DSW::set_data(const Variant &p_data) { +void GodotSphereShape3D::set_data(const Variant &p_data) { _setup(p_data); } -Variant SphereShape3DSW::get_data() const { +Variant GodotSphereShape3D::get_data() const { return radius; } -SphereShape3DSW::SphereShape3DSW() {} +GodotSphereShape3D::GodotSphereShape3D() {} /********** BOX *************/ -void BoxShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotBoxShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { // no matter the angle, the box is mirrored anyway Vector3 local_normal = p_transform.basis.xform_inv(p_normal); @@ -318,7 +318,7 @@ void BoxShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_t r_max = distance + length; } -Vector3 BoxShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotBoxShape3D::get_support(const Vector3 &p_normal) const { Vector3 point( (p_normal.x < 0) ? -half_extents.x : half_extents.x, (p_normal.y < 0) ? -half_extents.y : half_extents.y, @@ -327,7 +327,7 @@ Vector3 BoxShape3DSW::get_support(const Vector3 &p_normal) const { return point; } -void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { +void GodotBoxShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { static const int next[3] = { 1, 2, 0 }; static const int next2[3] = { 2, 0, 1 }; @@ -410,17 +410,17 @@ void BoxShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_s r_supports[0] = point; } -bool BoxShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotBoxShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { AABB aabb(-half_extents, half_extents * 2.0); return aabb.intersects_segment(p_begin, p_end, &r_result, &r_normal); } -bool BoxShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotBoxShape3D::intersect_point(const Vector3 &p_point) const { return (Math::abs(p_point.x) < half_extents.x && Math::abs(p_point.y) < half_extents.y && Math::abs(p_point.z) < half_extents.z); } -Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotBoxShape3D::get_closest_point_to(const Vector3 &p_point) const { int outside = 0; Vector3 min_point; @@ -430,7 +430,7 @@ Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const { if (outside == 1) { //use plane if only one side matches Vector3 n; - n[i] = SGN(p_point[i]); + n[i] = SIGN(p_point[i]); Plane p(n, half_extents[i]); min_point = p.project(p_point); @@ -470,7 +470,7 @@ Vector3 BoxShape3DSW::get_closest_point_to(const Vector3 &p_point) const { return min_point; } -Vector3 BoxShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotBoxShape3D::get_moment_of_inertia(real_t p_mass) const { real_t lx = half_extents.x; real_t ly = half_extents.y; real_t lz = half_extents.z; @@ -478,25 +478,25 @@ Vector3 BoxShape3DSW::get_moment_of_inertia(real_t p_mass) const { return Vector3((p_mass / 3.0) * (ly * ly + lz * lz), (p_mass / 3.0) * (lx * lx + lz * lz), (p_mass / 3.0) * (lx * lx + ly * ly)); } -void BoxShape3DSW::_setup(const Vector3 &p_half_extents) { +void GodotBoxShape3D::_setup(const Vector3 &p_half_extents) { half_extents = p_half_extents.abs(); configure(AABB(-half_extents, half_extents * 2)); } -void BoxShape3DSW::set_data(const Variant &p_data) { +void GodotBoxShape3D::set_data(const Variant &p_data) { _setup(p_data); } -Variant BoxShape3DSW::get_data() const { +Variant GodotBoxShape3D::get_data() const { return half_extents; } -BoxShape3DSW::BoxShape3DSW() {} +GodotBoxShape3D::GodotBoxShape3D() {} /********** CAPSULE *************/ -void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotCapsuleShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { Vector3 n = p_transform.basis.xform_inv(p_normal).normalized(); real_t h = height * 0.5 - radius; @@ -507,7 +507,7 @@ void CapsuleShape3DSW::project_range(const Vector3 &p_normal, const Transform3D r_min = p_normal.dot(p_transform.xform(-n)); } -Vector3 CapsuleShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotCapsuleShape3D::get_support(const Vector3 &p_normal) const { Vector3 n = p_normal; real_t h = height * 0.5 - radius; @@ -517,7 +517,7 @@ Vector3 CapsuleShape3DSW::get_support(const Vector3 &p_normal) const { return n; } -void CapsuleShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { +void GodotCapsuleShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { Vector3 n = p_normal; real_t d = n.y; @@ -546,7 +546,7 @@ void CapsuleShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 } } -bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotCapsuleShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { Vector3 norm = (p_end - p_begin).normalized(); real_t min_d = 1e20; @@ -602,7 +602,7 @@ bool CapsuleShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 & return collision; } -bool CapsuleShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotCapsuleShape3D::intersect_point(const Vector3 &p_point) const { if (Math::abs(p_point.y) < height * 0.5 - radius) { return Vector3(p_point.x, 0, p_point.z).length() < radius; } else { @@ -612,7 +612,7 @@ bool CapsuleShape3DSW::intersect_point(const Vector3 &p_point) const { } } -Vector3 CapsuleShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotCapsuleShape3D::get_closest_point_to(const Vector3 &p_point) const { Vector3 s[2] = { Vector3(0, -height * 0.5 + radius, 0), Vector3(0, height * 0.5 - radius, 0), @@ -627,7 +627,7 @@ Vector3 CapsuleShape3DSW::get_closest_point_to(const Vector3 &p_point) const { return p + (p_point - p).normalized() * radius; } -Vector3 CapsuleShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotCapsuleShape3D::get_moment_of_inertia(real_t p_mass) const { // use bad AABB approximation Vector3 extents = get_aabb().size * 0.5; @@ -637,31 +637,31 @@ Vector3 CapsuleShape3DSW::get_moment_of_inertia(real_t p_mass) const { (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } -void CapsuleShape3DSW::_setup(real_t p_height, real_t p_radius) { +void GodotCapsuleShape3D::_setup(real_t p_height, real_t p_radius) { height = p_height; radius = p_radius; configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2, height, radius * 2))); } -void CapsuleShape3DSW::set_data(const Variant &p_data) { +void GodotCapsuleShape3D::set_data(const Variant &p_data) { Dictionary d = p_data; ERR_FAIL_COND(!d.has("radius")); ERR_FAIL_COND(!d.has("height")); _setup(d["height"], d["radius"]); } -Variant CapsuleShape3DSW::get_data() const { +Variant GodotCapsuleShape3D::get_data() const { Dictionary d; d["radius"] = radius; d["height"] = height; return d; } -CapsuleShape3DSW::CapsuleShape3DSW() {} +GodotCapsuleShape3D::GodotCapsuleShape3D() {} /********** CYLINDER *************/ -void CylinderShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotCylinderShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { Vector3 cylinder_axis = p_transform.basis.get_axis(1).normalized(); real_t axis_dot = cylinder_axis.dot(p_normal); @@ -683,7 +683,7 @@ void CylinderShape3DSW::project_range(const Vector3 &p_normal, const Transform3D r_max = distance + length; } -Vector3 CylinderShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotCylinderShape3D::get_support(const Vector3 &p_normal) const { Vector3 n = p_normal; real_t h = (n.y > 0) ? height : -height; real_t s = Math::sqrt(n.x * n.x + n.z * n.z); @@ -701,7 +701,7 @@ Vector3 CylinderShape3DSW::get_support(const Vector3 &p_normal) const { return n; } -void CylinderShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { +void GodotCylinderShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { real_t d = p_normal.y; if (Math::abs(d) > _CYLINDER_FACE_IS_VALID_SUPPORT_THRESHOLD) { real_t h = (d > 0) ? height : -height; @@ -761,23 +761,23 @@ void CylinderShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 } } -bool CylinderShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotCylinderShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { return Geometry3D::segment_intersects_cylinder(p_begin, p_end, height, radius, &r_result, &r_normal, 1); } -bool CylinderShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotCylinderShape3D::intersect_point(const Vector3 &p_point) const { if (Math::abs(p_point.y) < height * 0.5) { return Vector3(p_point.x, 0, p_point.z).length() < radius; } return false; } -Vector3 CylinderShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotCylinderShape3D::get_closest_point_to(const Vector3 &p_point) const { if (Math::absf(p_point.y) > height * 0.5) { // Project point to top disk. real_t dir = p_point.y > 0.0 ? 1.0 : -1.0; Vector3 circle_pos(0.0, dir * height * 0.5, 0.0); - Plane circle_plane(circle_pos, Vector3(0.0, dir, 0.0)); + Plane circle_plane(Vector3(0.0, dir, 0.0), circle_pos); Vector3 proj_point = circle_plane.project(p_point); // Clip position. @@ -805,7 +805,7 @@ Vector3 CylinderShape3DSW::get_closest_point_to(const Vector3 &p_point) const { } } -Vector3 CylinderShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotCylinderShape3D::get_moment_of_inertia(real_t p_mass) const { // use bad AABB approximation Vector3 extents = get_aabb().size * 0.5; @@ -815,31 +815,31 @@ Vector3 CylinderShape3DSW::get_moment_of_inertia(real_t p_mass) const { (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } -void CylinderShape3DSW::_setup(real_t p_height, real_t p_radius) { +void GodotCylinderShape3D::_setup(real_t p_height, real_t p_radius) { height = p_height; radius = p_radius; configure(AABB(Vector3(-radius, -height * 0.5, -radius), Vector3(radius * 2.0, height, radius * 2.0))); } -void CylinderShape3DSW::set_data(const Variant &p_data) { +void GodotCylinderShape3D::set_data(const Variant &p_data) { Dictionary d = p_data; ERR_FAIL_COND(!d.has("radius")); ERR_FAIL_COND(!d.has("height")); _setup(d["height"], d["radius"]); } -Variant CylinderShape3DSW::get_data() const { +Variant GodotCylinderShape3D::get_data() const { Dictionary d; d["radius"] = radius; d["height"] = height; return d; } -CylinderShape3DSW::CylinderShape3DSW() {} +GodotCylinderShape3D::GodotCylinderShape3D() {} /********** CONVEX POLYGON *************/ -void ConvexPolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotConvexPolygonShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { int vertex_count = mesh.vertices.size(); if (vertex_count == 0) { return; @@ -859,7 +859,7 @@ void ConvexPolygonShape3DSW::project_range(const Vector3 &p_normal, const Transf } } -Vector3 ConvexPolygonShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotConvexPolygonShape3D::get_support(const Vector3 &p_normal) const { Vector3 n = p_normal; int vert_support_idx = -1; @@ -884,7 +884,7 @@ Vector3 ConvexPolygonShape3DSW::get_support(const Vector3 &p_normal) const { return vrts[vert_support_idx]; } -void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { +void GodotConvexPolygonShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); @@ -954,7 +954,7 @@ void ConvexPolygonShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Ve r_type = FEATURE_POINT; } -bool ConvexPolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotConvexPolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); @@ -992,7 +992,7 @@ bool ConvexPolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Vec return col; } -bool ConvexPolygonShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotConvexPolygonShape3D::intersect_point(const Vector3 &p_point) const { const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); @@ -1005,7 +1005,7 @@ bool ConvexPolygonShape3DSW::intersect_point(const Vector3 &p_point) const { return true; } -Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotConvexPolygonShape3D::get_closest_point_to(const Vector3 &p_point) const { const Geometry3D::MeshData::Face *faces = mesh.faces.ptr(); int fc = mesh.faces.size(); const Vector3 *vertices = mesh.vertices.ptr(); @@ -1025,7 +1025,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con Vector3 a = vertices[indices[j]]; Vector3 b = vertices[indices[(j + 1) % ic]]; Vector3 n = (a - b).cross(faces[i].plane.normal).normalized(); - if (Plane(a, n).is_point_over(p_point)) { + if (Plane(n, a).is_point_over(p_point)) { is_inside = false; break; } @@ -1063,7 +1063,7 @@ Vector3 ConvexPolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) con return min_point; } -Vector3 ConvexPolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotConvexPolygonShape3D::get_moment_of_inertia(real_t p_mass) const { // use bad AABB approximation Vector3 extents = get_aabb().size * 0.5; @@ -1073,7 +1073,7 @@ Vector3 ConvexPolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const { (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } -void ConvexPolygonShape3DSW::_setup(const Vector<Vector3> &p_vertices) { +void GodotConvexPolygonShape3D::_setup(const Vector<Vector3> &p_vertices) { Error err = ConvexHullComputer::convex_hull(p_vertices, mesh); if (err != OK) { ERR_PRINT("Failed to build convex hull"); @@ -1092,20 +1092,20 @@ void ConvexPolygonShape3DSW::_setup(const Vector<Vector3> &p_vertices) { configure(_aabb); } -void ConvexPolygonShape3DSW::set_data(const Variant &p_data) { +void GodotConvexPolygonShape3D::set_data(const Variant &p_data) { _setup(p_data); } -Variant ConvexPolygonShape3DSW::get_data() const { +Variant GodotConvexPolygonShape3D::get_data() const { return mesh.vertices; } -ConvexPolygonShape3DSW::ConvexPolygonShape3DSW() { +GodotConvexPolygonShape3D::GodotConvexPolygonShape3D() { } /********** FACE POLYGON *************/ -void FaceShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotFaceShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { for (int i = 0; i < 3; i++) { Vector3 v = p_transform.xform(vertex[i]); real_t d = p_normal.dot(v); @@ -1120,7 +1120,7 @@ void FaceShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_ } } -Vector3 FaceShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotFaceShape3D::get_support(const Vector3 &p_normal) const { int vert_support_idx = -1; real_t support_max = 0; @@ -1136,7 +1136,7 @@ Vector3 FaceShape3DSW::get_support(const Vector3 &p_normal) const { return vertex[vert_support_idx]; } -void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { +void GodotFaceShape3D::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_supports, int &r_amount, FeatureType &r_type) const { Vector3 n = p_normal; /** TEST FACE AS SUPPORT **/ @@ -1188,12 +1188,12 @@ void FaceShape3DSW::get_supports(const Vector3 &p_normal, int p_max, Vector3 *r_ r_supports[0] = vertex[vert_support_idx]; } -bool FaceShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotFaceShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { bool c = Geometry3D::segment_intersects_triangle(p_begin, p_end, vertex[0], vertex[1], vertex[2], &r_result); if (c) { r_normal = Plane(vertex[0], vertex[1], vertex[2]).normal; if (r_normal.dot(p_end - p_begin) > 0) { - if (backface_collision) { + if (backface_collision && p_hit_back_faces) { r_normal = -r_normal; } else { c = false; @@ -1204,23 +1204,23 @@ bool FaceShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_e return c; } -bool FaceShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotFaceShape3D::intersect_point(const Vector3 &p_point) const { return false; //face is flat } -Vector3 FaceShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotFaceShape3D::get_closest_point_to(const Vector3 &p_point) const { return Face3(vertex[0], vertex[1], vertex[2]).get_closest_point_to(p_point); } -Vector3 FaceShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotFaceShape3D::get_moment_of_inertia(real_t p_mass) const { return Vector3(); // Sorry, but i don't think anyone cares, FaceShape! } -FaceShape3DSW::FaceShape3DSW() { +GodotFaceShape3D::GodotFaceShape3D() { configure(AABB()); } -Vector<Vector3> ConcavePolygonShape3DSW::get_faces() const { +Vector<Vector3> GodotConcavePolygonShape3D::get_faces() const { Vector<Vector3> rfaces; rfaces.resize(faces.size() * 3); @@ -1235,7 +1235,7 @@ Vector<Vector3> ConcavePolygonShape3DSW::get_faces() const { return rfaces; } -void ConcavePolygonShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotConcavePolygonShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { int count = vertices.size(); if (count == 0) { r_min = 0; @@ -1256,7 +1256,7 @@ void ConcavePolygonShape3DSW::project_range(const Vector3 &p_normal, const Trans } } -Vector3 ConcavePolygonShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotConcavePolygonShape3D::get_support(const Vector3 &p_normal) const { int count = vertices.size(); if (count == 0) { return Vector3(); @@ -1281,7 +1281,7 @@ Vector3 ConcavePolygonShape3DSW::get_support(const Vector3 &p_normal) const { return vptr[vert_support_idx]; } -void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_params) const { +void GodotConcavePolygonShape3D::_cull_segment(int p_idx, _SegmentCullParams *p_params) const { const BVH *bvh = &p_params->bvh[p_idx]; /* @@ -1296,7 +1296,7 @@ void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_par if (bvh->face_index >= 0) { const Face *f = &p_params->faces[bvh->face_index]; - FaceShape3DSW *face = p_params->face; + GodotFaceShape3D *face = p_params->face; face->normal = f->normal; face->vertex[0] = p_params->vertices[f->indices[0]]; face->vertex[1] = p_params->vertices[f->indices[1]]; @@ -1304,7 +1304,7 @@ void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_par Vector3 res; Vector3 normal; - if (face->intersect_segment(p_params->from, p_params->to, res, normal)) { + if (face->intersect_segment(p_params->from, p_params->to, res, normal, true)) { real_t d = p_params->dir.dot(res) - p_params->dir.dot(p_params->from); if ((d > 0) && (d < p_params->min_d)) { p_params->min_d = d; @@ -1323,7 +1323,7 @@ void ConcavePolygonShape3DSW::_cull_segment(int p_idx, _SegmentCullParams *p_par } } -bool ConcavePolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotConcavePolygonShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { if (faces.size() == 0) { return false; } @@ -1333,8 +1333,8 @@ bool ConcavePolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Ve const Vector3 *vr = vertices.ptr(); const BVH *br = bvh.ptr(); - FaceShape3DSW face; - face.backface_collision = backface_collision; + GodotFaceShape3D face; + face.backface_collision = backface_collision && p_hit_back_faces; _SegmentCullParams params; params.from = p_begin; @@ -1359,15 +1359,15 @@ bool ConcavePolygonShape3DSW::intersect_segment(const Vector3 &p_begin, const Ve } } -bool ConcavePolygonShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotConcavePolygonShape3D::intersect_point(const Vector3 &p_point) const { return false; //face is flat } -Vector3 ConcavePolygonShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotConcavePolygonShape3D::get_closest_point_to(const Vector3 &p_point) const { return Vector3(); } -bool ConcavePolygonShape3DSW::_cull(int p_idx, _CullParams *p_params) const { +bool GodotConcavePolygonShape3D::_cull(int p_idx, _CullParams *p_params) const { const BVH *bvh = &p_params->bvh[p_idx]; if (!p_params->aabb.intersects(bvh->aabb)) { @@ -1376,7 +1376,7 @@ bool ConcavePolygonShape3DSW::_cull(int p_idx, _CullParams *p_params) const { if (bvh->face_index >= 0) { const Face *f = &p_params->faces[bvh->face_index]; - FaceShape3DSW *face = p_params->face; + GodotFaceShape3D *face = p_params->face; face->normal = f->normal; face->vertex[0] = p_params->vertices[f->indices[0]]; face->vertex[1] = p_params->vertices[f->indices[1]]; @@ -1401,7 +1401,7 @@ bool ConcavePolygonShape3DSW::_cull(int p_idx, _CullParams *p_params) const { return false; } -void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const { +void GodotConcavePolygonShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const { // make matrix local to concave if (faces.size() == 0) { return; @@ -1414,8 +1414,9 @@ void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_cal const Vector3 *vr = vertices.ptr(); const BVH *br = bvh.ptr(); - FaceShape3DSW face; // use this to send in the callback + GodotFaceShape3D face; // use this to send in the callback face.backface_collision = backface_collision; + face.invert_backface_collision = p_invert_backface_collision; _CullParams params; params.aabb = local_aabb; @@ -1430,7 +1431,7 @@ void ConcavePolygonShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_cal _cull(0, ¶ms); } -Vector3 ConcavePolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotConcavePolygonShape3D::get_moment_of_inertia(real_t p_mass) const { // use bad AABB approximation Vector3 extents = get_aabb().size * 0.5; @@ -1440,40 +1441,40 @@ Vector3 ConcavePolygonShape3DSW::get_moment_of_inertia(real_t p_mass) const { (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } -struct _VolumeSW_BVH_Element { +struct _Volume_BVH_Element { AABB aabb; Vector3 center; int face_index; }; -struct _VolumeSW_BVH_CompareX { - _FORCE_INLINE_ bool operator()(const _VolumeSW_BVH_Element &a, const _VolumeSW_BVH_Element &b) const { +struct _Volume_BVH_CompareX { + _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const { return a.center.x < b.center.x; } }; -struct _VolumeSW_BVH_CompareY { - _FORCE_INLINE_ bool operator()(const _VolumeSW_BVH_Element &a, const _VolumeSW_BVH_Element &b) const { +struct _Volume_BVH_CompareY { + _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const { return a.center.y < b.center.y; } }; -struct _VolumeSW_BVH_CompareZ { - _FORCE_INLINE_ bool operator()(const _VolumeSW_BVH_Element &a, const _VolumeSW_BVH_Element &b) const { +struct _Volume_BVH_CompareZ { + _FORCE_INLINE_ bool operator()(const _Volume_BVH_Element &a, const _Volume_BVH_Element &b) const { return a.center.z < b.center.z; } }; -struct _VolumeSW_BVH { +struct _Volume_BVH { AABB aabb; - _VolumeSW_BVH *left; - _VolumeSW_BVH *right; + _Volume_BVH *left; + _Volume_BVH *right; int face_index; }; -_VolumeSW_BVH *_volume_sw_build_bvh(_VolumeSW_BVH_Element *p_elements, int p_size, int &count) { - _VolumeSW_BVH *bvh = memnew(_VolumeSW_BVH); +_Volume_BVH *_volume_build_bvh(_Volume_BVH_Element *p_elements, int p_size, int &count) { + _Volume_BVH *bvh = memnew(_Volume_BVH); if (p_size == 1) { //leaf @@ -1498,30 +1499,30 @@ _VolumeSW_BVH *_volume_sw_build_bvh(_VolumeSW_BVH_Element *p_elements, int p_siz bvh->aabb = aabb; switch (aabb.get_longest_axis_index()) { case 0: { - SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareX> sort_x; + SortArray<_Volume_BVH_Element, _Volume_BVH_CompareX> sort_x; sort_x.sort(p_elements, p_size); } break; case 1: { - SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareY> sort_y; + SortArray<_Volume_BVH_Element, _Volume_BVH_CompareY> sort_y; sort_y.sort(p_elements, p_size); } break; case 2: { - SortArray<_VolumeSW_BVH_Element, _VolumeSW_BVH_CompareZ> sort_z; + SortArray<_Volume_BVH_Element, _Volume_BVH_CompareZ> sort_z; sort_z.sort(p_elements, p_size); } break; } int split = p_size / 2; - bvh->left = _volume_sw_build_bvh(p_elements, split, count); - bvh->right = _volume_sw_build_bvh(&p_elements[split], p_size - split, count); + bvh->left = _volume_build_bvh(p_elements, split, count); + bvh->right = _volume_build_bvh(&p_elements[split], p_size - split, count); //printf("branch at %p - %i: %i\n",bvh,count,bvh->face_index); count++; return bvh; } -void ConcavePolygonShape3DSW::_fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx) { +void GodotConcavePolygonShape3D::_fill_bvh(_Volume_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx) { int idx = p_idx; p_bvh_array[idx].aabb = p_bvh_tree->aabb; @@ -1547,7 +1548,7 @@ void ConcavePolygonShape3DSW::_fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_ar memdelete(p_bvh_tree); } -void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_backface_collision) { +void GodotConcavePolygonShape3D::_setup(const Vector<Vector3> &p_faces, bool p_backface_collision) { int src_face_count = p_faces.size(); if (src_face_count == 0) { configure(AABB()); @@ -1558,10 +1559,10 @@ void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_back const Vector3 *facesr = p_faces.ptr(); - Vector<_VolumeSW_BVH_Element> bvh_array; + Vector<_Volume_BVH_Element> bvh_array; bvh_array.resize(src_face_count); - _VolumeSW_BVH_Element *bvh_arrayw = bvh_array.ptrw(); + _Volume_BVH_Element *bvh_arrayw = bvh_array.ptrw(); faces.resize(src_face_count); Face *facesw = faces.ptrw(); @@ -1593,7 +1594,7 @@ void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_back } int count = 0; - _VolumeSW_BVH *bvh_tree = _volume_sw_build_bvh(bvh_arrayw, src_face_count, count); + _Volume_BVH *bvh_tree = _volume_build_bvh(bvh_arrayw, src_face_count, count); bvh.resize(count + 1); @@ -1607,14 +1608,14 @@ void ConcavePolygonShape3DSW::_setup(const Vector<Vector3> &p_faces, bool p_back configure(_aabb); // this type of shape has no margin } -void ConcavePolygonShape3DSW::set_data(const Variant &p_data) { +void GodotConcavePolygonShape3D::set_data(const Variant &p_data) { Dictionary d = p_data; ERR_FAIL_COND(!d.has("faces")); _setup(d["faces"], d["backface_collision"]); } -Variant ConcavePolygonShape3DSW::get_data() const { +Variant GodotConcavePolygonShape3D::get_data() const { Dictionary d; d["faces"] = get_faces(); d["backface_collision"] = backface_collision; @@ -1622,29 +1623,29 @@ Variant ConcavePolygonShape3DSW::get_data() const { return d; } -ConcavePolygonShape3DSW::ConcavePolygonShape3DSW() { +GodotConcavePolygonShape3D::GodotConcavePolygonShape3D() { } /* HEIGHT MAP SHAPE */ -Vector<real_t> HeightMapShape3DSW::get_heights() const { +Vector<real_t> GodotHeightMapShape3D::get_heights() const { return heights; } -int HeightMapShape3DSW::get_width() const { +int GodotHeightMapShape3D::get_width() const { return width; } -int HeightMapShape3DSW::get_depth() const { +int GodotHeightMapShape3D::get_depth() const { return depth; } -void HeightMapShape3DSW::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { +void GodotHeightMapShape3D::project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { //not very useful, but not very used either - p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal, 0), r_min, r_max); + p_transform.xform(get_aabb()).project_range_in_plane(Plane(p_normal), r_min, r_max); } -Vector3 HeightMapShape3DSW::get_support(const Vector3 &p_normal) const { +Vector3 GodotHeightMapShape3D::get_support(const Vector3 &p_normal) const { //not very useful, but not very used either return get_aabb().get_support(p_normal); } @@ -1657,8 +1658,8 @@ struct _HeightmapSegmentCullParams { Vector3 result; Vector3 normal; - const HeightMapShape3DSW *heightmap = nullptr; - FaceShape3DSW *face = nullptr; + const GodotHeightMapShape3D *heightmap = nullptr; + GodotFaceShape3D *face = nullptr; }; struct _HeightmapGridCullState { @@ -1675,7 +1676,7 @@ struct _HeightmapGridCullState { _FORCE_INLINE_ bool _heightmap_face_cull_segment(_HeightmapSegmentCullParams &p_params) { Vector3 res; Vector3 normal; - if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal)) { + if (p_params.face->intersect_segment(p_params.from, p_params.to, res, normal, true)) { p_params.result = res; p_params.normal = normal; return true; @@ -1706,7 +1707,7 @@ _FORCE_INLINE_ bool _heightmap_cell_cull_segment(_HeightmapSegmentCullParams &p_ } _FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p_params, const _HeightmapGridCullState &p_state) { - const HeightMapShape3DSW::Range &chunk = p_params.heightmap->_get_bounds_chunk(p_state.x, p_state.z); + const GodotHeightMapShape3D::Range &chunk = p_params.heightmap->_get_bounds_chunk(p_state.x, p_state.z); Vector3 enter_pos; Vector3 exit_pos; @@ -1725,8 +1726,8 @@ _FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p } // Transform positions to heightmap space. - enter_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE; - exit_pos *= HeightMapShape3DSW::BOUNDS_CHUNK_SIZE; + enter_pos *= GodotHeightMapShape3D::BOUNDS_CHUNK_SIZE; + exit_pos *= GodotHeightMapShape3D::BOUNDS_CHUNK_SIZE; // We did enter the flat projection of the AABB, // but we have to check if we intersect it on the vertical axis. @@ -1741,7 +1742,7 @@ _FORCE_INLINE_ bool _heightmap_chunk_cull_segment(_HeightmapSegmentCullParams &p } template <typename ProcessFunction> -bool HeightMapShape3DSW::_intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const { +bool GodotHeightMapShape3D::_intersect_grid_segment(ProcessFunction &p_process, const Vector3 &p_begin, const Vector3 &p_end, int p_width, int p_depth, const Vector3 &offset, Vector3 &r_point, Vector3 &r_normal) const { Vector3 delta = (p_end - p_begin); real_t length = delta.length(); @@ -1751,7 +1752,7 @@ bool HeightMapShape3DSW::_intersect_grid_segment(ProcessFunction &p_process, con Vector3 local_begin = p_begin + offset; - FaceShape3DSW face; + GodotFaceShape3D face; face.backface_collision = false; _HeightmapSegmentCullParams params; @@ -1881,7 +1882,7 @@ bool HeightMapShape3DSW::_intersect_grid_segment(ProcessFunction &p_process, con return false; } -bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const { +bool GodotHeightMapShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const { if (heights.is_empty()) { return false; } @@ -1898,8 +1899,8 @@ bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 if ((begin_x == end_x) && (begin_z == end_z)) { // Simple case for rays that don't traverse the grid horizontally. // Just perform a test on the given cell. - FaceShape3DSW face; - face.backface_collision = false; + GodotFaceShape3D face; + face.backface_collision = p_hit_back_faces; _HeightmapSegmentCullParams params; params.from = p_begin; @@ -1938,15 +1939,15 @@ bool HeightMapShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 return false; } -bool HeightMapShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotHeightMapShape3D::intersect_point(const Vector3 &p_point) const { return false; } -Vector3 HeightMapShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotHeightMapShape3D::get_closest_point_to(const Vector3 &p_point) const { return Vector3(); } -void HeightMapShape3DSW::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const { +void GodotHeightMapShape3D::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, int &r_z) const { const AABB &aabb = get_aabb(); Vector3 pos_local = aabb.position + local_origin; @@ -1961,7 +1962,7 @@ void HeightMapShape3DSW::_get_cell(const Vector3 &p_point, int &r_x, int &r_y, i r_z = (clamped_point.z < 0.0) ? (clamped_point.z - 0.5) : (clamped_point.z + 0.5); } -void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const { +void GodotHeightMapShape3D::cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const { if (heights.is_empty()) { return; } @@ -1987,8 +1988,9 @@ void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback int start_z = MAX(0, aabb_min[2]); int end_z = MIN(depth - 1, aabb_max[2]); - FaceShape3DSW face; - face.backface_collision = true; + GodotFaceShape3D face; + face.backface_collision = !p_invert_backface_collision; + face.invert_backface_collision = p_invert_backface_collision; for (int z = start_z; z < end_z; z++) { for (int x = start_x; x < end_x; x++) { @@ -2012,7 +2014,7 @@ void HeightMapShape3DSW::cull(const AABB &p_local_aabb, QueryCallback p_callback } } -Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const { +Vector3 GodotHeightMapShape3D::get_moment_of_inertia(real_t p_mass) const { // use bad AABB approximation Vector3 extents = get_aabb().size * 0.5; @@ -2022,7 +2024,7 @@ Vector3 HeightMapShape3DSW::get_moment_of_inertia(real_t p_mass) const { (p_mass / 3.0) * (extents.x * extents.x + extents.y * extents.y)); } -void HeightMapShape3DSW::_build_accelerator() { +void GodotHeightMapShape3D::_build_accelerator() { bounds_grid.clear(); bounds_grid_width = width / BOUNDS_CHUNK_SIZE; @@ -2091,7 +2093,7 @@ void HeightMapShape3DSW::_build_accelerator() { } } -void HeightMapShape3DSW::_setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) { +void GodotHeightMapShape3D::_setup(const Vector<real_t> &p_heights, int p_width, int p_depth, real_t p_min_height, real_t p_max_height) { heights = p_heights; width = p_width; depth = p_depth; @@ -2112,7 +2114,7 @@ void HeightMapShape3DSW::_setup(const Vector<real_t> &p_heights, int p_width, in configure(aabb); } -void HeightMapShape3DSW::set_data(const Variant &p_data) { +void GodotHeightMapShape3D::set_data(const Variant &p_data) { ERR_FAIL_COND(p_data.get_type() != Variant::DICTIONARY); Dictionary d = p_data; @@ -2184,7 +2186,7 @@ void HeightMapShape3DSW::set_data(const Variant &p_data) { _setup(heights_buffer, width, depth, min_height, max_height); } -Variant HeightMapShape3DSW::get_data() const { +Variant GodotHeightMapShape3D::get_data() const { Dictionary d; d["width"] = width; d["depth"] = depth; @@ -2198,5 +2200,5 @@ Variant HeightMapShape3DSW::get_data() const { return d; } -HeightMapShape3DSW::HeightMapShape3DSW() { +GodotHeightMapShape3D::GodotHeightMapShape3D() { } diff --git a/servers/physics_3d/shape_3d_sw.h b/servers/physics_3d/godot_shape_3d.h index 061d66a085..9d171c3928 100644 --- a/servers/physics_3d/shape_3d_sw.h +++ b/servers/physics_3d/godot_shape_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shape_3d_sw.h */ +/* godot_shape_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,30 +28,30 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SHAPE_SW_H -#define SHAPE_SW_H +#ifndef GODOT_SHAPE_3D_H +#define GODOT_SHAPE_3D_H #include "core/math/geometry_3d.h" #include "core/templates/local_vector.h" #include "servers/physics_server_3d.h" -class Shape3DSW; +class GodotShape3D; -class ShapeOwner3DSW { +class GodotShapeOwner3D { public: virtual void _shape_changed() = 0; - virtual void remove_shape(Shape3DSW *p_shape) = 0; + virtual void remove_shape(GodotShape3D *p_shape) = 0; - virtual ~ShapeOwner3DSW() {} + virtual ~GodotShapeOwner3D() {} }; -class Shape3DSW { +class GodotShape3D { RID self; AABB aabb; bool configured = false; real_t custom_bias = 0.0; - Map<ShapeOwner3DSW *, int> owners; + Map<GodotShapeOwner3D *, int> owners; protected: void configure(const AABB &p_aabb); @@ -64,7 +64,7 @@ public: FEATURE_CIRCLE, }; - virtual real_t get_area() const { return aabb.get_area(); } + virtual real_t get_volume() const { return aabb.get_volume(); } _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } _FORCE_INLINE_ RID get_self() const { return self; } @@ -80,7 +80,7 @@ public: 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 = 0; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const = 0; - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal) const = 0; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) const = 0; virtual bool intersect_point(const Vector3 &p_point) const = 0; virtual Vector3 get_moment_of_inertia(real_t p_mass) const = 0; @@ -90,29 +90,29 @@ public: _FORCE_INLINE_ void set_custom_bias(real_t p_bias) { custom_bias = p_bias; } _FORCE_INLINE_ real_t get_custom_bias() const { return custom_bias; } - void add_owner(ShapeOwner3DSW *p_owner); - void remove_owner(ShapeOwner3DSW *p_owner); - bool is_owner(ShapeOwner3DSW *p_owner) const; - const Map<ShapeOwner3DSW *, int> &get_owners() const; + void add_owner(GodotShapeOwner3D *p_owner); + void remove_owner(GodotShapeOwner3D *p_owner); + bool is_owner(GodotShapeOwner3D *p_owner) const; + const Map<GodotShapeOwner3D *, int> &get_owners() const; - Shape3DSW() {} - virtual ~Shape3DSW(); + GodotShape3D() {} + virtual ~GodotShape3D(); }; -class ConcaveShape3DSW : public Shape3DSW { +class GodotConcaveShape3D : public GodotShape3D { public: virtual bool is_concave() const override { return true; } 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; } // Returns true to stop the query. - typedef bool (*QueryCallback)(void *p_userdata, Shape3DSW *p_convex); + typedef bool (*QueryCallback)(void *p_userdata, GodotShape3D *p_convex); - virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata) const = 0; + virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const = 0; - ConcaveShape3DSW() {} + GodotConcaveShape3D() {} }; -class WorldBoundaryShape3DSW : public Shape3DSW { +class GodotWorldBoundaryShape3D : public GodotShape3D { Plane plane; void _setup(const Plane &p_plane); @@ -120,13 +120,13 @@ class WorldBoundaryShape3DSW : public Shape3DSW { public: Plane get_plane() const; - virtual real_t get_area() const override { return INFINITY; } + virtual real_t get_volume() const override { return INFINITY; } virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_WORLD_BOUNDARY; } 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 { r_amount = 0; } - virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) 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 override; @@ -134,10 +134,10 @@ public: virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; - WorldBoundaryShape3DSW(); + GodotWorldBoundaryShape3D(); }; -class SeparationRayShape3DSW : public Shape3DSW { +class GodotSeparationRayShape3D : public GodotShape3D { real_t length = 1.0; bool slide_on_slope = false; @@ -147,13 +147,13 @@ public: real_t get_length() const; bool get_slide_on_slope() const; - virtual real_t get_area() const override { return 0.0; } + virtual real_t get_volume() const override { return 0.0; } virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SEPARATION_RAY; } 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_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -162,10 +162,10 @@ public: virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; - SeparationRayShape3DSW(); + GodotSeparationRayShape3D(); }; -class SphereShape3DSW : public Shape3DSW { +class GodotSphereShape3D : public GodotShape3D { real_t radius = 0.0; void _setup(real_t p_radius); @@ -173,14 +173,14 @@ class SphereShape3DSW : public Shape3DSW { public: real_t get_radius() const; - virtual real_t get_area() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius; } + virtual real_t get_volume() const override { return 4.0 / 3.0 * Math_PI * radius * radius * radius; } 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 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_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -189,23 +189,23 @@ public: virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; - SphereShape3DSW(); + GodotSphereShape3D(); }; -class BoxShape3DSW : public Shape3DSW { +class GodotBoxShape3D : public GodotShape3D { Vector3 half_extents; void _setup(const Vector3 &p_half_extents); public: _FORCE_INLINE_ Vector3 get_half_extents() const { return half_extents; } - virtual real_t get_area() const override { return 8 * half_extents.x * half_extents.y * half_extents.z; } + virtual real_t get_volume() const override { return 8 * half_extents.x * half_extents.y * half_extents.z; } 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 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_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -214,10 +214,10 @@ public: virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; - BoxShape3DSW(); + GodotBoxShape3D(); }; -class CapsuleShape3DSW : public Shape3DSW { +class GodotCapsuleShape3D : public GodotShape3D { real_t height = 0.0; real_t radius = 0.0; @@ -227,14 +227,14 @@ 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 override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + (height - radius * 2.0) * Math_PI * radius * radius; } + virtual real_t get_volume() 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 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 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_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -243,10 +243,10 @@ public: virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; - CapsuleShape3DSW(); + GodotCapsuleShape3D(); }; -class CylinderShape3DSW : public Shape3DSW { +class GodotCylinderShape3D : public GodotShape3D { real_t height = 0.0; real_t radius = 0.0; @@ -256,14 +256,14 @@ 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 override { return 4.0 / 3.0 * Math_PI * radius * radius * radius + height * Math_PI * radius * radius; } + virtual real_t get_volume() const override { return height * Math_PI * radius * radius; } 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 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_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -272,10 +272,10 @@ public: virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; - CylinderShape3DSW(); + GodotCylinderShape3D(); }; -struct ConvexPolygonShape3DSW : public Shape3DSW { +struct GodotConvexPolygonShape3D : public GodotShape3D { Geometry3D::MeshData mesh; void _setup(const Vector<Vector3> &p_vertices); @@ -288,7 +288,7 @@ public: 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_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -297,13 +297,13 @@ public: virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; - ConvexPolygonShape3DSW(); + GodotConvexPolygonShape3D(); }; -struct _VolumeSW_BVH; -struct FaceShape3DSW; +struct _Volume_BVH; +struct GodotFaceShape3D; -struct ConcavePolygonShape3DSW : public ConcaveShape3DSW { +struct GodotConcavePolygonShape3D : public GodotConcaveShape3D { // always a trimesh struct Face { @@ -331,7 +331,7 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW { const Face *faces = nullptr; const Vector3 *vertices = nullptr; const BVH *bvh = nullptr; - FaceShape3DSW *face = nullptr; + GodotFaceShape3D *face = nullptr; }; struct _SegmentCullParams { @@ -341,7 +341,7 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW { const Face *faces = nullptr; const Vector3 *vertices = nullptr; const BVH *bvh = nullptr; - FaceShape3DSW *face = nullptr; + GodotFaceShape3D *face = nullptr; Vector3 result; Vector3 normal; @@ -354,7 +354,7 @@ struct ConcavePolygonShape3DSW : public ConcaveShape3DSW { void _cull_segment(int p_idx, _SegmentCullParams *p_params) const; bool _cull(int p_idx, _CullParams *p_params) const; - void _fill_bvh(_VolumeSW_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx); + void _fill_bvh(_Volume_BVH *p_bvh_tree, BVH *p_bvh_array, int &p_idx); void _setup(const Vector<Vector3> &p_faces, bool p_backface_collision); @@ -366,21 +366,21 @@ public: 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 override; + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) 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, QueryCallback p_callback, void *p_userdata) const override; + virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; - ConcavePolygonShape3DSW(); + GodotConcavePolygonShape3D(); }; -struct HeightMapShape3DSW : public ConcaveShape3DSW { +struct GodotHeightMapShape3D : public GodotConcaveShape3D { Vector<real_t> heights; int width = 0; int depth = 0; @@ -429,25 +429,26 @@ public: 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_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_point, Vector3 &r_normal, bool p_hit_back_faces) 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, QueryCallback p_callback, void *p_userdata) const override; + virtual void cull(const AABB &p_local_aabb, QueryCallback p_callback, void *p_userdata, bool p_invert_backface_collision) const override; virtual Vector3 get_moment_of_inertia(real_t p_mass) const override; virtual void set_data(const Variant &p_data) override; virtual Variant get_data() const override; - HeightMapShape3DSW(); + GodotHeightMapShape3D(); }; //used internally -struct FaceShape3DSW : public Shape3DSW { +struct GodotFaceShape3D : public GodotShape3D { Vector3 normal; //cache Vector3 vertex[3]; bool backface_collision = false; + bool invert_backface_collision = false; virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONCAVE_POLYGON; } @@ -456,7 +457,7 @@ struct FaceShape3DSW : public Shape3DSW { 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_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const override; virtual bool intersect_point(const Vector3 &p_point) const override; virtual Vector3 get_closest_point_to(const Vector3 &p_point) const override; @@ -465,11 +466,11 @@ struct FaceShape3DSW : public Shape3DSW { virtual void set_data(const Variant &p_data) override {} virtual Variant get_data() const override { return Variant(); } - FaceShape3DSW(); + GodotFaceShape3D(); }; -struct MotionShape3DSW : public Shape3DSW { - Shape3DSW *shape = nullptr; +struct GodotMotionShape3D : public GodotShape3D { + GodotShape3D *shape = nullptr; Vector3 motion; virtual PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_CONVEX_POLYGON; } @@ -495,7 +496,7 @@ struct MotionShape3DSW : public Shape3DSW { } 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_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) 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; } @@ -504,7 +505,7 @@ struct MotionShape3DSW : public Shape3DSW { virtual void set_data(const Variant &p_data) override {} virtual Variant get_data() const override { return Variant(); } - MotionShape3DSW() { configure(AABB()); } + GodotMotionShape3D() { configure(AABB()); } }; -#endif // SHAPE_SW_H +#endif // GODOT_SHAPE_3D_H diff --git a/servers/physics_3d/soft_body_3d_sw.cpp b/servers/physics_3d/godot_soft_body_3d.cpp index c9166810fe..1de27760d5 100644 --- a/servers/physics_3d/soft_body_3d_sw.cpp +++ b/servers/physics_3d/godot_soft_body_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* soft_body_3d_sw.cpp */ +/* godot_soft_body_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,8 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "soft_body_3d_sw.h" -#include "space_3d_sw.h" +#include "godot_soft_body_3d.h" + +#include "godot_space_3d.h" #include "core/math/geometry_3d.h" #include "core/templates/map.h" @@ -53,16 +54,16 @@ subject to the following restrictions: */ ///btSoftBody implementation by Nathanael Presson -SoftBody3DSW::SoftBody3DSW() : - CollisionObject3DSW(TYPE_SOFT_BODY), +GodotSoftBody3D::GodotSoftBody3D() : + GodotCollisionObject3D(TYPE_SOFT_BODY), active_list(this) { _set_static(false); } -void SoftBody3DSW::_shapes_changed() { +void GodotSoftBody3D::_shapes_changed() { } -void SoftBody3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { +void GodotSoftBody3D::set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant) { switch (p_state) { case PhysicsServer3D::BODY_STATE_TRANSFORM: { _set_transform(p_variant); @@ -87,7 +88,7 @@ void SoftBody3DSW::set_state(PhysicsServer3D::BodyState p_state, const Variant & } } -Variant SoftBody3DSW::get_state(PhysicsServer3D::BodyState p_state) const { +Variant GodotSoftBody3D::get_state(PhysicsServer3D::BodyState p_state) const { switch (p_state) { case PhysicsServer3D::BODY_STATE_TRANSFORM: { return get_transform(); @@ -110,7 +111,7 @@ Variant SoftBody3DSW::get_state(PhysicsServer3D::BodyState p_state) const { return Variant(); } -void SoftBody3DSW::set_space(Space3DSW *p_space) { +void GodotSoftBody3D::set_space(GodotSpace3D *p_space) { if (get_space()) { get_space()->soft_body_remove_from_active_list(&active_list); @@ -128,7 +129,7 @@ void SoftBody3DSW::set_space(Space3DSW *p_space) { } } -void SoftBody3DSW::set_mesh(RID p_mesh) { +void GodotSoftBody3D::set_mesh(RID p_mesh) { destroy(); soft_mesh = p_mesh; @@ -138,6 +139,7 @@ void SoftBody3DSW::set_mesh(RID p_mesh) { } Array arrays = RenderingServer::get_singleton()->mesh_surface_get_arrays(soft_mesh, 0); + ERR_FAIL_COND(arrays.is_empty()); bool success = create_from_trimesh(arrays[RenderingServer::ARRAY_INDEX], arrays[RenderingServer::ARRAY_VERTEX]); if (!success) { @@ -145,7 +147,7 @@ void SoftBody3DSW::set_mesh(RID p_mesh) { } } -void SoftBody3DSW::update_rendering_server(RenderingServerHandler *p_rendering_server_handler) { +void GodotSoftBody3D::update_rendering_server(RenderingServerHandler *p_rendering_server_handler) { if (soft_mesh.is_null()) { return; } @@ -164,7 +166,7 @@ void SoftBody3DSW::update_rendering_server(RenderingServerHandler *p_rendering_s p_rendering_server_handler->set_aabb(bounds); } -void SoftBody3DSW::update_normals_and_centroids() { +void GodotSoftBody3D::update_normals_and_centroids() { uint32_t i, ni; for (i = 0, ni = nodes.size(); i < ni; ++i) { @@ -191,7 +193,7 @@ void SoftBody3DSW::update_normals_and_centroids() { } } -void SoftBody3DSW::update_bounds() { +void GodotSoftBody3D::update_bounds() { AABB prev_bounds = bounds; prev_bounds.grow_by(collision_margin); @@ -223,13 +225,13 @@ void SoftBody3DSW::update_bounds() { } } -void SoftBody3DSW::update_constants() { +void GodotSoftBody3D::update_constants() { reset_link_rest_lengths(); update_link_constants(); update_area(); } -void SoftBody3DSW::update_area() { +void GodotSoftBody3D::update_area() { int i, ni; // Face area. @@ -275,7 +277,7 @@ void SoftBody3DSW::update_area() { } } -void SoftBody3DSW::reset_link_rest_lengths() { +void GodotSoftBody3D::reset_link_rest_lengths() { for (uint32_t i = 0, ni = links.size(); i < ni; ++i) { Link &link = links[i]; link.rl = (link.n[0]->x - link.n[1]->x).length(); @@ -283,7 +285,7 @@ void SoftBody3DSW::reset_link_rest_lengths() { } } -void SoftBody3DSW::update_link_constants() { +void GodotSoftBody3D::update_link_constants() { real_t inv_linear_stiffness = 1.0 / linear_stiffness; for (uint32_t i = 0, ni = links.size(); i < ni; ++i) { Link &link = links[i]; @@ -291,7 +293,7 @@ void SoftBody3DSW::update_link_constants() { } } -void SoftBody3DSW::apply_nodes_transform(const Transform3D &p_transform) { +void GodotSoftBody3D::apply_nodes_transform(const Transform3D &p_transform) { if (soft_mesh.is_null()) { return; } @@ -317,7 +319,7 @@ void SoftBody3DSW::apply_nodes_transform(const Transform3D &p_transform) { update_constants(); } -Vector3 SoftBody3DSW::get_vertex_position(int p_index) const { +Vector3 GodotSoftBody3D::get_vertex_position(int p_index) const { ERR_FAIL_COND_V(p_index < 0, Vector3()); if (soft_mesh.is_null()) { @@ -331,7 +333,7 @@ Vector3 SoftBody3DSW::get_vertex_position(int p_index) const { return nodes[node_index].x; } -void SoftBody3DSW::set_vertex_position(int p_index, const Vector3 &p_position) { +void GodotSoftBody3D::set_vertex_position(int p_index, const Vector3 &p_position) { ERR_FAIL_COND(p_index < 0); if (soft_mesh.is_null()) { @@ -347,7 +349,7 @@ void SoftBody3DSW::set_vertex_position(int p_index, const Vector3 &p_position) { node.x = p_position; } -void SoftBody3DSW::pin_vertex(int p_index) { +void GodotSoftBody3D::pin_vertex(int p_index) { ERR_FAIL_COND(p_index < 0); if (is_vertex_pinned(p_index)) { @@ -366,13 +368,13 @@ void SoftBody3DSW::pin_vertex(int p_index) { } } -void SoftBody3DSW::unpin_vertex(int p_index) { +void GodotSoftBody3D::unpin_vertex(int p_index) { ERR_FAIL_COND(p_index < 0); uint32_t pinned_count = pinned_vertices.size(); for (uint32_t i = 0; i < pinned_count; ++i) { if (p_index == pinned_vertices[i]) { - pinned_vertices.remove(i); + pinned_vertices.remove_at(i); if (!soft_mesh.is_null()) { ERR_FAIL_COND(p_index >= (int)map_visual_to_physics.size()); @@ -390,7 +392,7 @@ void SoftBody3DSW::unpin_vertex(int p_index) { } } -void SoftBody3DSW::unpin_all_vertices() { +void GodotSoftBody3D::unpin_all_vertices() { if (!soft_mesh.is_null()) { real_t inv_node_mass = nodes.size() * inv_total_mass; uint32_t pinned_count = pinned_vertices.size(); @@ -409,7 +411,7 @@ void SoftBody3DSW::unpin_all_vertices() { pinned_vertices.clear(); } -bool SoftBody3DSW::is_vertex_pinned(int p_index) const { +bool GodotSoftBody3D::is_vertex_pinned(int p_index) const { ERR_FAIL_COND_V(p_index < 0, false); uint32_t pinned_count = pinned_vertices.size(); @@ -422,47 +424,47 @@ bool SoftBody3DSW::is_vertex_pinned(int p_index) const { return false; } -uint32_t SoftBody3DSW::get_node_count() const { +uint32_t GodotSoftBody3D::get_node_count() const { return nodes.size(); } -real_t SoftBody3DSW::get_node_inv_mass(uint32_t p_node_index) const { +real_t GodotSoftBody3D::get_node_inv_mass(uint32_t p_node_index) const { ERR_FAIL_COND_V(p_node_index >= nodes.size(), 0.0); return nodes[p_node_index].im; } -Vector3 SoftBody3DSW::get_node_position(uint32_t p_node_index) const { +Vector3 GodotSoftBody3D::get_node_position(uint32_t p_node_index) const { ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3()); return nodes[p_node_index].x; } -Vector3 SoftBody3DSW::get_node_velocity(uint32_t p_node_index) const { +Vector3 GodotSoftBody3D::get_node_velocity(uint32_t p_node_index) const { ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3()); return nodes[p_node_index].v; } -Vector3 SoftBody3DSW::get_node_biased_velocity(uint32_t p_node_index) const { +Vector3 GodotSoftBody3D::get_node_biased_velocity(uint32_t p_node_index) const { ERR_FAIL_COND_V(p_node_index >= nodes.size(), Vector3()); return nodes[p_node_index].bv; } -void SoftBody3DSW::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) { +void GodotSoftBody3D::apply_node_impulse(uint32_t p_node_index, const Vector3 &p_impulse) { ERR_FAIL_COND(p_node_index >= nodes.size()); Node &node = nodes[p_node_index]; node.v += p_impulse * node.im; } -void SoftBody3DSW::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) { +void GodotSoftBody3D::apply_node_bias_impulse(uint32_t p_node_index, const Vector3 &p_impulse) { ERR_FAIL_COND(p_node_index >= nodes.size()); Node &node = nodes[p_node_index]; node.bv += p_impulse * node.im; } -uint32_t SoftBody3DSW::get_face_count() const { +uint32_t GodotSoftBody3D::get_face_count() const { return faces.size(); } -void SoftBody3DSW::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const { +void GodotSoftBody3D::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Vector3 &r_point_2, Vector3 &r_point_3) const { ERR_FAIL_COND(p_face_index >= faces.size()); const Face &face = faces[p_face_index]; r_point_1 = face.n[0]->x; @@ -470,12 +472,12 @@ void SoftBody3DSW::get_face_points(uint32_t p_face_index, Vector3 &r_point_1, Ve r_point_3 = face.n[2]->x; } -Vector3 SoftBody3DSW::get_face_normal(uint32_t p_face_index) const { +Vector3 GodotSoftBody3D::get_face_normal(uint32_t p_face_index) const { ERR_FAIL_COND_V(p_face_index >= faces.size(), Vector3()); return faces[p_face_index].normal; } -bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) { +bool GodotSoftBody3D::create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices) { ERR_FAIL_COND_V(p_indices.is_empty(), false); ERR_FAIL_COND_V(p_vertices.is_empty(), false); @@ -595,7 +597,7 @@ bool SoftBody3DSW::create_from_trimesh(const Vector<int> &p_indices, const Vecto return true; } -void SoftBody3DSW::generate_bending_constraints(int p_distance) { +void GodotSoftBody3D::generate_bending_constraints(int p_distance) { uint32_t i, j; if (p_distance > 1) { @@ -708,13 +710,15 @@ void SoftBody3DSW::generate_bending_constraints(int p_distance) { // A small structure to track lists of dependent link calculations. class LinkDeps { public: - int value; // A link calculation that is dependent on this one - // Positive values = "input A" while negative values = "input B" - LinkDeps *next; // Next dependence in the list + // A link calculation that is dependent on this one. + // Positive values = "input A" while negative values = "input B". + int value; + // Next dependence in the list. + LinkDeps *next; }; typedef LinkDeps *LinkDepsPtr; -void SoftBody3DSW::reoptimize_link_order() { +void GodotSoftBody3D::reoptimize_link_order() { const int reop_not_dependent = -1; const int reop_node_complete = -2; @@ -823,7 +827,7 @@ void SoftBody3DSW::reoptimize_link_order() { memdelete_arr(link_buffer); } -void SoftBody3DSW::append_link(uint32_t p_node1, uint32_t p_node2) { +void GodotSoftBody3D::append_link(uint32_t p_node1, uint32_t p_node2) { if (p_node1 == p_node2) { return; } @@ -839,7 +843,7 @@ void SoftBody3DSW::append_link(uint32_t p_node1, uint32_t p_node2) { links.push_back(link); } -void SoftBody3DSW::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3) { +void GodotSoftBody3D::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_node3) { if (p_node1 == p_node2) { return; } @@ -864,11 +868,11 @@ void SoftBody3DSW::append_face(uint32_t p_node1, uint32_t p_node2, uint32_t p_no faces.push_back(face); } -void SoftBody3DSW::set_iteration_count(int p_val) { +void GodotSoftBody3D::set_iteration_count(int p_val) { iteration_count = p_val; } -void SoftBody3DSW::set_total_mass(real_t p_val) { +void GodotSoftBody3D::set_total_mass(real_t p_val) { ERR_FAIL_COND(p_val < 0.0); inv_total_mass = 1.0 / p_val; @@ -884,27 +888,27 @@ void SoftBody3DSW::set_total_mass(real_t p_val) { update_constants(); } -void SoftBody3DSW::set_collision_margin(real_t p_val) { +void GodotSoftBody3D::set_collision_margin(real_t p_val) { collision_margin = p_val; } -void SoftBody3DSW::set_linear_stiffness(real_t p_val) { +void GodotSoftBody3D::set_linear_stiffness(real_t p_val) { linear_stiffness = p_val; } -void SoftBody3DSW::set_pressure_coefficient(real_t p_val) { +void GodotSoftBody3D::set_pressure_coefficient(real_t p_val) { pressure_coefficient = p_val; } -void SoftBody3DSW::set_damping_coefficient(real_t p_val) { +void GodotSoftBody3D::set_damping_coefficient(real_t p_val) { damping_coefficient = p_val; } -void SoftBody3DSW::set_drag_coefficient(real_t p_val) { +void GodotSoftBody3D::set_drag_coefficient(real_t p_val) { drag_coefficient = p_val; } -void SoftBody3DSW::add_velocity(const Vector3 &p_velocity) { +void GodotSoftBody3D::add_velocity(const Vector3 &p_velocity) { for (uint32_t i = 0, ni = nodes.size(); i < ni; ++i) { Node &node = nodes[i]; if (node.im > 0) { @@ -913,9 +917,7 @@ void SoftBody3DSW::add_velocity(const Vector3 &p_velocity) { } } -void SoftBody3DSW::apply_forces(bool p_has_wind_forces) { - int ac = areas.size(); - +void GodotSoftBody3D::apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas) { if (nodes.is_empty()) { return; } @@ -928,7 +930,6 @@ void SoftBody3DSW::apply_forces(bool p_has_wind_forces) { // 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); @@ -937,24 +938,10 @@ void SoftBody3DSW::apply_forces(bool p_has_wind_forces) { 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: { - } - } + int wind_area_count = p_wind_areas.size(); + if (wind_area_count > 0) { + for (j = 0; j < wind_area_count; j++) { + wind_force += _compute_area_windforce(p_wind_areas[j], &face); } for (j = 0; j < 3; j++) { @@ -977,13 +964,7 @@ void SoftBody3DSW::apply_forces(bool p_has_wind_forces) { } } -void SoftBody3DSW::_compute_area_gravity(const Area3DSW *p_area) { - Vector3 area_gravity; - p_area->compute_gravity(get_transform().get_origin(), area_gravity); - gravity += area_gravity; -} - -Vector3 SoftBody3DSW::_compute_area_windforce(const Area3DSW *p_area, const Face *p_face) { +Vector3 GodotSoftBody3D::_compute_area_windforce(const GodotArea3D *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(); @@ -995,49 +976,64 @@ Vector3 SoftBody3DSW::_compute_area_windforce(const Area3DSW *p_area, const Face return nodal_force_magnitude * p_face->normal; } -void SoftBody3DSW::predict_motion(real_t p_delta) { +void GodotSoftBody3D::predict_motion(real_t p_delta) { const real_t inv_delta = 1.0 / p_delta; ERR_FAIL_COND(!get_space()); - Area3DSW *def_area = get_space()->get_default_area(); - ERR_FAIL_COND(!def_area); - gravity = def_area->get_gravity_vector() * def_area->get_gravity(); + bool gravity_done = false; + Vector3 gravity; - int ac = areas.size(); - bool stopped = false; - bool has_wind_forces = false; + LocalVector<GodotArea3D *> wind_areas; + int ac = areas.size(); 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: - case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { - _compute_area_gravity(aa[i].area); - stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; - } break; - case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: - case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { - gravity = Vector3(0, 0, 0); - _compute_area_gravity(aa[i].area); - stopped = mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; - } break; - default: { + for (int i = ac - 1; i >= 0; i--) { + if (!gravity_done) { + PhysicsServer3D::AreaSpaceOverrideMode area_gravity_mode = (PhysicsServer3D::AreaSpaceOverrideMode)(int)aa[i].area->get_param(PhysicsServer3D::AREA_PARAM_GRAVITY_OVERRIDE_MODE); + if (area_gravity_mode != PhysicsServer3D::AREA_SPACE_OVERRIDE_DISABLED) { + Vector3 area_gravity; + aa[i].area->compute_gravity(get_transform().get_origin(), area_gravity); + switch (area_gravity_mode) { + case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE: + case PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE: { + gravity += area_gravity; + gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_COMBINE_REPLACE; + } break; + case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE: + case PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE_COMBINE: { + gravity = Vector3(0, 0, 0); + gravity = area_gravity; + gravity_done = area_gravity_mode == PhysicsServer3D::AREA_SPACE_OVERRIDE_REPLACE; + } break; + default: { + } + } } } + + if (aa[i].area->get_wind_force_magnitude() > CMP_EPSILON) { + wind_areas.push_back(aa[i].area); + } } } + // Add default gravity and damping from space area. + if (!gravity_done) { + GodotArea3D *default_area = get_space()->get_default_area(); + ERR_FAIL_COND(!default_area); + + Vector3 default_gravity; + default_area->compute_gravity(get_transform().get_origin(), default_gravity); + gravity += default_gravity; + } + // Apply forces. add_velocity(gravity * p_delta); - if (pressure_coefficient > CMP_EPSILON || has_wind_forces) { - apply_forces(has_wind_forces); + if (pressure_coefficient > CMP_EPSILON || !wind_areas.is_empty()) { + apply_forces(wind_areas); } // Avoid soft body from 'exploding' so use some upper threshold of maximum motion @@ -1083,7 +1079,7 @@ void SoftBody3DSW::predict_motion(real_t p_delta) { face_tree.optimize_incremental(1); } -void SoftBody3DSW::solve_constraints(real_t p_delta) { +void GodotSoftBody3D::solve_constraints(real_t p_delta) { const real_t inv_delta = 1.0 / p_delta; uint32_t i, ni; @@ -1120,7 +1116,7 @@ void SoftBody3DSW::solve_constraints(real_t p_delta) { update_normals_and_centroids(); } -void SoftBody3DSW::solve_links(real_t kst, real_t ti) { +void GodotSoftBody3D::solve_links(real_t kst, real_t ti) { for (uint32_t i = 0, ni = links.size(); i < ni; ++i) { Link &link = links[i]; if (link.c0 > 0) { @@ -1138,16 +1134,16 @@ void SoftBody3DSW::solve_links(real_t kst, real_t ti) { } struct AABBQueryResult { - const SoftBody3DSW *soft_body = nullptr; + const GodotSoftBody3D *soft_body = nullptr; void *userdata = nullptr; - SoftBody3DSW::QueryResultCallback result_callback = nullptr; + GodotSoftBody3D::QueryResultCallback result_callback = nullptr; _FORCE_INLINE_ bool operator()(void *p_data) { return result_callback(soft_body->get_node_index(p_data), userdata); }; }; -void SoftBody3DSW::query_aabb(const AABB &p_aabb, SoftBody3DSW::QueryResultCallback p_result_callback, void *p_userdata) { +void GodotSoftBody3D::query_aabb(const AABB &p_aabb, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) { AABBQueryResult query_result; query_result.soft_body = this; query_result.result_callback = p_result_callback; @@ -1157,16 +1153,16 @@ void SoftBody3DSW::query_aabb(const AABB &p_aabb, SoftBody3DSW::QueryResultCallb } struct RayQueryResult { - const SoftBody3DSW *soft_body = nullptr; + const GodotSoftBody3D *soft_body = nullptr; void *userdata = nullptr; - SoftBody3DSW::QueryResultCallback result_callback = nullptr; + GodotSoftBody3D::QueryResultCallback result_callback = nullptr; _FORCE_INLINE_ bool operator()(void *p_data) { return result_callback(soft_body->get_face_index(p_data), userdata); }; }; -void SoftBody3DSW::query_ray(const Vector3 &p_from, const Vector3 &p_to, SoftBody3DSW::QueryResultCallback p_result_callback, void *p_userdata) { +void GodotSoftBody3D::query_ray(const Vector3 &p_from, const Vector3 &p_to, GodotSoftBody3D::QueryResultCallback p_result_callback, void *p_userdata) { if (face_tree.is_empty()) { initialize_face_tree(); } @@ -1179,7 +1175,7 @@ void SoftBody3DSW::query_ray(const Vector3 &p_from, const Vector3 &p_to, SoftBod face_tree.ray_query(p_from, p_to, query_result); } -void SoftBody3DSW::initialize_face_tree() { +void GodotSoftBody3D::initialize_face_tree() { face_tree.clear(); for (uint32_t i = 0; i < faces.size(); ++i) { Face &face = faces[i]; @@ -1196,7 +1192,7 @@ void SoftBody3DSW::initialize_face_tree() { } } -void SoftBody3DSW::update_face_tree(real_t p_delta) { +void GodotSoftBody3D::update_face_tree(real_t p_delta) { for (uint32_t i = 0; i < faces.size(); ++i) { const Face &face = faces[i]; @@ -1220,25 +1216,25 @@ void SoftBody3DSW::update_face_tree(real_t p_delta) { } } -void SoftBody3DSW::initialize_shape(bool p_force_move) { +void GodotSoftBody3D::initialize_shape(bool p_force_move) { if (get_shape_count() == 0) { - SoftBodyShape3DSW *soft_body_shape = memnew(SoftBodyShape3DSW(this)); + GodotSoftBodyShape3D *soft_body_shape = memnew(GodotSoftBodyShape3D(this)); add_shape(soft_body_shape); } else if (p_force_move) { - SoftBodyShape3DSW *soft_body_shape = static_cast<SoftBodyShape3DSW *>(get_shape(0)); + GodotSoftBodyShape3D *soft_body_shape = static_cast<GodotSoftBodyShape3D *>(get_shape(0)); soft_body_shape->update_bounds(); } } -void SoftBody3DSW::deinitialize_shape() { +void GodotSoftBody3D::deinitialize_shape() { if (get_shape_count() > 0) { - Shape3DSW *shape = get_shape(0); + GodotShape3D *shape = get_shape(0); remove_shape(shape); memdelete(shape); } } -void SoftBody3DSW::destroy() { +void GodotSoftBody3D::destroy() { soft_mesh = RID(); map_visual_to_physics.clear(); @@ -1254,7 +1250,7 @@ void SoftBody3DSW::destroy() { deinitialize_shape(); } -void SoftBodyShape3DSW::update_bounds() { +void GodotSoftBodyShape3D::update_bounds() { ERR_FAIL_COND(!soft_body); AABB collision_aabb = soft_body->get_bounds(); @@ -1262,13 +1258,13 @@ void SoftBodyShape3DSW::update_bounds() { configure(collision_aabb); } -SoftBodyShape3DSW::SoftBodyShape3DSW(SoftBody3DSW *p_soft_body) { +GodotSoftBodyShape3D::GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body) { soft_body = p_soft_body; update_bounds(); } struct _SoftBodyIntersectSegmentInfo { - const SoftBody3DSW *soft_body = nullptr; + const GodotSoftBody3D *soft_body = nullptr; Vector3 from; Vector3 dir; Vector3 hit_position; @@ -1296,7 +1292,7 @@ struct _SoftBodyIntersectSegmentInfo { } }; -bool SoftBodyShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal) const { +bool GodotSoftBodyShape3D::intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) const { _SoftBodyIntersectSegmentInfo query_info; query_info.soft_body = soft_body; query_info.from = p_begin; @@ -1313,10 +1309,10 @@ bool SoftBodyShape3DSW::intersect_segment(const Vector3 &p_begin, const Vector3 return false; } -bool SoftBodyShape3DSW::intersect_point(const Vector3 &p_point) const { +bool GodotSoftBodyShape3D::intersect_point(const Vector3 &p_point) const { return false; } -Vector3 SoftBodyShape3DSW::get_closest_point_to(const Vector3 &p_point) const { +Vector3 GodotSoftBodyShape3D::get_closest_point_to(const Vector3 &p_point) const { ERR_FAIL_V_MSG(Vector3(), "Get closest point is not supported for soft bodies."); } diff --git a/servers/physics_3d/soft_body_3d_sw.h b/servers/physics_3d/godot_soft_body_3d.h index 7d4b83d0ee..5028e81dd8 100644 --- a/servers/physics_3d/soft_body_3d_sw.h +++ b/servers/physics_3d/godot_soft_body_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* soft_body_3d_sw.h */ +/* godot_soft_body_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SOFT_BODY_3D_SW_H -#define SOFT_BODY_3D_SW_H +#ifndef GODOT_SOFT_BODY_3D_H +#define GODOT_SOFT_BODY_3D_H -#include "area_3d_sw.h" -#include "collision_object_3d_sw.h" +#include "godot_area_3d.h" +#include "godot_collision_object_3d.h" #include "core/math/aabb.h" #include "core/math/dynamic_bvh.h" @@ -41,9 +41,9 @@ #include "core/templates/set.h" #include "core/templates/vset.h" -class Constraint3DSW; +class GodotConstraint3D; -class SoftBody3DSW : public CollisionObject3DSW { +class GodotSoftBody3D : public GodotCollisionObject3D { RID soft_mesh; struct Node { @@ -101,11 +101,9 @@ class SoftBody3DSW : public CollisionObject3DSW { real_t drag_coefficient = 0.0; // [0,1] LocalVector<int> pinned_vertices; - Vector3 gravity; + SelfList<GodotSoftBody3D> active_list; - SelfList<SoftBody3DSW> active_list; - - Set<Constraint3DSW *> constraints; + Set<GodotConstraint3D *> constraints; Vector<AreaCMP> areas; @@ -113,20 +111,19 @@ 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); + _FORCE_INLINE_ Vector3 _compute_area_windforce(const GodotArea3D *p_area, const Face *p_face); public: - SoftBody3DSW(); + GodotSoftBody3D(); const AABB &get_bounds() const { return bounds; } void set_state(PhysicsServer3D::BodyState p_state, const Variant &p_variant); Variant get_state(PhysicsServer3D::BodyState p_state) const; - _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; } + _FORCE_INLINE_ void add_constraint(GodotConstraint3D *p_constraint) { constraints.insert(p_constraint); } + _FORCE_INLINE_ void remove_constraint(GodotConstraint3D *p_constraint) { constraints.erase(p_constraint); } + _FORCE_INLINE_ const Set<GodotConstraint3D *> &get_constraints() const { return constraints; } _FORCE_INLINE_ void clear_constraints() { constraints.clear(); } _FORCE_INLINE_ void add_exception(const RID &p_exception) { exceptions.insert(p_exception); } @@ -137,7 +134,7 @@ public: _FORCE_INLINE_ uint64_t get_island_step() const { return island_step; } _FORCE_INLINE_ void set_island_step(uint64_t p_step) { island_step = p_step; } - _FORCE_INLINE_ void add_area(Area3DSW *p_area) { + _FORCE_INLINE_ void add_area(GodotArea3D *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount += 1; @@ -146,17 +143,17 @@ public: } } - _FORCE_INLINE_ void remove_area(Area3DSW *p_area) { + _FORCE_INLINE_ void remove_area(GodotArea3D *p_area) { int index = areas.find(AreaCMP(p_area)); if (index > -1) { areas.write[index].refCount -= 1; if (areas[index].refCount < 1) { - areas.remove(index); + areas.remove_at(index); } } } - virtual void set_space(Space3DSW *p_space); + virtual void set_space(GodotSpace3D *p_space); void set_mesh(RID p_mesh); @@ -232,7 +229,7 @@ private: void add_velocity(const Vector3 &p_velocity); - void apply_forces(bool p_has_wind_forces); + void apply_forces(const LocalVector<GodotArea3D *> &p_wind_areas); bool create_from_trimesh(const Vector<int> &p_indices, const Vector<Vector3> &p_vertices); void generate_bending_constraints(int p_distance); @@ -251,29 +248,29 @@ private: void destroy(); }; -class SoftBodyShape3DSW : public Shape3DSW { - SoftBody3DSW *soft_body = nullptr; +class GodotSoftBodyShape3D : public GodotShape3D { + GodotSoftBody3D *soft_body = nullptr; public: - SoftBody3DSW *get_soft_body() const { return soft_body; } + GodotSoftBody3D *get_soft_body() const { return soft_body; } - virtual PhysicsServer3D::ShapeType get_type() const { return PhysicsServer3D::SHAPE_SOFT_BODY; } - virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const { r_min = r_max = 0.0; } - virtual Vector3 get_support(const Vector3 &p_normal) const { return Vector3(); } - 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 PhysicsServer3D::ShapeType get_type() const override { return PhysicsServer3D::SHAPE_SOFT_BODY; } + virtual void project_range(const Vector3 &p_normal, const Transform3D &p_transform, real_t &r_min, real_t &r_max) const override { r_min = r_max = 0.0; } + virtual Vector3 get_support(const Vector3 &p_normal) const override { 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; - virtual bool intersect_point(const Vector3 &p_point) const; - virtual Vector3 get_closest_point_to(const Vector3 &p_point) const; - virtual Vector3 get_moment_of_inertia(real_t p_mass) const { return Vector3(); } + virtual bool intersect_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 &r_result, Vector3 &r_normal, bool p_hit_back_faces) 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 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(); } void update_bounds(); - SoftBodyShape3DSW(SoftBody3DSW *p_soft_body); - ~SoftBodyShape3DSW() {} + GodotSoftBodyShape3D(GodotSoftBody3D *p_soft_body); + ~GodotSoftBodyShape3D() {} }; -#endif // SOFT_BODY_3D_SW_H +#endif // GODOT_SOFT_BODY_3D_H diff --git a/servers/physics_3d/space_3d_sw.cpp b/servers/physics_3d/godot_space_3d.cpp index c88747c017..ed756a7f9d 100644 --- a/servers/physics_3d/space_3d_sw.cpp +++ b/servers/physics_3d/godot_space_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* space_3d_sw.cpp */ +/* godot_space_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,37 +28,39 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "space_3d_sw.h" +#include "godot_space_3d.h" + +#include "godot_collision_solver_3d.h" +#include "godot_physics_server_3d.h" -#include "collision_solver_3d_sw.h" #include "core/config/project_settings.h" -#include "physics_server_3d_sw.h" +#define TEST_MOTION_MARGIN_MIN_VALUE 0.0001 #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) { +_FORCE_INLINE_ static bool _can_collide_with(GodotCollisionObject3D *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; } - if (p_object->get_type() == CollisionObject3DSW::TYPE_AREA && !p_collide_with_areas) { + if (p_object->get_type() == GodotCollisionObject3D::TYPE_AREA && !p_collide_with_areas) { return false; } - if (p_object->get_type() == CollisionObject3DSW::TYPE_BODY && !p_collide_with_bodies) { + if (p_object->get_type() == GodotCollisionObject3D::TYPE_BODY && !p_collide_with_bodies) { return false; } - if (p_object->get_type() == CollisionObject3DSW::TYPE_SOFT_BODY && !p_collide_with_bodies) { + if (p_object->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY && !p_collide_with_bodies) { return false; } return true; } -int PhysicsDirectSpaceState3DSW::intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +int GodotPhysicsDirectSpaceState3D::intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) { ERR_FAIL_COND_V(space->locked, false); - int amount = space->broadphase->cull_point(p_point, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_point(p_parameters.position, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); int cc = 0; //Transform3D ai = p_xform.affine_inverse(); @@ -68,23 +70,23 @@ int PhysicsDirectSpaceState3DSW::intersect_point(const Vector3 &p_point, ShapeRe break; } - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } //area can't be picked by ray (default) - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } - const CollisionObject3DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject3D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; Transform3D inv_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); inv_xform.affine_invert(); - if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_point))) { + if (!col_obj->get_shape(shape_idx)->intersect_point(inv_xform.xform(p_parameters.position))) { continue; } @@ -103,39 +105,39 @@ int PhysicsDirectSpaceState3DSW::intersect_point(const Vector3 &p_point, ShapeRe return cc; } -bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_pick_ray) { +bool GodotPhysicsDirectSpaceState3D::intersect_ray(const RayParameters &p_parameters, RayResult &r_result) { ERR_FAIL_COND_V(space->locked, false); Vector3 begin, end; Vector3 normal; - begin = p_from; - end = p_to; + begin = p_parameters.from; + end = p_parameters.to; normal = (end - begin).normalized(); - int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_segment(begin, end, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); //todo, create another array that references results, compute AABBs and check closest point to ray origin, sort, and stop evaluating results when beyond first collision bool collided = false; Vector3 res_point, res_normal; int res_shape; - const CollisionObject3DSW *res_obj; + const GodotCollisionObject3D *res_obj; real_t min_d = 1e10; 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)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) { + if (p_parameters.pick_ray && !(space->intersection_query_results[i]->is_ray_pickable())) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } - const CollisionObject3DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject3D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; Transform3D inv_xform = col_obj->get_shape_inv_transform(shape_idx) * col_obj->get_inv_transform(); @@ -143,11 +145,27 @@ bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vec Vector3 local_from = inv_xform.xform(begin); Vector3 local_to = inv_xform.xform(end); - const Shape3DSW *shape = col_obj->get_shape(shape_idx); + const GodotShape3D *shape = col_obj->get_shape(shape_idx); Vector3 shape_point, shape_normal; - if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal)) { + if (shape->intersect_point(local_from)) { + if (p_parameters.hit_from_inside) { + // Hit shape at starting point. + min_d = 0; + res_point = local_from; + res_normal = Vector3(); + res_shape = shape_idx; + res_obj = col_obj; + collided = true; + break; + } else { + // Ignore shape when starting inside. + continue; + } + } + + if (shape->intersect_segment(local_from, local_to, shape_point, shape_normal, p_parameters.hit_back_faces)) { Transform3D xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); shape_point = xform.xform(shape_point); @@ -182,17 +200,17 @@ bool PhysicsDirectSpaceState3DSW::intersect_ray(const Vector3 &p_from, const Vec return true; } -int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +int GodotPhysicsDirectSpaceState3D::intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) { if (p_result_max <= 0) { return 0; } - Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape); + GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - AABB aabb = p_xform.xform(shape->get_aabb()); + AABB aabb = p_parameters.transform.xform(shape->get_aabb()); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); int cc = 0; @@ -203,20 +221,20 @@ int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Trans break; } - if (!_can_collide_with(space->intersection_query_results[i], p_collision_mask, p_collide_with_bodies, p_collide_with_areas)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } //area can't be picked by ray (default) - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; } - const CollisionObject3DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject3D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; - if (!CollisionSolver3DSW::solve_static(shape, p_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_margin, 0)) { + if (!GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), nullptr, nullptr, nullptr, p_parameters.margin, 0)) { continue; } @@ -237,40 +255,40 @@ int PhysicsDirectSpaceState3DSW::intersect_shape(const RID &p_shape, const Trans return cc; } -bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas, ShapeRestInfo *r_info) { - Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape); +bool GodotPhysicsDirectSpaceState3D::cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info) { + GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, false); - AABB aabb = p_xform.xform(shape->get_aabb()); - aabb = aabb.merge(AABB(aabb.position + p_motion, aabb.size)); //motion - aabb = aabb.grow(p_margin); + AABB aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.merge(AABB(aabb.position + p_parameters.motion, aabb.size)); //motion + aabb = aabb.grow(p_parameters.margin); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); real_t best_safe = 1; real_t best_unsafe = 1; - Transform3D xform_inv = p_xform.affine_inverse(); - MotionShape3DSW mshape; + Transform3D xform_inv = p_parameters.transform.affine_inverse(); + GodotMotionShape3D mshape; mshape.shape = shape; - mshape.motion = xform_inv.basis.xform(p_motion); + mshape.motion = xform_inv.basis.xform(p_parameters.motion); bool best_first = true; - Vector3 motion_normal = p_motion.normalized(); + Vector3 motion_normal = p_parameters.motion.normalized(); Vector3 closest_A, closest_B; 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)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - if (p_exclude.has(space->intersection_query_results[i]->get_self())) { + if (p_parameters.exclude.has(space->intersection_query_results[i]->get_self())) { continue; //ignore excluded } - const CollisionObject3DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject3D *col_obj = space->intersection_query_results[i]; int shape_idx = space->intersection_query_subindex_results[i]; Vector3 point_A, point_B; @@ -278,14 +296,14 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); //test initial overlap, does it collide if going all the way? - if (CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { + if (GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { continue; } //test initial overlap, ignore objects it's inside of. sep_axis = motion_normal; - if (!CollisionSolver3DSW::solve_distance(shape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { + if (!GodotCollisionSolver3D::solve_distance(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, aabb, &sep_axis)) { continue; } @@ -296,11 +314,11 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor for (int j = 0; j < 8; j++) { //steps should be customizable.. real_t fraction = low + (hi - low) * fraction_coeff; - mshape.motion = xform_inv.basis.xform(p_motion * fraction); + mshape.motion = xform_inv.basis.xform(p_parameters.motion * fraction); Vector3 lA, lB; Vector3 sep = motion_normal; //important optimization for this to work fast enough - bool collided = !CollisionSolver3DSW::solve_distance(&mshape, p_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep); + bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, aabb, &sep); if (collided) { hi = fraction; @@ -342,8 +360,8 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor r_info->point = closest_B; r_info->normal = (closest_A - closest_B).normalized(); best_first = false; - if (col_obj->get_type() == CollisionObject3DSW::TYPE_BODY) { - const Body3DSW *body = static_cast<const Body3DSW *>(col_obj); + if (col_obj->get_type() == GodotCollisionObject3D::TYPE_BODY) { + const GodotBody3D *body = static_cast<const GodotBody3D *>(col_obj); Vector3 rel_vec = closest_B - (body->get_transform().origin + body->get_center_of_mass()); r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); } @@ -356,44 +374,44 @@ bool PhysicsDirectSpaceState3DSW::cast_motion(const RID &p_shape, const Transfor return true; } -bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { +bool GodotPhysicsDirectSpaceState3D::collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) { if (p_result_max <= 0) { return false; } - Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape); + GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - AABB aabb = p_shape_xform.xform(shape->get_aabb()); - aabb = aabb.grow(p_margin); + AABB aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.grow(p_parameters.margin); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); bool collided = false; r_result_count = 0; - PhysicsServer3DSW::CollCbkData cbk; + GodotPhysicsServer3D::CollCbkData cbk; cbk.max = p_result_max; cbk.amount = 0; cbk.ptr = r_results; - CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk; + GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk; - PhysicsServer3DSW::CollCbkData *cbkptr = &cbk; + GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk; 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)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - const CollisionObject3DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject3D *col_obj = space->intersection_query_results[i]; - if (p_exclude.has(col_obj->get_self())) { + if (p_parameters.exclude.has(col_obj->get_self())) { continue; } int shape_idx = space->intersection_query_subindex_results[i]; - if (CollisionSolver3DSW::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_margin)) { + if (GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) { collided = true; } } @@ -404,7 +422,7 @@ bool PhysicsDirectSpaceState3DSW::collide_shape(RID p_shape, const Transform3D & } struct _RestResultData { - const CollisionObject3DSW *object = nullptr; + const GodotCollisionObject3D *object = nullptr; int local_shape = 0; int shape = 0; Vector3 contact; @@ -413,7 +431,7 @@ struct _RestResultData { }; struct _RestCallbackData { - const CollisionObject3DSW *object = nullptr; + const GodotCollisionObject3D *object = nullptr; int local_shape = 0; int shape = 0; @@ -486,28 +504,32 @@ static void _rest_cbk_result(const Vector3 &p_point_A, int p_index_A, const Vect rd->best_result.local_shape = rd->local_shape; } -bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { - Shape3DSW *shape = PhysicsServer3DSW::singletonsw->shape_owner.get_or_null(p_shape); +bool GodotPhysicsDirectSpaceState3D::rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) { + GodotShape3D *shape = GodotPhysicsServer3D::godot_singleton->shape_owner.get_or_null(p_parameters.shape_rid); ERR_FAIL_COND_V(!shape, 0); - real_t min_contact_depth = p_margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE); - AABB aabb = p_shape_xform.xform(shape->get_aabb()); - aabb = aabb.grow(p_margin); + AABB aabb = p_parameters.transform.xform(shape->get_aabb()); + aabb = aabb.grow(margin); - int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, Space3DSW::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); + int amount = space->broadphase->cull_aabb(aabb, space->intersection_query_results, GodotSpace3D::INTERSECTION_QUERY_MAX, space->intersection_query_subindex_results); _RestCallbackData rcd; - rcd.min_allowed_depth = min_contact_depth; + + // Allowed depth can't be lower than motion length, in order to handle contacts at low speed. + real_t motion_length = p_parameters.motion.length(); + real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + rcd.min_allowed_depth = MIN(motion_length, 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)) { + if (!_can_collide_with(space->intersection_query_results[i], p_parameters.collision_mask, p_parameters.collide_with_bodies, p_parameters.collide_with_areas)) { continue; } - const CollisionObject3DSW *col_obj = space->intersection_query_results[i]; + const GodotCollisionObject3D *col_obj = space->intersection_query_results[i]; - if (p_exclude.has(col_obj->get_self())) { + if (p_parameters.exclude.has(col_obj->get_self())) { continue; } @@ -515,7 +537,7 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh rcd.object = col_obj; rcd.shape = shape_idx; - bool sc = CollisionSolver3DSW::solve_static(shape, p_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_margin); + bool sc = GodotCollisionSolver3D::solve_static(shape, p_parameters.transform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, margin); if (!sc) { continue; } @@ -530,8 +552,8 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh r_info->normal = rcd.best_result.normal; r_info->point = rcd.best_result.contact; r_info->rid = rcd.best_result.object->get_self(); - if (rcd.best_result.object->get_type() == CollisionObject3DSW::TYPE_BODY) { - const Body3DSW *body = static_cast<const Body3DSW *>(rcd.best_result.object); + if (rcd.best_result.object->get_type() == GodotCollisionObject3D::TYPE_BODY) { + const GodotBody3D *body = static_cast<const GodotBody3D *>(rcd.best_result.object); Vector3 rel_vec = rcd.best_result.contact - (body->get_transform().origin + body->get_center_of_mass()); r_info->linear_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); @@ -542,10 +564,10 @@ bool PhysicsDirectSpaceState3DSW::rest_info(RID p_shape, const Transform3D &p_sh return true; } -Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const { - CollisionObject3DSW *obj = PhysicsServer3DSW::singletonsw->area_owner.get_or_null(p_object); +Vector3 GodotPhysicsDirectSpaceState3D::get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const { + GodotCollisionObject3D *obj = GodotPhysicsServer3D::godot_singleton->area_owner.get_or_null(p_object); if (!obj) { - obj = PhysicsServer3DSW::singletonsw->body_owner.get_or_null(p_object); + obj = GodotPhysicsServer3D::godot_singleton->body_owner.get_or_null(p_object); } ERR_FAIL_COND_V(!obj, Vector3()); @@ -562,7 +584,7 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob } Transform3D shape_xform = obj->get_transform() * obj->get_shape_transform(i); - Shape3DSW *shape = obj->get_shape(i); + GodotShape3D *shape = obj->get_shape(i); Vector3 point = shape->get_closest_point_to(shape_xform.affine_inverse().xform(p_point)); point = shape_xform.xform(point); @@ -582,13 +604,13 @@ Vector3 PhysicsDirectSpaceState3DSW::get_closest_point_to_object_volume(RID p_ob } } -PhysicsDirectSpaceState3DSW::PhysicsDirectSpaceState3DSW() { +GodotPhysicsDirectSpaceState3D::GodotPhysicsDirectSpaceState3D() { space = nullptr; } //////////////////////////////////////////////////////////////////////////////////////////////////////////// -int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) { +int GodotSpace3D::_cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb) { int amount = broadphase->cull_aabb(p_aabb, intersection_query_results, INTERSECTION_QUERY_MAX, intersection_query_subindex_results); for (int i = 0; i < amount; i++) { @@ -596,13 +618,13 @@ int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) { if (intersection_query_results[i] == p_body) { keep = false; - } else if (intersection_query_results[i]->get_type() == CollisionObject3DSW::TYPE_AREA) { + } else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_AREA) { keep = false; - } else if (intersection_query_results[i]->get_type() == CollisionObject3DSW::TYPE_SOFT_BODY) { + } else if (intersection_query_results[i]->get_type() == GodotCollisionObject3D::TYPE_SOFT_BODY) { keep = false; - } else if (!p_body->collides_with(static_cast<Body3DSW *>(intersection_query_results[i]))) { + } else if (!p_body->collides_with(static_cast<GodotBody3D *>(intersection_query_results[i]))) { keep = false; - } else if (static_cast<Body3DSW *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) { + } else if (static_cast<GodotBody3D *>(intersection_query_results[i])->has_exception(p_body->get_self()) || p_body->has_exception(intersection_query_results[i]->get_self())) { keep = false; } @@ -620,7 +642,7 @@ int Space3DSW::_cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb) { return amount; } -bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) { +bool GodotSpace3D::test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result) { //give me back regular physics engine logic //this is madness //and most people using this function will think @@ -658,11 +680,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion return false; } + real_t margin = MAX(p_parameters.margin, TEST_MOTION_MARGIN_MIN_VALUE); + // Undo the currently transform the physics server is aware of and apply the provided one body_aabb = p_parameters.from.xform(p_body->get_inv_transform().xform(body_aabb)); - body_aabb = body_aabb.grow(p_parameters.margin); + body_aabb = body_aabb.grow(margin); - real_t min_contact_depth = p_parameters.margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; + real_t min_contact_depth = margin * TEST_MOTION_MIN_CONTACT_DEPTH_FACTOR; real_t motion_length = p_parameters.motion.length(); Vector3 motion_normal = p_parameters.motion / motion_length; @@ -679,13 +703,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion Vector3 sr[max_results * 2]; do { - PhysicsServer3DSW::CollCbkData cbk; + GodotPhysicsServer3D::CollCbkData cbk; cbk.max = max_results; cbk.amount = 0; cbk.ptr = sr; - PhysicsServer3DSW::CollCbkData *cbkptr = &cbk; - CollisionSolver3DSW::CallbackResult cbkres = PhysicsServer3DSW::_shape_col_cbk; + GodotPhysicsServer3D::CollCbkData *cbkptr = &cbk; + GodotCollisionSolver3D::CallbackResult cbkres = GodotPhysicsServer3D::_shape_col_cbk; bool collided = false; @@ -697,10 +721,10 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion } Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j); - Shape3DSW *body_shape = p_body->get_shape(j); + GodotShape3D *body_shape = p_body->get_shape(j); for (int i = 0; i < amount; i++) { - const CollisionObject3DSW *col_obj = intersection_query_results[i]; + const GodotCollisionObject3D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { continue; } @@ -710,7 +734,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion int shape_idx = intersection_query_subindex_results[i]; - if (CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, p_parameters.margin)) { + if (GodotCollisionSolver3D::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), cbkres, cbkptr, nullptr, margin)) { collided = cbk.amount > 0; } } @@ -770,13 +794,13 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion continue; } - Shape3DSW *body_shape = p_body->get_shape(j); + GodotShape3D *body_shape = p_body->get_shape(j); // Colliding separation rays allows to properly snap to the ground, // otherwise it's not needed in regular motion. if (!p_parameters.collide_separation_ray && (body_shape->get_type() == PhysicsServer3D::SHAPE_SEPARATION_RAY)) { // When slide on slope is on, separation ray shape acts like a regular shape. - if (!static_cast<SeparationRayShape3DSW *>(body_shape)->get_slide_on_slope()) { + if (!static_cast<GodotSeparationRayShape3D *>(body_shape)->get_slide_on_slope()) { continue; } } @@ -784,7 +808,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion Transform3D body_shape_xform = body_transform * p_body->get_shape_transform(j); Transform3D body_shape_xform_inv = body_shape_xform.affine_inverse(); - MotionShape3DSW mshape; + GodotMotionShape3D mshape; mshape.shape = body_shape; mshape.motion = body_shape_xform_inv.basis.xform(p_parameters.motion); @@ -794,7 +818,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion real_t best_unsafe = 1; for (int i = 0; i < amount; i++) { - const CollisionObject3DSW *col_obj = intersection_query_results[i]; + const GodotCollisionObject3D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { continue; } @@ -810,12 +834,12 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion Transform3D col_obj_xform = col_obj->get_transform() * col_obj->get_shape_transform(shape_idx); //test initial overlap, does it collide if going all the way? - if (CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) { + if (GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) { continue; } sep_axis = motion_normal; - if (!CollisionSolver3DSW::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) { + if (!GodotCollisionSolver3D::solve_distance(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, point_A, point_B, motion_aabb, &sep_axis)) { stuck = true; break; } @@ -831,7 +855,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion Vector3 lA, lB; Vector3 sep = motion_normal; //important optimization for this to work fast enough - bool collided = !CollisionSolver3DSW::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep); + bool collided = !GodotCollisionSolver3D::solve_distance(&mshape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj_xform, lA, lB, motion_aabb, &sep); if (collided) { hi = fraction; @@ -911,14 +935,14 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion } Transform3D body_shape_xform = ugt * p_body->get_shape_transform(j); - Shape3DSW *body_shape = p_body->get_shape(j); + GodotShape3D *body_shape = p_body->get_shape(j); body_aabb.position += p_parameters.motion * unsafe; int amount = _cull_aabb_for_body(p_body, body_aabb); for (int i = 0; i < amount; i++) { - const CollisionObject3DSW *col_obj = intersection_query_results[i]; + const GodotCollisionObject3D *col_obj = intersection_query_results[i]; if (p_parameters.exclude_bodies.has(col_obj->get_self())) { continue; } @@ -930,7 +954,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion rcd.object = col_obj; rcd.shape = shape_idx; - bool sc = CollisionSolver3DSW::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, p_parameters.margin); + bool sc = GodotCollisionSolver3D::solve_static(body_shape, body_shape_xform, col_obj->get_shape(shape_idx), col_obj->get_transform() * col_obj->get_shape_transform(shape_idx), _rest_cbk_result, &rcd, nullptr, margin); if (!sc) { continue; } @@ -952,7 +976,7 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion collision.position = result.contact; collision.depth = result.len; - const Body3DSW *body = static_cast<const Body3DSW *>(result.object); + const GodotBody3D *body = static_cast<const GodotBody3D *>(result.object); Vector3 rel_vec = result.contact - (body->get_transform().origin + body->get_center_of_mass()); collision.collider_velocity = body->get_linear_velocity() + (body->get_angular_velocity()).cross(rel_vec); @@ -984,44 +1008,44 @@ bool Space3DSW::test_body_motion(Body3DSW *p_body, const PhysicsServer3D::Motion return collided; } -void *Space3DSW::_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_self) { +void *GodotSpace3D::_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self) { if (!A->interacts_with(B)) { return nullptr; } - CollisionObject3DSW::Type type_A = A->get_type(); - CollisionObject3DSW::Type type_B = B->get_type(); + GodotCollisionObject3D::Type type_A = A->get_type(); + GodotCollisionObject3D::Type type_B = B->get_type(); if (type_A > type_B) { SWAP(A, B); SWAP(p_subindex_A, p_subindex_B); SWAP(type_A, type_B); } - Space3DSW *self = (Space3DSW *)p_self; + GodotSpace3D *self = (GodotSpace3D *)p_self; self->collision_pairs++; - if (type_A == CollisionObject3DSW::TYPE_AREA) { - Area3DSW *area = static_cast<Area3DSW *>(A); - if (type_B == CollisionObject3DSW::TYPE_AREA) { - Area3DSW *area_b = static_cast<Area3DSW *>(B); - Area2Pair3DSW *area2_pair = memnew(Area2Pair3DSW(area_b, p_subindex_B, area, p_subindex_A)); + if (type_A == GodotCollisionObject3D::TYPE_AREA) { + GodotArea3D *area = static_cast<GodotArea3D *>(A); + if (type_B == GodotCollisionObject3D::TYPE_AREA) { + GodotArea3D *area_b = static_cast<GodotArea3D *>(B); + GodotArea2Pair3D *area2_pair = memnew(GodotArea2Pair3D(area_b, p_subindex_B, area, p_subindex_A)); return area2_pair; - } else if (type_B == CollisionObject3DSW::TYPE_SOFT_BODY) { - SoftBody3DSW *softbody = static_cast<SoftBody3DSW *>(B); - AreaSoftBodyPair3DSW *soft_area_pair = memnew(AreaSoftBodyPair3DSW(softbody, p_subindex_B, area, p_subindex_A)); + } else if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) { + GodotSoftBody3D *softbody = static_cast<GodotSoftBody3D *>(B); + GodotAreaSoftBodyPair3D *soft_area_pair = memnew(GodotAreaSoftBodyPair3D(softbody, p_subindex_B, area, p_subindex_A)); return soft_area_pair; } else { - Body3DSW *body = static_cast<Body3DSW *>(B); - AreaPair3DSW *area_pair = memnew(AreaPair3DSW(body, p_subindex_B, area, p_subindex_A)); + GodotBody3D *body = static_cast<GodotBody3D *>(B); + GodotAreaPair3D *area_pair = memnew(GodotAreaPair3D(body, p_subindex_B, area, p_subindex_A)); return area_pair; } - } else if (type_A == CollisionObject3DSW::TYPE_BODY) { - if (type_B == CollisionObject3DSW::TYPE_SOFT_BODY) { - BodySoftBodyPair3DSW *soft_pair = memnew(BodySoftBodyPair3DSW((Body3DSW *)A, p_subindex_A, (SoftBody3DSW *)B)); + } else if (type_A == GodotCollisionObject3D::TYPE_BODY) { + if (type_B == GodotCollisionObject3D::TYPE_SOFT_BODY) { + GodotBodySoftBodyPair3D *soft_pair = memnew(GodotBodySoftBodyPair3D((GodotBody3D *)A, p_subindex_A, (GodotSoftBody3D *)B)); return soft_pair; } else { - BodyPair3DSW *b = memnew(BodyPair3DSW((Body3DSW *)A, p_subindex_A, (Body3DSW *)B, p_subindex_B)); + GodotBodyPair3D *b = memnew(GodotBodyPair3D((GodotBody3D *)A, p_subindex_A, (GodotBody3D *)B, p_subindex_B)); return b; } } else { @@ -1031,110 +1055,110 @@ void *Space3DSW::_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, Coll return nullptr; } -void Space3DSW::_broadphase_unpair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_self) { +void GodotSpace3D::_broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self) { if (!p_data) { return; } - Space3DSW *self = (Space3DSW *)p_self; + GodotSpace3D *self = (GodotSpace3D *)p_self; self->collision_pairs--; - Constraint3DSW *c = (Constraint3DSW *)p_data; + GodotConstraint3D *c = (GodotConstraint3D *)p_data; memdelete(c); } -const SelfList<Body3DSW>::List &Space3DSW::get_active_body_list() const { +const SelfList<GodotBody3D>::List &GodotSpace3D::get_active_body_list() const { return active_list; } -void Space3DSW::body_add_to_active_list(SelfList<Body3DSW> *p_body) { +void GodotSpace3D::body_add_to_active_list(SelfList<GodotBody3D> *p_body) { active_list.add(p_body); } -void Space3DSW::body_remove_from_active_list(SelfList<Body3DSW> *p_body) { +void GodotSpace3D::body_remove_from_active_list(SelfList<GodotBody3D> *p_body) { active_list.remove(p_body); } -void Space3DSW::body_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body) { +void GodotSpace3D::body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body) { mass_properties_update_list.add(p_body); } -void Space3DSW::body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body) { +void GodotSpace3D::body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body) { mass_properties_update_list.remove(p_body); } -BroadPhase3DSW *Space3DSW::get_broadphase() { +GodotBroadPhase3D *GodotSpace3D::get_broadphase() { return broadphase; } -void Space3DSW::add_object(CollisionObject3DSW *p_object) { +void GodotSpace3D::add_object(GodotCollisionObject3D *p_object) { ERR_FAIL_COND(objects.has(p_object)); objects.insert(p_object); } -void Space3DSW::remove_object(CollisionObject3DSW *p_object) { +void GodotSpace3D::remove_object(GodotCollisionObject3D *p_object) { ERR_FAIL_COND(!objects.has(p_object)); objects.erase(p_object); } -const Set<CollisionObject3DSW *> &Space3DSW::get_objects() const { +const Set<GodotCollisionObject3D *> &GodotSpace3D::get_objects() const { return objects; } -void Space3DSW::body_add_to_state_query_list(SelfList<Body3DSW> *p_body) { +void GodotSpace3D::body_add_to_state_query_list(SelfList<GodotBody3D> *p_body) { state_query_list.add(p_body); } -void Space3DSW::body_remove_from_state_query_list(SelfList<Body3DSW> *p_body) { +void GodotSpace3D::body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body) { state_query_list.remove(p_body); } -void Space3DSW::area_add_to_monitor_query_list(SelfList<Area3DSW> *p_area) { +void GodotSpace3D::area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area) { monitor_query_list.add(p_area); } -void Space3DSW::area_remove_from_monitor_query_list(SelfList<Area3DSW> *p_area) { +void GodotSpace3D::area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area) { monitor_query_list.remove(p_area); } -void Space3DSW::area_add_to_moved_list(SelfList<Area3DSW> *p_area) { +void GodotSpace3D::area_add_to_moved_list(SelfList<GodotArea3D> *p_area) { area_moved_list.add(p_area); } -void Space3DSW::area_remove_from_moved_list(SelfList<Area3DSW> *p_area) { +void GodotSpace3D::area_remove_from_moved_list(SelfList<GodotArea3D> *p_area) { area_moved_list.remove(p_area); } -const SelfList<Area3DSW>::List &Space3DSW::get_moved_area_list() const { +const SelfList<GodotArea3D>::List &GodotSpace3D::get_moved_area_list() const { return area_moved_list; } -const SelfList<SoftBody3DSW>::List &Space3DSW::get_active_soft_body_list() const { +const SelfList<GodotSoftBody3D>::List &GodotSpace3D::get_active_soft_body_list() const { return active_soft_body_list; } -void Space3DSW::soft_body_add_to_active_list(SelfList<SoftBody3DSW> *p_soft_body) { +void GodotSpace3D::soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body) { active_soft_body_list.add(p_soft_body); } -void Space3DSW::soft_body_remove_from_active_list(SelfList<SoftBody3DSW> *p_soft_body) { +void GodotSpace3D::soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body) { active_soft_body_list.remove(p_soft_body); } -void Space3DSW::call_queries() { +void GodotSpace3D::call_queries() { while (state_query_list.first()) { - Body3DSW *b = state_query_list.first()->self(); + GodotBody3D *b = state_query_list.first()->self(); state_query_list.remove(state_query_list.first()); b->call_queries(); } while (monitor_query_list.first()) { - Area3DSW *a = monitor_query_list.first()->self(); + GodotArea3D *a = monitor_query_list.first()->self(); monitor_query_list.remove(monitor_query_list.first()); a->call_queries(); } } -void Space3DSW::setup() { +void GodotSpace3D::setup() { contact_debug_count = 0; while (mass_properties_update_list.first()) { mass_properties_update_list.first()->self()->update_mass_properties(); @@ -1142,11 +1166,11 @@ void Space3DSW::setup() { } } -void Space3DSW::update() { +void GodotSpace3D::update() { broadphase->update(); } -void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) { +void GodotSpace3D::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: contact_recycle_radius = p_value; @@ -1154,9 +1178,12 @@ void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_valu case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION: contact_max_separation = p_value; break; - case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: + case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION: contact_max_allowed_penetration = p_value; break; + case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS: + contact_bias = p_value; + break; case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: body_linear_velocity_sleep_threshold = p_value; break; @@ -1166,69 +1193,80 @@ void Space3DSW::set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_valu case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP: body_time_to_sleep = p_value; break; - case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: - body_angular_velocity_damp_ratio = p_value; - break; - case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: - constraint_bias = p_value; + case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS: + solver_iterations = p_value; break; } } -real_t Space3DSW::get_param(PhysicsServer3D::SpaceParameter p_param) const { +real_t GodotSpace3D::get_param(PhysicsServer3D::SpaceParameter p_param) const { switch (p_param) { case PhysicsServer3D::SPACE_PARAM_CONTACT_RECYCLE_RADIUS: return contact_recycle_radius; case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_SEPARATION: return contact_max_separation; - case PhysicsServer3D::SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION: + case PhysicsServer3D::SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION: return contact_max_allowed_penetration; + case PhysicsServer3D::SPACE_PARAM_CONTACT_DEFAULT_BIAS: + return contact_bias; case PhysicsServer3D::SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD: return body_linear_velocity_sleep_threshold; case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD: return body_angular_velocity_sleep_threshold; case PhysicsServer3D::SPACE_PARAM_BODY_TIME_TO_SLEEP: return body_time_to_sleep; - case PhysicsServer3D::SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO: - return body_angular_velocity_damp_ratio; - case PhysicsServer3D::SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS: - return constraint_bias; + case PhysicsServer3D::SPACE_PARAM_SOLVER_ITERATIONS: + return solver_iterations; } return 0; } -void Space3DSW::lock() { +void GodotSpace3D::lock() { locked = true; } -void Space3DSW::unlock() { +void GodotSpace3D::unlock() { locked = false; } -bool Space3DSW::is_locked() const { +bool GodotSpace3D::is_locked() const { return locked; } -PhysicsDirectSpaceState3DSW *Space3DSW::get_direct_state() { +GodotPhysicsDirectSpaceState3D *GodotSpace3D::get_direct_state() { return direct_access; } -Space3DSW::Space3DSW() { +GodotSpace3D::GodotSpace3D() { body_linear_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_linear", 0.1); body_angular_velocity_sleep_threshold = GLOBAL_DEF("physics/3d/sleep_threshold_angular", Math::deg2rad(8.0)); body_time_to_sleep = GLOBAL_DEF("physics/3d/time_before_sleep", 0.5); ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/time_before_sleep", PropertyInfo(Variant::FLOAT, "physics/3d/time_before_sleep", PROPERTY_HINT_RANGE, "0,5,0.01,or_greater")); - body_angular_velocity_damp_ratio = 10; - broadphase = BroadPhase3DSW::create_func(); + solver_iterations = GLOBAL_DEF("physics/3d/solver/solver_iterations", 16); + ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/solver_iterations", PropertyInfo(Variant::INT, "physics/3d/solver/solver_iterations", PROPERTY_HINT_RANGE, "1,32,1,or_greater")); + + contact_recycle_radius = GLOBAL_DEF("physics/3d/solver/contact_recycle_radius", 0.01); + ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_recycle_radius", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater")); + + contact_max_separation = GLOBAL_DEF("physics/3d/solver/contact_max_separation", 0.05); + ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_max_separation", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_separation", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater")); + + contact_max_allowed_penetration = GLOBAL_DEF("physics/3d/solver/contact_max_allowed_penetration", 0.01); + ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/contact_max_allowed_penetration", PropertyInfo(Variant::FLOAT, "physics/3d/solver/contact_max_allowed_penetration", PROPERTY_HINT_RANGE, "0,0.1,0.01,or_greater")); + + contact_bias = GLOBAL_DEF("physics/3d/solver/default_contact_bias", 0.8); + ProjectSettings::get_singleton()->set_custom_property_info("physics/3d/solver/default_contact_bias", PropertyInfo(Variant::FLOAT, "physics/3d/solver/default_contact_bias", PROPERTY_HINT_RANGE, "0,1,0.01")); + + broadphase = GodotBroadPhase3D::create_func(); broadphase->set_pair_callback(_broadphase_pair, this); broadphase->set_unpair_callback(_broadphase_unpair, this); - direct_access = memnew(PhysicsDirectSpaceState3DSW); + direct_access = memnew(GodotPhysicsDirectSpaceState3D); direct_access->space = this; } -Space3DSW::~Space3DSW() { +GodotSpace3D::~GodotSpace3D() { memdelete(broadphase); memdelete(direct_access); } diff --git a/servers/physics_3d/godot_space_3d.h b/servers/physics_3d/godot_space_3d.h new file mode 100644 index 0000000000..ac54c8bf69 --- /dev/null +++ b/servers/physics_3d/godot_space_3d.h @@ -0,0 +1,218 @@ +/*************************************************************************/ +/* godot_space_3d.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef GODOT_SPACE_3D_H +#define GODOT_SPACE_3D_H + +#include "godot_area_3d.h" +#include "godot_area_pair_3d.h" +#include "godot_body_3d.h" +#include "godot_body_pair_3d.h" +#include "godot_broad_phase_3d.h" +#include "godot_collision_object_3d.h" +#include "godot_soft_body_3d.h" + +#include "core/config/project_settings.h" +#include "core/templates/hash_map.h" +#include "core/typedefs.h" + +class GodotPhysicsDirectSpaceState3D : public PhysicsDirectSpaceState3D { + GDCLASS(GodotPhysicsDirectSpaceState3D, PhysicsDirectSpaceState3D); + +public: + GodotSpace3D *space; + + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) override; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) override; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) override; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) override; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) override; + virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override; + + GodotPhysicsDirectSpaceState3D(); +}; + +class GodotSpace3D { +public: + enum ElapsedTime { + ELAPSED_TIME_INTEGRATE_FORCES, + ELAPSED_TIME_GENERATE_ISLANDS, + ELAPSED_TIME_SETUP_CONSTRAINTS, + ELAPSED_TIME_SOLVE_CONSTRAINTS, + ELAPSED_TIME_INTEGRATE_VELOCITIES, + ELAPSED_TIME_MAX + + }; + +private: + uint64_t elapsed_time[ELAPSED_TIME_MAX] = {}; + + GodotPhysicsDirectSpaceState3D *direct_access = nullptr; + RID self; + + GodotBroadPhase3D *broadphase = nullptr; + SelfList<GodotBody3D>::List active_list; + SelfList<GodotBody3D>::List mass_properties_update_list; + SelfList<GodotBody3D>::List state_query_list; + SelfList<GodotArea3D>::List monitor_query_list; + SelfList<GodotArea3D>::List area_moved_list; + SelfList<GodotSoftBody3D>::List active_soft_body_list; + + static void *_broadphase_pair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_self); + static void _broadphase_unpair(GodotCollisionObject3D *A, int p_subindex_A, GodotCollisionObject3D *B, int p_subindex_B, void *p_data, void *p_self); + + Set<GodotCollisionObject3D *> objects; + + GodotArea3D *area = nullptr; + + int solver_iterations = 0; + + real_t contact_recycle_radius = 0.0; + real_t contact_max_separation = 0.0; + real_t contact_max_allowed_penetration = 0.0; + real_t contact_bias = 0.0; + + enum { + INTERSECTION_QUERY_MAX = 2048 + }; + + GodotCollisionObject3D *intersection_query_results[INTERSECTION_QUERY_MAX]; + int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; + + real_t body_linear_velocity_sleep_threshold = 0.0; + real_t body_angular_velocity_sleep_threshold = 0.0; + real_t body_time_to_sleep = 0.0; + + bool locked = false; + + real_t last_step = 0.001; + + int island_count = 0; + int active_objects = 0; + int collision_pairs = 0; + + RID static_global_body; + + Vector<Vector3> contact_debug; + int contact_debug_count = 0; + + friend class GodotPhysicsDirectSpaceState3D; + + int _cull_aabb_for_body(GodotBody3D *p_body, const AABB &p_aabb); + +public: + _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } + _FORCE_INLINE_ RID get_self() const { return self; } + + void set_default_area(GodotArea3D *p_area) { area = p_area; } + GodotArea3D *get_default_area() const { return area; } + + const SelfList<GodotBody3D>::List &get_active_body_list() const; + void body_add_to_active_list(SelfList<GodotBody3D> *p_body); + void body_remove_from_active_list(SelfList<GodotBody3D> *p_body); + void body_add_to_mass_properties_update_list(SelfList<GodotBody3D> *p_body); + void body_remove_from_mass_properties_update_list(SelfList<GodotBody3D> *p_body); + + void body_add_to_state_query_list(SelfList<GodotBody3D> *p_body); + void body_remove_from_state_query_list(SelfList<GodotBody3D> *p_body); + + void area_add_to_monitor_query_list(SelfList<GodotArea3D> *p_area); + void area_remove_from_monitor_query_list(SelfList<GodotArea3D> *p_area); + void area_add_to_moved_list(SelfList<GodotArea3D> *p_area); + void area_remove_from_moved_list(SelfList<GodotArea3D> *p_area); + const SelfList<GodotArea3D>::List &get_moved_area_list() const; + + const SelfList<GodotSoftBody3D>::List &get_active_soft_body_list() const; + void soft_body_add_to_active_list(SelfList<GodotSoftBody3D> *p_soft_body); + void soft_body_remove_from_active_list(SelfList<GodotSoftBody3D> *p_soft_body); + + GodotBroadPhase3D *get_broadphase(); + + void add_object(GodotCollisionObject3D *p_object); + void remove_object(GodotCollisionObject3D *p_object); + const Set<GodotCollisionObject3D *> &get_objects() const; + + _FORCE_INLINE_ int get_solver_iterations() const { return solver_iterations; } + _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; } + _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; } + _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; } + _FORCE_INLINE_ real_t get_contact_bias() const { return contact_bias; } + _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; } + _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; } + _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; } + + void update(); + void setup(); + void call_queries(); + + bool is_locked() const; + void lock(); + void unlock(); + + real_t get_last_step() const { return last_step; } + void set_last_step(real_t p_step) { last_step = p_step; } + + void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value); + real_t get_param(PhysicsServer3D::SpaceParameter p_param) const; + + void set_island_count(int p_island_count) { island_count = p_island_count; } + int get_island_count() const { return island_count; } + + void set_active_objects(int p_active_objects) { active_objects = p_active_objects; } + int get_active_objects() const { return active_objects; } + + int get_collision_pairs() const { return collision_pairs; } + + GodotPhysicsDirectSpaceState3D *get_direct_state(); + + void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } + _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); } + _FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) { + if (contact_debug_count < contact_debug.size()) { + contact_debug.write[contact_debug_count++] = p_contact; + } + } + _FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contact_debug; } + _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; } + + void set_static_global_body(RID p_body) { static_global_body = p_body; } + RID get_static_global_body() { return static_global_body; } + + void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } + uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } + + bool test_body_motion(GodotBody3D *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result); + + GodotSpace3D(); + ~GodotSpace3D(); +}; + +#endif // GODOT_SPACE_3D_H diff --git a/servers/physics_3d/step_3d_sw.cpp b/servers/physics_3d/godot_step_3d.cpp index 6572d58c91..63635b224b 100644 --- a/servers/physics_3d/step_3d_sw.cpp +++ b/servers/physics_3d/godot_step_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* step_3d_sw.cpp */ +/* godot_step_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,8 +28,9 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "step_3d_sw.h" -#include "joints_3d_sw.h" +#include "godot_step_3d.h" + +#include "godot_joint_3d.h" #include "core/os/os.h" @@ -39,7 +40,7 @@ #define ISLAND_SIZE_RESERVE 512 #define CONSTRAINT_COUNT_RESERVE 1024 -void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island) { +void GodotStep3D::_populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { p_body->set_island_step(_step); if (p_body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) { @@ -47,8 +48,8 @@ void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_bod p_body_island.push_back(p_body); } - for (const KeyValue<Constraint3DSW *, int> &E : p_body->get_constraint_map()) { - Constraint3DSW *constraint = (Constraint3DSW *)E.key; + for (const KeyValue<GodotConstraint3D *, int> &E : p_body->get_constraint_map()) { + GodotConstraint3D *constraint = (GodotConstraint3D *)E.key; if (constraint->get_island_step() == _step) { continue; // Already processed. } @@ -62,7 +63,7 @@ void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_bod if (i == E.value) { continue; } - Body3DSW *other_body = constraint->get_body_ptr()[i]; + GodotBody3D *other_body = constraint->get_body_ptr()[i]; if (other_body->get_island_step() == _step) { continue; // Already processed. } @@ -74,7 +75,7 @@ void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_bod // Find connected soft bodies. for (int i = 0; i < constraint->get_soft_body_count(); i++) { - SoftBody3DSW *soft_body = constraint->get_soft_body_ptr(i); + GodotSoftBody3D *soft_body = constraint->get_soft_body_ptr(i); if (soft_body->get_island_step() == _step) { continue; // Already processed. } @@ -83,11 +84,11 @@ void Step3DSW::_populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_bod } } -void Step3DSW::_populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island) { +void GodotStep3D::_populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island) { p_soft_body->set_island_step(_step); - for (Set<Constraint3DSW *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) { - Constraint3DSW *constraint = (Constraint3DSW *)E->get(); + for (Set<GodotConstraint3D *>::Element *E = p_soft_body->get_constraints().front(); E; E = E->next()) { + GodotConstraint3D *constraint = (GodotConstraint3D *)E->get(); if (constraint->get_island_step() == _step) { continue; // Already processed. } @@ -98,7 +99,7 @@ void Step3DSW::_populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector // Find connected rigid bodies. for (int i = 0; i < constraint->get_body_count(); i++) { - Body3DSW *body = constraint->get_body_ptr()[i]; + GodotBody3D *body = constraint->get_body_ptr()[i]; if (body->get_island_step() == _step) { continue; // Already processed. } @@ -110,16 +111,16 @@ void Step3DSW::_populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector } } -void Step3DSW::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) { - Constraint3DSW *constraint = all_constraints[p_constraint_index]; +void GodotStep3D::_setup_contraint(uint32_t p_constraint_index, void *p_userdata) { + GodotConstraint3D *constraint = all_constraints[p_constraint_index]; constraint->setup(delta); } -void Step3DSW::_pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island) const { +void GodotStep3D::_pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const { uint32_t constraint_count = p_constraint_island.size(); uint32_t valid_constraint_count = 0; for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { - Constraint3DSW *constraint = p_constraint_island[constraint_index]; + GodotConstraint3D *constraint = p_constraint_island[constraint_index]; if (p_constraint_island[constraint_index]->pre_solve(delta)) { // Keep this constraint for solving. p_constraint_island[valid_constraint_count++] = constraint; @@ -128,8 +129,8 @@ void Step3DSW::_pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_isl p_constraint_island.resize(valid_constraint_count); } -void Step3DSW::_solve_island(uint32_t p_island_index, void *p_userdata) { - LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[p_island_index]; +void GodotStep3D::_solve_island(uint32_t p_island_index, void *p_userdata) { + LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[p_island_index]; int current_priority = 1; @@ -146,7 +147,7 @@ void Step3DSW::_solve_island(uint32_t p_island_index, void *p_userdata) { uint32_t priority_constraint_count = 0; ++current_priority; for (uint32_t constraint_index = 0; constraint_index < constraint_count; ++constraint_index) { - Constraint3DSW *constraint = constraint_island[constraint_index]; + GodotConstraint3D *constraint = constraint_island[constraint_index]; if (constraint->get_priority() >= current_priority) { // Keep this constraint for the next iteration. constraint_island[priority_constraint_count++] = constraint; @@ -156,12 +157,12 @@ void Step3DSW::_solve_island(uint32_t p_island_index, void *p_userdata) { } } -void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island) const { +void GodotStep3D::_check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const { bool can_sleep = true; uint32_t body_count = p_body_island.size(); for (uint32_t body_index = 0; body_index < body_count; ++body_index) { - Body3DSW *body = p_body_island[body_index]; + GodotBody3D *body = p_body_island[body_index]; if (!body->sleep_test(delta)) { can_sleep = false; @@ -170,7 +171,7 @@ void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island) cons // Put all to sleep or wake up everyone. for (uint32_t body_index = 0; body_index < body_count; ++body_index) { - Body3DSW *body = p_body_island[body_index]; + GodotBody3D *body = p_body_island[body_index]; bool active = body->is_active(); @@ -180,19 +181,19 @@ void Step3DSW::_check_suspend(const LocalVector<Body3DSW *> &p_body_island) cons } } -void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { +void GodotStep3D::step(GodotSpace3D *p_space, real_t p_delta) { p_space->lock(); // can't access space during this p_space->setup(); //update inertias, etc p_space->set_last_step(p_delta); - iterations = p_iterations; + iterations = p_space->get_solver_iterations(); delta = p_delta; - const SelfList<Body3DSW>::List *body_list = &p_space->get_active_body_list(); + const SelfList<GodotBody3D>::List *body_list = &p_space->get_active_body_list(); - const SelfList<SoftBody3DSW>::List *soft_body_list = &p_space->get_active_soft_body_list(); + const SelfList<GodotSoftBody3D>::List *soft_body_list = &p_space->get_active_soft_body_list(); /* INTEGRATE FORCES */ @@ -201,7 +202,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { int active_count = 0; - const SelfList<Body3DSW> *b = body_list->first(); + const SelfList<GodotBody3D> *b = body_list->first(); while (b) { b->self()->integrate_forces(p_delta); b = b->next(); @@ -210,7 +211,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { /* UPDATE SOFT BODY MOTION */ - const SelfList<SoftBody3DSW> *sb = soft_body_list->first(); + const SelfList<GodotSoftBody3D> *sb = soft_body_list->first(); while (sb) { sb->self()->predict_motion(p_delta); sb = sb->next(); @@ -219,9 +220,12 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { p_space->set_active_objects(active_count); + // Update the broadphase to register collision pairs. + p_space->update(); + { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_FORCES, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } @@ -229,11 +233,11 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { uint32_t island_count = 0; - const SelfList<Area3DSW>::List &aml = p_space->get_moved_area_list(); + const SelfList<GodotArea3D>::List &aml = p_space->get_moved_area_list(); while (aml.first()) { - for (const Set<Constraint3DSW *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) { - Constraint3DSW *constraint = E->get(); + for (const Set<GodotConstraint3D *>::Element *E = aml.first()->self()->get_constraints().front(); E; E = E->next()) { + GodotConstraint3D *constraint = E->get(); if (constraint->get_island_step() == _step) { continue; } @@ -244,13 +248,13 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { if (constraint_islands.size() < island_count) { constraint_islands.resize(island_count); } - LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1]; + LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); all_constraints.push_back(constraint); constraint_island.push_back(constraint); } - p_space->area_remove_from_moved_list((SelfList<Area3DSW> *)aml.first()); //faster to remove here + p_space->area_remove_from_moved_list((SelfList<GodotArea3D> *)aml.first()); //faster to remove here } /* GENERATE CONSTRAINT ISLANDS FOR ACTIVE RIGID BODIES */ @@ -260,14 +264,14 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { uint32_t body_island_count = 0; while (b) { - Body3DSW *body = b->self(); + GodotBody3D *body = b->self(); if (body->get_island_step() != _step) { ++body_island_count; if (body_islands.size() < body_island_count) { body_islands.resize(body_island_count); } - LocalVector<Body3DSW *> &body_island = body_islands[body_island_count - 1]; + LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; body_island.clear(); body_island.reserve(BODY_ISLAND_SIZE_RESERVE); @@ -275,7 +279,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { if (constraint_islands.size() < island_count) { constraint_islands.resize(island_count); } - LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1]; + LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); constraint_island.reserve(ISLAND_SIZE_RESERVE); @@ -296,14 +300,14 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { sb = soft_body_list->first(); while (sb) { - SoftBody3DSW *soft_body = sb->self(); + GodotSoftBody3D *soft_body = sb->self(); if (soft_body->get_island_step() != _step) { ++body_island_count; if (body_islands.size() < body_island_count) { body_islands.resize(body_island_count); } - LocalVector<Body3DSW *> &body_island = body_islands[body_island_count - 1]; + LocalVector<GodotBody3D *> &body_island = body_islands[body_island_count - 1]; body_island.clear(); body_island.reserve(BODY_ISLAND_SIZE_RESERVE); @@ -311,7 +315,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { if (constraint_islands.size() < island_count) { constraint_islands.resize(island_count); } - LocalVector<Constraint3DSW *> &constraint_island = constraint_islands[island_count - 1]; + LocalVector<GodotConstraint3D *> &constraint_island = constraint_islands[island_count - 1]; constraint_island.clear(); constraint_island.reserve(ISLAND_SIZE_RESERVE); @@ -332,18 +336,18 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_GENERATE_ISLANDS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } /* SETUP CONSTRAINTS / PROCESS COLLISIONS */ uint32_t total_contraint_count = all_constraints.size(); - work_pool.do_work(total_contraint_count, this, &Step3DSW::_setup_contraint, nullptr); + work_pool.do_work(total_contraint_count, this, &GodotStep3D::_setup_contraint, nullptr); { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SETUP_CONSTRAINTS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } @@ -358,15 +362,11 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { // Warning: _solve_island modifies the constraint islands for optimization purpose, // their content is not reliable after these calls and shouldn't be used anymore. - if (island_count > 1) { - work_pool.do_work(island_count, this, &Step3DSW::_solve_island, nullptr); - } else if (island_count > 0) { - _solve_island(0); - } + work_pool.do_work(island_count, this, &GodotStep3D::_solve_island, nullptr); { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_SOLVE_CONSTRAINTS, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } @@ -374,7 +374,7 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { b = body_list->first(); while (b) { - const SelfList<Body3DSW> *n = b->next(); + const SelfList<GodotBody3D> *n = b->next(); b->self()->integrate_velocities(p_delta); b = n; } @@ -395,18 +395,17 @@ void Step3DSW::step(Space3DSW *p_space, real_t p_delta, int p_iterations) { { //profile profile_endtime = OS::get_singleton()->get_ticks_usec(); - p_space->set_elapsed_time(Space3DSW::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); + p_space->set_elapsed_time(GodotSpace3D::ELAPSED_TIME_INTEGRATE_VELOCITIES, profile_endtime - profile_begtime); profile_begtime = profile_endtime; } all_constraints.clear(); - p_space->update(); p_space->unlock(); _step++; } -Step3DSW::Step3DSW() { +GodotStep3D::GodotStep3D() { body_islands.reserve(BODY_ISLAND_COUNT_RESERVE); constraint_islands.reserve(ISLAND_COUNT_RESERVE); all_constraints.reserve(CONSTRAINT_COUNT_RESERVE); @@ -414,6 +413,6 @@ Step3DSW::Step3DSW() { work_pool.init(); } -Step3DSW::~Step3DSW() { +GodotStep3D::~GodotStep3D() { work_pool.finish(); } diff --git a/servers/physics_3d/step_3d_sw.h b/servers/physics_3d/godot_step_3d.h index f2f879104a..6d975b0dd3 100644 --- a/servers/physics_3d/step_3d_sw.h +++ b/servers/physics_3d/godot_step_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* step_3d_sw.h */ +/* godot_step_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,15 +28,15 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef STEP_SW_H -#define STEP_SW_H +#ifndef GODOT_STEP_3D_H +#define GODOT_STEP_3D_H -#include "space_3d_sw.h" +#include "godot_space_3d.h" #include "core/templates/local_vector.h" #include "core/templates/thread_work_pool.h" -class Step3DSW { +class GodotStep3D { uint64_t _step = 1; int iterations = 0; @@ -44,21 +44,21 @@ class Step3DSW { ThreadWorkPool work_pool; - LocalVector<LocalVector<Body3DSW *>> body_islands; - LocalVector<LocalVector<Constraint3DSW *>> constraint_islands; - LocalVector<Constraint3DSW *> all_constraints; + LocalVector<LocalVector<GodotBody3D *>> body_islands; + LocalVector<LocalVector<GodotConstraint3D *>> constraint_islands; + LocalVector<GodotConstraint3D *> all_constraints; - void _populate_island(Body3DSW *p_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island); - void _populate_island_soft_body(SoftBody3DSW *p_soft_body, LocalVector<Body3DSW *> &p_body_island, LocalVector<Constraint3DSW *> &p_constraint_island); + void _populate_island(GodotBody3D *p_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island); + void _populate_island_soft_body(GodotSoftBody3D *p_soft_body, LocalVector<GodotBody3D *> &p_body_island, LocalVector<GodotConstraint3D *> &p_constraint_island); void _setup_contraint(uint32_t p_constraint_index, void *p_userdata = nullptr); - void _pre_solve_island(LocalVector<Constraint3DSW *> &p_constraint_island) const; + void _pre_solve_island(LocalVector<GodotConstraint3D *> &p_constraint_island) const; void _solve_island(uint32_t p_island_index, void *p_userdata = nullptr); - void _check_suspend(const LocalVector<Body3DSW *> &p_body_island) const; + void _check_suspend(const LocalVector<GodotBody3D *> &p_body_island) const; public: - void step(Space3DSW *p_space, real_t p_delta, int p_iterations); - Step3DSW(); - ~Step3DSW(); + void step(GodotSpace3D *p_space, real_t p_delta); + GodotStep3D(); + ~GodotStep3D(); }; -#endif // STEP__SW_H +#endif // GODOT_STEP_3D_H diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp index bb9cc1bf67..dc4858ff9a 100644 --- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* cone_twist_joint_3d_sw.cpp */ +/* godot_cone_twist_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -49,7 +49,7 @@ subject to the following restrictions: Written by: Marcus Hennix */ -#include "cone_twist_joint_3d_sw.h" +#include "godot_cone_twist_joint_3d.h" static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) { if (Math::abs(n.z) > Math_SQRT12) { @@ -84,8 +84,8 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) { return (y < 0.0f) ? -angle : angle; } -ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) : - Joint3DSW(_arr, 2) { +GodotConeTwistJoint3D::GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame) : + GodotJoint3D(_arr, 2) { A = rbA; B = rbB; @@ -96,7 +96,7 @@ ConeTwistJoint3DSW::ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Trans B->add_constraint(this, 1); } -bool ConeTwistJoint3DSW::setup(real_t p_timestep) { +bool GodotConeTwistJoint3D::setup(real_t p_timestep) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -129,16 +129,18 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) { plane_space(normal[0], normal[1], normal[2]); for (int i = 0; i < 3; i++) { - memnew_placement(&m_jac[i], JacobianEntry3DSW( - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - pivotAInW - A->get_transform().origin - A->get_center_of_mass(), - pivotBInW - B->get_transform().origin - B->get_center_of_mass(), - normal[i], - A->get_inv_inertia(), - A->get_inv_mass(), - B->get_inv_inertia(), - B->get_inv_mass())); + memnew_placement( + &m_jac[i], + GodotJacobianEntry3D( + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + pivotAInW - A->get_transform().origin - A->get_center_of_mass(), + pivotBInW - B->get_transform().origin - B->get_center_of_mass(), + normal[i], + A->get_inv_inertia(), + A->get_inv_mass(), + B->get_inv_inertia(), + B->get_inv_mass())); } } @@ -192,8 +194,7 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) { real_t swingAxisSign = (b2Axis1.dot(b1Axis1) >= 0.0f) ? 1.0f : -1.0f; m_swingAxis *= swingAxisSign; - m_kSwing = real_t(1.) / (A->compute_angular_impulse_denominator(m_swingAxis) + - B->compute_angular_impulse_denominator(m_swingAxis)); + m_kSwing = real_t(1.) / (A->compute_angular_impulse_denominator(m_swingAxis) + B->compute_angular_impulse_denominator(m_swingAxis)); } // Twist limits @@ -212,8 +213,7 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) { m_twistAxis.normalize(); m_twistAxis *= -1.0f; - m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + - B->compute_angular_impulse_denominator(m_twistAxis)); + m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + B->compute_angular_impulse_denominator(m_twistAxis)); } else if (twist > m_twistSpan * lockedFreeFactor) { m_twistCorrection = (twist - m_twistSpan); @@ -222,15 +222,14 @@ bool ConeTwistJoint3DSW::setup(real_t p_timestep) { m_twistAxis = (b2Axis1 + b1Axis1) * 0.5f; m_twistAxis.normalize(); - m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + - B->compute_angular_impulse_denominator(m_twistAxis)); + m_kTwist = real_t(1.) / (A->compute_angular_impulse_denominator(m_twistAxis) + B->compute_angular_impulse_denominator(m_twistAxis)); } } return true; } -void ConeTwistJoint3DSW::solve(real_t p_timestep) { +void GodotConeTwistJoint3D::solve(real_t p_timestep) { Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); @@ -312,7 +311,7 @@ void ConeTwistJoint3DSW::solve(real_t p_timestep) { } } -void ConeTwistJoint3DSW::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) { +void GodotConeTwistJoint3D::set_param(PhysicsServer3D::ConeTwistJointParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: { m_swingSpan1 = p_value; @@ -335,7 +334,7 @@ void ConeTwistJoint3DSW::set_param(PhysicsServer3D::ConeTwistJointParam p_param, } } -real_t ConeTwistJoint3DSW::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const { +real_t GodotConeTwistJoint3D::get_param(PhysicsServer3D::ConeTwistJointParam p_param) const { switch (p_param) { case PhysicsServer3D::CONE_TWIST_JOINT_SWING_SPAN: { return m_swingSpan1; diff --git a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h index bf7e593820..fdcc2ceea3 100644 --- a/servers/physics_3d/joints/cone_twist_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_cone_twist_joint_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* cone_twist_joint_3d_sw.h */ +/* godot_cone_twist_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -34,7 +34,7 @@ Adapted to Godot from the Bullet library. /* Bullet Continuous Collision Detection and Physics Library -ConeTwistJointSW is Copyright (c) 2007 Starbreeze Studios +GodotConeTwistJoint3D is Copyright (c) 2007 Starbreeze Studios 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. @@ -49,28 +49,28 @@ subject to the following restrictions: Written by: Marcus Hennix */ -#ifndef CONE_TWIST_JOINT_SW_H -#define CONE_TWIST_JOINT_SW_H +#ifndef GODOT_CONE_TWIST_JOINT_3D_H +#define GODOT_CONE_TWIST_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" -///ConeTwistJointSW can be used to simulate ragdoll joints (upper arm, leg etc) -class ConeTwistJoint3DSW : public Joint3DSW { +// GodotConeTwistJoint3D can be used to simulate ragdoll joints (upper arm, leg etc). +class GodotConeTwistJoint3D : public GodotJoint3D { #ifdef IN_PARALLELL_SOLVER public: #endif union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = { nullptr, nullptr }; + GodotBody3D *_arr[2] = { nullptr, nullptr }; }; - JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints + GodotJacobianEntry3D m_jac[3] = {}; //3 orthogonal linear constraints real_t m_appliedImpulse = 0.0; Transform3D m_rbAFrame; @@ -107,7 +107,7 @@ public: virtual bool setup(real_t p_step) override; virtual void solve(real_t p_step) override; - ConeTwistJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame); + GodotConeTwistJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &rbAFrame, const Transform3D &rbBFrame); void setAngularOnly(bool angularOnly) { m_angularOnly = angularOnly; @@ -139,4 +139,4 @@ public: real_t get_param(PhysicsServer3D::ConeTwistJointParam p_param) const; }; -#endif // CONE_TWIST_JOINT_SW_H +#endif // GODOT_CONE_TWIST_JOINT_3D_H diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp index 56aba24b42..41e9bf06bb 100644 --- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* generic_6dof_joint_3d_sw.cpp */ +/* godot_generic_6dof_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -49,18 +49,18 @@ subject to the following restrictions: /* 2007-09-09 -Generic6DOFJointSW Refactored by Francisco Le?n +GodotGeneric6DOFJoint3D Refactored by Francisco Le?n email: projectileman@yahoo.com http://gimpact.sf.net */ -#include "generic_6dof_joint_3d_sw.h" +#include "godot_generic_6dof_joint_3d.h" #define GENERIC_D6_DISABLE_WARMSTARTING 1 -//////////////////////////// G6DOFRotationalLimitMotorSW //////////////////////////////////// +//////////////////////////// GodotG6DOFRotationalLimitMotor3D //////////////////////////////////// -int G6DOFRotationalLimitMotor3DSW::testLimitValue(real_t test_value) { +int GodotG6DOFRotationalLimitMotor3D::testLimitValue(real_t test_value) { if (m_loLimit > m_hiLimit) { m_currentLimit = 0; //Free from violation return 0; @@ -80,9 +80,9 @@ int G6DOFRotationalLimitMotor3DSW::testLimitValue(real_t test_value) { return 0; } -real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits( +real_t GodotG6DOFRotationalLimitMotor3D::solveAngularLimits( real_t timeStep, Vector3 &axis, real_t jacDiagABInv, - Body3DSW *body0, Body3DSW *body1, bool p_body0_dynamic, bool p_body1_dynamic) { + GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic) { if (!needApplyTorques()) { return 0.0f; } @@ -148,14 +148,13 @@ real_t G6DOFRotationalLimitMotor3DSW::solveAngularLimits( return clippedMotorImpulse; } -//////////////////////////// End G6DOFRotationalLimitMotorSW //////////////////////////////////// +//////////////////////////// GodotG6DOFTranslationalLimitMotor3D //////////////////////////////////// -//////////////////////////// G6DOFTranslationalLimitMotorSW //////////////////////////////////// -real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis( +real_t GodotG6DOFTranslationalLimitMotor3D::solveLinearAxis( real_t timeStep, real_t jacDiagABInv, - Body3DSW *body1, const Vector3 &pointInA, - Body3DSW *body2, const Vector3 &pointInB, + GodotBody3D *body1, const Vector3 &pointInA, + GodotBody3D *body2, const Vector3 &pointInB, bool p_body1_dynamic, bool p_body2_dynamic, int limit_index, const Vector3 &axis_normal_on_a, @@ -217,10 +216,10 @@ real_t G6DOFTranslationalLimitMotor3DSW::solveLinearAxis( return normalImpulse; } -//////////////////////////// G6DOFTranslationalLimitMotorSW //////////////////////////////////// +//////////////////////////// GodotGeneric6DOFJoint3D //////////////////////////////////// -Generic6DOFJoint3DSW::Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) : - Joint3DSW(_arr, 2), +GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA) : + GodotJoint3D(_arr, 2), m_frameInA(frameInA), m_frameInB(frameInB), m_useLinearReferenceFrameA(useLinearReferenceFrameA) { @@ -230,10 +229,10 @@ Generic6DOFJoint3DSW::Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const T B->add_constraint(this, 1); } -void Generic6DOFJoint3DSW::calculateAngleInfo() { +void GodotGeneric6DOFJoint3D::calculateAngleInfo() { Basis relative_frame = m_calculatedTransformB.basis.inverse() * m_calculatedTransformA.basis; - m_calculatedAxisAngleDiff = relative_frame.get_euler_xyz(); + m_calculatedAxisAngleDiff = relative_frame.get_euler(Basis::EULER_ORDER_XYZ); // in euler angle mode we do not actually constrain the angular velocity // along the axes axis[0] and axis[2] (although we do use axis[1]) : @@ -270,38 +269,43 @@ void Generic6DOFJoint3DSW::calculateAngleInfo() { */ } -void Generic6DOFJoint3DSW::calculateTransforms() { +void GodotGeneric6DOFJoint3D::calculateTransforms() { m_calculatedTransformA = A->get_transform() * m_frameInA; m_calculatedTransformB = B->get_transform() * m_frameInB; calculateAngleInfo(); } -void Generic6DOFJoint3DSW::buildLinearJacobian( - JacobianEntry3DSW &jacLinear, const Vector3 &normalWorld, +void GodotGeneric6DOFJoint3D::buildLinearJacobian( + GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld, const Vector3 &pivotAInW, const Vector3 &pivotBInW) { - memnew_placement(&jacLinear, JacobianEntry3DSW( - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - pivotAInW - A->get_transform().origin - A->get_center_of_mass(), - pivotBInW - B->get_transform().origin - B->get_center_of_mass(), - normalWorld, - A->get_inv_inertia(), - A->get_inv_mass(), - B->get_inv_inertia(), - B->get_inv_mass())); + memnew_placement( + &jacLinear, + GodotJacobianEntry3D( + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + pivotAInW - A->get_transform().origin - A->get_center_of_mass(), + pivotBInW - B->get_transform().origin - B->get_center_of_mass(), + normalWorld, + A->get_inv_inertia(), + A->get_inv_mass(), + B->get_inv_inertia(), + B->get_inv_mass())); } -void Generic6DOFJoint3DSW::buildAngularJacobian( - JacobianEntry3DSW &jacAngular, const Vector3 &jointAxisW) { - memnew_placement(&jacAngular, JacobianEntry3DSW(jointAxisW, - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - A->get_inv_inertia(), - B->get_inv_inertia())); +void GodotGeneric6DOFJoint3D::buildAngularJacobian( + GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW) { + memnew_placement( + &jacAngular, + GodotJacobianEntry3D( + jointAxisW, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); } -bool Generic6DOFJoint3DSW::testAngularLimitMotor(int axis_index) { +bool GodotGeneric6DOFJoint3D::testAngularLimitMotor(int axis_index) { real_t angle = m_calculatedAxisAngleDiff[axis_index]; //test limits @@ -309,7 +313,7 @@ bool Generic6DOFJoint3DSW::testAngularLimitMotor(int axis_index) { return m_angularLimits[axis_index].needApplyTorques(); } -bool Generic6DOFJoint3DSW::setup(real_t p_timestep) { +bool GodotGeneric6DOFJoint3D::setup(real_t p_timestep) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -365,7 +369,7 @@ bool Generic6DOFJoint3DSW::setup(real_t p_timestep) { return true; } -void Generic6DOFJoint3DSW::solve(real_t p_timestep) { +void GodotGeneric6DOFJoint3D::solve(real_t p_timestep) { m_timeStep = p_timestep; //calculateTransforms(); @@ -414,19 +418,19 @@ void Generic6DOFJoint3DSW::solve(real_t p_timestep) { } } -void Generic6DOFJoint3DSW::updateRHS(real_t timeStep) { +void GodotGeneric6DOFJoint3D::updateRHS(real_t timeStep) { (void)timeStep; } -Vector3 Generic6DOFJoint3DSW::getAxis(int axis_index) const { +Vector3 GodotGeneric6DOFJoint3D::getAxis(int axis_index) const { return m_calculatedAxis[axis_index]; } -real_t Generic6DOFJoint3DSW::getAngle(int axis_index) const { +real_t GodotGeneric6DOFJoint3D::getAngle(int axis_index) const { return m_calculatedAxisAngleDiff[axis_index]; } -void Generic6DOFJoint3DSW::calcAnchorPos() { +void GodotGeneric6DOFJoint3D::calcAnchorPos() { real_t imA = A->get_inv_mass(); real_t imB = B->get_inv_mass(); real_t weight; @@ -438,9 +442,9 @@ void Generic6DOFJoint3DSW::calcAnchorPos() { const Vector3 &pA = m_calculatedTransformA.origin; const Vector3 &pB = m_calculatedTransformB.origin; m_AnchorPos = pA * weight + pB * (real_t(1.0) - weight); -} // Generic6DOFJointSW::calcAnchorPos() +} -void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value) { +void GodotGeneric6DOFJoint3D::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param, real_t p_value) { ERR_FAIL_INDEX(p_axis, 3); switch (p_param) { case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: { @@ -527,7 +531,7 @@ void Generic6DOFJoint3DSW::set_param(Vector3::Axis p_axis, PhysicsServer3D::G6DO } } -real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const { +real_t GodotGeneric6DOFJoint3D::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisParam p_param) const { ERR_FAIL_INDEX_V(p_axis, 3, 0); switch (p_param) { case PhysicsServer3D::G6DOF_JOINT_LINEAR_LOWER_LIMIT: { @@ -615,7 +619,7 @@ real_t Generic6DOFJoint3DSW::get_param(Vector3::Axis p_axis, PhysicsServer3D::G6 return 0; } -void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) { +void GodotGeneric6DOFJoint3D::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag, bool p_value) { ERR_FAIL_INDEX(p_axis, 3); switch (p_flag) { @@ -642,7 +646,7 @@ void Generic6DOFJoint3DSW::set_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOF } } -bool Generic6DOFJoint3DSW::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const { +bool GodotGeneric6DOFJoint3D::get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const { ERR_FAIL_INDEX_V(p_axis, 3, 0); switch (p_flag) { case PhysicsServer3D::G6DOF_JOINT_FLAG_ENABLE_LINEAR_LIMIT: { diff --git a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h index 6492e40393..bcf2d18647 100644 --- a/servers/physics_3d/joints/generic_6dof_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* generic_6dof_joint_3d_sw.h */ +/* godot_generic_6dof_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,11 +32,11 @@ Adapted to Godot from the Bullet library. */ -#ifndef GENERIC_6DOF_JOINT_SW_H -#define GENERIC_6DOF_JOINT_SW_H +#ifndef GODOT_GENERIC_6DOF_JOINT_3D_H +#define GODOT_GENERIC_6DOF_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" /* Bullet Continuous Collision Detection and Physics Library @@ -55,13 +55,13 @@ subject to the following restrictions: /* 2007-09-09 -Generic6DOFJointSW Refactored by Francisco Le?n +GodotGeneric6DOFJoint3D Refactored by Francisco Le?n email: projectileman@yahoo.com http://gimpact.sf.net */ //! Rotation Limit structure for generic joints -class G6DOFRotationalLimitMotor3DSW { +class GodotG6DOFRotationalLimitMotor3D { public: //! limit_parameters //!@{ @@ -86,29 +86,25 @@ public: real_t m_accumulatedImpulse = 0.0; //!@} - G6DOFRotationalLimitMotor3DSW() {} + GodotG6DOFRotationalLimitMotor3D() {} - //! Is limited bool isLimited() { return (m_loLimit < m_hiLimit); } - //! Need apply correction + // Need apply correction. bool needApplyTorques() { return (m_enableMotor || m_currentLimit != 0); } - //! calculates error - /*! - calculates m_currentLimit and m_currentLimitError. - */ + // Calculates m_currentLimit and m_currentLimitError. int testLimitValue(real_t test_value); - //! apply the correction impulses for two bodies - real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, Body3DSW *body0, Body3DSW *body1, bool p_body0_dynamic, bool p_body1_dynamic); + // Apply the correction impulses for two bodies. + real_t solveAngularLimits(real_t timeStep, Vector3 &axis, real_t jacDiagABInv, GodotBody3D *body0, GodotBody3D *body1, bool p_body0_dynamic, bool p_body1_dynamic); }; -class G6DOFTranslationalLimitMotor3DSW { +class GodotG6DOFTranslationalLimitMotor3D { public: Vector3 m_lowerLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint lower limits Vector3 m_upperLimit = Vector3(0.0, 0.0, 0.0); //!< the constraint upper limits @@ -123,11 +119,11 @@ public: //! Test limit /*! - - free means upper < lower, - - locked means upper == lower - - limited means upper > lower - - limitIndex: first 3 are linear, next 3 are angular - */ + * - free means upper < lower, + * - locked means upper == lower + * - limited means upper > lower + * - limitIndex: first 3 are linear, next 3 are angular + */ inline bool isLimited(int limitIndex) { return (m_upperLimit[limitIndex] >= m_lowerLimit[limitIndex]); } @@ -135,23 +131,23 @@ public: real_t solveLinearAxis( real_t timeStep, real_t jacDiagABInv, - Body3DSW *body1, const Vector3 &pointInA, - Body3DSW *body2, const Vector3 &pointInB, + GodotBody3D *body1, const Vector3 &pointInA, + GodotBody3D *body2, const Vector3 &pointInB, bool p_body1_dynamic, bool p_body2_dynamic, int limit_index, const Vector3 &axis_normal_on_a, const Vector3 &anchorPos); }; -class Generic6DOFJoint3DSW : public Joint3DSW { +class GodotGeneric6DOFJoint3D : public GodotJoint3D { protected: union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = { nullptr, nullptr }; + GodotBody3D *_arr[2] = { nullptr, nullptr }; }; //! relative_frames @@ -162,18 +158,18 @@ protected: //! Jacobians //!@{ - JacobianEntry3DSW m_jacLinear[3]; //!< 3 orthogonal linear constraints - JacobianEntry3DSW m_jacAng[3]; //!< 3 orthogonal angular constraints + GodotJacobianEntry3D m_jacLinear[3]; //!< 3 orthogonal linear constraints + GodotJacobianEntry3D m_jacAng[3]; //!< 3 orthogonal angular constraints //!@} //! Linear_Limit_parameters //!@{ - G6DOFTranslationalLimitMotor3DSW m_linearLimits; + GodotG6DOFTranslationalLimitMotor3D m_linearLimits; //!@} //! hinge_parameters //!@{ - G6DOFRotationalLimitMotor3DSW m_angularLimits[3]; + GodotG6DOFRotationalLimitMotor3D m_angularLimits[3]; //!@} protected: @@ -191,45 +187,35 @@ protected: //!@} - Generic6DOFJoint3DSW(Generic6DOFJoint3DSW const &) = delete; - void operator=(Generic6DOFJoint3DSW const &) = delete; + GodotGeneric6DOFJoint3D(GodotGeneric6DOFJoint3D const &) = delete; + void operator=(GodotGeneric6DOFJoint3D const &) = delete; void buildLinearJacobian( - JacobianEntry3DSW &jacLinear, const Vector3 &normalWorld, + GodotJacobianEntry3D &jacLinear, const Vector3 &normalWorld, const Vector3 &pivotAInW, const Vector3 &pivotBInW); - void buildAngularJacobian(JacobianEntry3DSW &jacAngular, const Vector3 &jointAxisW); + void buildAngularJacobian(GodotJacobianEntry3D &jacAngular, const Vector3 &jointAxisW); //! calcs the euler angles between the two bodies. void calculateAngleInfo(); public: - Generic6DOFJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA); + GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB, bool useLinearReferenceFrameA); virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_6DOF; } virtual bool setup(real_t p_step) override; virtual void solve(real_t p_step) override; - //! Calcs global transform of the offsets - /*! - Calcs the global transform for the joint offset for body A an B, and also calcs the agle differences between the bodies. - \sa Generic6DOFJointSW.getCalculatedTransformA , Generic6DOFJointSW.getCalculatedTransformB, Generic6DOFJointSW.calculateAngleInfo - */ + // Calcs the global transform for the joint offset for body A an B, and also calcs the angle differences between the bodies. void calculateTransforms(); - //! Gets the global transform of the offset for body A - /*! - \sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo. - */ + // Gets the global transform of the offset for body A. const Transform3D &getCalculatedTransformA() const { return m_calculatedTransformA; } - //! Gets the global transform of the offset for body B - /*! - \sa Generic6DOFJointSW.getFrameOffsetA, Generic6DOFJointSW.getFrameOffsetB, Generic6DOFJointSW.calculateAngleInfo. - */ + // Gets the global transform of the offset for body B. const Transform3D &getCalculatedTransformB() const { return m_calculatedTransformB; } @@ -250,27 +236,16 @@ public: return m_frameInB; } - //! performs Jacobian calculation, and also calculates angle differences and axis - + // Performs Jacobian calculation, and also calculates angle differences and axis. void updateRHS(real_t timeStep); - //! Get the rotation axis in global coordinates - /*! - \pre Generic6DOFJointSW.buildJacobian must be called previously. - */ + // Get the rotation axis in global coordinates. Vector3 getAxis(int axis_index) const; - //! Get the relative Euler angle - /*! - \pre Generic6DOFJointSW.buildJacobian must be called previously. - */ + // Get the relative Euler angle. real_t getAngle(int axis_index) const; - //! Test angular limit. - /*! - Calculates angular correction and returns true if limit needs to be corrected. - \pre Generic6DOFJointSW.buildJacobian must be called previously. - */ + // Calculates angular correction and returns true if limit needs to be corrected. bool testAngularLimitMotor(int axis_index); void setLinearLowerLimit(const Vector3 &linearLower) { @@ -293,17 +268,17 @@ public: m_angularLimits[2].m_hiLimit = angularUpper.z; } - //! Retrieves the angular limit information. - G6DOFRotationalLimitMotor3DSW *getRotationalLimitMotor(int index) { + // Retrieves the angular limit information. + GodotG6DOFRotationalLimitMotor3D *getRotationalLimitMotor(int index) { return &m_angularLimits[index]; } - //! Retrieves the limit information. - G6DOFTranslationalLimitMotor3DSW *getTranslationalLimitMotor() { + // Retrieves the limit information. + GodotG6DOFTranslationalLimitMotor3D *getTranslationalLimitMotor() { return &m_linearLimits; } - //first 3 are linear, next 3 are angular + // First 3 are linear, next 3 are angular. void setLimit(int axis, real_t lo, real_t hi) { if (axis < 3) { m_linearLimits.m_lowerLimit[axis] = lo; @@ -316,11 +291,11 @@ public: //! Test limit /*! - - free means upper < lower, - - locked means upper == lower - - limited means upper > lower - - limitIndex: first 3 are linear, next 3 are angular - */ + * - free means upper < lower, + * - locked means upper == lower + * - limited means upper > lower + * - limitIndex: first 3 are linear, next 3 are angular + */ bool isLimited(int limitIndex) { if (limitIndex < 3) { return m_linearLimits.isLimited(limitIndex); @@ -328,10 +303,10 @@ public: return m_angularLimits[limitIndex - 3].isLimited(); } - const Body3DSW *getRigidBodyA() const { + const GodotBody3D *getRigidBodyA() const { return A; } - const Body3DSW *getRigidBodyB() const { + const GodotBody3D *getRigidBodyB() const { return B; } @@ -344,4 +319,4 @@ public: bool get_flag(Vector3::Axis p_axis, PhysicsServer3D::G6DOFJointAxisFlag p_flag) const; }; -#endif // GENERIC_6DOF_JOINT_SW_H +#endif // GODOT_GENERIC_6DOF_JOINT_3D_H diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp index a45fcf7eb5..a7a7843499 100644 --- a/servers/physics_3d/joints/hinge_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_hinge_joint_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* hinge_joint_3d_sw.cpp */ +/* godot_hinge_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -47,7 +47,7 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -#include "hinge_joint_3d_sw.h" +#include "godot_hinge_joint_3d.h" static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) { if (Math::abs(n.z) > Math_SQRT12) { @@ -67,8 +67,8 @@ static void plane_space(const Vector3 &n, Vector3 &p, Vector3 &q) { } } -HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameA, const Transform3D &frameB) : - Joint3DSW(_arr, 2) { +GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB) : + GodotJoint3D(_arr, 2) { A = rbA; B = rbB; @@ -83,9 +83,9 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D & B->add_constraint(this, 1); } -HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, +GodotHingeJoint3D::GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB) : - Joint3DSW(_arr, 2) { + GodotJoint3D(_arr, 2) { A = rbA; B = rbB; @@ -124,7 +124,7 @@ HingeJoint3DSW::HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivo B->add_constraint(this, 1); } -bool HingeJoint3DSW::setup(real_t p_step) { +bool GodotHingeJoint3D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -149,16 +149,18 @@ bool HingeJoint3DSW::setup(real_t p_step) { plane_space(normal[0], normal[1], normal[2]); for (int i = 0; i < 3; i++) { - memnew_placement(&m_jac[i], JacobianEntry3DSW( - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - pivotAInW - A->get_transform().origin - A->get_center_of_mass(), - pivotBInW - B->get_transform().origin - B->get_center_of_mass(), - normal[i], - A->get_inv_inertia(), - A->get_inv_mass(), - B->get_inv_inertia(), - B->get_inv_mass())); + memnew_placement( + &m_jac[i], + GodotJacobianEntry3D( + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + pivotAInW - A->get_transform().origin - A->get_center_of_mass(), + pivotBInW - B->get_transform().origin - B->get_center_of_mass(), + normal[i], + A->get_inv_inertia(), + A->get_inv_mass(), + B->get_inv_inertia(), + B->get_inv_mass())); } } @@ -175,23 +177,32 @@ bool HingeJoint3DSW::setup(real_t p_step) { Vector3 jointAxis1 = A->get_transform().basis.xform(jointAxis1local); Vector3 hingeAxisWorld = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2)); - memnew_placement(&m_jacAng[0], JacobianEntry3DSW(jointAxis0, - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - A->get_inv_inertia(), - B->get_inv_inertia())); - - memnew_placement(&m_jacAng[1], JacobianEntry3DSW(jointAxis1, - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - A->get_inv_inertia(), - B->get_inv_inertia())); - - memnew_placement(&m_jacAng[2], JacobianEntry3DSW(hingeAxisWorld, - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - A->get_inv_inertia(), - B->get_inv_inertia())); + memnew_placement( + &m_jacAng[0], + GodotJacobianEntry3D( + jointAxis0, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); + + memnew_placement( + &m_jacAng[1], + GodotJacobianEntry3D( + jointAxis1, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); + + memnew_placement( + &m_jacAng[2], + GodotJacobianEntry3D( + hingeAxisWorld, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); // Compute limit information real_t hingeAngle = get_hinge_angle(); @@ -220,13 +231,12 @@ bool HingeJoint3DSW::setup(real_t p_step) { //Compute K = J*W*J' for hinge axis Vector3 axisA = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(2)); - m_kHinge = 1.0f / (A->compute_angular_impulse_denominator(axisA) + - B->compute_angular_impulse_denominator(axisA)); + m_kHinge = 1.0f / (A->compute_angular_impulse_denominator(axisA) + B->compute_angular_impulse_denominator(axisA)); return true; } -void HingeJoint3DSW::solve(real_t p_step) { +void GodotHingeJoint3D::solve(real_t p_step) { Vector3 pivotAInW = A->get_transform().xform(m_rbAFrame.origin); Vector3 pivotBInW = B->get_transform().xform(m_rbBFrame.origin); @@ -284,7 +294,7 @@ void HingeJoint3DSW::solve(real_t p_step) { if (len > real_t(0.00001)) { Vector3 normal = velrelOrthog.normalized(); real_t denom = A->compute_angular_impulse_denominator(normal) + - B->compute_angular_impulse_denominator(normal); + B->compute_angular_impulse_denominator(normal); // scale for mass and relaxation velrelOrthog *= (real_t(1.) / denom) * m_relaxationFactor; } @@ -295,7 +305,7 @@ void HingeJoint3DSW::solve(real_t p_step) { if (len2 > real_t(0.00001)) { Vector3 normal2 = angularError.normalized(); real_t denom2 = A->compute_angular_impulse_denominator(normal2) + - B->compute_angular_impulse_denominator(normal2); + B->compute_angular_impulse_denominator(normal2); angularError *= (real_t(1.) / denom2) * relaxation; } @@ -377,7 +387,7 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) { return (y < 0.0f) ? -angle : angle; } -real_t HingeJoint3DSW::get_hinge_angle() { +real_t GodotHingeJoint3D::get_hinge_angle() { const Vector3 refAxis0 = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(0)); const Vector3 refAxis1 = A->get_transform().basis.xform(m_rbAFrame.basis.get_axis(1)); const Vector3 swingAxis = B->get_transform().basis.xform(m_rbBFrame.basis.get_axis(1)); @@ -385,7 +395,7 @@ real_t HingeJoint3DSW::get_hinge_angle() { return atan2fast(swingAxis.dot(refAxis0), swingAxis.dot(refAxis1)); } -void HingeJoint3DSW::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) { +void GodotHingeJoint3D::set_param(PhysicsServer3D::HingeJointParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::HINGE_JOINT_BIAS: tau = p_value; @@ -416,7 +426,7 @@ void HingeJoint3DSW::set_param(PhysicsServer3D::HingeJointParam p_param, real_t } } -real_t HingeJoint3DSW::get_param(PhysicsServer3D::HingeJointParam p_param) const { +real_t GodotHingeJoint3D::get_param(PhysicsServer3D::HingeJointParam p_param) const { switch (p_param) { case PhysicsServer3D::HINGE_JOINT_BIAS: return tau; @@ -441,7 +451,7 @@ real_t HingeJoint3DSW::get_param(PhysicsServer3D::HingeJointParam p_param) const return 0; } -void HingeJoint3DSW::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) { +void GodotHingeJoint3D::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value) { switch (p_flag) { case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT: m_useLimit = p_value; @@ -454,7 +464,7 @@ void HingeJoint3DSW::set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_val } } -bool HingeJoint3DSW::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const { +bool GodotHingeJoint3D::get_flag(PhysicsServer3D::HingeJointFlag p_flag) const { switch (p_flag) { case PhysicsServer3D::HINGE_JOINT_FLAG_USE_LIMIT: return m_useLimit; diff --git a/servers/physics_3d/joints/hinge_joint_3d_sw.h b/servers/physics_3d/joints/godot_hinge_joint_3d.h index a4ceff9ffe..b934540e8d 100644 --- a/servers/physics_3d/joints/hinge_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_hinge_joint_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* hinge_joint_3d_sw.h */ +/* godot_hinge_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,11 +32,11 @@ Adapted to Godot from the Bullet library. */ -#ifndef HINGE_JOINT_SW_H -#define HINGE_JOINT_SW_H +#ifndef GODOT_HINGE_JOINT_3D_H +#define GODOT_HINGE_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" /* Bullet Continuous Collision Detection and Physics Library @@ -53,18 +53,18 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -class HingeJoint3DSW : public Joint3DSW { +class GodotHingeJoint3D : public GodotJoint3D { union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = {}; + GodotBody3D *_arr[2] = {}; }; - JacobianEntry3DSW m_jac[3]; //3 orthogonal linear constraints - JacobianEntry3DSW m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor + GodotJacobianEntry3D m_jac[3]; //3 orthogonal linear constraints + GodotJacobianEntry3D m_jacAng[3]; //2 orthogonal angular constraints+ 1 for limit/motor Transform3D m_rbAFrame; // constraint axii. Assumes z is hinge axis. Transform3D m_rbBFrame; @@ -109,8 +109,8 @@ public: void set_flag(PhysicsServer3D::HingeJointFlag p_flag, bool p_value); bool get_flag(PhysicsServer3D::HingeJointFlag p_flag) const; - HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameA, const Transform3D &frameB); - HingeJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB); + GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameA, const Transform3D &frameB); + GodotHingeJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Vector3 &pivotInA, const Vector3 &pivotInB, const Vector3 &axisInA, const Vector3 &axisInB); }; -#endif // HINGE_JOINT_SW_H +#endif // GODOT_HINGE_JOINT_3D_H diff --git a/servers/physics_3d/joints/jacobian_entry_3d_sw.h b/servers/physics_3d/joints/godot_jacobian_entry_3d.h index 7294ff78e3..0fe15751d5 100644 --- a/servers/physics_3d/joints/jacobian_entry_3d_sw.h +++ b/servers/physics_3d/joints/godot_jacobian_entry_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* jacobian_entry_3d_sw.h */ +/* godot_jacobian_entry_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,8 +32,8 @@ Adapted to Godot from the Bullet library. */ -#ifndef JACOBIAN_ENTRY_SW_H -#define JACOBIAN_ENTRY_SW_H +#ifndef GODOT_JACOBIAN_ENTRY_3D_H +#define GODOT_JACOBIAN_ENTRY_3D_H /* Bullet Continuous Collision Detection and Physics Library @@ -52,11 +52,11 @@ subject to the following restrictions: #include "core/math/transform_3d.h" -class JacobianEntry3DSW { +class GodotJacobianEntry3D { public: - JacobianEntry3DSW() {} + GodotJacobianEntry3D() {} //constraint between two different rigidbodies - JacobianEntry3DSW( + GodotJacobianEntry3D( const Basis &world2A, const Basis &world2B, const Vector3 &rel_pos1, const Vector3 &rel_pos2, @@ -76,7 +76,7 @@ public: } //angular constraint between two different rigidbodies - JacobianEntry3DSW(const Vector3 &jointAxis, + GodotJacobianEntry3D(const Vector3 &jointAxis, const Basis &world2A, const Basis &world2B, const Vector3 &inertiaInvA, @@ -92,7 +92,7 @@ public: } //angular constraint between two different rigidbodies - JacobianEntry3DSW(const Vector3 &axisInA, + GodotJacobianEntry3D(const Vector3 &axisInA, const Vector3 &axisInB, const Vector3 &inertiaInvA, const Vector3 &inertiaInvB) : @@ -107,7 +107,7 @@ public: } //constraint on one rigidbody - JacobianEntry3DSW( + GodotJacobianEntry3D( const Basis &world2A, const Vector3 &rel_pos1, const Vector3 &rel_pos2, const Vector3 &jointAxis, @@ -126,16 +126,16 @@ public: real_t getDiagonal() const { return m_Adiag; } // for two constraints on the same rigidbody (for example vehicle friction) - real_t getNonDiagonal(const JacobianEntry3DSW &jacB, const real_t massInvA) const { - const JacobianEntry3DSW &jacA = *this; + real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA) const { + const GodotJacobianEntry3D &jacA = *this; real_t lin = massInvA * jacA.m_linearJointAxis.dot(jacB.m_linearJointAxis); real_t ang = jacA.m_0MinvJt.dot(jacB.m_aJ); return lin + ang; } // for two constraints on sharing two same rigidbodies (for example two contact points between two rigidbodies) - real_t getNonDiagonal(const JacobianEntry3DSW &jacB, const real_t massInvA, const real_t massInvB) const { - const JacobianEntry3DSW &jacA = *this; + real_t getNonDiagonal(const GodotJacobianEntry3D &jacB, const real_t massInvA, const real_t massInvB) const { + const GodotJacobianEntry3D &jacA = *this; Vector3 lin = jacA.m_linearJointAxis * jacB.m_linearJointAxis; Vector3 ang0 = jacA.m_0MinvJt * jacB.m_aJ; Vector3 ang1 = jacA.m_1MinvJt * jacB.m_bJ; @@ -166,4 +166,4 @@ public: real_t m_Adiag = 1.0; }; -#endif // JACOBIAN_ENTRY_SW_H +#endif // GODOT_JACOBIAN_ENTRY_3D_H diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_pin_joint_3d.cpp index f41151ec0e..c52ea2665c 100644 --- a/servers/physics_3d/joints/pin_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_pin_joint_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* pin_joint_3d_sw.cpp */ +/* godot_pin_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -47,9 +47,9 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -#include "pin_joint_3d_sw.h" +#include "godot_pin_joint_3d.h" -bool PinJoint3DSW::setup(real_t p_step) { +bool GodotPinJoint3D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -63,23 +63,25 @@ bool PinJoint3DSW::setup(real_t p_step) { for (int i = 0; i < 3; i++) { normal[i] = 1; - memnew_placement(&m_jac[i], JacobianEntry3DSW( - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - A->get_transform().xform(m_pivotInA) - A->get_transform().origin - A->get_center_of_mass(), - B->get_transform().xform(m_pivotInB) - B->get_transform().origin - B->get_center_of_mass(), - normal, - A->get_inv_inertia(), - A->get_inv_mass(), - B->get_inv_inertia(), - B->get_inv_mass())); + memnew_placement( + &m_jac[i], + GodotJacobianEntry3D( + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_transform().xform(m_pivotInA) - A->get_transform().origin - A->get_center_of_mass(), + B->get_transform().xform(m_pivotInB) - B->get_transform().origin - B->get_center_of_mass(), + normal, + A->get_inv_inertia(), + A->get_inv_mass(), + B->get_inv_inertia(), + B->get_inv_mass())); normal[i] = 0; } return true; } -void PinJoint3DSW::solve(real_t p_step) { +void GodotPinJoint3D::solve(real_t p_step) { Vector3 pivotAInW = A->get_transform().xform(m_pivotInA); Vector3 pivotBInW = B->get_transform().xform(m_pivotInB); @@ -137,7 +139,7 @@ void PinJoint3DSW::solve(real_t p_step) { } } -void PinJoint3DSW::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) { +void GodotPinJoint3D::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::PIN_JOINT_BIAS: m_tau = p_value; @@ -151,7 +153,7 @@ void PinJoint3DSW::set_param(PhysicsServer3D::PinJointParam p_param, real_t p_va } } -real_t PinJoint3DSW::get_param(PhysicsServer3D::PinJointParam p_param) const { +real_t GodotPinJoint3D::get_param(PhysicsServer3D::PinJointParam p_param) const { switch (p_param) { case PhysicsServer3D::PIN_JOINT_BIAS: return m_tau; @@ -164,8 +166,8 @@ real_t PinJoint3DSW::get_param(PhysicsServer3D::PinJointParam p_param) const { return 0; } -PinJoint3DSW::PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW *p_body_b, const Vector3 &p_pos_b) : - Joint3DSW(_arr, 2) { +GodotPinJoint3D::GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b) : + GodotJoint3D(_arr, 2) { A = p_body_a; B = p_body_b; m_pivotInA = p_pos_a; @@ -175,5 +177,5 @@ PinJoint3DSW::PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW B->add_constraint(this, 1); } -PinJoint3DSW::~PinJoint3DSW() { +GodotPinJoint3D::~GodotPinJoint3D() { } diff --git a/servers/physics_3d/joints/pin_joint_3d_sw.h b/servers/physics_3d/joints/godot_pin_joint_3d.h index 79af48f2a5..eeeaa650bd 100644 --- a/servers/physics_3d/joints/pin_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_pin_joint_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* pin_joint_3d_sw.h */ +/* godot_pin_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,11 +32,11 @@ Adapted to Godot from the Bullet library. */ -#ifndef PIN_JOINT_SW_H -#define PIN_JOINT_SW_H +#ifndef GODOT_PIN_JOINT_3D_H +#define GODOT_PIN_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" /* Bullet Continuous Collision Detection and Physics Library @@ -53,14 +53,14 @@ subject to the following restrictions: 3. This notice may not be removed or altered from any source distribution. */ -class PinJoint3DSW : public Joint3DSW { +class GodotPinJoint3D : public GodotJoint3D { union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = {}; + GodotBody3D *_arr[2] = {}; }; real_t m_tau = 0.3; //bias @@ -68,7 +68,7 @@ class PinJoint3DSW : public Joint3DSW { real_t m_impulseClamp = 0.0; real_t m_appliedImpulse = 0.0; - JacobianEntry3DSW m_jac[3] = {}; //3 orthogonal linear constraints + GodotJacobianEntry3D m_jac[3] = {}; //3 orthogonal linear constraints Vector3 m_pivotInA; Vector3 m_pivotInB; @@ -88,8 +88,8 @@ public: Vector3 get_position_a() { return m_pivotInA; } Vector3 get_position_b() { return m_pivotInB; } - PinJoint3DSW(Body3DSW *p_body_a, const Vector3 &p_pos_a, Body3DSW *p_body_b, const Vector3 &p_pos_b); - ~PinJoint3DSW(); + GodotPinJoint3D(GodotBody3D *p_body_a, const Vector3 &p_pos_a, GodotBody3D *p_body_b, const Vector3 &p_pos_b); + ~GodotPinJoint3D(); }; -#endif // PIN_JOINT_SW_H +#endif // GODOT_PIN_JOINT_3D_H diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.cpp b/servers/physics_3d/joints/godot_slider_joint_3d.cpp index e10ed436d5..f175421304 100644 --- a/servers/physics_3d/joints/slider_joint_3d_sw.cpp +++ b/servers/physics_3d/joints/godot_slider_joint_3d.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* slider_joint_3d_sw.cpp */ +/* godot_slider_joint_3d.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -53,7 +53,7 @@ April 04, 2008 */ -#include "slider_joint_3d_sw.h" +#include "godot_slider_joint_3d.h" //----------------------------------------------------------------------------- @@ -76,8 +76,8 @@ static _FORCE_INLINE_ real_t atan2fast(real_t y, real_t x) { //----------------------------------------------------------------------------- -SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB) : - Joint3DSW(_arr, 2), +GodotSliderJoint3D::GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB) : + GodotJoint3D(_arr, 2), m_frameInA(frameInA), m_frameInB(frameInB) { A = rbA; @@ -85,11 +85,11 @@ SliderJoint3DSW::SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D A->add_constraint(this, 0); B->add_constraint(this, 1); -} // SliderJointSW::SliderJointSW() +} //----------------------------------------------------------------------------- -bool SliderJoint3DSW::setup(real_t p_step) { +bool GodotSliderJoint3D::setup(real_t p_step) { dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC); @@ -112,16 +112,18 @@ bool SliderJoint3DSW::setup(real_t p_step) { //linear part for (i = 0; i < 3; i++) { normalWorld = m_calculatedTransformA.basis.get_axis(i); - memnew_placement(&m_jacLin[i], JacobianEntry3DSW( - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - m_relPosA - A->get_center_of_mass(), - m_relPosB - B->get_center_of_mass(), - normalWorld, - A->get_inv_inertia(), - A->get_inv_mass(), - B->get_inv_inertia(), - B->get_inv_mass())); + memnew_placement( + &m_jacLin[i], + GodotJacobianEntry3D( + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + m_relPosA - A->get_center_of_mass(), + m_relPosB - B->get_center_of_mass(), + normalWorld, + A->get_inv_inertia(), + A->get_inv_mass(), + B->get_inv_inertia(), + B->get_inv_mass())); m_jacLinDiagABInv[i] = real_t(1.) / m_jacLin[i].getDiagonal(); m_depth[i] = m_delta.dot(normalWorld); } @@ -129,12 +131,14 @@ bool SliderJoint3DSW::setup(real_t p_step) { // angular part for (i = 0; i < 3; i++) { normalWorld = m_calculatedTransformA.basis.get_axis(i); - memnew_placement(&m_jacAng[i], JacobianEntry3DSW( - normalWorld, - A->get_principal_inertia_axes().transposed(), - B->get_principal_inertia_axes().transposed(), - A->get_inv_inertia(), - B->get_inv_inertia())); + memnew_placement( + &m_jacAng[i], + GodotJacobianEntry3D( + normalWorld, + A->get_principal_inertia_axes().transposed(), + B->get_principal_inertia_axes().transposed(), + A->get_inv_inertia(), + B->get_inv_inertia())); } testAngLimits(); Vector3 axisA = m_calculatedTransformA.basis.get_axis(0); @@ -144,11 +148,11 @@ bool SliderJoint3DSW::setup(real_t p_step) { m_accumulatedAngMotorImpulse = real_t(0.0); return true; -} // SliderJointSW::buildJacobianInt() +} //----------------------------------------------------------------------------- -void SliderJoint3DSW::solve(real_t p_step) { +void GodotSliderJoint3D::solve(real_t p_step) { int i; // linear Vector3 velA = A->get_velocity_in_local_point(m_relPosA); @@ -284,13 +288,11 @@ void SliderJoint3DSW::solve(real_t p_step) { } } } -} // SliderJointSW::solveConstraint() - -//----------------------------------------------------------------------------- +} //----------------------------------------------------------------------------- -void SliderJoint3DSW::calculateTransforms() { +void GodotSliderJoint3D::calculateTransforms() { m_calculatedTransformA = A->get_transform() * m_frameInA; m_calculatedTransformB = B->get_transform() * m_frameInB; m_realPivotAInW = m_calculatedTransformA.origin; @@ -305,11 +307,11 @@ void SliderJoint3DSW::calculateTransforms() { normalWorld = m_calculatedTransformA.basis.get_axis(i); m_depth[i] = m_delta.dot(normalWorld); } -} // SliderJointSW::calculateTransforms() +} //----------------------------------------------------------------------------- -void SliderJoint3DSW::testLinLimits() { +void GodotSliderJoint3D::testLinLimits() { m_solveLinLim = false; m_linPos = m_depth[0]; if (m_lowerLinLimit <= m_upperLinLimit) { @@ -325,11 +327,11 @@ void SliderJoint3DSW::testLinLimits() { } else { m_depth[0] = real_t(0.); } -} // SliderJointSW::testLinLimits() +} //----------------------------------------------------------------------------- -void SliderJoint3DSW::testAngLimits() { +void GodotSliderJoint3D::testAngLimits() { m_angDepth = real_t(0.); m_solveAngLim = false; if (m_lowerAngLimit <= m_upperAngLimit) { @@ -345,26 +347,26 @@ void SliderJoint3DSW::testAngLimits() { m_solveAngLim = true; } } -} // SliderJointSW::testAngLimits() +} //----------------------------------------------------------------------------- -Vector3 SliderJoint3DSW::getAncorInA() { +Vector3 GodotSliderJoint3D::getAncorInA() { Vector3 ancorInA; ancorInA = m_realPivotAInW + (m_lowerLinLimit + m_upperLinLimit) * real_t(0.5) * m_sliderAxis; ancorInA = A->get_transform().inverse().xform(ancorInA); return ancorInA; -} // SliderJointSW::getAncorInA() +} //----------------------------------------------------------------------------- -Vector3 SliderJoint3DSW::getAncorInB() { +Vector3 GodotSliderJoint3D::getAncorInB() { Vector3 ancorInB; ancorInB = m_frameInB.origin; return ancorInB; -} // SliderJointSW::getAncorInB(); +} -void SliderJoint3DSW::set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value) { +void GodotSliderJoint3D::set_param(PhysicsServer3D::SliderJointParam p_param, real_t p_value) { switch (p_param) { case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER: m_upperLinLimit = p_value; @@ -439,7 +441,7 @@ void SliderJoint3DSW::set_param(PhysicsServer3D::SliderJointParam p_param, real_ } } -real_t SliderJoint3DSW::get_param(PhysicsServer3D::SliderJointParam p_param) const { +real_t GodotSliderJoint3D::get_param(PhysicsServer3D::SliderJointParam p_param) const { switch (p_param) { case PhysicsServer3D::SLIDER_JOINT_LINEAR_LIMIT_UPPER: return m_upperLinLimit; diff --git a/servers/physics_3d/joints/slider_joint_3d_sw.h b/servers/physics_3d/joints/godot_slider_joint_3d.h index d32ad9469e..f596c9ff75 100644 --- a/servers/physics_3d/joints/slider_joint_3d_sw.h +++ b/servers/physics_3d/joints/godot_slider_joint_3d.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* slider_joint_3d_sw.h */ +/* godot_slider_joint_3d.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,11 +32,11 @@ Adapted to Godot from the Bullet library. */ -#ifndef SLIDER_JOINT_SW_H -#define SLIDER_JOINT_SW_H +#ifndef GODOT_SLIDER_JOINT_3D_H +#define GODOT_SLIDER_JOINT_3D_H -#include "servers/physics_3d/joints/jacobian_entry_3d_sw.h" -#include "servers/physics_3d/joints_3d_sw.h" +#include "servers/physics_3d/godot_joint_3d.h" +#include "servers/physics_3d/joints/godot_jacobian_entry_3d.h" /* Bullet Continuous Collision Detection and Physics Library @@ -65,15 +65,15 @@ April 04, 2008 //----------------------------------------------------------------------------- -class SliderJoint3DSW : public Joint3DSW { +class GodotSliderJoint3D : public GodotJoint3D { protected: union { struct { - Body3DSW *A; - Body3DSW *B; + GodotBody3D *A; + GodotBody3D *B; }; - Body3DSW *_arr[2] = { nullptr, nullptr }; + GodotBody3D *_arr[2] = { nullptr, nullptr }; }; Transform3D m_frameInA; @@ -114,10 +114,10 @@ protected: bool m_solveLinLim = false; bool m_solveAngLim = false; - JacobianEntry3DSW m_jacLin[3] = {}; + GodotJacobianEntry3D m_jacLin[3] = {}; real_t m_jacLinDiagABInv[3] = {}; - JacobianEntry3DSW m_jacAng[3] = {}; + GodotJacobianEntry3D m_jacAng[3] = {}; real_t m_timeStep = 0.0; Transform3D m_calculatedTransformA; @@ -149,13 +149,13 @@ protected: public: // constructors - SliderJoint3DSW(Body3DSW *rbA, Body3DSW *rbB, const Transform3D &frameInA, const Transform3D &frameInB); + GodotSliderJoint3D(GodotBody3D *rbA, GodotBody3D *rbB, const Transform3D &frameInA, const Transform3D &frameInB); //SliderJointSW(); // overrides // access - const Body3DSW *getRigidBodyA() const { return A; } - const Body3DSW *getRigidBodyB() const { return B; } + const GodotBody3D *getRigidBodyA() const { return A; } + const GodotBody3D *getRigidBodyB() const { return B; } const Transform3D &getCalculatedTransformA() const { return m_calculatedTransformA; } const Transform3D &getCalculatedTransformB() const { return m_calculatedTransformB; } const Transform3D &getFrameOffsetA() const { return m_frameInA; } @@ -243,4 +243,4 @@ public: virtual PhysicsServer3D::JointType get_type() const override { return PhysicsServer3D::JOINT_TYPE_SLIDER; } }; -#endif // SLIDER_JOINT_SW_H +#endif // GODOT_SLIDER_JOINT_3D_H diff --git a/servers/physics_3d/physics_server_3d_sw.cpp b/servers/physics_3d/physics_server_3d_sw.cpp deleted file mode 100644 index b16e199a03..0000000000 --- a/servers/physics_3d/physics_server_3d_sw.cpp +++ /dev/null @@ -1,1748 +0,0 @@ -/*************************************************************************/ -/* physics_server_3d_sw.cpp */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#include "physics_server_3d_sw.h" - -#include "body_direct_state_3d_sw.h" -#include "broad_phase_3d_bvh.h" -#include "core/debugger/engine_debugger.h" -#include "core/os/os.h" -#include "joints/cone_twist_joint_3d_sw.h" -#include "joints/generic_6dof_joint_3d_sw.h" -#include "joints/hinge_joint_3d_sw.h" -#include "joints/pin_joint_3d_sw.h" -#include "joints/slider_joint_3d_sw.h" - -#define FLUSH_QUERY_CHECK(m_object) \ - ERR_FAIL_COND_MSG(m_object->get_space() && flushing_queries, "Can't change this state while flushing queries. Use call_deferred() or set_deferred() to change monitoring state instead."); - -RID PhysicsServer3DSW::world_boundary_shape_create() { - Shape3DSW *shape = memnew(WorldBoundaryShape3DSW); - RID rid = shape_owner.make_rid(shape); - shape->set_self(rid); - return rid; -} -RID PhysicsServer3DSW::separation_ray_shape_create() { - Shape3DSW *shape = memnew(SeparationRayShape3DSW); - RID rid = shape_owner.make_rid(shape); - shape->set_self(rid); - return rid; -} -RID PhysicsServer3DSW::sphere_shape_create() { - Shape3DSW *shape = memnew(SphereShape3DSW); - RID rid = shape_owner.make_rid(shape); - shape->set_self(rid); - return rid; -} -RID PhysicsServer3DSW::box_shape_create() { - Shape3DSW *shape = memnew(BoxShape3DSW); - RID rid = shape_owner.make_rid(shape); - shape->set_self(rid); - return rid; -} -RID PhysicsServer3DSW::capsule_shape_create() { - Shape3DSW *shape = memnew(CapsuleShape3DSW); - RID rid = shape_owner.make_rid(shape); - shape->set_self(rid); - return rid; -} -RID PhysicsServer3DSW::cylinder_shape_create() { - Shape3DSW *shape = memnew(CylinderShape3DSW); - RID rid = shape_owner.make_rid(shape); - shape->set_self(rid); - return rid; -} -RID PhysicsServer3DSW::convex_polygon_shape_create() { - Shape3DSW *shape = memnew(ConvexPolygonShape3DSW); - RID rid = shape_owner.make_rid(shape); - shape->set_self(rid); - return rid; -} -RID PhysicsServer3DSW::concave_polygon_shape_create() { - Shape3DSW *shape = memnew(ConcavePolygonShape3DSW); - RID rid = shape_owner.make_rid(shape); - shape->set_self(rid); - return rid; -} -RID PhysicsServer3DSW::heightmap_shape_create() { - Shape3DSW *shape = memnew(HeightMapShape3DSW); - RID rid = shape_owner.make_rid(shape); - shape->set_self(rid); - return rid; -} -RID PhysicsServer3DSW::custom_shape_create() { - ERR_FAIL_V(RID()); -} - -void PhysicsServer3DSW::shape_set_data(RID p_shape, const Variant &p_data) { - Shape3DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - shape->set_data(p_data); -}; - -void PhysicsServer3DSW::shape_set_custom_solver_bias(RID p_shape, real_t p_bias) { - Shape3DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - shape->set_custom_bias(p_bias); -} - -PhysicsServer3D::ShapeType PhysicsServer3DSW::shape_get_type(RID p_shape) const { - const Shape3DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, SHAPE_CUSTOM); - return shape->get_type(); -}; - -Variant PhysicsServer3DSW::shape_get_data(RID p_shape) const { - const Shape3DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, Variant()); - ERR_FAIL_COND_V(!shape->is_configured(), Variant()); - return shape->get_data(); -}; - -void PhysicsServer3DSW::shape_set_margin(RID p_shape, real_t p_margin) { -} - -real_t PhysicsServer3DSW::shape_get_margin(RID p_shape) const { - return 0.0; -} - -real_t PhysicsServer3DSW::shape_get_custom_solver_bias(RID p_shape) const { - const Shape3DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND_V(!shape, 0); - return shape->get_custom_bias(); -} - -RID PhysicsServer3DSW::space_create() { - Space3DSW *space = memnew(Space3DSW); - RID id = space_owner.make_rid(space); - space->set_self(id); - RID area_id = area_create(); - Area3DSW *area = area_owner.get_or_null(area_id); - ERR_FAIL_COND_V(!area, RID()); - space->set_default_area(area); - area->set_space(space); - area->set_priority(-1); - RID sgb = body_create(); - body_set_space(sgb, id); - body_set_mode(sgb, BODY_MODE_STATIC); - space->set_static_global_body(sgb); - - return id; -}; - -void PhysicsServer3DSW::space_set_active(RID p_space, bool p_active) { - Space3DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - if (p_active) { - active_spaces.insert(space); - } else { - active_spaces.erase(space); - } -} - -bool PhysicsServer3DSW::space_is_active(RID p_space) const { - const Space3DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, false); - - return active_spaces.has(space); -} - -void PhysicsServer3DSW::space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) { - Space3DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - - space->set_param(p_param, p_value); -} - -real_t PhysicsServer3DSW::space_get_param(RID p_space, SpaceParameter p_param) const { - const Space3DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, 0); - return space->get_param(p_param); -} - -PhysicsDirectSpaceState3D *PhysicsServer3DSW::space_get_direct_state(RID p_space) { - Space3DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, nullptr); - ERR_FAIL_COND_V_MSG((using_threads && !doing_sync) || space->is_locked(), nullptr, "Space state is inaccessible right now, wait for iteration or physics process notification."); - - return space->get_direct_state(); -} - -void PhysicsServer3DSW::space_set_debug_contacts(RID p_space, int p_max_contacts) { - Space3DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - space->set_debug_contacts(p_max_contacts); -} - -Vector<Vector3> PhysicsServer3DSW::space_get_contacts(RID p_space) const { - Space3DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, Vector<Vector3>()); - return space->get_debug_contacts(); -} - -int PhysicsServer3DSW::space_get_contact_count(RID p_space) const { - Space3DSW *space = space_owner.get_or_null(p_space); - ERR_FAIL_COND_V(!space, 0); - return space->get_debug_contact_count(); -} - -RID PhysicsServer3DSW::area_create() { - Area3DSW *area = memnew(Area3DSW); - RID rid = area_owner.make_rid(area); - area->set_self(rid); - return rid; -}; - -void PhysicsServer3DSW::area_set_space(RID p_area, RID p_space) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - Space3DSW *space = nullptr; - if (p_space.is_valid()) { - space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - } - - if (area->get_space() == space) { - return; //pointless - } - - area->clear_constraints(); - area->set_space(space); -}; - -RID PhysicsServer3DSW::area_get_space(RID p_area) const { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, RID()); - - Space3DSW *space = area->get_space(); - if (!space) { - return RID(); - } - return space->get_self(); -}; - -void PhysicsServer3DSW::area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_space_override_mode(p_mode); -} - -PhysicsServer3D::AreaSpaceOverrideMode PhysicsServer3DSW::area_get_space_override_mode(RID p_area) const { - const Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, AREA_SPACE_OVERRIDE_DISABLED); - - return area->get_space_override_mode(); -} - -void PhysicsServer3DSW::area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform, bool p_disabled) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - Shape3DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - - area->add_shape(shape, p_transform, p_disabled); -} - -void PhysicsServer3DSW::area_set_shape(RID p_area, int p_shape_idx, RID p_shape) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - Shape3DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - ERR_FAIL_COND(!shape->is_configured()); - - area->set_shape(p_shape_idx, shape); -} - -void PhysicsServer3DSW::area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_shape_transform(p_shape_idx, p_transform); -} - -int PhysicsServer3DSW::area_get_shape_count(RID p_area) const { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, -1); - - return area->get_shape_count(); -} - -RID PhysicsServer3DSW::area_get_shape(RID p_area, int p_shape_idx) const { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, RID()); - - Shape3DSW *shape = area->get_shape(p_shape_idx); - ERR_FAIL_COND_V(!shape, RID()); - - return shape->get_self(); -} - -Transform3D PhysicsServer3DSW::area_get_shape_transform(RID p_area, int p_shape_idx) const { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Transform3D()); - - return area->get_shape_transform(p_shape_idx); -} - -void PhysicsServer3DSW::area_remove_shape(RID p_area, int p_shape_idx) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->remove_shape(p_shape_idx); -} - -void PhysicsServer3DSW::area_clear_shapes(RID p_area) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - while (area->get_shape_count()) { - area->remove_shape(0); - } -} - -void PhysicsServer3DSW::area_set_shape_disabled(RID p_area, int p_shape_idx, bool p_disabled) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - ERR_FAIL_INDEX(p_shape_idx, area->get_shape_count()); - FLUSH_QUERY_CHECK(area); - area->set_shape_disabled(p_shape_idx, p_disabled); -} - -void PhysicsServer3DSW::area_attach_object_instance_id(RID p_area, ObjectID p_id) { - if (space_owner.owns(p_area)) { - Space3DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_instance_id(p_id); -} - -ObjectID PhysicsServer3DSW::area_get_object_instance_id(RID p_area) const { - if (space_owner.owns(p_area)) { - Space3DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, ObjectID()); - return area->get_instance_id(); -} - -void PhysicsServer3DSW::area_set_param(RID p_area, AreaParameter p_param, const Variant &p_value) { - if (space_owner.owns(p_area)) { - Space3DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_param(p_param, p_value); -}; - -void PhysicsServer3DSW::area_set_transform(RID p_area, const Transform3D &p_transform) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - area->set_transform(p_transform); -}; - -Variant PhysicsServer3DSW::area_get_param(RID p_area, AreaParameter p_param) const { - if (space_owner.owns(p_area)) { - Space3DSW *space = space_owner.get_or_null(p_area); - p_area = space->get_default_area()->get_self(); - } - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Variant()); - - return area->get_param(p_param); -}; - -Transform3D PhysicsServer3DSW::area_get_transform(RID p_area) const { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND_V(!area, Transform3D()); - - return area->get_transform(); -}; - -void PhysicsServer3DSW::area_set_collision_layer(RID p_area, uint32_t p_layer) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_collision_layer(p_layer); -} - -void PhysicsServer3DSW::area_set_collision_mask(RID p_area, uint32_t p_mask) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_collision_mask(p_mask); -} - -void PhysicsServer3DSW::area_set_monitorable(RID p_area, bool p_monitorable) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - FLUSH_QUERY_CHECK(area); - - area->set_monitorable(p_monitorable); -} - -void PhysicsServer3DSW::area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method); -} - -void PhysicsServer3DSW::area_set_ray_pickable(RID p_area, bool p_enable) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_ray_pickable(p_enable); -} - -void PhysicsServer3DSW::area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) { - Area3DSW *area = area_owner.get_or_null(p_area); - ERR_FAIL_COND(!area); - - area->set_area_monitor_callback(p_receiver ? p_receiver->get_instance_id() : ObjectID(), p_method); -} - -/* BODY API */ - -RID PhysicsServer3DSW::body_create() { - Body3DSW *body = memnew(Body3DSW); - RID rid = body_owner.make_rid(body); - body->set_self(rid); - return rid; -}; - -void PhysicsServer3DSW::body_set_space(RID p_body, RID p_space) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - Space3DSW *space = nullptr; - if (p_space.is_valid()) { - space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - } - - if (body->get_space() == space) { - return; //pointless - } - - body->clear_constraint_map(); - body->set_space(space); -}; - -RID PhysicsServer3DSW::body_get_space(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, RID()); - - Space3DSW *space = body->get_space(); - if (!space) { - return RID(); - } - return space->get_self(); -}; - -void PhysicsServer3DSW::body_set_mode(RID p_body, BodyMode p_mode) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_mode(p_mode); -}; - -PhysicsServer3D::BodyMode PhysicsServer3DSW::body_get_mode(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, BODY_MODE_STATIC); - - return body->get_mode(); -}; - -void PhysicsServer3DSW::body_add_shape(RID p_body, RID p_shape, const Transform3D &p_transform, bool p_disabled) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - Shape3DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - - body->add_shape(shape, p_transform, p_disabled); -} - -void PhysicsServer3DSW::body_set_shape(RID p_body, int p_shape_idx, RID p_shape) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - Shape3DSW *shape = shape_owner.get_or_null(p_shape); - ERR_FAIL_COND(!shape); - ERR_FAIL_COND(!shape->is_configured()); - - body->set_shape(p_shape_idx, shape); -} -void PhysicsServer3DSW::body_set_shape_transform(RID p_body, int p_shape_idx, const Transform3D &p_transform) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_shape_transform(p_shape_idx, p_transform); -} - -int PhysicsServer3DSW::body_get_shape_count(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, -1); - - return body->get_shape_count(); -} - -RID PhysicsServer3DSW::body_get_shape(RID p_body, int p_shape_idx) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, RID()); - - Shape3DSW *shape = body->get_shape(p_shape_idx); - ERR_FAIL_COND_V(!shape, RID()); - - return shape->get_self(); -} - -void PhysicsServer3DSW::body_set_shape_disabled(RID p_body, int p_shape_idx, bool p_disabled) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - ERR_FAIL_INDEX(p_shape_idx, body->get_shape_count()); - FLUSH_QUERY_CHECK(body); - - body->set_shape_disabled(p_shape_idx, p_disabled); -} - -Transform3D PhysicsServer3DSW::body_get_shape_transform(RID p_body, int p_shape_idx) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Transform3D()); - - return body->get_shape_transform(p_shape_idx); -} - -void PhysicsServer3DSW::body_remove_shape(RID p_body, int p_shape_idx) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->remove_shape(p_shape_idx); -} - -void PhysicsServer3DSW::body_clear_shapes(RID p_body) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - while (body->get_shape_count()) { - body->remove_shape(0); - } -} - -void PhysicsServer3DSW::body_set_enable_continuous_collision_detection(RID p_body, bool p_enable) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_continuous_collision_detection(p_enable); -} - -bool PhysicsServer3DSW::body_is_continuous_collision_detection_enabled(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); - - return body->is_continuous_collision_detection_enabled(); -} - -void PhysicsServer3DSW::body_set_collision_layer(RID p_body, uint32_t p_layer) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_collision_layer(p_layer); - body->wakeup(); -} - -uint32_t PhysicsServer3DSW::body_get_collision_layer(RID p_body) const { - const Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_collision_layer(); -} - -void PhysicsServer3DSW::body_set_collision_mask(RID p_body, uint32_t p_mask) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_collision_mask(p_mask); - body->wakeup(); -} - -uint32_t PhysicsServer3DSW::body_get_collision_mask(RID p_body) const { - const Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_collision_mask(); -} - -void PhysicsServer3DSW::body_attach_object_instance_id(RID p_body, ObjectID p_id) { - Body3DSW *body = body_owner.get_or_null(p_body); - if (body) { - body->set_instance_id(p_id); - return; - } - - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - if (soft_body) { - soft_body->set_instance_id(p_id); - return; - } - - ERR_FAIL_MSG("Invalid ID."); -}; - -ObjectID PhysicsServer3DSW::body_get_object_instance_id(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, ObjectID()); - - return body->get_instance_id(); -}; - -void PhysicsServer3DSW::body_set_user_flags(RID p_body, uint32_t p_flags) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); -}; - -uint32_t PhysicsServer3DSW::body_get_user_flags(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return 0; -}; - -void PhysicsServer3DSW::body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_param(p_param, p_value); -}; - -Variant PhysicsServer3DSW::body_get_param(RID p_body, BodyParameter p_param) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - - return body->get_param(p_param); -}; - -void PhysicsServer3DSW::body_reset_mass_properties(RID p_body) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - return body->reset_mass_properties(); -} - -void PhysicsServer3DSW::body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_state(p_state, p_variant); -}; - -Variant PhysicsServer3DSW::body_get_state(RID p_body, BodyState p_state) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Variant()); - - return body->get_state(p_state); -}; - -void PhysicsServer3DSW::body_set_applied_force(RID p_body, const Vector3 &p_force) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_applied_force(p_force); - body->wakeup(); -}; - -Vector3 PhysicsServer3DSW::body_get_applied_force(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Vector3()); - return body->get_applied_force(); -}; - -void PhysicsServer3DSW::body_set_applied_torque(RID p_body, const Vector3 &p_torque) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_applied_torque(p_torque); - body->wakeup(); -}; - -Vector3 PhysicsServer3DSW::body_get_applied_torque(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, Vector3()); - - return body->get_applied_torque(); -}; - -void PhysicsServer3DSW::body_add_central_force(RID p_body, const Vector3 &p_force) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_central_force(p_force); - body->wakeup(); -} - -void PhysicsServer3DSW::body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_force(p_force, p_position); - body->wakeup(); -}; - -void PhysicsServer3DSW::body_add_torque(RID p_body, const Vector3 &p_torque) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_torque(p_torque); - body->wakeup(); -}; - -void PhysicsServer3DSW::body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - body->apply_central_impulse(p_impulse); - body->wakeup(); -} - -void PhysicsServer3DSW::body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - body->apply_impulse(p_impulse, p_position); - body->wakeup(); -}; - -void PhysicsServer3DSW::body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - body->apply_torque_impulse(p_impulse); - body->wakeup(); -}; - -void PhysicsServer3DSW::body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - _update_shapes(); - - Vector3 v = body->get_linear_velocity(); - Vector3 axis = p_axis_velocity.normalized(); - v -= axis * axis.dot(v); - v += p_axis_velocity; - body->set_linear_velocity(v); - body->wakeup(); -}; - -void PhysicsServer3DSW::body_set_axis_lock(RID p_body, BodyAxis p_axis, bool p_lock) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_axis_lock(p_axis, p_lock); - body->wakeup(); -} - -bool PhysicsServer3DSW::body_is_axis_locked(RID p_body, BodyAxis p_axis) const { - const Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - return body->is_axis_locked(p_axis); -} - -void PhysicsServer3DSW::body_add_collision_exception(RID p_body, RID p_body_b) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->add_exception(p_body_b); - body->wakeup(); -}; - -void PhysicsServer3DSW::body_remove_collision_exception(RID p_body, RID p_body_b) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->remove_exception(p_body_b); - body->wakeup(); -}; - -void PhysicsServer3DSW::body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - for (int i = 0; i < body->get_exceptions().size(); i++) { - p_exceptions->push_back(body->get_exceptions()[i]); - } -}; - -void PhysicsServer3DSW::body_set_contacts_reported_depth_threshold(RID p_body, real_t p_threshold) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); -}; - -real_t PhysicsServer3DSW::body_get_contacts_reported_depth_threshold(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, 0); - return 0; -}; - -void PhysicsServer3DSW::body_set_omit_force_integration(RID p_body, bool p_omit) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - - body->set_omit_force_integration(p_omit); -}; - -bool PhysicsServer3DSW::body_is_omitting_force_integration(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); - return body->get_omit_force_integration(); -}; - -void PhysicsServer3DSW::body_set_max_contacts_reported(RID p_body, int p_contacts) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_max_contacts_reported(p_contacts); -} - -int PhysicsServer3DSW::body_get_max_contacts_reported(RID p_body) const { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, -1); - return body->get_max_contacts_reported(); -} - -void PhysicsServer3DSW::body_set_state_sync_callback(RID p_body, void *p_instance, BodyStateCallback p_callback) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_state_sync_callback(p_instance, p_callback); -} - -void PhysicsServer3DSW::body_set_force_integration_callback(RID p_body, const Callable &p_callable, const Variant &p_udata) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_force_integration_callback(p_callable, p_udata); -} - -void PhysicsServer3DSW::body_set_ray_pickable(RID p_body, bool p_enable) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND(!body); - body->set_ray_pickable(p_enable); -} - -bool PhysicsServer3DSW::body_test_motion(RID p_body, const MotionParameters &p_parameters, MotionResult *r_result) { - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!body, false); - ERR_FAIL_COND_V(!body->get_space(), false); - ERR_FAIL_COND_V(body->get_space()->is_locked(), false); - - _update_shapes(); - - return body->get_space()->test_body_motion(body, p_parameters, r_result); -} - -PhysicsDirectBodyState3D *PhysicsServer3DSW::body_get_direct_state(RID p_body) { - ERR_FAIL_COND_V_MSG((using_threads && !doing_sync), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); - - Body3DSW *body = body_owner.get_or_null(p_body); - ERR_FAIL_NULL_V(body, nullptr); - - ERR_FAIL_NULL_V(body->get_space(), nullptr); - ERR_FAIL_COND_V_MSG(body->get_space()->is_locked(), nullptr, "Body state is inaccessible right now, wait for iteration or physics process notification."); - - return body->get_direct_state(); -} - -/* SOFT BODY */ - -RID PhysicsServer3DSW::soft_body_create() { - SoftBody3DSW *soft_body = memnew(SoftBody3DSW); - RID rid = soft_body_owner.make_rid(soft_body); - soft_body->set_self(rid); - return rid; -} - -void PhysicsServer3DSW::soft_body_update_rendering_server(RID p_body, RenderingServerHandler *p_rendering_server_handler) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->update_rendering_server(p_rendering_server_handler); -} - -void PhysicsServer3DSW::soft_body_set_space(RID p_body, RID p_space) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - Space3DSW *space = nullptr; - if (p_space.is_valid()) { - space = space_owner.get_or_null(p_space); - ERR_FAIL_COND(!space); - } - - if (soft_body->get_space() == space) { - return; - } - - soft_body->set_space(space); -} - -RID PhysicsServer3DSW::soft_body_get_space(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, RID()); - - Space3DSW *space = soft_body->get_space(); - if (!space) { - return RID(); - } - return space->get_self(); -} - -void PhysicsServer3DSW::soft_body_set_collision_layer(RID p_body, uint32_t p_layer) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_collision_layer(p_layer); -} - -uint32_t PhysicsServer3DSW::soft_body_get_collision_layer(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0); - - return soft_body->get_collision_layer(); -} - -void PhysicsServer3DSW::soft_body_set_collision_mask(RID p_body, uint32_t p_mask) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_collision_mask(p_mask); -} - -uint32_t PhysicsServer3DSW::soft_body_get_collision_mask(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0); - - return soft_body->get_collision_mask(); -} - -void PhysicsServer3DSW::soft_body_add_collision_exception(RID p_body, RID p_body_b) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->add_exception(p_body_b); -} - -void PhysicsServer3DSW::soft_body_remove_collision_exception(RID p_body, RID p_body_b) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->remove_exception(p_body_b); -} - -void PhysicsServer3DSW::soft_body_get_collision_exceptions(RID p_body, List<RID> *p_exceptions) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - for (int i = 0; i < soft_body->get_exceptions().size(); i++) { - p_exceptions->push_back(soft_body->get_exceptions()[i]); - } -} - -void PhysicsServer3DSW::soft_body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_state(p_state, p_variant); -} - -Variant PhysicsServer3DSW::soft_body_get_state(RID p_body, BodyState p_state) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, Variant()); - - return soft_body->get_state(p_state); -} - -void PhysicsServer3DSW::soft_body_set_transform(RID p_body, const Transform3D &p_transform) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_state(BODY_STATE_TRANSFORM, p_transform); -} - -void PhysicsServer3DSW::soft_body_set_ray_pickable(RID p_body, bool p_enable) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_ray_pickable(p_enable); -} - -void PhysicsServer3DSW::soft_body_set_simulation_precision(RID p_body, int p_simulation_precision) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_iteration_count(p_simulation_precision); -} - -int PhysicsServer3DSW::soft_body_get_simulation_precision(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); - - return soft_body->get_iteration_count(); -} - -void PhysicsServer3DSW::soft_body_set_total_mass(RID p_body, real_t p_total_mass) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_total_mass(p_total_mass); -} - -real_t PhysicsServer3DSW::soft_body_get_total_mass(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); - - return soft_body->get_total_mass(); -} - -void PhysicsServer3DSW::soft_body_set_linear_stiffness(RID p_body, real_t p_stiffness) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_linear_stiffness(p_stiffness); -} - -real_t PhysicsServer3DSW::soft_body_get_linear_stiffness(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); - - return soft_body->get_linear_stiffness(); -} - -void PhysicsServer3DSW::soft_body_set_pressure_coefficient(RID p_body, real_t p_pressure_coefficient) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_pressure_coefficient(p_pressure_coefficient); -} - -real_t PhysicsServer3DSW::soft_body_get_pressure_coefficient(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); - - return soft_body->get_pressure_coefficient(); -} - -void PhysicsServer3DSW::soft_body_set_damping_coefficient(RID p_body, real_t p_damping_coefficient) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_damping_coefficient(p_damping_coefficient); -} - -real_t PhysicsServer3DSW::soft_body_get_damping_coefficient(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); - - return soft_body->get_damping_coefficient(); -} - -void PhysicsServer3DSW::soft_body_set_drag_coefficient(RID p_body, real_t p_drag_coefficient) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_drag_coefficient(p_drag_coefficient); -} - -real_t PhysicsServer3DSW::soft_body_get_drag_coefficient(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, 0.f); - - return soft_body->get_drag_coefficient(); -} - -void PhysicsServer3DSW::soft_body_set_mesh(RID p_body, RID p_mesh) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_mesh(p_mesh); -} - -AABB PhysicsServer3DSW::soft_body_get_bounds(RID p_body) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, AABB()); - - return soft_body->get_bounds(); -} - -void PhysicsServer3DSW::soft_body_move_point(RID p_body, int p_point_index, const Vector3 &p_global_position) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->set_vertex_position(p_point_index, p_global_position); -} - -Vector3 PhysicsServer3DSW::soft_body_get_point_global_position(RID p_body, int p_point_index) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, Vector3()); - - return soft_body->get_vertex_position(p_point_index); -} - -void PhysicsServer3DSW::soft_body_remove_all_pinned_points(RID p_body) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - soft_body->unpin_all_vertices(); -} - -void PhysicsServer3DSW::soft_body_pin_point(RID p_body, int p_point_index, bool p_pin) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND(!soft_body); - - if (p_pin) { - soft_body->pin_vertex(p_point_index); - } else { - soft_body->unpin_vertex(p_point_index); - } -} - -bool PhysicsServer3DSW::soft_body_is_point_pinned(RID p_body, int p_point_index) const { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_body); - ERR_FAIL_COND_V(!soft_body, false); - - return soft_body->is_vertex_pinned(p_point_index); -} - -/* JOINT API */ - -RID PhysicsServer3DSW::joint_create() { - Joint3DSW *joint = memnew(Joint3DSW); - RID rid = joint_owner.make_rid(joint); - joint->set_self(rid); - return rid; -} - -void PhysicsServer3DSW::joint_clear(RID p_joint) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - if (joint->get_type() != JOINT_TYPE_MAX) { - Joint3DSW *empty_joint = memnew(Joint3DSW); - empty_joint->copy_settings_from(joint); - - joint_owner.replace(p_joint, empty_joint); - memdelete(joint); - } -} - -void PhysicsServer3DSW::joint_make_pin(RID p_joint, RID p_body_A, const Vector3 &p_local_A, RID p_body_B, const Vector3 &p_local_B) { - Body3DSW *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); - - if (!p_body_B.is_valid()) { - ERR_FAIL_COND(!body_A->get_space()); - p_body_B = body_A->get_space()->get_static_global_body(); - } - - Body3DSW *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); - - ERR_FAIL_COND(body_A == body_B); - - Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint3DSW *joint = memnew(PinJoint3DSW(body_A, p_local_A, body_B, p_local_B)); - - joint->copy_settings_from(prev_joint); - joint_owner.replace(p_joint, joint); - memdelete(prev_joint); -} - -void PhysicsServer3DSW::pin_joint_set_param(RID p_joint, PinJointParam p_param, real_t p_value) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); - PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint); - pin_joint->set_param(p_param, p_value); -} - -real_t PhysicsServer3DSW::pin_joint_get_param(RID p_joint, PinJointParam p_param) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); - ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, 0); - PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint); - return pin_joint->get_param(p_param); -} - -void PhysicsServer3DSW::pin_joint_set_local_a(RID p_joint, const Vector3 &p_A) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); - PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint); - pin_joint->set_pos_a(p_A); -} - -Vector3 PhysicsServer3DSW::pin_joint_get_local_a(RID p_joint) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, Vector3()); - ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3()); - PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint); - return pin_joint->get_position_a(); -} - -void PhysicsServer3DSW::pin_joint_set_local_b(RID p_joint, const Vector3 &p_B) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_PIN); - PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint); - pin_joint->set_pos_b(p_B); -} - -Vector3 PhysicsServer3DSW::pin_joint_get_local_b(RID p_joint) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, Vector3()); - ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_PIN, Vector3()); - PinJoint3DSW *pin_joint = static_cast<PinJoint3DSW *>(joint); - return pin_joint->get_position_b(); -} - -void PhysicsServer3DSW::joint_make_hinge(RID p_joint, RID p_body_A, const Transform3D &p_frame_A, RID p_body_B, const Transform3D &p_frame_B) { - Body3DSW *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); - - if (!p_body_B.is_valid()) { - ERR_FAIL_COND(!body_A->get_space()); - p_body_B = body_A->get_space()->get_static_global_body(); - } - - Body3DSW *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); - - ERR_FAIL_COND(body_A == body_B); - - Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint3DSW *joint = memnew(HingeJoint3DSW(body_A, body_B, p_frame_A, p_frame_B)); - - joint->copy_settings_from(prev_joint); - joint_owner.replace(p_joint, joint); - memdelete(prev_joint); -} - -void PhysicsServer3DSW::joint_make_hinge_simple(RID p_joint, RID p_body_A, const Vector3 &p_pivot_A, const Vector3 &p_axis_A, RID p_body_B, const Vector3 &p_pivot_B, const Vector3 &p_axis_B) { - Body3DSW *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); - - if (!p_body_B.is_valid()) { - ERR_FAIL_COND(!body_A->get_space()); - p_body_B = body_A->get_space()->get_static_global_body(); - } - - Body3DSW *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); - - ERR_FAIL_COND(body_A == body_B); - - Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint3DSW *joint = memnew(HingeJoint3DSW(body_A, body_B, p_pivot_A, p_pivot_B, p_axis_A, p_axis_B)); - - joint->copy_settings_from(prev_joint); - joint_owner.replace(p_joint, joint); - memdelete(prev_joint); -} - -void PhysicsServer3DSW::hinge_joint_set_param(RID p_joint, HingeJointParam p_param, real_t p_value) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE); - HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint); - hinge_joint->set_param(p_param, p_value); -} - -real_t PhysicsServer3DSW::hinge_joint_get_param(RID p_joint, HingeJointParam p_param) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); - ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, 0); - HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint); - return hinge_joint->get_param(p_param); -} - -void PhysicsServer3DSW::hinge_joint_set_flag(RID p_joint, HingeJointFlag p_flag, bool p_value) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_HINGE); - HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint); - hinge_joint->set_flag(p_flag, p_value); -} - -bool PhysicsServer3DSW::hinge_joint_get_flag(RID p_joint, HingeJointFlag p_flag) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, false); - ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_HINGE, false); - HingeJoint3DSW *hinge_joint = static_cast<HingeJoint3DSW *>(joint); - return hinge_joint->get_flag(p_flag); -} - -void PhysicsServer3DSW::joint_set_solver_priority(RID p_joint, int p_priority) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - joint->set_priority(p_priority); -} - -int PhysicsServer3DSW::joint_get_solver_priority(RID p_joint) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); - return joint->get_priority(); -} - -void PhysicsServer3DSW::joint_disable_collisions_between_bodies(RID p_joint, const bool p_disable) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - - joint->disable_collisions_between_bodies(p_disable); - - if (2 == joint->get_body_count()) { - Body3DSW *body_a = *joint->get_body_ptr(); - Body3DSW *body_b = *(joint->get_body_ptr() + 1); - - if (p_disable) { - body_add_collision_exception(body_a->get_self(), body_b->get_self()); - body_add_collision_exception(body_b->get_self(), body_a->get_self()); - } else { - body_remove_collision_exception(body_a->get_self(), body_b->get_self()); - body_remove_collision_exception(body_b->get_self(), body_a->get_self()); - } - } -} - -bool PhysicsServer3DSW::joint_is_disabled_collisions_between_bodies(RID p_joint) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, true); - - return joint->is_disabled_collisions_between_bodies(); -} - -PhysicsServer3DSW::JointType PhysicsServer3DSW::joint_get_type(RID p_joint) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, JOINT_TYPE_PIN); - return joint->get_type(); -} - -void PhysicsServer3DSW::joint_make_slider(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { - Body3DSW *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); - - if (!p_body_B.is_valid()) { - ERR_FAIL_COND(!body_A->get_space()); - p_body_B = body_A->get_space()->get_static_global_body(); - } - - Body3DSW *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); - - ERR_FAIL_COND(body_A == body_B); - - Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint3DSW *joint = memnew(SliderJoint3DSW(body_A, body_B, p_local_frame_A, p_local_frame_B)); - - joint->copy_settings_from(prev_joint); - joint_owner.replace(p_joint, joint); - memdelete(prev_joint); -} - -void PhysicsServer3DSW::slider_joint_set_param(RID p_joint, SliderJointParam p_param, real_t p_value) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_SLIDER); - SliderJoint3DSW *slider_joint = static_cast<SliderJoint3DSW *>(joint); - slider_joint->set_param(p_param, p_value); -} - -real_t PhysicsServer3DSW::slider_joint_get_param(RID p_joint, SliderJointParam p_param) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); - ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0); - SliderJoint3DSW *slider_joint = static_cast<SliderJoint3DSW *>(joint); - return slider_joint->get_param(p_param); -} - -void PhysicsServer3DSW::joint_make_cone_twist(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { - Body3DSW *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); - - if (!p_body_B.is_valid()) { - ERR_FAIL_COND(!body_A->get_space()); - p_body_B = body_A->get_space()->get_static_global_body(); - } - - Body3DSW *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); - - ERR_FAIL_COND(body_A == body_B); - - Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint3DSW *joint = memnew(ConeTwistJoint3DSW(body_A, body_B, p_local_frame_A, p_local_frame_B)); - - joint->copy_settings_from(prev_joint); - joint_owner.replace(p_joint, joint); - memdelete(prev_joint); -} - -void PhysicsServer3DSW::cone_twist_joint_set_param(RID p_joint, ConeTwistJointParam p_param, real_t p_value) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_CONE_TWIST); - ConeTwistJoint3DSW *cone_twist_joint = static_cast<ConeTwistJoint3DSW *>(joint); - cone_twist_joint->set_param(p_param, p_value); -} - -real_t PhysicsServer3DSW::cone_twist_joint_get_param(RID p_joint, ConeTwistJointParam p_param) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); - ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_CONE_TWIST, 0); - ConeTwistJoint3DSW *cone_twist_joint = static_cast<ConeTwistJoint3DSW *>(joint); - return cone_twist_joint->get_param(p_param); -} - -void PhysicsServer3DSW::joint_make_generic_6dof(RID p_joint, RID p_body_A, const Transform3D &p_local_frame_A, RID p_body_B, const Transform3D &p_local_frame_B) { - Body3DSW *body_A = body_owner.get_or_null(p_body_A); - ERR_FAIL_COND(!body_A); - - if (!p_body_B.is_valid()) { - ERR_FAIL_COND(!body_A->get_space()); - p_body_B = body_A->get_space()->get_static_global_body(); - } - - Body3DSW *body_B = body_owner.get_or_null(p_body_B); - ERR_FAIL_COND(!body_B); - - ERR_FAIL_COND(body_A == body_B); - - Joint3DSW *prev_joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(prev_joint == nullptr); - - Joint3DSW *joint = memnew(Generic6DOFJoint3DSW(body_A, body_B, p_local_frame_A, p_local_frame_B, true)); - - joint->copy_settings_from(prev_joint); - joint_owner.replace(p_joint, joint); - memdelete(prev_joint); -} - -void PhysicsServer3DSW::generic_6dof_joint_set_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param, real_t p_value) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF); - Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint); - generic_6dof_joint->set_param(p_axis, p_param, p_value); -} - -real_t PhysicsServer3DSW::generic_6dof_joint_get_param(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisParam p_param) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, 0); - ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, 0); - Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint); - return generic_6dof_joint->get_param(p_axis, p_param); -} - -void PhysicsServer3DSW::generic_6dof_joint_set_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag, bool p_enable) { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND(!joint); - ERR_FAIL_COND(joint->get_type() != JOINT_TYPE_6DOF); - Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint); - generic_6dof_joint->set_flag(p_axis, p_flag, p_enable); -} - -bool PhysicsServer3DSW::generic_6dof_joint_get_flag(RID p_joint, Vector3::Axis p_axis, G6DOFJointAxisFlag p_flag) const { - Joint3DSW *joint = joint_owner.get_or_null(p_joint); - ERR_FAIL_COND_V(!joint, false); - ERR_FAIL_COND_V(joint->get_type() != JOINT_TYPE_6DOF, false); - Generic6DOFJoint3DSW *generic_6dof_joint = static_cast<Generic6DOFJoint3DSW *>(joint); - return generic_6dof_joint->get_flag(p_axis, p_flag); -} - -void PhysicsServer3DSW::free(RID p_rid) { - _update_shapes(); //just in case - - if (shape_owner.owns(p_rid)) { - Shape3DSW *shape = shape_owner.get_or_null(p_rid); - - while (shape->get_owners().size()) { - ShapeOwner3DSW *so = shape->get_owners().front()->key(); - so->remove_shape(shape); - } - - shape_owner.free(p_rid); - memdelete(shape); - } else if (body_owner.owns(p_rid)) { - Body3DSW *body = body_owner.get_or_null(p_rid); - - /* - if (body->get_state_query()) - _clear_query(body->get_state_query()); - - if (body->get_direct_state_query()) - _clear_query(body->get_direct_state_query()); - */ - - body->set_space(nullptr); - - while (body->get_shape_count()) { - body->remove_shape(0); - } - - body_owner.free(p_rid); - memdelete(body); - } else if (soft_body_owner.owns(p_rid)) { - SoftBody3DSW *soft_body = soft_body_owner.get_or_null(p_rid); - - soft_body->set_space(nullptr); - - soft_body_owner.free(p_rid); - memdelete(soft_body); - } else if (area_owner.owns(p_rid)) { - Area3DSW *area = area_owner.get_or_null(p_rid); - - /* - if (area->get_monitor_query()) - _clear_query(area->get_monitor_query()); - */ - - area->set_space(nullptr); - - while (area->get_shape_count()) { - area->remove_shape(0); - } - - area_owner.free(p_rid); - memdelete(area); - } else if (space_owner.owns(p_rid)) { - Space3DSW *space = space_owner.get_or_null(p_rid); - - while (space->get_objects().size()) { - CollisionObject3DSW *co = (CollisionObject3DSW *)space->get_objects().front()->get(); - co->set_space(nullptr); - } - - active_spaces.erase(space); - free(space->get_default_area()->get_self()); - free(space->get_static_global_body()); - - space_owner.free(p_rid); - memdelete(space); - } else if (joint_owner.owns(p_rid)) { - Joint3DSW *joint = joint_owner.get_or_null(p_rid); - - joint_owner.free(p_rid); - memdelete(joint); - - } else { - ERR_FAIL_MSG("Invalid ID."); - } -}; - -void PhysicsServer3DSW::set_active(bool p_active) { - active = p_active; -}; - -void PhysicsServer3DSW::set_collision_iterations(int p_iterations) { - iterations = p_iterations; -}; - -void PhysicsServer3DSW::init() { - iterations = 8; // 8? - stepper = memnew(Step3DSW); -}; - -void PhysicsServer3DSW::step(real_t p_step) { -#ifndef _3D_DISABLED - - if (!active) { - return; - } - - _update_shapes(); - - island_count = 0; - active_objects = 0; - collision_pairs = 0; - for (Set<const Space3DSW *>::Element *E = active_spaces.front(); E; E = E->next()) { - stepper->step((Space3DSW *)E->get(), p_step, iterations); - island_count += E->get()->get_island_count(); - active_objects += E->get()->get_active_objects(); - collision_pairs += E->get()->get_collision_pairs(); - } -#endif -} - -void PhysicsServer3DSW::sync() { - doing_sync = true; -}; - -void PhysicsServer3DSW::flush_queries() { -#ifndef _3D_DISABLED - - if (!active) { - return; - } - - flushing_queries = true; - - uint64_t time_beg = OS::get_singleton()->get_ticks_usec(); - - for (Set<const Space3DSW *>::Element *E = active_spaces.front(); E; E = E->next()) { - Space3DSW *space = (Space3DSW *)E->get(); - space->call_queries(); - } - - flushing_queries = false; - - if (EngineDebugger::is_profiling("servers")) { - uint64_t total_time[Space3DSW::ELAPSED_TIME_MAX]; - static const char *time_name[Space3DSW::ELAPSED_TIME_MAX] = { - "integrate_forces", - "generate_islands", - "setup_constraints", - "solve_constraints", - "integrate_velocities" - }; - - for (int i = 0; i < Space3DSW::ELAPSED_TIME_MAX; i++) { - total_time[i] = 0; - } - - for (Set<const Space3DSW *>::Element *E = active_spaces.front(); E; E = E->next()) { - for (int i = 0; i < Space3DSW::ELAPSED_TIME_MAX; i++) { - total_time[i] += E->get()->get_elapsed_time(Space3DSW::ElapsedTime(i)); - } - } - - Array values; - values.resize(Space3DSW::ELAPSED_TIME_MAX * 2); - for (int i = 0; i < Space3DSW::ELAPSED_TIME_MAX; i++) { - values[i * 2 + 0] = time_name[i]; - values[i * 2 + 1] = USEC_TO_SEC(total_time[i]); - } - values.push_back("flush_queries"); - values.push_back(USEC_TO_SEC(OS::get_singleton()->get_ticks_usec() - time_beg)); - - values.push_front("physics"); - EngineDebugger::profiler_add_frame_data("servers", values); - } -#endif -}; - -void PhysicsServer3DSW::end_sync() { - doing_sync = false; -}; - -void PhysicsServer3DSW::finish() { - memdelete(stepper); -}; - -int PhysicsServer3DSW::get_process_info(ProcessInfo p_info) { - switch (p_info) { - case INFO_ACTIVE_OBJECTS: { - return active_objects; - } break; - case INFO_COLLISION_PAIRS: { - return collision_pairs; - } break; - case INFO_ISLAND_COUNT: { - return island_count; - } break; - } - - return 0; -} - -void PhysicsServer3DSW::_update_shapes() { - while (pending_shape_update_list.first()) { - pending_shape_update_list.first()->self()->_shape_changed(); - pending_shape_update_list.remove(pending_shape_update_list.first()); - } -} - -void PhysicsServer3DSW::_shape_col_cbk(const Vector3 &p_point_A, int p_index_A, const Vector3 &p_point_B, int p_index_B, void *p_userdata) { - CollCbkData *cbk = (CollCbkData *)p_userdata; - - if (cbk->max == 0) { - return; - } - - if (cbk->amount == cbk->max) { - //find least deep - real_t min_depth = 1e20; - int min_depth_idx = 0; - for (int i = 0; i < cbk->amount; i++) { - real_t d = cbk->ptr[i * 2 + 0].distance_squared_to(cbk->ptr[i * 2 + 1]); - if (d < min_depth) { - min_depth = d; - min_depth_idx = i; - } - } - - real_t d = p_point_A.distance_squared_to(p_point_B); - if (d < min_depth) { - return; - } - cbk->ptr[min_depth_idx * 2 + 0] = p_point_A; - cbk->ptr[min_depth_idx * 2 + 1] = p_point_B; - - } else { - cbk->ptr[cbk->amount * 2 + 0] = p_point_A; - cbk->ptr[cbk->amount * 2 + 1] = p_point_B; - cbk->amount++; - } -} - -PhysicsServer3DSW *PhysicsServer3DSW::singletonsw = nullptr; -PhysicsServer3DSW::PhysicsServer3DSW(bool p_using_threads) { - singletonsw = this; - BroadPhase3DSW::create_func = BroadPhase3DBVH::_create; - - using_threads = p_using_threads; -}; diff --git a/servers/physics_3d/space_3d_sw.h b/servers/physics_3d/space_3d_sw.h deleted file mode 100644 index 69cc3c4bbd..0000000000 --- a/servers/physics_3d/space_3d_sw.h +++ /dev/null @@ -1,216 +0,0 @@ -/*************************************************************************/ -/* space_3d_sw.h */ -/*************************************************************************/ -/* This file is part of: */ -/* GODOT ENGINE */ -/* https://godotengine.org */ -/*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ -/* */ -/* Permission is hereby granted, free of charge, to any person obtaining */ -/* a copy of this software and associated documentation files (the */ -/* "Software"), to deal in the Software without restriction, including */ -/* without limitation the rights to use, copy, modify, merge, publish, */ -/* distribute, sublicense, and/or sell copies of the Software, and to */ -/* permit persons to whom the Software is furnished to do so, subject to */ -/* the following conditions: */ -/* */ -/* The above copyright notice and this permission notice shall be */ -/* included in all copies or substantial portions of the Software. */ -/* */ -/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ -/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ -/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ -/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ -/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ -/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ -/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ -/*************************************************************************/ - -#ifndef SPACE_SW_H -#define SPACE_SW_H - -#include "area_3d_sw.h" -#include "area_pair_3d_sw.h" -#include "body_3d_sw.h" -#include "body_pair_3d_sw.h" -#include "broad_phase_3d_sw.h" -#include "collision_object_3d_sw.h" -#include "core/config/project_settings.h" -#include "core/templates/hash_map.h" -#include "core/typedefs.h" -#include "soft_body_3d_sw.h" - -class PhysicsDirectSpaceState3DSW : public PhysicsDirectSpaceState3D { - GDCLASS(PhysicsDirectSpaceState3DSW, PhysicsDirectSpaceState3D); - -public: - Space3DSW *space; - - virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) override; - virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) override; - virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) override; - virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const override; - - PhysicsDirectSpaceState3DSW(); -}; - -class Space3DSW { -public: - enum ElapsedTime { - ELAPSED_TIME_INTEGRATE_FORCES, - ELAPSED_TIME_GENERATE_ISLANDS, - ELAPSED_TIME_SETUP_CONSTRAINTS, - ELAPSED_TIME_SOLVE_CONSTRAINTS, - ELAPSED_TIME_INTEGRATE_VELOCITIES, - ELAPSED_TIME_MAX - - }; - -private: - uint64_t elapsed_time[ELAPSED_TIME_MAX] = {}; - - PhysicsDirectSpaceState3DSW *direct_access; - RID self; - - BroadPhase3DSW *broadphase; - SelfList<Body3DSW>::List active_list; - SelfList<Body3DSW>::List mass_properties_update_list; - SelfList<Body3DSW>::List state_query_list; - SelfList<Area3DSW>::List monitor_query_list; - SelfList<Area3DSW>::List area_moved_list; - SelfList<SoftBody3DSW>::List active_soft_body_list; - - static void *_broadphase_pair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_self); - static void _broadphase_unpair(CollisionObject3DSW *A, int p_subindex_A, CollisionObject3DSW *B, int p_subindex_B, void *p_data, void *p_self); - - Set<CollisionObject3DSW *> objects; - - Area3DSW *area = nullptr; - - real_t contact_recycle_radius = 0.01; - real_t contact_max_separation = 0.05; - real_t contact_max_allowed_penetration = 0.01; - real_t constraint_bias = 0.01; - - enum { - INTERSECTION_QUERY_MAX = 2048 - }; - - CollisionObject3DSW *intersection_query_results[INTERSECTION_QUERY_MAX]; - int intersection_query_subindex_results[INTERSECTION_QUERY_MAX]; - - real_t body_linear_velocity_sleep_threshold; - real_t body_angular_velocity_sleep_threshold; - real_t body_time_to_sleep; - real_t body_angular_velocity_damp_ratio; - - bool locked = false; - - real_t last_step = 0.001; - - int island_count = 0; - int active_objects = 0; - int collision_pairs = 0; - - RID static_global_body; - - Vector<Vector3> contact_debug; - int contact_debug_count = 0; - - friend class PhysicsDirectSpaceState3DSW; - - int _cull_aabb_for_body(Body3DSW *p_body, const AABB &p_aabb); - -public: - _FORCE_INLINE_ void set_self(const RID &p_self) { self = p_self; } - _FORCE_INLINE_ RID get_self() const { return self; } - - void set_default_area(Area3DSW *p_area) { area = p_area; } - Area3DSW *get_default_area() const { return area; } - - const SelfList<Body3DSW>::List &get_active_body_list() const; - void body_add_to_active_list(SelfList<Body3DSW> *p_body); - void body_remove_from_active_list(SelfList<Body3DSW> *p_body); - void body_add_to_mass_properties_update_list(SelfList<Body3DSW> *p_body); - void body_remove_from_mass_properties_update_list(SelfList<Body3DSW> *p_body); - - void body_add_to_state_query_list(SelfList<Body3DSW> *p_body); - void body_remove_from_state_query_list(SelfList<Body3DSW> *p_body); - - void area_add_to_monitor_query_list(SelfList<Area3DSW> *p_area); - void area_remove_from_monitor_query_list(SelfList<Area3DSW> *p_area); - void area_add_to_moved_list(SelfList<Area3DSW> *p_area); - void area_remove_from_moved_list(SelfList<Area3DSW> *p_area); - const SelfList<Area3DSW>::List &get_moved_area_list() const; - - const SelfList<SoftBody3DSW>::List &get_active_soft_body_list() const; - void soft_body_add_to_active_list(SelfList<SoftBody3DSW> *p_soft_body); - void soft_body_remove_from_active_list(SelfList<SoftBody3DSW> *p_soft_body); - - BroadPhase3DSW *get_broadphase(); - - void add_object(CollisionObject3DSW *p_object); - void remove_object(CollisionObject3DSW *p_object); - const Set<CollisionObject3DSW *> &get_objects() const; - - _FORCE_INLINE_ real_t get_contact_recycle_radius() const { return contact_recycle_radius; } - _FORCE_INLINE_ real_t get_contact_max_separation() const { return contact_max_separation; } - _FORCE_INLINE_ real_t get_contact_max_allowed_penetration() const { return contact_max_allowed_penetration; } - _FORCE_INLINE_ real_t get_constraint_bias() const { return constraint_bias; } - _FORCE_INLINE_ real_t get_body_linear_velocity_sleep_threshold() const { return body_linear_velocity_sleep_threshold; } - _FORCE_INLINE_ real_t get_body_angular_velocity_sleep_threshold() const { return body_angular_velocity_sleep_threshold; } - _FORCE_INLINE_ real_t get_body_time_to_sleep() const { return body_time_to_sleep; } - _FORCE_INLINE_ real_t get_body_angular_velocity_damp_ratio() const { return body_angular_velocity_damp_ratio; } - - void update(); - void setup(); - void call_queries(); - - bool is_locked() const; - void lock(); - void unlock(); - - real_t get_last_step() const { return last_step; } - void set_last_step(real_t p_step) { last_step = p_step; } - - void set_param(PhysicsServer3D::SpaceParameter p_param, real_t p_value); - real_t get_param(PhysicsServer3D::SpaceParameter p_param) const; - - void set_island_count(int p_island_count) { island_count = p_island_count; } - int get_island_count() const { return island_count; } - - void set_active_objects(int p_active_objects) { active_objects = p_active_objects; } - int get_active_objects() const { return active_objects; } - - int get_collision_pairs() const { return collision_pairs; } - - PhysicsDirectSpaceState3DSW *get_direct_state(); - - void set_debug_contacts(int p_amount) { contact_debug.resize(p_amount); } - _FORCE_INLINE_ bool is_debugging_contacts() const { return !contact_debug.is_empty(); } - _FORCE_INLINE_ void add_debug_contact(const Vector3 &p_contact) { - if (contact_debug_count < contact_debug.size()) { - contact_debug.write[contact_debug_count++] = p_contact; - } - } - _FORCE_INLINE_ Vector<Vector3> get_debug_contacts() { return contact_debug; } - _FORCE_INLINE_ int get_debug_contact_count() { return contact_debug_count; } - - void set_static_global_body(RID p_body) { static_global_body = p_body; } - RID get_static_global_body() { return static_global_body; } - - void set_elapsed_time(ElapsedTime p_time, uint64_t p_msec) { elapsed_time[p_time] = p_msec; } - uint64_t get_elapsed_time(ElapsedTime p_time) const { return elapsed_time[p_time]; } - - bool test_body_motion(Body3DSW *p_body, const PhysicsServer3D::MotionParameters &p_parameters, PhysicsServer3D::MotionResult *r_result); - - Space3DSW(); - ~Space3DSW(); -}; - -#endif // SPACE__SW_H diff --git a/servers/physics_server_2d.cpp b/servers/physics_server_2d.cpp index a6cb7dbdd9..d8f2a2a780 100644 --- a/servers/physics_server_2d.cpp +++ b/servers/physics_server_2d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -78,6 +78,7 @@ void PhysicsDirectBodyState2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_total_angular_damp"), &PhysicsDirectBodyState2D::get_total_angular_damp); ClassDB::bind_method(D_METHOD("get_center_of_mass"), &PhysicsDirectBodyState2D::get_center_of_mass); + ClassDB::bind_method(D_METHOD("get_center_of_mass_local"), &PhysicsDirectBodyState2D::get_center_of_mass_local); ClassDB::bind_method(D_METHOD("get_inverse_mass"), &PhysicsDirectBodyState2D::get_inverse_mass); ClassDB::bind_method(D_METHOD("get_inverse_inertia"), &PhysicsDirectBodyState2D::get_inverse_inertia); @@ -92,13 +93,24 @@ void PhysicsDirectBodyState2D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState2D::get_velocity_at_local_position); - ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState2D::add_central_force); - ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState2D::add_force, Vector2()); - ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState2D::add_torque); ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicsDirectBodyState2D::apply_central_impulse); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &PhysicsDirectBodyState2D::apply_torque_impulse); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicsDirectBodyState2D::apply_impulse, Vector2()); + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &PhysicsDirectBodyState2D::apply_central_force, Vector2()); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &PhysicsDirectBodyState2D::apply_force, Vector2()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &PhysicsDirectBodyState2D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &PhysicsDirectBodyState2D::add_constant_central_force, Vector2()); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &PhysicsDirectBodyState2D::add_constant_force, Vector2()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &PhysicsDirectBodyState2D::add_constant_torque); + + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &PhysicsDirectBodyState2D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &PhysicsDirectBodyState2D::get_constant_force); + + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &PhysicsDirectBodyState2D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &PhysicsDirectBodyState2D::get_constant_torque); + ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState2D::set_sleep_state); ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState2D::is_sleeping); @@ -124,6 +136,7 @@ void PhysicsDirectBodyState2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "total_linear_damp"), "", "get_total_linear_damp"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "total_gravity"), "", "get_total_gravity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass"), "", "get_center_of_mass"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "center_of_mass_local"), "", "get_center_of_mass_local"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sleeping"), "set_sleep_state", "is_sleeping"); @@ -134,95 +147,136 @@ PhysicsDirectBodyState2D::PhysicsDirectBodyState2D() {} /////////////////////////////////////////////////////// -void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape_ref) { - ERR_FAIL_COND(p_shape_ref.is_null()); - shape_ref = p_shape_ref; - shape = p_shape_ref->get_rid(); -} - -RES PhysicsShapeQueryParameters2D::get_shape() const { - return shape_ref; +void PhysicsRayQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); + for (int i = 0; i < p_exclude.size(); i++) { + parameters.exclude.insert(p_exclude[i]); + } } -void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) { - if (shape != p_shape) { - shape_ref = RES(); - shape = p_shape; +Vector<RID> PhysicsRayQueryParameters2D::get_exclude() const { + Vector<RID> ret; + ret.resize(parameters.exclude.size()); + int idx = 0; + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { + ret.write[idx++] = E->get(); } + return ret; } -RID PhysicsShapeQueryParameters2D::get_shape_rid() const { - return shape; -} +void PhysicsRayQueryParameters2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsRayQueryParameters2D::set_from); + ClassDB::bind_method(D_METHOD("get_from"), &PhysicsRayQueryParameters2D::get_from); -void PhysicsShapeQueryParameters2D::set_transform(const Transform2D &p_transform) { - transform = p_transform; -} + ClassDB::bind_method(D_METHOD("set_to", "to"), &PhysicsRayQueryParameters2D::set_to); + ClassDB::bind_method(D_METHOD("get_to"), &PhysicsRayQueryParameters2D::get_to); -Transform2D PhysicsShapeQueryParameters2D::get_transform() const { - return transform; -} + ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsRayQueryParameters2D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsRayQueryParameters2D::get_collision_mask); -void PhysicsShapeQueryParameters2D::set_motion(const Vector2 &p_motion) { - motion = p_motion; -} + ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsRayQueryParameters2D::set_exclude); + ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsRayQueryParameters2D::get_exclude); -Vector2 PhysicsShapeQueryParameters2D::get_motion() const { - return motion; -} + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsRayQueryParameters2D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsRayQueryParameters2D::is_collide_with_bodies_enabled); -void PhysicsShapeQueryParameters2D::set_margin(real_t p_margin) { - margin = p_margin; -} + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters2D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters2D::is_collide_with_areas_enabled); -real_t PhysicsShapeQueryParameters2D::get_margin() const { - return margin; -} + ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &PhysicsRayQueryParameters2D::set_hit_from_inside); + ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &PhysicsRayQueryParameters2D::is_hit_from_inside_enabled); -void PhysicsShapeQueryParameters2D::set_collision_mask(uint32_t p_collision_mask) { - collision_mask = p_collision_mask; + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "from"), "set_from", "get_from"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "to"), "set_to", "get_to"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); } -uint32_t PhysicsShapeQueryParameters2D::get_collision_mask() const { - return collision_mask; -} +/////////////////////////////////////////////////////// -void PhysicsShapeQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) { - exclude.clear(); +void PhysicsPointQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); + parameters.exclude.insert(p_exclude[i]); } } -Vector<RID> PhysicsShapeQueryParameters2D::get_exclude() const { +Vector<RID> PhysicsPointQueryParameters2D::get_exclude() const { Vector<RID> ret; - ret.resize(exclude.size()); + ret.resize(parameters.exclude.size()); int idx = 0; - for (Set<RID>::Element *E = exclude.front(); E; E = E->next()) { + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { ret.write[idx++] = E->get(); } return ret; } -void PhysicsShapeQueryParameters2D::set_collide_with_bodies(bool p_enable) { - collide_with_bodies = p_enable; +void PhysicsPointQueryParameters2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_position", "position"), &PhysicsPointQueryParameters2D::set_position); + ClassDB::bind_method(D_METHOD("get_position"), &PhysicsPointQueryParameters2D::get_position); + + ClassDB::bind_method(D_METHOD("set_canvas_instance_id", "canvas_instance_id"), &PhysicsPointQueryParameters2D::set_canvas_instance_id); + ClassDB::bind_method(D_METHOD("get_canvas_instance_id"), &PhysicsPointQueryParameters2D::get_canvas_instance_id); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsPointQueryParameters2D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsPointQueryParameters2D::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsPointQueryParameters2D::set_exclude); + ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsPointQueryParameters2D::get_exclude); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsPointQueryParameters2D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsPointQueryParameters2D::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsPointQueryParameters2D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsPointQueryParameters2D::is_collide_with_areas_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "position"), "set_position", "get_position"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "canvas_instance_id", PROPERTY_HINT_OBJECT_ID), "set_canvas_instance_id", "get_canvas_instance_id"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); } -bool PhysicsShapeQueryParameters2D::is_collide_with_bodies_enabled() const { - return collide_with_bodies; +/////////////////////////////////////////////////////// + +void PhysicsShapeQueryParameters2D::set_shape(const RES &p_shape_ref) { + ERR_FAIL_COND(p_shape_ref.is_null()); + shape_ref = p_shape_ref; + parameters.shape_rid = p_shape_ref->get_rid(); } -void PhysicsShapeQueryParameters2D::set_collide_with_areas(bool p_enable) { - collide_with_areas = p_enable; +void PhysicsShapeQueryParameters2D::set_shape_rid(const RID &p_shape) { + if (parameters.shape_rid != p_shape) { + shape_ref = RES(); + parameters.shape_rid = p_shape; + } } -bool PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled() const { - return collide_with_areas; +void PhysicsShapeQueryParameters2D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); + for (int i = 0; i < p_exclude.size(); i++) { + parameters.exclude.insert(p_exclude[i]); + } +} + +Vector<RID> PhysicsShapeQueryParameters2D::get_exclude() const { + Vector<RID> ret; + ret.resize(parameters.exclude.size()); + int idx = 0; + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { + ret.write[idx++] = E->get(); + } + return ret; } void PhysicsShapeQueryParameters2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters2D::set_shape); ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters2D::get_shape); + ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters2D::set_shape_rid); ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters2D::get_shape_rid); @@ -248,7 +302,7 @@ void PhysicsShapeQueryParameters2D::_bind_methods() { ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters2D::is_collide_with_areas_enabled); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_2D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape2D"), "set_shape", "get_shape"); @@ -258,36 +312,58 @@ void PhysicsShapeQueryParameters2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); } -Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) { - RayResult inters; - Set<RID> exclude; - for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); - } +/////////////////////////////////////////////////////// + +Dictionary PhysicsDirectSpaceState2D::_intersect_ray(const Ref<PhysicsRayQueryParameters2D> &p_ray_query) { + ERR_FAIL_COND_V(!p_ray_query.is_valid(), Dictionary()); - bool res = intersect_ray(p_from, p_to, inters, exclude, p_layers, p_collide_with_bodies, p_collide_with_areas); + RayResult result; + bool res = intersect_ray(p_ray_query->get_parameters(), result); if (!res) { return Dictionary(); } Dictionary d; - d["position"] = inters.position; - d["normal"] = inters.normal; - d["collider_id"] = inters.collider_id; - d["collider"] = inters.collider; - d["shape"] = inters.shape; - d["rid"] = inters.rid; + d["position"] = result.position; + d["normal"] = result.normal; + d["collider_id"] = result.collider_id; + d["collider"] = result.collider; + d["shape"] = result.shape; + d["rid"] = result.rid; return d; } +Array PhysicsDirectSpaceState2D::_intersect_point(const Ref<PhysicsPointQueryParameters2D> &p_point_query, int p_max_results) { + Vector<ShapeResult> ret; + ret.resize(p_max_results); + + int rc = intersect_point(p_point_query->get_parameters(), ret.ptrw(), ret.size()); + + if (rc == 0) { + return Array(); + } + + Array r; + r.resize(rc); + for (int i = 0; i < rc; i++) { + Dictionary d; + d["rid"] = ret[i].rid; + d["collider_id"] = ret[i].collider_id; + d["collider"] = ret[i].collider; + d["shape"] = ret[i].shape; + r[i] = d; + } + return r; +} + Array PhysicsDirectSpaceState2D::_intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) { ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); Vector<ShapeResult> sr; sr.resize(p_max_results); - int rc = intersect_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, sr.ptrw(), sr.size(), p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + int rc = intersect_shape(p_shape_query->get_parameters(), sr.ptrw(), sr.size()); Array ret; ret.resize(rc); for (int i = 0; i < rc; i++) { @@ -306,7 +382,7 @@ Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParamet ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); real_t closest_safe, closest_unsafe; - bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = cast_motion(p_shape_query->get_parameters(), closest_safe, closest_unsafe); if (!res) { return Array(); } @@ -317,54 +393,13 @@ Array PhysicsDirectSpaceState2D::_cast_motion(const Ref<PhysicsShapeQueryParamet return ret; } -Array PhysicsDirectSpaceState2D::_intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas, ObjectID p_canvas_instance_id) { - Set<RID> exclude; - for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); - } - - Vector<ShapeResult> ret; - ret.resize(p_max_results); - - int rc; - if (p_filter_by_canvas) { - rc = intersect_point(p_point, ret.ptrw(), ret.size(), exclude, p_layers, p_collide_with_bodies, p_collide_with_areas); - } else { - rc = intersect_point_on_canvas(p_point, p_canvas_instance_id, ret.ptrw(), ret.size(), exclude, p_layers, p_collide_with_bodies, p_collide_with_areas); - } - - if (rc == 0) { - return Array(); - } - - Array r; - r.resize(rc); - for (int i = 0; i < rc; i++) { - Dictionary d; - d["rid"] = ret[i].rid; - d["collider_id"] = ret[i].collider_id; - d["collider"] = ret[i].collider; - d["shape"] = ret[i].shape; - r[i] = d; - } - return r; -} - -Array PhysicsDirectSpaceState2D::_intersect_point(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) { - return _intersect_point_impl(p_point, p_max_results, p_exclude, p_layers, p_collide_with_bodies, p_collide_with_areas); -} - -Array PhysicsDirectSpaceState2D::_intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results, const Vector<RID> &p_exclude, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas) { - return _intersect_point_impl(p_point, p_max_results, p_exclude, p_layers, p_collide_with_bodies, p_collide_with_areas, true, p_canvas_intance_id); -} - Array PhysicsDirectSpaceState2D::_collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results) { ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); Vector<Vector2> ret; ret.resize(p_max_results * 2); int rc = 0; - bool res = collide_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, ret.ptrw(), p_max_results, rc, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc); if (!res) { return Array(); } @@ -381,7 +416,7 @@ Dictionary PhysicsDirectSpaceState2D::_get_rest_info(const Ref<PhysicsShapeQuery ShapeRestInfo sri; - bool res = rest_info(p_shape_query->shape, p_shape_query->transform, p_shape_query->motion, p_shape_query->margin, &sri, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = rest_info(p_shape_query->get_parameters(), &sri); Dictionary r; if (!res) { return r; @@ -401,13 +436,12 @@ PhysicsDirectSpaceState2D::PhysicsDirectSpaceState2D() { } void PhysicsDirectSpaceState2D::_bind_methods() { - ClassDB::bind_method(D_METHOD("intersect_point", "point", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("intersect_point_on_canvas", "point", "canvas_instance_id", "max_results", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_point_on_canvas, DEFVAL(32), DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState2D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32)); - ClassDB::bind_method(D_METHOD("cast_motion", "shape"), &PhysicsDirectSpaceState2D::_cast_motion); - ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32)); - ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState2D::_get_rest_info); + ClassDB::bind_method(D_METHOD("intersect_point", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_intersect_point, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("intersect_ray", "parameters"), &PhysicsDirectSpaceState2D::_intersect_ray); + ClassDB::bind_method(D_METHOD("intersect_shape", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_intersect_shape, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("cast_motion", "parameters"), &PhysicsDirectSpaceState2D::_cast_motion); + ClassDB::bind_method(D_METHOD("collide_shape", "parameters", "max_results"), &PhysicsDirectSpaceState2D::_collide_shape, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("get_rest_info", "parameters"), &PhysicsDirectSpaceState2D::_get_rest_info); } /////////////////////////////// @@ -473,7 +507,7 @@ void PhysicsTestMotionParameters2D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_separation_ray"), "set_collide_separation_ray_enabled", "is_collide_separation_ray_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies"), "set_exclude_bodies", "get_exclude_bodies"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude_bodies", "get_exclude_bodies"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_objects"), "set_exclude_objects", "get_exclude_objects"); } @@ -586,9 +620,6 @@ void PhysicsServer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("area_set_space", "area", "space"), &PhysicsServer2D::area_set_space); ClassDB::bind_method(D_METHOD("area_get_space", "area"), &PhysicsServer2D::area_get_space); - ClassDB::bind_method(D_METHOD("area_set_space_override_mode", "area", "mode"), &PhysicsServer2D::area_set_space_override_mode); - ClassDB::bind_method(D_METHOD("area_get_space_override_mode", "area"), &PhysicsServer2D::area_get_space_override_mode); - ClassDB::bind_method(D_METHOD("area_add_shape", "area", "shape", "transform", "disabled"), &PhysicsServer2D::area_add_shape, DEFVAL(Transform2D()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("area_set_shape", "area", "shape_idx", "shape"), &PhysicsServer2D::area_set_shape); ClassDB::bind_method(D_METHOD("area_set_shape_transform", "area", "shape_idx", "transform"), &PhysicsServer2D::area_set_shape_transform); @@ -616,8 +647,8 @@ void PhysicsServer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("area_attach_canvas_instance_id", "area", "id"), &PhysicsServer2D::area_attach_canvas_instance_id); ClassDB::bind_method(D_METHOD("area_get_canvas_instance_id", "area"), &PhysicsServer2D::area_get_canvas_instance_id); - ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "receiver", "method"), &PhysicsServer2D::area_set_monitor_callback); - ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "receiver", "method"), &PhysicsServer2D::area_set_area_monitor_callback); + ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "callback"), &PhysicsServer2D::area_set_monitor_callback); + ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "callback"), &PhysicsServer2D::area_set_area_monitor_callback); ClassDB::bind_method(D_METHOD("area_set_monitorable", "area", "monitorable"), &PhysicsServer2D::area_set_monitorable); ClassDB::bind_method(D_METHOD("body_create"), &PhysicsServer2D::body_create); @@ -668,9 +699,21 @@ void PhysicsServer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("body_apply_central_impulse", "body", "impulse"), &PhysicsServer2D::body_apply_central_impulse); ClassDB::bind_method(D_METHOD("body_apply_torque_impulse", "body", "impulse"), &PhysicsServer2D::body_apply_torque_impulse); ClassDB::bind_method(D_METHOD("body_apply_impulse", "body", "impulse", "position"), &PhysicsServer2D::body_apply_impulse, Vector2()); - ClassDB::bind_method(D_METHOD("body_add_central_force", "body", "force"), &PhysicsServer2D::body_add_central_force); - ClassDB::bind_method(D_METHOD("body_add_force", "body", "force", "position"), &PhysicsServer2D::body_add_force, Vector2()); - ClassDB::bind_method(D_METHOD("body_add_torque", "body", "torque"), &PhysicsServer2D::body_add_torque); + + ClassDB::bind_method(D_METHOD("body_apply_central_force", "body", "force"), &PhysicsServer2D::body_apply_central_force); + ClassDB::bind_method(D_METHOD("body_apply_force", "body", "force", "position"), &PhysicsServer2D::body_apply_force, Vector2()); + ClassDB::bind_method(D_METHOD("body_apply_torque", "body", "torque"), &PhysicsServer2D::body_apply_torque); + + ClassDB::bind_method(D_METHOD("body_add_constant_central_force", "body", "force"), &PhysicsServer2D::body_add_constant_central_force); + ClassDB::bind_method(D_METHOD("body_add_constant_force", "body", "force", "position"), &PhysicsServer2D::body_add_constant_force, Vector2()); + ClassDB::bind_method(D_METHOD("body_add_constant_torque", "body", "torque"), &PhysicsServer2D::body_add_constant_torque); + + ClassDB::bind_method(D_METHOD("body_set_constant_force", "body", "force"), &PhysicsServer2D::body_set_constant_force); + ClassDB::bind_method(D_METHOD("body_get_constant_force", "body"), &PhysicsServer2D::body_get_constant_force); + + ClassDB::bind_method(D_METHOD("body_set_constant_torque", "body", "torque"), &PhysicsServer2D::body_set_constant_torque); + ClassDB::bind_method(D_METHOD("body_get_constant_torque", "body"), &PhysicsServer2D::body_get_constant_torque); + ClassDB::bind_method(D_METHOD("body_set_axis_velocity", "body", "axis_velocity"), &PhysicsServer2D::body_set_axis_velocity); ClassDB::bind_method(D_METHOD("body_add_collision_exception", "body", "excepted_body"), &PhysicsServer2D::body_add_collision_exception); @@ -710,17 +753,17 @@ void PhysicsServer2D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer2D::set_active); - ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer2D::set_collision_iterations); - ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer2D::get_process_info); BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_RECYCLE_RADIUS); BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_SEPARATION); - BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION); + BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION); + BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_DEFAULT_BIAS); BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD); 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_SOLVER_ITERATIONS); BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY); BIND_ENUM_CONSTANT(SHAPE_SEPARATION_RAY); @@ -732,12 +775,15 @@ void PhysicsServer2D::_bind_methods() { BIND_ENUM_CONSTANT(SHAPE_CONCAVE_POLYGON); BIND_ENUM_CONSTANT(SHAPE_CUSTOM); + BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_OVERRIDE_MODE); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_VECTOR); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_IS_POINT); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_DISTANCE_SCALE); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_POINT_ATTENUATION); + BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE); BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP); + BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE); BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP); BIND_ENUM_CONSTANT(AREA_PARAM_PRIORITY); @@ -758,10 +804,15 @@ void PhysicsServer2D::_bind_methods() { BIND_ENUM_CONSTANT(BODY_PARAM_INERTIA); BIND_ENUM_CONSTANT(BODY_PARAM_CENTER_OF_MASS); BIND_ENUM_CONSTANT(BODY_PARAM_GRAVITY_SCALE); + BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP_MODE); + BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP_MODE); BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP); BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP); BIND_ENUM_CONSTANT(BODY_PARAM_MAX); + BIND_ENUM_CONSTANT(BODY_DAMP_MODE_COMBINE); + BIND_ENUM_CONSTANT(BODY_DAMP_MODE_REPLACE); + BIND_ENUM_CONSTANT(BODY_STATE_TRANSFORM); BIND_ENUM_CONSTANT(BODY_STATE_LINEAR_VELOCITY); BIND_ENUM_CONSTANT(BODY_STATE_ANGULAR_VELOCITY); diff --git a/servers/physics_server_2d.h b/servers/physics_server_2d.h index 26e1411111..e9faf0a3bf 100644 --- a/servers/physics_server_2d.h +++ b/servers/physics_server_2d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef PHYSICS_2D_SERVER_H -#define PHYSICS_2D_SERVER_H +#ifndef PHYSICS_SERVER_2D_H +#define PHYSICS_SERVER_2D_H #include "core/io/resource.h" #include "core/object/class_db.h" @@ -49,6 +49,7 @@ public: virtual real_t get_total_angular_damp() const = 0; // get density of this body space/area virtual Vector2 get_center_of_mass() const = 0; + virtual Vector2 get_center_of_mass_local() const = 0; virtual real_t get_inverse_mass() const = 0; // get the mass virtual real_t get_inverse_inertia() const = 0; // get density of this body space @@ -63,13 +64,24 @@ public: virtual Vector2 get_velocity_at_local_position(const Vector2 &p_position) const = 0; - virtual void add_central_force(const Vector2 &p_force) = 0; - virtual void add_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; - virtual void add_torque(real_t p_torque) = 0; virtual void apply_central_impulse(const Vector2 &p_impulse) = 0; virtual void apply_torque_impulse(real_t p_torque) = 0; virtual void apply_impulse(const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0; + virtual void apply_central_force(const Vector2 &p_force) = 0; + virtual void apply_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; + virtual void apply_torque(real_t p_torque) = 0; + + virtual void add_constant_central_force(const Vector2 &p_force) = 0; + virtual void add_constant_force(const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; + virtual void add_constant_torque(real_t p_torque) = 0; + + virtual void set_constant_force(const Vector2 &p_force) = 0; + virtual Vector2 get_constant_force() const = 0; + + virtual void set_constant_torque(real_t p_torque) = 0; + virtual real_t get_constant_torque() const = 0; + virtual void set_sleep_state(bool p_enable) = 0; virtual bool is_sleeping() const = 0; @@ -94,60 +106,15 @@ public: PhysicsDirectBodyState2D(); }; -//used for script -class PhysicsShapeQueryParameters2D : public RefCounted { - GDCLASS(PhysicsShapeQueryParameters2D, RefCounted); - friend class PhysicsDirectSpaceState2D; - - RES shape_ref; - RID shape; - Transform2D transform; - Vector2 motion; - real_t margin = 0.0; - Set<RID> exclude; - uint32_t collision_mask = UINT32_MAX; - - bool collide_with_bodies = true; - bool collide_with_areas = false; - -protected: - static void _bind_methods(); - -public: - void set_shape(const RES &p_shape_ref); - RES get_shape() const; - void set_shape_rid(const RID &p_shape); - RID get_shape_rid() const; - - void set_transform(const Transform2D &p_transform); - Transform2D get_transform() const; - - void set_motion(const Vector2 &p_motion); - Vector2 get_motion() const; - - void set_margin(real_t p_margin); - real_t get_margin() const; - - void set_collision_mask(uint32_t p_mask); - uint32_t get_collision_mask() const; - - void set_collide_with_bodies(bool p_enable); - bool is_collide_with_bodies_enabled() const; - - void set_collide_with_areas(bool p_enable); - bool is_collide_with_areas_enabled() const; - - void set_exclude(const Vector<RID> &p_exclude); - Vector<RID> get_exclude() const; -}; +class PhysicsRayQueryParameters2D; +class PhysicsPointQueryParameters2D; +class PhysicsShapeQueryParameters2D; class PhysicsDirectSpaceState2D : public Object { GDCLASS(PhysicsDirectSpaceState2D, Object); - Dictionary _intersect_ray(const Vector2 &p_from, const Vector2 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); - Array _intersect_point(const Vector2 &p_point, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); - Array _intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_intance_id, int p_max_results = 32, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_layers = 0, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); - Array _intersect_point_impl(const Vector2 &p_point, int p_max_results, const Vector<RID> &p_exclud, uint32_t p_layers, bool p_collide_with_bodies, bool p_collide_with_areas, bool p_filter_by_canvas = false, ObjectID p_canvas_instance_id = ObjectID()); + Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters2D> &p_ray_query); + Array _intersect_point(const Ref<PhysicsPointQueryParameters2D> &p_point_query, int p_max_results = 32); Array _intersect_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32); Array _cast_motion(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query); Array _collide_shape(const Ref<PhysicsShapeQueryParameters2D> &p_shape_query, int p_max_results = 32); @@ -157,6 +124,18 @@ protected: static void _bind_methods(); public: + struct RayParameters { + Vector2 from; + Vector2 to; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; + + bool collide_with_bodies = true; + bool collide_with_areas = false; + + bool hit_from_inside = false; + }; + struct RayResult { Vector2 position; Vector2 normal; @@ -166,7 +145,7 @@ public: int shape = 0; }; - virtual bool intersect_ray(const Vector2 &p_from, const Vector2 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) = 0; struct ShapeResult { RID rid; @@ -175,14 +154,31 @@ public: int shape = 0; }; - virtual int intersect_point(const Vector2 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0; - virtual int intersect_point_on_canvas(const Vector2 &p_point, ObjectID p_canvas_instance_id, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_point = false) = 0; + struct PointParameters { + Vector2 position; + ObjectID canvas_instance_id; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; - virtual int intersect_shape(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + bool collide_with_bodies = true; + bool collide_with_areas = false; - virtual bool cast_motion(const RID &p_shape, const Transform2D &p_xform, const Vector2 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + bool pick_point = false; + }; + + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0; + + struct ShapeParameters { + RID shape_rid; + Transform2D transform; + Vector2 motion; + real_t margin = 0.0; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; - virtual bool collide_shape(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, Vector2 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + bool collide_with_bodies = true; + bool collide_with_areas = false; + }; struct ShapeRestInfo { Vector2 point; @@ -190,10 +186,13 @@ public: RID rid; ObjectID collider_id; int shape = 0; - Vector2 linear_velocity; //velocity at contact point + Vector2 linear_velocity; // Velocity at contact point. }; - virtual bool rest_info(RID p_shape, const Transform2D &p_shape_xform, const Vector2 &p_motion, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_layer = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe) = 0; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector2 *r_results, int p_result_max, int &r_result_count) = 0; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0; PhysicsDirectSpaceState2D(); }; @@ -254,11 +253,13 @@ public: enum SpaceParameter { SPACE_PARAM_CONTACT_RECYCLE_RADIUS, SPACE_PARAM_CONTACT_MAX_SEPARATION, - SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION, + SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION, + SPACE_PARAM_CONTACT_DEFAULT_BIAS, SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD, SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD, SPACE_PARAM_BODY_TIME_TO_SLEEP, SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS, + SPACE_PARAM_SOLVER_ITERATIONS, }; virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0; @@ -278,12 +279,15 @@ public: //missing attenuation? missing better override? enum AreaParameter { + AREA_PARAM_GRAVITY_OVERRIDE_MODE, AREA_PARAM_GRAVITY, AREA_PARAM_GRAVITY_VECTOR, AREA_PARAM_GRAVITY_IS_POINT, AREA_PARAM_GRAVITY_DISTANCE_SCALE, AREA_PARAM_GRAVITY_POINT_ATTENUATION, + AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, AREA_PARAM_LINEAR_DAMP, + AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, AREA_PARAM_ANGULAR_DAMP, AREA_PARAM_PRIORITY }; @@ -301,9 +305,6 @@ public: AREA_SPACE_OVERRIDE_REPLACE_COMBINE // Discards all previous calculations, then keeps combining }; - virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0; - virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0; - virtual void area_add_shape(RID p_area, RID p_shape, const Transform2D &p_transform = Transform2D(), bool p_disabled = false) = 0; virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0; virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform2D &p_transform) = 0; @@ -335,8 +336,8 @@ public: virtual void area_set_monitorable(RID p_area, bool p_monitorable) = 0; virtual void area_set_pickable(RID p_area, bool p_pickable) = 0; - virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0; - virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0; + virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) = 0; + virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) = 0; /* BODY API */ @@ -400,11 +401,18 @@ public: BODY_PARAM_INERTIA, BODY_PARAM_CENTER_OF_MASS, BODY_PARAM_GRAVITY_SCALE, + BODY_PARAM_LINEAR_DAMP_MODE, + BODY_PARAM_ANGULAR_DAMP_MODE, BODY_PARAM_LINEAR_DAMP, BODY_PARAM_ANGULAR_DAMP, BODY_PARAM_MAX, }; + enum BodyDampMode { + BODY_DAMP_MODE_COMBINE, + BODY_DAMP_MODE_REPLACE, + }; + virtual void body_set_param(RID p_body, BodyParameter p_param, const Variant &p_value) = 0; virtual Variant body_get_param(RID p_body, BodyParameter p_param) const = 0; @@ -422,20 +430,24 @@ public: virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0; virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0; - //do something about it - virtual void body_set_applied_force(RID p_body, const Vector2 &p_force) = 0; - virtual Vector2 body_get_applied_force(RID p_body) const = 0; - - virtual void body_set_applied_torque(RID p_body, real_t p_torque) = 0; - virtual real_t body_get_applied_torque(RID p_body) const = 0; - - virtual void body_add_central_force(RID p_body, const Vector2 &p_force) = 0; - virtual void body_add_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; - virtual void body_add_torque(RID p_body, real_t p_torque) = 0; - virtual void body_apply_central_impulse(RID p_body, const Vector2 &p_impulse) = 0; virtual void body_apply_torque_impulse(RID p_body, real_t p_torque) = 0; virtual void body_apply_impulse(RID p_body, const Vector2 &p_impulse, const Vector2 &p_position = Vector2()) = 0; + + virtual void body_apply_central_force(RID p_body, const Vector2 &p_force) = 0; + virtual void body_apply_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; + virtual void body_apply_torque(RID p_body, real_t p_torque) = 0; + + virtual void body_add_constant_central_force(RID p_body, const Vector2 &p_force) = 0; + virtual void body_add_constant_force(RID p_body, const Vector2 &p_force, const Vector2 &p_position = Vector2()) = 0; + virtual void body_add_constant_torque(RID p_body, real_t p_torque) = 0; + + virtual void body_set_constant_force(RID p_body, const Vector2 &p_force) = 0; + virtual Vector2 body_get_constant_force(RID p_body) const = 0; + + virtual void body_set_constant_torque(RID p_body, real_t p_torque) = 0; + virtual real_t body_get_constant_torque(RID p_body) const = 0; + virtual void body_set_axis_velocity(RID p_body, const Vector2 &p_axis_velocity) = 0; //fix @@ -571,8 +583,6 @@ public: virtual bool is_flushing_queries() const = 0; - virtual void set_collision_iterations(int p_iterations) = 0; - enum ProcessInfo { INFO_ACTIVE_OBJECTS, INFO_COLLISION_PAIRS, @@ -585,6 +595,110 @@ public: ~PhysicsServer2D(); }; +class PhysicsRayQueryParameters2D : public RefCounted { + GDCLASS(PhysicsRayQueryParameters2D, RefCounted); + + PhysicsDirectSpaceState2D::RayParameters parameters; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState2D::RayParameters &get_parameters() const { return parameters; } + + void set_from(const Vector2 &p_from) { parameters.from = p_from; } + const Vector2 &get_from() const { return parameters.from; } + + void set_to(const Vector2 &p_to) { parameters.to = p_to; } + const Vector2 &get_to() const { return parameters.to; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_hit_from_inside(bool p_enable) { parameters.hit_from_inside = p_enable; } + bool is_hit_from_inside_enabled() const { return parameters.hit_from_inside; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + +class PhysicsPointQueryParameters2D : public RefCounted { + GDCLASS(PhysicsPointQueryParameters2D, RefCounted); + + PhysicsDirectSpaceState2D::PointParameters parameters; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState2D::PointParameters &get_parameters() const { return parameters; } + + void set_position(const Vector2 &p_position) { parameters.position = p_position; } + const Vector2 &get_position() const { return parameters.position; } + + void set_canvas_instance_id(ObjectID p_canvas_instance_id) { parameters.canvas_instance_id = p_canvas_instance_id; } + ObjectID get_canvas_instance_id() const { return parameters.canvas_instance_id; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + +class PhysicsShapeQueryParameters2D : public RefCounted { + GDCLASS(PhysicsShapeQueryParameters2D, RefCounted); + + PhysicsDirectSpaceState2D::ShapeParameters parameters; + + RES shape_ref; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState2D::ShapeParameters &get_parameters() const { return parameters; } + + void set_shape(const RES &p_shape_ref); + RES get_shape() const { return shape_ref; } + + void set_shape_rid(const RID &p_shape); + RID get_shape_rid() const { return parameters.shape_rid; } + + void set_transform(const Transform2D &p_transform) { parameters.transform = p_transform; } + const Transform2D &get_transform() const { return parameters.transform; } + + void set_motion(const Vector2 &p_motion) { parameters.motion = p_motion; } + const Vector2 &get_motion() const { return parameters.motion; } + + void set_margin(real_t p_margin) { parameters.margin = p_margin; } + real_t get_margin() const { return parameters.margin; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + class PhysicsTestMotionParameters2D : public RefCounted { GDCLASS(PhysicsTestMotionParameters2D, RefCounted); @@ -659,10 +773,9 @@ class PhysicsServer2DManager { name(p_ci.name), create_callback(p_ci.create_callback) {} - ClassInfo &operator=(const ClassInfo &p_ci) { + void operator=(const ClassInfo &p_ci) { name = p_ci.name; create_callback = p_ci.create_callback; - return *this; } }; @@ -692,13 +805,13 @@ VARIANT_ENUM_CAST(PhysicsServer2D::AreaParameter); VARIANT_ENUM_CAST(PhysicsServer2D::AreaSpaceOverrideMode); VARIANT_ENUM_CAST(PhysicsServer2D::BodyMode); VARIANT_ENUM_CAST(PhysicsServer2D::BodyParameter); +VARIANT_ENUM_CAST(PhysicsServer2D::BodyDampMode); VARIANT_ENUM_CAST(PhysicsServer2D::BodyState); VARIANT_ENUM_CAST(PhysicsServer2D::CCDMode); VARIANT_ENUM_CAST(PhysicsServer2D::JointParam); VARIANT_ENUM_CAST(PhysicsServer2D::JointType); VARIANT_ENUM_CAST(PhysicsServer2D::DampedSpringParam); -//VARIANT_ENUM_CAST( PhysicsServer2D::ObjectType ); VARIANT_ENUM_CAST(PhysicsServer2D::AreaBodyStatus); VARIANT_ENUM_CAST(PhysicsServer2D::ProcessInfo); -#endif +#endif // PHYSICS_SERVER_2D_H diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.cpp b/servers/physics_server_2d_wrap_mt.cpp index 33070bf42d..02223b83f0 100644 --- a/servers/physics_2d/physics_server_2d_wrap_mt.cpp +++ b/servers/physics_server_2d_wrap_mt.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_2d/physics_server_2d_wrap_mt.h b/servers/physics_server_2d_wrap_mt.h index 8d9e366661..aa3a8bc04a 100644 --- a/servers/physics_2d/physics_server_2d_wrap_mt.h +++ b/servers/physics_server_2d_wrap_mt.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef PHYSICS2DSERVERWRAPMT_H -#define PHYSICS2DSERVERWRAPMT_H +#ifndef PHYSICS_SERVER_2D_WRAP_MT_H +#define PHYSICS_SERVER_2D_WRAP_MT_H #include "core/config/project_settings.h" #include "core/os/thread.h" @@ -59,9 +59,7 @@ class PhysicsServer2DWrapMT : public PhysicsServer2D { bool create_thread = false; Semaphore step_sem; - int step_pending = 0; void thread_step(real_t p_delta); - void thread_flush(); void thread_exit(); @@ -135,9 +133,6 @@ public: FUNC2(area_set_space, RID, RID); FUNC1RC(RID, area_get_space, RID); - FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode); - FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID); - FUNC4(area_add_shape, RID, RID, const Transform2D &, bool); FUNC3(area_set_shape, RID, int, RID); FUNC3(area_set_shape_transform, RID, int, const Transform2D &); @@ -167,8 +162,8 @@ public: FUNC2(area_set_monitorable, RID, bool); FUNC2(area_set_pickable, RID, bool); - FUNC3(area_set_monitor_callback, RID, Object *, const StringName &); - FUNC3(area_set_area_monitor_callback, RID, Object *, const StringName &); + FUNC2(area_set_monitor_callback, RID, const Callable &); + FUNC2(area_set_area_monitor_callback, RID, const Callable &); /* BODY API */ @@ -218,18 +213,24 @@ public: FUNC3(body_set_state, RID, BodyState, const Variant &); FUNC2RC(Variant, body_get_state, RID, BodyState); - FUNC2(body_set_applied_force, RID, const Vector2 &); - FUNC1RC(Vector2, body_get_applied_force, RID); - - FUNC2(body_set_applied_torque, RID, real_t); - FUNC1RC(real_t, body_get_applied_torque, RID); - - FUNC2(body_add_central_force, RID, const Vector2 &); - FUNC3(body_add_force, RID, const Vector2 &, const Vector2 &); - FUNC2(body_add_torque, RID, real_t); FUNC2(body_apply_central_impulse, RID, const Vector2 &); FUNC2(body_apply_torque_impulse, RID, real_t); FUNC3(body_apply_impulse, RID, const Vector2 &, const Vector2 &); + + FUNC2(body_apply_central_force, RID, const Vector2 &); + FUNC3(body_apply_force, RID, const Vector2 &, const Vector2 &); + FUNC2(body_apply_torque, RID, real_t); + + FUNC2(body_add_constant_central_force, RID, const Vector2 &); + FUNC3(body_add_constant_force, RID, const Vector2 &, const Vector2 &); + FUNC2(body_add_constant_torque, RID, real_t); + + FUNC2(body_set_constant_force, RID, const Vector2 &); + FUNC1RC(Vector2, body_get_constant_force, RID); + + FUNC2(body_set_constant_torque, RID, real_t); + FUNC1RC(real_t, body_get_constant_torque, RID); + FUNC2(body_set_axis_velocity, RID, const Vector2 &); FUNC2(body_add_collision_exception, RID, RID); @@ -299,7 +300,6 @@ public: FUNC1(free, RID); FUNC1(set_active, bool); - FUNC1(set_collision_iterations, int); virtual void init() override; virtual void step(real_t p_step) override; @@ -330,4 +330,4 @@ public: #endif #undef SYNC_DEBUG -#endif // PHYSICS2DSERVERWRAPMT_H +#endif // PHYSICS_SERVER_2D_WRAP_MT_H diff --git a/servers/physics_server_3d.cpp b/servers/physics_server_3d.cpp index 90922cc250..8fafd07f87 100644 --- a/servers/physics_server_3d.cpp +++ b/servers/physics_server_3d.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -77,6 +77,7 @@ void PhysicsDirectBodyState3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_total_angular_damp"), &PhysicsDirectBodyState3D::get_total_angular_damp); ClassDB::bind_method(D_METHOD("get_center_of_mass"), &PhysicsDirectBodyState3D::get_center_of_mass); + ClassDB::bind_method(D_METHOD("get_center_of_mass_local"), &PhysicsDirectBodyState3D::get_center_of_mass_local); ClassDB::bind_method(D_METHOD("get_principal_inertia_axes"), &PhysicsDirectBodyState3D::get_principal_inertia_axes); ClassDB::bind_method(D_METHOD("get_inverse_mass"), &PhysicsDirectBodyState3D::get_inverse_mass); @@ -93,13 +94,24 @@ void PhysicsDirectBodyState3D::_bind_methods() { ClassDB::bind_method(D_METHOD("get_velocity_at_local_position", "local_position"), &PhysicsDirectBodyState3D::get_velocity_at_local_position); - ClassDB::bind_method(D_METHOD("add_central_force", "force"), &PhysicsDirectBodyState3D::add_central_force, Vector3()); - ClassDB::bind_method(D_METHOD("add_force", "force", "position"), &PhysicsDirectBodyState3D::add_force, Vector3()); - ClassDB::bind_method(D_METHOD("add_torque", "torque"), &PhysicsDirectBodyState3D::add_torque); ClassDB::bind_method(D_METHOD("apply_central_impulse", "impulse"), &PhysicsDirectBodyState3D::apply_central_impulse, Vector3()); ClassDB::bind_method(D_METHOD("apply_impulse", "impulse", "position"), &PhysicsDirectBodyState3D::apply_impulse, Vector3()); ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &PhysicsDirectBodyState3D::apply_torque_impulse); + ClassDB::bind_method(D_METHOD("apply_central_force", "force"), &PhysicsDirectBodyState3D::apply_central_force, Vector3()); + ClassDB::bind_method(D_METHOD("apply_force", "force", "position"), &PhysicsDirectBodyState3D::apply_force, Vector3()); + ClassDB::bind_method(D_METHOD("apply_torque", "torque"), &PhysicsDirectBodyState3D::apply_torque); + + ClassDB::bind_method(D_METHOD("add_constant_central_force", "force"), &PhysicsDirectBodyState3D::add_constant_central_force, Vector3()); + ClassDB::bind_method(D_METHOD("add_constant_force", "force", "position"), &PhysicsDirectBodyState3D::add_constant_force, Vector3()); + ClassDB::bind_method(D_METHOD("add_constant_torque", "torque"), &PhysicsDirectBodyState3D::add_constant_torque); + + ClassDB::bind_method(D_METHOD("set_constant_force", "force"), &PhysicsDirectBodyState3D::set_constant_force); + ClassDB::bind_method(D_METHOD("get_constant_force"), &PhysicsDirectBodyState3D::get_constant_force); + + ClassDB::bind_method(D_METHOD("set_constant_torque", "torque"), &PhysicsDirectBodyState3D::set_constant_torque); + ClassDB::bind_method(D_METHOD("get_constant_torque"), &PhysicsDirectBodyState3D::get_constant_torque); + ClassDB::bind_method(D_METHOD("set_sleep_state", "enabled"), &PhysicsDirectBodyState3D::set_sleep_state); ClassDB::bind_method(D_METHOD("is_sleeping"), &PhysicsDirectBodyState3D::is_sleeping); @@ -126,6 +138,7 @@ void PhysicsDirectBodyState3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "inverse_inertia"), "", "get_inverse_inertia"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "total_gravity"), "", "get_total_gravity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass"), "", "get_center_of_mass"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "center_of_mass_local"), "", "get_center_of_mass_local"); ADD_PROPERTY(PropertyInfo(Variant::BASIS, "principal_inertia_axes"), "", "get_principal_inertia_axes"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); @@ -137,93 +150,145 @@ PhysicsDirectBodyState3D::PhysicsDirectBodyState3D() {} /////////////////////////////////////////////////////// -void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape_ref) { - ERR_FAIL_COND(p_shape_ref.is_null()); - shape_ref = p_shape_ref; - shape = p_shape_ref->get_rid(); -} - -RES PhysicsShapeQueryParameters3D::get_shape() const { - return shape_ref; +void PhysicsRayQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); + for (int i = 0; i < p_exclude.size(); i++) { + parameters.exclude.insert(p_exclude[i]); + } } -void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) { - if (shape != p_shape) { - shape_ref = RES(); - shape = p_shape; +Vector<RID> PhysicsRayQueryParameters3D::get_exclude() const { + Vector<RID> ret; + ret.resize(parameters.exclude.size()); + int idx = 0; + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { + ret.write[idx++] = E->get(); } + return ret; } -RID PhysicsShapeQueryParameters3D::get_shape_rid() const { - return shape; -} +void PhysicsRayQueryParameters3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_from", "from"), &PhysicsRayQueryParameters3D::set_from); + ClassDB::bind_method(D_METHOD("get_from"), &PhysicsRayQueryParameters3D::get_from); -void PhysicsShapeQueryParameters3D::set_transform(const Transform3D &p_transform) { - transform = p_transform; -} + ClassDB::bind_method(D_METHOD("set_to", "to"), &PhysicsRayQueryParameters3D::set_to); + ClassDB::bind_method(D_METHOD("get_to"), &PhysicsRayQueryParameters3D::get_to); -Transform3D PhysicsShapeQueryParameters3D::get_transform() const { - return transform; -} + ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsRayQueryParameters3D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsRayQueryParameters3D::get_collision_mask); -void PhysicsShapeQueryParameters3D::set_margin(real_t p_margin) { - margin = p_margin; -} + ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsRayQueryParameters3D::set_exclude); + ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsRayQueryParameters3D::get_exclude); -real_t PhysicsShapeQueryParameters3D::get_margin() const { - return margin; -} + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_bodies_enabled); -void PhysicsShapeQueryParameters3D::set_collision_mask(uint32_t p_collision_mask) { - collision_mask = p_collision_mask; -} + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsRayQueryParameters3D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsRayQueryParameters3D::is_collide_with_areas_enabled); + + ClassDB::bind_method(D_METHOD("set_hit_from_inside", "enable"), &PhysicsRayQueryParameters3D::set_hit_from_inside); + ClassDB::bind_method(D_METHOD("is_hit_from_inside_enabled"), &PhysicsRayQueryParameters3D::is_hit_from_inside_enabled); -uint32_t PhysicsShapeQueryParameters3D::get_collision_mask() const { - return collision_mask; + ClassDB::bind_method(D_METHOD("set_hit_back_faces", "enable"), &PhysicsRayQueryParameters3D::set_hit_back_faces); + ClassDB::bind_method(D_METHOD("is_hit_back_faces_enabled"), &PhysicsRayQueryParameters3D::is_hit_back_faces_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "from"), "set_from", "get_from"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "to"), "set_to", "get_to"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_from_inside"), "set_hit_from_inside", "is_hit_from_inside_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "hit_back_faces"), "set_hit_back_faces", "is_hit_back_faces_enabled"); } -void PhysicsShapeQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) { - exclude.clear(); +/////////////////////////////////////////////////////// + +void PhysicsPointQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); + parameters.exclude.insert(p_exclude[i]); } } -Vector<RID> PhysicsShapeQueryParameters3D::get_exclude() const { +Vector<RID> PhysicsPointQueryParameters3D::get_exclude() const { Vector<RID> ret; - ret.resize(exclude.size()); + ret.resize(parameters.exclude.size()); int idx = 0; - for (Set<RID>::Element *E = exclude.front(); E; E = E->next()) { + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { ret.write[idx++] = E->get(); } return ret; } -void PhysicsShapeQueryParameters3D::set_collide_with_bodies(bool p_enable) { - collide_with_bodies = p_enable; +void PhysicsPointQueryParameters3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("set_position", "position"), &PhysicsPointQueryParameters3D::set_position); + ClassDB::bind_method(D_METHOD("get_position"), &PhysicsPointQueryParameters3D::get_position); + + ClassDB::bind_method(D_METHOD("set_collision_mask", "collision_mask"), &PhysicsPointQueryParameters3D::set_collision_mask); + ClassDB::bind_method(D_METHOD("get_collision_mask"), &PhysicsPointQueryParameters3D::get_collision_mask); + + ClassDB::bind_method(D_METHOD("set_exclude", "exclude"), &PhysicsPointQueryParameters3D::set_exclude); + ClassDB::bind_method(D_METHOD("get_exclude"), &PhysicsPointQueryParameters3D::get_exclude); + + ClassDB::bind_method(D_METHOD("set_collide_with_bodies", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_bodies); + ClassDB::bind_method(D_METHOD("is_collide_with_bodies_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_bodies_enabled); + + ClassDB::bind_method(D_METHOD("set_collide_with_areas", "enable"), &PhysicsPointQueryParameters3D::set_collide_with_areas); + ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsPointQueryParameters3D::is_collide_with_areas_enabled); + + ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "position"), "set_position", "get_position"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_bodies"), "set_collide_with_bodies", "is_collide_with_bodies_enabled"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_with_areas"), "set_collide_with_areas", "is_collide_with_areas_enabled"); +} + +/////////////////////////////////////////////////////// + +void PhysicsShapeQueryParameters3D::set_shape(const RES &p_shape_ref) { + ERR_FAIL_COND(p_shape_ref.is_null()); + shape_ref = p_shape_ref; + parameters.shape_rid = p_shape_ref->get_rid(); } -bool PhysicsShapeQueryParameters3D::is_collide_with_bodies_enabled() const { - return collide_with_bodies; +void PhysicsShapeQueryParameters3D::set_shape_rid(const RID &p_shape) { + if (parameters.shape_rid != p_shape) { + shape_ref = RES(); + parameters.shape_rid = p_shape; + } } -void PhysicsShapeQueryParameters3D::set_collide_with_areas(bool p_enable) { - collide_with_areas = p_enable; +void PhysicsShapeQueryParameters3D::set_exclude(const Vector<RID> &p_exclude) { + parameters.exclude.clear(); + for (int i = 0; i < p_exclude.size(); i++) { + parameters.exclude.insert(p_exclude[i]); + } } -bool PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled() const { - return collide_with_areas; +Vector<RID> PhysicsShapeQueryParameters3D::get_exclude() const { + Vector<RID> ret; + ret.resize(parameters.exclude.size()); + int idx = 0; + for (Set<RID>::Element *E = parameters.exclude.front(); E; E = E->next()) { + ret.write[idx++] = E->get(); + } + return ret; } void PhysicsShapeQueryParameters3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_shape", "shape"), &PhysicsShapeQueryParameters3D::set_shape); ClassDB::bind_method(D_METHOD("get_shape"), &PhysicsShapeQueryParameters3D::get_shape); + ClassDB::bind_method(D_METHOD("set_shape_rid", "shape"), &PhysicsShapeQueryParameters3D::set_shape_rid); ClassDB::bind_method(D_METHOD("get_shape_rid"), &PhysicsShapeQueryParameters3D::get_shape_rid); ClassDB::bind_method(D_METHOD("set_transform", "transform"), &PhysicsShapeQueryParameters3D::set_transform); ClassDB::bind_method(D_METHOD("get_transform"), &PhysicsShapeQueryParameters3D::get_transform); + ClassDB::bind_method(D_METHOD("set_motion", "motion"), &PhysicsShapeQueryParameters3D::set_motion); + ClassDB::bind_method(D_METHOD("get_motion"), &PhysicsShapeQueryParameters3D::get_motion); + ClassDB::bind_method(D_METHOD("set_margin", "margin"), &PhysicsShapeQueryParameters3D::set_margin); ClassDB::bind_method(D_METHOD("get_margin"), &PhysicsShapeQueryParameters3D::get_margin); @@ -240,8 +305,9 @@ void PhysicsShapeQueryParameters3D::_bind_methods() { ClassDB::bind_method(D_METHOD("is_collide_with_areas_enabled"), &PhysicsShapeQueryParameters3D::is_collide_with_areas_enabled); ADD_PROPERTY(PropertyInfo(Variant::INT, "collision_mask", PROPERTY_HINT_LAYERS_3D_PHYSICS), "set_collision_mask", "get_collision_mask"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_NONE, itos(Variant::RID) + ":"), "set_exclude", "get_exclude"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude", "get_exclude"); ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin", PROPERTY_HINT_RANGE, "0,100,0.01"), "set_margin", "get_margin"); + ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "motion"), "set_motion", "get_motion"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "shape", PROPERTY_HINT_RESOURCE_TYPE, "Shape3D"), "set_shape", "get_shape"); ADD_PROPERTY(PropertyInfo(Variant::RID, "shape_rid"), "set_shape_rid", "get_shape_rid"); ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM3D, "transform"), "set_transform", "get_transform"); @@ -251,36 +317,56 @@ void PhysicsShapeQueryParameters3D::_bind_methods() { ///////////////////////////////////// -Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude, uint32_t p_collision_mask, bool p_collide_with_bodies, bool p_collide_with_areas) { - RayResult inters; - Set<RID> exclude; - for (int i = 0; i < p_exclude.size(); i++) { - exclude.insert(p_exclude[i]); - } +Dictionary PhysicsDirectSpaceState3D::_intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query) { + ERR_FAIL_COND_V(!p_ray_query.is_valid(), Dictionary()); - bool res = intersect_ray(p_from, p_to, inters, exclude, p_collision_mask, p_collide_with_bodies, p_collide_with_areas); + RayResult result; + bool res = intersect_ray(p_ray_query->get_parameters(), result); if (!res) { return Dictionary(); } Dictionary d; - d["position"] = inters.position; - d["normal"] = inters.normal; - d["collider_id"] = inters.collider_id; - d["collider"] = inters.collider; - d["shape"] = inters.shape; - d["rid"] = inters.rid; + d["position"] = result.position; + d["normal"] = result.normal; + d["collider_id"] = result.collider_id; + d["collider"] = result.collider; + d["shape"] = result.shape; + d["rid"] = result.rid; return d; } +Array PhysicsDirectSpaceState3D::_intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results) { + Vector<ShapeResult> ret; + ret.resize(p_max_results); + + int rc = intersect_point(p_point_query->get_parameters(), ret.ptrw(), ret.size()); + + if (rc == 0) { + return Array(); + } + + Array r; + r.resize(rc); + for (int i = 0; i < rc; i++) { + Dictionary d; + d["rid"] = ret[i].rid; + d["collider_id"] = ret[i].collider_id; + d["collider"] = ret[i].collider; + d["shape"] = ret[i].shape; + r[i] = d; + } + return r; +} + Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results) { ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); Vector<ShapeResult> sr; sr.resize(p_max_results); - int rc = intersect_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, sr.ptrw(), sr.size(), p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + int rc = intersect_shape(p_shape_query->get_parameters(), sr.ptrw(), sr.size()); Array ret; ret.resize(rc); for (int i = 0; i < rc; i++) { @@ -295,11 +381,11 @@ Array PhysicsDirectSpaceState3D::_intersect_shape(const Ref<PhysicsShapeQueryPar return ret; } -Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion) { +Array PhysicsDirectSpaceState3D::_cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query) { ERR_FAIL_COND_V(!p_shape_query.is_valid(), Array()); real_t closest_safe = 1.0f, closest_unsafe = 1.0f; - bool res = cast_motion(p_shape_query->shape, p_shape_query->transform, p_motion, p_shape_query->margin, closest_safe, closest_unsafe, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = cast_motion(p_shape_query->get_parameters(), closest_safe, closest_unsafe); if (!res) { return Array(); } @@ -316,7 +402,7 @@ Array PhysicsDirectSpaceState3D::_collide_shape(const Ref<PhysicsShapeQueryParam Vector<Vector3> ret; ret.resize(p_max_results * 2); int rc = 0; - bool res = collide_shape(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, ret.ptrw(), p_max_results, rc, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = collide_shape(p_shape_query->get_parameters(), ret.ptrw(), p_max_results, rc); if (!res) { return Array(); } @@ -333,7 +419,7 @@ Dictionary PhysicsDirectSpaceState3D::_get_rest_info(const Ref<PhysicsShapeQuery ShapeRestInfo sri; - bool res = rest_info(p_shape_query->shape, p_shape_query->transform, p_shape_query->margin, &sri, p_shape_query->exclude, p_shape_query->collision_mask, p_shape_query->collide_with_bodies, p_shape_query->collide_with_areas); + bool res = rest_info(p_shape_query->get_parameters(), &sri); Dictionary r; if (!res) { return r; @@ -353,11 +439,12 @@ PhysicsDirectSpaceState3D::PhysicsDirectSpaceState3D() { } void PhysicsDirectSpaceState3D::_bind_methods() { - ClassDB::bind_method(D_METHOD("intersect_ray", "from", "to", "exclude", "collision_mask", "collide_with_bodies", "collide_with_areas"), &PhysicsDirectSpaceState3D::_intersect_ray, DEFVAL(Array()), DEFVAL(UINT32_MAX), DEFVAL(true), DEFVAL(false)); - ClassDB::bind_method(D_METHOD("intersect_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32)); - ClassDB::bind_method(D_METHOD("cast_motion", "shape", "motion"), &PhysicsDirectSpaceState3D::_cast_motion); - ClassDB::bind_method(D_METHOD("collide_shape", "shape", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32)); - ClassDB::bind_method(D_METHOD("get_rest_info", "shape"), &PhysicsDirectSpaceState3D::_get_rest_info); + ClassDB::bind_method(D_METHOD("intersect_point", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_point, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("intersect_ray", "parameters"), &PhysicsDirectSpaceState3D::_intersect_ray); + ClassDB::bind_method(D_METHOD("intersect_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_intersect_shape, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("cast_motion", "parameters"), &PhysicsDirectSpaceState3D::_cast_motion); + ClassDB::bind_method(D_METHOD("collide_shape", "parameters", "max_results"), &PhysicsDirectSpaceState3D::_collide_shape, DEFVAL(32)); + ClassDB::bind_method(D_METHOD("get_rest_info", "parameters"), &PhysicsDirectSpaceState3D::_get_rest_info); } /////////////////////////////// @@ -427,7 +514,7 @@ void PhysicsTestMotionParameters3D::_bind_methods() { ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "margin"), "set_margin", "get_margin"); ADD_PROPERTY(PropertyInfo(Variant::INT, "max_collisions"), "set_max_collisions", "get_max_collisions"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "collide_separation_ray"), "set_collide_separation_ray_enabled", "is_collide_separation_ray_enabled"); - ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies"), "set_exclude_bodies", "get_exclude_bodies"); + ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_bodies", PROPERTY_HINT_ARRAY_TYPE, "RID"), "set_exclude_bodies", "get_exclude_bodies"); ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "exclude_objects"), "set_exclude_objects", "get_exclude_objects"); } @@ -585,9 +672,6 @@ void PhysicsServer3D::_bind_methods() { ClassDB::bind_method(D_METHOD("area_set_space", "area", "space"), &PhysicsServer3D::area_set_space); ClassDB::bind_method(D_METHOD("area_get_space", "area"), &PhysicsServer3D::area_get_space); - ClassDB::bind_method(D_METHOD("area_set_space_override_mode", "area", "mode"), &PhysicsServer3D::area_set_space_override_mode); - ClassDB::bind_method(D_METHOD("area_get_space_override_mode", "area"), &PhysicsServer3D::area_get_space_override_mode); - ClassDB::bind_method(D_METHOD("area_add_shape", "area", "shape", "transform", "disabled"), &PhysicsServer3D::area_add_shape, DEFVAL(Transform3D()), DEFVAL(false)); ClassDB::bind_method(D_METHOD("area_set_shape", "area", "shape_idx", "shape"), &PhysicsServer3D::area_set_shape); ClassDB::bind_method(D_METHOD("area_set_shape_transform", "area", "shape_idx", "transform"), &PhysicsServer3D::area_set_shape_transform); @@ -612,8 +696,8 @@ void PhysicsServer3D::_bind_methods() { ClassDB::bind_method(D_METHOD("area_attach_object_instance_id", "area", "id"), &PhysicsServer3D::area_attach_object_instance_id); ClassDB::bind_method(D_METHOD("area_get_object_instance_id", "area"), &PhysicsServer3D::area_get_object_instance_id); - ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "receiver", "method"), &PhysicsServer3D::area_set_monitor_callback); - ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "receiver", "method"), &PhysicsServer3D::area_set_area_monitor_callback); + ClassDB::bind_method(D_METHOD("area_set_monitor_callback", "area", "callback"), &PhysicsServer3D::area_set_monitor_callback); + ClassDB::bind_method(D_METHOD("area_set_area_monitor_callback", "area", "callback"), &PhysicsServer3D::area_set_area_monitor_callback); ClassDB::bind_method(D_METHOD("area_set_monitorable", "area", "monitorable"), &PhysicsServer3D::area_set_monitorable); ClassDB::bind_method(D_METHOD("area_set_ray_pickable", "area", "enable"), &PhysicsServer3D::area_set_ray_pickable); @@ -658,13 +742,24 @@ void PhysicsServer3D::_bind_methods() { ClassDB::bind_method(D_METHOD("body_set_state", "body", "state", "value"), &PhysicsServer3D::body_set_state); ClassDB::bind_method(D_METHOD("body_get_state", "body", "state"), &PhysicsServer3D::body_get_state); - ClassDB::bind_method(D_METHOD("body_add_central_force", "body", "force"), &PhysicsServer3D::body_add_central_force); - ClassDB::bind_method(D_METHOD("body_add_force", "body", "force", "position"), &PhysicsServer3D::body_add_force, Vector3()); - ClassDB::bind_method(D_METHOD("body_add_torque", "body", "torque"), &PhysicsServer3D::body_add_torque); - ClassDB::bind_method(D_METHOD("body_apply_central_impulse", "body", "impulse"), &PhysicsServer3D::body_apply_central_impulse); ClassDB::bind_method(D_METHOD("body_apply_impulse", "body", "impulse", "position"), &PhysicsServer3D::body_apply_impulse, Vector3()); ClassDB::bind_method(D_METHOD("body_apply_torque_impulse", "body", "impulse"), &PhysicsServer3D::body_apply_torque_impulse); + + ClassDB::bind_method(D_METHOD("body_apply_central_force", "body", "force"), &PhysicsServer3D::body_apply_central_force); + ClassDB::bind_method(D_METHOD("body_apply_force", "body", "force", "position"), &PhysicsServer3D::body_apply_force, Vector3()); + ClassDB::bind_method(D_METHOD("body_apply_torque", "body", "torque"), &PhysicsServer3D::body_apply_torque); + + ClassDB::bind_method(D_METHOD("body_add_constant_central_force", "body", "force"), &PhysicsServer3D::body_add_constant_central_force); + ClassDB::bind_method(D_METHOD("body_add_constant_force", "body", "force", "position"), &PhysicsServer3D::body_add_constant_force, Vector3()); + ClassDB::bind_method(D_METHOD("body_add_constant_torque", "body", "torque"), &PhysicsServer3D::body_add_constant_torque); + + ClassDB::bind_method(D_METHOD("body_set_constant_force", "body", "force"), &PhysicsServer3D::body_set_constant_force); + ClassDB::bind_method(D_METHOD("body_get_constant_force", "body"), &PhysicsServer3D::body_get_constant_force); + + ClassDB::bind_method(D_METHOD("body_set_constant_torque", "body", "torque"), &PhysicsServer3D::body_set_constant_torque); + ClassDB::bind_method(D_METHOD("body_get_constant_torque", "body"), &PhysicsServer3D::body_get_constant_torque); + ClassDB::bind_method(D_METHOD("body_set_axis_velocity", "body", "axis_velocity"), &PhysicsServer3D::body_set_axis_velocity); ClassDB::bind_method(D_METHOD("body_set_axis_lock", "body", "axis", "lock"), &PhysicsServer3D::body_set_axis_lock); @@ -817,8 +912,6 @@ void PhysicsServer3D::_bind_methods() { ClassDB::bind_method(D_METHOD("set_active", "active"), &PhysicsServer3D::set_active); - ClassDB::bind_method(D_METHOD("set_collision_iterations", "iterations"), &PhysicsServer3D::set_collision_iterations); - ClassDB::bind_method(D_METHOD("get_process_info", "process_info"), &PhysicsServer3D::get_process_info); BIND_ENUM_CONSTANT(SHAPE_WORLD_BOUNDARY); @@ -833,12 +926,15 @@ void PhysicsServer3D::_bind_methods() { BIND_ENUM_CONSTANT(SHAPE_SOFT_BODY); BIND_ENUM_CONSTANT(SHAPE_CUSTOM); + BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_OVERRIDE_MODE); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_VECTOR); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_IS_POINT); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_DISTANCE_SCALE); BIND_ENUM_CONSTANT(AREA_PARAM_GRAVITY_POINT_ATTENUATION); + BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE); BIND_ENUM_CONSTANT(AREA_PARAM_LINEAR_DAMP); + BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE); BIND_ENUM_CONSTANT(AREA_PARAM_ANGULAR_DAMP); BIND_ENUM_CONSTANT(AREA_PARAM_PRIORITY); BIND_ENUM_CONSTANT(AREA_PARAM_WIND_FORCE_MAGNITUDE); @@ -863,10 +959,15 @@ void PhysicsServer3D::_bind_methods() { BIND_ENUM_CONSTANT(BODY_PARAM_INERTIA); BIND_ENUM_CONSTANT(BODY_PARAM_CENTER_OF_MASS); BIND_ENUM_CONSTANT(BODY_PARAM_GRAVITY_SCALE); + BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP_MODE); + BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP_MODE); BIND_ENUM_CONSTANT(BODY_PARAM_LINEAR_DAMP); BIND_ENUM_CONSTANT(BODY_PARAM_ANGULAR_DAMP); BIND_ENUM_CONSTANT(BODY_PARAM_MAX); + BIND_ENUM_CONSTANT(BODY_DAMP_MODE_COMBINE); + BIND_ENUM_CONSTANT(BODY_DAMP_MODE_REPLACE); + BIND_ENUM_CONSTANT(BODY_STATE_TRANSFORM); BIND_ENUM_CONSTANT(BODY_STATE_LINEAR_VELOCITY); BIND_ENUM_CONSTANT(BODY_STATE_ANGULAR_VELOCITY); @@ -882,12 +983,12 @@ void PhysicsServer3D::_bind_methods() { BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_RECYCLE_RADIUS); BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_SEPARATION); - BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION); + BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION); + BIND_ENUM_CONSTANT(SPACE_PARAM_CONTACT_DEFAULT_BIAS); BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD); BIND_ENUM_CONSTANT(SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD); 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_SOLVER_ITERATIONS); 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 c609afc11e..f830c95b58 100644 --- a/servers/physics_server_3d.h +++ b/servers/physics_server_3d.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef PHYSICS_SERVER_H -#define PHYSICS_SERVER_H +#ifndef PHYSICS_SERVER_3D_H +#define PHYSICS_SERVER_3D_H #include "core/io/resource.h" #include "core/object/class_db.h" @@ -48,6 +48,7 @@ public: virtual real_t get_total_linear_damp() const = 0; virtual Vector3 get_center_of_mass() const = 0; + virtual Vector3 get_center_of_mass_local() const = 0; virtual Basis get_principal_inertia_axes() const = 0; virtual real_t get_inverse_mass() const = 0; // get the mass virtual Vector3 get_inverse_inertia() const = 0; // get density of this body space @@ -64,13 +65,24 @@ public: virtual Vector3 get_velocity_at_local_position(const Vector3 &p_position) const = 0; - virtual void add_central_force(const Vector3 &p_force) = 0; - virtual void add_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; - virtual void add_torque(const Vector3 &p_torque) = 0; virtual void apply_central_impulse(const Vector3 &p_impulse) = 0; virtual void apply_impulse(const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) = 0; virtual void apply_torque_impulse(const Vector3 &p_impulse) = 0; + virtual void apply_central_force(const Vector3 &p_force) = 0; + virtual void apply_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; + virtual void apply_torque(const Vector3 &p_torque) = 0; + + virtual void add_constant_central_force(const Vector3 &p_force) = 0; + virtual void add_constant_force(const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; + virtual void add_constant_torque(const Vector3 &p_torque) = 0; + + virtual void set_constant_force(const Vector3 &p_force) = 0; + virtual Vector3 get_constant_force() const = 0; + + virtual void set_constant_torque(const Vector3 &p_torque) = 0; + virtual Vector3 get_constant_torque() const = 0; + virtual void set_sleep_state(bool p_sleep) = 0; virtual bool is_sleeping() const = 0; @@ -96,55 +108,18 @@ public: PhysicsDirectBodyState3D(); }; -class PhysicsShapeQueryParameters3D : public RefCounted { - GDCLASS(PhysicsShapeQueryParameters3D, RefCounted); - friend class PhysicsDirectSpaceState3D; - - RES shape_ref; - RID shape; - Transform3D transform; - real_t margin = 0.0; - Set<RID> exclude; - uint32_t collision_mask = UINT32_MAX; - - bool collide_with_bodies = true; - bool collide_with_areas = false; - -protected: - static void _bind_methods(); - -public: - void set_shape(const RES &p_shape_ref); - RES get_shape() const; - void set_shape_rid(const RID &p_shape); - RID get_shape_rid() const; - - void set_transform(const Transform3D &p_transform); - Transform3D get_transform() const; - - void set_margin(real_t p_margin); - real_t get_margin() const; - - void set_collision_mask(uint32_t p_collision_mask); - uint32_t get_collision_mask() const; - - void set_exclude(const Vector<RID> &p_exclude); - Vector<RID> get_exclude() const; - - void set_collide_with_bodies(bool p_enable); - bool is_collide_with_bodies_enabled() const; - - void set_collide_with_areas(bool p_enable); - bool is_collide_with_areas_enabled() const; -}; +class PhysicsRayQueryParameters3D; +class PhysicsPointQueryParameters3D; +class PhysicsShapeQueryParameters3D; class PhysicsDirectSpaceState3D : public Object { GDCLASS(PhysicsDirectSpaceState3D, Object); private: - Dictionary _intersect_ray(const Vector3 &p_from, const Vector3 &p_to, const Vector<RID> &p_exclude = Vector<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false); + Dictionary _intersect_ray(const Ref<PhysicsRayQueryParameters3D> &p_ray_query); + Array _intersect_point(const Ref<PhysicsPointQueryParameters3D> &p_point_query, int p_max_results = 32); Array _intersect_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32); - Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, const Vector3 &p_motion); + Array _cast_motion(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query); Array _collide_shape(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query, int p_max_results = 32); Dictionary _get_rest_info(const Ref<PhysicsShapeQueryParameters3D> &p_shape_query); @@ -152,27 +127,61 @@ protected: static void _bind_methods(); public: - struct ShapeResult { + struct RayParameters { + Vector3 from; + Vector3 to; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; + + bool collide_with_bodies = true; + bool collide_with_areas = false; + + bool hit_from_inside = false; + bool hit_back_faces = true; + + bool pick_ray = false; + }; + + struct RayResult { + Vector3 position; + Vector3 normal; RID rid; ObjectID collider_id; Object *collider = nullptr; int shape = 0; }; - virtual int intersect_point(const Vector3 &p_point, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + virtual bool intersect_ray(const RayParameters &p_parameters, RayResult &r_result) = 0; - struct RayResult { - Vector3 position; - Vector3 normal; + struct ShapeResult { RID rid; ObjectID collider_id; Object *collider = nullptr; int shape = 0; }; - virtual bool intersect_ray(const Vector3 &p_from, const Vector3 &p_to, RayResult &r_result, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, bool p_pick_ray = false) = 0; + struct PointParameters { + Vector3 position; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; - virtual int intersect_shape(const RID &p_shape, const Transform3D &p_xform, real_t p_margin, ShapeResult *r_results, int p_result_max, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + bool collide_with_bodies = true; + bool collide_with_areas = false; + }; + + virtual int intersect_point(const PointParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0; + + struct ShapeParameters { + RID shape_rid; + Transform3D transform; + Vector3 motion; + real_t margin = 0.0; + Set<RID> exclude; + uint32_t collision_mask = UINT32_MAX; + + bool collide_with_bodies = true; + bool collide_with_areas = false; + }; struct ShapeRestInfo { Vector3 point; @@ -180,14 +189,13 @@ public: RID rid; ObjectID collider_id; int shape = 0; - Vector3 linear_velocity; //velocity at contact point + Vector3 linear_velocity; // Velocity at contact point. }; - virtual bool cast_motion(const RID &p_shape, const Transform3D &p_xform, const Vector3 &p_motion, real_t p_margin, real_t &p_closest_safe, real_t &p_closest_unsafe, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false, ShapeRestInfo *r_info = nullptr) = 0; - - virtual bool collide_shape(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, Vector3 *r_results, int p_result_max, int &r_result_count, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; - - virtual bool rest_info(RID p_shape, const Transform3D &p_shape_xform, real_t p_margin, ShapeRestInfo *r_info, const Set<RID> &p_exclude = Set<RID>(), uint32_t p_collision_mask = UINT32_MAX, bool p_collide_with_bodies = true, bool p_collide_with_areas = false) = 0; + virtual int intersect_shape(const ShapeParameters &p_parameters, ShapeResult *r_results, int p_result_max) = 0; + virtual bool cast_motion(const ShapeParameters &p_parameters, real_t &p_closest_safe, real_t &p_closest_unsafe, ShapeRestInfo *r_info = nullptr) = 0; + virtual bool collide_shape(const ShapeParameters &p_parameters, Vector3 *r_results, int p_result_max, int &r_result_count) = 0; + virtual bool rest_info(const ShapeParameters &p_parameters, ShapeRestInfo *r_info) = 0; virtual Vector3 get_closest_point_to_object_volume(RID p_object, const Vector3 p_point) const = 0; @@ -266,12 +274,12 @@ public: enum SpaceParameter { SPACE_PARAM_CONTACT_RECYCLE_RADIUS, SPACE_PARAM_CONTACT_MAX_SEPARATION, - SPACE_PARAM_BODY_MAX_ALLOWED_PENETRATION, + SPACE_PARAM_CONTACT_MAX_ALLOWED_PENETRATION, + SPACE_PARAM_CONTACT_DEFAULT_BIAS, SPACE_PARAM_BODY_LINEAR_VELOCITY_SLEEP_THRESHOLD, SPACE_PARAM_BODY_ANGULAR_VELOCITY_SLEEP_THRESHOLD, SPACE_PARAM_BODY_TIME_TO_SLEEP, - SPACE_PARAM_BODY_ANGULAR_VELOCITY_DAMP_RATIO, - SPACE_PARAM_CONSTRAINT_DEFAULT_BIAS, + SPACE_PARAM_SOLVER_ITERATIONS, }; virtual void space_set_param(RID p_space, SpaceParameter p_param, real_t p_value) = 0; @@ -291,12 +299,15 @@ public: //missing attenuation? missing better override? enum AreaParameter { + AREA_PARAM_GRAVITY_OVERRIDE_MODE, AREA_PARAM_GRAVITY, AREA_PARAM_GRAVITY_VECTOR, AREA_PARAM_GRAVITY_IS_POINT, AREA_PARAM_GRAVITY_DISTANCE_SCALE, AREA_PARAM_GRAVITY_POINT_ATTENUATION, + AREA_PARAM_LINEAR_DAMP_OVERRIDE_MODE, AREA_PARAM_LINEAR_DAMP, + AREA_PARAM_ANGULAR_DAMP_OVERRIDE_MODE, AREA_PARAM_ANGULAR_DAMP, AREA_PARAM_PRIORITY, AREA_PARAM_WIND_FORCE_MAGNITUDE, @@ -318,9 +329,6 @@ public: AREA_SPACE_OVERRIDE_REPLACE_COMBINE }; - virtual void area_set_space_override_mode(RID p_area, AreaSpaceOverrideMode p_mode) = 0; - virtual AreaSpaceOverrideMode area_get_space_override_mode(RID p_area) const = 0; - virtual void area_add_shape(RID p_area, RID p_shape, const Transform3D &p_transform = Transform3D(), bool p_disabled = false) = 0; virtual void area_set_shape(RID p_area, int p_shape_idx, RID p_shape) = 0; virtual void area_set_shape_transform(RID p_area, int p_shape_idx, const Transform3D &p_transform) = 0; @@ -348,8 +356,8 @@ public: virtual void area_set_monitorable(RID p_area, bool p_monitorable) = 0; - virtual void area_set_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0; - virtual void area_set_area_monitor_callback(RID p_area, Object *p_receiver, const StringName &p_method) = 0; + virtual void area_set_monitor_callback(RID p_area, const Callable &p_callback) = 0; + virtual void area_set_area_monitor_callback(RID p_area, const Callable &p_callback) = 0; virtual void area_set_ray_pickable(RID p_area, bool p_enable) = 0; @@ -364,6 +372,11 @@ public: BODY_MODE_DYNAMIC_LINEAR, }; + enum BodyDampMode { + BODY_DAMP_MODE_COMBINE, + BODY_DAMP_MODE_REPLACE, + }; + virtual RID body_create() = 0; virtual void body_set_space(RID p_body, RID p_space) = 0; @@ -408,6 +421,8 @@ public: BODY_PARAM_INERTIA, BODY_PARAM_CENTER_OF_MASS, BODY_PARAM_GRAVITY_SCALE, + BODY_PARAM_LINEAR_DAMP_MODE, + BODY_PARAM_ANGULAR_DAMP_MODE, BODY_PARAM_LINEAR_DAMP, BODY_PARAM_ANGULAR_DAMP, BODY_PARAM_MAX, @@ -430,20 +445,24 @@ public: virtual void body_set_state(RID p_body, BodyState p_state, const Variant &p_variant) = 0; virtual Variant body_get_state(RID p_body, BodyState p_state) const = 0; - //do something about it - virtual void body_set_applied_force(RID p_body, const Vector3 &p_force) = 0; - virtual Vector3 body_get_applied_force(RID p_body) const = 0; - - virtual void body_set_applied_torque(RID p_body, const Vector3 &p_torque) = 0; - virtual Vector3 body_get_applied_torque(RID p_body) const = 0; - - virtual void body_add_central_force(RID p_body, const Vector3 &p_force) = 0; - virtual void body_add_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; - virtual void body_add_torque(RID p_body, const Vector3 &p_torque) = 0; - virtual void body_apply_central_impulse(RID p_body, const Vector3 &p_impulse) = 0; virtual void body_apply_impulse(RID p_body, const Vector3 &p_impulse, const Vector3 &p_position = Vector3()) = 0; virtual void body_apply_torque_impulse(RID p_body, const Vector3 &p_impulse) = 0; + + virtual void body_apply_central_force(RID p_body, const Vector3 &p_force) = 0; + virtual void body_apply_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; + virtual void body_apply_torque(RID p_body, const Vector3 &p_torque) = 0; + + virtual void body_add_constant_central_force(RID p_body, const Vector3 &p_force) = 0; + virtual void body_add_constant_force(RID p_body, const Vector3 &p_force, const Vector3 &p_position = Vector3()) = 0; + virtual void body_add_constant_torque(RID p_body, const Vector3 &p_torque) = 0; + + virtual void body_set_constant_force(RID p_body, const Vector3 &p_force) = 0; + virtual Vector3 body_get_constant_force(RID p_body) const = 0; + + virtual void body_set_constant_torque(RID p_body, const Vector3 &p_torque) = 0; + virtual Vector3 body_get_constant_torque(RID p_body) const = 0; + virtual void body_set_axis_velocity(RID p_body, const Vector3 &p_axis_velocity) = 0; enum BodyAxis { @@ -764,8 +783,6 @@ public: virtual bool is_flushing_queries() const = 0; - virtual void set_collision_iterations(int p_iterations) = 0; - enum ProcessInfo { INFO_ACTIVE_OBJECTS, INFO_COLLISION_PAIRS, @@ -778,6 +795,110 @@ public: ~PhysicsServer3D(); }; +class PhysicsRayQueryParameters3D : public RefCounted { + GDCLASS(PhysicsRayQueryParameters3D, RefCounted); + + PhysicsDirectSpaceState3D::RayParameters parameters; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState3D::RayParameters &get_parameters() const { return parameters; } + + void set_from(const Vector3 &p_from) { parameters.from = p_from; } + const Vector3 &get_from() const { return parameters.from; } + + void set_to(const Vector3 &p_to) { parameters.to = p_to; } + const Vector3 &get_to() const { return parameters.to; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_hit_from_inside(bool p_enable) { parameters.hit_from_inside = p_enable; } + bool is_hit_from_inside_enabled() const { return parameters.hit_from_inside; } + + void set_hit_back_faces(bool p_enable) { parameters.hit_back_faces = p_enable; } + bool is_hit_back_faces_enabled() const { return parameters.hit_back_faces; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + +class PhysicsPointQueryParameters3D : public RefCounted { + GDCLASS(PhysicsPointQueryParameters3D, RefCounted); + + PhysicsDirectSpaceState3D::PointParameters parameters; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState3D::PointParameters &get_parameters() const { return parameters; } + + void set_position(const Vector3 &p_position) { parameters.position = p_position; } + const Vector3 &get_position() const { return parameters.position; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + +class PhysicsShapeQueryParameters3D : public RefCounted { + GDCLASS(PhysicsShapeQueryParameters3D, RefCounted); + + PhysicsDirectSpaceState3D::ShapeParameters parameters; + + RES shape_ref; + +protected: + static void _bind_methods(); + +public: + const PhysicsDirectSpaceState3D::ShapeParameters &get_parameters() const { return parameters; } + + void set_shape(const RES &p_shape_ref); + RES get_shape() const { return shape_ref; } + + void set_shape_rid(const RID &p_shape); + RID get_shape_rid() const { return parameters.shape_rid; } + + void set_transform(const Transform3D &p_transform) { parameters.transform = p_transform; } + const Transform3D &get_transform() const { return parameters.transform; } + + void set_motion(const Vector3 &p_motion) { parameters.motion = p_motion; } + const Vector3 &get_motion() const { return parameters.motion; } + + void set_margin(real_t p_margin) { parameters.margin = p_margin; } + real_t get_margin() const { return parameters.margin; } + + void set_collision_mask(uint32_t p_mask) { parameters.collision_mask = p_mask; } + uint32_t get_collision_mask() const { return parameters.collision_mask; } + + void set_collide_with_bodies(bool p_enable) { parameters.collide_with_bodies = p_enable; } + bool is_collide_with_bodies_enabled() const { return parameters.collide_with_bodies; } + + void set_collide_with_areas(bool p_enable) { parameters.collide_with_areas = p_enable; } + bool is_collide_with_areas_enabled() const { return parameters.collide_with_areas; } + + void set_exclude(const Vector<RID> &p_exclude); + Vector<RID> get_exclude() const; +}; + class PhysicsTestMotionParameters3D : public RefCounted { GDCLASS(PhysicsTestMotionParameters3D, RefCounted); @@ -857,10 +978,9 @@ class PhysicsServer3DManager { name(p_ci.name), create_callback(p_ci.create_callback) {} - ClassInfo &operator=(const ClassInfo &p_ci) { + void operator=(const ClassInfo &p_ci) { name = p_ci.name; create_callback = p_ci.create_callback; - return *this; } }; @@ -890,6 +1010,7 @@ VARIANT_ENUM_CAST(PhysicsServer3D::AreaParameter); VARIANT_ENUM_CAST(PhysicsServer3D::AreaSpaceOverrideMode); VARIANT_ENUM_CAST(PhysicsServer3D::BodyMode); VARIANT_ENUM_CAST(PhysicsServer3D::BodyParameter); +VARIANT_ENUM_CAST(PhysicsServer3D::BodyDampMode); VARIANT_ENUM_CAST(PhysicsServer3D::BodyState); VARIANT_ENUM_CAST(PhysicsServer3D::BodyAxis); VARIANT_ENUM_CAST(PhysicsServer3D::PinJointParam); @@ -903,4 +1024,4 @@ VARIANT_ENUM_CAST(PhysicsServer3D::G6DOFJointAxisFlag); VARIANT_ENUM_CAST(PhysicsServer3D::AreaBodyStatus); VARIANT_ENUM_CAST(PhysicsServer3D::ProcessInfo); -#endif +#endif // PHYSICS_SERVER_3D_H diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.cpp b/servers/physics_server_3d_wrap_mt.cpp index c424100bba..822ca44b72 100644 --- a/servers/physics_3d/physics_server_3d_wrap_mt.cpp +++ b/servers/physics_server_3d_wrap_mt.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/physics_3d/physics_server_3d_wrap_mt.h b/servers/physics_server_3d_wrap_mt.h index 17d02addda..ecaef886e1 100644 --- a/servers/physics_3d/physics_server_3d_wrap_mt.h +++ b/servers/physics_server_3d_wrap_mt.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,8 +28,8 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef PHYSICS3DSERVERWRAPMT_H -#define PHYSICS3DSERVERWRAPMT_H +#ifndef PHYSICS_SERVER_3D_WRAP_MT_H +#define PHYSICS_SERVER_3D_WRAP_MT_H #include "core/config/project_settings.h" #include "core/os/thread.h" @@ -58,9 +58,7 @@ class PhysicsServer3DWrapMT : public PhysicsServer3D { bool create_thread = false; Semaphore step_sem; - int step_pending = 0; void thread_step(real_t p_delta); - void thread_flush(); void thread_exit(); @@ -139,9 +137,6 @@ public: FUNC2(area_set_space, RID, RID); FUNC1RC(RID, area_get_space, RID); - FUNC2(area_set_space_override_mode, RID, AreaSpaceOverrideMode); - FUNC1RC(AreaSpaceOverrideMode, area_get_space_override_mode, RID); - FUNC4(area_add_shape, RID, RID, const Transform3D &, bool); FUNC3(area_set_shape, RID, int, RID); FUNC3(area_set_shape_transform, RID, int, const Transform3D &); @@ -168,8 +163,8 @@ public: FUNC2(area_set_monitorable, RID, bool); FUNC2(area_set_ray_pickable, RID, bool); - FUNC3(area_set_monitor_callback, RID, Object *, const StringName &); - FUNC3(area_set_area_monitor_callback, RID, Object *, const StringName &); + FUNC2(area_set_monitor_callback, RID, const Callable &); + FUNC2(area_set_area_monitor_callback, RID, const Callable &); /* BODY API */ @@ -218,18 +213,24 @@ public: FUNC3(body_set_state, RID, BodyState, const Variant &); FUNC2RC(Variant, body_get_state, RID, BodyState); - FUNC2(body_set_applied_force, RID, const Vector3 &); - FUNC1RC(Vector3, body_get_applied_force, RID); - - FUNC2(body_set_applied_torque, RID, const Vector3 &); - FUNC1RC(Vector3, body_get_applied_torque, RID); - - FUNC2(body_add_central_force, RID, const Vector3 &); - FUNC3(body_add_force, RID, const Vector3 &, const Vector3 &); - FUNC2(body_add_torque, RID, const Vector3 &); FUNC2(body_apply_torque_impulse, RID, const Vector3 &); FUNC2(body_apply_central_impulse, RID, const Vector3 &); FUNC3(body_apply_impulse, RID, const Vector3 &, const Vector3 &); + + FUNC2(body_apply_central_force, RID, const Vector3 &); + FUNC3(body_apply_force, RID, const Vector3 &, const Vector3 &); + FUNC2(body_apply_torque, RID, const Vector3 &); + + FUNC2(body_add_constant_central_force, RID, const Vector3 &); + FUNC3(body_add_constant_force, RID, const Vector3 &, const Vector3 &); + FUNC2(body_add_constant_torque, RID, const Vector3 &); + + FUNC2(body_set_constant_force, RID, const Vector3 &); + FUNC1RC(Vector3, body_get_constant_force, RID); + + FUNC2(body_set_constant_torque, RID, const Vector3 &); + FUNC1RC(Vector3, body_get_constant_torque, RID); + FUNC2(body_set_axis_velocity, RID, const Vector3 &); FUNC3(body_set_axis_lock, RID, BodyAxis, bool); @@ -375,7 +376,6 @@ public: FUNC1(free, RID); FUNC1(set_active, bool); - FUNC1(set_collision_iterations, int); virtual void init() override; virtual void step(real_t p_step) override; @@ -406,4 +406,4 @@ public: #endif #undef SYNC_DEBUG -#endif // PHYSICS3DSERVERWRAPMT_H +#endif // PHYSICS_SERVER_3D_WRAP_MT_H diff --git a/servers/register_server_types.cpp b/servers/register_server_types.cpp index 28cd8374c0..3fbf4fe436 100644 --- a/servers/register_server_types.cpp +++ b/servers/register_server_types.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -59,12 +59,12 @@ #include "display_server.h" #include "navigation_server_2d.h" #include "navigation_server_3d.h" -#include "physics_2d/physics_server_2d_sw.h" -#include "physics_2d/physics_server_2d_wrap_mt.h" -#include "physics_3d/physics_server_3d_sw.h" -#include "physics_3d/physics_server_3d_wrap_mt.h" +#include "physics_2d/godot_physics_server_2d.h" +#include "physics_3d/godot_physics_server_3d.h" #include "physics_server_2d.h" +#include "physics_server_2d_wrap_mt.h" #include "physics_server_3d.h" +#include "physics_server_3d_wrap_mt.h" #include "rendering/renderer_compositor.h" #include "rendering/rendering_device.h" #include "rendering/rendering_device_binds.h" @@ -82,7 +82,7 @@ ShaderTypes *shader_types = nullptr; PhysicsServer3D *_createGodotPhysics3DCallback() { bool using_threads = GLOBAL_GET("physics/3d/run_on_thread"); - PhysicsServer3D *physics_server = memnew(PhysicsServer3DSW(using_threads)); + PhysicsServer3D *physics_server = memnew(GodotPhysicsServer3D(using_threads)); return memnew(PhysicsServer3DWrapMT(physics_server, using_threads)); } @@ -90,7 +90,7 @@ PhysicsServer3D *_createGodotPhysics3DCallback() { PhysicsServer2D *_createGodotPhysics2DCallback() { bool using_threads = GLOBAL_GET("physics/2d/run_on_thread"); - PhysicsServer2D *physics_server = memnew(PhysicsServer2DSW(using_threads)); + PhysicsServer2D *physics_server = memnew(GodotPhysicsServer2D(using_threads)); return memnew(PhysicsServer2DWrapMT(physics_server, using_threads)); } @@ -133,6 +133,7 @@ void register_server_types() { GDREGISTER_VIRTUAL_CLASS(XRInterface); GDREGISTER_CLASS(XRInterfaceExtension); // can't register this as virtual because we need a creation function for our extensions. + GDREGISTER_CLASS(XRPose); GDREGISTER_CLASS(XRPositionalTracker); GDREGISTER_CLASS(AudioStream); @@ -208,13 +209,17 @@ void register_server_types() { GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState2D); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState2D); + GDREGISTER_CLASS(PhysicsRayQueryParameters2D); + GDREGISTER_CLASS(PhysicsPointQueryParameters2D); + GDREGISTER_CLASS(PhysicsShapeQueryParameters2D); GDREGISTER_CLASS(PhysicsTestMotionParameters2D); GDREGISTER_CLASS(PhysicsTestMotionResult2D); - GDREGISTER_CLASS(PhysicsShapeQueryParameters2D); - GDREGISTER_CLASS(PhysicsShapeQueryParameters3D); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectBodyState3D); GDREGISTER_VIRTUAL_CLASS(PhysicsDirectSpaceState3D); + GDREGISTER_CLASS(PhysicsRayQueryParameters3D); + GDREGISTER_CLASS(PhysicsPointQueryParameters3D); + GDREGISTER_CLASS(PhysicsShapeQueryParameters3D); GDREGISTER_CLASS(PhysicsTestMotionParameters3D); GDREGISTER_CLASS(PhysicsTestMotionResult3D); diff --git a/servers/register_server_types.h b/servers/register_server_types.h index f6a65cb653..cf6364eee3 100644 --- a/servers/register_server_types.h +++ b/servers/register_server_types.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/rasterizer_dummy.h b/servers/rendering/rasterizer_dummy.h index 7821210284..83da8388e4 100644 --- a/servers/rendering/rasterizer_dummy.h +++ b/servers/rendering/rasterizer_dummy.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -44,6 +44,7 @@ public: GeometryInstance *geometry_instance_create(RID p_base) override { return nullptr; } void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override {} void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override {} + void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override {} void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) override {} void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override {} void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) override {} @@ -55,6 +56,9 @@ public: void geometry_instance_set_lightmap_capture(GeometryInstance *p_geometry_instance, const Color *p_sh9) override {} void geometry_instance_set_instance_shader_parameters_offset(GeometryInstance *p_geometry_instance, int32_t p_offset) override {} void geometry_instance_set_cast_double_sided_shadows(GeometryInstance *p_geometry_instance, bool p_enable) override {} + void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override {} + void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override {} + void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override {} uint32_t geometry_instance_get_pair_mask() override { return 0; } void geometry_instance_pair_light_instances(GeometryInstance *p_geometry_instance, const RID *p_light_instances, uint32_t p_light_instance_count) override {} @@ -113,8 +117,10 @@ public: void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) override {} void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override {} void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {} + void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override {} + void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override {} - void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {} + void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override {} void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override {} void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override {} @@ -125,7 +131,7 @@ public: void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override {} void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {} - void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override {} + void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override {} void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override {} void environment_set_volumetric_fog_filter_active(bool p_enable) override {} @@ -152,6 +158,12 @@ public: void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) override {} void light_instance_mark_visible(RID p_light_instance) override {} + RID fog_volume_instance_create(RID p_fog_volume) override { return RID(); } + void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override {} + void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override {} + RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override { return RID(); } + Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override { return Vector3(); } + RID reflection_atlas_create() override { return RID(); } int reflection_atlas_get_size(RID p_ref_atlas) const override { return 0; } void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override {} @@ -177,7 +189,7 @@ public: void voxel_gi_set_quality(RS::VoxelGIQuality) override {} - void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {} + void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_info = nullptr) override {} void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override {} void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) override {} @@ -186,7 +198,7 @@ public: void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) override {} RID render_buffers_create() override { return RID(); } - 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 {} + void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) override {} void gi_set_use_half_resolution(bool p_enable) override {} void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_curve) override {} @@ -249,7 +261,7 @@ public: Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const override { return Ref<Image>(); } Vector<Ref<Image>> texture_3d_get(RID p_texture) const override { return Vector<Ref<Image>>(); } - void texture_replace(RID p_texture, RID p_by_texture) override {} + void texture_replace(RID p_texture, RID p_by_texture) override { free(p_by_texture); } void texture_set_size_override(RID p_texture, int p_width, int p_height) override {} void texture_set_path(RID p_texture, const String &p_path) override {} @@ -284,8 +296,8 @@ public: String shader_get_code(RID p_shader) const override { return ""; } void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const override {} - void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) override {} - RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const override { return RID(); } + void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) override {} + RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const override { return RID(); } Variant shader_get_param_default(RID p_material, const StringName &p_param) const override { return Variant(); } RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const override { return RS::ShaderNativeSourceCode(); }; @@ -318,8 +330,8 @@ public: void mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int p_shape, float p_weight) override {} void mesh_instance_check_for_update(RID p_mesh_instance) override {} void update_mesh_instances() override {} - void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) override {} - float reflection_probe_get_lod_threshold(RID p_probe) const override { return 0.0; } + void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) override {} + float reflection_probe_get_mesh_lod_threshold(RID p_probe) const override { return 0.0; } void mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface) override {} @@ -607,6 +619,17 @@ public: void particles_collision_instance_set_transform(RID p_collision_instance, const Transform3D &p_transform) override {} void particles_collision_instance_set_active(RID p_collision_instance, bool p_active) override {} + /* FOG VOLUMES */ + + RID fog_volume_allocate() override { return RID(); } + void fog_volume_initialize(RID p_rid) override {} + + void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) override {} + void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) override {} + void fog_volume_set_material(RID p_fog_volume, RID p_material) override {} + AABB fog_volume_get_aabb(RID p_fog_volume) const override { return AABB(); } + RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const override { return RS::FOG_VOLUME_SHAPE_BOX; } + /* VISIBILITY NOTIFIER */ virtual RID visibility_notifier_allocate() override { return RID(); } virtual void visibility_notifier_initialize(RID p_notifier) override {} @@ -672,7 +695,9 @@ public: virtual void update_memory_info() override {} virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) override { return 0; } - bool has_os_feature(const String &p_feature) const override { return false; } + bool has_os_feature(const String &p_feature) const override { + return p_feature == "rgtc" || p_feature == "bptc" || p_feature == "s3tc" || p_feature == "etc" || p_feature == "etc2"; + } void update_dirty_resources() override {} @@ -680,6 +705,7 @@ public: String get_video_adapter_name() const override { return String(); } String get_video_adapter_vendor() const override { return String(); } + RenderingDevice::DeviceType get_video_adapter_type() const override { return RenderingDevice::DeviceType::DEVICE_TYPE_OTHER; } static RendererStorage *base_singleton; diff --git a/servers/rendering/renderer_canvas_cull.cpp b/servers/rendering/renderer_canvas_cull.cpp index 46683e8e68..418d2bc42e 100644 --- a/servers/rendering/renderer_canvas_cull.cpp +++ b/servers/rendering/renderer_canvas_cull.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -137,8 +137,7 @@ void RendererCanvasCull::_attach_canvas_item_for_draw(RendererCanvasCull::Item * // We have two choices now, if user has drawn something, we must assume users wants to draw the "mask", so compute the size based on this. // If nothing has been drawn, we just take it over and draw it ourselves. - if (ci->canvas_group->fit_empty && (ci->commands == nullptr || - (ci->commands->next == nullptr && ci->commands->type == RendererCanvasCull::Item::Command::TYPE_RECT && (static_cast<RendererCanvasCull::Item::CommandRect *>(ci->commands)->flags & RendererCanvasRender::CANVAS_RECT_IS_GROUP)))) { + if (ci->canvas_group->fit_empty && (ci->commands == nullptr || (ci->commands->next == nullptr && ci->commands->type == RendererCanvasCull::Item::Command::TYPE_RECT && (static_cast<RendererCanvasCull::Item::CommandRect *>(ci->commands)->flags & RendererCanvasRender::CANVAS_RECT_IS_GROUP)))) { // No commands, or sole command is the one used to draw, so we (re)create the draw command. ci->clear(); @@ -262,6 +261,10 @@ void RendererCanvasCull::_cull_canvas_item(Item *p_canvas_item, const Transform2 if (ci->clip) { if (p_canvas_clip != nullptr) { ci->final_clip_rect = p_canvas_clip->final_clip_rect.intersection(global_rect); + if (ci->final_clip_rect == Rect2()) { + // Clip rects do not intersect, so don't draw this item. + return; + } } else { ci->final_clip_rect = global_rect; } @@ -787,7 +790,7 @@ void RendererCanvasCull::canvas_item_add_texture_rect(RID p_item, const Rect2 &p if (p_tile) { rect->flags |= RendererCanvasRender::CANVAS_RECT_TILE; rect->flags |= RendererCanvasRender::CANVAS_RECT_REGION; - rect->source = Rect2(0, 0, fabsf(p_rect.size.width), fabsf(p_rect.size.height)); + rect->source = Rect2(0, 0, ABS(p_rect.size.width), ABS(p_rect.size.height)); } if (p_rect.size.x < 0) { @@ -1437,7 +1440,7 @@ void RendererCanvasCull::canvas_light_occluder_set_polygon(RID p_occluder, RID p ERR_FAIL_COND(!occluder); if (occluder->polygon.is_valid()) { - LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(p_polygon); + LightOccluderPolygon *occluder_poly = canvas_light_occluder_polygon_owner.get_or_null(occluder->polygon); if (occluder_poly) { occluder_poly->owners.erase(occluder); } diff --git a/servers/rendering/renderer_canvas_cull.h b/servers/rendering/renderer_canvas_cull.h index a2fdf95c76..fc53ce2327 100644 --- a/servers/rendering/renderer_canvas_cull.h +++ b/servers/rendering/renderer_canvas_cull.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -152,7 +152,7 @@ public: void erase_item(Item *p_item) { int idx = find_item(p_item); if (idx >= 0) { - child_items.remove(idx); + child_items.remove_at(idx); } } diff --git a/servers/rendering/renderer_canvas_render.cpp b/servers/rendering/renderer_canvas_render.cpp index 1945435586..3b68cd74fd 100644 --- a/servers/rendering/renderer_canvas_render.cpp +++ b/servers/rendering/renderer_canvas_render.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_canvas_render.h b/servers/rendering/renderer_canvas_render.h index 04ddae4089..1840925f78 100644 --- a/servers/rendering/renderer_canvas_render.h +++ b/servers/rendering/renderer_canvas_render.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_compositor.cpp b/servers/rendering/renderer_compositor.cpp index 80c4625261..82e8bd6ef9 100644 --- a/servers/rendering/renderer_compositor.cpp +++ b/servers/rendering/renderer_compositor.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_compositor.h b/servers/rendering/renderer_compositor.h index 1971c3e781..f245af9a4a 100644 --- a/servers/rendering/renderer_compositor.h +++ b/servers/rendering/renderer_compositor.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -67,6 +67,7 @@ private: protected: static RendererCompositor *(*_create_func)(); + bool back_end = false; public: static RendererCompositor *create(); @@ -88,7 +89,7 @@ public: virtual uint64_t get_frame_number() const = 0; virtual double get_frame_delta_time() const = 0; - virtual bool is_low_end() const = 0; + _FORCE_INLINE_ virtual bool is_low_end() const { return back_end; }; virtual bool is_xr_enabled() const; RendererCompositor(); diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.cpp b/servers/rendering/renderer_rd/cluster_builder_rd.cpp index b952ecbff0..6ad3556969 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.cpp +++ b/servers/rendering/renderer_rd/cluster_builder_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -460,14 +460,6 @@ void ClusterBuilderRD::bake_cluster() { RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(ClusterBuilderSharedDataRD::ClusterRender::PushConstant)); uint32_t instances = 1; -#if 0 - for (uint32_t j = i+1; j < element_count; j++) { - if (elements[i].type!=elements[j].type) { - break; - } - instances++; - } -#endif RD::get_singleton()->draw_list_draw(draw_list, true, instances); i += instances; } diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h index c0c03eb26a..7f6750fa7e 100644 --- a/servers/rendering/renderer_rd/cluster_builder_rd.h +++ b/servers/rendering/renderer_rd/cluster_builder_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -289,7 +289,7 @@ public: e.touches_near = min_d < z_near; } else { //contains camera inside light - Plane base_plane(xform.origin, -xform.basis.get_axis(Vector3::AXIS_Z)); + Plane base_plane(-xform.basis.get_axis(Vector3::AXIS_Z), xform.origin); float dist = base_plane.distance_to(Vector3()); if (dist >= 0 && dist < radius) { //inside, check angle diff --git a/servers/rendering/renderer_rd/effects_rd.cpp b/servers/rendering/renderer_rd/effects_rd.cpp index c69408a30b..4ab50782df 100644 --- a/servers/rendering/renderer_rd/effects_rd.cpp +++ b/servers/rendering/renderer_rd/effects_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -237,6 +237,43 @@ RID EffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_te return uniform_set; } +void EffectsRD::fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness) { + memset(&FSR_upscale.push_constant, 0, sizeof(FSRUpscalePushConstant)); + + int dispatch_x = (p_size.x + 15) / 16; + int dispatch_y = (p_size.y + 15) / 16; + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, FSR_upscale.pipeline); + + FSR_upscale.push_constant.resolution_width = p_internal_size.width; + FSR_upscale.push_constant.resolution_height = p_internal_size.height; + FSR_upscale.push_constant.upscaled_width = p_size.width; + FSR_upscale.push_constant.upscaled_height = p_size.height; + FSR_upscale.push_constant.sharpness = p_fsr_upscale_sharpness; + + //FSR Easc + FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_EASU; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_secondary_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); + + RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + //FSR Rcas + FSR_upscale.push_constant.pass = FSR_UPSCALE_PASS_RCAS; + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_secondary_texture), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination_texture), 1); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &FSR_upscale.push_constant, sizeof(FSRUpscalePushConstant)); + + RD::get_singleton()->compute_list_dispatch(compute_list, dispatch_x, dispatch_y, 1); + + RD::get_singleton()->compute_list_end(compute_list); +} + void EffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y, bool p_panorama) { memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant)); @@ -409,7 +446,7 @@ void EffectsRD::set_color(RID p_dest_texture, const Color &p_color, const Rect2i } void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) { - ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer."); + ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian blur with the mobile renderer."); memset(©.push_constant, 0, sizeof(CopyPushConstant)); @@ -443,7 +480,7 @@ void EffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back RD::get_singleton()->compute_list_end(); } -void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { +void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer."); memset(©.push_constant, 0, sizeof(CopyPushConstant)); @@ -456,7 +493,7 @@ void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const copy.push_constant.glow_strength = p_strength; copy.push_constant.glow_bloom = p_bloom; - copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold; + copy.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold; copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale; copy.push_constant.glow_exposure = p_exposure; copy.push_constant.glow_white = 0; //actually unused @@ -479,7 +516,7 @@ void EffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const RD::get_singleton()->compute_list_end(); } -void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { +void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) { ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian glow with the clustered renderer."); memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); @@ -492,7 +529,7 @@ void EffectsRD::gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_ blur_raster.push_constant.glow_strength = p_strength; blur_raster.push_constant.glow_bloom = p_bloom; - blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold; + blur_raster.push_constant.glow_hdr_threshold = p_hdr_bleed_threshold; blur_raster.push_constant.glow_hdr_scale = p_hdr_bleed_scale; blur_raster.push_constant.glow_exposure = p_exposure; blur_raster.push_constant.glow_white = 0; //actually unused @@ -1278,6 +1315,111 @@ void EffectsRD::bokeh_dof_raster(const BokehBuffers &p_buffers, bool p_dof_far, } } +void EffectsRD::downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection) { + // Downsample and deinterleave the depth buffer for SSAO and SSIL + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + + int downsample_pipeline = SS_EFFECTS_DOWNSAMPLE; + bool use_mips = p_ssao_quality > RS::ENV_SSAO_QUALITY_MEDIUM || p_ssil_quality > RS::ENV_SSIL_QUALITY_MEDIUM; + + if (p_ssao_quality == RS::ENV_SSAO_QUALITY_VERY_LOW && p_ssil_quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_HALF; + } else if (use_mips) { + downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP; + } + + bool use_half_size = false; + bool use_full_mips = false; + + if (p_ssao_half_size && p_ssil_half_size) { + downsample_pipeline++; + use_half_size = true; + } else if (p_ssao_half_size != p_ssil_half_size) { + if (use_mips) { + downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_FULL_MIPS; + use_full_mips = true; + } else { + // Only need the first two mipmaps, but the cost to generate the next two is trivial + // TODO investigate the benefit of a shader version to generate only 2 mips + downsample_pipeline = SS_EFFECTS_DOWNSAMPLE_MIPMAP; + use_mips = true; + } + } + + int depth_index = use_half_size ? 1 : 0; + + RD::get_singleton()->draw_command_begin_label("Downsample Depth"); + if (p_invalidate_uniform_set || use_full_mips != ss_effects.used_full_mips_last_frame || use_half_size != ss_effects.used_half_size_last_frame || use_mips != ss_effects.used_mips_last_frame) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.ids.push_back(p_depth_mipmaps[depth_index + 1]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.ids.push_back(p_depth_mipmaps[depth_index + 2]); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 2; + u.ids.push_back(p_depth_mipmaps[depth_index + 3]); + uniforms.push_back(u); + } + if (use_full_mips) { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 3; + u.ids.push_back(p_depth_mipmaps[4]); + uniforms.push_back(u); + } + ss_effects.downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, use_full_mips ? 6 : 2), 2); + } + + float depth_linearize_mul = -p_projection.matrix[3][2]; + float depth_linearize_add = p_projection.matrix[2][2]; + if (depth_linearize_mul * depth_linearize_add < 0) { + depth_linearize_add = -depth_linearize_add; + } + + ss_effects.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); + ss_effects.downsample_push_constant.z_near = depth_linearize_mul; + ss_effects.downsample_push_constant.z_far = depth_linearize_add; + if (ss_effects.downsample_push_constant.orthogonal) { + ss_effects.downsample_push_constant.z_near = p_projection.get_z_near(); + ss_effects.downsample_push_constant.z_far = p_projection.get_z_far(); + } + ss_effects.downsample_push_constant.pixel_size[0] = 1.0 / p_full_screen_size.x; + ss_effects.downsample_push_constant.pixel_size[1] = 1.0 / p_full_screen_size.y; + ss_effects.downsample_push_constant.radius_sq = 1.0; + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ss_effects.pipelines[downsample_pipeline]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[depth_index + 0]), 1); + if (use_mips) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ss_effects.downsample_uniform_set, 2); + } + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ss_effects.downsample_push_constant, sizeof(SSEffectsDownsamplePushConstant)); + + Size2i size(MAX(1, p_full_screen_size.x >> (use_half_size ? 2 : 1)), MAX(1, p_full_screen_size.y >> (use_half_size ? 2 : 1))); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_COMPUTE); + + ss_effects.used_full_mips_last_frame = use_mips; + ss_effects.used_full_mips_last_frame = use_full_mips; + ss_effects.used_half_size_last_frame = use_half_size; +} + void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set) { RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); if ((p_settings.quality == RS::ENV_SSAO_QUALITY_ULTRA) && !p_adaptive_base_pass) { @@ -1304,82 +1446,12 @@ void EffectsRD::gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> RD::get_singleton()->compute_list_add_barrier(p_compute_list); } -void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &p_depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) { +void EffectsRD::generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set) { RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->draw_command_begin_label("SSAO"); + memset(&ssao.gather_push_constant, 0, sizeof(SSAOGatherPushConstant)); /* FIRST PASS */ - // Downsample and deinterleave the depth buffer. - { - RD::get_singleton()->draw_command_begin_label("Downsample Depth"); - if (p_invalidate_uniform_sets) { - Vector<RD::Uniform> uniforms; - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 0; - u.ids.push_back(p_depth_mipmaps[1]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 1; - u.ids.push_back(p_depth_mipmaps[2]); - uniforms.push_back(u); - } - { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_IMAGE; - u.binding = 2; - u.ids.push_back(p_depth_mipmaps[3]); - uniforms.push_back(u); - } - r_downsample_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, 2), 2); - } - - float depth_linearize_mul = -p_projection.matrix[3][2]; - float depth_linearize_add = p_projection.matrix[2][2]; - if (depth_linearize_mul * depth_linearize_add < 0) { - depth_linearize_add = -depth_linearize_add; - } - - ssao.downsample_push_constant.orthogonal = p_projection.is_orthogonal(); - ssao.downsample_push_constant.z_near = depth_linearize_mul; - ssao.downsample_push_constant.z_far = depth_linearize_add; - if (ssao.downsample_push_constant.orthogonal) { - ssao.downsample_push_constant.z_near = p_projection.get_z_near(); - ssao.downsample_push_constant.z_far = p_projection.get_z_far(); - } - ssao.downsample_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; - ssao.downsample_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; - ssao.downsample_push_constant.radius_sq = p_settings.radius * p_settings.radius; - - int downsample_pipeline = SSAO_DOWNSAMPLE; - if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { - downsample_pipeline = SSAO_DOWNSAMPLE_HALF; - } else if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) { - downsample_pipeline = SSAO_DOWNSAMPLE_MIPMAP; - } - - if (p_settings.half_size) { - downsample_pipeline++; - } - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssao.pipelines[downsample_pipeline]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth_buffer), 0); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_depth_mipmaps[0]), 1); - if (p_settings.quality > RS::ENV_SSAO_QUALITY_MEDIUM) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, r_downsample_uniform_set, 2); - } - RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssao.downsample_push_constant, sizeof(SSAODownsamplePushConstant)); - - Size2i size(MAX(1, p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)), MAX(1, p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1))); - - RD::get_singleton()->compute_list_dispatch_threads(compute_list, size.x, size.y, 1); - RD::get_singleton()->compute_list_add_barrier(compute_list); - RD::get_singleton()->draw_command_end_label(); // Downsample SSAO - } + RD::get_singleton()->draw_command_begin_label("Process Screen Space Ambient Occlusion"); /* SECOND PASS */ // Sample SSAO { @@ -1432,7 +1504,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; u.binding = 0; - u.ids.push_back(ssao.mirror_sampler); + u.ids.push_back(default_sampler); u.ids.push_back(p_depth_mipmaps_texture); uniforms.push_back(u); } @@ -1447,7 +1519,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; u.binding = 2; - u.ids.push_back(ssao.gather_constants_buffer); + u.ids.push_back(ss_effects.gather_constants_buffer); uniforms.push_back(u); } r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.gather_shader.version_get_shader(ssao.gather_shader_version, 0), 0); @@ -1537,6 +1609,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep for (int pass = 0; pass < blur_passes; pass++) { int blur_pipeline = SSAO_BLUR_PASS; if (p_settings.quality > RS::ENV_SSAO_QUALITY_VERY_LOW) { + blur_pipeline = SSAO_BLUR_PASS_SMART; if (pass < blur_passes - 2) { blur_pipeline = SSAO_BLUR_PASS_WIDE; } else { @@ -1554,7 +1627,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_slices[i]), 0); } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ssao.mirror_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_slices[i], ss_effects.mirror_sampler), 0); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_pong_slices[i]), 1); @@ -1562,7 +1635,7 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep if (p_settings.quality == RS::ENV_SSAO_QUALITY_VERY_LOW) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ao_pong_slices[i]), 0); } else { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ssao.mirror_sampler), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ao_pong_slices[i], ss_effects.mirror_sampler), 0); } RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ao_slices[i]), 1); } @@ -1612,12 +1685,305 @@ void EffectsRD::generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_dep RD::get_singleton()->draw_command_end_label(); // Interleave } RD::get_singleton()->draw_command_end_label(); //SSAO - RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_TRANSFER); //wait for upcoming transfer + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //wait for upcoming transfer int zero[1] = { 0 }; RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier } +void EffectsRD::gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set) { + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_gather_uniform_set, 0); + if ((p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) && !p_adaptive_base_pass) { + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_importance_map_uniform_set, 1); + } + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, p_projection_uniform_set, 3); + + for (int i = 0; i < 4; i++) { + if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + ssil.gather_push_constant.pass_coord_offset[0] = i % 2; + ssil.gather_push_constant.pass_coord_offset[1] = i / 2; + ssil.gather_push_constant.pass_uv_offset[0] = ((i % 2) - 0.0) / p_settings.full_screen_size.x; + ssil.gather_push_constant.pass_uv_offset[1] = ((i / 2) - 0.0) / p_settings.full_screen_size.y; + ssil.gather_push_constant.pass = i; + RD::get_singleton()->compute_list_bind_uniform_set(p_compute_list, _get_compute_uniform_set_from_image_pair(p_ssil_slices[i], p_edges_slices[i]), 2); + RD::get_singleton()->compute_list_set_push_constant(p_compute_list, &ssil.gather_push_constant, sizeof(SSILGatherPushConstant)); + + Size2i size = Size2i(p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1), p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(p_compute_list, size.x, size.y, 1); + } + RD::get_singleton()->compute_list_add_barrier(p_compute_list); +} + +void EffectsRD::screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ssil, const Vector<RID> p_ssil_slices, RID p_ssil_pong, const Vector<RID> p_ssil_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set) { + RD::get_singleton()->draw_command_begin_label("Process Screen Space Indirect Lighting"); + //Store projection info before starting the compute list + SSILProjectionUniforms projection_uniforms; + store_camera(p_last_projection, projection_uniforms.inv_last_frame_projection_matrix); + + RD::get_singleton()->buffer_update(ssil.projection_uniform_buffer, 0, sizeof(SSILProjectionUniforms), &projection_uniforms); + + memset(&ssil.gather_push_constant, 0, sizeof(SSILGatherPushConstant)); + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + { + RD::get_singleton()->draw_command_begin_label("Gather Samples"); + ssil.gather_push_constant.screen_size[0] = p_settings.full_screen_size.x; + ssil.gather_push_constant.screen_size[1] = p_settings.full_screen_size.y; + + ssil.gather_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; + ssil.gather_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; + float tan_half_fov_x = 1.0 / p_projection.matrix[0][0]; + float tan_half_fov_y = 1.0 / p_projection.matrix[1][1]; + ssil.gather_push_constant.NDC_to_view_mul[0] = tan_half_fov_x * 2.0; + ssil.gather_push_constant.NDC_to_view_mul[1] = tan_half_fov_y * -2.0; + ssil.gather_push_constant.NDC_to_view_add[0] = tan_half_fov_x * -1.0; + ssil.gather_push_constant.NDC_to_view_add[1] = tan_half_fov_y; + ssil.gather_push_constant.z_near = p_projection.get_z_near(); + ssil.gather_push_constant.z_far = p_projection.get_z_far(); + ssil.gather_push_constant.is_orthogonal = p_projection.is_orthogonal(); + + ssil.gather_push_constant.half_screen_pixel_size_x025[0] = ssil.gather_push_constant.half_screen_pixel_size[0] * 0.25; + ssil.gather_push_constant.half_screen_pixel_size_x025[1] = ssil.gather_push_constant.half_screen_pixel_size[1] * 0.25; + + ssil.gather_push_constant.radius = p_settings.radius; + float radius_near_limit = (p_settings.radius * 1.2f); + if (p_settings.quality <= RS::ENV_SSIL_QUALITY_LOW) { + radius_near_limit *= 1.50f; + + if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + ssil.gather_push_constant.radius *= 0.8f; + } + } + radius_near_limit /= tan_half_fov_y; + ssil.gather_push_constant.intensity = p_settings.intensity * Math_PI; + ssil.gather_push_constant.fade_out_mul = -1.0 / (p_settings.fadeout_to - p_settings.fadeout_from); + ssil.gather_push_constant.fade_out_add = p_settings.fadeout_from / (p_settings.fadeout_to - p_settings.fadeout_from) + 1.0; + ssil.gather_push_constant.inv_radius_near_limit = 1.0f / radius_near_limit; + ssil.gather_push_constant.neg_inv_radius = -1.0 / ssil.gather_push_constant.radius; + ssil.gather_push_constant.normal_rejection_amount = p_settings.normal_rejection; + + ssil.gather_push_constant.load_counter_avg_div = 9.0 / float((p_settings.quarter_screen_size.x) * (p_settings.quarter_screen_size.y) * 255); + ssil.gather_push_constant.adaptive_sample_limit = p_settings.adaptive_target; + + ssil.gather_push_constant.quality = MAX(0, p_settings.quality - 1); + ssil.gather_push_constant.size_multiplier = p_settings.half_size ? 2 : 1; + + if (p_invalidate_uniform_sets) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.ids.push_back(default_mipmap_sampler); + u.ids.push_back(p_diffuse); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 1; + u.ids.push_back(ssil.projection_uniform_buffer); + uniforms.push_back(u); + } + r_projection_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 3); + } + + if (p_invalidate_uniform_sets) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 0; + u.ids.push_back(default_sampler); + u.ids.push_back(p_depth_mipmaps_texture); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 1; + u.ids.push_back(p_normal_buffer); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.ids.push_back(ss_effects.gather_constants_buffer); + uniforms.push_back(u); + } + r_gather_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 0), 0); + } + + if (p_invalidate_uniform_sets) { + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 0; + u.ids.push_back(p_ssil_pong); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE; + u.binding = 1; + u.ids.push_back(default_sampler); + u.ids.push_back(p_importance_map); + uniforms.push_back(u); + } + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.ids.push_back(ssil.importance_map_load_counter); + uniforms.push_back(u); + } + r_importance_map_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.gather_shader.version_get_shader(ssil.gather_shader_version, 2), 1); + } + + if (p_settings.quality == RS::ENV_SSIL_QUALITY_ULTRA) { + RD::get_singleton()->draw_command_begin_label("Generate Importance Map"); + ssil.importance_map_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; + ssil.importance_map_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; + ssil.importance_map_push_constant.intensity = p_settings.intensity * Math_PI; + //base pass + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_BASE]); + gather_ssil(compute_list, p_ssil_pong_slices, p_edges_slices, p_settings, true, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set); + //generate importance map + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GENERATE_IMPORTANCE_MAP]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + // process Importance Map A + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPA]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map_pong), 1); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + // process Importance Map B + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_PROCESS_IMPORTANCE_MAPB]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_importance_map_pong), 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_importance_map), 1); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, ssil.counter_uniform_set, 2); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.importance_map_push_constant, sizeof(SSILImportanceMapPushConstant)); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.quarter_screen_size.x, p_settings.quarter_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + + RD::get_singleton()->draw_command_end_label(); // Importance Map + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER_ADAPTIVE]); + } else { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[SSIL_GATHER]); + } + + gather_ssil(compute_list, p_ssil_slices, p_edges_slices, p_settings, false, r_gather_uniform_set, r_importance_map_uniform_set, r_projection_uniform_set); + RD::get_singleton()->draw_command_end_label(); //Gather + } + + { + RD::get_singleton()->draw_command_begin_label("Edge Aware Blur"); + ssil.blur_push_constant.edge_sharpness = 1.0 - p_settings.sharpness; + ssil.blur_push_constant.half_screen_pixel_size[0] = 1.0 / p_settings.half_screen_size.x; + ssil.blur_push_constant.half_screen_pixel_size[1] = 1.0 / p_settings.half_screen_size.y; + + int blur_passes = p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW ? p_settings.blur_passes : 1; + + for (int pass = 0; pass < blur_passes; pass++) { + int blur_pipeline = SSIL_BLUR_PASS; + if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { + blur_pipeline = SSIL_BLUR_PASS_SMART; + if (pass < blur_passes - 2) { + blur_pipeline = SSIL_BLUR_PASS_WIDE; + } + } + + for (int i = 0; i < 4; i++) { + if ((p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) && ((i == 1) || (i == 2))) { + continue; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[blur_pipeline]); + if (pass % 2 == 0) { + if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_slices[i]), 0); + } else { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_slices[i], ss_effects.mirror_sampler), 0); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_pong_slices[i]), 1); + } else { + if (p_settings.quality == RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong_slices[i]), 0); + } else { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_and_sampler(p_ssil_pong_slices[i], ss_effects.mirror_sampler), 0); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_ssil_slices[i]), 1); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges_slices[i]), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.blur_push_constant, sizeof(SSILBlurPushConstant)); + + int x_groups = (p_settings.full_screen_size.x >> (p_settings.half_size ? 2 : 1)); + int y_groups = (p_settings.full_screen_size.y >> (p_settings.half_size ? 2 : 1)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, x_groups, y_groups, 1); + if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW) { + RD::get_singleton()->compute_list_add_barrier(compute_list); + } + } + } + + RD::get_singleton()->draw_command_end_label(); // Blur + } + + { + RD::get_singleton()->draw_command_begin_label("Interleave Buffers"); + ssil.interleave_push_constant.inv_sharpness = 1.0 - p_settings.sharpness; + ssil.interleave_push_constant.pixel_size[0] = 1.0 / p_settings.full_screen_size.x; + ssil.interleave_push_constant.pixel_size[1] = 1.0 / p_settings.full_screen_size.y; + ssil.interleave_push_constant.size_modifier = uint32_t(p_settings.half_size ? 4 : 2); + + int interleave_pipeline = SSIL_INTERLEAVE_HALF; + if (p_settings.quality == RS::ENV_SSIL_QUALITY_LOW) { + interleave_pipeline = SSIL_INTERLEAVE; + } else if (p_settings.quality >= RS::ENV_SSIL_QUALITY_MEDIUM) { + interleave_pipeline = SSIL_INTERLEAVE_SMART; + } + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssil.pipelines[interleave_pipeline]); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_destination), 0); + + if (p_settings.quality > RS::ENV_SSIL_QUALITY_VERY_LOW && p_settings.blur_passes % 2 == 0) { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil), 1); + } else { + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_ssil_pong), 1); + } + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_edges), 2); + + RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssil.interleave_push_constant, sizeof(SSILInterleavePushConstant)); + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, p_settings.full_screen_size.x, p_settings.full_screen_size.y, 1); + RD::get_singleton()->compute_list_add_barrier(compute_list); + RD::get_singleton()->draw_command_end_label(); // Interleave + } + + RD::get_singleton()->draw_command_end_label(); // SSIL + + RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); + + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero, 0); //no barrier +} + void EffectsRD::roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve) { roughness_limiter.push_constant.screen_size[0] = p_size.x; roughness_limiter.push_constant.screen_size[1] = p_size.y; @@ -1888,6 +2254,27 @@ void EffectsRD::sort_buffer(RID p_uniform_set, int p_size) { } EffectsRD::EffectsRD(bool p_prefer_raster_effects) { + { + Vector<String> FSR_upscale_modes; + +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + // MoltenVK does not support some of the operations used by the normal mode of FSR. Fallback works just fine though. + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); +#else + // Everyone else can use normal mode when available. + if (RD::get_singleton()->get_device_capabilities()->supports_fsr_half_float) { + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_NORMAL\n"); + } else { + FSR_upscale_modes.push_back("\n#define MODE_FSR_UPSCALE_FALLBACK\n"); + } +#endif + + FSR_upscale.shader.initialize(FSR_upscale_modes); + + FSR_upscale.shader_version = FSR_upscale.shader.version_create(); + FSR_upscale.pipeline = RD::get_singleton()->compute_pipeline_create(FSR_upscale.shader.version_get_shader(FSR_upscale.shader_version, 0)); + } + prefer_raster_effects = p_prefer_raster_effects; if (prefer_raster_effects) { @@ -2115,63 +2502,36 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } if (!prefer_raster_effects) { - // Initialize ssao - - RD::SamplerState sampler; - sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; - sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; - sampler.max_lod = 4; - - ssao.mirror_sampler = RD::get_singleton()->sampler_create(sampler); - - uint32_t pipeline = 0; - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n"); - ssao_modes.push_back("\n#define USE_HALF_SIZE\n"); - ssao_modes.push_back("\n#define GENERATE_MIPS\n"); - ssao_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE"); - ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n"); - ssao_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE"); - - ssao.downsample_shader.initialize(ssao_modes); - - ssao.downsample_shader_version = ssao.downsample_shader.version_create(); - - for (int i = 0; i <= SSAO_DOWNSAMPLE_HALF_RES_HALF; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.downsample_shader.version_get_shader(ssao.downsample_shader_version, i)); - pipeline++; - } - } { - Vector<String> ssao_modes; - - ssao_modes.push_back("\n"); - ssao_modes.push_back("\n#define SSAO_BASE\n"); - ssao_modes.push_back("\n#define ADAPTIVE\n"); - - ssao.gather_shader.initialize(ssao_modes); - - ssao.gather_shader_version = ssao.gather_shader.version_create(); - - for (int i = SSAO_GATHER; i <= SSAO_GATHER_ADAPTIVE; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i - SSAO_GATHER)); - pipeline++; + // Initialize depth buffer for screen space effects + Vector<String> downsampler_modes; + downsampler_modes.push_back("\n"); + downsampler_modes.push_back("\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n"); + downsampler_modes.push_back("\n#define USE_HALF_BUFFERS\n#define USE_HALF_SIZE\n"); + downsampler_modes.push_back("\n#define GENERATE_MIPS\n#define GENERATE_FULL_MIPS"); + + ss_effects.downsample_shader.initialize(downsampler_modes); + + ss_effects.downsample_shader_version = ss_effects.downsample_shader.version_create(); + + for (int i = 0; i < SS_EFFECTS_MAX; i++) { + ss_effects.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ss_effects.downsample_shader.version_get_shader(ss_effects.downsample_shader_version, i)); } - ssao.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSAOGatherConstants)); - SSAOGatherConstants gather_constants; + ss_effects.gather_constants_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSEffectsGatherConstants)); + SSEffectsGatherConstants gather_constants; const int sub_pass_count = 5; 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 }; - int b = spmap[subPass]; + b = spmap[subPass]; float ca, sa; float angle0 = (float(a) + float(b) / float(sub_pass_count)) * Math_PI * 0.5f; @@ -2188,72 +2548,105 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } } - RD::get_singleton()->buffer_update(ssao.gather_constants_buffer, 0, sizeof(SSAOGatherConstants), &gather_constants); + RD::get_singleton()->buffer_update(ss_effects.gather_constants_buffer, 0, sizeof(SSEffectsGatherConstants), &gather_constants); } + { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define GENERATE_MAP\n"); - ssao_modes.push_back("\n#define PROCESS_MAPA\n"); - ssao_modes.push_back("\n#define PROCESS_MAPB\n"); + // Initialize ssao - ssao.importance_map_shader.initialize(ssao_modes); + RD::SamplerState sampler; + sampler.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.min_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.mip_filter = RD::SAMPLER_FILTER_NEAREST; + sampler.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler.max_lod = 4; - ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); + ss_effects.mirror_sampler = RD::get_singleton()->sampler_create(sampler); - for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); + uint32_t pipeline = 0; + { + Vector<String> ssao_modes; - pipeline++; - } - ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); - int zero[1] = { 0 }; - RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); - RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); + ssao_modes.push_back("\n"); + ssao_modes.push_back("\n#define SSAO_BASE\n"); + ssao_modes.push_back("\n#define ADAPTIVE\n"); - Vector<RD::Uniform> uniforms; + ssao.gather_shader.initialize(ssao_modes); + + ssao.gather_shader_version = ssao.gather_shader.version_create(); + + for (int i = 0; i <= SSAO_GATHER_ADAPTIVE; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.gather_shader.version_get_shader(ssao.gather_shader_version, i)); + pipeline++; + } + } { - RD::Uniform u; - u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.binding = 0; - u.ids.push_back(ssao.importance_map_load_counter); - uniforms.push_back(u); + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define GENERATE_MAP\n"); + ssao_modes.push_back("\n#define PROCESS_MAPA\n"); + ssao_modes.push_back("\n#define PROCESS_MAPB\n"); + + ssao.importance_map_shader.initialize(ssao_modes); + + ssao.importance_map_shader_version = ssao.importance_map_shader.version_create(); + + for (int i = SSAO_GENERATE_IMPORTANCE_MAP; i <= SSAO_PROCESS_IMPORTANCE_MAPB; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, i - SSAO_GENERATE_IMPORTANCE_MAP)); + + pipeline++; + } + ssao.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssao.importance_map_load_counter, 0, sizeof(uint32_t), &zero); + RD::get_singleton()->set_resource_name(ssao.importance_map_load_counter, "Importance Map Load Counter"); + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.ids.push_back(ssao.importance_map_load_counter); + uniforms.push_back(u); + } + ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); + RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); } - ssao.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssao.importance_map_shader.version_get_shader(ssao.importance_map_shader_version, 2), 2); - RD::get_singleton()->set_resource_name(ssao.counter_uniform_set, "Load Counter Uniform Set"); - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define MODE_NON_SMART\n"); - ssao_modes.push_back("\n#define MODE_SMART\n"); - ssao_modes.push_back("\n#define MODE_WIDE\n"); + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define MODE_NON_SMART\n"); + ssao_modes.push_back("\n#define MODE_SMART\n"); + ssao_modes.push_back("\n#define MODE_WIDE\n"); - ssao.blur_shader.initialize(ssao_modes); + ssao.blur_shader.initialize(ssao_modes); - ssao.blur_shader_version = ssao.blur_shader.version_create(); + ssao.blur_shader_version = ssao.blur_shader.version_create(); - for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); + for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_PASS_WIDE; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS)); - pipeline++; + pipeline++; + } } - } - { - Vector<String> ssao_modes; - ssao_modes.push_back("\n#define MODE_NON_SMART\n"); - ssao_modes.push_back("\n#define MODE_SMART\n"); - ssao_modes.push_back("\n#define MODE_HALF\n"); - - ssao.interleave_shader.initialize(ssao_modes); - - ssao.interleave_shader_version = ssao.interleave_shader.version_create(); - for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { - ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); - RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); - pipeline++; + { + Vector<String> ssao_modes; + ssao_modes.push_back("\n#define MODE_NON_SMART\n"); + ssao_modes.push_back("\n#define MODE_SMART\n"); + ssao_modes.push_back("\n#define MODE_HALF\n"); + + ssao.interleave_shader.initialize(ssao_modes); + + ssao.interleave_shader_version = ssao.interleave_shader.version_create(); + for (int i = SSAO_INTERLEAVE; i <= SSAO_INTERLEAVE_HALF; i++) { + ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.interleave_shader.version_get_shader(ssao.interleave_shader_version, i - SSAO_INTERLEAVE)); + RD::get_singleton()->set_resource_name(ssao.pipelines[pipeline], "Interleave Pipeline " + itos(i)); + pipeline++; + } } - } - ERR_FAIL_COND(pipeline != SSAO_MAX); + ERR_FAIL_COND(pipeline != SSAO_MAX); + } } if (!prefer_raster_effects) { @@ -2446,6 +2839,79 @@ EffectsRD::EffectsRD(bool p_prefer_raster_effects) { } { + Vector<String> ssil_modes; + ssil_modes.push_back("\n"); + ssil_modes.push_back("\n#define SSIL_BASE\n"); + ssil_modes.push_back("\n#define ADAPTIVE\n"); + + ssil.gather_shader.initialize(ssil_modes); + + ssil.gather_shader_version = ssil.gather_shader.version_create(); + + for (int i = SSIL_GATHER; i <= SSIL_GATHER_ADAPTIVE; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.gather_shader.version_get_shader(ssil.gather_shader_version, i)); + } + ssil.projection_uniform_buffer = RD::get_singleton()->uniform_buffer_create(sizeof(SSILProjectionUniforms)); + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define GENERATE_MAP\n"); + ssil_modes.push_back("\n#define PROCESS_MAPA\n"); + ssil_modes.push_back("\n#define PROCESS_MAPB\n"); + + ssil.importance_map_shader.initialize(ssil_modes); + + ssil.importance_map_shader_version = ssil.importance_map_shader.version_create(); + + for (int i = SSIL_GENERATE_IMPORTANCE_MAP; i <= SSIL_PROCESS_IMPORTANCE_MAPB; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, i - SSIL_GENERATE_IMPORTANCE_MAP)); + } + ssil.importance_map_load_counter = RD::get_singleton()->storage_buffer_create(sizeof(uint32_t)); + int zero[1] = { 0 }; + RD::get_singleton()->buffer_update(ssil.importance_map_load_counter, 0, sizeof(uint32_t), &zero); + RD::get_singleton()->set_resource_name(ssil.importance_map_load_counter, "Importance Map Load Counter"); + + Vector<RD::Uniform> uniforms; + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 0; + u.ids.push_back(ssil.importance_map_load_counter); + uniforms.push_back(u); + } + ssil.counter_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssil.importance_map_shader.version_get_shader(ssil.importance_map_shader_version, 2), 2); + RD::get_singleton()->set_resource_name(ssil.counter_uniform_set, "Load Counter Uniform Set"); + } + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define MODE_NON_SMART\n"); + ssil_modes.push_back("\n#define MODE_SMART\n"); + ssil_modes.push_back("\n#define MODE_WIDE\n"); + + ssil.blur_shader.initialize(ssil_modes); + + ssil.blur_shader_version = ssil.blur_shader.version_create(); + for (int i = SSIL_BLUR_PASS; i <= SSIL_BLUR_PASS_WIDE; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.blur_shader.version_get_shader(ssil.blur_shader_version, i - SSIL_BLUR_PASS)); + } + } + + { + Vector<String> ssil_modes; + ssil_modes.push_back("\n#define MODE_NON_SMART\n"); + ssil_modes.push_back("\n#define MODE_SMART\n"); + ssil_modes.push_back("\n#define MODE_HALF\n"); + + ssil.interleave_shader.initialize(ssil_modes); + + ssil.interleave_shader_version = ssil.interleave_shader.version_create(); + for (int i = SSIL_INTERLEAVE; i <= SSIL_INTERLEAVE_HALF; i++) { + ssil.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssil.interleave_shader.version_get_shader(ssil.interleave_shader_version, i - SSIL_INTERLEAVE)); + } + } + + { Vector<String> resolve_modes; resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n"); resolve_modes.push_back("\n#define MODE_RESOLVE_GI\n#define VOXEL_GI_RESOLVE\n"); @@ -2523,6 +2989,7 @@ EffectsRD::~EffectsRD() { RD::get_singleton()->free(index_buffer); //array gets freed as dependency RD::get_singleton()->free(filter.coefficient_buffer); + FSR_upscale.shader.version_free(FSR_upscale.shader_version); if (prefer_raster_effects) { blur_raster.shader.version_free(blur_raster.shader_version); bokeh.raster_shader.version_free(blur_raster.shader_version); @@ -2541,20 +3008,26 @@ EffectsRD::~EffectsRD() { copy.shader.version_free(copy.shader_version); resolve.shader.version_free(resolve.shader_version); specular_merge.shader.version_free(specular_merge.shader_version); + ss_effects.downsample_shader.version_free(ss_effects.downsample_shader_version); ssao.blur_shader.version_free(ssao.blur_shader_version); ssao.gather_shader.version_free(ssao.gather_shader_version); - ssao.downsample_shader.version_free(ssao.downsample_shader_version); ssao.interleave_shader.version_free(ssao.interleave_shader_version); ssao.importance_map_shader.version_free(ssao.importance_map_shader_version); + ssil.blur_shader.version_free(ssil.blur_shader_version); + ssil.gather_shader.version_free(ssil.gather_shader_version); + ssil.interleave_shader.version_free(ssil.interleave_shader_version); + ssil.importance_map_shader.version_free(ssil.importance_map_shader_version); roughness_limiter.shader.version_free(roughness_limiter.shader_version); ssr.shader.version_free(ssr.shader_version); ssr_filter.shader.version_free(ssr_filter.shader_version); ssr_scale.shader.version_free(ssr_scale.shader_version); sss.shader.version_free(sss.shader_version); - RD::get_singleton()->free(ssao.mirror_sampler); - RD::get_singleton()->free(ssao.gather_constants_buffer); + RD::get_singleton()->free(ss_effects.mirror_sampler); + RD::get_singleton()->free(ss_effects.gather_constants_buffer); RD::get_singleton()->free(ssao.importance_map_load_counter); + RD::get_singleton()->free(ssil.importance_map_load_counter); + RD::get_singleton()->free(ssil.projection_uniform_buffer); } copy_to_fb.shader.version_free(copy_to_fb.shader_version); cube_to_dp.shader.version_free(cube_to_dp.shader_version); diff --git a/servers/rendering/renderer_rd/effects_rd.h b/servers/rendering/renderer_rd/effects_rd.h index 0db0919dbc..a3fb4db3df 100644 --- a/servers/rendering/renderer_rd/effects_rd.h +++ b/servers/rendering/renderer_rd/effects_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -45,6 +45,7 @@ #include "servers/rendering/renderer_rd/shaders/cubemap_filter_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_roughness.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/cubemap_roughness_raster.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/fsr_upscale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/luminance_reduce_raster.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/resolve.glsl.gen.h" @@ -54,11 +55,15 @@ #include "servers/rendering/renderer_rd/shaders/screen_space_reflection_scale.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/sort.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/specular_merge.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_blur.glsl.gen.h" -#include "servers/rendering/renderer_rd/shaders/ssao_downsample.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/ssao_interleave.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil_blur.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/ssil_interleave.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/subsurface_scattering.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/tonemap.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" @@ -69,6 +74,28 @@ class EffectsRD { private: bool prefer_raster_effects; + enum FSRUpscalePass { + FSR_UPSCALE_PASS_EASU = 0, + FSR_UPSCALE_PASS_RCAS = 1 + }; + + struct FSRUpscalePushConstant { + float resolution_width; + float resolution_height; + float upscaled_width; + float upscaled_height; + float sharpness; + int pass; + int _unused0, _unused1; + }; + + struct FSRUpscale { + FSRUpscalePushConstant push_constant; + FsrUpscaleShaderRD shader; + RID shader_version; + RID pipeline; + } FSR_upscale; + enum BlurRasterMode { BLUR_MIPMAP, @@ -376,13 +403,47 @@ private: PipelineCacheRD raster_pipelines[BOKEH_MAX]; } bokeh; + struct SSEffectsDownsamplePushConstant { + float pixel_size[2]; + float z_far; + float z_near; + uint32_t orthogonal; + float radius_sq; + uint32_t pad[2]; + }; + + enum SSEffectsMode { + SS_EFFECTS_DOWNSAMPLE, + SS_EFFECTS_DOWNSAMPLE_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_MIPMAP, + SS_EFFECTS_DOWNSAMPLE_MIPMAP_HALF_RES, + SS_EFFECTS_DOWNSAMPLE_HALF, + SS_EFFECTS_DOWNSAMPLE_HALF_RES_HALF, + SS_EFFECTS_DOWNSAMPLE_FULL_MIPS, + SS_EFFECTS_MAX + }; + + struct SSEffectsGatherConstants { + float rotation_matrices[80]; //5 vec4s * 4 + }; + + struct SSEffects { + SSEffectsDownsamplePushConstant downsample_push_constant; + SsEffectsDownsampleShaderRD downsample_shader; + RID downsample_shader_version; + RID downsample_uniform_set; + bool used_half_size_last_frame = false; + bool used_mips_last_frame = false; + bool used_full_mips_last_frame = false; + + RID gather_constants_buffer; + + RID mirror_sampler; + + RID pipelines[SS_EFFECTS_MAX]; + } ss_effects; + enum SSAOMode { - SSAO_DOWNSAMPLE, - SSAO_DOWNSAMPLE_HALF_RES, - SSAO_DOWNSAMPLE_MIPMAP, - SSAO_DOWNSAMPLE_MIPMAP_HALF_RES, - SSAO_DOWNSAMPLE_HALF, - SSAO_DOWNSAMPLE_HALF_RES_HALF, SSAO_GATHER, SSAO_GATHER_BASE, SSAO_GATHER_ADAPTIVE, @@ -398,15 +459,6 @@ private: SSAO_MAX }; - struct SSAODownsamplePushConstant { - float pixel_size[2]; - float z_far; - float z_near; - uint32_t orthogonal; - float radius_sq; - uint32_t pad[2]; - }; - struct SSAOGatherPushConstant { int32_t screen_size[2]; int pass; @@ -432,7 +484,7 @@ private: float horizon_angle_threshold; float inv_radius_near_limit; - bool is_orthogonal; + uint32_t is_orthogonal; float neg_inv_radius; float load_counter_avg_div; float adaptive_sample_limit; @@ -441,10 +493,6 @@ private: float pass_uv_offset[2]; }; - struct SSAOGatherConstants { - float rotation_matrices[80]; //5 vec4s * 4 - }; - struct SSAOImportanceMapPushConstant { float half_screen_pixel_size[2]; float intensity; @@ -464,15 +512,9 @@ private: }; struct SSAO { - SSAODownsamplePushConstant downsample_push_constant; - SsaoDownsampleShaderRD downsample_shader; - RID downsample_shader_version; - SSAOGatherPushConstant gather_push_constant; SsaoShaderRD gather_shader; RID gather_shader_version; - RID gather_constants_buffer; - bool gather_initialized = false; SSAOImportanceMapPushConstant importance_map_push_constant; SsaoImportanceMapShaderRD importance_map_shader; @@ -488,10 +530,104 @@ private: SsaoInterleaveShaderRD interleave_shader; RID interleave_shader_version; - RID mirror_sampler; RID pipelines[SSAO_MAX]; } ssao; + enum SSILMode { + SSIL_GATHER, + SSIL_GATHER_BASE, + SSIL_GATHER_ADAPTIVE, + SSIL_GENERATE_IMPORTANCE_MAP, + SSIL_PROCESS_IMPORTANCE_MAPA, + SSIL_PROCESS_IMPORTANCE_MAPB, + SSIL_BLUR_PASS, + SSIL_BLUR_PASS_SMART, + SSIL_BLUR_PASS_WIDE, + SSIL_INTERLEAVE, + SSIL_INTERLEAVE_SMART, + SSIL_INTERLEAVE_HALF, + SSIL_MAX + }; + + struct SSILGatherPushConstant { + int32_t screen_size[2]; + int pass; + int quality; + + float half_screen_pixel_size[2]; + float half_screen_pixel_size_x025[2]; + + float NDC_to_view_mul[2]; + float NDC_to_view_add[2]; + + float pad2[2]; + float z_near; + float z_far; + + float radius; + float intensity; + int size_multiplier; + int pad; + + float fade_out_mul; + float fade_out_add; + float normal_rejection_amount; + float inv_radius_near_limit; + + uint32_t is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + int32_t pass_coord_offset[2]; + float pass_uv_offset[2]; + }; + + struct SSILImportanceMapPushConstant { + float half_screen_pixel_size[2]; + float intensity; + float pad; + }; + + struct SSILBlurPushConstant { + float edge_sharpness; + float pad; + float half_screen_pixel_size[2]; + }; + + struct SSILInterleavePushConstant { + float inv_sharpness; + uint32_t size_modifier; + float pixel_size[2]; + }; + + struct SSILProjectionUniforms { + float inv_last_frame_projection_matrix[16]; + }; + + struct SSIL { + SSILGatherPushConstant gather_push_constant; + SsilShaderRD gather_shader; + RID gather_shader_version; + RID projection_uniform_buffer; + + SSILImportanceMapPushConstant importance_map_push_constant; + SsilImportanceMapShaderRD importance_map_shader; + RID importance_map_shader_version; + RID importance_map_load_counter; + RID counter_uniform_set; + + SSILBlurPushConstant blur_push_constant; + SsilBlurShaderRD blur_shader; + RID blur_shader_version; + + SSILInterleavePushConstant interleave_push_constant; + SsilInterleaveShaderRD interleave_shader; + RID interleave_shader_version; + + RID pipelines[SSIL_MAX]; + } ssil; + struct RoughnessLimiterPushConstant { int32_t screen_size[2]; float curve; @@ -754,6 +890,7 @@ private: public: bool get_prefer_raster_effects(); + void fsr_upscale(RID p_source_rd_texture, RID p_secondary_texture, RID p_destination_texture, const Size2i &p_internal_size, const Size2i &p_size, float p_fsr_upscale_sharpness); void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false, bool p_srgb = false, RID p_secondary = RID()); void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false, bool p_alpha_to_one = false); void copy_cubemap_to_panorama(RID p_source_cube, RID p_dest_panorama, const Size2i &p_panorama_size, float p_lod, bool p_is_array); @@ -762,8 +899,8 @@ public: void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false, bool p_panorama = false); void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false); void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); - void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); - void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); + void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); + void gaussian_glow_raster(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_threshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0); void cubemap_roughness(RID p_source_rd_texture, RID p_dest_texture, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); void cubemap_roughness_raster(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size); @@ -855,11 +992,34 @@ public: Size2i quarter_screen_size = Size2i(); }; + struct SSILSettings { + float radius = 1.0; + float intensity = 2.0; + float sharpness = 0.98; + float normal_rejection = 1.0; + + RS::EnvironmentSSILQuality quality = RS::ENV_SSIL_QUALITY_MEDIUM; + bool half_size = true; + float adaptive_target = 0.5; + int blur_passes = 4; + float fadeout_from = 50.0; + float fadeout_to = 300.0; + + Size2i full_screen_size = Size2i(); + Size2i half_screen_size = Size2i(); + Size2i quarter_screen_size = Size2i(); + }; + void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings); void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings); + void downsample_depth(RID p_depth_buffer, const Vector<RID> &p_depth_mipmaps, RS::EnvironmentSSAOQuality p_ssao_quality, RS::EnvironmentSSILQuality p_ssil_quality, bool p_invalidate_uniform_set, bool p_ssao_half_size, bool p_ssil_half_size, Size2i p_full_screen_size, const CameraMatrix &p_projection); + void gather_ssao(RD::ComputeListID p_compute_list, const Vector<RID> p_ao_slices, const SSAOSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set); - void generate_ssao(RID p_depth_buffer, RID p_normal_buffer, RID p_depth_mipmaps_texture, const Vector<RID> &depth_mipmaps, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_downsample_uniform_set, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set); + void generate_ssao(RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_upscale_buffer, RID p_importance_map, RID p_importance_map_pong, const CameraMatrix &p_projection, const SSAOSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set); + + void gather_ssil(RD::ComputeListID p_compute_list, const Vector<RID> p_ssil_slices, const Vector<RID> p_edges_slices, const SSILSettings &p_settings, bool p_adaptive_base_pass, RID p_gather_uniform_set, RID p_importance_map_uniform_set, RID p_projection_uniform_set); + void screen_space_indirect_lighting(RID p_diffuse, RID p_destination, RID p_normal_buffer, RID p_depth_mipmaps_texture, RID p_ao, const Vector<RID> p_ao_slices, RID p_ao_pong, const Vector<RID> p_ao_pong_slices, RID p_importance_map, RID p_importance_map_pong, RID p_edges, const Vector<RID> p_edges_slices, const CameraMatrix &p_projection, const CameraMatrix &p_last_projection, const SSILSettings &p_settings, bool p_invalidate_uniform_sets, RID &r_gather_uniform_set, RID &r_importance_map_uniform_set, RID &r_projection_uniform_set); void roughness_limit(RID p_source_normal, RID p_roughness, const Size2i &p_size, float p_curve); void cubemap_downsample(RID p_source_cubemap, RID p_dest_cubemap, const Size2i &p_size); diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp index 85ebf076cc..36604073cc 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -328,10 +328,20 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p push_constant.uv_offset = 0; } + bool should_request_redraw = false; + for (uint32_t i = p_from_element; i < p_to_element; i++) { const GeometryInstanceSurfaceDataCache *surf = p_params->elements[i]; const RenderElementInfo &element_info = p_params->element_info[i]; + if ((p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_SPECULAR) && !(surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) { + continue; // Objects with "Depth-prepass" transparency are included in both render lists, but should only be rendered in the transparent pass + } + + if (surf->owner->instance_count == 0) { + continue; + } + push_constant.base_index = i + p_params->element_offset; RID material_uniform_set; @@ -365,6 +375,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p continue; } + //request a redraw if one of the shaders uses TIME + if (shader->uses_time) { + should_request_redraw = true; + } + //find cull variant SceneShaderForwardClustered::ShaderData::CullVariant cull_variant; @@ -381,7 +396,7 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p RS::PrimitiveType primitive = surf->primitive; RID xforms_uniform_set = surf->owner->transforms_uniform_set; - SceneShaderForwardClustered::ShaderVersion shader_version = SceneShaderForwardClustered::SHADER_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized. + SceneShaderForwardClustered::PipelineVersion pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_MAX; // Assigned to silence wrong -Wmaybe-initialized. uint32_t pipeline_specialization = 0; @@ -399,48 +414,54 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p } switch (p_pass_mode) { - case PASS_MODE_COLOR: + case PASS_MODE_COLOR: { + if (element_info.uses_lightmap) { + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS; + } else { + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_OPAQUE_PASS; + } + } break; case PASS_MODE_COLOR_TRANSPARENT: { if (element_info.uses_lightmap) { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_LIGHTMAP_TRANSPARENT_PASS; } else { if (element_info.uses_forward_gi) { pipeline_specialization |= SceneShaderForwardClustered::SHADER_SPECIALIZATION_FORWARD_GI; } - shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_TRANSPARENT_PASS; } } break; case PASS_MODE_COLOR_SPECULAR: { if (element_info.uses_lightmap) { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS_WITH_SEPARATE_SPECULAR; } else { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_OPAQUE_PASS_WITH_SEPARATE_SPECULAR; } } break; case PASS_MODE_SHADOW: case PASS_MODE_DEPTH: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS; } break; case PASS_MODE_SHADOW_DP: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_DP; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_DP; } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS; } break; case PASS_MODE_DEPTH_NORMAL_ROUGHNESS_VOXEL_GI: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI; } break; case PASS_MODE_DEPTH_MATERIAL: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL; } break; case PASS_MODE_SDF: { - shader_version = SceneShaderForwardClustered::SHADER_VERSION_DEPTH_PASS_WITH_SDF; + pipeline_version = SceneShaderForwardClustered::PIPELINE_VERSION_DEPTH_PASS_WITH_SDF; } break; } PipelineCacheRD *pipeline = nullptr; - pipeline = &shader->pipelines[cull_variant][primitive][shader_version]; + pipeline = &shader->pipelines[cull_variant][primitive][pipeline_version]; RD::VertexFormatID vertex_format = -1; RID vertex_array_rd; @@ -500,6 +521,11 @@ void RenderForwardClustered::_render_list_template(RenderingDevice::DrawListID p RD::get_singleton()->draw_list_draw(draw_list, index_array_rd.is_valid(), instance_count); i += element_info.repeat - 1; //skip equal elements } + + // Make the actual redraw request + if (should_request_redraw) { + RenderingServerDefault::redraw_request(); + } } void RenderForwardClustered::_render_list(RenderingDevice::DrawListID p_draw_list, RenderingDevice::FramebufferFormatID p_framebuffer_Format, RenderListParameters *p_params, uint32_t p_from_element, uint32_t p_to_element) { @@ -704,7 +730,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.ambient_light_color_energy[3] = 1.0; scene_state.ubo.use_ambient_cubemap = false; scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; + scene_state.ubo.ss_effects_flags = 0; } else if (is_environment(p_render_data->environment)) { RS::EnvironmentBG env_bg = environment_get_background(p_render_data->environment); @@ -749,9 +775,14 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.use_reflection_cubemap = false; } - scene_state.ubo.ssao_enabled = p_opaque_render_buffers && environment_is_ssao_enabled(p_render_data->environment); scene_state.ubo.ssao_ao_affect = environment_get_ssao_ao_affect(p_render_data->environment); scene_state.ubo.ssao_light_affect = environment_get_ssao_light_affect(p_render_data->environment); + uint32_t ss_flags = 0; + if (p_opaque_render_buffers) { + ss_flags |= environment_is_ssao_enabled(p_render_data->environment) ? 1 : 0; + ss_flags |= environment_is_ssil_enabled(p_render_data->environment) ? 2 : 0; + } + scene_state.ubo.ss_effects_flags = ss_flags; scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_render_data->environment); scene_state.ubo.fog_density = environment_get_fog_density(p_render_data->environment); @@ -783,7 +814,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat scene_state.ubo.use_ambient_cubemap = false; scene_state.ubo.use_reflection_cubemap = false; - scene_state.ubo.ssao_enabled = false; + scene_state.ubo.ss_effects_flags = 0; } scene_state.ubo.roughness_limiter_enabled = p_opaque_render_buffers && screen_space_roughness_limiter_is_active(); @@ -904,7 +935,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con } uint32_t lightmap_captures_used = 0; - Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z)); + Plane near_plane = Plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin); near_plane.d += p_render_data->cam_projection.get_z_near(); float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); @@ -934,10 +965,23 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con } bool uses_lightmap = false; bool uses_gi = false; + float fade_alpha = 1.0; + + if (inst->fade_near || inst->fade_far) { + float fade_dist = inst->transform.origin.distance_to(p_render_data->cam_transform.origin); + if (inst->fade_far && fade_dist > inst->fade_far_begin) { + fade_alpha = MAX(0.0, 1.0 - (fade_dist - inst->fade_far_begin) / (inst->fade_far_end - inst->fade_far_begin)); + } else if (inst->fade_near && fade_dist < inst->fade_near_end) { + fade_alpha = MAX(0.0, (fade_dist - inst->fade_near_begin) / (inst->fade_near_end - inst->fade_near_begin)); + } + } - if (p_render_list == RENDER_LIST_OPAQUE) { - //setup GI + fade_alpha *= inst->force_alpha * inst->parent_fade_alpha; + + flags = (flags & ~INSTANCE_DATA_FLAGS_FADE_MASK) | (uint32_t(fade_alpha * 255.0) << INSTANCE_DATA_FLAGS_FADE_SHIFT); + if (p_render_list == RENDER_LIST_OPAQUE) { + // Setup GI if (inst->lightmap_instance.is_valid()) { int32_t lightmap_cull_index = -1; for (uint32_t j = 0; j < scene_state.lightmaps_used; j++) { @@ -1018,7 +1062,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con // LOD - if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->screen_mesh_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { //lod Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); @@ -1038,7 +1082,7 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con } uint32_t indices; - surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices); + surf->sort.lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -1068,6 +1112,11 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con #else bool force_alpha = false; #endif + + if (fade_alpha < 0.999) { + force_alpha = true; + } + if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) { rl->add_element(surf); } @@ -1166,6 +1215,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co scene_state.ubo.viewport_size[0] = vp_he.x; scene_state.ubo.viewport_size[1] = vp_he.y; scene_state.ubo.directional_light_count = 0; + scene_state.ubo.opaque_prepass_threshold = 0.99f; Size2i screen_size; RID opaque_framebuffer; @@ -1180,6 +1230,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool using_sdfgi = false; bool using_voxelgi = false; bool reverse_cull = false; + bool using_ssil = p_render_data->environment.is_valid() && environment_is_ssil_enabled(p_render_data->environment); if (render_buffer) { screen_size.x = render_buffer->width; @@ -1209,7 +1260,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co opaque_specular_framebuffer = render_buffer->color_specular_fb; } - } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { + } else if (p_render_data->environment.is_valid() && (environment_is_ssao_enabled(p_render_data->environment) || using_ssil || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER)) { depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS; } @@ -1353,7 +1404,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co bool debug_voxelgis = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_VOXEL_GI_EMISSION; bool debug_sdfgi_probes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_SDFGI_PROBES; - bool depth_pre_pass = depth_framebuffer.is_valid(); + bool depth_pre_pass = bool(GLOBAL_GET("rendering/driver/depth_prepass/enable")) && depth_framebuffer.is_valid(); bool using_ssao = depth_pre_pass && p_render_data->render_buffers.is_valid() && p_render_data->environment.is_valid() && environment_is_ssao_enabled(p_render_data->environment); bool continue_depth = false; @@ -1378,7 +1429,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID()); bool finish_depth = using_ssao || using_sdfgi || using_voxelgi; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold); _render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear); RD::get_singleton()->draw_command_end_label(); @@ -1404,11 +1455,12 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co continue_depth = !finish_depth; } - _pre_opaque_render(p_render_data, using_ssao, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID()); + _pre_opaque_render(p_render_data, using_ssao, using_ssil, using_sdfgi || using_voxelgi, render_buffer ? render_buffer->normal_roughness_buffer : RID(), render_buffer ? render_buffer->voxelgi_buffer : RID()); RD::get_singleton()->draw_command_begin_label("Render Opaque Pass"); scene_state.ubo.directional_light_count = p_render_data->directional_light_count; + scene_state.ubo.opaque_prepass_threshold = 0.0f; _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, p_render_data->render_buffers.is_valid()); @@ -1435,7 +1487,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold); _render_list_with_threads(&render_list_params, framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); if (will_continue_color && using_separate_specular) { // close the specular framebuffer, as it's no longer used @@ -1542,20 +1594,30 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); { - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR_TRANSPARENT, render_buffer == nullptr, p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold); _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); } RD::get_singleton()->draw_command_end_label(); + RENDER_TIMESTAMP("Resolve"); + RD::get_singleton()->draw_command_begin_label("Resolve"); if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) { RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color); + storage->get_effects()->resolve_depth(render_buffer->depth_msaa, render_buffer->depth, Vector2i(render_buffer->width, render_buffer->height), texture_multisamples[render_buffer->msaa]); } RD::get_singleton()->draw_command_end_label(); + RD::get_singleton()->draw_command_begin_label("Copy framebuffer for SSIL"); + if (using_ssil) { + RENDER_TIMESTAMP("Copy Final Framebuffer"); + _copy_framebuffer_to_ssil(p_render_data->render_buffers); + } + RD::get_singleton()->draw_command_end_label(); + if (p_render_data->render_buffers.is_valid()) { _debug_draw_cluster(p_render_data->render_buffers); @@ -1574,7 +1636,7 @@ void RenderForwardClustered::_render_shadow_begin() { scene_state.instance_data[RENDER_LIST_SECONDARY].clear(); } -void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { +void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -1592,13 +1654,14 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page render_data.render_info = p_render_info; scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; + scene_state.ubo.opaque_prepass_threshold = 0.1f; _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_lod_threshold = 0.0; + render_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_lod_threshold = p_screen_lod_threshold; + render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; @@ -1623,7 +1686,7 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold; + shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; @@ -1652,7 +1715,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); + RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect); } @@ -1678,6 +1741,7 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con _update_render_base_uniform_set(); scene_state.ubo.dual_paraboloid_side = 0; + scene_state.ubo.opaque_prepass_threshold = 0.0; _setup_environment(&render_data, true, Vector2(1, 1), true, Color(), false, false); @@ -1715,6 +1779,7 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = false; + scene_state.ubo.opaque_prepass_threshold = 0.0f; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -1730,12 +1795,14 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); RD::get_singleton()->draw_list_end(); @@ -1758,6 +1825,7 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = true; + scene_state.ubo.opaque_prepass_threshold = 0.0; _setup_environment(&render_data, true, Vector2(1, 1), false, Color()); @@ -1773,12 +1841,13 @@ void RenderForwardClustered::_render_uv2(const PagedArray<GeometryInstance *> &p { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, true, false, rp_uniform_set, true); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); const int uv_offset_count = 9; @@ -1835,11 +1904,12 @@ void RenderForwardClustered::_render_sdfgi(RID p_render_buffers, const Vector3i Vector3 half_extents = p_bounds.size * 0.5; Vector3 center = p_bounds.position + half_extents; - Vector<RID> sbs; - sbs.push_back(p_albedo_texture); - sbs.push_back(p_emission_texture); - sbs.push_back(p_emission_aniso_texture); - sbs.push_back(p_geom_facing_texture); + Vector<RID> sbs = { + p_albedo_texture, + p_emission_texture, + p_emission_aniso_texture, + p_geom_facing_texture + }; //print_line("re-render " + p_from + " - " + p_size + " bounds " + p_bounds); for (int i = 0; i < 3; i++) { @@ -1904,7 +1974,9 @@ void RenderForwardClustered::_base_uniforms_changed() { } void RenderForwardClustered::_update_render_base_uniform_set() { - if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version())) { + if (render_base_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set) || (lightmap_texture_array_version != storage->lightmap_array_get_version()) || base_uniform_set_updated) { + base_uniform_set_updated = false; + if (render_base_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(render_base_uniform_set)) { RD::get_singleton()->free(render_base_uniform_set); } @@ -1919,18 +1991,18 @@ void RenderForwardClustered::_update_render_base_uniform_set() { u.binding = 1; u.ids.resize(12); RID *ids_ptr = u.ids.ptrw(); - ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); - ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); - ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[0] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); uniforms.push_back(u); } @@ -1949,19 +2021,19 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RID sampler; switch (decals_get_filter()) { case RS::DECAL_FILTER_NEAREST: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_NEAREST_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_LINEAR: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; } @@ -1976,19 +2048,19 @@ void RenderForwardClustered::_update_render_base_uniform_set() { RID sampler; switch (light_projectors_get_filter()) { case RS::LIGHT_PROJECTOR_FILTER_NEAREST: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_NEAREST_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; case RS::LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS_ANISOTROPIC: { - sampler = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + sampler = storage->sampler_rd_get_custom(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); } break; } @@ -2320,6 +2392,15 @@ RID RenderForwardClustered::_setup_render_pass_uniform_set(RenderListType p_rend u.ids.push_back(vfog); uniforms.push_back(u); } + { + RD::Uniform u; + u.binding = 19; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + RID ssil = rb ? render_buffers_get_ssil_texture(p_render_data->render_buffers) : RID(); + RID texture = ssil.is_valid() ? ssil : storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK); + u.ids.push_back(texture); + uniforms.push_back(u); + } } if (p_index >= (int)render_pass_uniform_sets.size()) { @@ -2597,6 +2678,24 @@ void RenderForwardClustered::_geometry_instance_add_surface_with_material(Geomet sdcache->sort.uses_softshadow = ginstance->using_softshadows; } +void RenderForwardClustered::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh) { + SceneShaderForwardClustered::MaterialData *material = p_material; + + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), storage->material_get_shader_id(p_mat_src), p_mesh); + + while (material->next_pass.is_valid()) { + RID next_pass = material->next_pass; + material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); + if (!material || !material->shader_data->valid) { + break; + } + if (ginstance->data->dirty_dependencies) { + storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + } + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); + } +} + void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { RID m_src; @@ -2622,18 +2721,19 @@ void RenderForwardClustered::_geometry_instance_add_surface(GeometryInstanceForw ERR_FAIL_COND(!material); - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh); + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); - while (material->next_pass.is_valid()) { - RID next_pass = material->next_pass; - material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); - if (!material || !material->shader_data->valid) { - break; - } - if (ginstance->data->dirty_dependencies) { - storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + if (ginstance->data->material_overlay.is_valid()) { + m_src = ginstance->data->material_overlay; + + material = (SceneShaderForwardClustered::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D); + if (material && material->shader_data->valid) { + if (ginstance->data->dirty_dependencies) { + storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + } + + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); } - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); } } @@ -2842,6 +2942,13 @@ void RenderForwardClustered::geometry_instance_set_material_override(GeometryIns _geometry_instance_mark_dirty(ginstance); ginstance->data->dirty_dependencies = true; } +void RenderForwardClustered::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) { + GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->material_overlay = p_overlay; + _geometry_instance_mark_dirty(ginstance); + ginstance->data->dirty_dependencies = true; +} void RenderForwardClustered::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); @@ -2878,6 +2985,29 @@ void RenderForwardClustered::geometry_instance_set_lod_bias(GeometryInstance *p_ ERR_FAIL_COND(!ginstance); ginstance->lod_bias = p_lod_bias; } +void RenderForwardClustered::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) { + GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->fade_near = p_enable_near; + ginstance->fade_near_begin = p_near_begin; + ginstance->fade_near_end = p_near_end; + ginstance->fade_far = p_enable_far; + ginstance->fade_far_begin = p_far_begin; + ginstance->fade_far_end = p_far_end; +} + +void RenderForwardClustered::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) { + GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->parent_fade_alpha = p_alpha; +} + +void RenderForwardClustered::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) { + GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->force_alpha = CLAMP(1.0 - p_transparency, 0, 1); +} + void RenderForwardClustered::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForwardClustered *ginstance = static_cast<GeometryInstanceForwardClustered *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index ff3d2fc6cb..f858887bd0 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -129,6 +129,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { virtual void _base_uniforms_changed() override; virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) override; + bool base_uniform_set_updated = false; void _update_render_base_uniform_set(); RID _setup_sdfgi_render_pass_uniform_set(RID p_albedo_texture, RID p_emission_texture, RID p_emission_aniso_texture, RID p_geom_facing_texture); RID _setup_render_pass_uniform_set(RenderListType p_render_list, const RenderDataRD *p_render_data, RID p_radiance_texture, bool p_use_directional_shadow_atlas = false, int p_index = 0); @@ -161,13 +162,13 @@ class RenderForwardClustered : public RendererSceneRenderRD { Vector2 uv_offset; Plane lod_plane; float lod_distance_multiplier = 0.0; - float screen_lod_threshold = 0.0; + float screen_mesh_lod_threshold = 0.0; RD::FramebufferFormatID framebuffer_format = 0; uint32_t element_offset = 0; uint32_t barrier = RD::BARRIER_MASK_ALL; bool use_directional_soft_shadow = false; - RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { + RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { elements = p_elements; element_info = p_element_info; element_count = p_element_count; @@ -179,7 +180,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { uv_offset = p_uv_offset; lod_plane = p_lod_plane; lod_distance_multiplier = p_lod_distance_multiplier; - screen_lod_threshold = p_screen_lod_threshold; + screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; element_offset = p_element_offset; barrier = p_barrier; use_directional_soft_shadow = p_use_directional_soft_shadows; @@ -208,6 +209,8 @@ class RenderForwardClustered : public RendererSceneRenderRD { INSTANCE_DATA_FLAG_MULTIMESH_HAS_CUSTOM_DATA = 1 << 15, INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_SHIFT = 16, INSTANCE_DATA_FLAGS_PARTICLE_TRAIL_MASK = 0xFF, + INSTANCE_DATA_FLAGS_FADE_SHIFT = 24, + INSTANCE_DATA_FLAGS_FADE_MASK = 0xFF << INSTANCE_DATA_FLAGS_FADE_SHIFT }; struct SceneState { @@ -248,14 +251,15 @@ class RenderForwardClustered : public RendererSceneRenderRD { float z_far; float z_near; - uint32_t ssao_enabled; + uint32_t ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; uint32_t roughness_limiter_enabled; float roughness_limiter_amount; float roughness_limiter_limit; - uint32_t roughness_limiter_pad[2]; + float opaque_prepass_threshold; + uint32_t roughness_limiter_pad; float sdf_to_bounds[16]; @@ -338,7 +342,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID rp_uniform_set; Plane camera_plane; float lod_distance_multiplier; - float screen_lod_threshold; + float screen_mesh_lod_threshold; RID framebuffer; RD::InitialAction initial_depth_action; @@ -466,6 +470,15 @@ class RenderForwardClustered : public RendererSceneRenderRD { bool can_sdfgi = false; bool using_projectors = false; bool using_softshadows = false; + bool fade_near = false; + float fade_near_begin = 0; + float fade_near_end = 0; + bool fade_far = false; + float fade_far_begin = 0; + float fade_far_end = 0; + float force_alpha = 1.0; + float parent_fade_alpha = 1.0; + //used during setup uint32_t base_flags = 0; Transform3D transform; @@ -483,6 +496,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID skeleton; Vector<RID> surface_materials; RID material_override; + RID material_overlay; AABB aabb; bool use_dynamic_gi = false; @@ -510,6 +524,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh; void _geometry_instance_add_surface_with_material(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); + void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, SceneShaderForwardClustered::MaterialData *p_material, RID p_mat_src, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceForwardClustered *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); void _geometry_instance_update(GeometryInstance *p_geometry_instance); @@ -581,7 +596,7 @@ protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; virtual void _render_shadow_begin() override; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; + virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; virtual void _render_shadow_process() override; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; @@ -591,14 +606,23 @@ protected: virtual void _render_particle_collider_heightfield(RID p_fb, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, const PagedArray<GeometryInstance *> &p_instances) override; public: + _FORCE_INLINE_ virtual void update_uniform_sets() override { + base_uniform_set_updated = true; + _update_render_base_uniform_set(); + } + virtual GeometryInstance *geometry_instance_create(RID p_base) override; virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override; virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override; + virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) override; virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override; virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override; virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override; virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override; virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override; + virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override; + virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override; + virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override; virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override; virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override; virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp index a1c3481ed6..7987a98b0e 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -44,11 +44,11 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { uniforms.clear(); uses_screen_texture = false; - if (code == String()) { + if (code.is_empty()) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; + ShaderCompiler::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; int depth_testi = DEPTH_TEST_ENABLED; @@ -79,10 +79,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { int depth_drawi = DEPTH_DRAW_OPAQUE; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; - actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; - actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); @@ -157,10 +157,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { } print_line("\n**uniforms:\n" + gen_code.uniforms); - print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]); - print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif - shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -267,8 +267,26 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { RD::RenderPrimitive primitive_rd = uses_point_size ? RD::RENDER_PRIMITIVE_POINTS : primitive_rd_table[j]; - for (int k = 0; k < SHADER_VERSION_MAX; k++) { - if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(k)) { + for (int k = 0; k < PIPELINE_VERSION_MAX; k++) { + ShaderVersion shader_version; + static const ShaderVersion shader_version_table[PIPELINE_VERSION_MAX] = { + SHADER_VERSION_DEPTH_PASS, + SHADER_VERSION_DEPTH_PASS_DP, + SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, + SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI, + SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL, + SHADER_VERSION_DEPTH_PASS_WITH_SDF, + SHADER_VERSION_COLOR_PASS, + SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, + SHADER_VERSION_COLOR_PASS, + SHADER_VERSION_LIGHTMAP_COLOR_PASS, + SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, + SHADER_VERSION_LIGHTMAP_COLOR_PASS, + }; + + shader_version = shader_version_table[k]; + + if (!static_cast<SceneShaderForwardClustered *>(singleton)->shader.is_variant_enabled(shader_version)) { continue; } RD::PipelineRasterizationState raster_state; @@ -279,8 +297,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { RD::PipelineDepthStencilState depth_stencil = depth_stencil_state; RD::PipelineMultisampleState multisample_state; - if (uses_alpha || uses_blend_alpha) { - // only allow these flags to go through if we have some form of msaa + if (k == PIPELINE_VERSION_TRANSPARENT_PASS || k == PIPELINE_VERSION_LIGHTMAP_TRANSPARENT_PASS) { if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE) { multisample_state.enable_alpha_to_coverage = true; } else if (alpha_antialiasing_mode == ALPHA_ANTIALIASING_ALPHA_TO_COVERAGE_AND_TO_ONE) { @@ -288,43 +305,29 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { multisample_state.enable_alpha_to_one = true; } - if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { - blend_state = blend_state_blend; - if (depth_draw == DEPTH_DRAW_OPAQUE) { - depth_stencil.enable_depth_write = false; //alpha does not draw depth - } - } else if (uses_depth_pre_pass && (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP || k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS || k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL)) { - if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { - //none, blend state contains nothing - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { - blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way - } else { - blend_state = blend_state_opaque; //writes to normal and roughness in opaque way - } - } else { - pipelines[i][j][k].clear(); - continue; // do not use this version (will error if using it is attempted) + blend_state = blend_state_blend; + + if (depth_draw == DEPTH_DRAW_OPAQUE) { + depth_stencil.enable_depth_write = false; //alpha does not draw depth } + } else if (k == PIPELINE_VERSION_OPAQUE_PASS || k == PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS) { + blend_state = blend_state_opaque; + } else if (k == PIPELINE_VERSION_DEPTH_PASS || k == PIPELINE_VERSION_DEPTH_PASS_DP) { + //none, leave empty + } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) { + blend_state = blend_state_depth_normal_roughness; + } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI) { + blend_state = blend_state_depth_normal_roughness_giprobe; + } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL) { + blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way + } else if (k == PIPELINE_VERSION_DEPTH_PASS_WITH_SDF) { + blend_state = RD::PipelineColorBlendState(); //no color targets for SDF } else { - if (k == SHADER_VERSION_COLOR_PASS || k == SHADER_VERSION_LIGHTMAP_COLOR_PASS) { - blend_state = blend_state_opaque; - } else if (k == SHADER_VERSION_DEPTH_PASS || k == SHADER_VERSION_DEPTH_PASS_DP) { - //none, leave empty - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) { - blend_state = blend_state_depth_normal_roughness; - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI) { - blend_state = blend_state_depth_normal_roughness_giprobe; - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) { - blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way - } else if (k == SHADER_VERSION_DEPTH_PASS_WITH_SDF) { - blend_state = RD::PipelineColorBlendState(); //no color targets for SDF - } else { - //specular write - blend_state = blend_state_opaque_specular; - } + //specular write + blend_state = blend_state_opaque_specular; } - RID shader_variant = shader_singleton->shader.version_get_shader(version, k); + RID shader_variant = shader_singleton->shader.version_get_shader(version, shader_version); pipelines[i][j][k].setup(shader_variant, primitive_rd, raster_state, multisample_state, depth_stencil, blend_state, 0, singleton->default_specialization_constants); } } @@ -333,11 +336,20 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { valid = true; } -void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void SceneShaderForwardClustered::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } } else { - default_texture_params[p_name] = p_texture; + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = Map<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; } } @@ -451,7 +463,6 @@ SceneShaderForwardClustered::MaterialData::~MaterialData() { RendererStorageRD::MaterialData *SceneShaderForwardClustered::_create_material_func(ShaderData *p_shader) { MaterialData *material_data = memnew(MaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -498,7 +509,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin { //shader compiler - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["WORLD_MATRIX"] = "world_matrix"; actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix"; @@ -519,6 +530,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.renames["COLOR"] = "color_interp"; actions.renames["POINT_SIZE"] = "gl_PointSize"; actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; @@ -573,6 +585,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; + actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; // not implemented but need these just in case code is in the shaders actions.renames["VIEW_INDEX"] = "0"; @@ -637,6 +650,7 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n"; + actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n"; bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley"); @@ -657,6 +671,10 @@ void SceneShaderForwardClustered::init(RendererStorageRD *p_storage, const Strin actions.render_mode_defines["specular_schlick_ggx"] = "#define SPECULAR_BLINN\n"; } + actions.custom_samplers["SCREEN_TEXTURE"] = "material_samplers[3]"; // linear filter with mipmaps + actions.custom_samplers["DEPTH_TEXTURE"] = "material_samplers[3]"; + actions.custom_samplers["NORMAL_ROUGHNESS_TEXTURE"] = "material_samplers[1]"; // linear filter + actions.render_mode_defines["specular_blinn"] = "#define SPECULAR_BLINN\n"; actions.render_mode_defines["specular_phong"] = "#define SPECULAR_PHONG\n"; actions.render_mode_defines["specular_toon"] = "#define SPECULAR_TOON\n"; diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h index 09ef425e2e..33049fad9c 100644 --- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -55,10 +55,25 @@ public: SHADER_VERSION_COLOR_PASS_WITH_SEPARATE_SPECULAR, SHADER_VERSION_LIGHTMAP_COLOR_PASS, SHADER_VERSION_LIGHTMAP_COLOR_PASS_WITH_SEPARATE_SPECULAR, - SHADER_VERSION_MAX }; + enum PipelineVersion { + PIPELINE_VERSION_DEPTH_PASS, + PIPELINE_VERSION_DEPTH_PASS_DP, + PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS, + PIPELINE_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS_AND_VOXEL_GI, + PIPELINE_VERSION_DEPTH_PASS_WITH_MATERIAL, + PIPELINE_VERSION_DEPTH_PASS_WITH_SDF, + PIPELINE_VERSION_OPAQUE_PASS, + PIPELINE_VERSION_OPAQUE_PASS_WITH_SEPARATE_SPECULAR, + PIPELINE_VERSION_TRANSPARENT_PASS, + PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS, + PIPELINE_VERSION_LIGHTMAP_OPAQUE_PASS_WITH_SEPARATE_SPECULAR, + PIPELINE_VERSION_LIGHTMAP_TRANSPARENT_PASS, + PIPELINE_VERSION_MAX + }; + enum ShaderSpecializations { SHADER_SPECIALIZATION_FORWARD_GI = 1 << 0, SHADER_SPECIALIZATION_PROJECTOR = 1 << 1, @@ -109,18 +124,18 @@ public: bool valid; RID version; uint32_t vertex_input_mask; - PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][SHADER_VERSION_MAX]; + PipelineCacheRD pipelines[CULL_VARIANT_MAX][RS::PRIMITIVE_MAX][PIPELINE_VERSION_MAX]; String path; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; String code; - Map<StringName, RID> default_texture_params; + Map<StringName, Map<int, RID>> default_texture_params; DepthDraw depth_draw; DepthTest depth_test; @@ -151,7 +166,7 @@ public: uint32_t index = 0; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); virtual void get_param_list(List<PropertyInfo> *p_param_list) const; void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const; @@ -174,7 +189,6 @@ public: } struct MaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; ShaderData *shader_data; RID uniform_set; uint64_t last_pass = 0; @@ -193,7 +207,7 @@ public: } SceneForwardClusteredShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp index 5d80ae6212..b9c51f5461 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -483,6 +483,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color scene_state.ubo.viewport_size[0] = vp_he.x; scene_state.ubo.viewport_size[1] = vp_he.y; scene_state.ubo.directional_light_count = 0; + scene_state.ubo.opaque_prepass_threshold = 0.0; // We can only use our full subpass approach if we're: // - not reading from SCREEN_TEXTURE/DEPTH_TEXTURE @@ -668,7 +669,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color RD::get_singleton()->draw_command_end_label(); // Setup Sky resolution buffers } - _pre_opaque_render(p_render_data, false, false, RID(), RID()); + _pre_opaque_render(p_render_data, false, false, false, RID(), RID()); uint32_t spec_constant_base_flags = 0; @@ -729,7 +730,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -793,7 +794,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (using_subpass_transparent) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -830,7 +831,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, p_render_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->lod_camera_plane, p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, p_render_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -876,7 +877,7 @@ void RenderForwardMobile::_render_shadow_begin() { render_list[RENDER_LIST_SECONDARY].clear(); } -void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { +void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, const Rect2i &p_rect, bool p_flip_y, bool p_clear_region, bool p_begin, bool p_end, RendererScene::RenderInfo *p_render_info) { uint32_t shadow_pass_index = scene_state.shadow_passes.size(); SceneState::ShadowPass shadow_pass; @@ -897,13 +898,14 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr render_data.lod_distance_multiplier = p_lod_distance_multiplier; scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; + scene_state.ubo.opaque_prepass_threshold = 0.1; _setup_environment(&render_data, true, Vector2(1, 1), !p_flip_y, Color(), false, p_use_pancake, shadow_pass_index); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_lod_threshold = 0.0; + render_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_lod_threshold = p_screen_lod_threshold; + render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; @@ -928,7 +930,7 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr shadow_pass.rp_uniform_set = RID(); //will be filled later when instance buffer is complete shadow_pass.camera_plane = p_camera_plane; - shadow_pass.screen_lod_threshold = render_data.screen_lod_threshold; + shadow_pass.screen_mesh_lod_threshold = render_data.screen_mesh_lod_threshold; shadow_pass.lod_distance_multiplier = render_data.lod_distance_multiplier; shadow_pass.framebuffer = p_framebuffer; @@ -957,7 +959,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); + RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); _render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect); } @@ -978,6 +980,7 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c scene_state.ubo.dual_paraboloid_side = 0; scene_state.ubo.material_uv2_mode = false; + scene_state.ubo.opaque_prepass_threshold = 0.0f; RenderDataRD render_data; render_data.cam_projection = p_cam_projection; @@ -999,12 +1002,13 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, 0); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_framebuffer), &render_list_params, 0, render_list_params.element_count); RD::get_singleton()->draw_list_end(); @@ -1040,12 +1044,14 @@ void RenderForwardMobile::_render_uv2(const PagedArray<GeometryInstance *> &p_in { RenderListParameters render_list_params(render_list[RENDER_LIST_SECONDARY].elements.ptr(), render_list[RENDER_LIST_SECONDARY].element_info.ptr(), render_list[RENDER_LIST_SECONDARY].elements.size(), true, pass_mode, rp_uniform_set, true, 0); //regular forward for now - Vector<Color> clear; - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); - clear.push_back(Color(0, 0, 0, 0)); + Vector<Color> clear = { + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0), + Color(0, 0, 0, 0) + }; + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, clear, 1.0, 0, p_region); const int uv_offset_count = 9; @@ -1089,6 +1095,7 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const _update_render_base_uniform_set(); scene_state.ubo.dual_paraboloid_side = 0; + scene_state.ubo.opaque_prepass_threshold = 0.0; RenderDataRD render_data; render_data.cam_projection = p_cam_projection; @@ -1322,7 +1329,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } uint32_t lightmap_captures_used = 0; - Plane near_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z)); + Plane near_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin); near_plane.d += p_render_data->cam_projection.get_z_near(); float z_max = p_render_data->cam_projection.get_z_far() - p_render_data->cam_projection.get_z_near(); @@ -1403,7 +1410,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const // LOD - if (p_render_data->screen_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { + if (p_render_data->screen_mesh_lod_threshold > 0.0 && storage->mesh_surface_has_lod(surf->surface)) { //lod Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal); Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal); @@ -1423,7 +1430,7 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } uint32_t indices; - surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_lod_threshold, &indices); + surf->lod_index = storage->mesh_surface_get_lod(surf->surface, inst->lod_model_scale * inst->lod_bias, distance * p_render_data->lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, &indices); if (p_render_data->render_info) { indices = _indices_to_primitives(surf->primitive, indices); if (p_render_list == RENDER_LIST_OPAQUE) { //opaque @@ -1447,13 +1454,13 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const } // ADD Element - if (p_pass_mode == PASS_MODE_COLOR) { + if (p_pass_mode == PASS_MODE_COLOR || p_pass_mode == PASS_MODE_COLOR_TRANSPARENT) { #ifdef DEBUG_ENABLED bool force_alpha = unlikely(get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_OVERDRAW); #else bool force_alpha = false; #endif - if (!force_alpha && (surf->flags & (GeometryInstanceSurfaceDataCache::FLAG_PASS_DEPTH | GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE))) { + if (!force_alpha && (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_OPAQUE)) { rl->add_element(surf); } if (force_alpha || (surf->flags & GeometryInstanceSurfaceDataCache::FLAG_PASS_ALPHA)) { @@ -1821,6 +1828,10 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr const RenderElementInfo &element_info = p_params->element_info[i]; const GeometryInstanceForwardMobile *inst = surf->owner; + if (inst->instance_count == 0) { + continue; + } + uint32_t base_spec_constants = p_params->spec_constant_base_flags; // GeometryInstanceForwardMobile::PushConstant push_constant = inst->push_constant; @@ -2025,6 +2036,15 @@ void RenderForwardMobile::geometry_instance_set_material_override(GeometryInstan ginstance->data->dirty_dependencies = true; } +void RenderForwardMobile::geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) { + GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); + ERR_FAIL_COND(!ginstance); + ginstance->data->material_overlay = p_overlay; + + _geometry_instance_mark_dirty(ginstance); + ginstance->data->dirty_dependencies = true; +} + void RenderForwardMobile::geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) { GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); @@ -2072,6 +2092,15 @@ void RenderForwardMobile::geometry_instance_set_lod_bias(GeometryInstance *p_geo ginstance->lod_bias = p_lod_bias; } +void RenderForwardMobile::geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) { +} + +void RenderForwardMobile::geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) { +} + +void RenderForwardMobile::geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) { +} + void RenderForwardMobile::geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) { GeometryInstanceForwardMobile *ginstance = static_cast<GeometryInstanceForwardMobile *>(p_geometry_instance); ERR_FAIL_COND(!ginstance); @@ -2342,6 +2371,24 @@ void RenderForwardMobile::_geometry_instance_add_surface_with_material(GeometryI sdcache->sort.priority = p_material->priority; } +void RenderForwardMobile::_geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh) { + SceneShaderForwardMobile::MaterialData *material = p_material; + + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, p_mat_src.get_local_index(), storage->material_get_shader_id(p_mat_src), p_mesh); + + while (material->next_pass.is_valid()) { + RID next_pass = material->next_pass; + material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); + if (!material || !material->shader_data->valid) { + break; + } + if (ginstance->data->dirty_dependencies) { + storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + } + _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); + } +} + void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh) { RID m_src; @@ -2367,18 +2414,19 @@ void RenderForwardMobile::_geometry_instance_add_surface(GeometryInstanceForward ERR_FAIL_COND(!material); - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, m_src.get_local_index(), storage->material_get_shader_id(m_src), p_mesh); + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); - while (material->next_pass.is_valid()) { - RID next_pass = material->next_pass; - material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(next_pass, RendererStorageRD::SHADER_TYPE_3D); - if (!material || !material->shader_data->valid) { - break; - } - if (ginstance->data->dirty_dependencies) { - storage->material_update_dependency(next_pass, &ginstance->data->dependency_tracker); + if (ginstance->data->material_overlay.is_valid()) { + m_src = ginstance->data->material_overlay; + + material = (SceneShaderForwardMobile::MaterialData *)storage->material_get_data(m_src, RendererStorageRD::SHADER_TYPE_3D); + if (material && material->shader_data->valid) { + if (ginstance->data->dirty_dependencies) { + storage->material_update_dependency(m_src, &ginstance->data->dependency_tracker); + } + + _geometry_instance_add_surface_with_material_chain(ginstance, p_surface, material, m_src, p_mesh); } - _geometry_instance_add_surface_with_material(ginstance, p_surface, material, next_pass.get_local_index(), storage->material_get_shader_id(next_pass), p_mesh); } } diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 36a92e1464..8274dc3b0c 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -176,13 +176,13 @@ protected: Plane lod_plane; uint32_t spec_constant_base_flags = 0; float lod_distance_multiplier = 0.0; - float screen_lod_threshold = 0.0; + float screen_mesh_lod_threshold = 0.0; RD::FramebufferFormatID framebuffer_format = 0; uint32_t element_offset = 0; uint32_t barrier = RD::BARRIER_MASK_ALL; uint32_t subpass = 0; - RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { + RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { elements = p_elements; element_info = p_element_info; element_count = p_element_count; @@ -195,7 +195,7 @@ protected: uv_offset = p_uv_offset; lod_plane = p_lod_plane; lod_distance_multiplier = p_lod_distance_multiplier; - screen_lod_threshold = p_screen_lod_threshold; + screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; element_offset = p_element_offset; barrier = p_barrier; spec_constant_base_flags = p_spec_constant_base_flags; @@ -210,7 +210,7 @@ protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_bg_color) override; virtual void _render_shadow_begin() override; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; + virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) override; virtual void _render_shadow_process() override; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) override; @@ -292,7 +292,8 @@ protected: float roughness_limiter_amount; float roughness_limiter_limit; - uint32_t roughness_limiter_pad[2]; + float opaque_prepass_threshold; + uint32_t roughness_limiter_pad; // Fog uint32_t fog_enabled; @@ -345,7 +346,7 @@ protected: RID rp_uniform_set; Plane camera_plane; float lod_distance_multiplier; - float screen_lod_threshold; + float screen_mesh_lod_threshold; RID framebuffer; RD::InitialAction initial_depth_action; @@ -585,6 +586,7 @@ protected: RID skeleton; Vector<RID> surface_materials; RID material_override; + RID material_overlay; AABB aabb; bool use_baked_light = false; @@ -619,6 +621,7 @@ public: PagedAllocator<GeometryInstanceLightmapSH> geometry_instance_lightmap_sh; void _geometry_instance_add_surface_with_material(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, uint32_t p_material_id, uint32_t p_shader_id, RID p_mesh); + void _geometry_instance_add_surface_with_material_chain(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, SceneShaderForwardMobile::MaterialData *p_material, RID p_mat_src, RID p_mesh); void _geometry_instance_add_surface(GeometryInstanceForwardMobile *ginstance, uint32_t p_surface, RID p_material, RID p_mesh); void _geometry_instance_mark_dirty(GeometryInstance *p_geometry_instance); void _geometry_instance_update(GeometryInstance *p_geometry_instance); @@ -627,11 +630,15 @@ public: virtual GeometryInstance *geometry_instance_create(RID p_base) override; virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) override; virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) override; + virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_overlay) override; virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_materials) override; virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) override; virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabb) override; virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) override; virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) override; + virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) override; + virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) override; + virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) override; virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) override; virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) override; virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) override; diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 16d650a540..0b99948063 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -47,11 +47,11 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { uniforms.clear(); uses_screen_texture = false; - if (code == String()) { + if (code.is_empty()) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; + ShaderCompiler::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; int depth_testi = DEPTH_TEST_ENABLED; @@ -81,10 +81,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { int depth_drawi = DEPTH_DRAW_OPAQUE; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; - actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; - actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); @@ -159,11 +159,11 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { } print_line("\n**uniforms:\n" + gen_code.uniforms); - print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX]); - print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT]); + print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]); + print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]); #endif - shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + shader_singleton->shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!shader_singleton->shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -325,11 +325,20 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { valid = true; } -void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void SceneShaderForwardMobile::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } } else { - default_texture_params[p_name] = p_texture; + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = Map<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; } } @@ -443,7 +452,6 @@ SceneShaderForwardMobile::MaterialData::~MaterialData() { RendererStorageRD::MaterialData *SceneShaderForwardMobile::_create_material_func(ShaderData *p_shader) { MaterialData *material_data = memnew(MaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -489,7 +497,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p { //shader compiler - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["WORLD_MATRIX"] = "world_matrix"; actions.renames["WORLD_NORMAL_MATRIX"] = "world_normal_matrix"; @@ -510,6 +518,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.renames["COLOR"] = "color_interp"; actions.renames["POINT_SIZE"] = "gl_PointSize"; actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["ALPHA_SCISSOR_THRESHOLD"] = "alpha_scissor_threshold"; actions.renames["ALPHA_HASH_SCALE"] = "alpha_hash_scale"; @@ -564,6 +573,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.renames["CUSTOM1"] = "custom1_attrib"; actions.renames["CUSTOM2"] = "custom2_attrib"; actions.renames["CUSTOM3"] = "custom3_attrib"; + actions.renames["OUTPUT_IS_SRGB"] = "SHADER_IS_SRGB"; actions.renames["VIEW_INDEX"] = "ViewIndex"; actions.renames["VIEW_MONO_LEFT"] = "0"; @@ -627,6 +637,7 @@ void SceneShaderForwardMobile::init(RendererStorageRD *p_storage, const String p actions.render_mode_defines["cull_front"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["cull_disabled"] = "#define DO_SIDE_CHECK\n"; actions.render_mode_defines["particle_trails"] = "#define USE_PARTICLE_TRAILS\n"; + actions.render_mode_defines["depth_draw_opaque"] = "#define USE_OPAQUE_PREPASS\n"; bool force_lambert = GLOBAL_GET("rendering/shading/overrides/force_lambert_over_burley"); if (!force_lambert) { diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h index e1c10f0206..92db15e3b0 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -105,13 +105,13 @@ public: String path; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; String code; - Map<StringName, RID> default_texture_params; + Map<StringName, Map<int, RID>> default_texture_params; DepthDraw depth_draw; DepthTest depth_test; @@ -141,7 +141,7 @@ public: uint32_t index = 0; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); virtual void get_param_list(List<PropertyInfo> *p_param_list) const; void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const; @@ -163,7 +163,6 @@ public: } struct MaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; ShaderData *shader_data; RID uniform_set; uint64_t last_pass = 0; @@ -184,7 +183,7 @@ public: } SceneForwardMobileShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp index 0d60052666..e812a48d3d 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.h b/servers/rendering/renderer_rd/pipeline_cache_rd.h index e52f47fa47..8d82480b38 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.h +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index c69c9eeadf..0f3daef371 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -29,6 +29,7 @@ /*************************************************************************/ #include "renderer_canvas_render_rd.h" + #include "core/config/project_settings.h" #include "core/math/geometry_2d.h" #include "core/math/math_defs.h" @@ -280,7 +281,7 @@ RendererCanvasRender::PolygonID RendererCanvasRenderRD::request_polygon(const Ve vd.stride = 0; descriptions.write[4] = vd; - buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_BONES); + buffers.write[4] = storage->mesh_get_default_rd_buffer(RendererStorageRD::DEFAULT_RD_BUFFER_WEIGHTS); } //check that everything is as it should be @@ -757,6 +758,10 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend instance_count = storage->multimesh_get_instances_to_draw(multimesh); + if (instance_count == 0) { + break; + } + RID uniform_set = storage->multimesh_get_2d_uniform_set(multimesh, shader.default_version_rd_shader, TRANSFORMS_UNIFORM_SET); RD::get_singleton()->draw_list_bind_uniform_set(p_draw_list, uniform_set, TRANSFORMS_UNIFORM_SET); push_constant.flags |= 1; //multimesh, trails disabled @@ -1372,14 +1377,6 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p if (md->shader_data->uses_time) { time_used = true; } - if (md->last_frame != RendererCompositorRD::singleton->get_frame_number()) { - md->last_frame = RendererCompositorRD::singleton->get_frame_number(); - if (!RD::get_singleton()->uniform_set_is_valid(md->uniform_set)) { - // uniform set may be gone because a dependency was erased. In this case, it will happen - // if a texture is deleted, so just re-create it. - storage->material_force_update_textures(material, RendererStorageRD::SHADER_TYPE_2D); - } - } } } @@ -1585,9 +1582,6 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, push_constant.z_far = p_far; push_constant.pad = 0; - /*if (i == 0) - *p_xform_cache = projection;*/ - LightOccluderInstance *instance = p_occluders; while (instance) { @@ -1951,19 +1945,19 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { uses_sdf = false; uses_time = false; - if (code == String()) { + if (code.is_empty()) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; + ShaderCompiler::GeneratedCode gen_code; int blend_mode = BLEND_MODE_MIX; uses_screen_texture = false; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["vertex"] = ShaderCompilerRD::STAGE_VERTEX; - actions.entry_point_stages["fragment"] = ShaderCompilerRD::STAGE_FRAGMENT; - actions.entry_point_stages["light"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX; + actions.entry_point_stages["fragment"] = ShaderCompiler::STAGE_FRAGMENT; + actions.entry_point_stages["light"] = ShaderCompiler::STAGE_FRAGMENT; actions.render_mode_values["blend_add"] = Pair<int *, int>(&blend_mode, BLEND_MODE_ADD); actions.render_mode_values["blend_mix"] = Pair<int *, int>(&blend_mode, BLEND_MODE_MIX); @@ -2000,7 +1994,7 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { print_line("\n**fragment_code:\n" + gen_code.fragment); print_line("\n**light_code:\n" + gen_code.light); #endif - canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -2122,11 +2116,20 @@ void RendererCanvasRenderRD::ShaderData::set_code(const String &p_code) { valid = true; } -void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void RendererCanvasRenderRD::ShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } } else { - default_texture_params[p_name] = p_texture; + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = Map<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; } } @@ -2229,7 +2232,6 @@ RendererCanvasRenderRD::MaterialData::~MaterialData() { RendererStorageRD::MaterialData *RendererCanvasRenderRD::_create_material_func(ShaderData *p_shader) { MaterialData *material_data = memnew(MaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -2348,7 +2350,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { { //shader compiler - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["VERTEX"] = "vertex"; actions.renames["LIGHT_VERTEX"] = "light_vertex"; @@ -2380,6 +2382,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.renames["SCREEN_PIXEL_SIZE"] = "canvas_data.screen_pixel_size"; actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["POINT_COORD"] = "gl_PointCoord"; + actions.renames["INSTANCE_ID"] = "gl_InstanceIndex"; + actions.renames["VERTEX_ID"] = "gl_VertexIndex"; actions.renames["LIGHT_POSITION"] = "light_position"; actions.renames["LIGHT_COLOR"] = "light_color"; diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h index ec7d7e2854..84f64b6fda 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -35,10 +35,10 @@ #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/pipeline_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" -#include "servers/rendering/renderer_rd/shader_compiler_rd.h" #include "servers/rendering/renderer_rd/shaders/canvas.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/canvas_occlusion.glsl.gen.h" #include "servers/rendering/rendering_device.h" +#include "servers/rendering/shader_compiler.h" class RendererCanvasRenderRD : public RendererCanvasRender { RendererStorageRD *storage; @@ -148,7 +148,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender { RID default_skeleton_uniform_buffer; RID default_skeleton_texture_buffer; - ShaderCompilerRD compiler; + ShaderCompiler compiler; } shader; struct ShaderData : public RendererStorageRD::ShaderData { @@ -167,20 +167,20 @@ class RendererCanvasRenderRD : public RendererCanvasRender { String path; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; String code; - Map<StringName, RID> default_texture_params; + Map<StringName, Map<int, RID>> default_texture_params; bool uses_screen_texture = false; bool uses_sdf = false; bool uses_time = false; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); virtual void get_param_list(List<PropertyInfo> *p_param_list) const; virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const; @@ -200,7 +200,6 @@ class RendererCanvasRenderRD : public RendererCanvasRender { } struct MaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; ShaderData *shader_data; RID uniform_set; diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index 559e6d5ad7..2f8ef696cd 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -240,7 +240,7 @@ RendererCompositorRD *RendererCompositorRD::singleton = nullptr; RendererCompositorRD::RendererCompositorRD() { { String shader_cache_dir = Engine::get_singleton()->get_shader_cache_path(); - if (shader_cache_dir == String()) { + if (shader_cache_dir.is_empty()) { shader_cache_dir = "user://"; } DirAccessRef da = DirAccess::open(shader_cache_dir); @@ -261,7 +261,7 @@ RendererCompositorRD::RendererCompositorRD() { shader_cache_dir = String(); //disable only if not editor } - if (shader_cache_dir != String()) { + if (!shader_cache_dir.is_empty()) { bool compress = GLOBAL_GET("rendering/shader_compiler/shader_cache/compress"); bool use_zstd = GLOBAL_GET("rendering/shader_compiler/shader_cache/use_zstd_compression"); bool strip_debug = GLOBAL_GET("rendering/shader_compiler/shader_cache/strip_debug"); @@ -281,12 +281,12 @@ RendererCompositorRD::RendererCompositorRD() { storage = memnew(RendererStorageRD); canvas = memnew(RendererCanvasRenderRD(storage)); - uint32_t back_end = GLOBAL_GET("rendering/vulkan/rendering/back_end"); + back_end = (bool)(int)GLOBAL_GET("rendering/vulkan/rendering/back_end"); uint32_t textures_per_stage = RD::get_singleton()->limit_get(RD::LIMIT_MAX_TEXTURES_PER_SHADER_STAGE); - if (back_end == 1 || textures_per_stage < 48) { + if (back_end || textures_per_stage < 48) { scene = memnew(RendererSceneRenderImplementation::RenderForwardMobile(storage)); - } else { // back_end == 0 + } else { // back_end == false // default to our high end renderer scene = memnew(RendererSceneRenderImplementation::RenderForwardClustered(storage)); } diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.h b/servers/rendering/renderer_rd/renderer_compositor_rd.h index 0230c46800..9a992d5819 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.h +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -116,8 +116,6 @@ public: _create_func = _create_current; } - virtual bool is_low_end() const { return false; } - static RendererCompositorRD *singleton; RendererCompositorRD(); ~RendererCompositorRD(); diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp index bb7fbbcdc2..0d0d7513d0 100644 --- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -68,7 +68,7 @@ void RendererSceneEnvironmentRD::set_glow(bool p_enable, Vector<float> p_levels, glow_hdr_luminance_cap = p_hdr_luminance_cap; } -void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { +void RendererSceneEnvironmentRD::set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { sdfgi_enabled = p_enable; sdfgi_cascades = p_cascades; sdfgi_min_cell_size = p_min_cell_size; @@ -92,16 +92,19 @@ void RendererSceneEnvironmentRD::set_fog(bool p_enable, const Color &p_light_col fog_aerial_perspective = p_fog_aerial_perspective; } -void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) { +void RendererSceneEnvironmentRD::set_volumetric_fog(bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) { volumetric_fog_enabled = p_enable; volumetric_fog_density = p_density; - volumetric_fog_light = p_light; - volumetric_fog_light_energy = p_light_energy; + volumetric_fog_scattering = p_albedo; + volumetric_fog_emission = p_emission; + volumetric_fog_emission_energy = p_emission_energy; + volumetric_fog_anisotropy = p_anisotropy, volumetric_fog_length = p_length; volumetric_fog_detail_spread = p_detail_spread; volumetric_fog_gi_inject = p_gi_inject; volumetric_fog_temporal_reprojection = p_temporal_reprojection; volumetric_fog_temporal_reprojection_amount = p_temporal_reprojection_amount; + volumetric_fog_ambient_inject = p_ambient_inject; } void RendererSceneEnvironmentRD::set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) { diff --git a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h index bc47abbff5..629d224b49 100644 --- a/servers/rendering/renderer_rd/renderer_scene_environment_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_environment_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -79,13 +79,16 @@ public: /// bool volumetric_fog_enabled = false; float volumetric_fog_density = 0.01; - Color volumetric_fog_light = Color(0, 0, 0); - float volumetric_fog_light_energy = 0.0; + Color volumetric_fog_scattering = Color(1, 1, 1); + Color volumetric_fog_emission = Color(0, 0, 0); + float volumetric_fog_emission_energy = 0.0; + float volumetric_fog_anisotropy = 0.2; float volumetric_fog_length = 64.0; float volumetric_fog_detail_spread = 2.0; float volumetric_fog_gi_inject = 0.0; bool volumetric_fog_temporal_reprojection = true; float volumetric_fog_temporal_reprojection_amount = 0.9; + float volumetric_fog_ambient_inject = 0.0; /// Glow @@ -120,9 +123,17 @@ public: float ssr_fade_out = 2.0; float ssr_depth_tolerance = 0.2; + /// SSIL + /// + bool ssil_enabled = false; + float ssil_radius = 5.0; + float ssil_intensity = 1.0; + float ssil_sharpness = 0.98; + float ssil_normal_rejection = 1.0; + /// SDFGI bool sdfgi_enabled = false; - RS::EnvironmentSDFGICascades sdfgi_cascades; + int sdfgi_cascades = 6; float sdfgi_min_cell_size = 0.2; bool sdfgi_use_occlusion = false; float sdfgi_bounce_feedback = 0.0; @@ -144,9 +155,9 @@ public: void set_ambient_light(const Color &p_color, RS::EnvironmentAmbientSource p_ambient, float p_energy, float p_sky_contribution, RS::EnvironmentReflectionSource p_reflection_source); void set_tonemap(RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale); void set_glow(bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap); - void set_sdfgi(bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias); + void set_sdfgi(bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias); void set_fog(bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective); - void set_volumetric_fog(bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount); + void set_volumetric_fog(bool p_enable, float p_density, const Color &p_scatterin, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject); void set_ssr(bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance); void set_ssao(bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect); }; diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp index ea73dbf26e..3069b1c379 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -42,14 +42,13 @@ const Vector3i RendererSceneGIRD::SDFGI::Cascade::DIRTY_ALL = Vector3i(0x7FFFFFF void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const Vector3 &p_world_position, uint32_t p_requested_history_size, RendererSceneGIRD *p_gi) { storage = p_gi->storage; gi = p_gi; - cascade_mode = p_env->sdfgi_cascades; + num_cascades = p_env->sdfgi_cascades; min_cell_size = p_env->sdfgi_min_cell_size; uses_occlusion = p_env->sdfgi_use_occlusion; y_scale_mode = p_env->sdfgi_y_scale; static const float y_scale[3] = { 1.0, 1.5, 2.0 }; y_mult = y_scale[y_scale_mode]; - static const int cascasde_size[3] = { 4, 6, 8 }; - cascades.resize(cascasde_size[cascade_mode]); + cascades.resize(num_cascades); probe_axis_count = SDFGI::PROBE_DIVISOR + 1; solid_cell_ratio = gi->sdfgi_solid_cell_ratio; solid_cell_count = uint32_t(float(cascade_size * cascade_size * cascade_size) * solid_cell_ratio); @@ -716,7 +715,10 @@ void RendererSceneGIRD::SDFGI::create(RendererSceneEnvironmentRD *p_env, const V u.uniform_type = RD::UNIFORM_TYPE_IMAGE; u.binding = 13; RID parent_average; - if (i < cascades.size() - 1) { + if (cascades.size() == 1) { + // If there is only one SDFGI cascade, we can't use the previous cascade for blending. + parent_average = cascades[i].lightprobe_average_tex; + } else if (i < cascades.size() - 1) { parent_average = cascades[i + 1].lightprobe_average_tex; } else { parent_average = cascades[i - 1].lightprobe_average_tex; //to use something, but it won't be used @@ -1305,7 +1307,6 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr RD::get_singleton()->draw_list_draw(p_draw_list, false, total_probes, total_points); if (gi->sdfgi_debug_probe_dir != Vector3()) { - print_line("CLICK DEBUG ME?"); uint32_t cascade = 0; Vector3 offset = Vector3((Vector3i(1, 1, 1) * -int32_t(cascade_size >> 1) + cascades[cascade].position)) * cascades[cascade].cell_size * Vector3(1.0, 1.0 / y_mult, 1.0); Vector3 probe_size = cascades[cascade].cell_size * (cascade_size / SDFGI::PROBE_DIVISOR) * Vector3(1.0, 1.0 / y_mult, 1.0); @@ -1333,11 +1334,6 @@ void RendererSceneGIRD::SDFGI::debug_probes(RD::DrawListID p_draw_list, RID p_fr } } - if (gi->sdfgi_debug_probe_enabled) { - print_line("found: " + gi->sdfgi_debug_probe_index); - } else { - print_line("no found"); - } gi->sdfgi_debug_probe_dir = Vector3(); } @@ -1864,7 +1860,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, Ref<Image> img; img.instantiate(); for (uint32_t i = 0; i < cascade_size; i++) { - Vector<uint8_t> subarr = data.subarray(128 * 128 * i, 128 * 128 * (i + 1) - 1); + Vector<uint8_t> subarr = data.slice(128 * 128 * i, 128 * 128 * (i + 1)); img->create(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr); img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png"); } @@ -1877,7 +1873,7 @@ void RendererSceneGIRD::SDFGI::render_region(RID p_render_buffers, int p_region, Ref<Image> img; img.instantiate(); for (uint32_t i = 0; i < cascade_size; i++) { - Vector<uint8_t> subarr = data.subarray(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2 - 1); + Vector<uint8_t> subarr = data.slice(128 * 128 * i * 2, 128 * 128 * (i + 1) * 2); img->createcascade_size, cascade_size, false, Image::FORMAT_RGB565, subarr); img->convert(Image::FORMAT_RGBA8); img->save_png("res://cascade_" + itos(cascade) + "_" + itos(i) + ".png"); @@ -2065,7 +2061,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c for (int i = 0; i < levels.size(); i++) { VoxelGIInstance::Mipmap mipmap; - mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, RD::TEXTURE_SLICE_3D); + mipmap.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), texture, 0, i, 1, RD::TEXTURE_SLICE_3D); mipmap.level = levels.size() - i - 1; mipmap.cell_offset = 0; for (uint32_t j = 0; j < mipmap.level; j++) { @@ -2182,8 +2178,9 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c dmap.texture = RD::get_singleton()->texture_create(dtf, RD::TextureView()); if (dynamic_maps.size() == 0) { - //render depth for first one - dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D32_SFLOAT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D32_SFLOAT : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; + // Render depth for first one. + // Use 16-bit depth when supported to improve performance. + dtf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D16_UNORM, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D16_UNORM : RD::DATA_FORMAT_X8_D24_UNORM_PACK32; dtf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT; dmap.fb_depth = RD::get_singleton()->texture_create(dtf, RD::TextureView()); } @@ -3098,12 +3095,14 @@ void RendererSceneGIRD::setup_voxel_gi_instances(RID p_render_buffers, const Tra } rb->gi.uniform_set = RID(); if (rb->volumetric_fog) { - if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->uniform_set); - RD::get_singleton()->free(rb->volumetric_fog->uniform_set2); + if (RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) { + RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set); + RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set); + RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2); } - rb->volumetric_fog->uniform_set = RID(); - rb->volumetric_fog->uniform_set2 = RID(); + rb->volumetric_fog->fog_uniform_set = RID(); + rb->volumetric_fog->process_uniform_set = RID(); + rb->volumetric_fog->process_uniform_set2 = RID(); } } @@ -3130,8 +3129,8 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_ RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; + tf.height = rb->internal_height; if (half_resolution) { tf.width >>= 1; tf.height >>= 1; @@ -3144,13 +3143,13 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_ PushConstant push_constant; - push_constant.screen_size[0] = rb->width; - push_constant.screen_size[1] = rb->height; + push_constant.screen_size[0] = rb->internal_width; + push_constant.screen_size[1] = rb->internal_height; push_constant.z_near = p_projection.get_z_near(); push_constant.z_far = p_projection.get_z_far(); push_constant.orthogonal = p_projection.is_orthogonal(); - push_constant.proj_info[0] = -2.0f / (rb->width * p_projection.matrix[0][0]); - push_constant.proj_info[1] = -2.0f / (rb->height * p_projection.matrix[1][1]); + push_constant.proj_info[0] = -2.0f / (rb->internal_width * p_projection.matrix[0][0]); + push_constant.proj_info[1] = -2.0f / (rb->internal_height * p_projection.matrix[1][1]); push_constant.proj_info[2] = (1.0f - p_projection.matrix[0][2]) / p_projection.matrix[0][0]; push_constant.proj_info[3] = (1.0f + p_projection.matrix[1][2]) / p_projection.matrix[1][1]; push_constant.max_voxel_gi_instances = MIN((uint64_t)MAX_VOXEL_GI_INSTANCES, p_voxel_gi_instances.size()); @@ -3342,9 +3341,9 @@ void RendererSceneGIRD::process_gi(RID p_render_buffers, RID p_normal_roughness_ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(PushConstant)); if (rb->gi.using_half_size_gi) { - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width >> 1, rb->height >> 1, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width >> 1, rb->internal_height >> 1, 1); } else { - RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->width, rb->height, 1); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->internal_width, rb->internal_height, 1); } //do barrier later to allow oeverlap //RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_NO_BARRIER); //no barriers, let other compute, raster and transfer happen at the same time diff --git a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h index 9f6fc8a9b7..5e55262798 100644 --- a/servers/rendering/renderer_rd/renderer_scene_gi_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_gi_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -495,7 +495,7 @@ public: float solid_cell_ratio = 0; uint32_t solid_cell_count = 0; - RS::EnvironmentSDFGICascades cascade_mode; + int num_cascades = 6; float min_cell_size = 0; uint32_t probe_axis_count = 0; //amount of probes per axis, this is an odd number because it encloses endpoints @@ -602,19 +602,15 @@ public: }; struct VoxelGIData { - float xform[16]; - float bounds[3]; - float dynamic_range; + float xform[16]; // 64 - 64 - float bias; - float normal_bias; - uint32_t blend_ambient; - uint32_t texture_slot; + float bounds[3]; // 12 - 76 + float dynamic_range; // 4 - 80 - uint32_t pad0; - uint32_t pad1; - uint32_t pad2; - uint32_t mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + uint32_t blend_ambient; // 4 - 92 + uint32_t mipmaps; // 4 - 96 }; struct PushConstant { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index bd8e950e70..126f40584a 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -65,7 +65,7 @@ void RendererSceneRenderRD::sdfgi_update(RID p_render_buffers, RID p_environment static const uint32_t history_frames_to_converge[RS::ENV_SDFGI_CONVERGE_MAX] = { 5, 10, 15, 20, 25, 30 }; uint32_t requested_history_size = history_frames_to_converge[gi.sdfgi_frames_to_converge]; - if (rb->sdfgi && (rb->sdfgi->cascade_mode != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) { + if (rb->sdfgi && (rb->sdfgi->num_cascades != env->sdfgi_cascades || rb->sdfgi->min_cell_size != env->sdfgi_min_cell_size || requested_history_size != rb->sdfgi->history_size || rb->sdfgi->uses_occlusion != env->sdfgi_use_occlusion || rb->sdfgi->y_scale_mode != env->sdfgi_y_scale)) { //configuration changed, erase rb->sdfgi->erase(); memdelete(rb->sdfgi); @@ -303,7 +303,7 @@ void RendererSceneRenderRD::environment_glow_set_use_high_quality(bool p_enable) glow_high_quality = p_enable; } -void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { +void RendererSceneRenderRD::environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) { RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); ERR_FAIL_COND(!env); @@ -365,7 +365,7 @@ float RendererSceneRenderRD::environment_get_fog_aerial_perspective(RID p_env) c return env->fog_aerial_perspective; } -void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) { +void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) { RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); ERR_FAIL_COND(!env); @@ -373,7 +373,7 @@ void RendererSceneRenderRD::environment_set_volumetric_fog(RID p_env, bool p_ena return; } - env->set_volumetric_fog(p_enable, p_density, p_light, p_light_energy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount); + env->set_volumetric_fog(p_enable, p_density, p_albedo, p_emission, p_emission_energy, p_anisotropy, p_length, p_detail_spread, p_gi_inject, p_temporal_reprojection, p_temporal_reprojection_amount, p_ambient_inject); } void RendererSceneRenderRD::environment_set_volumetric_fog_volume_size(int p_size, int p_depth) { @@ -427,6 +427,26 @@ void RendererSceneRenderRD::environment_set_ssao_quality(RS::EnvironmentSSAOQual ssao_fadeout_to = p_fadeout_to; } +void RendererSceneRenderRD::environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) { + RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); + ERR_FAIL_COND(!env); + + env->ssil_enabled = p_enable; + env->ssil_radius = p_radius; + env->ssil_intensity = p_intensity; + env->ssil_sharpness = p_sharpness; + env->ssil_normal_rejection = p_normal_rejection; +} + +void RendererSceneRenderRD::environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) { + ssil_quality = p_quality; + ssil_half_size = p_half_size; + ssil_adaptive_target = p_adaptive_target; + ssil_blur_passes = p_blur_passes; + ssil_fadeout_from = p_fadeout_from; + ssil_fadeout_to = p_fadeout_to; +} + bool RendererSceneRenderRD::environment_is_ssao_enabled(RID p_env) const { RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); ERR_FAIL_COND_V(!env, false); @@ -445,6 +465,12 @@ float RendererSceneRenderRD::environment_get_ssao_light_affect(RID p_env) const return env->ssao_direct_light_affect; } +bool RendererSceneRenderRD::environment_is_ssil_enabled(RID p_env) const { + RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); + ERR_FAIL_COND_V(!env, false); + return env->ssil_enabled; +} + bool RendererSceneRenderRD::environment_is_ssr_enabled(RID p_env) const { RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); ERR_FAIL_COND_V(!env, false); @@ -464,34 +490,63 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_env); ERR_FAIL_COND_V(!env, Ref<Image>()); - if (env->background == RS::ENV_BG_CAMERA_FEED || env->background == RS::ENV_BG_CANVAS || env->background == RS::ENV_BG_KEEP) { + RS::EnvironmentBG environment_background = env->background; + + if (environment_background == RS::ENV_BG_CAMERA_FEED || environment_background == RS::ENV_BG_CANVAS || environment_background == RS::ENV_BG_KEEP) { return Ref<Image>(); //nothing to bake } - if (env->background == RS::ENV_BG_CLEAR_COLOR || env->background == RS::ENV_BG_COLOR) { - Color color; - if (env->background == RS::ENV_BG_CLEAR_COLOR) { - color = storage->get_default_clear_color(); - } else { - color = env->bg_color; - } - color.r *= env->bg_energy; - color.g *= env->bg_energy; - color.b *= env->bg_energy; - - Ref<Image> ret; - ret.instantiate(); - ret->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF); - for (int i = 0; i < p_size.width; i++) { - for (int j = 0; j < p_size.height; j++) { - ret->set_pixel(i, j, color); + RS::EnvironmentAmbientSource ambient_source = env->ambient_source; + + bool use_ambient_light = false; + bool use_cube_map = false; + if (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && (environment_background == RS::ENV_BG_CLEAR_COLOR || environment_background == RS::ENV_BG_COLOR)) { + use_ambient_light = true; + } else { + use_cube_map = (ambient_source == RS::ENV_AMBIENT_SOURCE_BG && environment_background == RS::ENV_BG_SKY) || ambient_source == RS::ENV_AMBIENT_SOURCE_SKY; + use_ambient_light = use_cube_map || ambient_source == RS::ENV_AMBIENT_SOURCE_COLOR; + } + use_cube_map = use_cube_map || (environment_background == RS::ENV_BG_SKY && env->sky.is_valid()); + + Color ambient_color; + float ambient_color_sky_mix; + if (use_ambient_light) { + ambient_color_sky_mix = env->ambient_sky_contribution; + const float ambient_energy = env->ambient_light_energy; + ambient_color = env->ambient_light; + ambient_color = ambient_color.to_linear(); + ambient_color.r *= ambient_energy; + ambient_color.g *= ambient_energy; + ambient_color.b *= ambient_energy; + } + + if (use_cube_map) { + Ref<Image> panorama = sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size); + if (use_ambient_light) { + for (int x = 0; x < p_size.width; x++) { + for (int y = 0; y < p_size.height; y++) { + panorama->set_pixel(x, y, ambient_color.lerp(panorama->get_pixel(x, y), ambient_color_sky_mix)); + } } } - return ret; - } + return panorama; + } else { + const float bg_energy = env->bg_energy; + Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? storage->get_default_clear_color() : env->bg_color); + panorama_color = panorama_color.to_linear(); + panorama_color.r *= bg_energy; + panorama_color.g *= bg_energy; + panorama_color.b *= bg_energy; - if (env->background == RS::ENV_BG_SKY && env->sky.is_valid()) { - return sky_bake_panorama(env->sky, env->bg_energy, p_bake_irradiance, p_size); + if (use_ambient_light) { + panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix); + } + + Ref<Image> panorama; + panorama.instantiate(); + panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF); + panorama->fill(panorama_color); + return panorama; } return Ref<Image>(); @@ -499,6 +554,37 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba //////////////////////////////////////////////////////////// +RID RendererSceneRenderRD::fog_volume_instance_create(RID p_fog_volume) { + FogVolumeInstance fvi; + fvi.volume = p_fog_volume; + return fog_volume_instance_owner.make_rid(fvi); +} +void RendererSceneRenderRD::fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) { + FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND(!fvi); + fvi->transform = p_transform; +} +void RendererSceneRenderRD::fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) { + FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND(!fvi); + fvi->active = p_active; +} + +RID RendererSceneRenderRD::fog_volume_instance_get_volume(RID p_fog_volume_instance) const { + FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND_V(!fvi, RID()); + return fvi->volume; +} + +Vector3 RendererSceneRenderRD::fog_volume_instance_get_position(RID p_fog_volume_instance) const { + FogVolumeInstance *fvi = fog_volume_instance_owner.get_or_null(p_fog_volume_instance); + ERR_FAIL_COND_V(!fvi, Vector3()); + + return fvi->transform.get_origin(); +} + +//////////////////////////////////////////////////////////// + RID RendererSceneRenderRD::reflection_atlas_create() { ReflectionAtlas ra; ra.count = GLOBAL_GET("rendering/reflections/reflection_atlas/reflection_count"); @@ -1472,8 +1558,8 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { RD::TextureFormat tf; tf.format = _render_buffers_get_color_format(); // RD::DATA_FORMAT_R16G16B16A16_SFLOAT; - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; + tf.height = rb->internal_height; tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D; tf.array_layers = rb->view_count; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; @@ -1484,6 +1570,10 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { } tf.mipmaps = mipmaps_required; + rb->sss_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + tf.width = rb->internal_width; + tf.height = rb->internal_height; rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); //the second one is smaller (only used for separatable part of blur) tf.width >>= 1; @@ -1491,8 +1581,8 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { tf.mipmaps--; rb->blur[1].texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); - int base_width = rb->width; - int base_height = rb->height; + int base_width = rb->internal_width; + int base_height = rb->internal_height; for (uint32_t i = 0; i < mipmaps_required; i++) { RenderBuffers::Blur::Mipmap mm; @@ -1546,8 +1636,8 @@ void RendererSceneRenderRD::_allocate_blur_textures(RenderBuffers *rb) { // create 4 weight textures, 2 full size, 2 half size tf.format = RD::DATA_FORMAT_R16_SFLOAT; // We could probably use DATA_FORMAT_R8_SNORM if we don't pre-multiply by blur_size but that depends on whether we can remove DEPTH_GAP - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; + tf.height = rb->internal_height; tf.texture_type = rb->view_count > 1 ? RD::TEXTURE_TYPE_2D_ARRAY : RD::TEXTURE_TYPE_2D; tf.array_layers = rb->view_count; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; @@ -1625,8 +1715,8 @@ void RendererSceneRenderRD::_allocate_depth_backbuffer_textures(RenderBuffers *r void RendererSceneRenderRD::_allocate_luminance_textures(RenderBuffers *rb) { ERR_FAIL_COND(!rb->luminance.current.is_null()); - int w = rb->width; - int h = rb->height; + int w = rb->internal_width; + int h = rb->internal_height; while (true) { w = MAX(w / 8, 1); @@ -1678,9 +1768,26 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) { rb->texture_fb = RID(); } - if (rb->texture.is_valid()) { - RD::get_singleton()->free(rb->texture); + if (rb->internal_texture == rb->texture && rb->internal_texture.is_valid()) { + RD::get_singleton()->free(rb->internal_texture); rb->texture = RID(); + rb->internal_texture = RID(); + rb->upscale_texture = RID(); + } else { + if (rb->texture.is_valid()) { + RD::get_singleton()->free(rb->texture); + rb->texture = RID(); + } + + if (rb->internal_texture.is_valid()) { + RD::get_singleton()->free(rb->internal_texture); + rb->internal_texture = RID(); + } + + if (rb->upscale_texture.is_valid()) { + RD::get_singleton()->free(rb->upscale_texture); + rb->upscale_texture = RID(); + } } if (rb->depth_texture.is_valid()) { @@ -1698,6 +1805,11 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) { rb->depth_back_texture = RID(); } + if (rb->sss_texture.is_valid()) { + RD::get_singleton()->free(rb->sss_texture); + rb->sss_texture = RID(); + } + for (int i = 0; i < 2; i++) { for (int m = 0; m < rb->blur[i].mipmaps.size(); m++) { // do we free the texture slice here? or is it enough to free the main texture? @@ -1741,24 +1853,51 @@ void RendererSceneRenderRD::_free_render_buffer_data(RenderBuffers *rb) { rb->luminance.current = RID(); } - if (rb->ssao.depth.is_valid()) { - RD::get_singleton()->free(rb->ssao.depth); - RD::get_singleton()->free(rb->ssao.ao_deinterleaved); - RD::get_singleton()->free(rb->ssao.ao_pong); - RD::get_singleton()->free(rb->ssao.ao_final); + if (rb->ss_effects.linear_depth.is_valid()) { + RD::get_singleton()->free(rb->ss_effects.linear_depth); + rb->ss_effects.linear_depth = RID(); + rb->ss_effects.linear_depth_slices.clear(); + } + + if (rb->ss_effects.ssao.ao_final.is_valid()) { + RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved); + RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong); + RD::get_singleton()->free(rb->ss_effects.ssao.ao_final); + + RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]); + RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]); - RD::get_singleton()->free(rb->ssao.importance_map[0]); - RD::get_singleton()->free(rb->ssao.importance_map[1]); + rb->ss_effects.ssao.ao_deinterleaved = RID(); + rb->ss_effects.ssao.ao_pong = RID(); + rb->ss_effects.ssao.ao_final = RID(); + rb->ss_effects.ssao.importance_map[0] = RID(); + rb->ss_effects.ssao.importance_map[1] = RID(); - rb->ssao.depth = RID(); - rb->ssao.ao_deinterleaved = RID(); - rb->ssao.ao_pong = RID(); - rb->ssao.ao_final = RID(); - rb->ssao.importance_map[0] = RID(); - rb->ssao.importance_map[1] = RID(); - rb->ssao.depth_slices.clear(); - rb->ssao.ao_deinterleaved_slices.clear(); - rb->ssao.ao_pong_slices.clear(); + rb->ss_effects.ssao.ao_deinterleaved_slices.clear(); + rb->ss_effects.ssao.ao_pong_slices.clear(); + } + + if (rb->ss_effects.ssil.ssil_final.is_valid()) { + RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final); + RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved); + RD::get_singleton()->free(rb->ss_effects.ssil.pong); + RD::get_singleton()->free(rb->ss_effects.ssil.edges); + RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]); + RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]); + + rb->ss_effects.ssil.ssil_final = RID(); + rb->ss_effects.ssil.deinterleaved = RID(); + rb->ss_effects.ssil.pong = RID(); + rb->ss_effects.ssil.edges = RID(); + rb->ss_effects.ssil.deinterleaved_slices.clear(); + rb->ss_effects.ssil.pong_slices.clear(); + rb->ss_effects.ssil.edges_slices.clear(); + rb->ss_effects.ssil.importance_map[0] = RID(); + rb->ss_effects.ssil.importance_map[1] = RID(); + + RD::get_singleton()->free(rb->ss_effects.last_frame); + rb->ss_effects.last_frame = RID(); + rb->ss_effects.last_frame_slices.clear(); } if (rb->ssr.blur_radius[0].is_valid()) { @@ -1787,7 +1926,7 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); - bool can_use_effects = rb->width >= 8 && rb->height >= 8; + bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8; if (!can_use_effects) { //just copy @@ -1798,18 +1937,18 @@ void RendererSceneRenderRD::_process_sss(RID p_render_buffers, const CameraMatri _allocate_blur_textures(rb); } - storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality); + storage->get_effects()->sub_surface_scattering(rb->internal_texture, rb->sss_texture, rb->depth_texture, p_camera, Size2i(rb->internal_width, rb->internal_height), sss_scale, sss_depth_scale, sss_quality); } void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) { RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); - bool can_use_effects = rb->width >= 8 && rb->height >= 8; + bool can_use_effects = rb->internal_width >= 8 && rb->internal_height >= 8; if (!can_use_effects) { //just copy - storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID()); + storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, RID()); return; } @@ -1821,8 +1960,8 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb if (rb->ssr.depth_scaled.is_null()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R32_SFLOAT; - tf.width = rb->width / 2; - tf.height = rb->height / 2; + tf.width = rb->internal_width / 2; + tf.height = rb->internal_height / 2; tf.texture_type = RD::TEXTURE_TYPE_2D; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT; @@ -1836,8 +1975,8 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = rb->width / 2; - tf.height = rb->height / 2; + tf.width = rb->internal_width / 2; + tf.height = rb->internal_height / 2; tf.texture_type = RD::TEXTURE_TYPE_2D; tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; @@ -1849,8 +1988,8 @@ void RendererSceneRenderRD::_process_ssr(RID p_render_buffers, RID p_dest_frameb _allocate_blur_textures(rb); } - storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection); - storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture); + storage->get_effects()->screen_space_reflection(rb->internal_texture, p_normal_buffer, ssr_roughness_quality, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->internal_width / 2, rb->internal_height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection); + storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->internal_texture, rb->blur[0].mipmaps[1].texture); } void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) { @@ -1862,24 +2001,21 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen RENDER_TIMESTAMP("Process SSAO"); - if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) { - RD::get_singleton()->free(rb->ssao.depth); - RD::get_singleton()->free(rb->ssao.ao_deinterleaved); - RD::get_singleton()->free(rb->ssao.ao_pong); - RD::get_singleton()->free(rb->ssao.ao_final); + if (rb->ss_effects.ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) { + RD::get_singleton()->free(rb->ss_effects.ssao.ao_deinterleaved); + RD::get_singleton()->free(rb->ss_effects.ssao.ao_pong); + RD::get_singleton()->free(rb->ss_effects.ssao.ao_final); - RD::get_singleton()->free(rb->ssao.importance_map[0]); - RD::get_singleton()->free(rb->ssao.importance_map[1]); + RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[0]); + RD::get_singleton()->free(rb->ss_effects.ssao.importance_map[1]); - rb->ssao.depth = RID(); - rb->ssao.ao_deinterleaved = RID(); - rb->ssao.ao_pong = RID(); - rb->ssao.ao_final = RID(); - rb->ssao.importance_map[0] = RID(); - rb->ssao.importance_map[1] = RID(); - rb->ssao.depth_slices.clear(); - rb->ssao.ao_deinterleaved_slices.clear(); - rb->ssao.ao_pong_slices.clear(); + rb->ss_effects.ssao.ao_deinterleaved = RID(); + rb->ss_effects.ssao.ao_pong = RID(); + rb->ss_effects.ssao.ao_final = RID(); + rb->ss_effects.ssao.importance_map[0] = RID(); + rb->ss_effects.ssao.importance_map[1] = RID(); + rb->ss_effects.ssao.ao_deinterleaved_slices.clear(); + rb->ss_effects.ssao.ao_pong_slices.clear(); } int buffer_width; @@ -1887,38 +2023,21 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen int half_width; int half_height; if (ssao_half_size) { - buffer_width = (rb->width + 3) / 4; - buffer_height = (rb->height + 3) / 4; - half_width = (rb->width + 7) / 8; - half_height = (rb->height + 7) / 8; + buffer_width = (rb->internal_width + 3) / 4; + buffer_height = (rb->internal_height + 3) / 4; + half_width = (rb->internal_width + 7) / 8; + half_height = (rb->internal_height + 7) / 8; } else { - buffer_width = (rb->width + 1) / 2; - buffer_height = (rb->height + 1) / 2; - half_width = (rb->width + 3) / 4; - half_height = (rb->height + 3) / 4; + buffer_width = (rb->internal_width + 1) / 2; + buffer_height = (rb->internal_height + 1) / 2; + half_width = (rb->internal_width + 3) / 4; + half_height = (rb->internal_height + 3) / 4; } bool uniform_sets_are_invalid = false; - if (rb->ssao.depth.is_null()) { - //allocate depth slices - + if (rb->ss_effects.ssao.ao_deinterleaved.is_null()) { { - RD::TextureFormat tf; - tf.format = RD::DATA_FORMAT_R16_SFLOAT; - tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; - tf.width = buffer_width; - tf.height = buffer_height; - tf.mipmaps = 4; - tf.array_layers = 4; - tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.depth, "SSAO Depth"); - for (uint32_t i = 0; i < tf.mipmaps; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.depth, 0, i, RD::TEXTURE_SLICE_2D_ARRAY); - rb->ssao.depth_slices.push_back(slice); - RD::get_singleton()->set_resource_name(rb->ssao.depth_slices[i], "SSAO Depth Mip " + itos(i) + " "); - } + rb->ss_effects.ssao.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssao_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); } - { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8G8_UNORM; @@ -1927,12 +2046,12 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen tf.height = buffer_height; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved, "SSAO De-interleaved Array"); + rb->ss_effects.ssao.ao_deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_deinterleaved, "SSAO De-interleaved Array"); for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_deinterleaved, i, 0); - rb->ssao.ao_deinterleaved_slices.push_back(slice); - RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " "); + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_deinterleaved, i, 0); + rb->ss_effects.ssao.ao_deinterleaved_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " "); } } @@ -1944,12 +2063,12 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen tf.height = buffer_height; tf.array_layers = 4; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.ao_pong, "SSAO De-interleaved Array Pong"); + rb->ss_effects.ssao.ao_pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_pong, "SSAO De-interleaved Array Pong"); for (uint32_t i = 0; i < 4; i++) { - RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ssao.ao_pong, i, 0); - rb->ssao.ao_pong_slices.push_back(slice); - RD::get_singleton()->set_resource_name(rb->ssao.ao_deinterleaved_slices[i], "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssao.ao_pong, i, 0); + rb->ss_effects.ssao.ao_pong_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSAO De-interleaved Array Layer " + itos(i) + " Pong"); } } @@ -1959,19 +2078,19 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen tf.width = half_width; tf.height = half_height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.importance_map[0], "SSAO Importance Map"); - rb->ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.importance_map[1], "SSAO Importance Map Pong"); + rb->ss_effects.ssao.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[0], "SSAO Importance Map"); + rb->ss_effects.ssao.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.importance_map[1], "SSAO Importance Map Pong"); } { RD::TextureFormat tf; tf.format = RD::DATA_FORMAT_R8_UNORM; - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; + tf.height = rb->internal_height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; - rb->ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); - RD::get_singleton()->set_resource_name(rb->ssao.ao_final, "SSAO Final"); + rb->ss_effects.ssao.ao_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssao.ao_final, "SSAO Final"); } ssao_using_half_size = ssao_half_size; uniform_sets_are_invalid = true; @@ -1991,11 +2110,191 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen settings.blur_passes = ssao_blur_passes; settings.fadeout_from = ssao_fadeout_from; settings.fadeout_to = ssao_fadeout_to; + settings.full_screen_size = Size2i(rb->internal_width, rb->internal_height); + settings.half_screen_size = Size2i(buffer_width, buffer_height); + settings.quarter_screen_size = Size2i(half_width, half_height); + + storage->get_effects()->generate_ssao(p_normal_buffer, rb->ss_effects.ssao.depth_texture_view, rb->ss_effects.ssao.ao_deinterleaved, rb->ss_effects.ssao.ao_deinterleaved_slices, rb->ss_effects.ssao.ao_pong, rb->ss_effects.ssao.ao_pong_slices, rb->ss_effects.ssao.ao_final, rb->ss_effects.ssao.importance_map[0], rb->ss_effects.ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssao.gather_uniform_set, rb->ss_effects.ssao.importance_map_uniform_set); +} + +void RendererSceneRenderRD::_process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND(!rb); + + RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_environment); + ERR_FAIL_COND(!env); + + RENDER_TIMESTAMP("Process SSIL"); + + if (rb->ss_effects.ssil.ssil_final.is_valid() && ssil_using_half_size != ssil_half_size) { + RD::get_singleton()->free(rb->ss_effects.ssil.ssil_final); + RD::get_singleton()->free(rb->ss_effects.ssil.deinterleaved); + RD::get_singleton()->free(rb->ss_effects.ssil.pong); + RD::get_singleton()->free(rb->ss_effects.ssil.edges); + RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[0]); + RD::get_singleton()->free(rb->ss_effects.ssil.importance_map[1]); + + rb->ss_effects.ssil.ssil_final = RID(); + rb->ss_effects.ssil.deinterleaved = RID(); + rb->ss_effects.ssil.pong = RID(); + rb->ss_effects.ssil.edges = RID(); + rb->ss_effects.ssil.deinterleaved_slices.clear(); + rb->ss_effects.ssil.pong_slices.clear(); + rb->ss_effects.ssil.edges_slices.clear(); + rb->ss_effects.ssil.importance_map[0] = RID(); + rb->ss_effects.ssil.importance_map[1] = RID(); + } + + int buffer_width; + int buffer_height; + int half_width; + int half_height; + if (ssil_half_size) { + buffer_width = (rb->width + 3) / 4; + buffer_height = (rb->height + 3) / 4; + half_width = (rb->width + 7) / 8; + half_height = (rb->height + 7) / 8; + } else { + buffer_width = (rb->width + 1) / 2; + buffer_height = (rb->height + 1) / 2; + half_width = (rb->width + 3) / 4; + half_height = (rb->height + 3) / 4; + } + bool uniform_sets_are_invalid = false; + if (rb->ss_effects.ssil.ssil_final.is_null()) { + { + rb->ss_effects.ssil.depth_texture_view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, ssil_half_size ? 1 : 0, 4, RD::TEXTURE_SLICE_2D_ARRAY); + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.width = rb->width; + tf.height = rb->height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + rb->ss_effects.ssil.ssil_final = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.ssil_final, "SSIL texture"); + RD::get_singleton()->texture_clear(rb->ss_effects.ssil.ssil_final, Color(0, 0, 0, 0), 0, 1, 0, 1); + if (rb->ss_effects.last_frame.is_null()) { + tf.mipmaps = 6; + rb->ss_effects.last_frame = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.last_frame, "Last Frame Radiance"); + RD::get_singleton()->texture_clear(rb->ss_effects.last_frame, Color(0, 0, 0, 0), 0, tf.mipmaps, 0, 1); + for (uint32_t i = 0; i < 6; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.last_frame, 0, i); + rb->ss_effects.last_frame_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "Last Frame Radiance Mip " + itos(i) + " "); + } + } + } + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = buffer_width; + tf.height = buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.ssil.deinterleaved = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.deinterleaved, "SSIL deinterleaved buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.deinterleaved, i, 0); + rb->ss_effects.ssil.deinterleaved_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer array " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = buffer_width; + tf.height = buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.ssil.pong = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.pong, "SSIL deinterleaved pong buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.pong, i, 0); + rb->ss_effects.ssil.pong_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL deinterleaved buffer pong array " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = buffer_width; + tf.height = buffer_height; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.ssil.edges = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.edges, "SSIL edges buffer"); + for (uint32_t i = 0; i < 4; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.ssil.edges, i, 0); + rb->ss_effects.ssil.edges_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SSIL edges buffer slice " + itos(i) + " "); + } + } + + { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R8_UNORM; + tf.width = half_width; + tf.height = half_height; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.ssil.importance_map[0] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[0], "SSIL Importance Map"); + rb->ss_effects.ssil.importance_map[1] = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.ssil.importance_map[1], "SSIL Importance Map Pong"); + } + uniform_sets_are_invalid = true; + ssil_using_half_size = ssil_half_size; + } + + EffectsRD::SSILSettings settings; + settings.radius = env->ssil_radius; + settings.intensity = env->ssil_intensity; + settings.sharpness = env->ssil_sharpness; + settings.normal_rejection = env->ssil_normal_rejection; + + settings.quality = ssil_quality; + settings.half_size = ssil_half_size; + settings.adaptive_target = ssil_adaptive_target; + settings.blur_passes = ssil_blur_passes; + settings.fadeout_from = ssil_fadeout_from; + settings.fadeout_to = ssil_fadeout_to; settings.full_screen_size = Size2i(rb->width, rb->height); settings.half_screen_size = Size2i(buffer_width, buffer_height); settings.quarter_screen_size = Size2i(half_width, half_height); - storage->get_effects()->generate_ssao(rb->depth_texture, p_normal_buffer, rb->ssao.depth, rb->ssao.depth_slices, rb->ssao.ao_deinterleaved, rb->ssao.ao_deinterleaved_slices, rb->ssao.ao_pong, rb->ssao.ao_pong_slices, rb->ssao.ao_final, rb->ssao.importance_map[0], rb->ssao.importance_map[1], p_projection, settings, uniform_sets_are_invalid, rb->ssao.downsample_uniform_set, rb->ssao.gather_uniform_set, rb->ssao.importance_map_uniform_set); + CameraMatrix correction; + correction.set_depth_correction(true); + CameraMatrix projection = correction * p_projection; + Transform3D transform = p_transform; + transform.set_origin(Vector3(0.0, 0.0, 0.0)); + CameraMatrix last_frame_projection = rb->ss_effects.last_frame_projection * CameraMatrix(rb->ss_effects.last_frame_transform.affine_inverse()) * CameraMatrix(transform) * projection.inverse(); + + storage->get_effects()->screen_space_indirect_lighting(rb->ss_effects.last_frame, rb->ss_effects.ssil.ssil_final, p_normal_buffer, rb->ss_effects.ssil.depth_texture_view, rb->ss_effects.ssil.deinterleaved, rb->ss_effects.ssil.deinterleaved_slices, rb->ss_effects.ssil.pong, rb->ss_effects.ssil.pong_slices, rb->ss_effects.ssil.importance_map[0], rb->ss_effects.ssil.importance_map[1], rb->ss_effects.ssil.edges, rb->ss_effects.ssil.edges_slices, p_projection, last_frame_projection, settings, uniform_sets_are_invalid, rb->ss_effects.ssil.gather_uniform_set, rb->ss_effects.ssil.importance_map_uniform_set, rb->ss_effects.ssil.projection_uniform_set); + rb->ss_effects.last_frame_projection = projection; + rb->ss_effects.last_frame_transform = transform; +} + +void RendererSceneRenderRD::_copy_framebuffer_to_ssil(RID p_render_buffers) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND(!rb); + + if (rb->ss_effects.last_frame.is_valid()) { + storage->get_effects()->copy_to_rect(rb->texture, rb->ss_effects.last_frame, Rect2i(0, 0, rb->width, rb->height)); + + int width = rb->width; + int height = rb->height; + for (int i = 0; i < rb->ss_effects.last_frame_slices.size() - 1; i++) { + width = MAX(1, width >> 1); + height = MAX(1, height >> 1); + storage->get_effects()->make_mipmap(rb->ss_effects.last_frame_slices[i], rb->ss_effects.last_frame_slices[i + 1], Size2i(width, height)); + } + } } void RendererSceneRenderRD::_render_buffers_copy_screen_texture(const RenderDataRD *p_render_data) { @@ -2055,7 +2354,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende ERR_FAIL_COND(!rb); RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment); - //glow (if enabled) + // Glow and override exposure (if enabled). CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects); bool can_use_effects = rb->width >= 8 && rb->height >= 8; @@ -2071,9 +2370,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende EffectsRD::BokehBuffers buffers; - // textures we use - buffers.base_texture_size = Size2i(rb->width, rb->height); - buffers.base_texture = rb->texture; + // Textures we use + buffers.base_texture_size = Size2i(rb->internal_width, rb->internal_height); + buffers.base_texture = rb->internal_texture; buffers.depth_texture = rb->depth_texture; buffers.secondary_texture = rb->blur[0].mipmaps[0].texture; buffers.half_texture[0] = rb->blur[1].mipmaps[0].texture; @@ -2083,7 +2382,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende if (can_use_storage) { storage->get_effects()->bokeh_dof(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, dof_blur_use_jitter, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal); } else { - // set framebuffers + // Set framebuffers. buffers.base_fb = rb->texture_fb; buffers.secondary_fb = rb->weight_buffers[1].fb; buffers.half_fb[0] = rb->weight_buffers[2].fb; @@ -2093,7 +2392,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende buffers.weight_texture[2] = rb->weight_buffers[2].weight; buffers.weight_texture[3] = rb->weight_buffers[3].weight; - // set weight buffers + // Set weight buffers. buffers.base_weight_fb = rb->base_weight_fb; storage->get_effects()->bokeh_dof_raster(buffers, camfx->dof_blur_far_enabled, camfx->dof_blur_far_distance, camfx->dof_blur_far_transition, camfx->dof_blur_near_enabled, camfx->dof_blur_near_distance, camfx->dof_blur_near_transition, bokeh_size, dof_blur_bokeh_shape, dof_blur_quality, p_render_data->z_near, p_render_data->z_far, p_render_data->cam_ortogonal); @@ -2112,17 +2411,17 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende double step = env->auto_exp_speed * time_step; if (can_use_storage) { - storage->get_effects()->luminance_reduction(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate); + storage->get_effects()->luminance_reduction(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate); } else { - storage->get_effects()->luminance_reduction_raster(rb->texture, Size2i(rb->width, rb->height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate); + storage->get_effects()->luminance_reduction_raster(rb->internal_texture, Size2i(rb->internal_width, rb->internal_height), rb->luminance.reduce, rb->luminance.fb, rb->luminance.current, env->min_luminance, env->max_luminance, step, set_immediate); } - //swap final reduce with prev luminance + // Swap final reduce with prev luminance. SWAP(rb->luminance.current, rb->luminance.reduce.write[rb->luminance.reduce.size() - 1]); if (!can_use_storage) { SWAP(rb->luminance.current_fb, rb->luminance.fb.write[rb->luminance.fb.size() - 1]); } - RenderingServerDefault::redraw_request(); //redraw all the time if auto exposure rendering is on + RenderingServerDefault::redraw_request(); // Redraw all the time if auto exposure rendering is on. RD::get_singleton()->draw_command_end_label(); } @@ -2157,9 +2456,9 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende luminance_texture = rb->luminance.current; } if (can_use_storage) { - storage->get_effects()->gaussian_glow(rb->texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale); + storage->get_effects()->gaussian_glow(rb->internal_texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale); } else { - storage->get_effects()->gaussian_glow_raster(rb->texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale); + storage->get_effects()->gaussian_glow_raster(rb->internal_texture, rb->blur[1].mipmaps[i].half_fb, rb->blur[1].mipmaps[i].half_texture, rb->blur[1].mipmaps[i].fb, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale); } } else { if (can_use_storage) { @@ -2176,7 +2475,6 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende { RD::get_singleton()->draw_command_begin_label("Tonemap"); - //tonemap EffectsRD::TonemapSettings tonemap; if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) { @@ -2207,7 +2505,7 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende } tonemap.use_debanding = rb->use_debanding; - tonemap.texture_size = Vector2i(rb->width, rb->height); + tonemap.texture_size = Vector2i(rb->internal_width, rb->internal_height); if (env) { tonemap.tonemap_mode = env->tone_mapper; @@ -2215,6 +2513,10 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende tonemap.exposure = env->exposure; } + if (camfx && camfx->override_exposure_enabled) { + tonemap.exposure = camfx->override_exposure; + } + tonemap.use_color_correction = false; tonemap.use_1d_color_correction = false; tonemap.color_correction_texture = storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE); @@ -2234,7 +2536,15 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende tonemap.luminance_multiplier = _render_buffers_get_luminance_multiplier(); tonemap.view_count = p_render_data->view_count; - storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap); + storage->get_effects()->tonemapper(rb->internal_texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap); + + RD::get_singleton()->draw_command_end_label(); + } + + if (can_use_effects && can_use_storage && (rb->internal_width != rb->width || rb->internal_height != rb->height)) { + RD::get_singleton()->draw_command_begin_label("FSR Upscale"); + + storage->get_effects()->fsr_upscale(rb->internal_texture, rb->upscale_texture, rb->texture, Size2i(rb->internal_width, rb->internal_height), Size2i(rb->width, rb->height), rb->fsr_sharpness); RD::get_singleton()->draw_command_end_label(); } @@ -2249,6 +2559,8 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr ERR_FAIL_COND(!rb); RendererSceneEnvironmentRD *env = environment_owner.get_or_null(p_render_data->environment); + // Override exposure (if enabled). + CameraEffects *camfx = camera_effects_owner.get_or_null(p_render_data->camera_effects); bool can_use_effects = rb->width >= 8 && rb->height >= 8; @@ -2262,6 +2574,10 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr tonemap.white = env->white; } + if (camfx && camfx->override_exposure_enabled) { + tonemap.exposure = camfx->override_exposure; + } + // We don't support glow or auto exposure here, if they are needed, don't use subpasses! // The problem is that we need to use the result so far and process them before we can // apply this to our results. @@ -2353,10 +2669,14 @@ void RendererSceneRenderRD::_render_buffers_debug_draw(RID p_render_buffers, RID } } - if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao_final.is_valid()) { + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ss_effects.ssao.ao_final.is_valid()) { + Size2 rtsize = storage->render_target_get_size(rb->render_target); + effects->copy_to_fb_rect(rb->ss_effects.ssao.ao_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true); + } + + if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSIL && rb->ss_effects.ssil.ssil_final.is_valid()) { Size2 rtsize = storage->render_target_get_size(rb->render_target); - RID ao_buf = rb->ssao.ao_final; - effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true); + effects->copy_to_fb_rect(rb->ss_effects.ssil.ssil_final, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false); } if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) { @@ -2420,7 +2740,13 @@ RID RendererSceneRenderRD::render_buffers_get_ao_texture(RID p_render_buffers) { RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND_V(!rb, RID()); - return rb->ssao.ao_final; + return rb->ss_effects.ssao.ao_final; +} +RID RendererSceneRenderRD::render_buffers_get_ssil_texture(RID p_render_buffers) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); + ERR_FAIL_COND_V(!rb, RID()); + + return rb->ss_effects.ssil.ssil_final; } RID RendererSceneRenderRD::render_buffers_get_voxel_gi_buffer(RID p_render_buffers) { @@ -2588,14 +2914,28 @@ bool RendererSceneRenderRD::_render_buffers_can_be_storage() { return true; } -void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) { +void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) { ERR_FAIL_COND_MSG(p_view_count == 0, "Must have at least 1 view"); + if (!_render_buffers_can_be_storage()) { + p_internal_height = p_height; + p_internal_width = p_width; + } + + if (p_width != p_internal_width) { + float fsr_mipmap_bias = -log2f(p_width / p_internal_width) + p_fsr_mipmap_bias; + storage->sampler_rd_configure_custom(fsr_mipmap_bias); + update_uniform_sets(); + } + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); // Should we add an overrule per viewport? + rb->internal_width = p_internal_width; + rb->internal_height = p_internal_height; rb->width = p_width; rb->height = p_height; + rb->fsr_sharpness = p_fsr_sharpness; rb->render_target = p_render_target; rb->msaa = p_msaa; rb->screen_space_aa = p_screen_space_aa; @@ -2617,8 +2957,8 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; } tf.format = _render_buffers_get_color_format(); - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; // If set to rb->width, msaa won't crash + tf.height = rb->internal_height; // If set to rb->width, msaa won't crash tf.array_layers = rb->view_count; // create a layer for every view tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | (_render_buffers_can_be_storage() ? RD::TEXTURE_USAGE_STORAGE_BIT : 0) | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) { @@ -2626,7 +2966,17 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p } tf.usage_bits |= RD::TEXTURE_USAGE_INPUT_ATTACHMENT_BIT; // only needed when using subpasses in the mobile renderer - rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + rb->internal_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + + if ((p_internal_width != p_width || p_internal_height != p_height)) { + tf.width = rb->width; + tf.height = rb->height; + rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + rb->upscale_texture = RD::get_singleton()->texture_create(tf, RD::TextureView()); + } else { + rb->texture = rb->internal_texture; + rb->upscale_texture = rb->internal_texture; + } } { @@ -2640,8 +2990,8 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p tf.format = RD::DATA_FORMAT_R32_SFLOAT; } - tf.width = rb->width; - tf.height = rb->height; + tf.width = rb->internal_width; + tf.height = rb->internal_height; tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT; tf.array_layers = rb->view_count; // create a layer for every view @@ -2657,16 +3007,16 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p if (!_render_buffers_can_be_storage()) { // ONLY USED ON MOBILE RENDERER, ONLY USED FOR POST EFFECTS! Vector<RID> fb; - fb.push_back(rb->texture); + fb.push_back(rb->internal_texture); rb->texture_fb = RD::get_singleton()->framebuffer_create(fb, RenderingDevice::INVALID_ID, rb->view_count); } RID target_texture = storage->render_target_get_rd_texture(rb->render_target); - rb->data->configure(rb->texture, rb->depth_texture, target_texture, rb->width, rb->height, p_msaa, p_view_count); + rb->data->configure(rb->internal_texture, rb->depth_texture, target_texture, p_internal_width, p_internal_height, p_msaa, p_view_count); if (is_clustered_enabled()) { - rb->cluster_builder->setup(Size2i(rb->width, rb->height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->texture); + rb->cluster_builder->setup(Size2i(p_internal_width, p_internal_height), max_cluster_elements, rb->depth_texture, storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED), rb->internal_texture); } } @@ -2696,9 +3046,14 @@ void RendererSceneRenderRD::shadows_quality_set(RS::ShadowQuality p_quality) { switch (shadows_quality) { case RS::SHADOW_QUALITY_HARD: { penumbra_shadow_samples = 4; - soft_shadow_samples = 1; + soft_shadow_samples = 0; shadows_quality_radius = 1.0; } break; + case RS::SHADOW_QUALITY_SOFT_VERY_LOW: { + penumbra_shadow_samples = 4; + soft_shadow_samples = 1; + shadows_quality_radius = 1.5; + } break; case RS::SHADOW_QUALITY_SOFT_LOW: { penumbra_shadow_samples = 8; soft_shadow_samples = 4; @@ -2738,9 +3093,14 @@ void RendererSceneRenderRD::directional_shadow_quality_set(RS::ShadowQuality p_q switch (directional_shadow_quality) { case RS::SHADOW_QUALITY_HARD: { directional_penumbra_shadow_samples = 4; - directional_soft_shadow_samples = 1; + directional_soft_shadow_samples = 0; directional_shadow_quality_radius = 1.0; } break; + case RS::SHADOW_QUALITY_SOFT_VERY_LOW: { + directional_penumbra_shadow_samples = 4; + directional_soft_shadow_samples = 1; + directional_shadow_quality_radius = 1.5; + } break; case RS::SHADOW_QUALITY_SOFT_LOW: { directional_penumbra_shadow_samples = 8; directional_soft_shadow_samples = 4; @@ -2886,7 +3246,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const r_positional_light_count = 0; sky.sky_scene_state.ubo.directional_light_count = 0; - Plane camera_plane(p_camera_transform.origin, -p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized()); + Plane camera_plane(-p_camera_transform.basis.get_axis(Vector3::AXIS_Z).normalized(), p_camera_transform.origin); cluster.omni_light_count = 0; cluster.spot_light_count = 0; @@ -3026,7 +3386,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const RS::LightDirectionalShadowMode smode = storage->light_directional_get_shadow_mode(base); int limit = smode == RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL ? 0 : (smode == RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS ? 1 : 3); - light_data.blend_splits = storage->light_directional_get_blend_splits(base); + light_data.blend_splits = (smode != RS::LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL) && storage->light_directional_get_blend_splits(base); for (int j = 0; j < 4; j++) { Rect2 atlas_rect = li->shadow_transform[j].atlas_rect; CameraMatrix matrix = li->shadow_transform[j].camera; @@ -3462,18 +3822,206 @@ void RendererSceneRenderRD::_setup_decals(const PagedArray<RID> &p_decals, const } } +//////////////////////////////////////////////////////////////////////////////// +// FOG SHADER + +void RendererSceneRenderRD::FogShaderData::set_code(const String &p_code) { + //compile + + code = p_code; + valid = false; + ubo_size = 0; + uniforms.clear(); + + if (code.is_empty()) { + return; //just invalid, but no error + } + + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["fog"] = ShaderCompiler::STAGE_COMPUTE; + + uses_time = false; + + actions.usage_flag_pointers["TIME"] = &uses_time; + + actions.uniforms = &uniforms; + + RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; + + Error err = scene_singleton->volumetric_fog.compiler.compile(RS::SHADER_FOG, code, &actions, path, gen_code); + ERR_FAIL_COND_MSG(err != OK, "Fog shader compilation failed."); + + if (version.is_null()) { + version = scene_singleton->volumetric_fog.shader.version_create(); + } + + scene_singleton->volumetric_fog.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines); + ERR_FAIL_COND(!scene_singleton->volumetric_fog.shader.version_is_valid(version)); + + ubo_size = gen_code.uniform_total_size; + ubo_offsets = gen_code.uniform_offsets; + texture_uniforms = gen_code.texture_uniforms; + + pipeline = RD::get_singleton()->compute_pipeline_create(scene_singleton->volumetric_fog.shader.version_get_shader(version, 0)); + + valid = true; +} + +void RendererSceneRenderRD::FogShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { + if (!p_texture.is_valid()) { + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } + } else { + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = Map<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; + } +} + +void RendererSceneRenderRD::FogShaderData::get_param_list(List<PropertyInfo> *p_param_list) const { + Map<int, StringName> order; + + for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { + if (E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL || E->get().scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + if (E->get().texture_order >= 0) { + order[E->get().texture_order + 100000] = E->key(); + } else { + order[E->get().order] = E->key(); + } + } + + for (Map<int, StringName>::Element *E = order.front(); E; E = E->next()) { + PropertyInfo pi = ShaderLanguage::uniform_to_property_info(uniforms[E->get()]); + pi.name = E->get(); + p_param_list->push_back(pi); + } +} + +void RendererSceneRenderRD::FogShaderData::get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const { + for (Map<StringName, ShaderLanguage::ShaderNode::Uniform>::Element *E = uniforms.front(); E; E = E->next()) { + if (E->get().scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { + continue; + } + + RendererStorage::InstanceShaderParam p; + p.info = ShaderLanguage::uniform_to_property_info(E->get()); + p.info.name = E->key(); //supply name + p.index = E->get().instance_index; + p.default_value = ShaderLanguage::constant_value_to_variant(E->get().default_value, E->get().type, E->get().array_size, E->get().hint); + p_param_list->push_back(p); + } +} + +bool RendererSceneRenderRD::FogShaderData::is_param_texture(const StringName &p_param) const { + if (!uniforms.has(p_param)) { + return false; + } + + return uniforms[p_param].texture_order >= 0; +} + +bool RendererSceneRenderRD::FogShaderData::is_animated() const { + return false; +} + +bool RendererSceneRenderRD::FogShaderData::casts_shadows() const { + return false; +} + +Variant RendererSceneRenderRD::FogShaderData::get_default_parameter(const StringName &p_parameter) const { + if (uniforms.has(p_parameter)) { + ShaderLanguage::ShaderNode::Uniform uniform = uniforms[p_parameter]; + Vector<ShaderLanguage::ConstantNode::Value> default_value = uniform.default_value; + return ShaderLanguage::constant_value_to_variant(default_value, uniform.type, uniform.array_size, uniform.hint); + } + return Variant(); +} + +RS::ShaderNativeSourceCode RendererSceneRenderRD::FogShaderData::get_native_source_code() const { + RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; + + return scene_singleton->volumetric_fog.shader.version_get_native_source_code(version); +} + +RendererSceneRenderRD::FogShaderData::FogShaderData() { + valid = false; +} + +RendererSceneRenderRD::FogShaderData::~FogShaderData() { + RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; + ERR_FAIL_COND(!scene_singleton); + //pipeline variants will clear themselves if shader is gone + if (version.is_valid()) { + scene_singleton->volumetric_fog.shader.version_free(version); + } +} + +//////////////////////////////////////////////////////////////////////////////// +// Fog material + +bool RendererSceneRenderRD::FogMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { + RendererSceneRenderRD *scene_singleton = (RendererSceneRenderRD *)RendererSceneRenderRD::singleton; + + uniform_set_updated = true; + + return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, scene_singleton->volumetric_fog.shader.version_get_shader(shader_data->version, 0), VolumetricFogShader::FogSet::FOG_SET_MATERIAL); +} + +RendererSceneRenderRD::FogMaterialData::~FogMaterialData() { + free_parameters_uniform_set(uniform_set); +} + +RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_func() { + FogShaderData *shader_data = memnew(FogShaderData); + return shader_data; +} + +RendererStorageRD::ShaderData *RendererSceneRenderRD::_create_fog_shader_funcs() { + return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_shader_func(); +}; + +RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_func(FogShaderData *p_shader) { + FogMaterialData *material_data = memnew(FogMaterialData); + material_data->shader_data = p_shader; + //update will happen later anyway so do nothing. + return material_data; +} + +RendererStorageRD::MaterialData *RendererSceneRenderRD::_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader) { + return static_cast<RendererSceneRenderRD *>(RendererSceneRenderRD::singleton)->_create_fog_material_func(static_cast<FogShaderData *>(p_shader)); +}; + +//////////////////////////////////////////////////////////////////////////////// +// Volumetric Fog + void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) { ERR_FAIL_COND(!rb->volumetric_fog); RD::get_singleton()->free(rb->volumetric_fog->prev_light_density_map); RD::get_singleton()->free(rb->volumetric_fog->light_density_map); RD::get_singleton()->free(rb->volumetric_fog->fog_map); + RD::get_singleton()->free(rb->volumetric_fog->density_map); + RD::get_singleton()->free(rb->volumetric_fog->light_map); + RD::get_singleton()->free(rb->volumetric_fog->emissive_map); - if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) { - RD::get_singleton()->free(rb->volumetric_fog->uniform_set); + if (rb->volumetric_fog->fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) { + RD::get_singleton()->free(rb->volumetric_fog->fog_uniform_set); + } + if (rb->volumetric_fog->process_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) { + RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set); } - if (rb->volumetric_fog->uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set2)) { - RD::get_singleton()->free(rb->volumetric_fog->uniform_set2); + if (rb->volumetric_fog->process_uniform_set2.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set2)) { + RD::get_singleton()->free(rb->volumetric_fog->process_uniform_set2); } if (rb->volumetric_fog->sdfgi_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->sdfgi_uniform_set)) { RD::get_singleton()->free(rb->volumetric_fog->sdfgi_uniform_set); @@ -3487,7 +4035,26 @@ void RendererSceneRenderRD::_volumetric_fog_erase(RenderBuffers *rb) { rb->volumetric_fog = nullptr; } -void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count) { +Vector3i RendererSceneRenderRD::_point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform) { + Vector3 view_position = p_cam_transform.affine_inverse().xform(p_point); + view_position.z = MIN(view_position.z, -0.01); // Clamp to the front of camera + Vector3 fog_position = Vector3(0, 0, 0); + + view_position.y = -view_position.y; + fog_position.z = -view_position.z / fog_end; + fog_position.x = (view_position.x / (2 * (fog_near_size.x * (1.0 - fog_position.z) + fog_far_size.x * fog_position.z))) + 0.5; + fog_position.y = (view_position.y / (2 * (fog_near_size.y * (1.0 - fog_position.z) + fog_far_size.y * fog_position.z))) + 0.5; + fog_position.z = Math::pow(float(fog_position.z), float(1.0 / volumetric_fog_detail_spread)); + fog_position = fog_position * fog_size - Vector3(0.5, 0.5, 0.5); + + fog_position.x = CLAMP(fog_position.x, 0.0, fog_size.x); + fog_position.y = CLAMP(fog_position.y, 0.0, fog_size.y); + fog_position.z = CLAMP(fog_position.z, 0.0, fog_size.z); + + return Vector3i(fog_position); +} + +void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes) { ERR_FAIL_COND(!is_clustered_enabled()); // can't use volumetric fog without clustered RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_buffers); ERR_FAIL_COND(!rb); @@ -3510,6 +4077,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e } RENDER_TIMESTAMP(">Volumetric Fog"); + RD::get_singleton()->draw_command_begin_label("Volumetric Fog"); if (env && env->volumetric_fog_enabled && !rb->volumetric_fog) { //required volumetric fog but not existing, create @@ -3527,15 +4095,43 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT; rb->volumetric_fog->light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_density_map, "Fog light-density map"); tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; rb->volumetric_fog->prev_light_density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->prev_light_density_map, "Fog previous light-density map"); RD::get_singleton()->texture_clear(rb->volumetric_fog->prev_light_density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT; rb->volumetric_fog->fog_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->fog_map, "Fog map"); + +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + Vector<uint8_t> dm; + dm.resize(target_width * target_height * volumetric_fog_depth * 4); + dm.fill(0); + + rb->volumetric_fog->density_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map"); + rb->volumetric_fog->light_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map"); + rb->volumetric_fog->emissive_map = RD::get_singleton()->storage_buffer_create(dm.size(), dm); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map"); +#else + tf.format = RD::DATA_FORMAT_R32_UINT; + tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT; + rb->volumetric_fog->density_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->density_map, "Fog density map"); + RD::get_singleton()->texture_clear(rb->volumetric_fog->density_map, Color(0, 0, 0, 0), 0, 1, 0, 1); + rb->volumetric_fog->light_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->light_map, "Fog light map"); + RD::get_singleton()->texture_clear(rb->volumetric_fog->light_map, Color(0, 0, 0, 0), 0, 1, 0, 1); + rb->volumetric_fog->emissive_map = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->volumetric_fog->emissive_map, "Fog emissive map"); + RD::get_singleton()->texture_clear(rb->volumetric_fog->emissive_map, Color(0, 0, 0, 0), 0, 1, 0, 1); +#endif Vector<RD::Uniform> uniforms; { @@ -3549,12 +4145,210 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e rb->volumetric_fog->sky_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky.sky_shader.default_shader_rd, RendererSceneSkyRD::SKY_SET_FOG); } - //update volumetric fog + if (p_fog_volumes.size() > 0) { + RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog Volumes"); - if (rb->volumetric_fog->uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) { - //re create uniform set if needed + RENDER_TIMESTAMP("Render Fog Volumes"); + + VolumetricFogShader::VolumeUBO params; + + Vector2 frustum_near_size = p_cam_projection.get_viewport_half_extents(); + Vector2 frustum_far_size = p_cam_projection.get_far_plane_half_extents(); + float z_near = p_cam_projection.get_z_near(); + float z_far = p_cam_projection.get_z_far(); + float fog_end = env->volumetric_fog_length; + + Vector2 fog_far_size = frustum_near_size.lerp(frustum_far_size, (fog_end - z_near) / (z_far - z_near)); + Vector2 fog_near_size; + if (p_cam_projection.is_orthogonal()) { + fog_near_size = fog_far_size; + } else { + fog_near_size = Vector2(); + } + + params.fog_frustum_size_begin[0] = fog_near_size.x; + params.fog_frustum_size_begin[1] = fog_near_size.y; + + params.fog_frustum_size_end[0] = fog_far_size.x; + params.fog_frustum_size_end[1] = fog_far_size.y; + + params.fog_frustum_end = fog_end; + params.z_near = z_near; + params.z_far = z_far; + params.time = time; + + params.fog_volume_size[0] = rb->volumetric_fog->width; + params.fog_volume_size[1] = rb->volumetric_fog->height; + params.fog_volume_size[2] = rb->volumetric_fog->depth; + + params.use_temporal_reprojection = env->volumetric_fog_temporal_reprojection; + params.temporal_frame = RSG::rasterizer->get_frame_number() % VolumetricFog::MAX_TEMPORAL_FRAMES; + params.detail_spread = env->volumetric_fog_detail_spread; + params.temporal_blend = env->volumetric_fog_temporal_reprojection_amount; + + Transform3D to_prev_cam_view = rb->volumetric_fog->prev_cam_transform.affine_inverse() * p_cam_transform; + storage->store_transform(to_prev_cam_view, params.to_prev_view); + storage->store_transform(p_cam_transform, params.transform); + + RD::get_singleton()->buffer_update(volumetric_fog.volume_ubo, 0, sizeof(VolumetricFogShader::VolumeUBO), ¶ms, RD::BARRIER_MASK_COMPUTE); + + if (rb->volumetric_fog->fog_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->fog_uniform_set)) { + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 1; + u.ids.push_back(rb->volumetric_fog->emissive_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_UNIFORM_BUFFER; + u.binding = 2; + u.ids.push_back(volumetric_fog.volume_ubo); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 3; + u.ids.push_back(rb->volumetric_fog->density_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 4; + u.ids.push_back(rb->volumetric_fog->light_map); + uniforms.push_back(u); + } + + rb->volumetric_fog->fog_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + } + + RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); + bool any_uses_time = false; + + for (int i = 0; i < (int)p_fog_volumes.size(); i++) { + FogVolumeInstance *fog_volume_instance = fog_volume_instance_owner.get_or_null(p_fog_volumes[i]); + ERR_FAIL_COND(!fog_volume_instance); + RID fog_volume = fog_volume_instance->volume; + + RID fog_material = storage->fog_volume_get_material(fog_volume); + + FogMaterialData *material = nullptr; + + if (fog_material.is_valid()) { + material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG); + if (!material || !material->shader_data->valid) { + material = nullptr; + } + } + + if (!material) { + fog_material = volumetric_fog.default_material; + material = (FogMaterialData *)storage->material_get_data(fog_material, RendererStorageRD::SHADER_TYPE_FOG); + } + + ERR_FAIL_COND(!material); + + FogShaderData *shader_data = material->shader_data; + + ERR_FAIL_COND(!shader_data); + + any_uses_time |= shader_data->uses_time; + + Vector3i min = Vector3i(); + Vector3i max = Vector3i(); + Vector3i kernel_size = Vector3i(); + + Vector3 position = fog_volume_instance->transform.get_origin(); + RS::FogVolumeShape volume_type = storage->fog_volume_get_shape(fog_volume); + Vector3 extents = storage->fog_volume_get_extents(fog_volume); + if (volume_type == RS::FOG_VOLUME_SHAPE_BOX || volume_type == RS::FOG_VOLUME_SHAPE_ELLIPSOID) { + Vector3i points[8]; + points[0] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); + points[1] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); + points[2] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); + points[3] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); + points[4] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); + points[5] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); + points[6] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); + points[7] = _point_get_position_in_froxel_volume(fog_volume_instance->transform.xform(Vector3(-extents.x, -extents.y, -extents.z)), fog_end, fog_near_size, fog_far_size, env->volumetric_fog_detail_spread, Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), p_cam_transform); + + min = Vector3i(int32_t(rb->volumetric_fog->width) - 1, int32_t(rb->volumetric_fog->height) - 1, int32_t(rb->volumetric_fog->depth) - 1); + max = Vector3i(1, 1, 1); + + for (int j = 0; j < 8; j++) { + min = Vector3i(MIN(min.x, points[j].x), MIN(min.y, points[j].y), MIN(min.z, points[j].z)); + max = Vector3i(MAX(max.x, points[j].x), MAX(max.y, points[j].y), MAX(max.z, points[j].z)); + } + + kernel_size = max - min; + } else { + // Volume type global runs on all cells + extents = Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); + min = Vector3i(0, 0, 0); + kernel_size = Vector3i(int32_t(rb->volumetric_fog->width), int32_t(rb->volumetric_fog->height), int32_t(rb->volumetric_fog->depth)); + } + + if (kernel_size.x == 0 || kernel_size.y == 0 || kernel_size.z == 0) { + continue; + } + + volumetric_fog.push_constant.position[0] = position.x; + volumetric_fog.push_constant.position[1] = position.y; + volumetric_fog.push_constant.position[2] = position.z; + volumetric_fog.push_constant.extents[0] = extents.x; + volumetric_fog.push_constant.extents[1] = extents.y; + volumetric_fog.push_constant.extents[2] = extents.z; + volumetric_fog.push_constant.corner[0] = min.x; + volumetric_fog.push_constant.corner[1] = min.y; + volumetric_fog.push_constant.corner[2] = min.z; + volumetric_fog.push_constant.shape = uint32_t(storage->fog_volume_get_shape(fog_volume)); + storage->store_transform(fog_volume_instance->transform.affine_inverse(), volumetric_fog.push_constant.transform); + + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, shader_data->pipeline); + + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->fog_uniform_set, VolumetricFogShader::FogSet::FOG_SET_UNIFORMS); + RD::get_singleton()->compute_list_set_push_constant(compute_list, &volumetric_fog.push_constant, sizeof(VolumetricFogShader::FogPushConstant)); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, volumetric_fog.base_uniform_set, VolumetricFogShader::FogSet::FOG_SET_BASE); + if (material->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(material->uniform_set)) { // Material may not have a uniform set. + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, material->uniform_set, VolumetricFogShader::FogSet::FOG_SET_MATERIAL); + } + + RD::get_singleton()->compute_list_dispatch_threads(compute_list, kernel_size.x, kernel_size.y, kernel_size.z); + } + if (any_uses_time || env->volumetric_fog_temporal_reprojection) { + RenderingServerDefault::redraw_request(); + } + + RD::get_singleton()->draw_command_end_label(); + + RD::get_singleton()->compute_list_end(); + } + + if (rb->volumetric_fog->process_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->process_uniform_set)) { + //re create uniform set if needed Vector<RD::Uniform> uniforms; + Vector<RD::Uniform> copy_uniforms; { RD::Uniform u; @@ -3568,6 +4362,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e } uniforms.push_back(u); + copy_uniforms.push_back(u); } { @@ -3580,6 +4375,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.ids.push_back(storage->texture_rd_get_default(RendererStorageRD::DEFAULT_RD_TEXTURE_BLACK)); } uniforms.push_back(u); + copy_uniforms.push_back(u); } { @@ -3588,6 +4384,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.binding = 3; u.ids.push_back(get_omni_light_buffer()); uniforms.push_back(u); + copy_uniforms.push_back(u); } { RD::Uniform u; @@ -3595,6 +4392,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.binding = 4; u.ids.push_back(get_spot_light_buffer()); uniforms.push_back(u); + copy_uniforms.push_back(u); } { @@ -3603,6 +4401,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.binding = 5; u.ids.push_back(get_directional_light_buffer()); uniforms.push_back(u); + copy_uniforms.push_back(u); } { @@ -3611,6 +4410,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.binding = 6; u.ids.push_back(rb->cluster_builder->get_cluster_buffer()); uniforms.push_back(u); + copy_uniforms.push_back(u); } { @@ -3619,6 +4419,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.binding = 7; u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); + copy_uniforms.push_back(u); } { @@ -3627,6 +4428,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.binding = 8; u.ids.push_back(rb->volumetric_fog->light_density_map); uniforms.push_back(u); + copy_uniforms.push_back(u); } { @@ -3639,10 +4441,19 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e { RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; + u.binding = 9; + u.ids.push_back(rb->volumetric_fog->prev_light_density_map); + copy_uniforms.push_back(u); + } + + { + RD::Uniform u; u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; u.binding = 10; u.ids.push_back(shadow_sampler); uniforms.push_back(u); + copy_uniforms.push_back(u); } { @@ -3651,6 +4462,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.binding = 11; u.ids.push_back(render_buffers_get_voxel_gi_buffer(p_render_buffers)); uniforms.push_back(u); + copy_uniforms.push_back(u); } { @@ -3661,6 +4473,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.ids.push_back(rb->gi.voxel_gi_textures[i]); } uniforms.push_back(u); + copy_uniforms.push_back(u); } { RD::Uniform u; @@ -3668,6 +4481,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.binding = 13; u.ids.push_back(storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED)); uniforms.push_back(u); + copy_uniforms.push_back(u); } { RD::Uniform u; @@ -3675,6 +4489,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.binding = 14; u.ids.push_back(volumetric_fog.params_ubo); uniforms.push_back(u); + copy_uniforms.push_back(u); } { RD::Uniform u; @@ -3683,12 +4498,58 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e u.ids.push_back(rb->volumetric_fog->prev_light_density_map); uniforms.push_back(u); } + { + RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 16; + u.ids.push_back(rb->volumetric_fog->density_map); + uniforms.push_back(u); + } + { + RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 17; + u.ids.push_back(rb->volumetric_fog->light_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; +#else + u.uniform_type = RD::UNIFORM_TYPE_IMAGE; +#endif + u.binding = 18; + u.ids.push_back(rb->volumetric_fog->emissive_map); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; + u.binding = 19; + RID radiance_texture = storage->texture_rd_get_default(is_using_radiance_cubemap_array() ? RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK : RendererStorageRD::DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + RID sky_texture = env->sky.is_valid() ? sky.sky_get_radiance_texture_rd(env->sky) : RID(); + u.ids.push_back(sky_texture.is_valid() ? sky_texture : radiance_texture); + uniforms.push_back(u); + } + + rb->volumetric_fog->copy_uniform_set = RD::get_singleton()->uniform_set_create(copy_uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY), 0); - rb->volumetric_fog->uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0); + rb->volumetric_fog->process_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY), 0); SWAP(uniforms.write[7].ids.write[0], uniforms.write[8].ids.write[0]); - rb->volumetric_fog->uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, 0), 0); + rb->volumetric_fog->process_uniform_set2 = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, 0), 0); } bool using_sdfgi = env->volumetric_fog_gi_inject > 0.0001 && env->sdfgi_enabled && (rb->sdfgi != nullptr); @@ -3721,7 +4582,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e uniforms.push_back(u); } - rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI), 1); + rb->volumetric_fog->sdfgi_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI), 1); } } @@ -3750,23 +4611,35 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e params.fog_frustum_size_end[0] = fog_far_size.x; params.fog_frustum_size_end[1] = fog_far_size.y; - params.z_near = z_near; + params.ambient_inject = env->volumetric_fog_ambient_inject * env->ambient_light_energy; params.z_far = z_far; params.fog_frustum_end = fog_end; + Color ambient_color = env->ambient_light.to_linear(); + params.ambient_color[0] = ambient_color.r; + params.ambient_color[1] = ambient_color.g; + params.ambient_color[2] = ambient_color.b; + params.sky_contribution = env->ambient_sky_contribution; + params.fog_volume_size[0] = rb->volumetric_fog->width; params.fog_volume_size[1] = rb->volumetric_fog->height; params.fog_volume_size[2] = rb->volumetric_fog->depth; params.directional_light_count = p_directional_light_count; - Color light = env->volumetric_fog_light.to_linear(); - params.light_energy[0] = light.r * env->volumetric_fog_light_energy; - params.light_energy[1] = light.g * env->volumetric_fog_light_energy; - params.light_energy[2] = light.b * env->volumetric_fog_light_energy; + Color emission = env->volumetric_fog_emission.to_linear(); + params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy; + params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy; + params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy; params.base_density = env->volumetric_fog_density; + Color base_scattering = env->volumetric_fog_scattering.to_linear(); + params.base_scattering[0] = base_scattering.r; + params.base_scattering[1] = base_scattering.g; + params.base_scattering[2] = base_scattering.b; + params.phase_g = env->volumetric_fog_anisotropy; + params.detail_spread = env->volumetric_fog_detail_spread; params.gi_inject = env->volumetric_fog_gi_inject; @@ -3798,18 +4671,17 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e uint32_t cluster_screen_width = (rb->width - 1) / cluster_size + 1; uint32_t cluster_screen_height = (rb->height - 1) / cluster_size + 1; - params.cluster_type_size = cluster_screen_width * cluster_screen_height * (32 + 32); - params.cluster_width = cluster_screen_width; params.max_cluster_element_count_div_32 = max_cluster_elements / 32; + params.cluster_type_size = cluster_screen_width * cluster_screen_height * (params.max_cluster_element_count_div_32 + 32); + params.cluster_width = cluster_screen_width; params.screen_size[0] = rb->width; params.screen_size[1] = rb->height; } - /* Vector2 dssize = directional_shadow_get_size(); - push_constant.directional_shadow_pixel_size[0] = 1.0 / dssize.x; - push_constant.directional_shadow_pixel_size[1] = 1.0 / dssize.y; -*/ + Basis sky_transform = env->sky_orientation; + sky_transform = sky_transform.inverse() * p_cam_transform.basis; + RendererStorageRD::store_transform_3x3(sky_transform, params.radiance_inverse_xform); RD::get_singleton()->draw_command_begin_label("Render Volumetric Fog"); @@ -3818,33 +4690,32 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin(); - bool use_filter = volumetric_fog_filter_active; - - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[using_sdfgi ? VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI : VOLUMETRIC_FOG_SHADER_DENSITY]); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[using_sdfgi ? VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI : VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0); if (using_sdfgi) { RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1); } RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); + RD::get_singleton()->compute_list_add_barrier(compute_list); + // Copy fog to history buffer + if (env->volumetric_fog_temporal_reprojection) { + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_COPY]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->copy_uniform_set, 0); + RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); + RD::get_singleton()->compute_list_add_barrier(compute_list); + } RD::get_singleton()->draw_command_end_label(); - RD::get_singleton()->compute_list_end(); - - RD::get_singleton()->texture_copy(rb->volumetric_fog->light_density_map, rb->volumetric_fog->prev_light_density_map, Vector3(0, 0, 0), Vector3(0, 0, 0), Vector3(rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth), 0, 0, 0, 0); - - compute_list = RD::get_singleton()->compute_list_begin(); - - if (use_filter) { + if (volumetric_fog_filter_active) { RD::get_singleton()->draw_command_begin_label("Filter Fog"); RENDER_TIMESTAMP("Filter Fog"); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0); - + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0); RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); RD::get_singleton()->compute_list_end(); @@ -3854,11 +4725,8 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e RD::get_singleton()->buffer_update(volumetric_fog.params_ubo, 0, sizeof(VolumetricFogShader::ParamsUBO), ¶ms); compute_list = RD::get_singleton()->compute_list_begin(); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FILTER]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set2, 0); - if (using_sdfgi) { - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->sdfgi_uniform_set, 1); - } + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FILTER]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set2, 0); RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, rb->volumetric_fog->depth); RD::get_singleton()->compute_list_add_barrier(compute_list); @@ -3868,14 +4736,15 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e RENDER_TIMESTAMP("Integrate Fog"); RD::get_singleton()->draw_command_begin_label("Integrate Fog"); - RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.pipelines[VOLUMETRIC_FOG_SHADER_FOG]); - RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->uniform_set, 0); + RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, volumetric_fog.process_pipelines[VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_FOG]); + RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->volumetric_fog->process_uniform_set, 0); RD::get_singleton()->compute_list_dispatch_threads(compute_list, rb->volumetric_fog->width, rb->volumetric_fog->height, 1); RD::get_singleton()->compute_list_end(RD::BARRIER_MASK_RASTER); RENDER_TIMESTAMP("<Volumetric Fog"); RD::get_singleton()->draw_command_end_label(); + RD::get_singleton()->draw_command_end_label(); rb->volumetric_fog->prev_cam_transform = p_cam_transform; } @@ -3913,7 +4782,7 @@ void RendererSceneRenderRD::_pre_resolve_render(RenderDataRD *p_render_data, boo } } -void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) { +void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer) { // Render shadows while GI is rendering, due to how barriers are handled, this should happen at the same time if (p_render_data->render_buffers.is_valid() && p_use_gi) { @@ -3928,7 +4797,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool render_state.shadows.clear(); render_state.directional_shadows.clear(); - Plane camera_plane(p_render_data->cam_transform.origin, -p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z)); + Plane camera_plane(-p_render_data->cam_transform.basis.get_axis(Vector3::AXIS_Z), p_render_data->cam_transform.origin); float lod_distance_multiplier = p_render_data->cam_projection.get_lod_multiplier(); { for (int i = 0; i < render_state.render_shadow_count; i++) { @@ -3945,7 +4814,7 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //cube shadows are rendered in their own way for (uint32_t i = 0; i < render_state.cube_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, true, true, true, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.cube_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.cube_shadows[i]].pass, render_state.render_shadows[render_state.cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info); } if (render_state.directional_shadows.size()) { @@ -3975,11 +4844,11 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool //render directional shadows for (uint32_t i = 0; i < render_state.directional_shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.directional_shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.directional_shadows[i]].pass, render_state.render_shadows[render_state.directional_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, false, i == render_state.directional_shadows.size() - 1, false, p_render_data->render_info); } //render positional shadows for (uint32_t i = 0; i < render_state.shadows.size(); i++) { - _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info); + _render_shadow_pass(render_state.render_shadows[render_state.shadows[i]].light, p_render_data->shadow_atlas, render_state.render_shadows[render_state.shadows[i]].pass, render_state.render_shadows[render_state.shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->screen_mesh_lod_threshold, i == 0, i == render_state.shadows.size() - 1, true, p_render_data->render_info); } _render_shadow_process(); @@ -4000,9 +4869,40 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } if (p_render_data->render_buffers.is_valid()) { + if (p_use_ssao || p_use_ssil) { + RenderBuffers *rb = render_buffers_owner.get_or_null(p_render_data->render_buffers); + ERR_FAIL_COND(!rb); + + bool invalidate_uniform_set = false; + if (rb->ss_effects.linear_depth.is_null()) { + RD::TextureFormat tf; + tf.format = RD::DATA_FORMAT_R16_SFLOAT; + tf.texture_type = RD::TEXTURE_TYPE_2D_ARRAY; + tf.width = (rb->width + 1) / 2; + tf.height = (rb->height + 1) / 2; + tf.mipmaps = 5; + tf.array_layers = 4; + tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT; + rb->ss_effects.linear_depth = RD::get_singleton()->texture_create(tf, RD::TextureView()); + RD::get_singleton()->set_resource_name(rb->ss_effects.linear_depth, "SS Effects Depth"); + for (uint32_t i = 0; i < tf.mipmaps; i++) { + RID slice = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->ss_effects.linear_depth, 0, i, 1, RD::TEXTURE_SLICE_2D_ARRAY); + rb->ss_effects.linear_depth_slices.push_back(slice); + RD::get_singleton()->set_resource_name(slice, "SS Effects Depth Mip " + itos(i) + " "); + } + invalidate_uniform_set = true; + } + + storage->get_effects()->downsample_depth(rb->depth_texture, rb->ss_effects.linear_depth_slices, ssao_quality, ssil_quality, invalidate_uniform_set, ssao_half_size, ssil_half_size, Size2i(rb->width, rb->height), p_render_data->cam_projection); + } + if (p_use_ssao) { _process_ssao(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection); } + + if (p_use_ssil) { + _process_ssil(p_render_data->render_buffers, p_render_data->environment, p_normal_roughness_buffer, p_render_data->cam_projection, p_render_data->cam_transform); + } } //full barrier here, we need raster, transfer and compute and it depends from the previous work @@ -4043,12 +4943,12 @@ void RendererSceneRenderRD::_pre_opaque_render(RenderDataRD *p_render_data, bool } } if (is_volumetric_supported()) { - _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count); + _update_volumetric_fog(p_render_data->render_buffers, p_render_data->environment, p_render_data->cam_projection, p_render_data->cam_transform, p_render_data->shadow_atlas, directional_light_count, directional_shadows, positional_light_count, render_state.voxel_gi_count, *p_render_data->fog_volumes); } } } -void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { +void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data, RendererScene::RenderInfo *r_render_info) { // getting this here now so we can direct call a bunch of things more easily RenderBuffers *rb = nullptr; if (p_render_buffers.is_valid()) { @@ -4081,6 +4981,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData render_data.voxel_gi_instances = &p_voxel_gi_instances; render_data.decals = &p_decals; render_data.lightmaps = &p_lightmaps; + render_data.fog_volumes = &p_fog_volumes; render_data.environment = p_environment; render_data.camera_effects = p_camera_effects; render_data.shadow_atlas = p_shadow_atlas; @@ -4090,12 +4991,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData // this should be the same for all cameras.. render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier(); - render_data.lod_camera_plane = Plane(p_camera_data->main_transform.get_origin(), -p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z)); + render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_axis(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin()); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { - render_data.screen_lod_threshold = 0.0; + render_data.screen_mesh_lod_threshold = 0.0; } else { - render_data.screen_lod_threshold = p_screen_lod_threshold; + render_data.screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; } render_state.render_shadows = p_render_shadows; @@ -4183,9 +5084,7 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData if (p_render_buffers.is_valid()) { /* _debug_draw_cluster(p_render_buffers); - RENDER_TIMESTAMP("Tonemap"); - _render_buffers_post_process_and_tonemap(&render_data); */ @@ -4223,7 +5122,7 @@ void RendererSceneRenderRD::_debug_draw_cluster(RID p_render_buffers) { } } -void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) { +void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane, float p_lod_distance_multiplier, float p_screen_mesh_lod_threshold, bool p_open_pass, bool p_close_pass, bool p_clear_region, RendererScene::RenderInfo *p_render_info) { LightInstance *light_instance = light_instance_owner.get_or_null(p_light); ERR_FAIL_COND(!light_instance); @@ -4373,7 +5272,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, if (render_cubemap) { //rendering to cubemap - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, Rect2(), false, true, true, true, p_render_info); + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, Rect2(), false, true, true, true, p_render_info); if (finalize_cubemap) { _render_shadow_process(); _render_shadow_end(); @@ -4391,7 +5290,7 @@ void RendererSceneRenderRD::_render_shadow_pass(RID p_light, RID p_shadow_atlas, } else { //render shadow - _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info); + _render_shadow_append(render_fb, p_instances, light_projection, light_transform, zfar, 0, 0, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake, p_camera_plane, p_lod_distance_multiplier, p_screen_mesh_lod_threshold, atlas_rect, flip_y, p_clear_region, p_open_pass, p_close_pass, p_render_info); } } @@ -4502,7 +5401,8 @@ bool RendererSceneRenderRD::free(RID p_rid) { } else if (shadow_atlas_owner.owns(p_rid)) { shadow_atlas_set_size(p_rid, 0); shadow_atlas_owner.free(p_rid); - + } else if (fog_volume_instance_owner.owns(p_rid)) { + fog_volume_instance_owner.free(p_rid); } else { return false; } @@ -4743,18 +5643,124 @@ void RendererSceneRenderRD::init() { } if (is_volumetric_supported()) { - String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n"; - Vector<String> volumetric_fog_modes; - volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n"); - volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n"); - volumetric_fog_modes.push_back("\n#define MODE_FILTER\n"); - volumetric_fog_modes.push_back("\n#define MODE_FOG\n"); - volumetric_fog.shader.initialize(volumetric_fog_modes, defines); - volumetric_fog.shader_version = volumetric_fog.shader.version_create(); - for (int i = 0; i < VOLUMETRIC_FOG_SHADER_MAX; i++) { - volumetric_fog.pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.shader.version_get_shader(volumetric_fog.shader_version, i)); + { + // Initialize local fog shader + Vector<String> volumetric_fog_modes; + volumetric_fog_modes.push_back(""); + volumetric_fog.shader.initialize(volumetric_fog_modes); + + storage->shader_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_shader_funcs); + storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_FOG, _create_fog_material_funcs); + volumetric_fog.volume_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::VolumeUBO)); + } + + { + ShaderCompiler::DefaultIdentifierActions actions; + + actions.renames["TIME"] = "scene_params.time"; + actions.renames["PI"] = _MKSTR(Math_PI); + actions.renames["TAU"] = _MKSTR(Math_TAU); + actions.renames["E"] = _MKSTR(Math_E); + actions.renames["WORLD_POSITION"] = "world.xyz"; + actions.renames["OBJECT_POSITION"] = "params.position"; + actions.renames["UVW"] = "uvw"; + actions.renames["EXTENTS"] = "params.extents"; + actions.renames["ALBEDO"] = "albedo"; + actions.renames["DENSITY"] = "density"; + actions.renames["EMISSION"] = "emission"; + actions.renames["SDF"] = "sdf"; + + actions.usage_defines["SDF"] = "#define SDF_USED\n"; + actions.usage_defines["DENSITY"] = "#define DENSITY_USED\n"; + actions.usage_defines["ALBEDO"] = "#define ALBEDO_USED\n"; + actions.usage_defines["EMISSION"] = "#define EMISSION_USED\n"; + + actions.sampler_array_name = "material_samplers"; + actions.base_texture_binding_index = 1; + actions.texture_layout_set = VolumetricFogShader::FogSet::FOG_SET_MATERIAL; + actions.base_uniform_string = "material."; + + actions.default_filter = ShaderLanguage::FILTER_LINEAR_MIPMAP; + actions.default_repeat = ShaderLanguage::REPEAT_DISABLE; + actions.global_buffer_array_variable = "global_variables.data"; + + volumetric_fog.compiler.initialize(actions); + } + + { + // default material and shader for fog shader + volumetric_fog.default_shader = storage->shader_allocate(); + storage->shader_initialize(volumetric_fog.default_shader); + storage->shader_set_code(volumetric_fog.default_shader, R"( +// Default fog shader. + +shader_type fog; + +void fog() { + DENSITY = 1.0; + ALBEDO = vec3(1.0); +} +)"); + volumetric_fog.default_material = storage->material_allocate(); + storage->material_initialize(volumetric_fog.default_material); + storage->material_set_shader(volumetric_fog.default_material, volumetric_fog.default_shader); + + FogMaterialData *md = (FogMaterialData *)storage->material_get_data(volumetric_fog.default_material, RendererStorageRD::SHADER_TYPE_FOG); + volumetric_fog.default_shader_rd = volumetric_fog.shader.version_get_shader(md->shader_data->version, 0); + + Vector<RD::Uniform> uniforms; + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_SAMPLER; + u.binding = 1; + u.ids.resize(12); + RID *ids_ptr = u.ids.ptrw(); + ids_ptr[0] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[1] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[2] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[3] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[4] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[5] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + ids_ptr[6] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[7] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[8] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[9] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[10] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + ids_ptr[11] = storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC, RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED); + uniforms.push_back(u); + } + + { + RD::Uniform u; + u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; + u.binding = 2; + u.ids.push_back(storage->global_variables_get_storage_buffer()); + uniforms.push_back(u); + } + + volumetric_fog.base_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, volumetric_fog.default_shader_rd, VolumetricFogShader::FogSet::FOG_SET_BASE); + } + { + String defines = "\n#define MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS " + itos(cluster.max_directional_lights) + "\n"; + defines += "\n#define MAX_SKY_LOD " + itos(get_roughness_layers() - 1) + ".0\n"; + if (is_using_radiance_cubemap_array()) { + defines += "\n#define USE_RADIANCE_CUBEMAP_ARRAY \n"; + } + Vector<String> volumetric_fog_modes; + volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n"); + volumetric_fog_modes.push_back("\n#define MODE_DENSITY\n#define ENABLE_SDFGI\n"); + volumetric_fog_modes.push_back("\n#define MODE_FILTER\n"); + volumetric_fog_modes.push_back("\n#define MODE_FOG\n"); + volumetric_fog_modes.push_back("\n#define MODE_COPY\n"); + + volumetric_fog.process_shader.initialize(volumetric_fog_modes, defines); + volumetric_fog.process_shader_version = volumetric_fog.process_shader.version_create(); + for (int i = 0; i < VolumetricFogShader::VOLUMETRIC_FOG_PROCESS_SHADER_MAX; i++) { + volumetric_fog.process_pipelines[i] = RD::get_singleton()->compute_pipeline_create(volumetric_fog.process_shader.version_get_shader(volumetric_fog.process_shader_version, i)); + } + volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO)); } - volumetric_fog.params_ubo = RD::get_singleton()->uniform_buffer_create(sizeof(VolumetricFogShader::ParamsUBO)); } { @@ -4778,6 +5784,9 @@ void RendererSceneRenderRD::init() { sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_quality"))); sss_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_scale"); sss_depth_scale = GLOBAL_GET("rendering/environment/subsurface_scattering/subsurface_scattering_depth_scale"); + + environment_set_ssil_quality(RS::EnvironmentSSILQuality(int(GLOBAL_GET("rendering/environment/ssil/quality"))), GLOBAL_GET("rendering/environment/ssil/half_size"), GLOBAL_GET("rendering/environment/ssil/adaptive_target"), GLOBAL_GET("rendering/environment/ssil/blur_passes"), GLOBAL_GET("rendering/environment/ssil/fadeout_from"), GLOBAL_GET("rendering/environment/ssil/fadeout_to")); + directional_penumbra_shadow_kernel = memnew_arr(float, 128); directional_soft_shadow_kernel = memnew_arr(float, 128); penumbra_shadow_kernel = memnew_arr(float, 128); @@ -4805,9 +5814,14 @@ RendererSceneRenderRD::~RendererSceneRenderRD() { if (is_dynamic_gi_supported()) { gi.free(); + } - volumetric_fog.shader.version_free(volumetric_fog.shader_version); + if (is_volumetric_supported()) { + volumetric_fog.process_shader.version_free(volumetric_fog.process_shader_version); + RD::get_singleton()->free(volumetric_fog.volume_ubo); RD::get_singleton()->free(volumetric_fog.params_ubo); + storage->free(volumetric_fog.default_shader); + storage->free(volumetric_fog.default_material); } RendererSceneSkyRD::SkyMaterialData *md = (RendererSceneSkyRD::SkyMaterialData *)storage->material_get_data(sky.sky_shader.default_material, RendererStorageRD::SHADER_TYPE_SKY); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index d74848f0af..276cb8f229 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -40,6 +40,7 @@ #include "servers/rendering/renderer_rd/renderer_scene_sky_rd.h" #include "servers/rendering/renderer_rd/renderer_storage_rd.h" #include "servers/rendering/renderer_rd/shaders/volumetric_fog.glsl.gen.h" +#include "servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl.gen.h" #include "servers/rendering/renderer_scene.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" @@ -64,6 +65,7 @@ struct RenderDataRD { const PagedArray<RID> *voxel_gi_instances = nullptr; const PagedArray<RID> *decals = nullptr; const PagedArray<RID> *lightmaps = nullptr; + const PagedArray<RID> *fog_volumes = nullptr; RID environment = RID(); RID camera_effects = RID(); RID shadow_atlas = RID(); @@ -73,7 +75,7 @@ struct RenderDataRD { float lod_distance_multiplier = 0.0; Plane lod_camera_plane = Plane(); - float screen_lod_threshold = 0.0; + float screen_mesh_lod_threshold = 0.0; RID cluster_buffer = RID(); uint32_t cluster_size = 0; @@ -107,7 +109,7 @@ protected: virtual void _render_scene(RenderDataRD *p_render_data, const Color &p_default_color) = 0; virtual void _render_shadow_begin() = 0; - virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0; + virtual void _render_shadow_append(RID p_framebuffer, const PagedArray<GeometryInstance *> &p_instances, const CameraMatrix &p_projection, const Transform3D &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, const Rect2i &p_rect = Rect2i(), bool p_flip_y = false, bool p_clear_region = true, bool p_begin = true, bool p_end = true, RendererScene::RenderInfo *p_render_info = nullptr) = 0; virtual void _render_shadow_process() = 0; virtual void _render_shadow_end(uint32_t p_barrier = RD::BARRIER_MASK_ALL) = 0; @@ -127,12 +129,15 @@ protected: void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection); void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive); void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera); + void _process_ssil(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection, const Transform3D &p_transform); + void _copy_framebuffer_to_ssil(RID p_render_buffers); + void _ensure_ss_effects(RID p_render_buffers, bool p_using_ssil); bool _needs_post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _post_prepass_render(RenderDataRD *p_render_data, bool p_use_gi); void _pre_resolve_render(RenderDataRD *p_render_data, bool p_use_gi); - void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer); + void _pre_opaque_render(RenderDataRD *p_render_data, bool p_use_ssao, bool p_use_ssil, bool p_use_gi, RID p_normal_roughness_buffer, RID p_voxel_gi_buffer); void _render_buffers_copy_screen_texture(const RenderDataRD *p_render_data); void _render_buffers_copy_depth_texture(const RenderDataRD *p_render_data); @@ -393,6 +398,16 @@ private: mutable RID_Owner<LightInstance> light_instance_owner; + /* FOG VOLUMES */ + + struct FogVolumeInstance { + RID volume; + Transform3D transform; + bool active = false; + }; + + mutable RID_Owner<FogVolumeInstance> fog_volume_instance_owner; + /* ENVIRONMENT */ RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM; @@ -403,6 +418,14 @@ private: float ssao_fadeout_from = 50.0; float ssao_fadeout_to = 300.0; + RS::EnvironmentSSILQuality ssil_quality = RS::ENV_SSIL_QUALITY_MEDIUM; + bool ssil_half_size = false; + bool ssil_using_half_size = false; + float ssil_adaptive_target = 0.5; + int ssil_blur_passes = 4; + float ssil_fadeout_from = 50.0; + float ssil_fadeout_to = 300.0; + bool glow_bicubic_upscale = false; bool glow_high_quality = false; RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW; @@ -444,7 +467,11 @@ private: struct RenderBuffers { RenderBufferData *data = nullptr; - int width = 0, height = 0; + int internal_width = 0; + int internal_height = 0; + int width = 0; + int height = 0; + float fsr_sharpness = 0.2f; RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; bool use_debanding = false; @@ -454,9 +481,12 @@ private: uint64_t auto_exposure_version = 1; - RID texture; //main texture for rendering to, must be filled after done rendering + RID sss_texture; //texture for sss. This needs to be a different resolution than blur[0] + RID internal_texture; //main texture for rendering to, must be filled after done rendering + RID texture; //upscaled version of main texture (This uses the same resource as internal_texture if there is no upscaling) RID depth_texture; //main depth texture RID texture_fb; // framebuffer for the main texture, ONLY USED FOR MOBILE RENDERER POST EFFECTS, DO NOT USE FOR RENDERING 3D!!! + RID upscale_texture; //used when upscaling internal_texture (This uses the same resource as internal_texture if there is no upscaling) RendererSceneGIRD::SDFGI *sdfgi = nullptr; VolumetricFog *volumetric_fog = nullptr; @@ -505,20 +535,47 @@ private: RID current_fb; } luminance; - struct SSAO { - RID depth; - Vector<RID> depth_slices; - RID ao_deinterleaved; - Vector<RID> ao_deinterleaved_slices; - RID ao_pong; - Vector<RID> ao_pong_slices; - RID ao_final; - RID importance_map[2]; + struct SSEffects { + RID linear_depth; + Vector<RID> linear_depth_slices; RID downsample_uniform_set; - RID gather_uniform_set; - RID importance_map_uniform_set; - } ssao; + + RID last_frame; + Vector<RID> last_frame_slices; + + CameraMatrix last_frame_projection; + Transform3D last_frame_transform; + + struct SSAO { + RID ao_deinterleaved; + Vector<RID> ao_deinterleaved_slices; + RID ao_pong; + Vector<RID> ao_pong_slices; + RID ao_final; + RID importance_map[2]; + RID depth_texture_view; + + RID gather_uniform_set; + RID importance_map_uniform_set; + } ssao; + + struct SSIL { + RID ssil_final; + RID deinterleaved; + Vector<RID> deinterleaved_slices; + RID pong; + Vector<RID> pong_slices; + RID edges; + Vector<RID> edges_slices; + RID importance_map[2]; + RID depth_texture_view; + + RID gather_uniform_set; + RID importance_map_uniform_set; + RID projection_uniform_set; + } ssil; + } ss_effects; struct SSR { RID normal_scaled; @@ -718,10 +775,15 @@ private: RID light_density_map; RID prev_light_density_map; - RID fog_map; - RID uniform_set; - RID uniform_set2; + RID density_map; + RID light_map; + RID emissive_map; + + RID fog_uniform_set; + RID copy_uniform_set; + RID process_uniform_set; + RID process_uniform_set2; RID sdfgi_uniform_set; RID sky_uniform_set; @@ -730,30 +792,91 @@ private: Transform3D prev_cam_transform; }; - enum { - VOLUMETRIC_FOG_SHADER_DENSITY, - VOLUMETRIC_FOG_SHADER_DENSITY_WITH_SDFGI, - VOLUMETRIC_FOG_SHADER_FILTER, - VOLUMETRIC_FOG_SHADER_FOG, - VOLUMETRIC_FOG_SHADER_MAX, - }; - struct VolumetricFogShader { - struct ParamsUBO { + enum FogSet { + FOG_SET_BASE, + FOG_SET_UNIFORMS, + FOG_SET_MATERIAL, + FOG_SET_MAX, + }; + + struct FogPushConstant { + float position[3]; + float pad; + + float extents[3]; + float pad2; + + int32_t corner[3]; + uint32_t shape; + + float transform[16]; + }; + + struct VolumeUBO { float fog_frustum_size_begin[2]; float fog_frustum_size_end[2]; float fog_frustum_end; float z_near; float z_far; + float time; + + int32_t fog_volume_size[3]; + uint32_t directional_light_count; + + uint32_t use_temporal_reprojection; + uint32_t temporal_frame; + float detail_spread; + float temporal_blend; + + float to_prev_view[16]; + float transform[16]; + }; + + ShaderCompiler compiler; + VolumetricFogShaderRD shader; + FogPushConstant push_constant; + RID volume_ubo; + + RID default_shader; + RID default_material; + RID default_shader_rd; + + RID base_uniform_set; + + RID params_ubo; + + enum { + VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY, + VOLUMETRIC_FOG_PROCESS_SHADER_DENSITY_WITH_SDFGI, + VOLUMETRIC_FOG_PROCESS_SHADER_FILTER, + VOLUMETRIC_FOG_PROCESS_SHADER_FOG, + VOLUMETRIC_FOG_PROCESS_SHADER_COPY, + VOLUMETRIC_FOG_PROCESS_SHADER_MAX, + }; + + struct ParamsUBO { + float fog_frustum_size_begin[2]; + float fog_frustum_size_end[2]; + + float fog_frustum_end; + float ambient_inject; + float z_far; uint32_t filter_axis; + float ambient_color[3]; + float sky_contribution; + int32_t fog_volume_size[3]; uint32_t directional_light_count; - float light_energy[3]; + float base_emission[3]; float base_density; + float base_scattering[3]; + float phase_g; + float detail_spread; float gi_inject; uint32_t max_voxel_gi_instances; @@ -770,13 +893,13 @@ private: float cam_rotation[12]; float to_prev_view[16]; + float radiance_inverse_xform[12]; }; - VolumetricFogShaderRD shader; + VolumetricFogProcessShaderRD process_shader; - RID params_ubo; - RID shader_version; - RID pipelines[VOLUMETRIC_FOG_SHADER_MAX]; + RID process_shader_version; + RID process_pipelines[VOLUMETRIC_FOG_PROCESS_SHADER_MAX]; } volumetric_fog; @@ -784,8 +907,56 @@ private: uint32_t volumetric_fog_size = 128; bool volumetric_fog_filter_active = true; + Vector3i _point_get_position_in_froxel_volume(const Vector3 &p_point, float fog_end, const Vector2 &fog_near_size, const Vector2 &fog_far_size, float volumetric_fog_detail_spread, const Vector3 &fog_size, const Transform3D &p_cam_transform); void _volumetric_fog_erase(RenderBuffers *rb); - void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count); + void _update_volumetric_fog(RID p_render_buffers, RID p_environment, const CameraMatrix &p_cam_projection, const Transform3D &p_cam_transform, RID p_shadow_atlas, int p_directional_light_count, bool p_use_directional_shadows, int p_positional_light_count, int p_voxel_gi_count, const PagedArray<RID> &p_fog_volumes); + + struct FogShaderData : public RendererStorageRD::ShaderData { + bool valid; + RID version; + + RID pipeline; + Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; + + Vector<uint32_t> ubo_offsets; + uint32_t ubo_size; + + String path; + String code; + Map<StringName, Map<int, RID>> default_texture_params; + + bool uses_time; + + virtual void set_code(const String &p_Code); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); + virtual void get_param_list(List<PropertyInfo> *p_param_list) const; + virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const; + virtual bool is_param_texture(const StringName &p_param) const; + virtual bool is_animated() const; + virtual bool casts_shadows() const; + virtual Variant get_default_parameter(const StringName &p_parameter) const; + virtual RS::ShaderNativeSourceCode get_native_source_code() const; + FogShaderData(); + virtual ~FogShaderData(); + }; + + struct FogMaterialData : public RendererStorageRD::MaterialData { + FogShaderData *shader_data; + RID uniform_set; + bool uniform_set_updated; + + virtual void set_render_priority(int p_priority) {} + virtual void set_next_pass(RID p_pass) {} + virtual bool update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty); + virtual ~FogMaterialData(); + }; + + RendererStorageRD::ShaderData *_create_fog_shader_func(); + static RendererStorageRD::ShaderData *_create_fog_shader_funcs(); + + RendererStorageRD::MaterialData *_create_fog_material_func(FogShaderData *p_shader); + static RendererStorageRD::MaterialData *_create_fog_material_funcs(RendererStorageRD::ShaderData *p_shader); RID shadow_sampler; @@ -801,7 +972,7 @@ private: uint32_t max_cluster_elements = 512; - void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr); + void _render_shadow_pass(RID p_light, RID p_shadow_atlas, int p_pass, const PagedArray<GeometryInstance *> &p_instances, const Plane &p_camera_plane = Plane(), float p_lod_distance_multiplier = 0, float p_screen_mesh_lod_threshold = 0.0, bool p_open_pass = true, bool p_close_pass = true, bool p_clear_region = true, RendererScene::RenderInfo *p_render_info = nullptr); public: virtual Transform3D geometry_instance_get_transform(GeometryInstance *p_instance) = 0; @@ -904,7 +1075,7 @@ public: float environment_get_fog_height_density(RID p_env) const; float environment_get_fog_aerial_perspective(RID p_env) const; - virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) override; + virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) override; virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) override; virtual void environment_set_volumetric_fog_filter_active(bool p_enable) override; @@ -912,13 +1083,16 @@ public: virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) override; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) override; virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; + virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) override; + virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) override; bool environment_is_ssao_enabled(RID p_env) const; float environment_get_ssao_ao_affect(RID p_env) const; float environment_get_ssao_light_affect(RID p_env) const; + bool environment_is_ssil_enabled(RID p_env) const; bool environment_is_ssr_enabled(RID p_env) const; bool environment_is_sdfgi_enabled(RID p_env) const; - virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override; + virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) override; virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) override; virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) override; virtual void environment_set_sdfgi_frames_to_update_light(RS::EnvironmentSDFGIFramesToUpdateLight p_update) override; @@ -931,6 +1105,8 @@ public: virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size) override; + /* CAMERA EFFECTS */ + virtual RID camera_effects_allocate() override; virtual void camera_effects_initialize(RID p_rid) override; @@ -946,6 +1122,8 @@ public: return camfx && (camfx->dof_blur_near_enabled || camfx->dof_blur_far_enabled) && camfx->dof_blur_amount > 0.0; } + /* LIGHT INSTANCE API */ + virtual RID light_instance_create(RID p_light) override; virtual void light_instance_set_transform(RID p_light_instance, const Transform3D &p_transform) override; virtual void light_instance_set_aabb(RID p_light_instance, const AABB &p_aabb) override; @@ -1082,6 +1260,14 @@ public: return li->light_type; } + /* FOG VOLUMES */ + + virtual RID fog_volume_instance_create(RID p_fog_volume) override; + virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) override; + virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) override; + virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const override; + virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const override; + virtual RID reflection_atlas_create() override; virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) override; virtual int reflection_atlas_get_size(RID p_ref_atlas) const override; @@ -1193,11 +1379,12 @@ public: virtual RD::DataFormat _render_buffers_get_color_format(); virtual bool _render_buffers_can_be_storage(); virtual RID render_buffers_create() override; - 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 render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, 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_ssil_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); RID render_buffers_get_voxel_gi_buffer(RID p_render_buffers); @@ -1224,7 +1411,9 @@ public: float render_buffers_get_volumetric_fog_end(RID p_render_buffers); float render_buffers_get_volumetric_fog_detail_spread(RID p_render_buffers); - virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; + virtual void update_uniform_sets(){}; + + virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) override; virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) override; diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp index 5814c164cc..856ea5e74d 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -46,13 +46,13 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { ubo_size = 0; uniforms.clear(); - if (code == String()) { + if (code.is_empty()) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["sky"] = ShaderCompilerRD::STAGE_FRAGMENT; + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["sky"] = ShaderCompiler::STAGE_FRAGMENT; uses_time = false; uses_half_res = false; @@ -112,7 +112,7 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { print_line("\n**light_code:\n" + gen_code.light); #endif - scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_VERTEX], gen_code.stage_globals[ShaderCompilerRD::STAGE_FRAGMENT], gen_code.defines); + scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines); ERR_FAIL_COND(!scene_singleton->sky.sky_shader.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -137,11 +137,20 @@ void RendererSceneSkyRD::SkyShaderData::set_code(const String &p_code) { valid = true; } -void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void RendererSceneSkyRD::SkyShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } } else { - default_texture_params[p_name] = p_texture; + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = Map<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; } } @@ -292,7 +301,12 @@ void RendererSceneSkyRD::_render_sky(RD::DrawListID p_list, float p_time, RID p_ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_uniform_set, 1); } RD::get_singleton()->draw_list_bind_uniform_set(draw_list, p_texture_set, 2); - RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3); + // Fog uniform set can be invalidated before drawing, so validate at draw time + if (sky_scene_state.fog_uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(sky_scene_state.fog_uniform_set)) { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.fog_uniform_set, 3); + } else { + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, sky_scene_state.default_fog_uniform_set, 3); + } } RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array); @@ -346,7 +360,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } - layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, RD::TEXTURE_SLICE_CUBEMAP); + layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer + i * 6, j, 1, RD::TEXTURE_SLICE_CUBEMAP); mmw = MAX(1, mmw >> 1); mmh = MAX(1, mmh >> 1); @@ -374,7 +388,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR mm.framebuffers[k] = RD::get_singleton()->framebuffer_create(fbtex); } - layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, RD::TEXTURE_SLICE_CUBEMAP); + layer.views.write[j] = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, j, 1, RD::TEXTURE_SLICE_CUBEMAP); mmw = MAX(1, mmw >> 1); mmh = MAX(1, mmh >> 1); @@ -383,7 +397,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR layers.push_back(layer); } - radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, RD::TEXTURE_SLICE_CUBEMAP); + radiance_base_cubemap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), p_base_cube, p_base_layer, 0, 1, RD::TEXTURE_SLICE_CUBEMAP); RD::get_singleton()->set_resource_name(radiance_base_cubemap, "radiance base cubemap"); RD::TextureFormat tf; tf.format = p_texture_format; @@ -404,7 +418,7 @@ void RendererSceneSkyRD::ReflectionData::update_reflection_data(RendererStorageR ReflectionData::DownsampleLayer::Mipmap &mm = downsampled_layer.mipmaps.write[j]; mm.size.width = mmw; mm.size.height = mmh; - mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, RD::TEXTURE_SLICE_CUBEMAP); + mm.view = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), downsampled_radiance_cubemap, 0, j, 1, RD::TEXTURE_SLICE_CUBEMAP); RD::get_singleton()->set_resource_name(mm.view, "Downsampled Radiance Cubemap Mip " + itos(j) + " "); if (prefer_raster_effects) { // we need a framebuffer for each side of our cubemap @@ -736,7 +750,6 @@ RendererStorageRD::ShaderData *RendererSceneSkyRD::_create_sky_shader_funcs() { RendererStorageRD::MaterialData *RendererSceneSkyRD::_create_sky_material_func(SkyShaderData *p_shader) { SkyMaterialData *material_data = memnew(SkyMaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -793,7 +806,7 @@ void RendererSceneSkyRD::init(RendererStorageRD *p_storage) { storage->material_set_data_request_function(RendererStorageRD::SHADER_TYPE_SKY, _create_sky_material_funcs); { - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["COLOR"] = "color"; actions.renames["ALPHA"] = "alpha"; @@ -1165,14 +1178,8 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b } else { sky_scene_state.ubo.volumetric_fog_detail_spread = 1.0; } - } - RID fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers); - - if (fog_uniform_set != RID()) { - sky_scene_state.fog_uniform_set = fog_uniform_set; - } else { - sky_scene_state.fog_uniform_set = sky_scene_state.default_fog_uniform_set; + sky_scene_state.fog_uniform_set = p_scene_render->render_buffers_get_volumetric_fog_sky_uniform_set(p_render_buffers); } } diff --git a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h index 7f563c9bc4..d81a415c2d 100644 --- a/servers/rendering/renderer_rd/renderer_scene_sky_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_sky_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -111,14 +111,14 @@ private: PipelineCacheRD pipelines[SKY_VERSION_MAX]; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; String path; String code; - Map<StringName, RID> default_texture_params; + Map<StringName, Map<int, RID>> default_texture_params; bool uses_time; bool uses_position; @@ -127,7 +127,7 @@ private: bool uses_light; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); virtual void get_param_list(List<PropertyInfo> *p_param_list) const; virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const; virtual bool is_param_texture(const StringName &p_param) const; @@ -220,7 +220,7 @@ public: struct SkyShader { SkyShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; @@ -228,7 +228,6 @@ public: } sky_shader; struct SkyMaterialData : public RendererStorageRD::MaterialData { - uint64_t last_frame; SkyShaderData *shader_data; RID uniform_set; bool uniform_set_updated; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index a7bfea455d..2e63ac57d9 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -324,75 +324,6 @@ Ref<Image> RendererStorageRD::_validate_texture_format(const Ref<Image> &p_image r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; } break; //unsigned float bc6hu - case Image::FORMAT_PVRTC1_2: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - - } break; //pvrtc - case Image::FORMAT_PVRTC1_2A: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; - case Image::FORMAT_PVRTC1_4: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_ONE; - } break; - case Image::FORMAT_PVRTC1_4A: { - //this is not properly supported by MoltekVK it seems, so best to use ETC2 - if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { - r_format.format = RD::DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG; - r_format.format_srgb = RD::DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG; - } else { - //not supported, reconvert - r_format.format = RD::DATA_FORMAT_R8G8B8A8_UNORM; - r_format.format_srgb = RD::DATA_FORMAT_R8G8B8A8_SRGB; - image->decompress(); - image->convert(Image::FORMAT_RGBA8); - } - r_format.swizzle_r = RD::TEXTURE_SWIZZLE_R; - r_format.swizzle_g = RD::TEXTURE_SWIZZLE_G; - r_format.swizzle_b = RD::TEXTURE_SWIZZLE_B; - r_format.swizzle_a = RD::TEXTURE_SWIZZLE_A; - } break; case Image::FORMAT_ETC2_R11: { if (RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK, RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT)) { r_format.format = RD::DATA_FORMAT_EAC_R11_UNORM_BLOCK; @@ -971,12 +902,7 @@ void RendererStorageRD::texture_2d_placeholder_initialize(RID p_texture) { Ref<Image> image; image.instantiate(); image->create(4, 4, false, Image::FORMAT_RGBA8); - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - image->set_pixel(i, j, Color(1, 0, 1, 1)); - } - } + image->fill(Color(1, 0, 1, 1)); texture_2d_initialize(p_texture, image); } @@ -987,12 +913,7 @@ void RendererStorageRD::texture_2d_layered_placeholder_initialize(RID p_texture, Ref<Image> image; image.instantiate(); image->create(4, 4, false, Image::FORMAT_RGBA8); - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - image->set_pixel(i, j, Color(1, 0, 1, 1)); - } - } + image->fill(Color(1, 0, 1, 1)); Vector<Ref<Image>> images; if (p_layered_type == RS::TEXTURE_LAYERED_2D_ARRAY) { @@ -1013,12 +934,7 @@ void RendererStorageRD::texture_3d_placeholder_initialize(RID p_texture) { Ref<Image> image; image.instantiate(); image->create(4, 4, false, Image::FORMAT_RGBA8); - - for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - image->set_pixel(i, j, Color(1, 0, 1, 1)); - } - } + image->fill(Color(1, 0, 1, 1)); Vector<Ref<Image>> images; //cube @@ -1034,7 +950,7 @@ Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const { ERR_FAIL_COND_V(!tex, Ref<Image>()); #ifdef TOOLS_ENABLED - if (tex->image_cache_2d.is_valid()) { + if (tex->image_cache_2d.is_valid() && !tex->is_render_target) { return tex->image_cache_2d; } #endif @@ -1049,7 +965,7 @@ Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const { } #ifdef TOOLS_ENABLED - if (Engine::get_singleton()->is_editor_hint()) { + if (Engine::get_singleton()->is_editor_hint() && !tex->is_render_target) { tex->image_cache_2d = image; } #endif @@ -1089,7 +1005,7 @@ Vector<Ref<Image>> RendererStorageRD::texture_3d_get(RID p_texture) const { const Texture::BufferSlice3D &bs = tex->buffer_slices_3d[i]; ERR_FAIL_COND_V(bs.offset >= (uint32_t)all_data.size(), Vector<Ref<Image>>()); ERR_FAIL_COND_V(bs.offset + bs.buffer_size > (uint32_t)all_data.size(), Vector<Ref<Image>>()); - Vector<uint8_t> sub_region = all_data.subarray(bs.offset, bs.offset + bs.buffer_size - 1); + Vector<uint8_t> sub_region = all_data.slice(bs.offset, bs.offset + bs.buffer_size); Ref<Image> img; img.instantiate(); @@ -1227,6 +1143,100 @@ RendererStorageRD::CanvasTexture::~CanvasTexture() { clear_sets(); } +void RendererStorageRD::sampler_rd_configure_custom(float p_mipmap_bias) { + for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { + for (int j = 1; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { + RD::SamplerState sampler_state; + switch (i) { + case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.max_lod = 0; + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.max_lod = 0; + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.lod_bias = p_mipmap_bias; + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.lod_bias = p_mipmap_bias; + + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS_ANISOTROPIC: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_NEAREST; + sampler_state.min_filter = RD::SAMPLER_FILTER_NEAREST; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.lod_bias = p_mipmap_bias; + sampler_state.use_anisotropy = true; + sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level")); + } break; + case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: { + sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR; + sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR; + if (GLOBAL_GET("rendering/textures/default_filters/use_nearest_mipmap_filter")) { + sampler_state.mip_filter = RD::SAMPLER_FILTER_NEAREST; + } else { + sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR; + } + sampler_state.lod_bias = p_mipmap_bias; + sampler_state.use_anisotropy = true; + sampler_state.anisotropy_max = 1 << int(GLOBAL_GET("rendering/textures/default_filters/anisotropic_filtering_level")); + + } break; + default: { + } + } + switch (j) { + case RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED: { + sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; + sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; + sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_CLAMP_TO_EDGE; + + } break; + case RS::CANVAS_ITEM_TEXTURE_REPEAT_ENABLED: { + sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_REPEAT; + sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_REPEAT; + sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_REPEAT; + } break; + case RS::CANVAS_ITEM_TEXTURE_REPEAT_MIRROR: { + sampler_state.repeat_u = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler_state.repeat_v = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + sampler_state.repeat_w = RD::SAMPLER_REPEAT_MODE_MIRRORED_REPEAT; + } break; + default: { + } + } + + if (custom_rd_samplers[i][j].is_valid()) { + RD::get_singleton()->free(custom_rd_samplers[i][j]); + } + + custom_rd_samplers[i][j] = RD::get_singleton()->sampler_create(sampler_state); + } + } +} + RID RendererStorageRD::canvas_texture_allocate() { return canvas_texture_owner.allocate_rid(); } @@ -1399,6 +1409,8 @@ void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) { new_type = SHADER_TYPE_3D; } else if (mode_string == "sky") { new_type = SHADER_TYPE_SKY; + } else if (mode_string == "fog") { + new_type = SHADER_TYPE_FOG; } else { new_type = SHADER_TYPE_MAX; } @@ -1438,8 +1450,10 @@ void RendererStorageRD::shader_set_code(RID p_shader, const String &p_code) { } if (shader->data) { - for (const KeyValue<StringName, RID> &E : shader->default_texture_parameter) { - shader->data->set_default_texture_param(E.key, E.value); + for (const KeyValue<StringName, Map<int, RID>> &E : shader->default_texture_parameter) { + for (const KeyValue<int, RID> &E2 : E.value) { + shader->data->set_default_texture_param(E.key, E2.value, E2.key); + } } } } @@ -1469,17 +1483,26 @@ void RendererStorageRD::shader_get_param_list(RID p_shader, List<PropertyInfo> * } } -void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) { +void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND(!shader); if (p_texture.is_valid() && texture_owner.owns(p_texture)) { - shader->default_texture_parameter[p_name] = p_texture; + if (!shader->default_texture_parameter.has(p_name)) { + shader->default_texture_parameter[p_name] = Map<int, RID>(); + } + shader->default_texture_parameter[p_name][p_index] = p_texture; } else { - shader->default_texture_parameter.erase(p_name); + if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) { + shader->default_texture_parameter[p_name].erase(p_index); + + if (shader->default_texture_parameter[p_name].is_empty()) { + shader->default_texture_parameter.erase(p_name); + } + } } if (shader->data) { - shader->data->set_default_texture_param(p_name, p_texture); + shader->data->set_default_texture_param(p_name, p_texture, p_index); } for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) { Material *material = E->get(); @@ -1487,11 +1510,11 @@ void RendererStorageRD::shader_set_default_texture_param(RID p_shader, const Str } } -RID RendererStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name) const { +RID RendererStorageRD::shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const { Shader *shader = shader_owner.get_or_null(p_shader); ERR_FAIL_COND_V(!shader, RID()); - if (shader->default_texture_parameter.has(p_name)) { - return shader->default_texture_parameter[p_name]; + if (shader->default_texture_parameter.has(p_name) && shader->default_texture_parameter[p_name].has(p_index)) { + return shader->default_texture_parameter[p_name][p_index]; } return RID(); @@ -1532,14 +1555,14 @@ void RendererStorageRD::material_initialize(RID p_rid) { } void RendererStorageRD::_material_queue_update(Material *material, bool p_uniform, bool p_texture) { + material->uniform_dirty = material->uniform_dirty || p_uniform; + material->texture_dirty = material->texture_dirty || p_texture; + if (material->update_element.in_list()) { return; } material_update_list.add(&material->update_element); - - material->uniform_dirty = material->uniform_dirty || p_uniform; - material->texture_dirty = material->texture_dirty || p_texture; } void RendererStorageRD::material_set_shader(RID p_material, RID p_shader) { @@ -2520,7 +2543,7 @@ void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName } if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_INSTANCE) { - continue; //instance uniforms don't appear in the bufferr + continue; //instance uniforms don't appear in the buffer } if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) { @@ -2545,7 +2568,17 @@ void RendererStorageRD::MaterialData::update_uniform_buffer(const Map<StringName //regular uniform uint32_t offset = p_uniform_offsets[E.value.order]; #ifdef DEBUG_ENABLED - uint32_t size = ShaderLanguage::get_type_size(E.value.type); + uint32_t size = 0U; + // The following code enforces a 16-byte alignment of uniform arrays. + if (E.value.array_size > 0) { + size = ShaderLanguage::get_datatype_size(E.value.type) * E.value.array_size; + int m = (16 * E.value.array_size); + if ((size % m) != 0U) { + size += m - (size % m); + } + } else { + size = ShaderLanguage::get_datatype_size(E.value.type); + } ERR_CONTINUE(offset + size > p_buffer_size); #endif uint8_t *data = &p_buffer[offset]; @@ -2608,7 +2641,7 @@ RendererStorageRD::MaterialData::~MaterialData() { } } -void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { +void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color) { RendererStorageRD *singleton = (RendererStorageRD *)RendererStorage::base_singleton; #ifdef TOOLS_ENABLED Texture *roughness_detect_texture = nullptr; @@ -2671,17 +2704,19 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari if (uniform_array_size > 0) { if (textures.size() < uniform_array_size) { - const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name); - if (W) { - for (int j = textures.size(); j < uniform_array_size; j++) { - textures.push_back(W->get()); + const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name); + for (int j = textures.size(); j < uniform_array_size; j++) { + if (W && W->get().has(j)) { + textures.push_back(W->get()[j]); + } else { + textures.push_back(RID()); } } } } else if (textures.is_empty()) { - const Map<StringName, RID>::Element *W = p_default_textures.find(uniform_name); - if (W) { - textures.push_back(W->get()); + const Map<StringName, Map<int, RID>>::Element *W = p_default_textures.find(uniform_name); + if (W && W->get().has(0)) { + textures.push_back(W->get()[0]); } } } @@ -2690,23 +2725,62 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari if (textures.is_empty()) { //check default usage - switch (p_texture_uniforms[i].hint) { - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: - case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: { - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK); + switch (p_texture_uniforms[i].type) { + case ShaderLanguage::TYPE_ISAMPLER2D: + case ShaderLanguage::TYPE_USAMPLER2D: + case ShaderLanguage::TYPE_SAMPLER2D: { + switch (p_texture_uniforms[i].hint) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_BLACK); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ANISOTROPY: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); + } break; + case ShaderLanguage::ShaderNode::Uniform::HINT_ROUGHNESS_NORMAL: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); + } break; + default: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE); + } break; + } } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_NONE: { - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL); + + case ShaderLanguage::TYPE_SAMPLERCUBE: { + switch (p_texture_uniforms[i].hint) { + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK: + case ShaderLanguage::ShaderNode::Uniform::HINT_BLACK_ALBEDO: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_BLACK); + } break; + default: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_WHITE); + } break; + } } break; - case ShaderLanguage::ShaderNode::Uniform::HINT_ANISO: { - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_ANISO); + case ShaderLanguage::TYPE_SAMPLERCUBEARRAY: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK); } break; - default: { - rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE); + + case ShaderLanguage::TYPE_ISAMPLER3D: + case ShaderLanguage::TYPE_USAMPLER3D: + case ShaderLanguage::TYPE_SAMPLER3D: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_3D_WHITE); + } break; + + case ShaderLanguage::TYPE_ISAMPLER2DARRAY: + case ShaderLanguage::TYPE_USAMPLER2DARRAY: + case ShaderLanguage::TYPE_SAMPLER2DARRAY: { + rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE); } break; + + default: { + } } #ifdef TOOLS_ENABLED - if (roughness_detect_texture && normal_detect_texture && normal_detect_texture->path != String()) { + if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) { roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel); } #endif @@ -2746,7 +2820,7 @@ void RendererStorageRD::MaterialData::update_textures(const Map<StringName, Vari rd_texture = singleton->texture_rd_get_default(DEFAULT_RD_TEXTURE_WHITE); } #ifdef TOOLS_ENABLED - if (roughness_detect_texture && normal_detect_texture && normal_detect_texture->path != String()) { + if (roughness_detect_texture && normal_detect_texture && !normal_detect_texture->path.is_empty()) { roughness_detect_texture->detect_roughness_callback(roughness_detect_texture->detect_roughness_callback_ud, normal_detect_texture->path, roughness_channel); } #endif @@ -2793,7 +2867,7 @@ void RendererStorageRD::MaterialData::free_parameters_uniform_set(RID p_uniform_ } } -bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) { +bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier) { if ((uint32_t)ubo_data.size() != p_ubo_size) { p_uniform_dirty = true; if (uniform_buffer.is_valid()) { @@ -2817,7 +2891,7 @@ bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<St //check whether buffer changed if (p_uniform_dirty && ubo_data.size()) { - update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), false); + update_uniform_buffer(p_uniforms, p_uniform_offsets, p_parameters, ubo_data.ptrw(), ubo_data.size(), true); RD::get_singleton()->buffer_update(uniform_buffer, 0, ubo_data.size(), ubo_data.ptrw(), p_barrier); } @@ -2888,24 +2962,19 @@ bool RendererStorageRD::MaterialData::update_parameters_uniform_set(const Map<St return true; } -void RendererStorageRD::_material_uniform_set_erased(const RID &p_set, void *p_material) { +void RendererStorageRD::_material_uniform_set_erased(void *p_material) { RID rid = *(RID *)p_material; Material *material = base_singleton->material_owner.get_or_null(rid); if (material) { + if (material->data) { + // Uniform set may be gone because a dependency was erased. This happens + // if a texture is deleted, so re-create it. + base_singleton->_material_queue_update(material, false, true); + } material->dependency.changed_notify(DEPENDENCY_CHANGED_MATERIAL); } } -void RendererStorageRD::material_force_update_textures(RID p_material, ShaderType p_shader_type) { - Material *material = material_owner.get_or_null(p_material); - if (material->shader_type != p_shader_type) { - return; - } - if (material->data) { - material->data->update_parameters(material->params, false, true); - } -} - void RendererStorageRD::_update_queued_materials() { while (material_update_list.first()) { Material *material = material_update_list.first()->self(); @@ -3720,7 +3789,7 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf } break; case RS::ARRAY_WEIGHTS: { //assumed weights too - vd.format = RD::DATA_FORMAT_R32G32B32A32_UINT; + vd.format = RD::DATA_FORMAT_R32G32B32A32_SFLOAT; } break; } } else { @@ -4379,7 +4448,8 @@ void RendererStorageRD::_update_dirty_multimeshes() { if (multimesh->data_cache_dirty_regions[i]) { uint32_t offset = i * region_size; uint32_t size = multimesh->stride_cache * (uint32_t)multimesh->instances * (uint32_t)sizeof(float); - RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[i * region_size]); + uint32_t region_start_index = multimesh->stride_cache * MULTIMESH_DIRTY_REGION_SIZE * i; + RD::get_singleton()->buffer_update(multimesh->buffer, offset, MIN(region_size, size - offset), &data[region_start_index]); } } } @@ -5664,14 +5734,14 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) { uniforms.clear(); uses_collision = false; - if (code == String()) { + if (code.is_empty()) { return; //just invalid, but no error } - ShaderCompilerRD::GeneratedCode gen_code; - ShaderCompilerRD::IdentifierActions actions; - actions.entry_point_stages["start"] = ShaderCompilerRD::STAGE_COMPUTE; - actions.entry_point_stages["process"] = ShaderCompilerRD::STAGE_COMPUTE; + ShaderCompiler::GeneratedCode gen_code; + ShaderCompiler::IdentifierActions actions; + actions.entry_point_stages["start"] = ShaderCompiler::STAGE_COMPUTE; + actions.entry_point_stages["process"] = ShaderCompiler::STAGE_COMPUTE; /* uses_time = false; @@ -5693,7 +5763,7 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) { version = base_singleton->particles_shader.shader.version_create(); } - base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompilerRD::STAGE_COMPUTE], gen_code.defines); + base_singleton->particles_shader.shader.version_set_compute_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_COMPUTE], gen_code.defines); ERR_FAIL_COND(!base_singleton->particles_shader.shader.version_is_valid(version)); ubo_size = gen_code.uniform_total_size; @@ -5707,11 +5777,20 @@ void RendererStorageRD::ParticlesShaderData::set_code(const String &p_code) { valid = true; } -void RendererStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture) { +void RendererStorageRD::ParticlesShaderData::set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) { if (!p_texture.is_valid()) { - default_texture_params.erase(p_name); + if (default_texture_params.has(p_name) && default_texture_params[p_name].has(p_index)) { + default_texture_params[p_name].erase(p_index); + + if (default_texture_params[p_name].is_empty()) { + default_texture_params.erase(p_name); + } + } } else { - default_texture_params[p_name] = p_texture; + if (!default_texture_params.has(p_name)) { + default_texture_params[p_name] = Map<int, RID>(); + } + default_texture_params[p_name][p_index] = p_texture; } } @@ -5798,8 +5877,6 @@ RendererStorageRD::ShaderData *RendererStorageRD::_create_particles_shader_func( } bool RendererStorageRD::ParticlesMaterialData::update_parameters(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { - uniform_set_updated = true; - return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3); } @@ -5810,7 +5887,6 @@ RendererStorageRD::ParticlesMaterialData::~ParticlesMaterialData() { RendererStorageRD::MaterialData *RendererStorageRD::_create_particles_material_func(ParticlesShaderData *p_shader) { ParticlesMaterialData *material_data = memnew(ParticlesMaterialData); material_data->shader_data = p_shader; - material_data->last_frame = false; //update will happen later anyway so do nothing. return material_data; } @@ -6000,6 +6076,82 @@ void RendererStorageRD::particles_collision_instance_set_active(RID p_collision_ pci->active = p_active; } +/* FOG VOLUMES */ + +RID RendererStorageRD::fog_volume_allocate() { + return fog_volume_owner.allocate_rid(); +} +void RendererStorageRD::fog_volume_initialize(RID p_rid) { + fog_volume_owner.initialize_rid(p_rid, FogVolume()); +} + +void RendererStorageRD::fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND(!fog_volume); + + if (p_shape == fog_volume->shape) { + return; + } + + fog_volume->shape = p_shape; + fog_volume->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); +} + +void RendererStorageRD::fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND(!fog_volume); + + fog_volume->extents = p_extents; + fog_volume->dependency.changed_notify(DEPENDENCY_CHANGED_AABB); +} + +void RendererStorageRD::fog_volume_set_material(RID p_fog_volume, RID p_material) { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND(!fog_volume); + fog_volume->material = p_material; +} + +RID RendererStorageRD::fog_volume_get_material(RID p_fog_volume) const { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND_V(!fog_volume, RID()); + + return fog_volume->material; +} + +RS::FogVolumeShape RendererStorageRD::fog_volume_get_shape(RID p_fog_volume) const { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND_V(!fog_volume, RS::FOG_VOLUME_SHAPE_BOX); + + return fog_volume->shape; +} + +AABB RendererStorageRD::fog_volume_get_aabb(RID p_fog_volume) const { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND_V(!fog_volume, AABB()); + + switch (fog_volume->shape) { + case RS::FOG_VOLUME_SHAPE_ELLIPSOID: + case RS::FOG_VOLUME_SHAPE_BOX: { + AABB aabb; + aabb.position = -fog_volume->extents; + aabb.size = fog_volume->extents * 2; + return aabb; + } + default: { + // Need some size otherwise will get culled + return AABB(Vector3(-1, -1, -1), Vector3(2, 2, 2)); + } + } + + return AABB(); +} + +Vector3 RendererStorageRD::fog_volume_get_extents(RID p_fog_volume) const { + const FogVolume *fog_volume = fog_volume_owner.get_or_null(p_fog_volume); + ERR_FAIL_COND_V(!fog_volume, Vector3()); + return fog_volume->extents; +} + /* VISIBILITY NOTIFIER */ RID RendererStorageRD::visibility_notifier_allocate() { @@ -6636,11 +6788,11 @@ void RendererStorageRD::reflection_probe_set_resolution(RID p_probe, int p_resol reflection_probe->resolution = p_resolution; } -void RendererStorageRD::reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) { +void RendererStorageRD::reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) { ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); ERR_FAIL_COND(!reflection_probe); - reflection_probe->lod_threshold = p_ratio; + reflection_probe->mesh_lod_threshold = p_ratio; reflection_probe->dependency.changed_notify(DEPENDENCY_CHANGED_REFLECTION_PROBE); } @@ -6698,11 +6850,11 @@ float RendererStorageRD::reflection_probe_get_origin_max_distance(RID p_probe) c return reflection_probe->max_distance; } -float RendererStorageRD::reflection_probe_get_lod_threshold(RID p_probe) const { +float RendererStorageRD::reflection_probe_get_mesh_lod_threshold(RID p_probe) const { const ReflectionProbe *reflection_probe = reflection_probe_owner.get_or_null(p_probe); ERR_FAIL_COND_V(!reflection_probe, 0); - return reflection_probe->lod_threshold; + return reflection_probe->mesh_lod_threshold; } int RendererStorageRD::reflection_probe_get_resolution(RID p_probe) const { @@ -8081,6 +8233,9 @@ void RendererStorageRD::base_update_dependency(RID p_base, DependencyTracker *p_ } else if (particles_collision_owner.owns(p_base)) { ParticlesCollision *pc = particles_collision_owner.get_or_null(p_base); p_instance->update_dependency(&pc->dependency); + } else if (fog_volume_owner.owns(p_base)) { + FogVolume *fv = fog_volume_owner.get_or_null(p_base); + p_instance->update_dependency(&fv->dependency); } else if (visibility_notifier_owner.owns(p_base)) { VisibilityNotifier *vn = visibility_notifier_owner.get_or_null(p_base); p_instance->update_dependency(&vn->dependency); @@ -8122,6 +8277,9 @@ RS::InstanceType RendererStorageRD::get_base_type(RID p_rid) const { if (particles_collision_owner.owns(p_rid)) { return RS::INSTANCE_PARTICLES_COLLISION; } + if (fog_volume_owner.owns(p_rid)) { + return RS::INSTANCE_FOG_VOLUME; + } if (visibility_notifier_owner.owns(p_rid)) { return RS::INSTANCE_VISIBLITY_NOTIFIER; } @@ -8987,7 +9145,7 @@ void RendererStorageRD::_update_global_variables() { for (uint32_t i = 0; i < total_regions; i++) { if (global_variables.buffer_dirty_regions[i]) { - RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, global_variables.buffer_values); + RD::get_singleton()->buffer_update(global_variables.buffer, i * region_byte_size, region_byte_size, &global_variables.buffer_values[i * GlobalVariables::BUFFER_DIRTY_REGION_SIZE]); global_variables.buffer_dirty_regions[i] = false; } @@ -9018,7 +9176,6 @@ void RendererStorageRD::_update_global_variables() { ERR_CONTINUE(!material); //wtf _material_queue_update(material, false, true); - print_line("update material texture?"); } global_variables.must_update_texture_materials = false; @@ -9050,10 +9207,6 @@ bool RendererStorageRD::has_os_feature(const String &p_feature) const { return true; } - if (p_feature == "pvrtc" && RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, RD::TEXTURE_USAGE_SAMPLING_BIT)) { - return true; - } - return false; } @@ -9204,6 +9357,10 @@ bool RendererStorageRD::free(RID p_rid) { visibility_notifier_owner.free(p_rid); } else if (particles_collision_instance_owner.owns(p_rid)) { particles_collision_instance_owner.free(p_rid); + } else if (fog_volume_owner.owns(p_rid)) { + FogVolume *fog_volume = fog_volume_owner.get_or_null(p_rid); + fog_volume->dependency.deleted_notify(p_rid); + fog_volume_owner.free(p_rid); } else if (render_target_owner.owns(p_rid)) { RenderTarget *rt = render_target_owner.get_or_null(p_rid); @@ -9279,10 +9436,15 @@ uint64_t RendererStorageRD::get_rendering_info(RS::RenderingInfo p_info) { String RendererStorageRD::get_video_adapter_name() const { return RenderingDevice::get_singleton()->get_device_name(); } + String RendererStorageRD::get_video_adapter_vendor() const { return RenderingDevice::get_singleton()->get_device_vendor_name(); } +RenderingDevice::DeviceType RendererStorageRD::get_video_adapter_type() const { + return RenderingDevice::get_singleton()->get_device_type(); +} + RendererStorageRD *RendererStorageRD::base_singleton = nullptr; RendererStorageRD::RendererStorageRD() { @@ -9500,6 +9662,18 @@ RendererStorageRD::RendererStorageRD() { { Vector<Vector<uint8_t>> vpv; vpv.push_back(pv); + default_rd_textures[DEFAULT_RD_TEXTURE_3D_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); + } + for (int i = 0; i < 64; i++) { + pv.set(i * 4 + 0, 255); + pv.set(i * 4 + 1, 255); + pv.set(i * 4 + 2, 255); + pv.set(i * 4 + 3, 255); + } + + { + Vector<Vector<uint8_t>> vpv; + vpv.push_back(pv); default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv); } } @@ -9615,6 +9789,9 @@ RendererStorageRD::RendererStorageRD() { } } + //custom sampler + sampler_rd_configure_custom(0.0f); + //default rd buffers { Vector<uint8_t> buffer; @@ -9758,7 +9935,7 @@ RendererStorageRD::RendererStorageRD() { material_set_data_request_function(RendererStorageRD::SHADER_TYPE_PARTICLES, _create_particles_material_funcs); { - ShaderCompilerRD::DefaultIdentifierActions actions; + ShaderCompiler::DefaultIdentifierActions actions; actions.renames["COLOR"] = "PARTICLE.color"; actions.renames["VELOCITY"] = "PARTICLE.velocity"; @@ -9767,7 +9944,7 @@ RendererStorageRD::RendererStorageRD() { actions.renames["RESTART"] = "restart"; actions.renames["CUSTOM"] = "PARTICLE.custom"; actions.renames["TRANSFORM"] = "PARTICLE.xform"; - actions.renames["TIME"] = "FRAME.time"; + actions.renames["TIME"] = "frame_history.data[0].time"; actions.renames["PI"] = _MKSTR(Math_PI); actions.renames["TAU"] = _MKSTR(Math_TAU); actions.renames["E"] = _MKSTR(Math_E); @@ -9945,6 +10122,15 @@ RendererStorageRD::~RendererStorageRD() { } } + //custom samplers + for (int i = 1; i < RS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) { + for (int j = 0; j < RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) { + if (custom_rd_samplers[i][j].is_valid()) { + RD::get_singleton()->free(custom_rd_samplers[i][j]); + } + } + } + //def buffers for (int i = 0; i < DEFAULT_RD_BUFFER_MAX; i++) { RD::get_singleton()->free(mesh_default_rd_buffers[i]); diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h index d6129bb57b..43bbcf6520 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.h +++ b/servers/rendering/renderer_rd/renderer_storage_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -36,7 +36,6 @@ #include "core/templates/rid_owner.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/effects_rd.h" -#include "servers/rendering/renderer_rd/shader_compiler_rd.h" #include "servers/rendering/renderer_rd/shaders/canvas_sdf.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/particles.glsl.gen.h" #include "servers/rendering/renderer_rd/shaders/particles_copy.glsl.gen.h" @@ -44,6 +43,7 @@ #include "servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl.gen.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering/rendering_device.h" +#include "servers/rendering/shader_compiler.h" class RendererStorageRD : public RendererStorage { public: static _FORCE_INLINE_ void store_transform(const Transform3D &p_mtx, float *p_array) { @@ -129,12 +129,13 @@ public: SHADER_TYPE_3D, SHADER_TYPE_PARTICLES, SHADER_TYPE_SKY, + SHADER_TYPE_FOG, SHADER_TYPE_MAX }; struct ShaderData { virtual void set_code(const String &p_Code) = 0; - virtual void set_default_texture_param(const StringName &p_name, RID p_texture) = 0; + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index) = 0; virtual void get_param_list(List<PropertyInfo> *p_param_list) const = 0; virtual void get_instance_param_list(List<InstanceShaderParam> *p_param_list) const = 0; @@ -151,7 +152,7 @@ public: struct MaterialData { void update_uniform_buffer(const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Map<StringName, Variant> &p_parameters, uint8_t *p_buffer, uint32_t p_buffer_size, bool p_use_linear_color); - void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, RID> &p_default_textures, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); + void update_textures(const Map<StringName, Variant> &p_parameters, const Map<StringName, Map<int, RID>> &p_default_textures, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, RID *p_textures, bool p_use_linear_color); virtual void set_render_priority(int p_priority) = 0; virtual void set_next_pass(RID p_pass) = 0; @@ -159,7 +160,7 @@ public: virtual ~MaterialData(); //to be used internally by update_parameters, in the most common configuration of material parameters - bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompilerRD::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, RID> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL); + bool update_parameters_uniform_set(const Map<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty, const Map<StringName, ShaderLanguage::ShaderNode::Uniform> &p_uniforms, const uint32_t *p_uniform_offsets, const Vector<ShaderCompiler::GeneratedCode::Texture> &p_texture_uniforms, const Map<StringName, Map<int, RID>> &p_default_texture_params, uint32_t p_ubo_size, RID &uniform_set, RID p_shader, uint32_t p_shader_uniform_set, uint32_t p_barrier = RD::BARRIER_MASK_ALL); void free_parameters_uniform_set(RID p_uniform_set); private: @@ -176,7 +177,7 @@ public: Vector<RID> texture_cache; }; typedef MaterialData *(*MaterialDataRequestFunction)(ShaderData *); - static void _material_uniform_set_erased(const RID &p_set, void *p_material); + static void _material_uniform_set_erased(void *p_material); enum DefaultRDTexture { DEFAULT_RD_TEXTURE_WHITE, @@ -188,6 +189,7 @@ public: DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK, DEFAULT_RD_TEXTURE_CUBEMAP_WHITE, DEFAULT_RD_TEXTURE_3D_WHITE, + DEFAULT_RD_TEXTURE_3D_BLACK, DEFAULT_RD_TEXTURE_2D_ARRAY_WHITE, DEFAULT_RD_TEXTURE_2D_UINT, DEFAULT_RD_TEXTURE_MAX @@ -318,6 +320,7 @@ private: RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX]; RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; + RID custom_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX]; RID default_rd_storage_buffer; /* DECAL ATLAS */ @@ -372,7 +375,7 @@ private: ShaderData *data; String code; ShaderType type; - Map<StringName, RID> default_texture_parameter; + Map<StringName, Map<int, RID>> default_texture_parameter; Set<Material *> owners; }; @@ -823,7 +826,7 @@ private: }; ParticlesShaderRD shader; - ShaderCompilerRD compiler; + ShaderCompiler compiler; RID default_shader; RID default_material; @@ -874,21 +877,21 @@ private: //PipelineCacheRD pipelines[SKY_VERSION_MAX]; Map<StringName, ShaderLanguage::ShaderNode::Uniform> uniforms; - Vector<ShaderCompilerRD::GeneratedCode::Texture> texture_uniforms; + Vector<ShaderCompiler::GeneratedCode::Texture> texture_uniforms; Vector<uint32_t> ubo_offsets; uint32_t ubo_size; String path; String code; - Map<StringName, RID> default_texture_params; + Map<StringName, Map<int, RID>> default_texture_params; RID pipeline; bool uses_time; virtual void set_code(const String &p_Code); - virtual void set_default_texture_param(const StringName &p_name, RID p_texture); + virtual void set_default_texture_param(const StringName &p_name, RID p_texture, int p_index); virtual void get_param_list(List<PropertyInfo> *p_param_list) const; virtual void get_instance_param_list(List<RendererStorage::InstanceShaderParam> *p_param_list) const; virtual bool is_param_texture(const StringName &p_param) const; @@ -907,10 +910,8 @@ private: } struct ParticlesMaterialData : public MaterialData { - uint64_t last_frame = 0; ParticlesShaderData *shader_data = nullptr; RID uniform_set; - bool uniform_set_updated = false; virtual void set_render_priority(int p_priority) {} virtual void set_next_pass(RID p_pass) {} @@ -957,6 +958,19 @@ private: mutable RID_Owner<ParticlesCollisionInstance> particles_collision_instance_owner; + /* FOG VOLUMES */ + + struct FogVolume { + RID material; + Vector3 extents = Vector3(1, 1, 1); + + RS::FogVolumeShape shape = RS::FOG_VOLUME_SHAPE_BOX; + + Dependency dependency; + }; + + mutable RID_Owner<FogVolume, true> fog_volume_owner; + /* visibility_notifier */ struct VisibilityNotifier { @@ -1037,7 +1051,7 @@ private: bool box_projection = false; bool enable_shadows = false; uint32_t cull_mask = (1 << 20) - 1; - float lod_threshold = 0.01; + float mesh_lod_threshold = 0.01; Dependency dependency; }; @@ -1083,7 +1097,7 @@ private: AABB bounds; Vector3i octree_size; - float dynamic_range = 4.0; + float dynamic_range = 2.0; float energy = 1.0; float bias = 1.4; float normal_bias = 0.0; @@ -1376,6 +1390,13 @@ public: _FORCE_INLINE_ RID sampler_rd_get_default(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { return default_rd_samplers[p_filter][p_repeat]; } + _FORCE_INLINE_ RID sampler_rd_get_custom(RS::CanvasItemTextureFilter p_filter, RS::CanvasItemTextureRepeat p_repeat) { + return custom_rd_samplers[p_filter][p_repeat]; + } + + void sampler_rd_configure_custom(float mipmap_bias); + + void sampler_rd_set_default(float p_mipmap_bias); /* CANVAS TEXTURE API */ @@ -1399,8 +1420,8 @@ public: String shader_get_code(RID p_shader) const; void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const; - void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture); - RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const; + void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index); + RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const; Variant shader_get_param_default(RID p_shader, const StringName &p_param) const; void shader_set_data_request_function(ShaderType p_shader_type, ShaderDataRequestFunction p_function); @@ -1425,7 +1446,6 @@ public: void material_get_instance_shader_parameters(RID p_material, List<InstanceShaderParam> *r_parameters); void material_update_dependency(RID p_material, DependencyTracker *p_instance); - void material_force_update_textures(RID p_material, ShaderType p_shader_type); void material_set_data_request_function(ShaderType p_shader_type, MaterialDataRequestFunction p_function); @@ -1534,7 +1554,7 @@ public: return s->index_count ? s->index_count : s->vertex_count; } - _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_lod_threshold, uint32_t *r_index_count = nullptr) const { + _FORCE_INLINE_ uint32_t mesh_surface_get_lod(void *p_surface, float p_model_scale, float p_distance_threshold, float p_mesh_lod_threshold, uint32_t *r_index_count = nullptr) const { Mesh::Surface *s = reinterpret_cast<Mesh::Surface *>(p_surface); int32_t current_lod = -1; @@ -1543,7 +1563,7 @@ public: } for (uint32_t i = 0; i < s->lod_count; i++) { float screen_size = s->lods[i].edge_length * p_model_scale / p_distance_threshold; - if (screen_size > p_lod_threshold) { + if (screen_size > p_mesh_lod_threshold) { break; } current_lod = i; @@ -1932,7 +1952,7 @@ public: void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable); void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers); void reflection_probe_set_resolution(RID p_probe, int p_resolution); - void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio); + void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio); AABB reflection_probe_get_aabb(RID p_probe) const; RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const; @@ -1940,7 +1960,7 @@ public: Vector3 reflection_probe_get_extents(RID p_probe) const; Vector3 reflection_probe_get_origin_offset(RID p_probe) const; float reflection_probe_get_origin_max_distance(RID p_probe) const; - float reflection_probe_get_lod_threshold(RID p_probe) const; + float reflection_probe_get_mesh_lod_threshold(RID p_probe) const; int reflection_probe_get_resolution(RID p_probe) const; bool reflection_probe_renders_shadows(RID p_probe) const; @@ -2259,6 +2279,21 @@ public: virtual bool particles_collision_is_heightfield(RID p_particles_collision) const; RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const; + /* FOG VOLUMES */ + + virtual RID fog_volume_allocate(); + virtual void fog_volume_initialize(RID p_rid); + + virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape); + virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents); + virtual void fog_volume_set_material(RID p_fog_volume, RID p_material); + virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const; + virtual RID fog_volume_get_material(RID p_fog_volume) const; + virtual AABB fog_volume_get_aabb(RID p_fog_volume) const; + virtual Vector3 fog_volume_get_extents(RID p_fog_volume) const; + + /* VISIBILITY NOTIFIER */ + virtual RID visibility_notifier_allocate(); virtual void visibility_notifier_initialize(RID p_notifier); virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb); @@ -2355,6 +2390,7 @@ public: String get_video_adapter_name() const; String get_video_adapter_vendor() const; + RenderingDevice::DeviceType get_video_adapter_type() const; virtual void capture_timestamps_begin(); virtual void capture_timestamp(const String &p_name); diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index b9a8947fa2..73766d14d8 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -79,7 +79,7 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) { } if (push_chunk) { - if (text != String()) { + if (!text.is_empty()) { StageTemplate::Chunk text_chunk; text_chunk.type = StageTemplate::Chunk::TYPE_TEXT; text_chunk.text = text.utf8(); @@ -90,7 +90,7 @@ void ShaderRD::_add_stage(const char *p_code, StageType p_stage_type) { } } - if (text != String()) { + if (!text.is_empty()) { StageTemplate::Chunk text_chunk; text_chunk.type = StageTemplate::Chunk::TYPE_TEXT; text_chunk.text = text.utf8(); @@ -177,6 +177,9 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c for (const KeyValue<StringName, CharString> &E : p_version->code_sections) { builder.append(String("#define ") + String(E.key) + "_CODE_USED\n"); } +#if defined(OSX_ENABLED) || defined(IPHONE_ENABLED) + builder.append("#define MOLTENVK_USED\n"); +#endif } break; case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: { builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment) @@ -635,7 +638,7 @@ void ShaderRD::initialize(const Vector<String> &p_variant_defines, const String variants_enabled.push_back(true); } - if (shader_cache_dir != String()) { + if (!shader_cache_dir.is_empty()) { StringBuilder hash_build; hash_build.append("[base_hash]"); diff --git a/servers/rendering/renderer_rd/shader_rd.h b/servers/rendering/renderer_rd/shader_rd.h index 984b168659..8e57f0d9af 100644 --- a/servers/rendering/renderer_rd/shader_rd.h +++ b/servers/rendering/renderer_rd/shader_rd.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -40,11 +40,6 @@ #include "core/variant/variant.h" #include "servers/rendering_server.h" -#include <stdio.h> -/** - @author Juan Linietsky <reduzio@gmail.com> -*/ - class ShaderRD { //versions CharString general_defines; @@ -173,4 +168,4 @@ public: virtual ~ShaderRD(); }; -#endif +#endif // SHADER_RD_H diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 2911e8b731..65a621b203 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -91,7 +91,6 @@ void main() { uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK; #ifdef USE_ATTRIBUTES - if (instancing > 1) { // trails @@ -128,37 +127,37 @@ void main() { vertex = new_vertex; color *= pcolor; - } else #endif // USE_ATTRIBUTES + { + if (instancing == 1) { + uint stride = 2; + { + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) { + stride += 1; + } + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) { + stride += 1; + } + } + + uint offset = stride * gl_InstanceIndex; + + mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); + offset += 2; - if (instancing == 1) { - uint stride = 2; - { if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) { - stride += 1; + color *= transforms.data[offset]; + offset += 1; } + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) { - stride += 1; + instance_custom = transforms.data[offset]; } - } - - uint offset = stride * gl_InstanceIndex; - mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); - offset += 2; - - if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) { - color *= transforms.data[offset]; - offset += 1; - } - - if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) { - instance_custom = transforms.data[offset]; + matrix = transpose(matrix); + world_matrix = world_matrix * matrix; } - - matrix = transpose(matrix); - world_matrix = world_matrix * matrix; } #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE) diff --git a/servers/rendering/renderer_rd/shaders/copy.glsl b/servers/rendering/renderer_rd/shaders/copy.glsl index 4110a95ddb..d4d0ed0f56 100644 --- a/servers/rendering/renderer_rd/shaders/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/copy.glsl @@ -84,6 +84,8 @@ void main() { color += texelFetch(source_color, base_pos + ivec2(1, 0), 0); color += texelFetch(source_color, base_pos + ivec2(1, 1), 0); color /= 4.0; + color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isinf(color)); + color = mix(color, vec4(100.0, 100.0, 100.0, 1.0), isnan(color)); imageStore(dest_buffer, pos + params.target, color); #endif @@ -132,6 +134,13 @@ void main() { local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0); local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0); } + if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { + // Tonemap initial samples to reduce weight of fireflies: https://graphicrants.blogspot.com/2013/12/tone-mapping.html + local_cache[dest_index] /= 1.0 + dot(local_cache[dest_index].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 1] /= 1.0 + dot(local_cache[dest_index + 1].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 16] /= 1.0 + dot(local_cache[dest_index + 16].rgb, vec3(0.299, 0.587, 0.114)); + local_cache[dest_index + 16 + 1] /= 1.0 + dot(local_cache[dest_index + 16 + 1].rgb, vec3(0.299, 0.587, 0.114)); + } memoryBarrierShared(); barrier(); @@ -177,6 +186,11 @@ void main() { color += temp_cache[index - 2] * 0.140367; color += temp_cache[index - 3] * 0.106595; + if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { + // Undo tonemap to restore range: https://graphicrants.blogspot.com/2013/12/tone-mapping.html + color /= 1.0 - dot(color.rgb, vec3(0.299, 0.587, 0.114)); + } + color *= params.glow_strength; if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) { @@ -186,7 +200,7 @@ void main() { #endif color *= params.glow_exposure; - float luminance = max(color.r, max(color.g, color.b)); + float luminance = dot(color.rgb, vec3(0.299, 0.587, 0.114)); float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom); color = min(color * feedback, vec4(params.glow_luminance_cap)); @@ -256,7 +270,9 @@ void main() { const float PI = 3.14159265359; vec2 uv = vec2(pos) / vec2(params.section.zw); - uv.y = 1.0 - uv.y; + if (bool(params.flags & FLAG_FLIP_Y)) { + uv.y = 1.0 - uv.y; + } float phi = uv.x * 2.0 * PI; float theta = uv.y * PI; diff --git a/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl new file mode 100644 index 0000000000..54a7790f77 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/fsr_upscale.glsl @@ -0,0 +1,173 @@ +/*************************************************************************/ +/* fsr_upscale.glsl */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#[compute] + +#version 450 + +#VERSION_DEFINES + +#define A_GPU +#define A_GLSL + +#ifdef MODE_FSR_UPSCALE_NORMAL + +#define A_HALF + +#endif + +#include "thirdparty/amd-fsr/ffx_a.h" + +layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; + +layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D fsr_image; +layout(set = 0, binding = 0) uniform sampler2D source_image; + +#define FSR_UPSCALE_PASS_TYPE_EASU 0 +#define FSR_UPSCALE_PASS_TYPE_RCAS 1 + +layout(push_constant, binding = 1, std430) uniform Params { + float resolution_width; + float resolution_height; + float upscaled_width; + float upscaled_height; + float sharpness; + int pass; +} +params; + +AU4 Const0, Const1, Const2, Const3; + +#ifdef MODE_FSR_UPSCALE_FALLBACK + +#define FSR_EASU_F +AF4 FsrEasuRF(AF2 p) { + AF4 res = textureGather(source_image, p, 0); + return res; +} +AF4 FsrEasuGF(AF2 p) { + AF4 res = textureGather(source_image, p, 1); + return res; +} +AF4 FsrEasuBF(AF2 p) { + AF4 res = textureGather(source_image, p, 2); + return res; +} + +#define FSR_RCAS_F +AF4 FsrRcasLoadF(ASU2 p) { + return AF4(texelFetch(source_image, ASU2(p), 0)); +} +void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {} + +#else + +#define FSR_EASU_H +AH4 FsrEasuRH(AF2 p) { + AH4 res = AH4(textureGather(source_image, p, 0)); + return res; +} +AH4 FsrEasuGH(AF2 p) { + AH4 res = AH4(textureGather(source_image, p, 1)); + return res; +} +AH4 FsrEasuBH(AF2 p) { + AH4 res = AH4(textureGather(source_image, p, 2)); + return res; +} + +#define FSR_RCAS_H +AH4 FsrRcasLoadH(ASW2 p) { + return AH4(texelFetch(source_image, ASU2(p), 0)); +} +void FsrRcasInputH(inout AH1 r, inout AH1 g, inout AH1 b) {} + +#endif + +#include "thirdparty/amd-fsr/ffx_fsr1.h" + +void fsr_easu_pass(AU2 pos) { +#ifdef MODE_FSR_UPSCALE_NORMAL + + AH3 Gamma2Color = AH3(0, 0, 0); + FsrEasuH(Gamma2Color, pos, Const0, Const1, Const2, Const3); + imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1)); + +#else + + AF3 Gamma2Color = AF3(0, 0, 0); + FsrEasuF(Gamma2Color, pos, Const0, Const1, Const2, Const3); + imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1)); + +#endif +} + +void fsr_rcas_pass(AU2 pos) { +#ifdef MODE_FSR_UPSCALE_NORMAL + + AH3 Gamma2Color = AH3(0, 0, 0); + FsrRcasH(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0); + imageStore(fsr_image, ASU2(pos), AH4(Gamma2Color, 1)); + +#else + + AF3 Gamma2Color = AF3(0, 0, 0); + FsrRcasF(Gamma2Color.r, Gamma2Color.g, Gamma2Color.b, pos, Const0); + imageStore(fsr_image, ASU2(pos), AF4(Gamma2Color, 1)); + +#endif +} + +void fsr_pass(AU2 pos) { + if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) { + fsr_easu_pass(pos); + } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) { + fsr_rcas_pass(pos); + } +} + +void main() { + // Clang does not like unused functions. If ffx_a.h is included in the binary, clang will throw a fit and not compile so we must configure FSR in this shader + if (params.pass == FSR_UPSCALE_PASS_TYPE_EASU) { + FsrEasuCon(Const0, Const1, Const2, Const3, params.resolution_width, params.resolution_height, params.resolution_width, params.resolution_height, params.upscaled_width, params.upscaled_height); + } else if (params.pass == FSR_UPSCALE_PASS_TYPE_RCAS) { + FsrRcasCon(Const0, params.sharpness); + } + + AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u); + + fsr_pass(gxy); + gxy.x += 8u; + fsr_pass(gxy); + gxy.y += 8u; + fsr_pass(gxy); + gxy.x -= 8u; + fsr_pass(gxy); +} diff --git a/servers/rendering/renderer_rd/shaders/gi.glsl b/servers/rendering/renderer_rd/shaders/gi.glsl index 5528ea3659..9854f124d7 100644 --- a/servers/rendering/renderer_rd/shaders/gi.glsl +++ b/servers/rendering/renderer_rd/shaders/gi.glsl @@ -68,19 +68,15 @@ sdfgi; #define MAX_VOXEL_GI_INSTANCES 8 struct VoxelGIData { - mat4 xform; - vec3 bounds; - float dynamic_range; + mat4 xform; // 64 - 64 - float bias; - float normal_bias; - bool blend_ambient; - uint texture_slot; + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 - uint pad0; - uint pad1; - uint pad2; - uint mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 }; layout(set = 0, binding = 16, std140) uniform VoxelGIs { diff --git a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl index 25d87ca45d..a6d65bffeb 100644 --- a/servers/rendering/renderer_rd/shaders/giprobe_write.glsl +++ b/servers/rendering/renderer_rd/shaders/giprobe_write.glsl @@ -7,7 +7,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index 9f8410fd8a..328becbc20 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -567,11 +567,11 @@ void main() { depth = particle_size - s; const float EPSILON = 0.001; normal = mat3(FRAME.colliders[i].transform) * - normalize( - vec3( - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r, - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r, - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r)); + normalize( + vec3( + texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r, + texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r, + texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r)); } } break; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl index 99714b4504..97c913d489 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_aa_inc.glsl @@ -2,7 +2,7 @@ float hash_2d(vec2 p) { return fract(1.0e4 * sin(17.0 * p.x + 0.1 * p.y) * - (0.1 + abs(sin(13.0 * p.y + p.x)))); + (0.1 + abs(sin(13.0 * p.y + p.x)))); } float hash_3d(vec3 p) { @@ -29,8 +29,7 @@ float compute_alpha_hash_threshold(vec3 pos, float hash_scale) { vec3 cases = vec3(a_interp * a_interp / (2.0 * min_lerp * (1.0 - min_lerp)), (a_interp - 0.5 * min_lerp) / (1.0 - min_lerp), - 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / - (2.0 * min_lerp * (1.0 - min_lerp)))); + 1.0 - ((1.0 - a_interp) * (1.0 - a_interp) / (2.0 * min_lerp * (1.0 - min_lerp)))); float alpha_hash_threshold = (lerp_factor < (1.0 - min_lerp)) ? ((lerp_factor < min_lerp) ? cases.x : cases.y) : cases.z; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 5261868155..97f7e0a6e6 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -6,6 +6,8 @@ #include "scene_forward_clustered_inc.glsl" +#define SHADER_IS_SRGB false + /* INPUT ATTRIBS */ layout(location = 0) in vec3 vertex_attrib; @@ -95,7 +97,7 @@ layout(location = 8) out float dp_clip; #endif -layout(location = 9) out flat uint instance_index; +layout(location = 9) out flat uint instance_index_interp; invariant gl_Position; @@ -107,13 +109,15 @@ void main() { color_interp = color_attrib; #endif - instance_index = draw_call.instance_index; + uint instance_index = draw_call.instance_index; bool is_multimesh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_MULTIMESH); if (!is_multimesh) { instance_index += gl_InstanceIndex; } + instance_index_interp = instance_index; + mat4 world_matrix = instances.data[instance_index].transform; mat3 world_normal_matrix; @@ -247,7 +251,9 @@ void main() { vertex = (world_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED normal = world_normal_matrix * normal; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) @@ -286,12 +292,13 @@ void main() { #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; - normal = mat3(scene_data.inverse_normal_matrix) * normal; +#ifdef NORMAL_USED + normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; - tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; + binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz; + tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz; #endif #endif @@ -356,6 +363,8 @@ void main() { #VERSION_DEFINES +#define SHADER_IS_SRGB false + /* Specialization Constants (Toggles) */ layout(constant_id = 0) const bool sc_use_forward_gi = false; @@ -410,7 +419,7 @@ layout(location = 8) in float dp_clip; #endif -layout(location = 9) in flat uint instance_index; +layout(location = 9) in flat uint instance_index_interp; //defines to keep compatibility with vertex @@ -564,7 +573,9 @@ void main() { discard; #endif - //lay out everything, whathever is unused is optimized away anyway + uint instance_index = instance_index_interp; + + //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; vec3 view = -normalize(vertex_interp); vec3 albedo = vec3(1.0); @@ -593,7 +604,7 @@ void main() { float ao = 1.0; float ao_light_affect = 0.0; - float alpha = 1.0; + float alpha = float(instances.data[instance_index].flags >> INSTANCE_FLAGS_FADE_SHIFT) / float(255.0); #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 binormal = normalize(binormal_interp); @@ -687,7 +698,7 @@ void main() { #endif // ALPHA_ANTIALIASING_EDGE_USED #ifdef USE_OPAQUE_PREPASS - if (alpha < opaque_prepass_threshold) { + if (alpha < scene_data.opaque_prepass_threshold) { discard; } #endif // USE_OPAQUE_PREPASS @@ -964,15 +975,15 @@ void main() { const float c4 = 0.886227; const float c5 = 0.247708; ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); @@ -1145,7 +1156,7 @@ void main() { } #endif // !USE_LIGHTMAP - if (scene_data.ssao_enabled) { + if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO)) { float ssao = texture(sampler2D(ao_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv).r; ao = min(ao, ssao); ao_light_affect = mix(ao_light_affect, max(ao_light_affect, scene_data.ssao_light_affect), scene_data.ssao_ao_affect); @@ -1215,6 +1226,12 @@ void main() { // convert ao to direct light ao ao = mix(1.0, ao, ao_light_affect); + if (bool(scene_data.ss_effects_flags & SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL)) { + vec4 ssil = textureLod(sampler2D(ssil_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), screen_uv, 0.0); + ambient_light *= 1.0 - ssil.a; + ambient_light += ssil.rgb * albedo.rgb; + } + //this saves some VGPRs vec3 f0 = F0(metallic, specular, albedo); @@ -1249,9 +1266,10 @@ void main() { // LIGHTING #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) - { //directional light + { // Directional light. - // Do shadow and lighting in two passes to reduce register pressure + // Do shadow and lighting in two passes to reduce register pressure. +#ifndef SHADOWS_DISABLED uint shadow0 = 0; uint shadow1 = 0; @@ -1270,21 +1288,21 @@ void main() { float shadow = 1.0; - //version with soft shadows, more expensive if (directional_lights.data[i].shadow_enabled) { - if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { - float depth_z = -vertex.z; - - vec3 shadow_color = vec3(0.0); - vec3 light_dir = directional_lights.data[i].direction; + float depth_z = -vertex.z; + vec3 light_dir = directional_lights.data[i].direction; + vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ +#define BIAS_FUNC(m_var, m_idx) \ + m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ + vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ + normal_bias -= light_dir * dot(light_dir, normal_bias); \ m_var.xyz += normal_bias; - uint blend_index = 0; + //version with soft shadows, more expensive + if (sc_use_directional_soft_shadows && directional_lights.data[i].softshadow_angle > 0) { + uint blend_count = 0; + const uint blend_max = directional_lights.data[i].blend_splits ? 2 : 1; if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); @@ -1299,10 +1317,10 @@ void main() { float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle; vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius; shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - blend_index++; + blend_count++; } - if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.y) { + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.y) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 1) @@ -1316,7 +1334,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1324,10 +1342,10 @@ void main() { shadow = mix(shadow, s, blend); } - blend_index++; + blend_count++; } - if (blend_index < 2 && depth_z < directional_lights.data[i].shadow_split_offsets.z) { + if (blend_count < blend_max && depth_z < directional_lights.data[i].shadow_split_offsets.z) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 2) @@ -1341,7 +1359,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1349,10 +1367,10 @@ void main() { shadow = mix(shadow, s, blend); } - blend_index++; + blend_count++; } - if (blend_index < 2) { + if (blend_count < blend_max) { vec4 v = vec4(vertex, 1.0); BIAS_FUNC(v, 3) @@ -1366,7 +1384,7 @@ void main() { vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius; float s = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale); - if (blend_index == 0) { + if (blend_count == 0) { shadow = s; } else { //blend @@ -1375,21 +1393,9 @@ void main() { } } -#undef BIAS_FUNC } else { //no soft shadows - float depth_z = -vertex.z; - vec4 pssm_coord; - vec3 light_dir = directional_lights.data[i].direction; - vec3 base_normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))); - -#define BIAS_FUNC(m_var, m_idx) \ - m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \ - vec3 normal_bias = base_normal_bias * directional_lights.data[i].shadow_normal_bias[m_idx]; \ - normal_bias -= light_dir * dot(light_dir, normal_bias); \ - m_var.xyz += normal_bias; - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { vec4 v = vec4(vertex, 1.0); @@ -1448,11 +1454,11 @@ void main() { float shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord); shadow = mix(shadow, shadow2, pssm_blend); } + } - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance #undef BIAS_FUNC - } } // shadows if (i < 4) { @@ -1461,6 +1467,7 @@ void main() { shadow1 |= uint(clamp(shadow * 255.0, 0.0, 255.0)) << ((i - 4) * 8); } } +#endif // SHADOWS_DISABLED for (uint i = 0; i < 8; i++) { if (i >= scene_data.directional_light_count) { @@ -1523,18 +1530,19 @@ void main() { #endif float shadow = 1.0; - +#ifndef SHADOWS_DISABLED if (i < 4) { shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; } else { shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; } +#endif blur_shadow(shadow); float size_A = sc_use_light_soft_shadows ? directional_lights.data[i].size : 0.0; - light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, + light_compute(normal, directional_lights.data[i].direction, normalize(view), size_A, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1545,7 +1553,7 @@ void main() { transmittance_z, #endif #ifdef LIGHT_RIM_USED - rim, rim_tint, albedo, + rim, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED clearcoat, clearcoat_gloss, @@ -1553,9 +1561,6 @@ void main() { #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } @@ -1608,7 +1613,7 @@ void main() { shadow = blur_shadow(shadow); - light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1620,7 +1625,6 @@ void main() { #ifdef LIGHT_RIM_USED rim, rim_tint, - albedo, #endif #ifdef LIGHT_CLEARCOAT_USED clearcoat, clearcoat_gloss, @@ -1628,9 +1632,6 @@ void main() { #ifdef LIGHT_ANISOTROPY_USED tangent, binormal, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } } @@ -1684,7 +1685,7 @@ void main() { shadow = blur_shadow(shadow); - light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1696,7 +1697,6 @@ void main() { #ifdef LIGHT_RIM_USED rim, rim_tint, - albedo, #endif #ifdef LIGHT_CLEARCOAT_USED clearcoat, clearcoat_gloss, @@ -1704,9 +1704,6 @@ void main() { #ifdef LIGHT_ANISOTROPY_USED tangent, binormal, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } } @@ -1723,7 +1720,7 @@ void main() { #ifdef USE_OPAQUE_PREPASS - if (alpha < opaque_prepass_threshold) { + if (alpha < scene_data.opaque_prepass_threshold) { discard; } @@ -1769,7 +1766,11 @@ void main() { } } +#ifdef MOLTENVK_USED + imageStore(geom_facing_grid, grid_pos, uvec4(imageLoad(geom_facing_grid, grid_pos).r | facing_bits)); //store facing bits +#else imageAtomicOr(geom_facing_grid, grid_pos, facing_bits); //store facing bits +#endif if (length(emission) > 0.001) { float lumas[6]; @@ -1909,7 +1910,6 @@ void main() { // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky. frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a); - ; #endif //MODE_MULTIPLE_RENDER_TARGETS diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl index b943d81784..0f7cd18534 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl @@ -68,9 +68,13 @@ layout(set = 0, binding = 4) uniform sampler light_projector_sampler; #define INSTANCE_FLAGS_MULTIMESH_HAS_COLOR (1 << 14) #define INSTANCE_FLAGS_MULTIMESH_HAS_CUSTOM_DATA (1 << 15) #define INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT 16 +#define INSTANCE_FLAGS_FADE_SHIFT 24 //3 bits of stride #define INSTANCE_FLAGS_PARTICLE_TRAIL_MASK 0xFF +#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSAO 1 +#define SCREEN_SPACE_EFFECTS_FLAGS_USE_SSIL 2 + layout(set = 0, binding = 5, std430) restrict readonly buffer OmniLights { LightData data[]; } @@ -200,14 +204,15 @@ layout(set = 1, binding = 0, std140) uniform SceneData { float z_far; float z_near; - bool ssao_enabled; + uint ss_effects_flags; float ssao_light_affect; float ssao_ao_affect; bool roughness_limiter_enabled; float roughness_limiter_amount; float roughness_limiter_limit; - uvec2 roughness_limiter_pad; + float opaque_prepass_threshold; + uint roughness_limiter_pad; mat4 sdf_to_bounds; @@ -303,19 +308,15 @@ layout(set = 1, binding = 15) uniform texture2DArray sdfgi_lightprobe_texture; layout(set = 1, binding = 16) uniform texture3D sdfgi_occlusion_cascades; struct VoxelGIData { - mat4 xform; - vec3 bounds; - float dynamic_range; + mat4 xform; // 64 - 64 - float bias; - float normal_bias; - bool blend_ambient; - uint texture_slot; + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 - float anisotropy_strength; - float ambient_occlusion; - float ambient_occlusion_size; - uint mipmaps; + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 }; layout(set = 1, binding = 17, std140) uniform VoxelGIs { @@ -325,6 +326,8 @@ voxel_gi_instances; layout(set = 1, binding = 18) uniform texture3D volumetric_fog_texture; +layout(set = 1, binding = 19) uniform texture2D ssil_buffer; + #endif /* Set 2 Skeleton & Instancing (can change per item) */ diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl index 4d466342f8..d22f936a35 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl @@ -73,7 +73,7 @@ vec3 F0(float metallic, float specular, vec3 albedo) { return mix(vec3(dielectric), albedo, vec3(metallic)); } -void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, +void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 f0, uint orms, float specular_amount, vec3 albedo, inout float alpha, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -84,7 +84,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float transmittance_z, #endif #ifdef LIGHT_RIM_USED - float rim, float rim_tint, vec3 rim_color, + float rim, float rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED float clearcoat, float clearcoat_gloss, @@ -92,9 +92,6 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #ifdef LIGHT_ANISOTROPY_USED vec3 B, vec3 T, float anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - inout float alpha, -#endif inout vec3 diffuse_light, inout vec3 specular_light) { vec4 orms_unpacked = unpackUnorm4x8(orms); @@ -171,7 +168,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #if defined(LIGHT_RIM_USED) float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0)); - diffuse_light += rim_light * rim * mix(vec3(1.0), rim_color, rim_tint) * light_color; + diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color; #endif #ifdef LIGHT_TRANSMITTANCE_USED @@ -182,11 +179,11 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte float d = scale * abs(transmittance_z); float dd = -d * d; vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) + - vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + - vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + - vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + - vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + - vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); + vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) + + vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) + + vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) + + vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) + + vec3(0.078, 0.0, 0.0) * exp(dd / 7.41); diffuse_light += profile * transmittance_color.a * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI); #else @@ -287,7 +284,7 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte #endif //defined(LIGHT_CODE_USED) } -#ifndef USE_NO_SHADOWS +#ifndef SHADOWS_DISABLED // Interleaved Gradient Noise // https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare @@ -301,7 +298,7 @@ float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, ve float depth = coord.z; //if only one sample is taken, take it from the center - if (sc_directional_soft_shadow_samples == 1) { + if (sc_directional_soft_shadow_samples == 0) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -327,7 +324,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { float depth = coord.z; //if only one sample is taken, take it from the center - if (sc_soft_shadow_samples == 1) { + if (sc_soft_shadow_samples == 0) { return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0)); } @@ -350,7 +347,7 @@ float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec3 coord) { 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) { + if (sc_soft_shadow_samples == 0) { 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)); @@ -433,7 +430,7 @@ float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex } } -#endif //USE_NO_SHADOWS +#endif // SHADOWS_DISABLED float get_omni_attenuation(float distance, float inv_range, float decay) { float nd = distance * inv_range; @@ -445,7 +442,7 @@ float get_omni_attenuation(float distance, float inv_range, float decay) { } float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { -#ifndef USE_NO_SHADOWS +#ifndef SHADOWS_DISABLED if (omni_lights.data[idx].shadow_enabled) { // there is a shadowmap vec2 texel_size = scene_data.shadow_atlas_pixel_size; @@ -577,7 +574,7 @@ float light_process_omni_shadow(uint idx, vec3 vertex, vec3 normal) { return 1.0; } -void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, +void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -587,7 +584,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v float transmittance_boost, #endif #ifdef LIGHT_RIM_USED - float rim, float rim_tint, vec3 rim_color, + float rim, float rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED float clearcoat, float clearcoat_gloss, @@ -595,9 +592,6 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v #ifdef LIGHT_ANISOTROPY_USED vec3 binormal, vec3 tangent, float anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - inout float alpha, -#endif inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = omni_lights.data[idx].position - vertex; float light_length = length(light_rel_vec); @@ -703,7 +697,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v light_attenuation *= shadow; - light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, omni_lights.data[idx].specular_amount, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -714,7 +708,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v transmittance_z, #endif #ifdef LIGHT_RIM_USED - rim * omni_attenuation, rim_tint, rim_color, + rim * omni_attenuation, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED clearcoat, clearcoat_gloss, @@ -722,15 +716,12 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { -#ifndef USE_NO_SHADOWS +#ifndef SHADOWS_DISABLED if (spot_lights.data[idx].shadow_enabled) { vec3 light_rel_vec = spot_lights.data[idx].position - vertex; float light_length = length(light_rel_vec); @@ -806,7 +797,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) { return shadow; } -#endif //USE_NO_SHADOWS +#endif // SHADOWS_DISABLED return 1.0; } @@ -823,7 +814,7 @@ vec2 normal_to_panorama(vec3 n) { return panorama_coords; } -void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, +void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 vertex_ddx, vec3 vertex_ddy, vec3 f0, uint orms, float shadow, vec3 albedo, inout float alpha, #ifdef LIGHT_BACKLIGHT_USED vec3 backlight, #endif @@ -833,7 +824,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v float transmittance_boost, #endif #ifdef LIGHT_RIM_USED - float rim, float rim_tint, vec3 rim_color, + float rim, float rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED float clearcoat, float clearcoat_gloss, @@ -841,9 +832,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v #ifdef LIGHT_ANISOTROPY_USED vec3 binormal, vec3 tangent, float anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - inout float alpha, -#endif inout vec3 diffuse_light, inout vec3 specular_light) { vec3 light_rel_vec = spot_lights.data[idx].position - vertex; @@ -910,7 +898,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v } light_attenuation *= shadow; - light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, + light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, light_attenuation, f0, orms, spot_lights.data[idx].specular_amount, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -921,7 +909,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v transmittance_z, #endif #ifdef LIGHT_RIM_USED - rim * spot_attenuation, rim_tint, rim_color, + rim * spot_attenuation, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED clearcoat, clearcoat_gloss, @@ -929,9 +917,6 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v #ifdef LIGHT_ANISOTROPY_USED binormal, tangent, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index 0ee68d5e10..4d6a3b5864 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -7,6 +7,8 @@ /* Include our forward mobile UBOs definitions etc. */ #include "scene_forward_mobile_inc.glsl" +#define SHADER_IS_SRGB false + /* INPUT ATTRIBS */ layout(location = 0) in vec3 vertex_attrib; @@ -259,7 +261,9 @@ void main() { vertex = (world_matrix * vec4(vertex, 1.0)).xyz; +#ifdef NORMAL_USED normal = world_normal_matrix * normal; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) @@ -300,12 +304,13 @@ void main() { #if !defined(SKIP_TRANSFORM_USED) && defined(VERTEX_WORLD_COORDS_USED) vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; - normal = mat3(scene_data.inverse_normal_matrix) * normal; +#ifdef NORMAL_USED + normal = (scene_data.inv_camera_matrix * vec4(normal, 0.0)).xyz; +#endif #if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) - - binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; - tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; + binormal = (scene_data.inv_camera_matrix * vec4(binormal, 0.0)).xyz; + tangent = (scene_data.inv_camera_matrix * vec4(tangent, 0.0)).xyz; #endif #endif @@ -370,6 +375,8 @@ void main() { #VERSION_DEFINES +#define SHADER_IS_SRGB false + /* Specialization Constants */ #if !defined(MODE_RENDER_DEPTH) @@ -574,7 +581,7 @@ void main() { discard; #endif - //lay out everything, whathever is unused is optimized away anyway + //lay out everything, whatever is unused is optimized away anyway vec3 vertex = vertex_interp; vec3 view = -normalize(vertex_interp); vec3 albedo = vec3(1.0); @@ -701,7 +708,7 @@ void main() { #endif // ALPHA_ANTIALIASING_EDGE_USED #ifdef USE_OPAQUE_PREPASS - if (alpha < opaque_prepass_threshold) { + if (alpha < scene_data.opaque_prepass_threshold) { discard; } #endif // USE_OPAQUE_PREPASS @@ -930,15 +937,15 @@ void main() { const float c4 = 0.886227; const float c5 = 0.247708; ambient_light += (c1 * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y) + - c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + - c4 * lightmap_captures.data[index].sh[0].rgb - - c5 * lightmap_captures.data[index].sh[6].rgb + - 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + - 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + - 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + - 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + - 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + - 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); + c3 * lightmap_captures.data[index].sh[6].rgb * wnormal.z * wnormal.z + + c4 * lightmap_captures.data[index].sh[0].rgb - + c5 * lightmap_captures.data[index].sh[6].rgb + + 2.0 * c1 * lightmap_captures.data[index].sh[4].rgb * wnormal.x * wnormal.y + + 2.0 * c1 * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + + 2.0 * c1 * lightmap_captures.data[index].sh[5].rgb * wnormal.y * wnormal.z + + 2.0 * c2 * lightmap_captures.data[index].sh[3].rgb * wnormal.x + + 2.0 * c2 * lightmap_captures.data[index].sh[1].rgb * wnormal.y + + 2.0 * c2 * lightmap_captures.data[index].sh[2].rgb * wnormal.z); } else if (bool(draw_call.flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(draw_call.flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); @@ -1046,7 +1053,7 @@ void main() { #if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) if (!sc_disable_directional_lights) { //directional light - +#ifndef SHADOWS_DISABLED // Do shadow and lighting in two passes to reduce register pressure uint shadow0 = 0; uint shadow1 = 0; @@ -1322,6 +1329,8 @@ void main() { } } +#endif // SHADOWS_DISABLED + for (uint i = 0; i < 8; i++) { if (i >= scene_data.directional_light_count) { break; @@ -1334,16 +1343,16 @@ void main() { // We're not doing light transmittence float shadow = 1.0; - +#ifndef SHADOWS_DISABLED if (i < 4) { shadow = float(shadow0 >> (i * 8) & 0xFF) / 255.0; } else { shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0; } - +#endif blur_shadow(shadow); - light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, + light_compute(normal, directional_lights.data[i].direction, normalize(view), 0.0, directional_lights.data[i].color * directional_lights.data[i].energy, shadow, f0, orms, 1.0, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1356,7 +1365,7 @@ void main() { #endif */ #ifdef LIGHT_RIM_USED - rim, rim_tint, albedo, + rim, rim_tint, #endif #ifdef LIGHT_CLEARCOAT_USED clearcoat, clearcoat_gloss, @@ -1367,9 +1376,6 @@ void main() { #ifdef USE_SOFT_SHADOW directional_lights.data[i].size, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } @@ -1393,7 +1399,7 @@ void main() { shadow = blur_shadow(shadow); - light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, + light_process_omni(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1407,7 +1413,6 @@ void main() { #ifdef LIGHT_RIM_USED rim, rim_tint, - albedo, #endif #ifdef LIGHT_CLEARCOAT_USED clearcoat, clearcoat_gloss, @@ -1415,9 +1420,6 @@ void main() { #ifdef LIGHT_ANISOTROPY_USED tangent, binormal, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } } //omni lights @@ -1441,7 +1443,7 @@ void main() { shadow = blur_shadow(shadow); - light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, + light_process_spot(light_index, vertex, view, normal, vertex_ddx, vertex_ddy, f0, orms, shadow, albedo, alpha, #ifdef LIGHT_BACKLIGHT_USED backlight, #endif @@ -1455,7 +1457,6 @@ void main() { #ifdef LIGHT_RIM_USED rim, rim_tint, - albedo, #endif #ifdef LIGHT_CLEARCOAT_USED clearcoat, clearcoat_gloss, @@ -1463,9 +1464,6 @@ void main() { #ifdef LIGHT_ANISOTROPY_USED tangent, binormal, anisotropy, #endif -#ifdef USE_SHADOW_TO_OPACITY - alpha, -#endif diffuse_light, specular_light); } } //spot lights @@ -1481,7 +1479,7 @@ void main() { #ifdef USE_OPAQUE_PREPASS - if (alpha < opaque_prepass_threshold) { + if (alpha < scene_data.opaque_prepass_threshold) { discard; } 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 eb8fb49598..a9a4fce82a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl @@ -168,7 +168,8 @@ layout(set = 1, binding = 0, std140) uniform SceneData { mediump float roughness_limiter_amount; mediump float roughness_limiter_limit; - uvec2 roughness_limiter_pad; + mediump float opaque_prepass_threshold; + uint roughness_limiter_pad; bool fog_enabled; highp float fog_density; diff --git a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl index 78e0a85341..fde5688301 100644 --- a/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl +++ b/servers/rendering/renderer_rd/shaders/screen_space_reflection.glsl @@ -223,7 +223,6 @@ void main() { blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h); } } - final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size)); imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8 diff --git a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl index 4d9fa85a74..f6ec249b5e 100644 --- a/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl +++ b/servers/rendering/renderer_rd/shaders/sdfgi_preprocess.glsl @@ -102,7 +102,7 @@ dispatch_data; struct ProcessVoxel { uint position; // xyz 7 bit packed, extra 11 bits for neighbors. - uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours + uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours //total neighbours: 26 @@ -135,7 +135,7 @@ dispatch_data; struct ProcessVoxel { uint position; // xyz 7 bit packed, extra 11 bits for neighbors. - uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours + uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours //total neighbours: 26 diff --git a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl index ee0db6a6f0..bdabc146d8 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_downsample.glsl +++ b/servers/rendering/renderer_rd/shaders/ss_effects_downsample.glsl @@ -42,6 +42,9 @@ layout(r16f, set = 1, binding = 0) uniform restrict writeonly image2DArray dest_ layout(r16f, set = 2, binding = 0) uniform restrict writeonly image2DArray dest_image1; layout(r16f, set = 2, binding = 1) uniform restrict writeonly image2DArray dest_image2; layout(r16f, set = 2, binding = 2) uniform restrict writeonly image2DArray dest_image3; +#ifdef GENERATE_FULL_MIPS +layout(r16f, set = 2, binding = 3) uniform restrict writeonly image2DArray dest_image4; +#endif #endif vec4 screen_space_to_view_space_depth(vec4 p_depth) { @@ -150,7 +153,27 @@ void prepare_depths_and_mips(vec4 p_samples, uvec2 p_output_coord, uvec2 p_gtid) float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); imageStore(dest_image3, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); +#ifndef GENERATE_FULL_MIPS + } +#else + depth_buffer[depth_array_index][buffer_coord.x][buffer_coord.y] = avg; } + still_alive = p_gtid.x % 16 == depth_array_offset.x && depth_array_offset.y % 16 == depth_array_offset.y; + + p_output_coord /= 2; + groupMemoryBarrier(); + barrier(); + + if (still_alive) { + float sample_00 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 0]; + float sample_01 = depth_buffer[depth_array_index][buffer_coord.x + 0][buffer_coord.y + 8]; + float sample_10 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 0]; + float sample_11 = depth_buffer[depth_array_index][buffer_coord.x + 8][buffer_coord.y + 8]; + + float avg = mip_smart_average(vec4(sample_00, sample_01, sample_10, sample_11)); + imageStore(dest_image4, ivec3(p_output_coord.x, p_output_coord.y, depth_array_index), vec4(avg)); + } +#endif } #else #ifndef USE_HALF_BUFFERS diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl index 6e945edfcd..18cab75c3b 100644 --- a/servers/rendering/renderer_rd/shaders/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao.glsl @@ -23,8 +23,6 @@ #VERSION_DEFINES -#define SSAO_ADAPTIVE_TAP_BASE_COUNT 5 - #define INTELSSAO_MAIN_DISK_SAMPLE_COUNT (32) const vec4 sample_pattern[INTELSSAO_MAIN_DISK_SAMPLE_COUNT] = { vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827), @@ -62,7 +60,6 @@ const int num_taps[5] = { 3, 5, 12, 0, 0 }; #define SSAO_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) #define SSAO_MAX_TAPS 32 -#define SSAO_MAX_REF_TAPS 512 #define SSAO_ADAPTIVE_TAP_BASE_COUNT 5 #define SSAO_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSAO_MAX_TAPS - SSAO_ADAPTIVE_TAP_BASE_COUNT) #define SSAO_DEPTH_MIP_LEVELS 4 diff --git a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl index d9cd2b4e85..b154f5e527 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_blur.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao_blur.glsl @@ -128,19 +128,19 @@ void main() { #ifdef MODE_NON_SMART - vec2 halfPixel = params.half_screen_pixel_size * 0.5f; + vec2 half_pixel = params.half_screen_pixel_size * 0.5; vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; - vec2 centre = textureLod(source_ssao, vec2(uv), 0.0).xy; + vec2 center = textureLod(source_ssao, vec2(uv), 0.0).xy; vec4 vals; - vals.x = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x * 3, -halfPixel.y)), 0.0).x; - vals.y = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x, -halfPixel.y * 3)), 0.0).x; - vals.z = textureLod(source_ssao, vec2(uv + vec2(-halfPixel.x, +halfPixel.y * 3)), 0.0).x; - vals.w = textureLod(source_ssao, vec2(uv + vec2(+halfPixel.x * 3, +halfPixel.y)), 0.0).x; + vals.x = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0).x; + vals.y = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0).x; + vals.z = textureLod(source_ssao, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0).x; + vals.w = textureLod(source_ssao, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0).x; - vec2 sampled = vec2(dot(vals, vec4(0.2)) + centre.x * 0.2, centre.y); + vec2 sampled = vec2(dot(vals, vec4(0.2)) + center.x * 0.2, center.y); #else #ifdef MODE_SMART diff --git a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl index 687fe1e6e2..23eba34d63 100644 --- a/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao_importance_map.glsl @@ -26,7 +26,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; #ifdef GENERATE_MAP -layout(set = 0, binding = 0) uniform sampler2DArray source_ssao; +layout(set = 0, binding = 0) uniform sampler2DArray source_texture; #else layout(set = 0, binding = 0) uniform sampler2D source_importance; #endif @@ -56,11 +56,10 @@ void main() { vec2 base_uv = (vec2(base_position) + vec2(0.5f, 0.5f)) * params.half_screen_pixel_size; - float avg = 0.0; float minV = 1.0; float maxV = 0.0; for (int i = 0; i < 4; i++) { - vec4 vals = textureGather(source_ssao, vec3(base_uv, i)); + vec4 vals = textureGather(source_texture, vec3(base_uv, i)); // apply the same modifications that would have been applied in the main shader vals = params.intensity * vals; @@ -69,8 +68,6 @@ void main() { vals = pow(clamp(vals, 0.0, 1.0), vec4(params.power)); - avg += dot(vec4(vals.x, vals.y, vals.z, vals.w), vec4(1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0, 1.0 / 16.0)); - maxV = max(maxV, max(max(vals.x, vals.y), max(vals.z, vals.w))); minV = min(minV, min(min(vals.x, vals.y), min(vals.z, vals.w))); } diff --git a/servers/rendering/renderer_rd/shaders/ssil.glsl b/servers/rendering/renderer_rd/shaders/ssil.glsl new file mode 100644 index 0000000000..d1f8f42790 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/ssil.glsl @@ -0,0 +1,444 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Copyright (c) 2016, Intel Corporation +// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated +// documentation files (the "Software"), to deal in the Software without restriction, including without limitation +// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to +// permit persons to whom the Software is furnished to do so, subject to the following conditions: +// The above copyright notice and this permission notice shall be included in all copies or substantial portions of +// the Software. +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO +// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2016-09-07: filip.strugar@intel.com: first commit +// 2020-12-05: clayjohn: convert to Vulkan and Godot +// 2021-05-27: clayjohn: convert SSAO to SSIL +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +#define SSIL_MAIN_DISK_SAMPLE_COUNT (32) +const vec4 sample_pattern[SSIL_MAIN_DISK_SAMPLE_COUNT] = { + vec4(0.78488064, 0.56661671, 1.500000, -0.126083), vec4(0.26022232, -0.29575172, 1.500000, -1.064030), vec4(0.10459357, 0.08372527, 1.110000, -2.730563), vec4(-0.68286800, 0.04963045, 1.090000, -0.498827), + vec4(-0.13570161, -0.64190155, 1.250000, -0.532765), vec4(-0.26193795, -0.08205118, 0.670000, -1.783245), vec4(-0.61177456, 0.66664219, 0.710000, -0.044234), vec4(0.43675563, 0.25119025, 0.610000, -1.167283), + vec4(0.07884444, 0.86618668, 0.640000, -0.459002), vec4(-0.12790935, -0.29869005, 0.600000, -1.729424), vec4(-0.04031125, 0.02413622, 0.600000, -4.792042), vec4(0.16201244, -0.52851415, 0.790000, -1.067055), + vec4(-0.70991218, 0.47301072, 0.640000, -0.335236), vec4(0.03277707, -0.22349690, 0.600000, -1.982384), vec4(0.68921727, 0.36800742, 0.630000, -0.266718), vec4(0.29251814, 0.37775412, 0.610000, -1.422520), + vec4(-0.12224089, 0.96582592, 0.600000, -0.426142), vec4(0.11071457, -0.16131058, 0.600000, -2.165947), vec4(0.46562141, -0.59747696, 0.600000, -0.189760), vec4(-0.51548797, 0.11804193, 0.600000, -1.246800), + vec4(0.89141309, -0.42090443, 0.600000, 0.028192), vec4(-0.32402530, -0.01591529, 0.600000, -1.543018), vec4(0.60771245, 0.41635221, 0.600000, -0.605411), vec4(0.02379565, -0.08239821, 0.600000, -3.809046), + vec4(0.48951152, -0.23657045, 0.600000, -1.189011), vec4(-0.17611565, -0.81696892, 0.600000, -0.513724), vec4(-0.33930185, -0.20732205, 0.600000, -1.698047), vec4(-0.91974425, 0.05403209, 0.600000, 0.062246), + vec4(-0.15064627, -0.14949332, 0.600000, -1.896062), vec4(0.53180975, -0.35210401, 0.600000, -0.758838), vec4(0.41487166, 0.81442589, 0.600000, -0.505648), vec4(-0.24106961, -0.32721516, 0.600000, -1.665244) +}; + +// these values can be changed (up to SSIL_MAX_TAPS) with no changes required elsewhere; values for 4th and 5th preset are ignored but array needed to avoid compilation errors +// the actual number of texture samples is two times this value (each "tap" has two symmetrical depth texture samples) +const int num_taps[5] = { 3, 5, 12, 0, 0 }; + +#define SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET (99) // to disable simply set to 99 or similar +#define SSIL_TILT_SAMPLES_AMOUNT (0.4) +// +#define SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET (1) // to disable simply set to 99 or similar +#define SSIL_HALOING_REDUCTION_AMOUNT (0.8) // values from 0.0 - 1.0, 1.0 means max weighting (will cause artifacts, 0.8 is more reasonable) +// +#define SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET (2) +#define SSIL_DEPTH_MIPS_GLOBAL_OFFSET (-4.3) // best noise/quality/performance tradeoff, found empirically +// +// !!warning!! the edge handling is hard-coded to 'disabled' on quality level 0, and enabled above, on the C++ side; while toggling it here will work for +// testing purposes, it will not yield performance gains (or correct results) +#define SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET (1) +// +#define SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET (1) + +#define SSIL_MAX_TAPS 32 +#define SSIL_ADAPTIVE_TAP_BASE_COUNT 5 +#define SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT (SSIL_MAX_TAPS - SSIL_ADAPTIVE_TAP_BASE_COUNT) +#define SSIL_DEPTH_MIP_LEVELS 4 + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(set = 0, binding = 0) uniform sampler2DArray source_depth_mipmaps; +layout(rgba8, set = 0, binding = 1) uniform restrict readonly image2D source_normal; +layout(set = 0, binding = 2) uniform Constants { //get into a lower set + vec4 rotation_matrices[20]; +} +constants; + +#ifdef ADAPTIVE +layout(rgba16, set = 1, binding = 0) uniform restrict readonly image2DArray source_ssil; +layout(set = 1, binding = 1) uniform sampler2D source_importance; +layout(set = 1, binding = 2, std430) buffer Counter { + uint sum; +} +counter; +#endif + +layout(rgba16, set = 2, binding = 0) uniform restrict writeonly image2D dest_image; +layout(r8, set = 2, binding = 1) uniform image2D edges_weights_image; + +layout(set = 3, binding = 0) uniform sampler2D last_frame; +layout(set = 3, binding = 1) uniform ProjectionConstants { + mat4 reprojection; +} +projection_constants; + +layout(push_constant, binding = 3, std430) uniform Params { + ivec2 screen_size; + int pass; + int quality; + + vec2 half_screen_pixel_size; + vec2 half_screen_pixel_size_x025; + + vec2 NDC_to_view_mul; + vec2 NDC_to_view_add; + + vec2 pad2; + float z_near; + float z_far; + + float radius; + float intensity; + int size_multiplier; + int pad; + + float fade_out_mul; + float fade_out_add; + float normal_rejection_amount; + float inv_radius_near_limit; + + bool is_orthogonal; + float neg_inv_radius; + float load_counter_avg_div; + float adaptive_sample_limit; + + ivec2 pass_coord_offset; + vec2 pass_uv_offset; +} +params; + +float pack_edges(vec4 p_edgesLRTB) { + p_edgesLRTB = round(clamp(p_edgesLRTB, 0.0, 1.0) * 3.05); + return dot(p_edgesLRTB, vec4(64.0 / 255.0, 16.0 / 255.0, 4.0 / 255.0, 1.0 / 255.0)); +} + +vec3 NDC_to_view_space(vec2 p_pos, float p_viewspace_depth) { + if (params.is_orthogonal) { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add), p_viewspace_depth); + } else { + return vec3((params.NDC_to_view_mul * p_pos.xy + params.NDC_to_view_add) * p_viewspace_depth, p_viewspace_depth); + } +} + +// calculate effect radius and fit our screen sampling pattern inside it +void calculate_radius_parameters(const float p_pix_center_length, const vec2 p_pixel_size_at_center, out float r_lookup_radius, out float r_radius, out float r_fallof_sq) { + r_radius = params.radius; + + // when too close, on-screen sampling disk will grow beyond screen size; limit this to avoid closeup temporal artifacts + const float too_close_limit = clamp(p_pix_center_length * params.inv_radius_near_limit, 0.0, 1.0) * 0.8 + 0.2; + + r_radius *= too_close_limit; + + // 0.85 is to reduce the radius to allow for more samples on a slope to still stay within influence + r_lookup_radius = (0.85 * r_radius) / p_pixel_size_at_center.x; + + // used to calculate falloff (both for AO samples and per-sample weights) + r_fallof_sq = -1.0 / (r_radius * r_radius); +} + +vec4 calculate_edges(const float p_center_z, const float p_left_z, const float p_right_z, const float p_top_z, const float p_bottom_z) { + // slope-sensitive depth-based edge detection + vec4 edgesLRTB = vec4(p_left_z, p_right_z, p_top_z, p_bottom_z) - p_center_z; + vec4 edgesLRTB_slope_adjusted = edgesLRTB + edgesLRTB.yxwz; + edgesLRTB = min(abs(edgesLRTB), abs(edgesLRTB_slope_adjusted)); + return clamp((1.3 - edgesLRTB / (p_center_z * 0.040)), 0.0, 1.0); +} + +vec3 decode_normal(vec3 p_encoded_normal) { + vec3 normal = p_encoded_normal * 2.0 - 1.0; + return normal; +} + +vec3 load_normal(ivec2 p_pos) { + vec3 encoded_normal = imageLoad(source_normal, p_pos).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +vec3 load_normal(ivec2 p_pos, ivec2 p_offset) { + vec3 encoded_normal = imageLoad(source_normal, p_pos + p_offset).xyz; + encoded_normal.z = 1.0 - encoded_normal.z; + return decode_normal(encoded_normal); +} + +// all vectors in viewspace +float calculate_pixel_obscurance(vec3 p_pixel_normal, vec3 p_hit_delta, float p_fallof_sq) { + float length_sq = dot(p_hit_delta, p_hit_delta); + float NdotD = dot(p_pixel_normal, p_hit_delta) / sqrt(length_sq); + + float falloff_mult = max(0.0, length_sq * p_fallof_sq + 1.0); + + return max(0, NdotD - 0.05) * falloff_mult; +} + +void SSIL_tap_inner(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const vec2 p_sampling_uv, const float p_mip_level, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const float p_fallof_sq, const float p_weight_mod) { + // get depth at sample + float viewspace_sample_z = textureLod(source_depth_mipmaps, vec3(p_sampling_uv, params.pass), p_mip_level).x; + vec3 sample_normal = load_normal(ivec2(p_sampling_uv * vec2(params.screen_size))); + + // convert to viewspace + vec3 hit_pos = NDC_to_view_space(p_sampling_uv.xy, viewspace_sample_z); + vec3 hit_delta = hit_pos - p_pix_center_pos; + + float obscurance = calculate_pixel_obscurance(p_pixel_normal, hit_delta, p_fallof_sq); + float weight = 1.0; + + if (p_quality_level >= SSIL_HALOING_REDUCTION_ENABLE_AT_QUALITY_PRESET) { + float reduct = max(0, -hit_delta.z); + reduct = clamp(reduct * params.neg_inv_radius + 2.0, 0.0, 1.0); + weight = SSIL_HALOING_REDUCTION_AMOUNT * reduct + (1.0 - SSIL_HALOING_REDUCTION_AMOUNT); + } + + // Translate sampling_uv to last screen's coordinates + const vec4 sample_pos = projection_constants.reprojection * vec4(p_sampling_uv * 2.0 - 1.0, (viewspace_sample_z - params.z_near) / (params.z_far - params.z_near) * 2.0 - 1.0, 1.0); + vec2 reprojected_sampling_uv = (sample_pos.xy / sample_pos.w) * 0.5 + 0.5; + + weight *= p_weight_mod; + + r_obscurance_sum += obscurance * weight; + + vec3 sample_color = textureLod(last_frame, reprojected_sampling_uv, 5.0).rgb; + // Reduce impact of fireflies by tonemapping before averaging: http://graphicrants.blogspot.com/2013/12/tone-mapping.html + sample_color /= (1.0 + dot(sample_color, vec3(0.299, 0.587, 0.114))); + r_color_sum += sample_color * obscurance * weight * mix(1.0, smoothstep(0.0, 0.1, -dot(sample_normal, normalize(hit_delta))), params.normal_rejection_amount); + r_weight_sum += weight; +} + +void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_obscurance_sum, inout float r_weight_sum, const int p_tap_index, const mat2 p_rot_scale, const vec3 p_pix_center_pos, vec3 p_pixel_normal, const vec2 p_normalized_screen_pos, const float p_mip_offset, const float p_fallof_sq, float p_weight_mod, vec2 p_norm_xy, float p_norm_xy_length) { + vec2 sample_offset; + float sample_pow_2_len; + + // patterns + { + vec4 new_sample = sample_pattern[p_tap_index]; + sample_offset = new_sample.xy * p_rot_scale; + sample_pow_2_len = new_sample.w; // precalculated, same as: sample_pow_2_len = log2( length( new_sample.xy ) ); + p_weight_mod *= new_sample.z; + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + sample_offset = round(sample_offset); + + // calculate MIP based on the sample distance from the centre, similar to as described + // in http://graphics.cs.williams.edu/papers/SAOHPG12/. + float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset); + + vec2 sampling_uv = sample_offset * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); + + // for the second tap, just use the mirrored offset + vec2 sample_offset_mirrored_uv = -sample_offset; + + // tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + if (p_quality_level >= SSIL_TILT_SAMPLES_ENABLE_AT_QUALITY_PRESET) { + float dot_norm = dot(sample_offset_mirrored_uv, p_norm_xy); + sample_offset_mirrored_uv -= dot_norm * p_norm_xy_length * p_norm_xy; + sample_offset_mirrored_uv = round(sample_offset_mirrored_uv); + } + + // snap to pixel center (more correct obscurance math, avoids artifacts) + vec2 sampling_mirrored_uv = sample_offset_mirrored_uv * params.half_screen_pixel_size + p_normalized_screen_pos; + + SSIL_tap_inner(p_quality_level, r_color_sum, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); +} + +void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) { + vec2 pos_rounded = trunc(p_pos); + uvec2 upos = uvec2(pos_rounded); + + const int number_of_taps = (p_adaptive_base) ? (SSIL_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]); + float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z; + + vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass)); + vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass)); + + // get this pixel's viewspace depth + pix_z = valuesUL.y; + + // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0) + pix_left_z = valuesUL.x; + pix_top_z = valuesUL.z; + pix_right_z = valuesBR.z; + pix_bottom_z = valuesBR.x; + + vec2 normalized_screen_pos = pos_rounded * params.half_screen_pixel_size + params.half_screen_pixel_size_x025; + vec3 pix_center_pos = NDC_to_view_space(normalized_screen_pos, pix_z); + + // Load this pixel's viewspace normal + uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy; + vec3 pixel_normal = load_normal(ivec2(full_res_coord)); + + const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy; + + float pixel_lookup_radius; + float fallof_sq; + + // calculate effect radius and fit our screen sampling pattern inside it + float viewspace_radius; + calculate_radius_parameters(length(pix_center_pos), pixel_size_at_center, pixel_lookup_radius, viewspace_radius, fallof_sq); + + // calculate samples rotation/scaling + mat2 rot_scale_matrix; + uint pseudo_random_index; + + { + vec4 rotation_scale; + // reduce effect radius near the screen edges slightly; ideally, one would render a larger depth buffer (5% on each side) instead + if (!p_adaptive_base && (p_quality_level >= SSIL_REDUCE_RADIUS_NEAR_SCREEN_BORDER_ENABLE_AT_QUALITY_PRESET)) { + float near_screen_border = min(min(normalized_screen_pos.x, 1.0 - normalized_screen_pos.x), min(normalized_screen_pos.y, 1.0 - normalized_screen_pos.y)); + near_screen_border = clamp(10.0 * near_screen_border + 0.6, 0.0, 1.0); + pixel_lookup_radius *= near_screen_border; + } + + // load & update pseudo-random rotation matrix + pseudo_random_index = uint(pos_rounded.y * 2 + pos_rounded.x) % 5; + rotation_scale = constants.rotation_matrices[params.pass * 5 + pseudo_random_index]; + rot_scale_matrix = mat2(rotation_scale.x * pixel_lookup_radius, rotation_scale.y * pixel_lookup_radius, rotation_scale.z * pixel_lookup_radius, rotation_scale.w * pixel_lookup_radius); + } + + // the main obscurance & sample weight storage + vec3 color_sum = vec3(0.0); + float obscurance_sum = 0.0; + float weight_sum = 0.0; + + // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge) + vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0); + + // Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats + pix_center_pos *= 0.9992; + + if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + edgesLRTB = calculate_edges(pix_z, pix_left_z, pix_right_z, pix_top_z, pix_bottom_z); + } + + const float global_mip_offset = SSIL_DEPTH_MIPS_GLOBAL_OFFSET; + float mip_offset = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (log2(pixel_lookup_radius) + global_mip_offset); + + // Used to tilt the second set of samples so that the disk is effectively rotated by the normal + // effective at removing one set of artifacts, but too expensive for lower quality settings + vec2 norm_xy = vec2(pixel_normal.x, pixel_normal.y); + float norm_xy_length = length(norm_xy); + norm_xy /= vec2(norm_xy_length, -norm_xy_length); + norm_xy_length *= SSIL_TILT_SAMPLES_AMOUNT; + + // standard, non-adaptive approach + if ((p_quality_level != 3) || p_adaptive_base) { + for (int i = 0; i < number_of_taps; i++) { + SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, i, rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, 1.0, norm_xy, norm_xy_length); + } + } +#ifdef ADAPTIVE + else { + // add new ones if needed + vec2 full_res_uv = normalized_screen_pos + params.pass_uv_offset.xy; + float importance = textureLod(source_importance, full_res_uv, 0.0).x; + + //Need to store obscurance from base pass + // load existing base values + vec4 base_values = imageLoad(source_ssil, ivec3(upos, params.pass)); + weight_sum += imageLoad(edges_weights_image, ivec2(upos)).r * float(SSIL_ADAPTIVE_TAP_BASE_COUNT * 4.0); + color_sum += (base_values.rgb) * weight_sum; + obscurance_sum += (base_values.a) * weight_sum; + + // increase importance around edges + float edge_count = dot(1.0 - edgesLRTB, vec4(1.0, 1.0, 1.0, 1.0)); + + float avg_total_importance = float(counter.sum) * params.load_counter_avg_div; + + float importance_limiter = clamp(params.adaptive_sample_limit / avg_total_importance, 0.0, 1.0); + importance *= importance_limiter; + + float additional_sample_count = SSIL_ADAPTIVE_TAP_FLEXIBLE_COUNT * importance; + + const float blend_range = 3.0; + const float blend_range_inv = 1.0 / blend_range; + + additional_sample_count += 0.5; + uint additional_samples = uint(additional_sample_count); + uint additional_samples_to = min(SSIL_MAX_TAPS, additional_samples + SSIL_ADAPTIVE_TAP_BASE_COUNT); + + for (uint i = SSIL_ADAPTIVE_TAP_BASE_COUNT; i < additional_samples_to; i++) { + additional_sample_count -= 1.0f; + float weight_mod = clamp(additional_sample_count * blend_range_inv, 0.0, 1.0); + SSILTap(p_quality_level, color_sum, obscurance_sum, weight_sum, int(i), rot_scale_matrix, pix_center_pos, pixel_normal, normalized_screen_pos, mip_offset, fallof_sq, weight_mod, norm_xy, norm_xy_length); + } + } +#endif + + // Early out for adaptive base + if (p_adaptive_base) { + vec3 color = color_sum / weight_sum; + + r_color = color; + r_edges = vec4(0.0); + r_obscurance = obscurance_sum / weight_sum; + r_weight = weight_sum; + return; + } + + // Calculate weighted average + vec3 color = color_sum / weight_sum; + color /= 1.0 - dot(color, vec3(0.299, 0.587, 0.114)); + + // Calculate fadeout (1 close, gradient, 0 far) + float fade_out = clamp(pix_center_pos.z * params.fade_out_mul + params.fade_out_add, 0.0, 1.0); + + // Reduce the SSIL if we're on the edge to remove artifacts on edges (we don't care for the lower quality one) + if (!p_adaptive_base && (p_quality_level >= SSIL_DEPTH_BASED_EDGES_ENABLE_AT_QUALITY_PRESET)) { + // when there's more than 2 opposite edges, start fading out the occlusion to reduce aliasing artifacts + float edge_fadeout_factor = clamp((1.0 - edgesLRTB.x - edgesLRTB.y) * 0.35, 0.0, 1.0) + clamp((1.0 - edgesLRTB.z - edgesLRTB.w) * 0.35, 0.0, 1.0); + + fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0); + } + + color = params.intensity * color; + + color *= fade_out; + + // outputs! + r_color = color; + r_edges = edgesLRTB; // These are used to prevent blurring across edges, 1 means no edge, 0 means edge, 0.5 means half way there, etc. + r_obscurance = clamp((obscurance_sum / weight_sum) * params.intensity, 0.0, 1.0); + r_weight = weight_sum; +} + +void main() { + vec3 out_color; + float out_obscurance; + float out_weight; + vec4 out_edges; + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, params.screen_size))) { //too large, do nothing + return; + } + + vec2 uv = vec2(gl_GlobalInvocationID) + vec2(0.5); +#ifdef SSIL_BASE + generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, true); + + imageStore(dest_image, ssC, vec4(out_color, out_obscurance)); + imageStore(edges_weights_image, ssC, vec4(out_weight / (float(SSIL_ADAPTIVE_TAP_BASE_COUNT) * 4.0))); +#else + generate_SSIL(out_color, out_edges, out_obscurance, out_weight, uv, params.quality, false); // pass in quality levels + + imageStore(dest_image, ssC, vec4(out_color, out_obscurance)); + imageStore(edges_weights_image, ssC, vec4(pack_edges(out_edges))); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl new file mode 100644 index 0000000000..11861e261f --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/ssil_blur.glsl @@ -0,0 +1,124 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(set = 0, binding = 0) uniform sampler2D source_ssil; + +layout(rgba16, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; + +layout(r8, set = 2, binding = 0) uniform restrict readonly image2D source_edges; + +layout(push_constant, binding = 1, std430) uniform Params { + float edge_sharpness; + float pad; + vec2 half_screen_pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.edge_sharpness, 0.0, 1.0); +} + +void add_sample(vec4 p_ssil_value, float p_edge_value, inout vec4 r_sum, inout float r_sum_weight) { + float weight = p_edge_value; + + r_sum += (weight * p_ssil_value); + r_sum_weight += weight; +} + +#ifdef MODE_WIDE +vec4 sample_blurred_wide(ivec2 p_pos, vec2 p_coord) { + vec4 ssil_value = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); + vec4 ssil_valueL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-2, 0)); + vec4 ssil_valueT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -2)); + vec4 ssil_valueR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(2, 0)); + vec4 ssil_valueB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 2)); + + vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, p_pos).r); + edgesLRTB.x *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(-2, 0)).r).y; + edgesLRTB.z *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, -2)).r).w; + edgesLRTB.y *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(2, 0)).r).x; + edgesLRTB.w *= unpack_edges(imageLoad(source_edges, p_pos + ivec2(0, 2)).r).z; + + float sum_weight = 0.8; + vec4 sum = ssil_value * sum_weight; + + add_sample(ssil_valueL, edgesLRTB.x, sum, sum_weight); + add_sample(ssil_valueR, edgesLRTB.y, sum, sum_weight); + add_sample(ssil_valueT, edgesLRTB.z, sum, sum_weight); + add_sample(ssil_valueB, edgesLRTB.w, sum, sum_weight); + + vec4 ssil_avg = sum / sum_weight; + + ssil_value = ssil_avg; + + return ssil_value; +} +#endif + +#ifdef MODE_SMART +vec4 sample_blurred(ivec2 p_pos, vec2 p_coord) { + vec4 vC = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 0)); + vec4 vL = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(-1, 0)); + vec4 vT = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, -1)); + vec4 vR = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(1, 0)); + vec4 vB = textureLodOffset(source_ssil, vec2(p_coord), 0.0, ivec2(0, 1)); + + float packed_edges = imageLoad(source_edges, p_pos).r; + vec4 edgesLRTB = unpack_edges(packed_edges); + + float sum_weight = 0.5; + vec4 sum = vC * sum_weight; + + add_sample(vL, edgesLRTB.x, sum, sum_weight); + add_sample(vR, edgesLRTB.y, sum, sum_weight); + add_sample(vT, edgesLRTB.z, sum, sum_weight); + add_sample(vB, edgesLRTB.w, sum, sum_weight); + + vec4 ssil_avg = sum / sum_weight; + + vec4 ssil_value = ssil_avg; + + return ssil_value; +} +#endif + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + +#ifdef MODE_NON_SMART + + vec2 half_pixel = params.half_screen_pixel_size * 0.5; + + vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size; + + vec4 centre = textureLod(source_ssil, uv, 0.0); + + vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2; + value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2; + + vec4 sampled = value + centre * 0.2; + +#else +#ifdef MODE_SMART + vec4 sampled = sample_blurred(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#else // MODE_WIDE + vec4 sampled = sample_blurred_wide(ssC, (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size); +#endif +#endif // MODE_NON_SMART + imageStore(dest_image, ssC, sampled); +} diff --git a/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl new file mode 100644 index 0000000000..815aa55fd4 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/ssil_importance_map.glsl @@ -0,0 +1,124 @@ +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Copyright (c) 2016, Intel Corporation +// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated +// documentation files (the "Software"), to deal in the Software without restriction, including without limitation +// the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to +// permit persons to whom the Software is furnished to do so, subject to the following conditions: +// The above copyright notice and this permission notice shall be included in all copies or substantial portions of +// the Software. +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO +// THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// File changes (yyyy-mm-dd) +// 2016-09-07: filip.strugar@intel.com: first commit +// 2020-12-05: clayjohn: convert to Vulkan and Godot +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// + +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +#ifdef GENERATE_MAP +layout(set = 0, binding = 0) uniform sampler2DArray source_texture; +#else +layout(set = 0, binding = 0) uniform sampler2D source_importance; +#endif +layout(r8, set = 1, binding = 0) uniform restrict writeonly image2D dest_image; + +#ifdef PROCESS_MAPB +layout(set = 2, binding = 0, std430) buffer Counter { + uint sum; +} +counter; +#endif + +layout(push_constant, binding = 1, std430) uniform Params { + vec2 half_screen_pixel_size; + float intensity; + float pad; +} +params; + +void main() { + // Pixel being shaded + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + +#ifdef GENERATE_MAP + // importance map stuff + uvec2 base_position = ssC * 2; + + float avg = 0.0; + float minV = 1.0; + float maxV = 0.0; + for (int i = 0; i < 4; i++) { + vec3 value_a = texelFetch(source_texture, ivec3(base_position, i), 0).rgb * params.intensity; + vec3 value_b = texelFetch(source_texture, ivec3(base_position, i) + ivec3(0, 1, 0), 0).rgb * params.intensity; + vec3 value_c = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 0, 0), 0).rgb * params.intensity; + vec3 value_d = texelFetch(source_texture, ivec3(base_position, i) + ivec3(1, 1, 0), 0).rgb * params.intensity; + + // Calculate luminance (black and white value) + float a = dot(value_a, vec3(0.2125, 0.7154, 0.0721)); + float b = dot(value_b, vec3(0.2125, 0.7154, 0.0721)); + float c = dot(value_c, vec3(0.2125, 0.7154, 0.0721)); + float d = dot(value_d, vec3(0.2125, 0.7154, 0.0721)); + + maxV = max(maxV, max(max(a, b), max(c, d))); + minV = min(minV, min(min(a, b), min(c, d))); + } + + float min_max_diff = maxV - minV; + + imageStore(dest_image, ssC, vec4(pow(clamp(min_max_diff * 2.0, 0.0, 1.0), 0.6))); +#endif + +#ifdef PROCESS_MAPA + vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0; + + float centre = textureLod(source_importance, uv, 0.0).x; + + vec2 half_pixel = params.half_screen_pixel_size; + + vec4 vals; + vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, -half_pixel.y), 0.0).x; + vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x, -half_pixel.y * 3), 0.0).x; + vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, +half_pixel.y), 0.0).x; + vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x, +half_pixel.y * 3), 0.0).x; + + float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25)); + + imageStore(dest_image, ssC, vec4(avg)); +#endif + +#ifdef PROCESS_MAPB + vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0; + + float centre = textureLod(source_importance, uv, 0.0).x; + + vec2 half_pixel = params.half_screen_pixel_size; + + vec4 vals; + vals.x = textureLod(source_importance, uv + vec2(-half_pixel.x, -half_pixel.y * 3), 0.0).x; + vals.y = textureLod(source_importance, uv + vec2(+half_pixel.x * 3, -half_pixel.y), 0.0).x; + vals.z = textureLod(source_importance, uv + vec2(+half_pixel.x, +half_pixel.y * 3), 0.0).x; + vals.w = textureLod(source_importance, uv + vec2(-half_pixel.x * 3, +half_pixel.y), 0.0).x; + + float avg = dot(vals, vec4(0.25, 0.25, 0.25, 0.25)); + + imageStore(dest_image, ssC, vec4(avg)); + + // sum the average; to avoid overflowing we assume max AO resolution is not bigger than 16384x16384; so quarter res (used here) will be 4096x4096, which leaves us with 8 bits per pixel + uint sum = uint(clamp(avg, 0.0, 1.0) * 255.0 + 0.5); + + // save every 9th to avoid InterlockedAdd congestion - since we're blurring, this is good enough; compensated by multiplying load_counter_avg_div by 9 + if (((ssC.x % 3) + (ssC.y % 3)) == 0) { + atomicAdd(counter.sum, sum); + } +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl new file mode 100644 index 0000000000..8a7a5ae4fd --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/ssil_interleave.glsl @@ -0,0 +1,102 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; + +layout(rgba16, set = 0, binding = 0) uniform restrict writeonly image2D dest_image; +layout(set = 1, binding = 0) uniform sampler2DArray source_texture; +layout(r8, set = 2, binding = 0) uniform restrict readonly image2DArray source_edges; + +layout(push_constant, binding = 1, std430) uniform Params { + float inv_sharpness; + uint size_modifier; + vec2 pixel_size; +} +params; + +vec4 unpack_edges(float p_packed_val) { + uint packed_val = uint(p_packed_val * 255.5); + vec4 edgesLRTB; + edgesLRTB.x = float((packed_val >> 6) & 0x03) / 3.0; + edgesLRTB.y = float((packed_val >> 4) & 0x03) / 3.0; + edgesLRTB.z = float((packed_val >> 2) & 0x03) / 3.0; + edgesLRTB.w = float((packed_val >> 0) & 0x03) / 3.0; + + return clamp(edgesLRTB + params.inv_sharpness, 0.0, 1.0); +} + +void main() { + ivec2 ssC = ivec2(gl_GlobalInvocationID.xy); + if (any(greaterThanEqual(ssC, ivec2(1.0 / params.pixel_size)))) { //too large, do nothing + return; + } + +#ifdef MODE_SMART + uvec2 pix_pos = uvec2(gl_GlobalInvocationID.xy); + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; + + // calculate index in the four deinterleaved source array texture + int mx = int(pix_pos.x % 2); + int my = int(pix_pos.y % 2); + int index_center = mx + my * 2; // center index + int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal + int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical + int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal + + vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0); + + vec4 edgesLRTB = unpack_edges(imageLoad(source_edges, ivec3(pix_pos / uvec2(params.size_modifier), index_center)).r); + + // convert index shifts to sampling offsets + float fmx = float(mx); + float fmy = float(my); + + // in case of an edge, push sampling offsets away from the edge (towards pixel center) + float fmxe = (edgesLRTB.y - edgesLRTB.x); + float fmye = (edgesLRTB.w - edgesLRTB.z); + + // calculate final sampling offsets and sample using bilinear filter + vec2 uv_horizontal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx + fmxe - 0.5, 0.5 - fmy)) * params.pixel_size; + vec4 color_horizontal = textureLod(source_texture, vec3(uv_horizontal, index_horizontal), 0.0); + vec2 uv_vertical = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(0.5 - fmx, fmy - 0.5 + fmye)) * params.pixel_size; + vec4 color_vertical = textureLod(source_texture, vec3(uv_vertical, index_vertical), 0.0); + vec2 uv_diagonal = (gl_GlobalInvocationID.xy + vec2(0.5) + vec2(fmx - 0.5 + fmxe, fmy - 0.5 + fmye)) * params.pixel_size; + vec4 color_diagonal = textureLod(source_texture, vec3(uv_diagonal, index_diagonal), 0.0); + + // reduce weight for samples near edge - if the edge is on both sides, weight goes to 0 + vec4 blendWeights; + blendWeights.x = 1.0; + blendWeights.y = (edgesLRTB.x + edgesLRTB.y) * 0.5; + blendWeights.z = (edgesLRTB.z + edgesLRTB.w) * 0.5; + blendWeights.w = (blendWeights.y + blendWeights.z) * 0.5; + + // calculate weighted average + float blendWeightsSum = dot(blendWeights, vec4(1.0, 1.0, 1.0, 1.0)); + color += color_horizontal * blendWeights.y; + color += color_vertical * blendWeights.z; + color += color_diagonal * blendWeights.w; + color /= blendWeightsSum; + + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), color); +#else // !MODE_SMART + + vec2 uv = (gl_GlobalInvocationID.xy + vec2(0.5)) * params.pixel_size; +#ifdef MODE_HALF + vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); + vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); + vec4 avg = (a + d) * 0.5; + +#else + vec4 a = textureLod(source_texture, vec3(uv, 0), 0.0); + vec4 b = textureLod(source_texture, vec3(uv, 1), 0.0); + vec4 c = textureLod(source_texture, vec3(uv, 2), 0.0); + vec4 d = textureLod(source_texture, vec3(uv, 3), 0.0); + vec4 avg = (a + b + c + d) * 0.25; + +#endif + imageStore(dest_image, ivec2(gl_GlobalInvocationID.xy), avg); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl index 1ce3e04421..948c6e1e39 100644 --- a/servers/rendering/renderer_rd/shaders/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl @@ -140,7 +140,7 @@ vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) { vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size; return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) + - (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); + (g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod))); } #define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod) @@ -341,14 +341,14 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) { dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * - (0.25 * FXAA_REDUCE_MUL), + (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * - params.pixel_size; + params.pixel_size; #ifdef MULTIVIEW vec3 rgbA = 0.5 * exposure * (textureLod(source_color, vec3(uv_interp + dir * (1.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz + textureLod(source_color, vec3(uv_interp + dir * (2.0 / 3.0 - 0.5), ViewIndex), 0.0).xyz) * params.luminance_multiplier; diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl index f2010222e5..181d3b272f 100644 --- a/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog.glsl @@ -4,219 +4,103 @@ #VERSION_DEFINES -/* Do not use subgroups here, seems there is not much advantage and causes glitches -#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) -#extension GL_KHR_shader_subgroup_ballot: enable -#extension GL_KHR_shader_subgroup_arithmetic: enable - -#define USE_SUBGROUPS -#endif -*/ - -#if defined(MODE_FOG) || defined(MODE_FILTER) - -layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; - -#endif - -#if defined(MODE_DENSITY) - layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; -#endif +#define SAMPLER_NEAREST_CLAMP 0 +#define SAMPLER_LINEAR_CLAMP 1 +#define SAMPLER_NEAREST_WITH_MIPMAPS_CLAMP 2 +#define SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP 3 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_CLAMP 4 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_CLAMP 5 +#define SAMPLER_NEAREST_REPEAT 6 +#define SAMPLER_LINEAR_REPEAT 7 +#define SAMPLER_NEAREST_WITH_MIPMAPS_REPEAT 8 +#define SAMPLER_LINEAR_WITH_MIPMAPS_REPEAT 9 +#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 +#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 + +#define DENSITY_SCALE 1024.0 #include "cluster_data_inc.glsl" #include "light_data_inc.glsl" #define M_PI 3.14159265359 -layout(set = 0, binding = 1) uniform texture2D shadow_atlas; -layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas; - -layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights { - LightData data[]; -} -omni_lights; - -layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights { - LightData data[]; -} -spot_lights; +layout(set = 0, binding = 1) uniform sampler material_samplers[12]; -layout(set = 0, binding = 5, std140) uniform DirectionalLights { - DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; +layout(set = 0, binding = 2, std430) restrict readonly buffer GlobalVariableData { + vec4 data[]; } -directional_lights; - -layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer { - uint data[]; -} -cluster_buffer; - -layout(set = 0, binding = 7) uniform sampler linear_sampler; - -#ifdef MODE_DENSITY -layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map; -layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused -#endif - -#ifdef MODE_FOG -layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map; -layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map; -#endif - -#ifdef MODE_FILTER -layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map; -layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map; -#endif - -layout(set = 0, binding = 10) uniform sampler shadow_sampler; - -#define MAX_VOXEL_GI_INSTANCES 8 - -struct VoxelGIData { - mat4 xform; - vec3 bounds; - float dynamic_range; +global_variables; - float bias; - float normal_bias; - bool blend_ambient; - uint texture_slot; - - float anisotropy_strength; - float ambient_occlusion; - float ambient_occlusion_size; - uint mipmaps; -}; - -layout(set = 0, binding = 11, std140) uniform VoxelGIs { - VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; -} -voxel_gi_instances; - -layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; - -layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps; - -#ifdef ENABLE_SDFGI - -// SDFGI Integration on set 1 -#define SDFGI_MAX_CASCADES 8 - -struct SDFVoxelGICascadeData { +layout(push_constant, binding = 0, std430) uniform Params { vec3 position; - float to_probe; - ivec3 probe_world_offset; - float to_cell; // 1/bounds * grid_size -}; - -layout(set = 1, binding = 0, std140) uniform SDFGI { - vec3 grid_size; - uint max_cascades; - - bool use_occlusion; - int probe_axis_size; - float probe_to_uvw; - float normal_bias; + float pad; - vec3 lightprobe_tex_pixel_size; - float energy; + vec3 extents; + float pad2; - vec3 lightprobe_uv_offset; - float y_mult; + ivec3 corner; + uint shape; - vec3 occlusion_clamp; - uint pad3; - - vec3 occlusion_renormalize; - uint pad4; - - vec3 cascade_probe_size; - uint pad5; - - SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES]; + mat4 transform; } -sdfgi; - -layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture; - -layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture; +params; -#endif //SDFGI +#ifdef MOLTENVK_USED +layout(set = 1, binding = 1) volatile buffer emissive_only_map_buffer { + uint emissive_only_map[]; +}; +#else +layout(r32ui, set = 1, binding = 1) uniform volatile uimage3D emissive_only_map; +#endif -layout(set = 0, binding = 14, std140) uniform Params { +layout(set = 1, binding = 2, std140) uniform SceneParams { vec2 fog_frustum_size_begin; vec2 fog_frustum_size_end; float fog_frustum_end; - float z_near; - float z_far; - int filter_axis; + float z_near; // + float z_far; // + float time; ivec3 fog_volume_size; - uint directional_light_count; - - vec3 light_color; - float base_density; - - float detail_spread; - float gi_inject; - uint max_voxel_gi_instances; - uint cluster_type_size; + uint directional_light_count; // - vec2 screen_size; - uint cluster_shift; - uint cluster_width; - - uint max_cluster_element_count_div_32; bool use_temporal_reprojection; uint temporal_frame; + float detail_spread; float temporal_blend; - mat3x4 cam_rotation; mat4 to_prev_view; + mat4 transform; } -params; - -layout(set = 0, binding = 15) uniform texture3D prev_density_texture; +scene_params; -float get_depth_at_pos(float cell_depth_size, int z) { - float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels - d = pow(d, params.detail_spread); - return params.fog_frustum_end * d; -} - -vec3 hash3f(uvec3 x) { - x = ((x >> 16) ^ x) * 0x45d9f3b; - x = ((x >> 16) ^ x) * 0x45d9f3b; - x = (x >> 16) ^ x; - return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF)); -} - -float get_omni_attenuation(float distance, float inv_range, float decay) { - float nd = distance * inv_range; - nd *= nd; - nd *= nd; // nd^4 - nd = max(1.0 - nd, 0.0); - nd *= nd; // nd^2 - return nd * pow(max(distance, 0.0001), -decay); -} +#ifdef MOLTENVK_USED +layout(set = 1, binding = 3) volatile buffer density_only_map_buffer { + uint density_only_map[]; +}; +layout(set = 1, binding = 4) volatile buffer light_only_map_buffer { + uint light_only_map[]; +}; +#else +layout(r32ui, set = 1, binding = 3) uniform volatile uimage3D density_only_map; +layout(r32ui, set = 1, binding = 4) uniform volatile uimage3D light_only_map; +#endif -void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) { - uint item_min_max = cluster_buffer.data[p_offset]; - item_min = item_min_max & 0xFFFF; - item_max = item_min_max >> 16; - ; +#ifdef MATERIAL_UNIFORMS_USED +layout(set = 2, binding = 0, std140) uniform MaterialUniforms{ +#MATERIAL_UNIFORMS +} material; +#endif - item_from = item_min >> 5; - item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements -} +#GLOBALS -uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { - int local_min = clamp(int(z_min) - int(i) * 32, 0, 31); - int mask_width = min(int(z_max) - int(z_min), 32 - local_min); - return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width); +float get_depth_at_pos(float cell_depth_size, int z) { + float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels + d = pow(d, scene_params.detail_spread); + return scene_params.fog_frustum_end * d; } #define TEMPORAL_FRAMES 16 @@ -240,464 +124,167 @@ const vec3 halton_map[TEMPORAL_FRAMES] = vec3[]( vec3(0.03125, 0.59259259, 0.32)); void main() { - vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size); + vec3 fog_cell_size = 1.0 / vec3(scene_params.fog_volume_size); -#ifdef MODE_DENSITY - - ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); - if (any(greaterThanEqual(pos, params.fog_volume_size))) { + ivec3 pos = ivec3(gl_GlobalInvocationID.xyz) + params.corner; + if (any(greaterThanEqual(pos, scene_params.fog_volume_size))) { return; //do not compute } +#ifdef MOLTENVK_USED + uint lpos = pos.z * scene_params.fog_volume_size.x * scene_params.fog_volume_size.y + pos.y * scene_params.fog_volume_size.x + pos.x; +#endif vec3 posf = vec3(pos); - //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0; - vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels - - uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size); - uvec2 cluster_pos = screen_pos >> params.cluster_shift; - uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32); - //positions in screen are too spread apart, no hopes for optimizing with subgroups - - fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread); + fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread); vec3 view_pos; - view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z)); - view_pos.z = -params.fog_frustum_end * fog_unit_pos.z; + view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z)); + view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z; view_pos.y = -view_pos.y; - vec4 reprojected_density = vec4(0.0); - float reproject_amount = 0.0; - - if (params.use_temporal_reprojection) { - vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz; + if (scene_params.use_temporal_reprojection) { + vec3 prev_view = (scene_params.to_prev_view * vec4(view_pos, 1.0)).xyz; //undo transform into prev view prev_view.y = -prev_view.y; //z back to unit size - prev_view.z /= -params.fog_frustum_end; + prev_view.z /= -scene_params.fog_frustum_end; //xy back to unit size - prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z)); + prev_view.xy /= mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(prev_view.z)); prev_view.xy = prev_view.xy * 0.5 + 0.5; //z back to unspread value - prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread); + prev_view.z = pow(prev_view.z, 1.0 / scene_params.detail_spread); if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) { //reprojectinon fits - - reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0); - reproject_amount = params.temporal_blend; - // Since we can reproject, now we must jitter the current view pos. // This is done here because cells that can't reproject should not jitter. - fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table - - screen_pos = uvec2(fog_unit_pos.xy * params.screen_size); - cluster_pos = screen_pos >> params.cluster_shift; - cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32); - //positions in screen are too spread apart, no hopes for optimizing with subgroups + fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[scene_params.temporal_frame]; //center of voxels, offset by halton table + fog_unit_pos.z = pow(fog_unit_pos.z, scene_params.detail_spread); - fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread); - - view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z)); - view_pos.z = -params.fog_frustum_end * fog_unit_pos.z; + view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(scene_params.fog_frustum_size_begin, scene_params.fog_frustum_size_end, vec2(fog_unit_pos.z)); + view_pos.z = -scene_params.fog_frustum_end * fog_unit_pos.z; view_pos.y = -view_pos.y; } } - uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0)); - - vec3 total_light = params.light_color; + float density = 0.0; + vec3 emission = vec3(0.0); + vec3 albedo = vec3(0.0); - float total_density = params.base_density; float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1)); - //compute directional lights - - for (uint i = 0; i < params.directional_light_count; i++) { - vec3 shadow_attenuation = vec3(1.0); - - if (directional_lights.data[i].shadow_enabled) { - float depth_z = -view_pos.z; - - vec4 pssm_coord; - vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb; - vec3 light_dir = directional_lights.data[i].direction; - vec4 v = vec4(view_pos, 1.0); - float z_range; - - if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { - pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.x; - - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { - pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.y; - - } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { - pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.z; - - } else { - pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); - pssm_coord /= pssm_coord.w; - z_range = directional_lights.data[i].shadow_z_range.w; - } - - float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r; - float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade); - - /* - //float shadow = textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord); - float shadow = 0.0; - for(float xi=-1;xi<=1;xi++) { - for(float yi=-1;yi<=1;yi++) { - vec2 ofs = vec2(xi,yi) * 1.5 * params.directional_shadow_pixel_size; - shadow += textureProj(sampler2DShadow(directional_shadow_atlas,shadow_sampler),pssm_coord + vec4(ofs,0.0,0.0)); - } - - } - - shadow /= 3.0 * 3.0; -*/ - shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance - - shadow_attenuation = mix(shadow_color, vec3(1.0), shadow); - } - - total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy / M_PI; + vec4 world = scene_params.transform * vec4(view_pos, 1.0); + world.xyz /= world.w; + + vec3 uvw = fog_unit_pos; + + vec4 local_pos = params.transform * world; + local_pos.xyz /= local_pos.w; + + float sdf = -1.0; + if (params.shape == 0) { + //Ellipsoid + // https://www.shadertoy.com/view/tdS3DG + float k0 = length(local_pos.xyz / params.extents); + float k1 = length(local_pos.xyz / (params.extents * params.extents)); + sdf = k0 * (k0 - 1.0) / k1; + } else if (params.shape == 1) { + // Box + // https://iquilezles.org/www/articles/distfunctions/distfunctions.htm + vec3 q = abs(local_pos.xyz) - params.extents; + sdf = length(max(q, 0.0)) + min(max(q.x, max(q.y, q.z)), 0.0); } - //compute lights from cluster - - { //omni lights - - uint cluster_omni_offset = cluster_offset; - - uint item_min; - uint item_max; - uint item_from; - uint item_to; - - cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); - -#ifdef USE_SUBGROUPS - item_from = subgroupBroadcastFirst(subgroupMin(item_from)); - item_to = subgroupBroadcastFirst(subgroupMax(item_to)); + float cull_mask = 1.0; //used to cull cells that do not contribute + if (params.shape <= 1) { +#ifndef SDF_USED + cull_mask = 1.0 - smoothstep(-0.1, 0.0, sdf); #endif + uvw = clamp((local_pos.xyz + params.extents) / (2.0 * params.extents), 0.0, 1.0); + } - for (uint i = item_from; i < item_to; i++) { - uint mask = cluster_buffer.data[cluster_omni_offset + i]; - mask &= cluster_get_range_clip_mask(i, item_min, item_max); -#ifdef USE_SUBGROUPS - uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); + if (cull_mask > 0.0) { + { +#CODE : FOG + } + +#ifdef DENSITY_USED + density *= cull_mask; + if (abs(density) > 0.001) { + int final_density = int(density * DENSITY_SCALE); +#ifdef MOLTENVK_USED + atomicAdd(density_only_map[lpos], uint(final_density)); #else - uint merged_mask = mask; + imageAtomicAdd(density_only_map, pos, uint(final_density)); #endif - while (merged_mask != 0) { - uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); -#ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here - continue; - } +#ifdef EMISSION_USED + { + emission *= clamp(density, 0.0, 1.0); + emission = clamp(emission, vec3(0.0), vec3(4.0)); + // Scale to fit into R11G11B10 with a range of 0-4 + uvec3 emission_u = uvec3(emission.r * 511.0, emission.g * 511.0, emission.b * 255.0); + // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint + uint final_emission = emission_u.r << 21 | emission_u.g << 10 | emission_u.b; +#ifdef MOLTENVK_USED + uint prev_emission = atomicAdd(emissive_only_map[lpos], final_emission); +#else + uint prev_emission = imageAtomicAdd(emissive_only_map, pos, final_emission); #endif - uint light_index = 32 * i + bit; - - //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) { - // continue; //not masked - //} - - vec3 light_pos = omni_lights.data[light_index].position; - float d = distance(omni_lights.data[light_index].position, view_pos); - float shadow_attenuation = 1.0; - - if (d * omni_lights.data[light_index].inv_radius < 1.0) { - float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation); - - vec3 light = omni_lights.data[light_index].color / M_PI; - - if (omni_lights.data[light_index].shadow_enabled) { - //has shadow - vec4 v = vec4(view_pos, 1.0); - - vec4 splane = (omni_lights.data[light_index].shadow_matrix * v); - float shadow_len = length(splane.xyz); //need to remember shadow len from here - splane.xyz = normalize(splane.xyz); - vec4 clamp_rect = omni_lights.data[light_index].atlas_rect; + // Adding can lead to colors overflowing, so validate + uvec3 prev_emission_u = uvec3(prev_emission >> 21, (prev_emission << 11) >> 21, prev_emission % 1024); + uint add_emission = final_emission + prev_emission; + uvec3 add_emission_u = uvec3(add_emission >> 21, (add_emission << 11) >> 21, add_emission % 1024); - if (splane.z >= 0.0) { - splane.z += 1.0; + bvec3 overflowing = lessThan(add_emission_u, prev_emission_u + emission_u); - clamp_rect.y += clamp_rect.w; - - } else { - splane.z = 1.0 - splane.z; - } - - splane.xy /= splane.z; - - splane.xy = splane.xy * 0.5 + 0.5; - splane.z = shadow_len * omni_lights.data[light_index].inv_radius; - splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw; - splane.w = 1.0; //needed? i think it should be 1 already - - float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; - - shadow_attenuation = exp(min(0.0, (depth - splane.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade); - } - total_light += light * attenuation * shadow_attenuation; + if (any(overflowing)) { + uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing); + uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b; +#ifdef MOLTENVK_USED + atomicOr(emissive_only_map[lpos], force_max); +#else + imageAtomicOr(emissive_only_map, pos, force_max); +#endif } } - } - } - - { //spot lights - - uint cluster_spot_offset = cluster_offset + params.cluster_type_size; - - uint item_min; - uint item_max; - uint item_from; - uint item_to; - - cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); - -#ifdef USE_SUBGROUPS - item_from = subgroupBroadcastFirst(subgroupMin(item_from)); - item_to = subgroupBroadcastFirst(subgroupMax(item_to)); #endif - - for (uint i = item_from; i < item_to; i++) { - uint mask = cluster_buffer.data[cluster_spot_offset + i]; - mask &= cluster_get_range_clip_mask(i, item_min, item_max); -#ifdef USE_SUBGROUPS - uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); +#ifdef ALBEDO_USED + { + vec3 scattering = albedo * clamp(density, 0.0, 1.0); + scattering = clamp(scattering, vec3(0.0), vec3(1.0)); + uvec3 scattering_u = uvec3(scattering.r * 2047.0, scattering.g * 2047.0, scattering.b * 1023.0); + // R and G have 11 bits each and B has 10. Then pack them into a 32 bit uint + uint final_scattering = scattering_u.r << 21 | scattering_u.g << 10 | scattering_u.b; +#ifdef MOLTENVK_USED + uint prev_scattering = atomicAdd(light_only_map[lpos], final_scattering); #else - uint merged_mask = mask; -#endif - - while (merged_mask != 0) { - uint bit = findMSB(merged_mask); - merged_mask &= ~(1 << bit); -#ifdef USE_SUBGROUPS - if (((1 << bit) & mask) == 0) { //do not process if not originally here - continue; - } + uint prev_scattering = imageAtomicAdd(light_only_map, pos, final_scattering); #endif - //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) { - // continue; //not masked - //} - - uint light_index = 32 * i + bit; - - vec3 light_pos = spot_lights.data[light_index].position; - vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos; - float d = length(light_rel_vec); - float shadow_attenuation = 1.0; - - if (d * spot_lights.data[light_index].inv_radius < 1.0) { - float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation); - - vec3 spot_dir = spot_lights.data[light_index].direction; - float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle); - float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle)); - attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation); - - vec3 light = spot_lights.data[light_index].color / M_PI; - - if (spot_lights.data[light_index].shadow_enabled) { - //has shadow - vec4 v = vec4(view_pos, 1.0); - - vec4 splane = (spot_lights.data[light_index].shadow_matrix * v); - splane /= splane.w; - - float depth = texture(sampler2D(shadow_atlas, linear_sampler), splane.xy).r; - - shadow_attenuation = exp(min(0.0, (depth - splane.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); - } - - total_light += light * attenuation * shadow_attenuation; - } - } - } - } - - vec3 world_pos = mat3(params.cam_rotation) * view_pos; - - for (uint i = 0; i < params.max_voxel_gi_instances; i++) { - vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz; - - //this causes corrupted pixels, i have no idea why.. - if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) { - position /= voxel_gi_instances.data[i].bounds; - - vec4 light = vec4(0.0); - for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) { - vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j)); - float a = (1.0 - light.a); - light += a * slight; - } - - light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject; - - total_light += light.rgb; - } - } - - //sdfgi -#ifdef ENABLE_SDFGI + // Adding can lead to colors overflowing, so validate + uvec3 prev_scattering_u = uvec3(prev_scattering >> 21, (prev_scattering << 11) >> 21, prev_scattering % 1024); + uint add_scattering = final_scattering + prev_scattering; + uvec3 add_scattering_u = uvec3(add_scattering >> 21, (add_scattering << 11) >> 21, add_scattering % 1024); - { - float blend = -1.0; - vec3 ambient_total = vec3(0.0); + bvec3 overflowing = lessThan(add_scattering_u, prev_scattering_u + scattering_u); - for (uint i = 0; i < sdfgi.max_cascades; i++) { - vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe; - - if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) { - continue; //skip cascade - } - - vec3 base_pos = floor(cascade_pos); - ivec3 probe_base_pos = ivec3(base_pos); - - vec4 ambient_accum = vec4(0.0); - - ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i)); - tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size; - - for (uint j = 0; j < 8; j++) { - ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1); - ivec3 probe_posi = probe_base_pos; - probe_posi += offset; - - // Compute weight - - vec3 probe_pos = vec3(probe_posi); - vec3 probe_to_pos = cascade_pos - probe_pos; - - vec3 trilinear = vec3(1.0) - abs(probe_to_pos); - float weight = trilinear.x * trilinear.y * trilinear.z; - - // Compute lightprobe occlusion - - if (sdfgi.use_occlusion) { - ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4); - vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3))); - - vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw; - occ_pos.z += float(i); - if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures - occ_pos.x += 1.0; - } - - occ_pos *= sdfgi.occlusion_renormalize; - float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask); - - weight *= max(occlusion, 0.01); + if (any(overflowing)) { + uvec3 overflow_factor = mix(uvec3(0), uvec3(2047 << 21, 2047 << 10, 1023), overflowing); + uint force_max = overflow_factor.r | overflow_factor.g | overflow_factor.b; +#ifdef MOLTENVK_USED + atomicOr(light_only_map[lpos], force_max); +#else + imageAtomicOr(light_only_map, pos, force_max); +#endif } - - // Compute ambient texture position - - ivec3 uvw = tex_pos; - uvw.xy += offset.xy; - uvw.x += offset.z * sdfgi.probe_axis_size; - - vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb; - - ambient_accum.rgb += ambient * weight; - ambient_accum.a += weight; - } - - if (ambient_accum.a > 0) { - ambient_accum.rgb /= ambient_accum.a; } - ambient_total = ambient_accum.rgb; - break; +#endif // ALBEDO_USED } - - total_light += ambient_total * params.gi_inject; +#endif // DENSITY_USED } - -#endif - - vec4 final_density = vec4(total_light, total_density); - - final_density = mix(final_density, reprojected_density, reproject_amount); - - imageStore(density_map, pos, final_density); -#endif - -#ifdef MODE_FOG - - ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0); - - if (any(greaterThanEqual(pos, params.fog_volume_size))) { - return; //do not compute - } - - vec4 fog_accum = vec4(0.0); - float prev_z = 0.0; - - float t = 1.0; - - for (int i = 0; i < params.fog_volume_size.z; i++) { - //compute fog position - ivec3 fog_pos = pos + ivec3(0, 0, i); - //get fog value - vec4 fog = imageLoad(density_map, fog_pos); - - //get depth at cell pos - float z = get_depth_at_pos(fog_cell_size.z, i); - //get distance from previous pos - float d = abs(prev_z - z); - //compute exinction based on beer's - float extinction = t * exp(-d * fog.a); - //compute alpha based on different of extinctions - float alpha = t - extinction; - //update extinction - t = extinction; - - fog_accum += vec4(fog.rgb * alpha, alpha); - prev_z = z; - - vec4 fog_value; - - if (fog_accum.a > 0.0) { - fog_value = vec4(fog_accum.rgb / fog_accum.a, 1.0 - t); - } else { - fog_value = vec4(0.0); - } - - imageStore(fog_map, fog_pos, fog_value); - } - -#endif - -#ifdef MODE_FILTER - - ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); - - const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303); - - const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1)); - ivec3 offset = filter_dir[params.filter_axis]; - - vec4 accum = vec4(0.0); - for (int i = -3; i <= 3; i++) { - accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3]; - } - - imageStore(dest_map, pos, accum); - -#endif } diff --git a/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl new file mode 100644 index 0000000000..7c8d4f7f99 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/volumetric_fog_process.glsl @@ -0,0 +1,785 @@ +#[compute] + +#version 450 + +#VERSION_DEFINES + +/* Do not use subgroups here, seems there is not much advantage and causes glitches +#if defined(has_GL_KHR_shader_subgroup_ballot) && defined(has_GL_KHR_shader_subgroup_arithmetic) +#extension GL_KHR_shader_subgroup_ballot: enable +#extension GL_KHR_shader_subgroup_arithmetic: enable + +#define USE_SUBGROUPS +#endif +*/ + +#ifdef MODE_DENSITY +layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; +#else +layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; +#endif + +#include "cluster_data_inc.glsl" +#include "light_data_inc.glsl" + +#define M_PI 3.14159265359 + +#define DENSITY_SCALE 1024.0 + +layout(set = 0, binding = 1) uniform texture2D shadow_atlas; +layout(set = 0, binding = 2) uniform texture2D directional_shadow_atlas; + +layout(set = 0, binding = 3, std430) restrict readonly buffer OmniLights { + LightData data[]; +} +omni_lights; + +layout(set = 0, binding = 4, std430) restrict readonly buffer SpotLights { + LightData data[]; +} +spot_lights; + +layout(set = 0, binding = 5, std140) uniform DirectionalLights { + DirectionalLightData data[MAX_DIRECTIONAL_LIGHT_DATA_STRUCTS]; +} +directional_lights; + +layout(set = 0, binding = 6, std430) buffer restrict readonly ClusterBuffer { + uint data[]; +} +cluster_buffer; + +layout(set = 0, binding = 7) uniform sampler linear_sampler; + +#ifdef MODE_DENSITY +layout(rgba16f, set = 0, binding = 8) uniform restrict writeonly image3D density_map; +layout(rgba16f, set = 0, binding = 9) uniform restrict readonly image3D fog_map; //unused +#endif + +#ifdef MODE_FOG +layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D density_map; +layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D fog_map; +#endif + +#ifdef MODE_COPY +layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map; +layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map; +#endif + +#ifdef MODE_FILTER +layout(rgba16f, set = 0, binding = 8) uniform restrict readonly image3D source_map; +layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image3D dest_map; +#endif + +layout(set = 0, binding = 10) uniform sampler shadow_sampler; + +#define MAX_VOXEL_GI_INSTANCES 8 + +struct VoxelGIData { + mat4 xform; // 64 - 64 + + vec3 bounds; // 12 - 76 + float dynamic_range; // 4 - 80 + + float bias; // 4 - 84 + float normal_bias; // 4 - 88 + bool blend_ambient; // 4 - 92 + uint mipmaps; // 4 - 96 +}; + +layout(set = 0, binding = 11, std140) uniform VoxelGIs { + VoxelGIData data[MAX_VOXEL_GI_INSTANCES]; +} +voxel_gi_instances; + +layout(set = 0, binding = 12) uniform texture3D voxel_gi_textures[MAX_VOXEL_GI_INSTANCES]; + +layout(set = 0, binding = 13) uniform sampler linear_sampler_with_mipmaps; + +#ifdef ENABLE_SDFGI + +// SDFGI Integration on set 1 +#define SDFGI_MAX_CASCADES 8 + +struct SDFVoxelGICascadeData { + vec3 position; + float to_probe; + ivec3 probe_world_offset; + float to_cell; // 1/bounds * grid_size +}; + +layout(set = 1, binding = 0, std140) uniform SDFGI { + vec3 grid_size; + uint max_cascades; + + bool use_occlusion; + int probe_axis_size; + float probe_to_uvw; + float normal_bias; + + vec3 lightprobe_tex_pixel_size; + float energy; + + vec3 lightprobe_uv_offset; + float y_mult; + + vec3 occlusion_clamp; + uint pad3; + + vec3 occlusion_renormalize; + uint pad4; + + vec3 cascade_probe_size; + uint pad5; + + SDFVoxelGICascadeData cascades[SDFGI_MAX_CASCADES]; +} +sdfgi; + +layout(set = 1, binding = 1) uniform texture2DArray sdfgi_ambient_texture; + +layout(set = 1, binding = 2) uniform texture3D sdfgi_occlusion_texture; + +#endif //SDFGI + +layout(set = 0, binding = 14, std140) uniform Params { + vec2 fog_frustum_size_begin; + vec2 fog_frustum_size_end; + + float fog_frustum_end; + float ambient_inject; + float z_far; + int filter_axis; + + vec3 ambient_color; + float sky_contribution; + + ivec3 fog_volume_size; + uint directional_light_count; + + vec3 base_emission; + float base_density; + + vec3 base_scattering; + float phase_g; + + float detail_spread; + float gi_inject; + uint max_voxel_gi_instances; + uint cluster_type_size; + + vec2 screen_size; + uint cluster_shift; + uint cluster_width; + + uint max_cluster_element_count_div_32; + bool use_temporal_reprojection; + uint temporal_frame; + float temporal_blend; + + mat3x4 cam_rotation; + mat4 to_prev_view; + + mat3 radiance_inverse_xform; +} +params; +#ifndef MODE_COPY +layout(set = 0, binding = 15) uniform texture3D prev_density_texture; + +#ifdef MOLTENVK_USED +layout(set = 0, binding = 16) buffer density_only_map_buffer { + uint density_only_map[]; +}; +layout(set = 0, binding = 17) buffer light_only_map_buffer { + uint light_only_map[]; +}; +layout(set = 0, binding = 18) buffer emissive_only_map_buffer { + uint emissive_only_map[]; +}; +#else +layout(r32ui, set = 0, binding = 16) uniform uimage3D density_only_map; +layout(r32ui, set = 0, binding = 17) uniform uimage3D light_only_map; +layout(r32ui, set = 0, binding = 18) uniform uimage3D emissive_only_map; +#endif + +#ifdef USE_RADIANCE_CUBEMAP_ARRAY +layout(set = 0, binding = 19) uniform textureCubeArray sky_texture; +#else +layout(set = 0, binding = 19) uniform textureCube sky_texture; +#endif +#endif // MODE_COPY + +float get_depth_at_pos(float cell_depth_size, int z) { + float d = float(z) * cell_depth_size + cell_depth_size * 0.5; //center of voxels + d = pow(d, params.detail_spread); + return params.fog_frustum_end * d; +} + +vec3 hash3f(uvec3 x) { + x = ((x >> 16) ^ x) * 0x45d9f3b; + x = ((x >> 16) ^ x) * 0x45d9f3b; + x = (x >> 16) ^ x; + return vec3(x & 0xFFFFF) / vec3(float(0xFFFFF)); +} + +float get_omni_attenuation(float dist, float inv_range, float decay) { + float nd = dist * inv_range; + nd *= nd; + nd *= nd; // nd^4 + nd = max(1.0 - nd, 0.0); + nd *= nd; // nd^2 + return nd * pow(max(dist, 0.0001), -decay); +} + +void cluster_get_item_range(uint p_offset, out uint item_min, out uint item_max, out uint item_from, out uint item_to) { + uint item_min_max = cluster_buffer.data[p_offset]; + item_min = item_min_max & 0xFFFF; + item_max = item_min_max >> 16; + ; + + item_from = item_min >> 5; + item_to = (item_max == 0) ? 0 : ((item_max - 1) >> 5) + 1; //side effect of how it is stored, as item_max 0 means no elements +} + +uint cluster_get_range_clip_mask(uint i, uint z_min, uint z_max) { + int local_min = clamp(int(z_min) - int(i) * 32, 0, 31); + int mask_width = min(int(z_max) - int(z_min), 32 - local_min); + return bitfieldInsert(uint(0), uint(0xFFFFFFFF), local_min, mask_width); +} + +float henyey_greenstein(float cos_theta, float g) { + const float k = 0.0795774715459; // 1 / (4 * PI) + return k * (1.0 - g * g) / (pow(1.0 + g * g - 2.0 * g * cos_theta, 1.5)); +} + +#define TEMPORAL_FRAMES 16 + +const vec3 halton_map[TEMPORAL_FRAMES] = vec3[]( + vec3(0.5, 0.33333333, 0.2), + vec3(0.25, 0.66666667, 0.4), + vec3(0.75, 0.11111111, 0.6), + vec3(0.125, 0.44444444, 0.8), + vec3(0.625, 0.77777778, 0.04), + vec3(0.375, 0.22222222, 0.24), + vec3(0.875, 0.55555556, 0.44), + vec3(0.0625, 0.88888889, 0.64), + vec3(0.5625, 0.03703704, 0.84), + vec3(0.3125, 0.37037037, 0.08), + vec3(0.8125, 0.7037037, 0.28), + vec3(0.1875, 0.14814815, 0.48), + vec3(0.6875, 0.48148148, 0.68), + vec3(0.4375, 0.81481481, 0.88), + vec3(0.9375, 0.25925926, 0.12), + vec3(0.03125, 0.59259259, 0.32)); + +void main() { + vec3 fog_cell_size = 1.0 / vec3(params.fog_volume_size); + +#ifdef MODE_DENSITY + + ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); + if (any(greaterThanEqual(pos, params.fog_volume_size))) { + return; //do not compute + } +#ifdef MOLTENVK_USED + uint lpos = pos.z * params.fog_volume_size.x * params.fog_volume_size.y + pos.y * params.fog_volume_size.x + pos.x; +#endif + + vec3 posf = vec3(pos); + + //posf += mix(vec3(0.0),vec3(1.0),0.3) * hash3f(uvec3(pos)) * 2.0 - 1.0; + + vec3 fog_unit_pos = posf * fog_cell_size + fog_cell_size * 0.5; //center of voxels + + uvec2 screen_pos = uvec2(fog_unit_pos.xy * params.screen_size); + uvec2 cluster_pos = screen_pos >> params.cluster_shift; + uint cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32); + //positions in screen are too spread apart, no hopes for optimizing with subgroups + + fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread); + + vec3 view_pos; + view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z)); + view_pos.z = -params.fog_frustum_end * fog_unit_pos.z; + view_pos.y = -view_pos.y; + + vec4 reprojected_density = vec4(0.0); + float reproject_amount = 0.0; + + if (params.use_temporal_reprojection) { + vec3 prev_view = (params.to_prev_view * vec4(view_pos, 1.0)).xyz; + //undo transform into prev view + prev_view.y = -prev_view.y; + //z back to unit size + prev_view.z /= -params.fog_frustum_end; + //xy back to unit size + prev_view.xy /= mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(prev_view.z)); + prev_view.xy = prev_view.xy * 0.5 + 0.5; + //z back to unspread value + prev_view.z = pow(prev_view.z, 1.0 / params.detail_spread); + + if (all(greaterThan(prev_view, vec3(0.0))) && all(lessThan(prev_view, vec3(1.0)))) { + //reprojectinon fits + + reprojected_density = textureLod(sampler3D(prev_density_texture, linear_sampler), prev_view, 0.0); + reproject_amount = params.temporal_blend; + + // Since we can reproject, now we must jitter the current view pos. + // This is done here because cells that can't reproject should not jitter. + + fog_unit_pos = posf * fog_cell_size + fog_cell_size * halton_map[params.temporal_frame]; //center of voxels, offset by halton table + + screen_pos = uvec2(fog_unit_pos.xy * params.screen_size); + cluster_pos = screen_pos >> params.cluster_shift; + cluster_offset = (params.cluster_width * cluster_pos.y + cluster_pos.x) * (params.max_cluster_element_count_div_32 + 32); + //positions in screen are too spread apart, no hopes for optimizing with subgroups + + fog_unit_pos.z = pow(fog_unit_pos.z, params.detail_spread); + + view_pos.xy = (fog_unit_pos.xy * 2.0 - 1.0) * mix(params.fog_frustum_size_begin, params.fog_frustum_size_end, vec2(fog_unit_pos.z)); + view_pos.z = -params.fog_frustum_end * fog_unit_pos.z; + view_pos.y = -view_pos.y; + } + } + + uint cluster_z = uint(clamp((abs(view_pos.z) / params.z_far) * 32.0, 0.0, 31.0)); + + vec3 total_light = vec3(0.0); + + float total_density = params.base_density; +#ifdef MOLTENVK_USED + uint local_density = density_only_map[lpos]; +#else + uint local_density = imageLoad(density_only_map, pos).x; +#endif + + total_density += float(int(local_density)) / DENSITY_SCALE; + total_density = max(0.0, total_density); + +#ifdef MOLTENVK_USED + uint scattering_u = light_only_map[lpos]; +#else + uint scattering_u = imageLoad(light_only_map, pos).x; +#endif + vec3 scattering = vec3(scattering_u >> 21, (scattering_u << 11) >> 21, scattering_u % 1024) / vec3(2047.0, 2047.0, 1023.0); + scattering += params.base_scattering * params.base_density; + +#ifdef MOLTENVK_USED + uint emission_u = emissive_only_map[lpos]; +#else + uint emission_u = imageLoad(emissive_only_map, pos).x; +#endif + vec3 emission = vec3(emission_u >> 21, (emission_u << 11) >> 21, emission_u % 1024) / vec3(511.0, 511.0, 255.0); + emission += params.base_emission * params.base_density; + + float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1)); + //compute directional lights + + if (total_density > 0.001) { + for (uint i = 0; i < params.directional_light_count; i++) { + vec3 shadow_attenuation = vec3(1.0); + + if (directional_lights.data[i].shadow_enabled) { + float depth_z = -view_pos.z; + + vec4 pssm_coord; + vec3 shadow_color = directional_lights.data[i].shadow_color1.rgb; + vec3 light_dir = directional_lights.data[i].direction; + vec4 v = vec4(view_pos, 1.0); + float z_range; + + if (depth_z < directional_lights.data[i].shadow_split_offsets.x) { + pssm_coord = (directional_lights.data[i].shadow_matrix1 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.x; + + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) { + pssm_coord = (directional_lights.data[i].shadow_matrix2 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.y; + + } else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) { + pssm_coord = (directional_lights.data[i].shadow_matrix3 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.z; + + } else { + pssm_coord = (directional_lights.data[i].shadow_matrix4 * v); + pssm_coord /= pssm_coord.w; + z_range = directional_lights.data[i].shadow_z_range.w; + } + + float depth = texture(sampler2D(directional_shadow_atlas, linear_sampler), pssm_coord.xy).r; + float shadow = exp(min(0.0, (depth - pssm_coord.z)) * z_range * directional_lights.data[i].shadow_volumetric_fog_fade); + + shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, view_pos.z)); //done with negative values for performance + + shadow_attenuation = mix(shadow_color, vec3(1.0), shadow); + } + + total_light += shadow_attenuation * directional_lights.data[i].color * directional_lights.data[i].energy * henyey_greenstein(dot(normalize(view_pos), normalize(directional_lights.data[i].direction)), params.phase_g); + } + + // Compute light from sky + if (params.ambient_inject > 0.0) { + vec3 isotropic = vec3(0.0); + vec3 anisotropic = vec3(0.0); + if (params.sky_contribution > 0.0) { + float mip_bias = 2.0 + total_density * (MAX_SKY_LOD - 2.0); // Not physically based, but looks nice + vec3 scatter_direction = (params.radiance_inverse_xform * normalize(view_pos)) * sign(params.phase_g); +#ifdef USE_RADIANCE_CUBEMAP_ARRAY + isotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(0.0, 1.0, 0.0, mip_bias)).rgb; + anisotropic = texture(samplerCubeArray(sky_texture, linear_sampler_with_mipmaps), vec4(scatter_direction, mip_bias)).rgb; +#else + isotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(0.0, 1.0, 0.0), mip_bias).rgb; + anisotropic = textureLod(samplerCube(sky_texture, linear_sampler_with_mipmaps), vec3(scatter_direction), mip_bias).rgb; +#endif //USE_RADIANCE_CUBEMAP_ARRAY + } + + total_light += mix(params.ambient_color, mix(isotropic, anisotropic, abs(params.phase_g)), params.sky_contribution) * params.ambient_inject; + } + + //compute lights from cluster + + { //omni lights + + uint cluster_omni_offset = cluster_offset; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_omni_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + +#ifdef USE_SUBGROUPS + item_from = subgroupBroadcastFirst(subgroupMin(item_from)); + item_to = subgroupBroadcastFirst(subgroupMax(item_to)); +#endif + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_omni_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); +#ifdef USE_SUBGROUPS + uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); +#else + uint merged_mask = mask; +#endif + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1 << bit); +#ifdef USE_SUBGROUPS + if (((1 << bit) & mask) == 0) { //do not process if not originally here + continue; + } +#endif + uint light_index = 32 * i + bit; + + //if (!bool(omni_omni_lights.data[light_index].mask & draw_call.layer_mask)) { + // continue; //not masked + //} + + vec3 light_pos = omni_lights.data[light_index].position; + float d = distance(omni_lights.data[light_index].position, view_pos); + float shadow_attenuation = 1.0; + + if (d * omni_lights.data[light_index].inv_radius < 1.0) { + float attenuation = get_omni_attenuation(d, omni_lights.data[light_index].inv_radius, omni_lights.data[light_index].attenuation); + + vec3 light = omni_lights.data[light_index].color; + + if (omni_lights.data[light_index].shadow_enabled) { + //has shadow + vec4 uv_rect = omni_lights.data[light_index].atlas_rect; + vec2 flip_offset = omni_lights.data[light_index].direction.xy; + + vec3 local_vert = (omni_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz; + + float shadow_len = length(local_vert); //need to remember shadow len from here + vec3 shadow_sample = normalize(local_vert); + + if (shadow_sample.z >= 0.0) { + uv_rect.xy += flip_offset; + } + + shadow_sample.z = 1.0 + abs(shadow_sample.z); + vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - omni_lights.data[light_index].shadow_bias); + pos.z *= omni_lights.data[light_index].inv_radius; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + + float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; + + shadow_attenuation = exp(min(0.0, (depth - pos.z)) / omni_lights.data[light_index].inv_radius * omni_lights.data[light_index].shadow_volumetric_fog_fade); + } + total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_pos - view_pos), normalize(view_pos)), params.phase_g); + } + } + } + } + + { //spot lights + + uint cluster_spot_offset = cluster_offset + params.cluster_type_size; + + uint item_min; + uint item_max; + uint item_from; + uint item_to; + + cluster_get_item_range(cluster_spot_offset + params.max_cluster_element_count_div_32 + cluster_z, item_min, item_max, item_from, item_to); + +#ifdef USE_SUBGROUPS + item_from = subgroupBroadcastFirst(subgroupMin(item_from)); + item_to = subgroupBroadcastFirst(subgroupMax(item_to)); +#endif + + for (uint i = item_from; i < item_to; i++) { + uint mask = cluster_buffer.data[cluster_spot_offset + i]; + mask &= cluster_get_range_clip_mask(i, item_min, item_max); +#ifdef USE_SUBGROUPS + uint merged_mask = subgroupBroadcastFirst(subgroupOr(mask)); +#else + uint merged_mask = mask; +#endif + + while (merged_mask != 0) { + uint bit = findMSB(merged_mask); + merged_mask &= ~(1 << bit); +#ifdef USE_SUBGROUPS + if (((1 << bit) & mask) == 0) { //do not process if not originally here + continue; + } +#endif + + //if (!bool(omni_lights.data[light_index].mask & draw_call.layer_mask)) { + // continue; //not masked + //} + + uint light_index = 32 * i + bit; + + vec3 light_pos = spot_lights.data[light_index].position; + vec3 light_rel_vec = spot_lights.data[light_index].position - view_pos; + float d = length(light_rel_vec); + float shadow_attenuation = 1.0; + + if (d * spot_lights.data[light_index].inv_radius < 1.0) { + float attenuation = get_omni_attenuation(d, spot_lights.data[light_index].inv_radius, spot_lights.data[light_index].attenuation); + + vec3 spot_dir = spot_lights.data[light_index].direction; + float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_lights.data[light_index].cone_angle); + float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_lights.data[light_index].cone_angle)); + attenuation *= 1.0 - pow(spot_rim, spot_lights.data[light_index].cone_attenuation); + + vec3 light = spot_lights.data[light_index].color; + + if (spot_lights.data[light_index].shadow_enabled) { + //has shadow + vec4 uv_rect = spot_lights.data[light_index].atlas_rect; + vec2 flip_offset = spot_lights.data[light_index].direction.xy; + + vec3 local_vert = (spot_lights.data[light_index].shadow_matrix * vec4(view_pos, 1.0)).xyz; + + float shadow_len = length(local_vert); //need to remember shadow len from here + vec3 shadow_sample = normalize(local_vert); + + if (shadow_sample.z >= 0.0) { + uv_rect.xy += flip_offset; + } + + shadow_sample.z = 1.0 + abs(shadow_sample.z); + vec3 pos = vec3(shadow_sample.xy / shadow_sample.z, shadow_len - spot_lights.data[light_index].shadow_bias); + pos.z *= spot_lights.data[light_index].inv_radius; + + pos.xy = pos.xy * 0.5 + 0.5; + pos.xy = uv_rect.xy + pos.xy * uv_rect.zw; + + float depth = texture(sampler2D(shadow_atlas, linear_sampler), pos.xy).r; + + shadow_attenuation = exp(min(0.0, (depth - pos.z)) / spot_lights.data[light_index].inv_radius * spot_lights.data[light_index].shadow_volumetric_fog_fade); + } + total_light += light * attenuation * shadow_attenuation * henyey_greenstein(dot(normalize(light_rel_vec), normalize(view_pos)), params.phase_g); + } + } + } + } + + vec3 world_pos = mat3(params.cam_rotation) * view_pos; + + for (uint i = 0; i < params.max_voxel_gi_instances; i++) { + vec3 position = (voxel_gi_instances.data[i].xform * vec4(world_pos, 1.0)).xyz; + + //this causes corrupted pixels, i have no idea why.. + if (all(bvec2(all(greaterThanEqual(position, vec3(0.0))), all(lessThan(position, voxel_gi_instances.data[i].bounds))))) { + position /= voxel_gi_instances.data[i].bounds; + + vec4 light = vec4(0.0); + for (uint j = 0; j < voxel_gi_instances.data[i].mipmaps; j++) { + vec4 slight = textureLod(sampler3D(voxel_gi_textures[i], linear_sampler_with_mipmaps), position, float(j)); + float a = (1.0 - light.a); + light += a * slight; + } + + light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject; + + total_light += light.rgb; + } + } + + //sdfgi +#ifdef ENABLE_SDFGI + + { + float blend = -1.0; + vec3 ambient_total = vec3(0.0); + + for (uint i = 0; i < sdfgi.max_cascades; i++) { + vec3 cascade_pos = (world_pos - sdfgi.cascades[i].position) * sdfgi.cascades[i].to_probe; + + if (any(lessThan(cascade_pos, vec3(0.0))) || any(greaterThanEqual(cascade_pos, sdfgi.cascade_probe_size))) { + continue; //skip cascade + } + + vec3 base_pos = floor(cascade_pos); + ivec3 probe_base_pos = ivec3(base_pos); + + vec4 ambient_accum = vec4(0.0); + + ivec3 tex_pos = ivec3(probe_base_pos.xy, int(i)); + tex_pos.x += probe_base_pos.z * sdfgi.probe_axis_size; + + for (uint j = 0; j < 8; j++) { + ivec3 offset = (ivec3(j) >> ivec3(0, 1, 2)) & ivec3(1, 1, 1); + ivec3 probe_posi = probe_base_pos; + probe_posi += offset; + + // Compute weight + + vec3 probe_pos = vec3(probe_posi); + vec3 probe_to_pos = cascade_pos - probe_pos; + + vec3 trilinear = vec3(1.0) - abs(probe_to_pos); + float weight = trilinear.x * trilinear.y * trilinear.z; + + // Compute lightprobe occlusion + + if (sdfgi.use_occlusion) { + ivec3 occ_indexv = abs((sdfgi.cascades[i].probe_world_offset + probe_posi) & ivec3(1, 1, 1)) * ivec3(1, 2, 4); + vec4 occ_mask = mix(vec4(0.0), vec4(1.0), equal(ivec4(occ_indexv.x | occ_indexv.y), ivec4(0, 1, 2, 3))); + + vec3 occ_pos = clamp(cascade_pos, probe_pos - sdfgi.occlusion_clamp, probe_pos + sdfgi.occlusion_clamp) * sdfgi.probe_to_uvw; + occ_pos.z += float(i); + if (occ_indexv.z != 0) { //z bit is on, means index is >=4, so make it switch to the other half of textures + occ_pos.x += 1.0; + } + + occ_pos *= sdfgi.occlusion_renormalize; + float occlusion = dot(textureLod(sampler3D(sdfgi_occlusion_texture, linear_sampler), occ_pos, 0.0), occ_mask); + + weight *= max(occlusion, 0.01); + } + + // Compute ambient texture position + + ivec3 uvw = tex_pos; + uvw.xy += offset.xy; + uvw.x += offset.z * sdfgi.probe_axis_size; + + vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb; + + ambient_accum.rgb += ambient * weight; + ambient_accum.a += weight; + } + + if (ambient_accum.a > 0) { + ambient_accum.rgb /= ambient_accum.a; + } + ambient_total = ambient_accum.rgb; + break; + } + + total_light += ambient_total * params.gi_inject; + } + +#endif + } + + vec4 final_density = vec4(total_light * scattering + emission, total_density); + + final_density = mix(final_density, reprojected_density, reproject_amount); + + imageStore(density_map, pos, final_density); +#ifdef MOLTENVK_USED + density_only_map[lpos] = 0; + light_only_map[lpos] = 0; + emissive_only_map[lpos] = 0; +#else + imageStore(density_only_map, pos, uvec4(0)); + imageStore(light_only_map, pos, uvec4(0)); + imageStore(emissive_only_map, pos, uvec4(0)); +#endif +#endif + +#ifdef MODE_FOG + + ivec3 pos = ivec3(gl_GlobalInvocationID.xy, 0); + + if (any(greaterThanEqual(pos, params.fog_volume_size))) { + return; //do not compute + } + + vec4 fog_accum = vec4(0.0, 0.0, 0.0, 1.0); + float prev_z = 0.0; + + for (int i = 0; i < params.fog_volume_size.z; i++) { + //compute fog position + ivec3 fog_pos = pos + ivec3(0, 0, i); + //get fog value + vec4 fog = imageLoad(density_map, fog_pos); + + //get depth at cell pos + float z = get_depth_at_pos(fog_cell_size.z, i); + //get distance from previous pos + float d = abs(prev_z - z); + //compute transmittance using beer's law + float transmittance = exp(-d * fog.a); + + fog_accum.rgb += ((fog.rgb - fog.rgb * transmittance) / max(fog.a, 0.00001)) * fog_accum.a; + fog_accum.a *= transmittance; + + prev_z = z; + + imageStore(fog_map, fog_pos, vec4(fog_accum.rgb, 1.0 - fog_accum.a)); + } + +#endif + +#ifdef MODE_FILTER + + ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); + + const float gauss[7] = float[](0.071303, 0.131514, 0.189879, 0.214607, 0.189879, 0.131514, 0.071303); + + const ivec3 filter_dir[3] = ivec3[](ivec3(1, 0, 0), ivec3(0, 1, 0), ivec3(0, 0, 1)); + ivec3 offset = filter_dir[params.filter_axis]; + + vec4 accum = vec4(0.0); + for (int i = -3; i <= 3; i++) { + accum += imageLoad(source_map, clamp(pos + offset * i, ivec3(0), params.fog_volume_size - ivec3(1))) * gauss[i + 3]; + } + + imageStore(dest_map, pos, accum); + +#endif +#ifdef MODE_COPY + ivec3 pos = ivec3(gl_GlobalInvocationID.xyz); + if (any(greaterThanEqual(pos, params.fog_volume_size))) { + return; //do not compute + } + + imageStore(dest_map, pos, imageLoad(source_map, pos)); + +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl index 779f04ed35..73a97d9df1 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi.glsl @@ -13,7 +13,6 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #ifndef MODE_DYNAMIC #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl index 281c496df3..3f3437f527 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_debug.glsl @@ -90,66 +90,10 @@ void main() { #endif #ifdef MODE_DEBUG_LIGHT - -#ifdef USE_ANISOTROPY - -#define POS_X 0 -#define POS_Y 1 -#define POS_Z 2 -#define NEG_X 3 -#define NEG_Y 4 -#define NEG_Z 5 - - const uint triangle_aniso[12] = uint[]( - NEG_X, - NEG_Z, - NEG_Y, - NEG_Z, - NEG_X, - NEG_Y, - POS_Z, - POS_X, - POS_X, - POS_Y, - POS_Y, - POS_Z); - - color_interp.xyz = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)).xyz * params.dynamic_range; - vec3 aniso_pos = texelFetch(sampler3D(aniso_pos_tex, tex_sampler), ivec3(posu), int(params.level)).xyz; - vec3 aniso_neg = texelFetch(sampler3D(aniso_neg_tex, tex_sampler), ivec3(posu), int(params.level)).xyz; - uint side = triangle_aniso[gl_VertexIndex / 3]; - - float strength = 0.0; - switch (side) { - case POS_X: - strength = aniso_pos.x; - break; - case POS_Y: - strength = aniso_pos.y; - break; - case POS_Z: - strength = aniso_pos.z; - break; - case NEG_X: - strength = aniso_neg.x; - break; - case NEG_Y: - strength = aniso_neg.y; - break; - case NEG_Z: - strength = aniso_neg.z; - break; - } - - color_interp.xyz *= strength; - -#else color_interp = texelFetch(sampler3D(color_tex, tex_sampler), ivec3(posu), int(params.level)); color_interp.xyz *params.dynamic_range; - #endif -#endif float scale = (1 << params.level); gl_Position = params.projection * vec4((vec3(posu) + vertex) * scale, 1.0); diff --git a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl index e20b3f680d..3bb4421646 100644 --- a/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl +++ b/servers/rendering/renderer_rd/shaders/voxel_gi_sdf.glsl @@ -6,10 +6,9 @@ layout(local_size_x = 4, local_size_y = 4, local_size_z = 4) in; -#define MAX_DISTANCE 100000 +#define MAX_DISTANCE 100000.0 #define NO_CHILDREN 0xFFFFFFFF -#define GREY_VEC vec3(0.33333, 0.33333, 0.33333) struct CellChildren { uint children[8]; @@ -44,7 +43,7 @@ params; void main() { vec3 pos = vec3(gl_GlobalInvocationID); - float closest_dist = 100000.0; + float closest_dist = MAX_DISTANCE; for (uint i = params.offset; i < params.end; i++) { vec3 posu = vec3(uvec3(cell_data.data[i].position & 0x7FF, (cell_data.data[i].position >> 11) & 0x3FF, cell_data.data[i].position >> 21)); diff --git a/servers/rendering/renderer_scene.cpp b/servers/rendering/renderer_scene.cpp index dd544d4f3f..b3fdd88626 100644 --- a/servers/rendering/renderer_scene.cpp +++ b/servers/rendering/renderer_scene.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_scene.h b/servers/rendering/renderer_scene.h index 5961f59b6f..426d22f83e 100644 --- a/servers/rendering/renderer_scene.h +++ b/servers/rendering/renderer_scene.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -76,6 +76,7 @@ public: virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight) = 0; virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material) = 0; virtual void instance_set_visible(RID p_instance, bool p_visible) = 0; + virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0; virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb) = 0; @@ -84,6 +85,8 @@ public: virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0; virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0; + virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0; + // don't use these in a game! virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0; virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0; @@ -92,11 +95,11 @@ public: virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled) = 0; virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting) = 0; virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0; + virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0; - virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0; + virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) = 0; virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index) = 0; virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0; - virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) = 0; virtual void instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const = 0; virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const = 0; @@ -132,7 +135,7 @@ public: virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0; virtual void environment_glow_set_use_high_quality(bool p_enable) = 0; - virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0; + virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) = 0; virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0; virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0; @@ -141,10 +144,12 @@ public: virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0; - virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; - virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; + virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0; + virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; + + virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0; virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0; @@ -189,7 +194,7 @@ public: virtual RID render_buffers_create() = 0; - 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) = 0; + virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) = 0; virtual void gi_set_use_half_resolution(bool p_enable) = 0; @@ -206,7 +211,7 @@ public: int info[RS::VIEWPORT_RENDER_INFO_TYPE_MAX][RS::VIEWPORT_RENDER_INFO_MAX] = {}; }; - virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0; + virtual void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info = nullptr) = 0; virtual void update() = 0; virtual void render_probes() = 0; diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp index 558516ac7c..8ded180633 100644 --- a/servers/rendering/renderer_scene_cull.cpp +++ b/servers/rendering/renderer_scene_cull.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -540,6 +540,10 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) { InstanceParticlesCollisionData *collision = static_cast<InstanceParticlesCollisionData *>(instance->base_data); RSG::storage->free(collision->instance); } break; + case RS::INSTANCE_FOG_VOLUME: { + InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(instance->base_data); + scene_render->free(volume->instance); + } break; case RS::INSTANCE_VISIBLITY_NOTIFIER: { //none } break; @@ -632,6 +636,7 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) { scene_render->geometry_instance_set_skeleton(geom->geometry_instance, instance->skeleton); scene_render->geometry_instance_set_material_override(geom->geometry_instance, instance->material_override); + scene_render->geometry_instance_set_material_overlay(geom->geometry_instance, instance->material_overlay); scene_render->geometry_instance_set_surface_materials(geom->geometry_instance, instance->materials); scene_render->geometry_instance_set_transform(geom->geometry_instance, instance->transform, instance->aabb, instance->transformed_aabb); scene_render->geometry_instance_set_layer_mask(geom->geometry_instance, instance->layer_mask); @@ -640,10 +645,17 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) { scene_render->geometry_instance_set_use_dynamic_gi(geom->geometry_instance, instance->dynamic_gi); scene_render->geometry_instance_set_cast_double_sided_shadows(geom->geometry_instance, instance->cast_shadows == RS::SHADOW_CASTING_SETTING_DOUBLE_SIDED); scene_render->geometry_instance_set_use_lightmap(geom->geometry_instance, RID(), instance->lightmap_uv_scale, instance->lightmap_slice_index); + scene_render->geometry_instance_set_transparency(geom->geometry_instance, instance->transparency); if (instance->lightmap_sh.size() == 9) { scene_render->geometry_instance_set_lightmap_capture(geom->geometry_instance, instance->lightmap_sh.ptr()); } + for (Set<Instance *>::Element *E = instance->visibility_dependencies.front(); E; E = E->next()) { + Instance *dep_instance = E->get(); + ERR_CONTINUE(dep_instance->array_index == -1); + ERR_CONTINUE(dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index != -1); + dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = instance->array_index; + } } break; case RS::INSTANCE_PARTICLES_COLLISION: { InstanceParticlesCollisionData *collision = memnew(InstanceParticlesCollisionData); @@ -651,6 +663,12 @@ void RendererSceneCull::instance_set_base(RID p_instance, RID p_base) { RSG::storage->particles_collision_instance_set_active(collision->instance, instance->visible); instance->base_data = collision; } break; + case RS::INSTANCE_FOG_VOLUME: { + InstanceFogVolumeData *volume = memnew(InstanceFogVolumeData); + volume->instance = scene_render->fog_volume_instance_create(p_base); + scene_render->fog_volume_instance_set_active(volume->instance, instance->visible); + instance->base_data = volume; + } break; case RS::INSTANCE_VISIBLITY_NOTIFIER: { InstanceVisibilityNotifierData *vnd = memnew(InstanceVisibilityNotifierData); vnd->base = p_base; @@ -819,6 +837,18 @@ void RendererSceneCull::instance_set_layer_mask(RID p_instance, uint32_t p_mask) } } +void RendererSceneCull::instance_geometry_set_transparency(RID p_instance, float p_transparency) { + Instance *instance = instance_owner.get_or_null(p_instance); + ERR_FAIL_COND(!instance); + + instance->transparency = p_transparency; + + if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) { + InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data); + scene_render->geometry_instance_set_transparency(geom->geometry_instance, p_transparency); + } +} + void RendererSceneCull::instance_set_transform(RID p_instance, const Transform3D &p_transform) { Instance *instance = instance_owner.get_or_null(p_instance); ERR_FAIL_COND(!instance); @@ -914,6 +944,11 @@ void RendererSceneCull::instance_set_visible(RID p_instance, bool p_visible) { RSG::storage->particles_collision_instance_set_active(collision->instance, p_visible); } + if (instance->base_type == RS::INSTANCE_FOG_VOLUME) { + InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(instance->base_data); + scene_render->fog_volume_instance_set_active(volume->instance, p_visible); + } + if (instance->base_type == RS::INSTANCE_OCCLUDER) { if (instance->scenario) { RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(instance->scenario->self, p_instance, instance->base, instance->transform, p_visible); @@ -983,6 +1018,21 @@ void RendererSceneCull::instance_set_extra_visibility_margin(RID p_instance, rea _instance_queue_update(instance, true, false); } +void RendererSceneCull::instance_set_ignore_culling(RID p_instance, bool p_enabled) { + Instance *instance = instance_owner.get_or_null(p_instance); + ERR_FAIL_COND(!instance); + instance->ignore_all_culling = p_enabled; + + if (instance->scenario && instance->array_index >= 0) { + InstanceData &idata = instance->scenario->instance_data[instance->array_index]; + if (instance->ignore_all_culling) { + idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING; + } else { + idata.flags &= ~uint32_t(InstanceData::FLAG_IGNORE_ALL_CULLING); + } + } +} + Vector<ObjectID> RendererSceneCull::instances_cull_aabb(const AABB &p_aabb, RID p_scenario) const { Vector<ObjectID> instances; Scenario *scenario = scenario_owner.get_or_null(p_scenario); @@ -1139,7 +1189,7 @@ void RendererSceneCull::instance_geometry_set_cast_shadows_setting(RID p_instanc if (instance->scenario && instance->array_index >= 0) { InstanceData &idata = instance->scenario->instance_data[instance->array_index]; - if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { + if (instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) { idata.flags |= InstanceData::FLAG_CAST_SHADOWS; } else { idata.flags &= ~uint32_t(InstanceData::FLAG_CAST_SHADOWS); @@ -1173,7 +1223,20 @@ void RendererSceneCull::instance_geometry_set_material_override(RID p_instance, } } -void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) { +void RendererSceneCull::instance_geometry_set_material_overlay(RID p_instance, RID p_material) { + Instance *instance = instance_owner.get_or_null(p_instance); + ERR_FAIL_COND(!instance); + + instance->material_overlay = p_material; + _instance_queue_update(instance, false, true); + + if ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK && instance->base_data) { + InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data); + scene_render->geometry_instance_set_material_overlay(geom->geometry_instance, p_material); + } +} + +void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode) { Instance *instance = instance_owner.get_or_null(p_instance); ERR_FAIL_COND(!instance); @@ -1181,6 +1244,7 @@ void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, f instance->visibility_range_end = p_max; instance->visibility_range_begin_margin = p_min_margin; instance->visibility_range_end_margin = p_max_margin; + instance->visibility_range_fade_mode = p_fade_mode; _update_instance_visibility_dependencies(instance); @@ -1190,6 +1254,7 @@ void RendererSceneCull::instance_geometry_set_visibility_range(RID p_instance, f vd.range_end = instance->visibility_range_end; vd.range_begin_margin = instance->visibility_range_begin_margin; vd.range_end_margin = instance->visibility_range_end_margin; + vd.fade_mode = p_fade_mode; } } @@ -1199,53 +1264,48 @@ void RendererSceneCull::instance_set_visibility_parent(RID p_instance, RID p_par Instance *old_parent = instance->visibility_parent; if (old_parent) { - if ((1 << old_parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && old_parent->base_data) { - InstanceGeometryData *old_parent_geom = static_cast<InstanceGeometryData *>(old_parent->base_data); - old_parent_geom->visibility_dependencies.erase(instance); - _update_instance_visibility_depth(old_parent); - } + old_parent->visibility_dependencies.erase(instance); instance->visibility_parent = nullptr; + _update_instance_visibility_depth(old_parent); } Instance *parent = instance_owner.get_or_null(p_parent_instance); ERR_FAIL_COND(p_parent_instance.is_valid() && !parent); if (parent) { - if ((1 << parent->base_type) & RS::INSTANCE_GEOMETRY_MASK && parent->base_data) { - InstanceGeometryData *parent_geom = static_cast<InstanceGeometryData *>(parent->base_data); - parent_geom->visibility_dependencies.insert(instance); - _update_instance_visibility_depth(parent); - } + parent->visibility_dependencies.insert(instance); instance->visibility_parent = parent; + + bool cycle_detected = _update_instance_visibility_depth(parent); + if (cycle_detected) { + ERR_PRINT("Cycle detected in the visibility dependencies tree. The latest change to visibility_parent will have no effect."); + parent->visibility_dependencies.erase(instance); + instance->visibility_parent = nullptr; + } } _update_instance_visibility_dependencies(instance); } -void RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) { +bool RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) { bool cycle_detected = false; Set<Instance *> traversed_nodes; { Instance *instance = p_instance; - while (instance && ((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) && instance->base_data) { - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data); - if (!geom->visibility_dependencies.is_empty()) { + while (instance) { + if (!instance->visibility_dependencies.is_empty()) { uint32_t depth = 0; - for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) { - if (((1 << E->get()->base_type) & RS::INSTANCE_GEOMETRY_MASK) == 0 || !E->get()->base_data) { - continue; - } - InstanceGeometryData *child_geom = static_cast<InstanceGeometryData *>(E->get()->base_data); - depth = MAX(depth, child_geom->visibility_dependencies_depth); + for (Set<Instance *>::Element *E = instance->visibility_dependencies.front(); E; E = E->next()) { + depth = MAX(depth, E->get()->visibility_dependencies_depth); } - geom->visibility_dependencies_depth = depth + 1; + instance->visibility_dependencies_depth = depth + 1; } else { - geom->visibility_dependencies_depth = 0; + instance->visibility_dependencies_depth = 0; } if (instance->scenario && instance->visibility_index != -1) { - instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth); + instance->scenario->instance_visibility.move(instance->visibility_index, instance->visibility_dependencies_depth); } traversed_nodes.insert(instance); @@ -1258,17 +1318,7 @@ void RendererSceneCull::_update_instance_visibility_depth(Instance *p_instance) } } - if (cycle_detected) { - ERR_PRINT("Cycle detected in the visibility dependencies tree."); - for (Set<Instance *>::Element *E = traversed_nodes.front(); E; E = E->next()) { - Instance *instance = E->get(); - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(instance->base_data); - geom->visibility_dependencies_depth = 0; - if (instance->scenario && instance->visibility_index != -1) { - instance->scenario->instance_visibility.move(instance->visibility_index, geom->visibility_dependencies_depth); - } - } - } + return cycle_detected; } void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_instance) { @@ -1277,7 +1327,7 @@ void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_ins bool needs_visibility_cull = has_visibility_range && is_geometry_instance && p_instance->array_index != -1; if (!needs_visibility_cull && p_instance->visibility_index != -1) { - p_instance->scenario->instance_visibility.remove(p_instance->visibility_index); + p_instance->scenario->instance_visibility.remove_at(p_instance->visibility_index); p_instance->visibility_index = -1; } else if (needs_visibility_cull && p_instance->visibility_index == -1) { InstanceVisibilityData vd; @@ -1288,25 +1338,42 @@ void RendererSceneCull::_update_instance_visibility_dependencies(Instance *p_ins vd.range_end_margin = p_instance->visibility_range_end_margin; vd.position = p_instance->transformed_aabb.get_center(); vd.array_index = p_instance->array_index; + vd.fade_mode = p_instance->visibility_range_fade_mode; - InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data); - p_instance->scenario->instance_visibility.insert(vd, geom_data->visibility_dependencies_depth); + p_instance->scenario->instance_visibility.insert(vd, p_instance->visibility_dependencies_depth); } if (p_instance->scenario && p_instance->array_index != -1) { - p_instance->scenario->instance_data[p_instance->array_index].visibility_index = p_instance->visibility_index; + InstanceData &idata = p_instance->scenario->instance_data[p_instance->array_index]; + idata.visibility_index = p_instance->visibility_index; - InstanceGeometryData *geom_data = static_cast<InstanceGeometryData *>(p_instance->base_data); - if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || (geom_data && geom_data->visibility_dependencies_depth == 0))) { - p_instance->scenario->instance_data[p_instance->array_index].flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK; + if (is_geometry_instance) { + if (has_visibility_range && p_instance->visibility_range_fade_mode == RS::VISIBILITY_RANGE_FADE_SELF) { + bool begin_enabled = p_instance->visibility_range_begin > 0.0f; + float begin_min = p_instance->visibility_range_begin - p_instance->visibility_range_begin_margin; + float begin_max = p_instance->visibility_range_begin + p_instance->visibility_range_begin_margin; + bool end_enabled = p_instance->visibility_range_end > 0.0f; + float end_min = p_instance->visibility_range_end - p_instance->visibility_range_end_margin; + float end_max = p_instance->visibility_range_end + p_instance->visibility_range_end_margin; + scene_render->geometry_instance_set_fade_range(idata.instance_geometry, begin_enabled, begin_min, begin_max, end_enabled, end_min, end_max); + } else { + scene_render->geometry_instance_set_fade_range(idata.instance_geometry, false, 0.0f, 0.0f, false, 0.0f, 0.0f); + } + } + + if ((has_visibility_range || p_instance->visibility_parent) && (p_instance->visibility_index == -1 || p_instance->visibility_dependencies_depth == 0)) { + idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK; } else { - p_instance->scenario->instance_data[p_instance->array_index].flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK; + idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK; } if (p_instance->visibility_parent) { - p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = p_instance->visibility_parent->array_index; + idata.parent_array_index = p_instance->visibility_parent->array_index; } else { - p_instance->scenario->instance_data[p_instance->array_index].parent_array_index = -1; + idata.parent_array_index = -1; + if (is_geometry_instance) { + scene_render->geometry_instance_set_parent_fade_alpha(idata.instance_geometry, 1.0f); + } } } } @@ -1471,6 +1538,9 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { heightfield_particle_colliders_update_list.insert(p_instance); } RSG::storage->particles_collision_instance_set_transform(collision->instance, p_instance->transform); + } else if (p_instance->base_type == RS::INSTANCE_FOG_VOLUME) { + InstanceFogVolumeData *volume = static_cast<InstanceFogVolumeData *>(p_instance->base_data); + scene_render->fog_volume_instance_set_transform(volume->instance, p_instance->transform); } else if (p_instance->base_type == RS::INSTANCE_OCCLUDER) { if (p_instance->scenario) { RendererSceneOcclusionCull::get_singleton()->scenario_set_instance(p_instance->scenario->self, p_instance->self, p_instance->base, p_instance->transform, p_instance->visible); @@ -1559,19 +1629,19 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { idata.parent_array_index = p_instance->visibility_parent ? p_instance->visibility_parent->array_index : -1; idata.visibility_index = p_instance->visibility_index; + for (Set<Instance *>::Element *E = p_instance->visibility_dependencies.front(); E; E = E->next()) { + Instance *dep_instance = E->get(); + if (dep_instance->array_index != -1) { + dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index; + } + } + switch (p_instance->base_type) { case RS::INSTANCE_MESH: case RS::INSTANCE_MULTIMESH: case RS::INSTANCE_PARTICLES: { InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(p_instance->base_data); idata.instance_geometry = geom->geometry_instance; - - for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) { - Instance *dep_instance = E->get(); - if (dep_instance->array_index != -1) { - dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = p_instance->array_index; - } - } } break; case RS::INSTANCE_LIGHT: { InstanceLightData *light_data = static_cast<InstanceLightData *>(p_instance->base_data); @@ -1592,6 +1662,9 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { case RS::INSTANCE_VOXEL_GI: { idata.instance_data_rid = static_cast<InstanceVoxelGIData *>(p_instance->base_data)->probe_instance.get_id(); } break; + case RS::INSTANCE_FOG_VOLUME: { + idata.instance_data_rid = static_cast<InstanceFogVolumeData *>(p_instance->base_data)->instance.get_id(); + } break; case RS::INSTANCE_VISIBLITY_NOTIFIER: { idata.visibility_notifier = static_cast<InstanceVisibilityNotifierData *>(p_instance->base_data); } break; @@ -1603,7 +1676,7 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { //always dirty when added idata.flags |= InstanceData::FLAG_REFLECTION_PROBE_DIRTY; } - if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { + if (p_instance->cast_shadows != RS::SHADOW_CASTING_SETTING_OFF) { idata.flags |= InstanceData::FLAG_CAST_SHADOWS; } if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_SHADOWS_ONLY) { @@ -1622,6 +1695,9 @@ void RendererSceneCull::_update_instance(Instance *p_instance) { if (p_instance->ignore_occlusion_culling) { idata.flags |= InstanceData::FLAG_IGNORE_OCCLUSION_CULLING; } + if (p_instance->ignore_all_culling) { + idata.flags |= InstanceData::FLAG_IGNORE_ALL_CULLING; + } p_instance->scenario->instance_data.push_back(idata); p_instance->scenario->instance_aabbs.push_back(InstanceBounds(p_instance->transformed_aabb)); @@ -1721,13 +1797,10 @@ void RendererSceneCull::_unpair_instance(Instance *p_instance) { swapped_instance->scenario->instance_visibility[swapped_instance->visibility_index].array_index = swapped_instance->array_index; } - if ((1 << swapped_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) { - InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(swapped_instance->base_data); - for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) { - Instance *dep_instance = E->get(); - if (dep_instance != p_instance && dep_instance->array_index != -1) { - dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index; - } + for (Set<Instance *>::Element *E = swapped_instance->visibility_dependencies.front(); E; E = E->next()) { + Instance *dep_instance = E->get(); + if (dep_instance != p_instance && dep_instance->array_index != -1) { + dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = swapped_instance->array_index; } } } @@ -1746,11 +1819,14 @@ void RendererSceneCull::_unpair_instance(Instance *p_instance) { scene_render->geometry_instance_pair_reflection_probe_instances(geom->geometry_instance, nullptr, 0); scene_render->geometry_instance_pair_decal_instances(geom->geometry_instance, nullptr, 0); scene_render->geometry_instance_pair_voxel_gi_instances(geom->geometry_instance, nullptr, 0); + } - for (Set<Instance *>::Element *E = geom->visibility_dependencies.front(); E; E = E->next()) { - Instance *dep_instance = E->get(); - if (dep_instance->array_index != -1) { - dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1; + for (Set<Instance *>::Element *E = p_instance->visibility_dependencies.front(); E; E = E->next()) { + Instance *dep_instance = E->get(); + if (dep_instance->array_index != -1) { + dep_instance->scenario->instance_data[dep_instance->array_index].parent_array_index = -1; + if ((1 << dep_instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) { + scene_render->geometry_instance_set_parent_fade_alpha(dep_instance->scenario->instance_data[dep_instance->array_index].instance_geometry, 1.0f); } } } @@ -1796,6 +1872,9 @@ void RendererSceneCull::_update_instance_aabb(Instance *p_instance) { new_aabb = RSG::storage->particles_collision_get_aabb(p_instance->base); } break; + case RenderingServer::INSTANCE_FOG_VOLUME: { + new_aabb = RSG::storage->fog_volume_get_aabb(p_instance->base); + } break; case RenderingServer::INSTANCE_VISIBLITY_NOTIFIER: { new_aabb = RSG::storage->visibility_notifier_get_aabb(p_instance->base); } break; @@ -2076,7 +2155,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in // This trick here is what stabilizes the shadow (make potential jaggies to not move) // at the cost of some wasted resolution. Still, the quality increase is very well worth it. - const real_t unit = radius * 2.0 / texture_size; + const real_t unit = (radius + soft_shadow_expand) * 2.0 / texture_size; x_max_cam = Math::snapped(x_vec.dot(center) + radius + soft_shadow_expand, unit); x_min_cam = Math::snapped(x_vec.dot(center) - radius - soft_shadow_expand, unit); y_max_cam = Math::snapped(y_vec.dot(center) + radius + soft_shadow_expand, unit); @@ -2128,7 +2207,7 @@ void RendererSceneCull::_light_instance_setup_directional_shadow(int p_shadow_in } } -bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_lod_threshold) { +bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_screen_mesh_lod_threshold) { InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data); Transform3D light_transform = p_instance->transform; @@ -2351,7 +2430,7 @@ bool RendererSceneCull::_light_instance_update_shadow(Instance *p_instance, cons return animated_material_found; } -void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) { +void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RenderInfo *r_render_info) { #ifndef _3D_DISABLED Camera *camera = camera_owner.get_or_null(p_camera); @@ -2433,7 +2512,7 @@ void RendererSceneCull::render_camera(RID p_render_buffers, RID p_camera, RID p_ // For now just cull on the first camera RendererSceneOcclusionCull::get_singleton()->buffer_update(p_viewport, camera_data.main_transform, camera_data.main_projection, camera_data.is_ortogonal, RendererThreadPool::singleton->thread_work_pool); - _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_lod_threshold, true, r_render_info); + _render_scene(&camera_data, p_render_buffers, environment, camera->effects, camera->visible_layers, p_scenario, p_viewport, p_shadow_atlas, RID(), -1, p_screen_mesh_lod_threshold, true, r_render_info); #endif } @@ -2453,34 +2532,49 @@ void RendererSceneCull::_visibility_cull(const VisibilityCullData &cull_data, ui if (idata.parent_array_index >= 0) { uint32_t parent_flags = scenario->instance_data[idata.parent_array_index].flags; - if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) == 0) { + + if ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) || !(parent_flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN))) { idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN; idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE; + idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN; continue; } } - int range_check = _visibility_range_check(vd, cull_data.camera_position, cull_data.viewport_mask); + int range_check = _visibility_range_check<true>(vd, cull_data.camera_position, cull_data.viewport_mask); if (range_check == -1) { idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN; idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE; + idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN; } else if (range_check == 1) { idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN; idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE; + idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN; } else { idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN; idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE; + if (range_check == 2) { + idata.flags |= InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN; + } else { + idata.flags &= ~InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN; + } } } } +template <bool p_fade_check> int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask) { float dist = p_camera_pos.distance_to(r_vis_data.position); + const RS::VisibilityRangeFadeMode &fade_mode = r_vis_data.fade_mode; + + float begin_offset = -r_vis_data.range_begin_margin; + float end_offset = r_vis_data.range_end_margin; - bool in_range_last_frame = p_viewport_mask & r_vis_data.viewport_state; - float begin_offset = in_range_last_frame ? -r_vis_data.range_begin_margin : r_vis_data.range_begin_margin; - float end_offset = in_range_last_frame ? r_vis_data.range_end_margin : -r_vis_data.range_end_margin; + if (fade_mode == RS::VISIBILITY_RANGE_FADE_DISABLED && !(p_viewport_mask & r_vis_data.viewport_state)) { + begin_offset = -begin_offset; + end_offset = -end_offset; + } if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end + end_offset) { r_vis_data.viewport_state &= ~p_viewport_mask; @@ -2490,10 +2584,34 @@ int RendererSceneCull::_visibility_range_check(InstanceVisibilityData &r_vis_dat return 1; } else { r_vis_data.viewport_state |= p_viewport_mask; + if (p_fade_check) { + if (fade_mode != RS::VISIBILITY_RANGE_FADE_DISABLED) { + r_vis_data.children_fade_alpha = 1.0f; + if (r_vis_data.range_end > 0.0f && dist > r_vis_data.range_end - end_offset) { + if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) { + r_vis_data.children_fade_alpha = MIN(1.0f, (dist - (r_vis_data.range_end - end_offset)) / (2.0f * r_vis_data.range_end_margin)); + } + return 2; + } else if (r_vis_data.range_begin > 0.0f && dist < r_vis_data.range_begin - begin_offset) { + if (fade_mode == RS::VISIBILITY_RANGE_FADE_DEPENDENCIES) { + r_vis_data.children_fade_alpha = MIN(1.0f, 1.0 - (dist - (r_vis_data.range_begin + begin_offset)) / (2.0f * r_vis_data.range_begin_margin)); + } + return 2; + } + } + } return 0; } } +bool RendererSceneCull::_visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data) { + if (p_instance_data.parent_array_index == -1) { + return true; + } + const uint32_t &parent_flags = p_cull_data.scenario->instance_data[p_instance_data.parent_array_index].flags; + return ((parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE) || (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN); +} + void RendererSceneCull::_scene_cull_threaded(uint32_t p_thread, CullData *cull_data) { uint32_t cull_total = cull_data->scenario->instance_data.size(); uint32_t total_threads = RendererThreadPool::singleton->thread_work_pool.get_thread_count(); @@ -2519,19 +2637,19 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul bool mesh_visible = false; InstanceData &idata = cull_data.scenario->instance_data[i]; - uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN); + uint32_t visibility_flags = idata.flags & (InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE | InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN | InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN); int32_t visibility_check = -1; #define HIDDEN_BY_VISIBILITY_CHECKS (visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE || visibility_flags == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN) #define LAYER_CHECK (cull_data.visible_layers & idata.layer_mask) #define IN_FRUSTUM(f) (cull_data.scenario->instance_aabbs[i].in_frustum(f)) -#define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0) -#define VIS_PARENT_CHECK ((idata.parent_array_index == -1) || ((cull_data.scenario->instance_data[idata.parent_array_index].flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK) == InstanceData::FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE)) +#define VIS_RANGE_CHECK ((idata.visibility_index == -1) || _visibility_range_check<false>(cull_data.scenario->instance_visibility[idata.visibility_index], cull_data.cam_transform.origin, cull_data.visibility_viewport_mask) == 0) +#define VIS_PARENT_CHECK (_visibility_parent_check(cull_data, idata)) #define VIS_CHECK (visibility_check < 0 ? (visibility_check = (visibility_flags != InstanceData::FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK || (VIS_RANGE_CHECK && VIS_PARENT_CHECK))) : visibility_check) #define OCCLUSION_CULLED (cull_data.occlusion_buffer != nullptr && (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_OCCLUSION_CULLING) == 0 && cull_data.occlusion_buffer->is_occluded(cull_data.scenario->instance_aabbs[i].bounds, cull_data.cam_transform.origin, inv_cam_transform, *cull_data.camera_matrix, z_near)) if (!HIDDEN_BY_VISIBILITY_CHECKS) { - if (LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) { + if ((LAYER_CHECK && IN_FRUSTUM(cull_data.cull->frustum) && VIS_CHECK && !OCCLUSION_CULLED) || (cull_data.scenario->instance_data[i].flags & InstanceData::FLAG_IGNORE_ALL_CULLING)) { uint32_t base_type = idata.flags & InstanceData::FLAG_BASE_TYPE_MASK; if (base_type == RS::INSTANCE_LIGHT) { cull_result.lights.push_back(idata.instance); @@ -2574,6 +2692,8 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul } else if (base_type == RS::INSTANCE_LIGHTMAP) { cull_result.lightmaps.push_back(RID::from_uint64(idata.instance_data_rid)); + } else if (base_type == RS::INSTANCE_FOG_VOLUME) { + cull_result.fog_volumes.push_back(RID::from_uint64(idata.instance_data_rid)); } else if (base_type == RS::INSTANCE_VISIBLITY_NOTIFIER) { InstanceVisibilityNotifierData *vnd = idata.visibility_notifier; if (!vnd->list_element.in_list()) { @@ -2607,6 +2727,16 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul } } + if (idata.parent_array_index != -1) { + float fade = 1.0f; + const uint32_t &parent_flags = cull_data.scenario->instance_data[idata.parent_array_index].flags; + if (parent_flags & InstanceData::FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN) { + const int32_t &parent_idx = cull_data.scenario->instance_data[idata.parent_array_index].visibility_index; + fade = cull_data.scenario->instance_visibility[parent_idx].children_fade_alpha; + } + scene_render->geometry_instance_set_parent_fade_alpha(idata.instance_geometry, fade); + } + if (geometry_instance_pair_mask & (1 << RS::INSTANCE_LIGHT) && (idata.flags & InstanceData::FLAG_GEOM_LIGHTING_DIRTY)) { InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(idata.instance->base_data); uint32_t idx = 0; @@ -2746,7 +2876,7 @@ void RendererSceneCull::_scene_cull(CullData &cull_data, InstanceCullResult &cul } } -void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) { +void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows, RendererScene::RenderInfo *r_render_info) { Instance *render_reflection_probe = instance_owner.get_or_null(p_reflection_probe); //if null, not rendering to it Scenario *scenario = scenario_owner.get_or_null(p_scenario); @@ -2952,7 +3082,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c Transform3D cam_xf = p_camera_data->main_transform; float zn = p_camera_data->main_projection.get_z_near(); - Plane p(cam_xf.origin + cam_xf.basis.get_axis(2) * -zn, -cam_xf.basis.get_axis(2)); //camera near plane + Plane p(-cam_xf.basis.get_axis(2), cam_xf.origin + cam_xf.basis.get_axis(2) * -zn); //camera near plane // near plane half width and height Vector2 vp_half_extents = p_camera_data->main_projection.get_viewport_half_extents(); @@ -3026,7 +3156,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c if (redraw && max_shadows_used < MAX_UPDATE_SHADOWS) { //must redraw! RENDER_TIMESTAMP(">Rendering Light " + itos(i)); - light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_lod_threshold); + light->shadow_dirty = _light_instance_update_shadow(ins, p_camera_data->main_transform, p_camera_data->main_projection, p_camera_data->is_ortogonal, p_camera_data->vaspect, p_shadow_atlas, scenario, p_screen_mesh_lod_threshold); RENDER_TIMESTAMP("<Rendering Light " + itos(i)); } else { light->shadow_dirty = redraw; @@ -3088,7 +3218,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c } RENDER_TIMESTAMP("Render Scene "); - scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info); + scene_render->render_scene(p_render_buffers, p_camera_data, scene_cull_result.geometry_instances, scene_cull_result.light_instances, scene_cull_result.reflections, scene_cull_result.voxel_gi_instances, scene_cull_result.decals, scene_cull_result.lightmaps, scene_cull_result.fog_volumes, p_environment, camera_effects, p_shadow_atlas, occluders_tex, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass, p_screen_mesh_lod_threshold, render_shadow_data, max_shadows_used, render_sdfgi_data, cull.sdfgi.region_count, &sdfgi_update_data, r_render_info); for (uint32_t i = 0; i < max_shadows_used; i++) { render_shadow_data[i].instances.clear(); @@ -3099,7 +3229,7 @@ void RendererSceneCull::_render_scene(const RendererSceneRender::CameraData *p_c render_sdfgi_data[i].instances.clear(); } - // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0; + // virtual void render_scene(RID p_render_buffers, const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold,const RenderShadowData *p_render_shadows,int p_render_shadow_count,const RenderSDFGIData *p_render_sdfgi_regions,int p_render_sdfgi_region_count,const RenderSDFGIStaticLightData *p_render_sdfgi_static_lights=nullptr) = 0; } RID RendererSceneCull::_render_get_environment(RID p_camera, RID p_scenario) { @@ -3138,7 +3268,7 @@ void RendererSceneCull::render_empty_scene(RID p_render_buffers, RID p_scenario, RendererSceneRender::CameraData camera_data; camera_data.set_camera(Transform3D(), CameraMatrix(), true, false); - scene_render->render_scene(p_render_buffers, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr); + scene_render->render_scene(p_render_buffers, &camera_data, PagedArray<RendererSceneRender::GeometryInstance *>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), PagedArray<RID>(), RID(), RID(), p_shadow_atlas, RID(), scenario->reflection_atlas, RID(), 0, 0, nullptr, 0, nullptr, 0, nullptr); #endif } @@ -3177,7 +3307,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int Vector3 origin_offset = RSG::storage->reflection_probe_get_origin_offset(p_instance->base); float max_distance = RSG::storage->reflection_probe_get_origin_max_distance(p_instance->base); float size = scene_render->reflection_atlas_get_size(scenario->reflection_atlas); - float lod_threshold = RSG::storage->reflection_probe_get_lod_threshold(p_instance->base) / size; + float mesh_lod_threshold = RSG::storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / size; Vector3 edge = view_normals[p_step] * extents; float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit @@ -3211,7 +3341,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int RendererSceneRender::CameraData camera_data; camera_data.set_camera(xform, cm, false, false); - _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, lod_threshold, use_shadows); + _render_scene(&camera_data, RID(), environment, RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, RID(), shadow_atlas, reflection_probe->instance, p_step, mesh_lod_threshold, use_shadows); } else { //do roughness postprocess step until it believes it's done @@ -3540,6 +3670,10 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { RSG::storage->material_update_dependency(p_instance->material_override, &p_instance->dependency_tracker); } + if (p_instance->material_overlay.is_valid()) { + RSG::storage->material_update_dependency(p_instance->material_overlay, &p_instance->dependency_tracker); + } + if (p_instance->base_type == RS::INSTANCE_MESH) { //remove materials no longer used and un-own them @@ -3669,6 +3803,12 @@ void RendererSceneCull::_update_dirty_instance(Instance *p_instance) { } } + if (p_instance->material_overlay.is_valid()) { + can_cast_shadows = can_cast_shadows || RSG::storage->material_casts_shadows(p_instance->material_overlay); + is_animated = is_animated || RSG::storage->material_is_animated(p_instance->material_overlay); + _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_overlay); + } + if (can_cast_shadows != geom->can_cast_shadows) { //ability to cast shadows change, let lights now for (Set<Instance *>::Element *E = geom->lights.front(); E; E = E->next()) { @@ -3742,6 +3882,10 @@ void RendererSceneCull::update() { } bool RendererSceneCull::free(RID p_rid) { + if (p_rid.is_null()) { + return true; + } + if (scene_render->free(p_rid)) { return true; } @@ -3777,6 +3921,7 @@ bool RendererSceneCull::free(RID p_rid) { instance_set_scenario(p_rid, RID()); instance_set_base(p_rid, RID()); instance_geometry_set_material_override(p_rid, RID()); + instance_geometry_set_material_overlay(p_rid, RID()); instance_attach_skeleton(p_rid, RID()); if (instance->instance_allocated_shader_parameters) { diff --git a/servers/rendering/renderer_scene_cull.h b/servers/rendering/renderer_scene_cull.h index 905d0eb558..1e770ef66c 100644 --- a/servers/rendering/renderer_scene_cull.h +++ b/servers/rendering/renderer_scene_cull.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -267,7 +267,9 @@ public: FLAG_VISIBILITY_DEPENDENCY_NEEDS_CHECK = (3 << 20), // 2 bits, overlaps with the other vis. dependency flags FLAG_VISIBILITY_DEPENDENCY_HIDDEN_CLOSE_RANGE = (1 << 20), FLAG_VISIBILITY_DEPENDENCY_HIDDEN = (1 << 21), - FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 22), + FLAG_VISIBILITY_DEPENDENCY_FADE_CHILDREN = (1 << 22), + FLAG_GEOM_PROJECTOR_SOFTSHADOW_DIRTY = (1 << 23), + FLAG_IGNORE_ALL_CULLING = (1 << 24), }; uint32_t flags = 0; @@ -286,12 +288,14 @@ public: struct InstanceVisibilityData { uint64_t viewport_state = 0; int32_t array_index = -1; + RS::VisibilityRangeFadeMode fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED; Vector3 position; Instance *instance = nullptr; float range_begin = 0.0f; float range_end = 0.0f; float range_begin_margin = 0.0f; float range_end_margin = 0.0f; + float children_fade_alpha = 1.0f; }; class VisibilityArray : public BinSortedArray<InstanceVisibilityData> { @@ -386,6 +390,7 @@ public: RID skeleton; RID material_override; + RID material_overlay; RID mesh_instance; //only used for meshes and when skeleton/blendshapes exist @@ -394,6 +399,7 @@ public: float lod_bias; bool ignore_occlusion_culling; + bool ignore_all_culling; Vector<RID> materials; @@ -434,14 +440,18 @@ public: RID self; //scenario stuff DynamicBVH::ID indexer_id; - int32_t array_index; + int32_t array_index = -1; int32_t visibility_index = -1; - float visibility_range_begin; - float visibility_range_end; - float visibility_range_begin_margin; - float visibility_range_end_margin; + float visibility_range_begin = 0.0f; + float visibility_range_end = 0.0f; + float visibility_range_begin_margin = 0.0f; + float visibility_range_end_margin = 0.0f; + RS::VisibilityRangeFadeMode visibility_range_fade_mode = RS::VISIBILITY_RANGE_FADE_DISABLED; Instance *visibility_parent = nullptr; - Scenario *scenario; + Set<Instance *> visibility_dependencies; + uint32_t visibility_dependencies_depth = 0; + float transparency = 0.0f; + Scenario *scenario = nullptr; SelfList<Instance> scenario_item; //aabb stuff @@ -529,6 +539,7 @@ public: lightmap_cull_index = 0; lod_bias = 1.0; ignore_occlusion_culling = false; + ignore_all_culling = false; scenario = nullptr; @@ -583,8 +594,6 @@ public: Set<Instance *> reflection_probes; Set<Instance *> voxel_gi_instances; Set<Instance *> lightmap_captures; - Set<Instance *> visibility_dependencies; - uint32_t visibility_dependencies_depth = 0; InstanceGeometryData() { can_cast_shadows = true; @@ -624,6 +633,11 @@ public: RID instance; }; + struct InstanceFogVolumeData : public InstanceBaseData { + RID instance; + bool is_global; + }; + struct InstanceVisibilityNotifierData : public InstanceBaseData { bool just_visible = false; uint64_t visible_in_frame = 0; @@ -788,6 +802,7 @@ public: PagedArray<RID> decals; PagedArray<RID> voxel_gi_instances; PagedArray<RID> mesh_instances; + PagedArray<RID> fog_volumes; struct DirectionalShadow { PagedArray<RendererSceneRender::GeometryInstance *> cascade_geometry_instances[RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES]; @@ -805,6 +820,7 @@ public: decals.clear(); voxel_gi_instances.clear(); mesh_instances.clear(); + fog_volumes.clear(); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].clear(); @@ -829,6 +845,7 @@ public: decals.reset(); voxel_gi_instances.reset(); mesh_instances.reset(); + fog_volumes.reset(); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].reset(); @@ -853,6 +870,7 @@ public: decals.merge_unordered(p_cull_result.decals); voxel_gi_instances.merge_unordered(p_cull_result.voxel_gi_instances); mesh_instances.merge_unordered(p_cull_result.mesh_instances); + fog_volumes.merge_unordered(p_cull_result.fog_volumes); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { @@ -878,6 +896,7 @@ public: decals.set_page_pool(p_rid_pool); voxel_gi_instances.set_page_pool(p_rid_pool); mesh_instances.set_page_pool(p_rid_pool); + fog_volumes.set_page_pool(p_rid_pool); for (int i = 0; i < RendererSceneRender::MAX_DIRECTIONAL_LIGHTS; i++) { for (int j = 0; j < RendererSceneRender::MAX_DIRECTIONAL_LIGHT_CASCADES; j++) { directional_shadows[i].cascade_geometry_instances[j].set_page_pool(p_geometry_instance_pool); @@ -920,6 +939,7 @@ public: virtual void instance_set_blend_shape_weight(RID p_instance, int p_shape, float p_weight); virtual void instance_set_surface_override_material(RID p_instance, int p_surface, RID p_material); virtual void instance_set_visible(RID p_instance, bool p_visible); + virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency); virtual void instance_set_custom_aabb(RID p_instance, AABB p_aabb); @@ -929,7 +949,9 @@ public: virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance); - void _update_instance_visibility_depth(Instance *p_instance); + virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled); + + bool _update_instance_visibility_depth(Instance *p_instance); void _update_instance_visibility_dependencies(Instance *p_instance); // don't use these in a game! @@ -940,8 +962,9 @@ public: virtual void instance_geometry_set_flag(RID p_instance, RS::InstanceFlags p_flags, bool p_enabled); virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, RS::ShadowCastingSetting p_shadow_casting_setting); virtual void instance_geometry_set_material_override(RID p_instance, RID p_material); + virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material); - virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin); + virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, RS::VisibilityRangeFadeMode p_fade_mode); virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_slice_index); virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias); @@ -961,7 +984,7 @@ public: void _light_instance_setup_directional_shadow(int p_shadow_index, Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect); - _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_lod_threshold); + _FORCE_INLINE_ bool _light_instance_update_shadow(Instance *p_instance, const Transform3D p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario, float p_scren_mesh_lod_threshold); RID _render_get_environment(RID p_camera, RID p_scenario); @@ -1013,7 +1036,7 @@ public: void _visibility_cull_threaded(uint32_t p_thread, VisibilityCullData *cull_data); void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_from, uint64_t p_to); - _FORCE_INLINE_ void _visibility_cull(const VisibilityCullData &cull_data, uint64_t p_idx); + template <bool p_fade_check> _FORCE_INLINE_ int _visibility_range_check(InstanceVisibilityData &r_vis_data, const Vector3 &p_camera_pos, uint64_t p_viewport_mask); struct CullData { @@ -1030,12 +1053,13 @@ public: void _scene_cull_threaded(uint32_t p_thread, CullData *cull_data); void _scene_cull(CullData &cull_data, InstanceCullResult &cull_result, uint64_t p_from, uint64_t p_to); + _FORCE_INLINE_ bool _visibility_parent_check(const CullData &p_cull_data, const InstanceData &p_instance_data); bool _render_reflection_probe_step(Instance *p_instance, int p_step); - void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); + void _render_scene(const RendererSceneRender::CameraData *p_camera_data, RID p_render_buffers, RID p_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_viewport, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, bool p_using_shadows = true, RenderInfo *r_render_info = nullptr); void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas); - void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr); + void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, RID p_viewport, Size2 p_viewport_size, float p_screen_mesh_lod_threshold, RID p_shadow_atlas, Ref<XRInterface> &p_xr_interface, RendererScene::RenderInfo *r_render_info = nullptr); void update_dirty_instances(); void render_particle_colliders(); @@ -1086,6 +1110,9 @@ public: PASS10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float) PASS6(environment_set_ssao_quality, RS::EnvironmentSSAOQuality, bool, float, int, float, float) + PASS6(environment_set_ssil, RID, bool, float, float, float, float) + PASS6(environment_set_ssil_quality, RS::EnvironmentSSILQuality, bool, float, int, float, float) + PASS11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, RS::EnvironmentGlowBlendMode, float, float, float) PASS1(environment_glow_set_use_bicubic_upscale, bool) PASS1(environment_glow_set_use_high_quality, bool) @@ -1095,12 +1122,12 @@ public: PASS7(environment_set_adjustment, RID, bool, float, float, float, bool, RID) PASS9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float) - PASS10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float) + PASS13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float) PASS2(environment_set_volumetric_fog_volume_size, int, int) PASS1(environment_set_volumetric_fog_filter_active, bool) - PASS11(environment_set_sdfgi, RID, bool, RS::EnvironmentSDFGICascades, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float) + PASS11(environment_set_sdfgi, RID, bool, int, float, RS::EnvironmentSDFGIYScale, bool, float, bool, float, float, float) PASS1(environment_set_sdfgi_ray_count, RS::EnvironmentSDFGIRayCount) PASS1(environment_set_sdfgi_frames_to_converge, RS::EnvironmentSDFGIFramesToConverge) PASS1(environment_set_sdfgi_frames_to_update_light, RS::EnvironmentSDFGIFramesToUpdateLight) @@ -1133,7 +1160,7 @@ public: /* Render Buffers */ PASS0R(RID, render_buffers_create) - PASS8(render_buffers_configure, RID, RID, int, int, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, uint32_t) + PASS12(render_buffers_configure, RID, RID, int, int, int, int, float, float, RS::ViewportMSAA, RS::ViewportScreenSpaceAA, bool, uint32_t) PASS1(gi_set_use_half_resolution, bool) /* Shadow Atlas */ diff --git a/servers/rendering/renderer_scene_occlusion_cull.cpp b/servers/rendering/renderer_scene_occlusion_cull.cpp index 1b8aea36d7..bda0950097 100644 --- a/servers/rendering/renderer_scene_occlusion_cull.cpp +++ b/servers/rendering/renderer_scene_occlusion_cull.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_scene_occlusion_cull.h b/servers/rendering/renderer_scene_occlusion_cull.h index 4e4b1b94db..48412dab68 100644 --- a/servers/rendering/renderer_scene_occlusion_cull.h +++ b/servers/rendering/renderer_scene_occlusion_cull.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_scene_render.cpp b/servers/rendering/renderer_scene_render.cpp index 3a230ac89d..c802f72fdf 100644 --- a/servers/rendering/renderer_scene_render.cpp +++ b/servers/rendering/renderer_scene_render.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -68,7 +68,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count main_transform.basis.set(x, y, z); // 3. create a horizon plane with one of the eyes and the up vector as normal. - Plane horizon(p_transforms[0].origin, y); + Plane horizon(y, p_transforms[0].origin); // 4. Intersect horizon, left and right to obtain the combined camera origin. ERR_FAIL_COND_MSG( @@ -79,7 +79,7 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count // 5. figure out far plane, this could use some improvement, we may have our far plane too close like this, not sure if this matters Vector3 far_center = (planes[0][CameraMatrix::PLANE_FAR].center() + planes[1][CameraMatrix::PLANE_FAR].center()) * 0.5; - Plane far(far_center, -z); + Plane far(-z, far_center); ///////////////////////////////////////////////////////////////////////////// // Figure out our top/bottom planes @@ -137,9 +137,9 @@ void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count Plane near; Vector3 neg_z = -z; if (neg_z.dot(p_transforms[1].origin) < neg_z.dot(p_transforms[0].origin)) { - near = Plane(p_transforms[0].origin, neg_z); + near = Plane(neg_z, p_transforms[0].origin); } else { - near = Plane(p_transforms[1].origin, neg_z); + near = Plane(neg_z, p_transforms[1].origin); } // 13. Intersect near plane with bottm/left planes, to obtain min_vec then top/right to obtain max_vec diff --git a/servers/rendering/renderer_scene_render.h b/servers/rendering/renderer_scene_render.h index 60ba355c03..c34a46d166 100644 --- a/servers/rendering/renderer_scene_render.h +++ b/servers/rendering/renderer_scene_render.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -51,11 +51,15 @@ public: virtual GeometryInstance *geometry_instance_create(RID p_base) = 0; virtual void geometry_instance_set_skeleton(GeometryInstance *p_geometry_instance, RID p_skeleton) = 0; virtual void geometry_instance_set_material_override(GeometryInstance *p_geometry_instance, RID p_override) = 0; + virtual void geometry_instance_set_material_overlay(GeometryInstance *p_geometry_instance, RID p_override) = 0; virtual void geometry_instance_set_surface_materials(GeometryInstance *p_geometry_instance, const Vector<RID> &p_material) = 0; virtual void geometry_instance_set_mesh_instance(GeometryInstance *p_geometry_instance, RID p_mesh_instance) = 0; virtual void geometry_instance_set_transform(GeometryInstance *p_geometry_instance, const Transform3D &p_transform, const AABB &p_aabb, const AABB &p_transformed_aabbb) = 0; virtual void geometry_instance_set_layer_mask(GeometryInstance *p_geometry_instance, uint32_t p_layer_mask) = 0; virtual void geometry_instance_set_lod_bias(GeometryInstance *p_geometry_instance, float p_lod_bias) = 0; + virtual void geometry_instance_set_transparency(GeometryInstance *p_geometry_instance, float p_transparency) = 0; + virtual void geometry_instance_set_fade_range(GeometryInstance *p_geometry_instance, bool p_enable_near, float p_near_begin, float p_near_end, bool p_enable_far, float p_far_begin, float p_far_end) = 0; + virtual void geometry_instance_set_parent_fade_alpha(GeometryInstance *p_geometry_instance, float p_alpha) = 0; virtual void geometry_instance_set_use_baked_light(GeometryInstance *p_geometry_instance, bool p_enable) = 0; virtual void geometry_instance_set_use_dynamic_gi(GeometryInstance *p_geometry_instance, bool p_enable) = 0; virtual void geometry_instance_set_use_lightmap(GeometryInstance *p_geometry_instance, RID p_lightmap_instance, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice_index) = 0; @@ -123,7 +127,7 @@ public: virtual void environment_glow_set_use_bicubic_upscale(bool p_enable) = 0; virtual void environment_glow_set_use_high_quality(bool p_enable) = 0; - virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0; + virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) = 0; virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0; virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0; @@ -131,10 +135,12 @@ public: virtual void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) = 0; virtual void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_power, float p_detail, float p_horizon, float p_sharpness, float p_light_affect, float p_ao_channel_affect) = 0; - virtual void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; - virtual void environment_set_sdfgi(RID p_env, bool p_enable, RS::EnvironmentSDFGICascades p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; + virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0; + virtual void environment_set_ssil_quality(RS::EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; + + virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, RS::EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; virtual void environment_set_sdfgi_ray_count(RS::EnvironmentSDFGIRayCount p_ray_count) = 0; virtual void environment_set_sdfgi_frames_to_converge(RS::EnvironmentSDFGIFramesToConverge p_frames) = 0; @@ -173,6 +179,12 @@ public: return true; } + virtual RID fog_volume_instance_create(RID p_fog_volume) = 0; + virtual void fog_volume_instance_set_transform(RID p_fog_volume_instance, const Transform3D &p_transform) = 0; + virtual void fog_volume_instance_set_active(RID p_fog_volume_instance, bool p_active) = 0; + virtual RID fog_volume_instance_get_volume(RID p_fog_volume_instance) const = 0; + virtual Vector3 fog_volume_instance_get_position(RID p_fog_volume_instance) const = 0; + virtual RID reflection_atlas_create() = 0; virtual void reflection_atlas_set_size(RID p_ref_atlas, int p_reflection_size, int p_reflection_count) = 0; virtual int reflection_atlas_get_size(RID p_ref_atlas) const = 0; @@ -237,7 +249,7 @@ public: void set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_ortogonal, bool p_vaspect); }; - virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0; + virtual void render_scene(RID p_render_buffers, const CameraData *p_camera_data, const PagedArray<GeometryInstance *> &p_instances, const PagedArray<RID> &p_lights, const PagedArray<RID> &p_reflection_probes, const PagedArray<RID> &p_voxel_gi_instances, const PagedArray<RID> &p_decals, const PagedArray<RID> &p_lightmaps, const PagedArray<RID> &p_fog_volumes, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_occluder_debug_tex, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, float p_screen_mesh_lod_threshold, const RenderShadowData *p_render_shadows, int p_render_shadow_count, const RenderSDFGIData *p_render_sdfgi_regions, int p_render_sdfgi_region_count, const RenderSDFGIUpdateData *p_sdfgi_update_data = nullptr, RendererScene::RenderInfo *r_render_info = nullptr) = 0; virtual void render_material(const Transform3D &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, const PagedArray<GeometryInstance *> &p_instances, RID p_framebuffer, const Rect2i &p_region) = 0; virtual void render_particle_collider_heightfield(RID p_collider, const Transform3D &p_transform, const PagedArray<GeometryInstance *> &p_instances) = 0; @@ -247,7 +259,7 @@ public: virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw) = 0; virtual RID render_buffers_create() = 0; - 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) = 0; + virtual void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_internal_width, int p_internal_height, int p_width, int p_height, float p_fsr_sharpness, float p_fsr_mipmap_bias, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_debanding, uint32_t p_view_count) = 0; virtual void gi_set_use_half_resolution(bool p_enable) = 0; virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_amount, float p_limit) = 0; diff --git a/servers/rendering/renderer_storage.cpp b/servers/rendering/renderer_storage.cpp index aa005fac0a..56409ae187 100644 --- a/servers/rendering/renderer_storage.cpp +++ b/servers/rendering/renderer_storage.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_storage.h b/servers/rendering/renderer_storage.h index 2304394501..43a7778d67 100644 --- a/servers/rendering/renderer_storage.h +++ b/servers/rendering/renderer_storage.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -183,8 +183,8 @@ public: virtual String shader_get_code(RID p_shader) const = 0; virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0; - virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; - virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; + virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index) = 0; + virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index) const = 0; virtual Variant shader_get_param_default(RID p_material, const StringName &p_param) const = 0; virtual RS::ShaderNativeSourceCode shader_get_native_source_code(RID p_shader) const = 0; @@ -366,7 +366,7 @@ public: virtual void reflection_probe_set_enable_box_projection(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0; - virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_ratio) = 0; + virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_ratio) = 0; virtual AABB reflection_probe_get_aabb(RID p_probe) const = 0; virtual RS::ReflectionProbeUpdateMode reflection_probe_get_update_mode(RID p_probe) const = 0; @@ -375,7 +375,7 @@ public: virtual Vector3 reflection_probe_get_origin_offset(RID p_probe) const = 0; virtual float reflection_probe_get_origin_max_distance(RID p_probe) const = 0; virtual bool reflection_probe_renders_shadows(RID p_probe) const = 0; - virtual float reflection_probe_get_lod_threshold(RID p_probe) const = 0; + virtual float reflection_probe_get_mesh_lod_threshold(RID p_probe) const = 0; virtual void base_update_dependency(RID p_base, DependencyTracker *p_instance) = 0; virtual void skeleton_update_dependency(RID p_base, DependencyTracker *p_instance) = 0; @@ -535,6 +535,19 @@ public: virtual bool particles_collision_is_heightfield(RID p_particles_collision) const = 0; virtual RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const = 0; + /* FOG VOLUMES */ + + virtual RID fog_volume_allocate() = 0; + virtual void fog_volume_initialize(RID p_rid) = 0; + + virtual void fog_volume_set_shape(RID p_fog_volume, RS::FogVolumeShape p_shape) = 0; + virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) = 0; + virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) = 0; + virtual AABB fog_volume_get_aabb(RID p_fog_volume) const = 0; + virtual RS::FogVolumeShape fog_volume_get_shape(RID p_fog_volume) const = 0; + + /* VISIBILITY NOTIFIER */ + virtual RID visibility_notifier_allocate() = 0; virtual void visibility_notifier_initialize(RID p_notifier) = 0; virtual void visibility_notifier_set_aabb(RID p_notifier, const AABB &p_aabb) = 0; @@ -607,6 +620,7 @@ public: virtual uint64_t get_rendering_info(RS::RenderingInfo p_info) = 0; virtual String get_video_adapter_name() const = 0; virtual String get_video_adapter_vendor() const = 0; + virtual RenderingDevice::DeviceType get_video_adapter_type() const = 0; static RendererStorage *base_singleton; diff --git a/servers/rendering/renderer_thread_pool.cpp b/servers/rendering/renderer_thread_pool.cpp index 98050dd508..ddf1d1bd00 100644 --- a/servers/rendering/renderer_thread_pool.cpp +++ b/servers/rendering/renderer_thread_pool.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_thread_pool.h b/servers/rendering/renderer_thread_pool.h index ae25415a0d..4626490d32 100644 --- a/servers/rendering/renderer_thread_pool.h +++ b/servers/rendering/renderer_thread_pool.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_viewport.cpp b/servers/rendering/renderer_viewport.cpp index b67b1cd806..17a665922f 100644 --- a/servers/rendering/renderer_viewport.cpp +++ b/servers/rendering/renderer_viewport.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -77,18 +77,69 @@ void RendererViewport::_configure_3d_render_buffers(Viewport *p_viewport) { RSG::scene->free(p_viewport->render_buffers); p_viewport->render_buffers = RID(); } else { - float scale_3d = p_viewport->scale_3d; - if (Engine::get_singleton()->is_editor_hint()) { - // Ignore the 3D viewport render scaling inside of the editor. - // The Half Resolution 3D editor viewport option should be used instead. - scale_3d = 1.0; + float scaling_3d_scale = p_viewport->scaling_3d_scale; + + RS::ViewportScaling3DMode scaling_3d_mode = p_viewport->scaling_3d_mode; + bool scaling_enabled = true; + + if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && (scaling_3d_scale > 1.0)) { + // FSR is not design for downsampling. + // Throw a warning and fallback to VIEWPORT_SCALING_3D_MODE_BILINEAR + WARN_PRINT_ONCE("FSR 3D resolution scaling does not support supersampling. Falling back to bilinear scaling."); + scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_BILINEAR; + } + + if ((scaling_3d_mode == RS::VIEWPORT_SCALING_3D_MODE_FSR) && !p_viewport->fsr_enabled) { + // FSR is not actually available. + // Throw a warning and fallback to disable scaling + WARN_PRINT_ONCE("FSR 3D resolution scaling is not available. Disabling 3D resolution scaling."); + scaling_enabled = false; + } + + if (scaling_3d_scale == 1.0) { + scaling_enabled = false; + } + + int width; + int height; + int render_width; + int render_height; + + if (scaling_enabled) { + switch (scaling_3d_mode) { + case RS::VIEWPORT_SCALING_3D_MODE_BILINEAR: + // Clamp 3D rendering resolution to reasonable values supported on most hardware. + // This prevents freezing the engine or outright crashing on lower-end GPUs. + width = CLAMP(p_viewport->size.width * scaling_3d_scale, 1, 16384); + height = CLAMP(p_viewport->size.height * scaling_3d_scale, 1, 16384); + render_width = width; + render_height = height; + break; + case RS::VIEWPORT_SCALING_3D_MODE_FSR: + width = p_viewport->size.width; + height = p_viewport->size.height; + render_width = MAX(width * scaling_3d_scale, 1.0); // width / (width * scaling) + render_height = MAX(height * scaling_3d_scale, 1.0); + break; + default: + // This is an unknown mode. + WARN_PRINT_ONCE(vformat("Unknown scaling mode: %d. Disabling 3D resolution scaling.", scaling_3d_mode)); + width = p_viewport->size.width; + height = p_viewport->size.height; + render_width = width; + render_height = height; + break; + } + } else { + width = p_viewport->size.width; + height = p_viewport->size.height; + render_width = width; + render_height = height; } - // Clamp 3D rendering resolution to reasonable values supported on most hardware. - // This prevents freezing the engine or outright crashing on lower-end GPUs. - const int width = CLAMP(p_viewport->size.width * scale_3d, 1, 16384); - const int height = CLAMP(p_viewport->size.height * scale_3d, 1, 16384); - RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, width, height, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding, p_viewport->get_view_count()); + p_viewport->internal_size = Size2(render_width, render_height); + + RSG::scene->render_buffers_configure(p_viewport->render_buffers, p_viewport->render_target, render_width, render_height, width, height, p_viewport->fsr_sharpness, p_viewport->fsr_mipmap_bias, p_viewport->msaa, p_viewport->screen_space_aa, p_viewport->use_debanding, p_viewport->get_view_count()); } } } @@ -116,8 +167,8 @@ void RendererViewport::_draw_3d(Viewport *p_viewport) { } } - float screen_lod_threshold = p_viewport->lod_threshold / float(p_viewport->size.width); - RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->size, screen_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info); + float screen_mesh_lod_threshold = p_viewport->mesh_lod_threshold / float(p_viewport->size.width); + RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->self, p_viewport->internal_size, screen_mesh_lod_threshold, p_viewport->shadow_atlas, xr_interface, &p_viewport->render_info); RENDER_TIMESTAMP("<End Rendering 3D Scene"); } @@ -129,6 +180,11 @@ void RendererViewport::_draw_viewport(Viewport *p_viewport) { timestamp_vp_map[rt_id] = p_viewport->self; } + if (OS::get_singleton()->get_current_rendering_driver_name() == "opengl3") { + // This is currently needed for GLES to keep the current window being rendered to up to date + DisplayServer::get_singleton()->gl_window_make_current(p_viewport->viewport_to_screen); + } + /* Camera should always be BEFORE any other 3D */ bool scenario_draw_canvas_bg = false; //draw canvas, or some layer of it, as BG for 3D instead of in front @@ -495,9 +551,6 @@ void RendererViewport::draw_viewports() { if (XRServer::get_singleton() != nullptr) { xr_interface = XRServer::get_singleton()->get_primary_interface(); - - // process all our active interfaces - XRServer::get_singleton()->_process(); } if (Engine::get_singleton()->is_editor_hint()) { @@ -529,6 +582,21 @@ void RendererViewport::draw_viewports() { bool visible = vp->viewport_to_screen_rect != Rect2(); + if (vp->use_xr && xr_interface.is_valid()) { + visible = true; // XR viewport is always visible regardless of update mode, output is sent to HMD. + + // Override our size, make sure it matches our required size and is created as a stereo target + Size2 xr_size = xr_interface->get_render_target_size(); + + // Would have been nice if we could call viewport_set_size here, + // but alas that takes our RID and we now have our pointer, + // also we only check if view_count changes in render_target_set_size so we need to call that for this to reliably change + vp->occlusion_buffer_dirty = vp->occlusion_buffer_dirty || (vp->size != xr_size); + vp->size = xr_size; + uint32_t view_count = xr_interface->get_view_count(); + RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count); + } + if (vp->update_mode == RS::VIEWPORT_UPDATE_ALWAYS || vp->update_mode == RS::VIEWPORT_UPDATE_ONCE) { visible = true; } @@ -566,11 +634,6 @@ void RendererViewport::draw_viewports() { RSG::storage->render_target_set_as_unused(vp->render_target); if (vp->use_xr && xr_interface.is_valid()) { - // override our size, make sure it matches our required size and is created as a stereo target - vp->size = xr_interface->get_render_target_size(); - uint32_t view_count = xr_interface->get_view_count(); - RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y, view_count); - // check for an external texture destination (disabled for now, not yet supported) // RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono)); RSG::storage->render_target_set_external_texture(vp->render_target, 0); @@ -660,6 +723,8 @@ void RendererViewport::viewport_initialize(RID p_rid) { viewport->render_target = RSG::storage->render_target_create(); viewport->shadow_atlas = RSG::scene->shadow_atlas_create(); viewport->viewport_render_direct_to_screen = false; + + viewport->fsr_enabled = !RSG::rasterizer->is_low_end() && !viewport->disable_3d; } void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) { @@ -674,18 +739,42 @@ void RendererViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) { _configure_3d_render_buffers(viewport); } -void RendererViewport::viewport_set_scale_3d(RID p_viewport, float p_scale_3d) { +void RendererViewport::viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode) { + Viewport *viewport = viewport_owner.get_or_null(p_viewport); + ERR_FAIL_COND(!viewport); + + viewport->scaling_3d_mode = p_mode; + _configure_3d_render_buffers(viewport); +} + +void RendererViewport::viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness) { + Viewport *viewport = viewport_owner.get_or_null(p_viewport); + ERR_FAIL_COND(!viewport); + + viewport->fsr_sharpness = p_sharpness; + _configure_3d_render_buffers(viewport); +} + +void RendererViewport::viewport_set_fsr_mipmap_bias(RID p_viewport, float p_mipmap_bias) { + Viewport *viewport = viewport_owner.get_or_null(p_viewport); + ERR_FAIL_COND(!viewport); + + viewport->fsr_mipmap_bias = p_mipmap_bias; + _configure_3d_render_buffers(viewport); +} + +void RendererViewport::viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_COND(!viewport); // Clamp to reasonable values that are actually useful. // Values above 2.0 don't serve a practical purpose since the viewport // isn't displayed with mipmaps. - if (viewport->scale_3d == CLAMP(p_scale_3d, 0.1, 2.0)) { + if (viewport->scaling_3d_scale == CLAMP(p_scaling_3d_scale, 0.1, 2.0)) { return; } - viewport->scale_3d = CLAMP(p_scale_3d, 0.1, 2.0); + viewport->scaling_3d_scale = CLAMP(p_scaling_3d_scale, 0.1, 2.0); _configure_3d_render_buffers(viewport); } @@ -711,6 +800,7 @@ void RendererViewport::viewport_set_size(RID p_viewport, int p_width, int p_heig ERR_FAIL_COND(!viewport); viewport->size = Size2(p_width, p_height); + uint32_t view_count = viewport->get_view_count(); RSG::storage->render_target_set_size(viewport->render_target, p_width, p_height, view_count); _configure_3d_render_buffers(viewport); @@ -750,7 +840,7 @@ void RendererViewport::viewport_attach_to_screen(RID p_viewport, const Rect2 &p_ ERR_FAIL_COND(!viewport); if (p_screen != DisplayServer::INVALID_WINDOW_ID) { - // If using GLES2 we can optimize this operation by rendering directly to system_fbo + // If using OpenGL we can optimize this operation by rendering directly to system_fbo // instead of rendering to fbo and copying to system_fbo after if (RSG::rasterizer->is_low_end() && viewport->viewport_render_direct_to_screen) { RSG::storage->render_target_set_size(viewport->render_target, p_rect.size.x, p_rect.size.y, viewport->get_view_count()); @@ -1004,14 +1094,15 @@ void RendererViewport::viewport_set_occlusion_culling_build_quality(RS::Viewport RendererSceneOcclusionCull::get_singleton()->set_build_quality(p_quality); } -void RendererViewport::viewport_set_lod_threshold(RID p_viewport, float p_pixels) { +void RendererViewport::viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) { Viewport *viewport = viewport_owner.get_or_null(p_viewport); ERR_FAIL_COND(!viewport); - viewport->lod_threshold = p_pixels; + viewport->mesh_lod_threshold = p_pixels; } int RendererViewport::viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info) { + ERR_FAIL_INDEX_V(p_type, RS::VIEWPORT_RENDER_INFO_TYPE_MAX, -1); ERR_FAIL_INDEX_V(p_info, RS::VIEWPORT_RENDER_INFO_MAX, -1); Viewport *viewport = viewport_owner.get_or_null(p_viewport); diff --git a/servers/rendering/renderer_viewport.h b/servers/rendering/renderer_viewport.h index f6e6cc8e84..7bc8f9961b 100644 --- a/servers/rendering/renderer_viewport.h +++ b/servers/rendering/renderer_viewport.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -49,12 +49,16 @@ public: bool use_xr; /* use xr interface to override camera positioning and projection matrices and control output */ - float scale_3d = 1.0; - + Size2i internal_size; Size2i size; RID camera; RID scenario; + RS::ViewportScaling3DMode scaling_3d_mode; + float scaling_3d_scale = 1.0; + float fsr_sharpness = 0.2f; + float fsr_mipmap_bias = 0.0f; + bool fsr_enabled; RS::ViewportUpdateMode update_mode; RID render_target; RID render_target_texture; @@ -91,7 +95,7 @@ public: bool sdf_active; - float lod_threshold = 1.0; + float mesh_lod_threshold = 1.0; uint64_t last_pass = 0; @@ -207,7 +211,6 @@ public: void viewport_initialize(RID p_rid); void viewport_set_use_xr(RID p_viewport, bool p_use_xr); - void viewport_set_scale_3d(RID p_viewport, float p_scale_3d); void viewport_set_size(RID p_viewport, int p_width, int p_height); @@ -216,6 +219,12 @@ public: void viewport_set_active(RID p_viewport, bool p_active); void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport); + + void viewport_set_scaling_3d_mode(RID p_viewport, RS::ViewportScaling3DMode p_mode); + void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale); + void viewport_set_fsr_sharpness(RID p_viewport, float p_sharpness); + void viewport_set_fsr_mipmap_bias(RID p_viewport, float p_mipmap_bias); + void viewport_set_update_mode(RID p_viewport, RS::ViewportUpdateMode p_mode); void viewport_set_vflip(RID p_viewport, bool p_enable); @@ -247,7 +256,7 @@ public: void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_occlusion_culling); void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread); void viewport_set_occlusion_culling_build_quality(RS::ViewportOcclusionCullingBuildQuality p_quality); - void viewport_set_lod_threshold(RID p_viewport, float p_pixels); + void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels); virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfoType p_type, RS::ViewportRenderInfo p_info); virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw); diff --git a/servers/rendering/rendering_device.cpp b/servers/rendering/rendering_device.cpp index d2064a041d..6fc5d0b3e8 100644 --- a/servers/rendering/rendering_device.cpp +++ b/servers/rendering/rendering_device.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -98,10 +98,10 @@ RID RenderingDevice::_texture_create_shared(const Ref<RDTextureView> &p_view, RI return texture_create_shared(p_view->base, p_with_texture); } -RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type) { +RID RenderingDevice::_texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps, TextureSliceType p_slice_type) { ERR_FAIL_COND_V(p_view.is_null(), RID()); - return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_slice_type); + return texture_create_shared_from_slice(p_view->base, p_with_texture, p_layer, p_mipmap, p_mipmaps, p_slice_type); } RenderingDevice::FramebufferFormatID RenderingDevice::_framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count) { @@ -185,9 +185,13 @@ Ref<RDShaderSPIRV> RenderingDevice::_shader_compile_spirv_from_source(const Ref< String error; ShaderStage stage = ShaderStage(i); - Vector<uint8_t> spirv = shader_compile_spirv_from_source(stage, p_source->get_stage_source(stage), p_source->get_language(), &error, p_allow_cache); - bytecode->set_stage_bytecode(stage, spirv); - bytecode->set_stage_compile_error(stage, error); + String source = p_source->get_stage_source(stage); + + if (!source.is_empty()) { + Vector<uint8_t> spirv = shader_compile_spirv_from_source(stage, source, p_source->get_language(), &error, p_allow_cache); + bytecode->set_stage_bytecode(stage, spirv); + bytecode->set_stage_compile_error(stage, error); + } } return bytecode; } @@ -201,7 +205,7 @@ Vector<uint8_t> RenderingDevice::_shader_compile_binary_from_spirv(const Ref<RDS ShaderStageSPIRVData sd; sd.shader_stage = stage; String error = p_spirv->get_stage_compile_error(stage); - ERR_FAIL_COND_V_MSG(error != String(), Vector<uint8_t>(), "Can't create a shader from an errored bytecode. Check errors in source bytecode."); + ERR_FAIL_COND_V_MSG(!error.is_empty(), Vector<uint8_t>(), "Can't create a shader from an errored bytecode. Check errors in source bytecode."); sd.spir_v = p_spirv->get_stage_bytecode(stage); if (sd.spir_v.is_empty()) { continue; @@ -221,7 +225,7 @@ RID RenderingDevice::_shader_create_from_spirv(const Ref<RDShaderSPIRV> &p_spirv ShaderStageSPIRVData sd; sd.shader_stage = stage; String error = p_spirv->get_stage_compile_error(stage); - ERR_FAIL_COND_V_MSG(error != String(), RID(), "Can't create a shader from an errored bytecode. Check errors in source bytecode."); + ERR_FAIL_COND_V_MSG(!error.is_empty(), RID(), "Can't create a shader from an errored bytecode. Check errors in source bytecode."); sd.spir_v = p_spirv->get_stage_bytecode(stage); if (sd.spir_v.is_empty()) { continue; @@ -360,7 +364,7 @@ void RenderingDevice::_compute_list_set_push_constant(ComputeListID p_list, cons void RenderingDevice::_bind_methods() { ClassDB::bind_method(D_METHOD("texture_create", "format", "view", "data"), &RenderingDevice::_texture_create, DEFVAL(Array())); ClassDB::bind_method(D_METHOD("texture_create_shared", "view", "with_texture"), &RenderingDevice::_texture_create_shared); - ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(TEXTURE_SLICE_2D)); + ClassDB::bind_method(D_METHOD("texture_create_shared_from_slice", "view", "with_texture", "layer", "mipmap", "mipmaps", "slice_type"), &RenderingDevice::_texture_create_shared_from_slice, DEFVAL(1), DEFVAL(TEXTURE_SLICE_2D)); ClassDB::bind_method(D_METHOD("texture_update", "texture", "layer", "data", "post_barrier"), &RenderingDevice::texture_update, DEFVAL(BARRIER_MASK_ALL)); ClassDB::bind_method(D_METHOD("texture_get_data", "texture", "layer"), &RenderingDevice::texture_get_data); @@ -486,6 +490,13 @@ void RenderingDevice::_bind_methods() { BIND_CONSTANT(BARRIER_MASK_ALL); BIND_CONSTANT(BARRIER_MASK_NO_BARRIER); + BIND_ENUM_CONSTANT(DEVICE_TYPE_OTHER); + BIND_ENUM_CONSTANT(DEVICE_TYPE_INTEGRATED_GPU); + BIND_ENUM_CONSTANT(DEVICE_TYPE_DISCRETE_GPU); + BIND_ENUM_CONSTANT(DEVICE_TYPE_VIRTUAL_GPU); + BIND_ENUM_CONSTANT(DEVICE_TYPE_CPU); + BIND_ENUM_CONSTANT(DEVICE_TYPE_MAX); + BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_DEVICE); BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE); BIND_ENUM_CONSTANT(DRIVER_RESOURCE_VULKAN_INSTANCE); @@ -718,14 +729,6 @@ void RenderingDevice::_bind_methods() { BIND_ENUM_CONSTANT(DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM); BIND_ENUM_CONSTANT(DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM); BIND_ENUM_CONSTANT(DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC2_2BPP_UNORM_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC2_4BPP_UNORM_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC2_2BPP_SRGB_BLOCK_IMG); - BIND_ENUM_CONSTANT(DATA_FORMAT_PVRTC2_4BPP_SRGB_BLOCK_IMG); BIND_ENUM_CONSTANT(DATA_FORMAT_MAX); BIND_ENUM_CONSTANT(TEXTURE_TYPE_1D); diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h index 5eb8f1cead..655a32a805 100644 --- a/servers/rendering/rendering_device.h +++ b/servers/rendering/rendering_device.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -60,6 +60,17 @@ public: DEVICE_DIRECTX }; + // This enum matches VkPhysicalDeviceType (except for `DEVICE_TYPE_MAX`). + // Unlike VkPhysicalDeviceType, DeviceType is exposed to the scripting API. + enum DeviceType { + DEVICE_TYPE_OTHER, + DEVICE_TYPE_INTEGRATED_GPU, + DEVICE_TYPE_DISCRETE_GPU, + DEVICE_TYPE_VIRTUAL_GPU, + DEVICE_TYPE_CPU, + DEVICE_TYPE_MAX, + }; + enum DriverResource { DRIVER_RESOURCE_VULKAN_DEVICE = 0, DRIVER_RESOURCE_VULKAN_PHYSICAL_DEVICE, @@ -120,6 +131,7 @@ public: // features bool supports_multiview = false; // If true this device supports multiview options + bool supports_fsr_half_float = false; // If true this device supports FSR scaling 3D in half float mode, otherwise use the fallback mode }; typedef String (*ShaderSPIRVGetCacheKeyFunction)(const Capabilities *p_capabilities); @@ -380,14 +392,6 @@ public: DATA_FORMAT_G16_B16_R16_3PLANE_422_UNORM, DATA_FORMAT_G16_B16R16_2PLANE_422_UNORM, DATA_FORMAT_G16_B16_R16_3PLANE_444_UNORM, - DATA_FORMAT_PVRTC1_2BPP_UNORM_BLOCK_IMG, - DATA_FORMAT_PVRTC1_4BPP_UNORM_BLOCK_IMG, - DATA_FORMAT_PVRTC2_2BPP_UNORM_BLOCK_IMG, - DATA_FORMAT_PVRTC2_4BPP_UNORM_BLOCK_IMG, - DATA_FORMAT_PVRTC1_2BPP_SRGB_BLOCK_IMG, - DATA_FORMAT_PVRTC1_4BPP_SRGB_BLOCK_IMG, - DATA_FORMAT_PVRTC2_2BPP_SRGB_BLOCK_IMG, - DATA_FORMAT_PVRTC2_4BPP_SRGB_BLOCK_IMG, DATA_FORMAT_MAX }; @@ -504,7 +508,7 @@ public: TEXTURE_SLICE_2D_ARRAY, }; - virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0; + virtual RID texture_create_shared_from_slice(const TextureView &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D) = 0; virtual Error texture_update(RID p_texture, uint32_t p_layer, const Vector<uint8_t> &p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0; virtual Vector<uint8_t> texture_get_data(RID p_texture, uint32_t p_layer) = 0; // CPU textures will return immediately, while GPU textures will most likely force a flush @@ -738,7 +742,7 @@ public: virtual RID uniform_set_create(const Vector<Uniform> &p_uniforms, RID p_shader, uint32_t p_shader_set) = 0; virtual bool uniform_set_is_valid(RID p_uniform_set) = 0; - typedef void (*UniformSetInvalidatedCallback)(const RID &, void *); + typedef void (*UniformSetInvalidatedCallback)(void *); virtual void uniform_set_set_invalidation_callback(RID p_uniform_set, UniformSetInvalidatedCallback p_callback, void *p_userdata) = 0; virtual Error buffer_update(RID p_buffer, uint32_t p_offset, uint32_t p_size, const void *p_data, uint32_t p_post_barrier = BARRIER_MASK_ALL) = 0; @@ -1198,6 +1202,7 @@ public: virtual String get_device_vendor_name() const = 0; virtual String get_device_name() const = 0; + virtual RenderingDevice::DeviceType get_device_type() const = 0; virtual String get_device_pipeline_cache_uuid() const = 0; virtual uint64_t get_driver_resource(DriverResource p_resource, RID p_rid = RID(), uint64_t p_index = 0) = 0; @@ -1209,7 +1214,7 @@ protected: //binders to script API RID _texture_create(const Ref<RDTextureFormat> &p_format, const Ref<RDTextureView> &p_view, const TypedArray<PackedByteArray> &p_data = Array()); RID _texture_create_shared(const Ref<RDTextureView> &p_view, RID p_with_texture); - RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, TextureSliceType p_slice_type = TEXTURE_SLICE_2D); + RID _texture_create_shared_from_slice(const Ref<RDTextureView> &p_view, RID p_with_texture, uint32_t p_layer, uint32_t p_mipmap, uint32_t p_mipmaps = 1, TextureSliceType p_slice_type = TEXTURE_SLICE_2D); FramebufferFormatID _framebuffer_format_create(const TypedArray<RDAttachmentFormat> &p_attachments, uint32_t p_view_count); FramebufferFormatID _framebuffer_format_create_multipass(const TypedArray<RDAttachmentFormat> &p_attachments, const TypedArray<RDFramebufferPass> &p_passes, uint32_t p_view_count); @@ -1236,6 +1241,7 @@ protected: Vector<int64_t> _draw_list_switch_to_next_pass_split(uint32_t p_splits); }; +VARIANT_ENUM_CAST(RenderingDevice::DeviceType) VARIANT_ENUM_CAST(RenderingDevice::DriverResource) VARIANT_ENUM_CAST(RenderingDevice::ShaderStage) VARIANT_ENUM_CAST(RenderingDevice::ShaderLanguage) diff --git a/servers/rendering/rendering_device_binds.cpp b/servers/rendering/rendering_device_binds.cpp index a21f28989b..19cde610ba 100644 --- a/servers/rendering/rendering_device_binds.cpp +++ b/servers/rendering/rendering_device_binds.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -80,7 +80,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String } } - if (base_error != String()) { + if (!base_error.is_empty()) { break; } } @@ -89,7 +89,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String } } - if (stage == RD::SHADER_STAGE_MAX && line.strip_edges() != "") { + if (stage == RD::SHADER_STAGE_MAX && !line.strip_edges().is_empty()) { line = line.strip_edges(); if (line.begins_with("//") || line.begins_with("/*")) { continue; //assuming comment (single line) @@ -98,7 +98,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String if (reading_versions) { String l = line.strip_edges(); - if (l != "") { + if (!l.is_empty()) { if (l.find("=") == -1) { base_error = "Missing `=` in '" + l + "'. Version syntax is `version = \"<defines with C escaping>\";`."; break; @@ -124,7 +124,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String version_texts[version] = define + "\n" + p_defines; } } else { - if (stage == RD::SHADER_STAGE_MAX && line.strip_edges() != "") { + if (stage == RD::SHADER_STAGE_MAX && !line.strip_edges().is_empty()) { base_error = "Text was found that does not belong to a valid section: " + line; break; } @@ -140,7 +140,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String } include = include.substr(1, include.length() - 2).strip_edges(); String include_text = p_include_func(include, p_include_func_userdata); - if (include_text != String()) { + if (!include_text.is_empty()) { stage_code[stage] += "\n" + include_text + "\n"; } else { base_error = "#include failed for file '" + include + "'"; @@ -158,7 +158,7 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String Ref<RDShaderFile> shader_file; shader_file.instantiate(); - if (base_error == "") { + if (base_error.is_empty()) { if (stage_found[RD::SHADER_STAGE_COMPUTE] && stages_found > 1) { ERR_FAIL_V_MSG(ERR_PARSE_ERROR, "When writing compute shaders, [compute] mustbe the only stage present."); } @@ -177,14 +177,14 @@ Error RDShaderFile::parse_versions_from_text(const String &p_text, const String for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) { String code = stage_code[i]; - if (code == String()) { + if (code.is_empty()) { continue; } code = code.replace("VERSION_DEFINES", E.value); String error; Vector<uint8_t> spirv = RenderingDevice::get_singleton()->shader_compile_spirv_from_source(RD::ShaderStage(i), code, RD::SHADER_LANGUAGE_GLSL, &error, false); bytecode->set_stage_bytecode(RD::ShaderStage(i), spirv); - if (error != "") { + if (!error.is_empty()) { error += String() + "\n\nStage '" + stage_str[i] + "' source code: \n\n"; Vector<String> sclines = code.split("\n"); for (int j = 0; j < sclines.size(); j++) { diff --git a/servers/rendering/rendering_device_binds.h b/servers/rendering/rendering_device_binds.h index da614877c4..b07857364b 100644 --- a/servers/rendering/rendering_device_binds.h +++ b/servers/rendering/rendering_device_binds.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -368,13 +368,13 @@ public: } void print_errors(const String &p_file) { - if (base_error != "") { + if (!base_error.is_empty()) { ERR_PRINT("Error parsing shader '" + p_file + "':\n\n" + base_error); } else { for (KeyValue<StringName, Ref<RDShaderSPIRV>> &E : versions) { for (int i = 0; i < RD::SHADER_STAGE_MAX; i++) { String error = E.value->get_stage_compile_error(RD::ShaderStage(i)); - if (error != String()) { + if (!error.is_empty()) { static const char *stage_str[RD::SHADER_STAGE_MAX] = { "vertex", "fragment", @@ -427,7 +427,7 @@ protected: ClassDB::bind_method(D_METHOD("_set_versions", "versions"), &RDShaderFile::_set_versions); ClassDB::bind_method(D_METHOD("_get_versions"), &RDShaderFile::_get_versions); - ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_versions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "_set_versions", "_get_versions"); + ADD_PROPERTY(PropertyInfo(Variant::DICTIONARY, "_versions", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL), "_set_versions", "_get_versions"); ADD_PROPERTY(PropertyInfo(Variant::STRING, "base_error"), "set_base_error", "get_base_error"); } }; diff --git a/servers/rendering/rendering_server_default.cpp b/servers/rendering/rendering_server_default.cpp index 107c9f8040..d7e9d210db 100644 --- a/servers/rendering/rendering_server_default.cpp +++ b/servers/rendering/rendering_server_default.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -64,14 +64,8 @@ void RenderingServerDefault::_free(RID p_rid) { /* EVENT QUEUING */ -void RenderingServerDefault::request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) { - ERR_FAIL_NULL(p_where); - FrameDrawnCallbacks fdc; - fdc.object = p_where->get_instance_id(); - fdc.method = p_method; - fdc.param = p_userdata; - - frame_drawn_callbacks.push_back(fdc); +void RenderingServerDefault::request_frame_drawn_callback(const Callable &p_callable) { + frame_drawn_callbacks.push_back(p_callable); } void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) { @@ -103,15 +97,13 @@ void RenderingServerDefault::_draw(bool p_swap_buffers, double frame_step) { RSG::scene->update_visibility_notifiers(); while (frame_drawn_callbacks.front()) { - Object *obj = ObjectDB::get_instance(frame_drawn_callbacks.front()->get().object); - if (obj) { - Callable::CallError ce; - const Variant *v = &frame_drawn_callbacks.front()->get().param; - obj->call(frame_drawn_callbacks.front()->get().method, &v, 1, ce); - if (ce.error != Callable::CallError::CALL_OK) { - String err = Variant::get_call_error_text(obj, frame_drawn_callbacks.front()->get().method, &v, 1, ce); - ERR_PRINT("Error calling frame drawn function: " + err); - } + Callable c = frame_drawn_callbacks.front()->get(); + Variant result; + Callable::CallError ce; + c.call(nullptr, 0, result, ce); + if (ce.error != Callable::CallError::CALL_OK) { + String err = Variant::get_callable_error_text(c, nullptr, 0, ce); + ERR_PRINT("Error calling frame drawn function: " + err); } frame_drawn_callbacks.pop_front(); @@ -263,6 +255,10 @@ String RenderingServerDefault::get_video_adapter_vendor() const { return RSG::storage->get_video_adapter_vendor(); } +RenderingDevice::DeviceType RenderingServerDefault::get_video_adapter_type() const { + return RSG::storage->get_video_adapter_type(); +} + void RenderingServerDefault::set_frame_profiling_enabled(bool p_enable) { RSG::storage->capturing_timestamps = p_enable; } diff --git a/servers/rendering/rendering_server_default.h b/servers/rendering/rendering_server_default.h index 911d4c463b..ee684c69ed 100644 --- a/servers/rendering/rendering_server_default.h +++ b/servers/rendering/rendering_server_default.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -58,13 +58,7 @@ class RenderingServerDefault : public RenderingServer { static int changes; RID test_cube; - struct FrameDrawnCallbacks { - ObjectID object; - StringName method; - Variant param; - }; - - List<FrameDrawnCallbacks> frame_drawn_callbacks; + List<Callable> frame_drawn_callbacks; static void _changes_changed() {} @@ -229,8 +223,8 @@ public: FUNC2SC(shader_get_param_list, RID, List<PropertyInfo> *) - FUNC3(shader_set_default_texture_param, RID, const StringName &, RID) - FUNC2RC(RID, shader_get_default_texture_param, RID, const StringName &) + FUNC4(shader_set_default_texture_param, RID, const StringName &, RID, int) + FUNC3RC(RID, shader_get_default_texture_param, RID, const StringName &, int) FUNC2RC(Variant, shader_get_param_default, RID, const StringName &) FUNC1RC(ShaderNativeSourceCode, shader_get_native_source_code, RID) @@ -380,7 +374,7 @@ public: FUNC2(reflection_probe_set_enable_shadows, RID, bool) FUNC2(reflection_probe_set_cull_mask, RID, uint32_t) FUNC2(reflection_probe_set_resolution, RID, int) - FUNC2(reflection_probe_set_lod_threshold, RID, float) + FUNC2(reflection_probe_set_mesh_lod_threshold, RID, float) /* DECAL API */ @@ -487,6 +481,14 @@ public: FUNC1(particles_collision_height_field_update, RID) FUNC2(particles_collision_set_height_field_resolution, RID, ParticlesCollisionHeightfieldResolution) + /* FOG VOLUME */ + + FUNCRIDSPLIT(fog_volume) + + FUNC2(fog_volume_set_shape, RID, FogVolumeShape) + FUNC2(fog_volume_set_extents, RID, const Vector3 &) + FUNC2(fog_volume_set_material, RID, RID) + /* VISIBILITY_NOTIFIER */ FUNCRIDSPLIT(visibility_notifier) @@ -526,7 +528,6 @@ public: FUNCRIDSPLIT(viewport) FUNC2(viewport_set_use_xr, RID, bool) - FUNC2(viewport_set_scale_3d, RID, float) FUNC3(viewport_set_size, RID, int, int) FUNC2(viewport_set_active, RID, bool) @@ -537,6 +538,11 @@ public: FUNC3(viewport_attach_to_screen, RID, const Rect2 &, int) FUNC2(viewport_set_render_direct_to_screen, RID, bool) + FUNC2(viewport_set_scaling_3d_mode, RID, ViewportScaling3DMode) + FUNC2(viewport_set_scaling_3d_scale, RID, float) + FUNC2(viewport_set_fsr_sharpness, RID, float) + FUNC2(viewport_set_fsr_mipmap_bias, RID, float) + FUNC2(viewport_set_update_mode, RID, ViewportUpdateMode) FUNC1RC(RID, viewport_get_texture, RID) @@ -569,7 +575,7 @@ public: FUNC2(viewport_set_use_occlusion_culling, RID, bool) FUNC1(viewport_set_occlusion_rays_per_thread, int) FUNC1(viewport_set_occlusion_culling_build_quality, ViewportOcclusionCullingBuildQuality) - FUNC2(viewport_set_lod_threshold, RID, float) + FUNC2(viewport_set_mesh_lod_threshold, RID, float) FUNC3R(int, viewport_get_render_info, RID, ViewportRenderInfoType, ViewportRenderInfo) FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw) @@ -620,6 +626,9 @@ public: FUNC10(environment_set_ssao, RID, bool, float, float, float, float, float, float, float, float) FUNC6(environment_set_ssao_quality, EnvironmentSSAOQuality, bool, float, int, float, float) + FUNC6(environment_set_ssil, RID, bool, float, float, float, float) + FUNC6(environment_set_ssil_quality, EnvironmentSSILQuality, bool, float, int, float, float) + FUNC11(environment_set_glow, RID, bool, Vector<float>, float, float, float, float, EnvironmentGlowBlendMode, float, float, float) FUNC1(environment_glow_set_use_bicubic_upscale, bool) FUNC1(environment_glow_set_use_high_quality, bool) @@ -629,12 +638,12 @@ public: FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID) FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float) - FUNC10(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, bool, float) + FUNC13(environment_set_volumetric_fog, RID, bool, float, const Color &, const Color &, float, float, float, float, float, bool, float, float) FUNC2(environment_set_volumetric_fog_volume_size, int, int) FUNC1(environment_set_volumetric_fog_filter_active, bool) - FUNC11(environment_set_sdfgi, RID, bool, EnvironmentSDFGICascades, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float) + FUNC11(environment_set_sdfgi, RID, bool, int, float, EnvironmentSDFGIYScale, bool, float, bool, float, float, float) FUNC1(environment_set_sdfgi_ray_count, EnvironmentSDFGIRayCount) FUNC1(environment_set_sdfgi_frames_to_converge, EnvironmentSDFGIFramesToConverge) FUNC1(environment_set_sdfgi_frames_to_update_light, EnvironmentSDFGIFramesToUpdateLight) @@ -693,6 +702,8 @@ public: FUNC2(instance_set_extra_visibility_margin, RID, real_t) FUNC2(instance_set_visibility_parent, RID, RID) + FUNC2(instance_set_ignore_culling, RID, bool) + // don't use these in a game! FUNC2RC(Vector<ObjectID>, instances_cull_aabb, const AABB &, RID) FUNC3RC(Vector<ObjectID>, instances_cull_ray, const Vector3 &, const Vector3 &, RID) @@ -701,11 +712,12 @@ public: FUNC3(instance_geometry_set_flag, RID, InstanceFlags, bool) FUNC2(instance_geometry_set_cast_shadows_setting, RID, ShadowCastingSetting) FUNC2(instance_geometry_set_material_override, RID, RID) + FUNC2(instance_geometry_set_material_overlay, RID, RID) - FUNC5(instance_geometry_set_visibility_range, RID, float, float, float, float) + FUNC6(instance_geometry_set_visibility_range, RID, float, float, float, float, VisibilityRangeFadeMode) FUNC4(instance_geometry_set_lightmap, RID, RID, const Rect2 &, int) FUNC2(instance_geometry_set_lod_bias, RID, float) - + FUNC2(instance_geometry_set_transparency, RID, float) FUNC3(instance_geometry_set_shader_parameter, RID, const StringName &, const Variant &) FUNC2RC(Variant, instance_geometry_get_shader_parameter, RID, const StringName &) FUNC2RC(Variant, instance_geometry_get_shader_parameter_default_value, RID, const StringName &) @@ -870,7 +882,7 @@ public: /* EVENT QUEUING */ - virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) override; + virtual void request_frame_drawn_callback(const Callable &p_callable) override; virtual void draw(bool p_swap_buffers, double frame_step) override; virtual void sync() override; @@ -883,6 +895,7 @@ public: virtual uint64_t get_rendering_info(RenderingInfo p_info) override; virtual String get_video_adapter_name() const override; virtual String get_video_adapter_vendor() const override; + virtual RenderingDevice::DeviceType get_video_adapter_type() const override; virtual void set_frame_profiling_enabled(bool p_enable) override; virtual Vector<FrameProfileArea> get_frame_profile() override; diff --git a/servers/rendering/rendering_server_globals.cpp b/servers/rendering/rendering_server_globals.cpp index 2dda506bac..b8b06b5eea 100644 --- a/servers/rendering/rendering_server_globals.cpp +++ b/servers/rendering/rendering_server_globals.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/rendering_server_globals.h b/servers/rendering/rendering_server_globals.h index 63755e6125..4351830a5f 100644 --- a/servers/rendering/rendering_server_globals.h +++ b/servers/rendering/rendering_server_globals.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/shader_compiler.cpp index 42d11d8bc1..78e81eac0b 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shader_compiler_rd.cpp */ +/* shader_compiler.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,11 +28,11 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#include "shader_compiler_rd.h" +#include "shader_compiler.h" #include "core/config/project_settings.h" #include "core/os/os.h" -#include "renderer_storage_rd.h" +#include "servers/rendering/shader_types.h" #include "servers/rendering_server.h" #define SL ShaderLanguage @@ -54,81 +54,6 @@ static String _typestr(SL::DataType p_type) { return type; } -static int _get_datatype_size(SL::DataType p_type) { - switch (p_type) { - case SL::TYPE_VOID: - return 0; - case SL::TYPE_BOOL: - return 4; - case SL::TYPE_BVEC2: - return 8; - case SL::TYPE_BVEC3: - return 12; - case SL::TYPE_BVEC4: - return 16; - case SL::TYPE_INT: - return 4; - case SL::TYPE_IVEC2: - return 8; - case SL::TYPE_IVEC3: - return 12; - case SL::TYPE_IVEC4: - return 16; - case SL::TYPE_UINT: - return 4; - case SL::TYPE_UVEC2: - return 8; - case SL::TYPE_UVEC3: - return 12; - case SL::TYPE_UVEC4: - return 16; - case SL::TYPE_FLOAT: - return 4; - case SL::TYPE_VEC2: - return 8; - case SL::TYPE_VEC3: - return 12; - case SL::TYPE_VEC4: - return 16; - case SL::TYPE_MAT2: - return 32; // 4 * 4 + 4 * 4 - case SL::TYPE_MAT3: - return 48; // 4 * 4 + 4 * 4 + 4 * 4 - case SL::TYPE_MAT4: - return 64; - case SL::TYPE_SAMPLER2D: - return 16; - case SL::TYPE_ISAMPLER2D: - return 16; - case SL::TYPE_USAMPLER2D: - return 16; - case SL::TYPE_SAMPLER2DARRAY: - return 16; - case SL::TYPE_ISAMPLER2DARRAY: - return 16; - case SL::TYPE_USAMPLER2DARRAY: - return 16; - case SL::TYPE_SAMPLER3D: - return 16; - case SL::TYPE_ISAMPLER3D: - return 16; - case SL::TYPE_USAMPLER3D: - return 16; - case SL::TYPE_SAMPLERCUBE: - return 16; - case SL::TYPE_SAMPLERCUBEARRAY: - return 16; - case SL::TYPE_STRUCT: - return 0; - - case SL::TYPE_MAX: { - ERR_FAIL_V(0); - }; - } - - ERR_FAIL_V(0); -} - static int _get_datatype_alignment(SL::DataType p_type) { switch (p_type) { case SL::TYPE_VOID: @@ -227,6 +152,13 @@ static String _prestr(SL::DataPrecision p_pres, bool p_force_highp = false) { return ""; } +static String _constr(bool p_is_const) { + if (p_is_const) { + return "const "; + } + return ""; +} + static String _qualstr(SL::ArgumentQualifier p_qual) { switch (p_qual) { case SL::ARGUMENT_QUALIFIER_IN: @@ -345,7 +277,7 @@ static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNo } } -String ShaderCompilerRD::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) { +String ShaderCompiler::_get_sampler_name(ShaderLanguage::TextureFilter p_filter, ShaderLanguage::TextureRepeat p_repeat) { if (p_filter == ShaderLanguage::FILTER_DEFAULT) { ERR_FAIL_COND_V(actions.default_filter == ShaderLanguage::FILTER_DEFAULT, String()); p_filter = actions.default_filter; @@ -357,7 +289,7 @@ String ShaderCompilerRD::_get_sampler_name(ShaderLanguage::TextureFilter p_filte return actions.sampler_array_name + "[" + itos(p_filter + (p_repeat == ShaderLanguage::REPEAT_ENABLE ? ShaderLanguage::FILTER_DEFAULT : 0)) + "]"; } -void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) { +void ShaderCompiler::_dump_function_deps(const SL::ShaderNode *p_node, const StringName &p_for_func, const Map<StringName, String> &p_func_code, String &r_to_add, Set<StringName> &added) { int fidx = -1; for (int i = 0; i < p_node->functions.size(); i++) { @@ -417,9 +349,7 @@ void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const S if (i > 0) { header += ", "; } - if (fnode->arguments[i].is_const) { - header += "const "; - } + header += _constr(fnode->arguments[i].is_const); if (fnode->arguments[i].type == SL::TYPE_STRUCT) { header += _qualstr(fnode->arguments[i].qualifier) + _mkid(fnode->arguments[i].type_str) + " " + _mkid(fnode->arguments[i].name); } else { @@ -505,7 +435,7 @@ static String _get_global_variable_from_type_and_index(const String &p_buffer, c } } -String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) { +String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, GeneratedCode &r_gen_code, IdentifierActions &p_actions, const DefaultIdentifierActions &p_default_actions, bool p_assigning, bool p_use_scope) { String code; switch (p_node->type) { @@ -653,20 +583,22 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge uniform_defines.write[uniform.order] = ucode; if (is_buffer_global) { //globals are indices into the global table - uniform_sizes.write[uniform.order] = _get_datatype_size(ShaderLanguage::TYPE_UINT); + uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(ShaderLanguage::TYPE_UINT); uniform_alignments.write[uniform.order] = _get_datatype_alignment(ShaderLanguage::TYPE_UINT); } else { + // The following code enforces a 16-byte alignment of uniform arrays. if (uniform.array_size > 0) { - int size = _get_datatype_size(uniform.type) * uniform.array_size; + int size = ShaderLanguage::get_datatype_size(uniform.type) * uniform.array_size; int m = (16 * uniform.array_size); if ((size % m) != 0) { size += m - (size % m); } uniform_sizes.write[uniform.order] = size; + uniform_alignments.write[uniform.order] = 16; } else { - uniform_sizes.write[uniform.order] = _get_datatype_size(uniform.type); + uniform_sizes.write[uniform.order] = ShaderLanguage::get_datatype_size(uniform.type); + uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type); } - uniform_alignments.write[uniform.order] = _get_datatype_alignment(uniform.type); } } @@ -760,17 +692,36 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge vcode += _prestr(varying.precision, ShaderLanguage::is_float_type(varying.type)); vcode += _typestr(varying.type); vcode += " " + _mkid(varying_name); + uint32_t inc = 1U; + if (varying.array_size > 0) { + inc = (uint32_t)varying.array_size; + vcode += "["; vcode += itos(varying.array_size); vcode += "]"; } + + switch (varying.type) { + case SL::TYPE_MAT2: + inc *= 2U; + break; + case SL::TYPE_MAT3: + inc *= 3U; + break; + case SL::TYPE_MAT4: + inc *= 4U; + break; + default: + break; + } + vcode += ";\n"; r_gen_code.stage_globals[STAGE_VERTEX] += "layout(location=" + itos(index) + ") " + interp_mode + "out " + vcode; r_gen_code.stage_globals[STAGE_FRAGMENT] += "layout(location=" + itos(index) + ") " + interp_mode + "in " + vcode; - index++; + index += inc; } if (var_frag_to_light.size() > 0) { @@ -791,7 +742,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge for (int i = 0; i < pnode->vconstants.size(); i++) { const SL::ShaderNode::Constant &cnode = pnode->vconstants[i]; String gcode; - gcode += "const "; + gcode += _constr(true); gcode += _prestr(cnode.precision, ShaderLanguage::is_float_type(cnode.type)); if (cnode.type == SL::TYPE_STRUCT) { gcode += _mkid(cnode.type_str); @@ -875,24 +826,55 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge SL::VariableDeclarationNode *vdnode = (SL::VariableDeclarationNode *)p_node; String declaration; - if (vdnode->is_const) { - declaration += "const "; - } + declaration += _constr(vdnode->is_const); if (vdnode->datatype == SL::TYPE_STRUCT) { declaration += _mkid(vdnode->struct_name); } else { declaration += _prestr(vdnode->precision) + _typestr(vdnode->datatype); } + declaration += " "; for (int i = 0; i < vdnode->declarations.size(); i++) { + bool is_array = vdnode->declarations[i].size > 0; if (i > 0) { declaration += ","; - } else { - declaration += " "; } declaration += _mkid(vdnode->declarations[i].name); - if (vdnode->declarations[i].initializer) { - declaration += "="; - declaration += _dump_node_code(vdnode->declarations[i].initializer, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + if (is_array) { + declaration += "["; + if (vdnode->declarations[i].size_expression != nullptr) { + declaration += _dump_node_code(vdnode->declarations[i].size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } else { + declaration += itos(vdnode->declarations[i].size); + } + declaration += "]"; + } + + if (!is_array || vdnode->declarations[i].single_expression) { + if (!vdnode->declarations[i].initializer.is_empty()) { + declaration += "="; + declaration += _dump_node_code(vdnode->declarations[i].initializer[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } + } else { + int size = vdnode->declarations[i].initializer.size(); + if (size > 0) { + declaration += "="; + if (vdnode->datatype == SL::TYPE_STRUCT) { + declaration += _mkid(vdnode->struct_name); + } else { + declaration += _typestr(vdnode->datatype); + } + declaration += "["; + declaration += itos(size); + declaration += "]"; + declaration += "("; + for (int j = 0; j < size; j++) { + if (j > 0) { + declaration += ","; + } + declaration += _dump_node_code(vdnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } + declaration += ")"; + } } } @@ -994,60 +976,6 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge } code += ")"; } break; - case SL::Node::TYPE_ARRAY_DECLARATION: { - SL::ArrayDeclarationNode *adnode = (SL::ArrayDeclarationNode *)p_node; - String declaration; - if (adnode->is_const) { - declaration += "const "; - } - if (adnode->datatype == SL::TYPE_STRUCT) { - declaration += _mkid(adnode->struct_name); - } else { - declaration += _prestr(adnode->precision) + _typestr(adnode->datatype); - } - for (int i = 0; i < adnode->declarations.size(); i++) { - if (i > 0) { - declaration += ","; - } else { - declaration += " "; - } - declaration += _mkid(adnode->declarations[i].name); - declaration += "["; - if (adnode->size_expression != nullptr) { - declaration += _dump_node_code(adnode->size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - } else { - declaration += itos(adnode->declarations[i].size); - } - declaration += "]"; - if (adnode->declarations[i].single_expression) { - declaration += "="; - declaration += _dump_node_code(adnode->declarations[i].initializer[0], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - } else { - int sz = adnode->declarations[i].initializer.size(); - if (sz > 0) { - declaration += "="; - if (adnode->datatype == SL::TYPE_STRUCT) { - declaration += _mkid(adnode->struct_name); - } else { - declaration += _typestr(adnode->datatype); - } - declaration += "["; - declaration += itos(sz); - declaration += "]"; - declaration += "("; - for (int j = 0; j < sz; j++) { - declaration += _dump_node_code(adnode->declarations[i].initializer[j], p_level, r_gen_code, p_actions, p_default_actions, p_assigning); - if (j != sz - 1) { - declaration += ", "; - } - } - declaration += ")"; - } - } - } - - code += declaration; - } break; case SL::Node::TYPE_ARRAY: { SL::ArrayNode *anode = (SL::ArrayNode *)p_node; bool use_fragment_varying = false; @@ -1315,6 +1243,9 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge code += ")"; } break; + case SL::OP_EMPTY: { + // Semicolon (or empty statement) - ignored. + } break; default: { if (p_use_scope) { @@ -1401,13 +1332,19 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge return code; } -ShaderLanguage::DataType ShaderCompilerRD::_get_variable_type(const StringName &p_type) { - RS::GlobalVariableType gvt = ((RendererStorageRD *)(RendererStorage::base_singleton))->global_variable_get_type_internal(p_type); - return RS::global_variable_type_get_shader_datatype(gvt); +ShaderLanguage::DataType ShaderCompiler::_get_variable_type(const StringName &p_type) { + RS::GlobalVariableType gvt = RS::get_singleton()->global_variable_get_type(p_type); + return (ShaderLanguage::DataType)RS::global_variable_type_get_shader_datatype(gvt); } -Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { - Error err = parser.compile(p_code, ShaderTypes::get_singleton()->get_functions(p_mode), ShaderTypes::get_singleton()->get_modes(p_mode), ShaderLanguage::VaryingFunctionNames(), ShaderTypes::get_singleton()->get_types(), _get_variable_type); +Error ShaderCompiler::compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code) { + SL::ShaderCompileInfo info; + info.functions = ShaderTypes::get_singleton()->get_functions(p_mode); + info.render_modes = ShaderTypes::get_singleton()->get_modes(p_mode); + info.shader_types = ShaderTypes::get_singleton()->get_types(); + info.global_variable_type_func = _get_variable_type; + + Error err = parser.compile(p_code, info); if (err != OK) { Vector<String> shader = p_code.split("\n"); @@ -1421,7 +1358,7 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide } } - _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER); + _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), false, ERR_HANDLER_SHADER); return err; } @@ -1446,7 +1383,7 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide return OK; } -void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) { +void ShaderCompiler::initialize(DefaultIdentifierActions p_actions) { actions = p_actions; time_name = "TIME"; @@ -1468,7 +1405,7 @@ void ShaderCompilerRD::initialize(DefaultIdentifierActions p_actions) { texture_functions.insert("texelFetch"); } -ShaderCompilerRD::ShaderCompilerRD() { +ShaderCompiler::ShaderCompiler() { #if 0 /** SPATIAL SHADER **/ diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.h b/servers/rendering/shader_compiler.h index 2ab689c27c..8f0ee664ac 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.h +++ b/servers/rendering/shader_compiler.h @@ -1,12 +1,12 @@ /*************************************************************************/ -/* shader_compiler_rd.h */ +/* shader_compiler.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -28,15 +28,14 @@ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ -#ifndef SHADER_COMPILER_RD_H -#define SHADER_COMPILER_RD_H +#ifndef SHADER_COMPILER_H +#define SHADER_COMPILER_H #include "core/templates/pair.h" #include "servers/rendering/shader_language.h" -#include "servers/rendering/shader_types.h" #include "servers/rendering_server.h" -class ShaderCompilerRD { +class ShaderCompiler { public: enum Stage { STAGE_VERTEX, @@ -127,7 +126,7 @@ public: Error compile(RS::ShaderMode p_mode, const String &p_code, IdentifierActions *p_actions, const String &p_path, GeneratedCode &r_gen_code); void initialize(DefaultIdentifierActions p_actions); - ShaderCompilerRD(); + ShaderCompiler(); }; -#endif // SHADERCOMPILERRD_H +#endif // SHADER_COMPILER_H diff --git a/servers/rendering/shader_language.cpp b/servers/rendering/shader_language.cpp index 9c38bf7606..4e07582187 100644 --- a/servers/rendering/shader_language.cpp +++ b/servers/rendering/shader_language.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -88,7 +88,8 @@ String ShaderLanguage::get_operator_text(Operator p_op) { "--", "()", "construct", - "index" }; + "index", + "empty" }; return op_names[p_op]; } @@ -203,7 +204,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = { "HINT_WHITE_TEXTURE", "HINT_BLACK_TEXTURE", "HINT_NORMAL_TEXTURE", - "HINT_ANISO_TEXTURE", + "HINT_ANISOTROPY_TEXTURE", "HINT_ALBEDO_TEXTURE", "HINT_BLACK_ALBEDO_TEXTURE", "HINT_COLOR", @@ -213,8 +214,8 @@ const char *ShaderLanguage::token_names[TK_MAX] = { "FILTER_LINEAR", "FILTER_NEAREST_MIPMAP", "FILTER_LINEAR_MIPMAP", - "FILTER_NEAREST_MIPMAP_ANISO", - "FILTER_LINEAR_MIPMAP_ANISO", + "FILTER_NEAREST_MIPMAP_ANISOTROPIC", + "FILTER_LINEAR_MIPMAP_ANISOTROPIC", "REPEAT_ENABLE", "REPEAT_DISABLE", "SHADER_TYPE", @@ -225,7 +226,7 @@ const char *ShaderLanguage::token_names[TK_MAX] = { String ShaderLanguage::get_token_text(Token p_token) { String name = token_names[p_token.type]; - if (p_token.type == TK_INT_CONSTANT || p_token.type == TK_FLOAT_CONSTANT) { + if (p_token.is_integer_constant() || p_token.type == TK_FLOAT_CONSTANT) { name += "(" + rtos(p_token.constant) + ")"; } else if (p_token.type == TK_IDENTIFIER) { name += "(" + String(p_token.text) + ")"; @@ -317,7 +318,7 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = { { TK_HINT_ROUGHNESS_B, "hint_roughness_b" }, { TK_HINT_ROUGHNESS_A, "hint_roughness_a" }, { TK_HINT_ROUGHNESS_GRAY, "hint_roughness_gray" }, - { TK_HINT_ANISO_TEXTURE, "hint_aniso" }, + { TK_HINT_ANISOTROPY_TEXTURE, "hint_anisotropy" }, { TK_HINT_ALBEDO_TEXTURE, "hint_albedo" }, { TK_HINT_BLACK_ALBEDO_TEXTURE, "hint_black_albedo" }, { TK_HINT_COLOR, "hint_color" }, @@ -327,8 +328,8 @@ const ShaderLanguage::KeyWord ShaderLanguage::keyword_list[] = { { TK_FILTER_LINEAR, "filter_linear" }, { TK_FILTER_NEAREST_MIPMAP, "filter_nearest_mipmap" }, { TK_FILTER_LINEAR_MIPMAP, "filter_linear_mipmap" }, - { TK_FILTER_NEAREST_MIPMAP_ANISO, "filter_nearest_mipmap_aniso" }, - { TK_FILTER_LINEAR_MIPMAP_ANISO, "filter_linear_mipmap_aniso" }, + { TK_FILTER_NEAREST_MIPMAP_ANISOTROPIC, "filter_nearest_mipmap_anisotropic" }, + { TK_FILTER_LINEAR_MIPMAP_ANISOTROPIC, "filter_linear_mipmap_anisotropic" }, { TK_REPEAT_ENABLE, "repeat_enable" }, { TK_REPEAT_DISABLE, "repeat_disable" }, { TK_SHADER_TYPE, "shader_type" }, @@ -474,6 +475,10 @@ ShaderLanguage::Token ShaderLanguage::_get_token() { case ':': return _make_token(TK_COLON); case '^': + if (GETCHAR(0) == '=') { + char_idx++; + return _make_token(TK_OP_ASSIGN_BIT_XOR); + } return _make_token(TK_OP_BIT_XOR); case '~': return _make_token(TK_OP_BIT_INVERT); @@ -540,63 +545,113 @@ ShaderLanguage::Token ShaderLanguage::_get_token() { if (_is_number(GETCHAR(0)) || (GETCHAR(0) == '.' && _is_number(GETCHAR(1)))) { // parse number + bool hexa_found = false; bool period_found = false; bool exponent_found = false; - bool hexa_found = false; - bool sign_found = false; bool float_suffix_found = false; + bool uint_suffix_found = false; + bool end_suffix_found = false; + + enum { + CASE_ALL, + CASE_HEXA_PERIOD, + CASE_EXPONENT, + CASE_SIGN_AFTER_EXPONENT, + CASE_NONE, + CASE_MAX, + } lut_case = CASE_ALL; + + static bool suffix_lut[CASE_MAX][127]; + + if (!is_const_suffix_lut_initialized) { + is_const_suffix_lut_initialized = true; + + for (int i = 0; i < 127; i++) { + char t = char(i); + + suffix_lut[CASE_ALL][i] = t == '.' || t == 'x' || t == 'e' || t == 'f' || t == 'u' || t == '-' || t == '+'; + suffix_lut[CASE_HEXA_PERIOD][i] = t == 'e' || t == 'f'; + suffix_lut[CASE_EXPONENT][i] = t == 'f' || t == '-' || t == '+'; + suffix_lut[CASE_SIGN_AFTER_EXPONENT][i] = t == 'f'; + suffix_lut[CASE_NONE][i] = false; + } + } String str; int i = 0; while (true) { - if (GETCHAR(i) == '.') { - if (period_found || exponent_found || hexa_found || float_suffix_found) { - return _make_token(TK_ERROR, "Invalid numeric constant"); - } - period_found = true; - } else if (GETCHAR(i) == 'x') { - if (hexa_found || str.length() != 1 || str[0] != '0') { - return _make_token(TK_ERROR, "Invalid numeric constant"); + const char32_t symbol = String::char_lowercase(GETCHAR(i)); + bool error = false; + + if (_is_number(symbol)) { + if (end_suffix_found) { + error = true; } - hexa_found = true; - } else if (GETCHAR(i) == 'e' && !hexa_found) { - if (exponent_found || float_suffix_found) { - return _make_token(TK_ERROR, "Invalid numeric constant"); + } else { + if (symbol < 0x7F && suffix_lut[lut_case][symbol]) { + if (symbol == 'x') { + hexa_found = true; + lut_case = CASE_HEXA_PERIOD; + } else if (symbol == '.') { + period_found = true; + lut_case = CASE_HEXA_PERIOD; + } else if (symbol == 'e' && !hexa_found) { + exponent_found = true; + lut_case = CASE_EXPONENT; + } else if (symbol == 'f' && !hexa_found) { + if (!period_found && !exponent_found) { + error = true; + } + float_suffix_found = true; + end_suffix_found = true; + lut_case = CASE_NONE; + } else if (symbol == 'u') { + uint_suffix_found = true; + end_suffix_found = true; + lut_case = CASE_NONE; + } else if (symbol == '-' || symbol == '+') { + if (exponent_found) { + lut_case = CASE_SIGN_AFTER_EXPONENT; + } else { + break; + } + } + } else if (!hexa_found || !_is_hex(symbol)) { + if (_is_text_char(symbol)) { + error = true; + } else { + break; + } } - exponent_found = true; - } else if (GETCHAR(i) == 'f' && !hexa_found) { - if (exponent_found) { - return _make_token(TK_ERROR, "Invalid numeric constant"); + } + + if (error) { + if (hexa_found) { + return _make_token(TK_ERROR, "Invalid (hexadecimal) numeric constant"); } - float_suffix_found = true; - } else if (_is_number(GETCHAR(i))) { - if (float_suffix_found) { - return _make_token(TK_ERROR, "Invalid numeric constant"); + if (period_found || exponent_found || float_suffix_found) { + return _make_token(TK_ERROR, "Invalid (float) numeric constant"); } - } else if (hexa_found && _is_hex(GETCHAR(i))) { - } else if ((GETCHAR(i) == '-' || GETCHAR(i) == '+') && exponent_found) { - if (sign_found) { - return _make_token(TK_ERROR, "Invalid numeric constant"); + if (uint_suffix_found) { + return _make_token(TK_ERROR, "Invalid (unsigned integer) numeric constant"); } - sign_found = true; - } else { - break; + return _make_token(TK_ERROR, "Invalid (integer) numeric constant"); } - - str += char32_t(GETCHAR(i)); + str += symbol; i++; } char32_t last_char = str[str.length() - 1]; - if (hexa_found) { - //integer(hex) + if (hexa_found) { // Integer(hex) if (str.size() > 11 || !str.is_valid_hex_number(true)) { // > 0xFFFFFFFF return _make_token(TK_ERROR, "Invalid (hexadecimal) numeric constant"); } - } else if (period_found || exponent_found || float_suffix_found) { - //floats + } else if (period_found || exponent_found || float_suffix_found) { // Float + if (exponent_found && (!_is_number(last_char) && last_char != 'f')) { // checks for eg: "2E", "2E-", "2E+" + return _make_token(TK_ERROR, "Invalid (float) numeric constant"); + } if (period_found) { if (float_suffix_found) { //checks for eg "1.f" or "1.99f" notations @@ -617,22 +672,28 @@ ShaderLanguage::Token ShaderLanguage::_get_token() { } if (float_suffix_found) { - //strip the suffix + // Strip the suffix. str = str.left(str.length() - 1); - //compensate reading cursor position + // Compensate reading cursor position. char_idx += 1; } if (!str.is_valid_float()) { return _make_token(TK_ERROR, "Invalid (float) numeric constant"); } - } else { - //integers - if (!_is_number(last_char)) { - return _make_token(TK_ERROR, "Invalid (integer) numeric constant"); + } else { // Integer + if (uint_suffix_found) { + // Strip the suffix. + str = str.left(str.length() - 1); + // Compensate reading cursor position. + char_idx += 1; } if (!str.is_valid_int()) { - return _make_token(TK_ERROR, "Invalid numeric constant"); + if (uint_suffix_found) { + return _make_token(TK_ERROR, "Invalid (unsigned integer) numeric constant"); + } else { + return _make_token(TK_ERROR, "Invalid (integer) numeric constant"); + } } } @@ -640,6 +701,8 @@ ShaderLanguage::Token ShaderLanguage::_get_token() { Token tk; if (period_found || exponent_found || float_suffix_found) { tk.type = TK_FLOAT_CONSTANT; + } else if (uint_suffix_found) { + tk.type = TK_UINT_CONSTANT; } else { tk.type = TK_INT_CONSTANT; } @@ -909,10 +972,10 @@ void ShaderLanguage::clear() { completion_type = COMPLETION_NONE; completion_block = nullptr; completion_function = StringName(); - completion_class = SubClassTag::TAG_GLOBAL; + completion_class = TAG_GLOBAL; completion_struct = StringName(); - - unknown_varying_usages.clear(); + completion_base = TYPE_VOID; + completion_base_array = false; #ifdef DEBUG_ENABLED used_constants.clear(); @@ -2654,6 +2717,8 @@ const ShaderLanguage::BuiltinFuncConstArgs ShaderLanguage::builtin_func_const_ar { nullptr, 0, 0, 0 } }; +bool ShaderLanguage::is_const_suffix_lut_initialized = false; + bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionInfo &p_function_info, OperatorNode *p_func, DataType *r_ret_type, StringName *r_ret_type_str) { ERR_FAIL_COND_V(p_func->op != OP_CALL && p_func->op != OP_CONSTRUCT, false); @@ -2677,13 +2742,13 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI //stage based function const StageFunctionInfo &sf = p_function_info.stage_functions[name]; if (argcount != sf.arguments.size()) { - _set_error(vformat("Invalid number of arguments when calling stage function '%s', which expects %d arguments.", String(name), sf.arguments.size())); + _set_error(vformat(RTR("Invalid number of arguments when calling stage function '%s', which expects %d arguments."), String(name), sf.arguments.size())); return false; } //validate arguments for (int i = 0; i < argcount; i++) { if (args[i] != sf.arguments[i].type) { - _set_error(vformat("Invalid argument type when calling stage function '%s', type expected is '%s'.", String(name), String(get_datatype_name(sf.arguments[i].type)))); + _set_error(vformat(RTR("Invalid argument type when calling stage function '%s', type expected is '%s'."), String(name), get_datatype_name(sf.arguments[i].type))); return false; } } @@ -2763,6 +2828,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI bool is_const = false; ConstantNode::Value value; + value.sint = -1; _find_identifier(p_block, false, p_function_info, vn->name, nullptr, nullptr, &is_const, nullptr, nullptr, &value); if (!is_const || value.sint < min || value.sint > max) { @@ -2786,7 +2852,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } } if (error) { - _set_error(vformat("Expected integer constant within %s..%s range.", min, max)); + _set_error(vformat(RTR("Expected integer constant within [%d..%d] range."), min, max)); return false; } } @@ -2805,7 +2871,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (arg_idx < argcount) { if (p_func->arguments[arg_idx + 1]->type != Node::TYPE_VARIABLE && p_func->arguments[arg_idx + 1]->type != Node::TYPE_MEMBER && p_func->arguments[arg_idx + 1]->type != Node::TYPE_ARRAY) { - _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' is not a variable, array or member."); + _set_error(vformat(RTR("Argument %d of function '%s' is not a variable, array, or member."), arg_idx + 1, String(name))); return false; } @@ -2829,7 +2895,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI fail = true; } else { if (shader->varyings.has(varname)) { - _set_error(vformat("Varyings cannot be passed for '%s' parameter!", "out")); + _set_error(vformat(RTR("Varyings cannot be passed for the '%s' parameter."), "out")); return false; } if (p_function_info.built_ins.has(varname)) { @@ -2842,7 +2908,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } } if (fail) { - _set_error(vformat("Constant value cannot be passed for '%s' parameter!", "out")); + _set_error(vformat(RTR("A constant value cannot be passed for the '%s' parameter."), "out")); return false; } @@ -2855,7 +2921,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI n = static_cast<const MemberNode *>(n)->owner; } if (n->type != Node::TYPE_VARIABLE && n->type != Node::TYPE_ARRAY) { - _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' is not a variable, array or member."); + _set_error(vformat(RTR("Argument %d of function '%s' is not a variable, array, or member."), arg_idx + 1, String(name))); return false; } if (n->type == Node::TYPE_VARIABLE) { @@ -2885,7 +2951,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (!valid) { - _set_error("Argument " + itos(arg_idx + 1) + " of function '" + String(name) + "' can only take a local variable, array or member."); + _set_error(vformat(RTR("Argument %d of function '%s' can only take a local variable, array, or member."), arg_idx + 1, String(name))); return false; } } @@ -2932,16 +2998,15 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI arglist += get_datatype_name(builtin_func_defs[builtin_idx].args[i]); } - String err = "Built-in function \"" + String(name) + "(" + arglist + ")\" is supported only on high-end platform!"; - _set_error(err); + _set_error(vformat(RTR("Built-in function \"%s(%s)\" is only supported on high-end platforms."), String(name), arglist)); return false; } if (failed_builtin) { - String err = "Invalid arguments for built-in function: " + String(name) + "("; + String arg_list; for (int i = 0; i < argcount; i++) { if (i > 0) { - err += ","; + arg_list += ","; } String arg_name; @@ -2955,10 +3020,9 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI arg_name += itos(args3[i]); arg_name += "]"; } - err += arg_name; + arg_list += arg_name; } - err += ")"; - _set_error(err); + _set_error(vformat(RTR("Invalid arguments for the built-in function: \"%s(%s)\"."), String(name), arg_list)); return false; } @@ -2975,7 +3039,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (name == exclude_function) { - _set_error("Recursion is not allowed"); + _set_error(RTR("Recursion is not allowed.")); return false; } @@ -2988,12 +3052,12 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (!shader->functions[i].callable) { - _set_error("Function '" + String(name) + " can't be called from source code."); + _set_error(vformat(RTR("Function '%s' can't be called from source code."), String(name))); return false; } FunctionNode *pfunc = shader->functions[i].function; - if (arg_list == "") { + if (arg_list.is_empty()) { for (int j = 0; j < pfunc->arguments.size(); j++) { if (j > 0) { arg_list += ", "; @@ -3047,7 +3111,7 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI arg_name += "]"; } - _set_error(vformat("Invalid argument for \"%s(%s)\" function: argument %s should be %s but is %s.", String(name), arg_list, j + 1, func_arg_name, arg_name)); + _set_error(vformat(RTR("Invalid argument for \"%s(%s)\" function: argument %d should be %s but is %s."), String(name), arg_list, j + 1, func_arg_name, arg_name)); fail = true; break; } @@ -3084,9 +3148,9 @@ bool ShaderLanguage::_validate_function_call(BlockNode *p_block, const FunctionI } if (last_arg_count > args.size()) { - _set_error(vformat("Too few arguments for \"%s(%s)\" call. Expected at least %s but received %s.", String(name), arg_list, last_arg_count, args.size())); + _set_error(vformat(RTR("Too few arguments for \"%s(%s)\" call. Expected at least %d but received %d."), String(name), arg_list, last_arg_count, args.size())); } else if (last_arg_count < args.size()) { - _set_error(vformat("Too many arguments for \"%s(%s)\" call. Expected at most %s but received %s.", String(name), arg_list, last_arg_count, args.size())); + _set_error(vformat(RTR("Too many arguments for \"%s(%s)\" call. Expected at most %d but received %d."), String(name), arg_list, last_arg_count, args.size())); } return false; @@ -3124,7 +3188,7 @@ bool ShaderLanguage::_compare_datatypes(DataType p_datatype_a, String p_datatype type_name2 += "]"; } - _set_error("Invalid assignment of '" + type_name2 + "' to '" + type_name + "'"); + _set_error(vformat(RTR("Invalid assignment of '%s' to '%s'."), type_name2, type_name)); } return result; } @@ -3169,7 +3233,7 @@ bool ShaderLanguage::_parse_function_arguments(BlockNode *p_block, const Functio return true; } else if (tk.type != TK_COMMA) { // something is broken - _set_error("Expected ',' or ')' after argument"); + _set_error(RTR("Expected ',' or ')' after argument.")); return false; } } @@ -3229,6 +3293,10 @@ bool ShaderLanguage::is_token_operator_assign(TokenType p_type) { p_type == TK_OP_ASSIGN_BIT_XOR); } +bool ShaderLanguage::is_token_hint(TokenType p_type) { + return int(p_type) > int(TK_RENDER_MODE) && int(p_type) < int(TK_SHADER_TYPE); +} + bool ShaderLanguage::convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value) { if (p_constant->datatype == p_to_type) { if (p_value) { @@ -3295,16 +3363,16 @@ bool ShaderLanguage::is_float_type(DataType p_type) { } bool ShaderLanguage::is_sampler_type(DataType p_type) { return p_type == TYPE_SAMPLER2D || - p_type == TYPE_ISAMPLER2D || - p_type == TYPE_USAMPLER2D || - p_type == TYPE_SAMPLER2DARRAY || - p_type == TYPE_ISAMPLER2DARRAY || - p_type == TYPE_USAMPLER2DARRAY || - p_type == TYPE_SAMPLER3D || - p_type == TYPE_ISAMPLER3D || - p_type == TYPE_USAMPLER3D || - p_type == TYPE_SAMPLERCUBE || - p_type == TYPE_SAMPLERCUBEARRAY; + p_type == TYPE_ISAMPLER2D || + p_type == TYPE_USAMPLER2D || + p_type == TYPE_SAMPLER2DARRAY || + p_type == TYPE_ISAMPLER2DARRAY || + p_type == TYPE_USAMPLER2DARRAY || + p_type == TYPE_SAMPLER3D || + p_type == TYPE_ISAMPLER3D || + p_type == TYPE_USAMPLER3D || + p_type == TYPE_SAMPLERCUBE || + p_type == TYPE_SAMPLERCUBEARRAY; } Variant ShaderLanguage::constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint) { @@ -3796,55 +3864,77 @@ PropertyInfo ShaderLanguage::uniform_to_property_info(const ShaderNode::Uniform return pi; } -uint32_t ShaderLanguage::get_type_size(DataType p_type) { +uint32_t ShaderLanguage::get_datatype_size(ShaderLanguage::DataType p_type) { switch (p_type) { case TYPE_VOID: return 0; case TYPE_BOOL: - case TYPE_INT: - case TYPE_UINT: - case TYPE_FLOAT: return 4; case TYPE_BVEC2: - case TYPE_IVEC2: - case TYPE_UVEC2: - case TYPE_VEC2: return 8; case TYPE_BVEC3: - case TYPE_IVEC3: - case TYPE_UVEC3: - case TYPE_VEC3: return 12; case TYPE_BVEC4: + return 16; + case TYPE_INT: + return 4; + case TYPE_IVEC2: + return 8; + case TYPE_IVEC3: + return 12; case TYPE_IVEC4: + return 16; + case TYPE_UINT: + return 4; + case TYPE_UVEC2: + return 8; + case TYPE_UVEC3: + return 12; case TYPE_UVEC4: + return 16; + case TYPE_FLOAT: + return 4; + case TYPE_VEC2: + return 8; + case TYPE_VEC3: + return 12; case TYPE_VEC4: return 16; case TYPE_MAT2: - return 8; + return 32; // 4 * 4 + 4 * 4 case TYPE_MAT3: - return 12; + return 48; // 4 * 4 + 4 * 4 + 4 * 4 case TYPE_MAT4: - return 16; + return 64; case TYPE_SAMPLER2D: + return 16; case TYPE_ISAMPLER2D: + return 16; case TYPE_USAMPLER2D: + return 16; case TYPE_SAMPLER2DARRAY: + return 16; case TYPE_ISAMPLER2DARRAY: + return 16; case TYPE_USAMPLER2DARRAY: + return 16; case TYPE_SAMPLER3D: + return 16; case TYPE_ISAMPLER3D: + return 16; case TYPE_USAMPLER3D: + return 16; case TYPE_SAMPLERCUBE: + return 16; case TYPE_SAMPLERCUBEARRAY: - return 4; //not really, but useful for indices + return 16; case TYPE_STRUCT: - // FIXME: Implement. - return 0; - case ShaderLanguage::TYPE_MAX: return 0; + case TYPE_MAX: { + ERR_FAIL_V(0); + }; } - return 0; + ERR_FAIL_V(0); } void ShaderLanguage::get_keyword_list(List<String> *r_keywords) { @@ -3872,16 +3962,16 @@ void ShaderLanguage::get_keyword_list(List<String> *r_keywords) { bool ShaderLanguage::is_control_flow_keyword(String p_keyword) { return p_keyword == "break" || - p_keyword == "case" || - p_keyword == "continue" || - p_keyword == "default" || - p_keyword == "do" || - p_keyword == "else" || - p_keyword == "for" || - p_keyword == "if" || - p_keyword == "return" || - p_keyword == "switch" || - p_keyword == "while"; + p_keyword == "case" || + p_keyword == "continue" || + p_keyword == "default" || + p_keyword == "do" || + p_keyword == "else" || + p_keyword == "for" || + p_keyword == "if" || + p_keyword == "return" || + p_keyword == "switch" || + p_keyword == "while"; } void ShaderLanguage::get_builtin_funcs(List<String> *r_keywords) { @@ -4050,43 +4140,6 @@ bool ShaderLanguage::_validate_varying_assign(ShaderNode::Varying &p_varying, St return true; } -bool ShaderLanguage::_validate_varying_using(ShaderNode::Varying &p_varying, String *r_message) { - switch (p_varying.stage) { - case ShaderNode::Varying::STAGE_UNKNOWN: - VaryingUsage usage; - usage.var = &p_varying; - usage.line = tk_line; - unknown_varying_usages.push_back(usage); - break; - case ShaderNode::Varying::STAGE_VERTEX: - if (current_function == varying_function_names.fragment || current_function == varying_function_names.light) { - p_varying.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT; - } - break; - case ShaderNode::Varying::STAGE_FRAGMENT: - if (current_function == varying_function_names.light) { - p_varying.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT; - } - break; - default: - break; - } - return true; -} - -bool ShaderLanguage::_check_varying_usages(int *r_error_line, String *r_error_message) const { - for (const List<ShaderLanguage::VaryingUsage>::Element *E = unknown_varying_usages.front(); E; E = E->next()) { - ShaderNode::Varying::Stage stage = E->get().var->stage; - if (stage != ShaderNode::Varying::STAGE_UNKNOWN && stage != ShaderNode::Varying::STAGE_VERTEX && stage != ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT) { - *r_error_line = E->get().line; - *r_error_message = RTR("Fragment-stage varying could not been accessed in custom function!"); - return false; - } - } - - return true; -} - bool ShaderLanguage::_check_node_constness(const Node *p_node) const { switch (p_node->type) { case Node::TYPE_OPERATOR: { @@ -4192,14 +4245,14 @@ bool ShaderLanguage::_propagate_function_call_sampler_uniform_settings(StringNam ERR_FAIL_INDEX_V(p_argument, shader->functions[i].function->arguments.size(), false); FunctionNode::Argument *arg = &shader->functions[i].function->arguments.write[p_argument]; if (arg->tex_builtin_check) { - _set_error("Sampler argument #" + itos(p_argument) + " of function '" + String(p_name) + "' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."); + _set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."), p_argument, String(p_name))); return false; } else if (arg->tex_argument_check) { //was checked, verify that filter and repeat are the same if (arg->tex_argument_filter == p_filter && arg->tex_argument_repeat == p_repeat) { return true; } else { - _set_error("Sampler argument #" + itos(p_argument) + " of function '" + String(p_name) + "' called more than once using textures that differ in either filter or repeat setting."); + _set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using textures that differ in either filter or repeat setting."), p_argument, String(p_name))); return false; } } else { @@ -4226,14 +4279,14 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa ERR_FAIL_INDEX_V(p_argument, shader->functions[i].function->arguments.size(), false); FunctionNode::Argument *arg = &shader->functions[i].function->arguments.write[p_argument]; if (arg->tex_argument_check) { - _set_error("Sampler argument #" + itos(p_argument) + " of function '" + String(p_name) + "' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."); + _set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using both built-ins and uniform textures, this is not supported (use either one or the other)."), p_argument, String(p_name))); return false; } else if (arg->tex_builtin_check) { //was checked, verify that the built-in is the same if (arg->tex_builtin == p_builtin) { return true; } else { - _set_error("Sampler argument #" + itos(p_argument) + " of function '" + String(p_name) + "' called more than once using different built-ins. Only calling with the same built-in is supported."); + _set_error(vformat(RTR("Sampler argument %d of function '%s' called more than once using different built-ins. Only calling with the same built-in is supported."), p_argument, String(p_name))); return false; } } else { @@ -4254,113 +4307,87 @@ bool ShaderLanguage::_propagate_function_call_sampler_builtin_reference(StringNa ERR_FAIL_V(false); //bug? function not found } -ShaderLanguage::Node *ShaderLanguage::_parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, int &r_array_size) { - int array_size = 0; - - Node *n = _parse_and_reduce_expression(p_block, p_function_info); - if (n) { - if (n->type == Node::TYPE_VARIABLE) { - VariableNode *vn = static_cast<VariableNode *>(n); - if (vn) { - ConstantNode::Value v; - DataType data_type; - bool is_const = false; - - _find_identifier(p_block, false, p_function_info, vn->name, &data_type, nullptr, &is_const, nullptr, nullptr, &v); - - if (is_const) { - if (data_type == TYPE_INT) { - int32_t value = v.sint; - if (value > 0) { - array_size = value; - } - } else if (data_type == TYPE_UINT) { - uint32_t value = v.uint; - if (value > 0U) { - array_size = value; - } - } - } - } - } else if (n->type == Node::TYPE_OPERATOR) { - _set_error("Array size expressions are not yet implemented."); - return nullptr; - } - } - - r_array_size = array_size; - return n; -} - -Error ShaderLanguage::_parse_global_array_size(int &r_array_size) { - if (r_array_size > 0) { - _set_error("Array size is already defined!"); - return ERR_PARSE_ERROR; - } - TkPos pos = _get_tkpos(); - Token tk = _get_token(); - - int array_size = 0; - - if (tk.type != TK_INT_CONSTANT || ((int)tk.constant) <= 0) { - _set_tkpos(pos); - Node *n = _parse_array_size(nullptr, FunctionInfo(), array_size); - if (!n) { - return ERR_PARSE_ERROR; - } - } else if (((int)tk.constant) > 0) { - array_size = (uint32_t)tk.constant; +Error ShaderLanguage::_parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_forbid_unknown_size, Node **r_size_expression, int *r_array_size, bool *r_unknown_size) { + bool error = false; + if (r_array_size != nullptr && *r_array_size > 0) { + error = true; } - - if (array_size <= 0) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; + if (r_unknown_size != nullptr && *r_unknown_size) { + error = true; } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); + if (error) { + _set_error(vformat(RTR("Array size is already defined."))); return ERR_PARSE_ERROR; } - r_array_size = array_size; - return OK; -} - -Error ShaderLanguage::_parse_local_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, ArrayDeclarationNode *p_node, ArrayDeclarationNode::Declaration *p_decl, int &r_array_size, bool &r_is_unknown_size) { TkPos pos = _get_tkpos(); Token tk = _get_token(); if (tk.type == TK_BRACKET_CLOSE) { - r_is_unknown_size = true; + if (p_forbid_unknown_size) { + _set_error(vformat(RTR("Unknown array size is forbidden in that context."))); + return ERR_PARSE_ERROR; + } + if (r_unknown_size != nullptr) { + *r_unknown_size = true; + } } else { - if (tk.type != TK_INT_CONSTANT || ((int)tk.constant) <= 0) { + int array_size = 0; + + if (!tk.is_integer_constant() || ((int)tk.constant) <= 0) { _set_tkpos(pos); - int array_size = 0; - Node *n = _parse_array_size(p_block, p_function_info, array_size); - if (!n) { - return ERR_PARSE_ERROR; + Node *n = _parse_and_reduce_expression(p_block, p_function_info); + if (n) { + if (n->type == Node::TYPE_VARIABLE) { + VariableNode *vn = static_cast<VariableNode *>(n); + if (vn) { + ConstantNode::Value v; + DataType data_type; + bool is_const = false; + + _find_identifier(p_block, false, p_function_info, vn->name, &data_type, nullptr, &is_const, nullptr, nullptr, &v); + + if (is_const) { + if (data_type == TYPE_INT) { + int32_t value = v.sint; + if (value > 0) { + array_size = value; + } + } else if (data_type == TYPE_UINT) { + uint32_t value = v.uint; + if (value > 0U) { + array_size = value; + } + } + } + } + } else if (n->type == Node::TYPE_OPERATOR) { + _set_error(vformat(RTR("Array size expressions are not supported."))); + return ERR_PARSE_ERROR; + } + if (r_size_expression != nullptr) { + *r_size_expression = n; + } } - p_decl->size = array_size; - p_node->size_expression = n; } else if (((int)tk.constant) > 0) { - p_decl->size = (uint32_t)tk.constant; + array_size = (uint32_t)tk.constant; } - if (p_decl->size <= 0) { - _set_error("Expected single integer constant > 0"); + if (array_size <= 0) { + _set_error(RTR("Expected a positive integer constant.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); + _set_expected_error("]"); return ERR_PARSE_ERROR; } - r_array_size = p_decl->size; + if (r_array_size != nullptr) { + *r_array_size = array_size; + } } - return OK; } @@ -4380,49 +4407,20 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc struct_name = tk.text; } else { if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for array"); + _set_error(RTR("Invalid data type for the array.")); return nullptr; } type = get_token_datatype(tk.type); } tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - TkPos pos = _get_tkpos(); - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { - undefined_size = true; - tk = _get_token(); - } else { - _set_tkpos(pos); - - Node *n = _parse_and_reduce_expression(p_block, p_function_info); - if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - - ConstantNode *cnode = (ConstantNode *)n; - if (cnode->values.size() == 1) { - array_size = cnode->values[0].sint; - if (array_size <= 0) { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - } else { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return nullptr; - } else { - tk = _get_token(); - } + Error error = _parse_array_size(p_block, p_function_info, false, nullptr, &array_size, &undefined_size); + if (error != OK) { + return nullptr; } + tk = _get_token(); } else { - _set_error("Expected '['"); + _set_expected_error("["); return nullptr; } } @@ -4460,20 +4458,20 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc break; } else { if (auto_size) { - _set_error("Expected '}' or ','"); + _set_expected_error("}", ","); } else { - _set_error("Expected ')' or ','"); + _set_expected_error(")", ","); } return nullptr; } idx++; } if (!auto_size && !undefined_size && an->initializer.size() != array_size) { - _set_error("Array size mismatch"); + _set_error(RTR("Array size mismatch.")); return nullptr; } } else { - _set_error("Expected array initialization!"); + _set_error(RTR("Expected array initialization.")); return nullptr; } @@ -4503,7 +4501,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc Node *n = _parse_and_reduce_expression(p_block, p_function_info); if (!n) { - _set_error("Invalid data type for array"); + _set_error(RTR("Invalid data type for the array.")); return nullptr; } @@ -4516,65 +4514,42 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc } tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - TkPos pos = _get_tkpos(); - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { + bool is_unknown_size = false; + Error error = _parse_array_size(p_block, p_function_info, false, nullptr, &array_size, &is_unknown_size); + if (error != OK) { + return nullptr; + } + if (is_unknown_size) { array_size = p_array_size; - tk = _get_token(); - } else { - _set_tkpos(pos); - - Node *n = _parse_and_reduce_expression(p_block, p_function_info); - if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - - ConstantNode *cnode = (ConstantNode *)n; - if (cnode->values.size() == 1) { - array_size = cnode->values[0].sint; - if (array_size <= 0) { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - } else { - _set_error("Expected single integer constant > 0"); - return nullptr; - } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return nullptr; - } else { - tk = _get_token(); - } } + tk = _get_token(); } else { - _set_error("Expected '['"); + _set_expected_error("["); return nullptr; } if (type != p_type || struct_name != p_struct_name || array_size != p_array_size) { - String error_str = "Cannot convert from '"; + String from; if (type == TYPE_STRUCT) { - error_str += struct_name; + from += struct_name; } else { - error_str += get_datatype_name(type); + from += get_datatype_name(type); } - error_str += "["; - error_str += itos(array_size); - error_str += "]'"; - error_str += " to '"; + from += "["; + from += itos(array_size); + from += "]'"; + + String to; if (type == TYPE_STRUCT) { - error_str += p_struct_name; + to += p_struct_name; } else { - error_str += get_datatype_name(p_type); + to += get_datatype_name(p_type); } - error_str += "["; - error_str += itos(p_array_size); - error_str += "]'"; - _set_error(error_str); + to += "["; + to += itos(p_array_size); + to += "]'"; + + _set_error(vformat(RTR("Cannot convert from '%s' to '%s'."), from, to)); return nullptr; } } @@ -4605,19 +4580,19 @@ ShaderLanguage::Node *ShaderLanguage::_parse_array_constructor(BlockNode *p_bloc break; } else { if (auto_size) { - _set_error("Expected '}' or ','"); + _set_expected_error("}", ","); } else { - _set_error("Expected ')' or ','"); + _set_expected_error(")", ","); } return nullptr; } } if (an->initializer.size() != p_array_size) { - _set_error("Array size mismatch"); + _set_error(RTR("Array size mismatch.")); return nullptr; } } else { - _set_error("Expected array initialization!"); + _set_error(RTR("Expected array initialization.")); return nullptr; } @@ -4648,7 +4623,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' in expression"); + _set_error(RTR("Expected ')' in expression.")); return nullptr; } @@ -4668,6 +4643,14 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons constant->datatype = TYPE_INT; expr = constant; + } else if (tk.type == TK_UINT_CONSTANT) { + ConstantNode *constant = alloc_node<ConstantNode>(); + ConstantNode::Value v; + v.uint = tk.constant; + constant->values.push_back(v); + constant->datatype = TYPE_UINT; + expr = constant; + } else if (tk.type == TK_TRUE) { //handle true constant ConstantNode *constant = alloc_node<ConstantNode>(); @@ -4688,7 +4671,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } else if (tk.type == TK_TYPE_VOID) { //make sure void is not used in expression - _set_error("Void value not allowed in Expression"); + _set_error(RTR("Void value not allowed in expression.")); return nullptr; } else if (is_token_nonvoid_datatype(tk.type) || tk.type == TK_CURLY_BRACKET_OPEN) { if (tk.type == TK_CURLY_BRACKET_OPEN) { @@ -4717,7 +4700,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons expr = _parse_array_constructor(p_block, p_function_info); } else { if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after type name"); + _set_error(RTR("Expected '(' after the type name.")); return nullptr; } //basic type constructor @@ -4750,7 +4733,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) { - _set_error("No matching constructor found for: '" + String(funcname->name) + "'"); + _set_error(vformat(RTR("No matching constructor found for: '%s'."), String(funcname->name))); return nullptr; } @@ -4769,11 +4752,6 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (shader->structs.has(identifier)) { pstruct = shader->structs[identifier].shader_struct; -#ifdef DEBUG_ENABLED - if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG) && used_structs.has(identifier)) { - used_structs[identifier].used = true; - } -#endif // DEBUG_ENABLED struct_init = true; } @@ -4812,7 +4790,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (i + 1 < pstruct->members.size()) { tk = _get_token(); if (tk.type != TK_COMMA) { - _set_error("Expected ','"); + _set_expected_error(","); return nullptr; } } @@ -4820,7 +4798,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')'"); + _set_expected_error(")"); return nullptr; } @@ -4844,7 +4822,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons ShaderLanguage::BlockNode *bnode = p_block; while (bnode) { if (bnode->variables.has(name)) { - _set_error("Expected function name"); + _set_error(RTR("Expected a function name.")); return nullptr; } bnode = bnode->parent_block; @@ -4881,7 +4859,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (!_validate_function_call(p_block, p_function_info, func, &func->return_cache, &func->struct_name)) { - _set_error("No matching function found for: '" + String(funcname->name) + "'"); + _set_error(vformat(RTR("No matching function found for: '%s'."), String(funcname->name))); return nullptr; } completion_class = TAG_GLOBAL; // reset sub-class @@ -4915,53 +4893,104 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons for (int i = 0; i < call_function->arguments.size(); i++) { int argidx = i + 1; if (argidx < func->arguments.size()) { - if (call_function->arguments[i].is_const || call_function->arguments[i].qualifier == ArgumentQualifier::ARGUMENT_QUALIFIER_OUT || call_function->arguments[i].qualifier == ArgumentQualifier::ARGUMENT_QUALIFIER_INOUT) { - bool error = false; - Node *n = func->arguments[argidx]; - if (n->type == Node::TYPE_CONSTANT || n->type == Node::TYPE_OPERATOR) { - error = true; + bool error = false; + Node *n = func->arguments[argidx]; + ArgumentQualifier arg_qual = call_function->arguments[i].qualifier; + bool is_out_arg = arg_qual != ArgumentQualifier::ARGUMENT_QUALIFIER_IN; + + if (n->type == Node::TYPE_VARIABLE || n->type == Node::TYPE_ARRAY) { + StringName varname; + + if (n->type == Node::TYPE_VARIABLE) { + VariableNode *vn = static_cast<VariableNode *>(n); + varname = vn->name; + } else { // TYPE_ARRAY + ArrayNode *an = static_cast<ArrayNode *>(n); + varname = an->name; + } + + if (shader->varyings.has(varname)) { + switch (shader->varyings[varname].stage) { + case ShaderNode::Varying::STAGE_UNKNOWN: { + _set_error(vformat(RTR("Varying '%s' must be assigned in the vertex or fragment function first."), varname)); + return nullptr; + } + case ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT: + [[fallthrough]]; + case ShaderNode::Varying::STAGE_VERTEX: + if (is_out_arg && current_function != varying_function_names.vertex) { // inout/out + error = true; + } + break; + case ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT: + [[fallthrough]]; + case ShaderNode::Varying::STAGE_FRAGMENT: + if (!is_out_arg) { + if (current_function != varying_function_names.fragment && current_function != varying_function_names.light) { + error = true; + } + } else if (current_function != varying_function_names.fragment) { // inout/out + error = true; + } + break; + default: + break; + } + + if (error) { + _set_error(vformat(RTR("Varying '%s' cannot be passed for the '%s' parameter in that context."), varname, _get_qualifier_str(arg_qual))); + return nullptr; + } + } + } + + bool is_const_arg = call_function->arguments[i].is_const; + + if (is_const_arg || is_out_arg) { + StringName varname; + + if (n->type == Node::TYPE_CONSTANT || n->type == Node::TYPE_OPERATOR || n->type == Node::TYPE_ARRAY_CONSTRUCT) { + if (!is_const_arg) { + error = true; + } } else if (n->type == Node::TYPE_ARRAY) { ArrayNode *an = static_cast<ArrayNode *>(n); - if (an->call_expression != nullptr || an->is_const) { + if (!is_const_arg && (an->call_expression != nullptr || an->is_const)) { error = true; } + varname = an->name; } else if (n->type == Node::TYPE_VARIABLE) { VariableNode *vn = static_cast<VariableNode *>(n); - if (vn->is_const) { + if (vn->is_const && !is_const_arg) { error = true; - } else { - StringName varname = vn->name; - if (shader->constants.has(varname)) { - error = true; - } else if (shader->uniforms.has(varname)) { - error = true; - } else { - if (shader->varyings.has(varname)) { - _set_error(vformat("Varyings cannot be passed for '%s' parameter!", _get_qualifier_str(call_function->arguments[i].qualifier))); - return nullptr; - } - if (p_function_info.built_ins.has(varname)) { - BuiltInInfo info = p_function_info.built_ins[varname]; - if (info.constant) { - error = true; - } - } - } } + varname = vn->name; } else if (n->type == Node::TYPE_MEMBER) { MemberNode *mn = static_cast<MemberNode *>(n); - if (mn->basetype_const) { + if (mn->basetype_const && is_out_arg) { error = true; } } + if (!error && varname != StringName()) { + if (shader->constants.has(varname)) { + error = true; + } else if (shader->uniforms.has(varname)) { + error = true; + } else if (p_function_info.built_ins.has(varname)) { + BuiltInInfo info = p_function_info.built_ins[varname]; + if (info.constant) { + error = true; + } + } + } + if (error) { - _set_error(vformat("Constant value cannot be passed for '%s' parameter!", _get_qualifier_str(call_function->arguments[i].qualifier))); + _set_error(vformat(RTR("A constant value cannot be passed for '%s' parameter."), _get_qualifier_str(arg_qual))); return nullptr; } } if (is_sampler_type(call_function->arguments[i].type)) { //let's see where our argument comes from - Node *n = func->arguments[argidx]; ERR_CONTINUE(n->type != Node::TYPE_VARIABLE); //bug? this should always be a variable VariableNode *vn = static_cast<VariableNode *>(n); StringName varname = vn->name; @@ -5038,12 +5067,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons idx++; } if (!found) { - _set_error("Unknown identifier in expression: " + String(identifier)); + _set_error(vformat(RTR("Unknown identifier in expression: '%s'."), String(identifier))); return nullptr; } } else { if (!_find_identifier(p_block, false, p_function_info, identifier, &data_type, &ident_type, &is_const, &array_size, &struct_name)) { - _set_error("Unknown identifier in expression: " + String(identifier)); + _set_error(vformat(RTR("Unknown identifier in expression: '%s'."), String(identifier))); return nullptr; } if (ident_type == IDENTIFIER_VARYING) { @@ -5065,15 +5094,27 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons return nullptr; } } else { - if (!_validate_varying_using(shader->varyings[identifier], &error)) { - _set_error(error); - return nullptr; + ShaderNode::Varying &var = shader->varyings[identifier]; + + switch (var.stage) { + case ShaderNode::Varying::STAGE_VERTEX: + if (current_function == varying_function_names.fragment || current_function == varying_function_names.light) { + var.stage = ShaderNode::Varying::STAGE_VERTEX_TO_FRAGMENT_LIGHT; + } + break; + case ShaderNode::Varying::STAGE_FRAGMENT: + if (current_function == varying_function_names.light) { + var.stage = ShaderNode::Varying::STAGE_FRAGMENT_TO_LIGHT; + } + break; + default: + break; } } } if (ident_type == IDENTIFIER_FUNCTION) { - _set_error("Can't use function as identifier: " + String(identifier)); + _set_error(vformat(RTR("Can't use function as identifier: '%s'."), String(identifier))); return nullptr; } if (is_const) { @@ -5095,7 +5136,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (tk.type == TK_OP_ASSIGN) { if (is_const) { - _set_error("Constants cannot be modified."); + _set_error(RTR("Constants cannot be modified.")); return nullptr; } assign_expression = _parse_array_constructor(p_block, p_function_info, data_type, struct_name, array_size); @@ -5118,7 +5159,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (index_expression->get_array_size() != 0 || (index_expression->get_datatype() != TYPE_INT && index_expression->get_datatype() != TYPE_UINT)) { - _set_error("Only integer expressions are allowed for indexing."); + _set_error(RTR("Only integer expressions are allowed for indexing.")); return nullptr; } @@ -5128,7 +5169,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (!cnode->values.is_empty()) { int value = cnode->values[0].sint; if (value < 0 || value >= array_size) { - _set_error(vformat("Index [%s] out of range [%s..%s]", value, 0, array_size - 1)); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), value, 0, array_size - 1)); return nullptr; } } @@ -5137,7 +5178,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); + _set_expected_error("]"); return nullptr; } } else { @@ -5205,9 +5246,21 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons expression.push_back(e); continue; } else { - _set_error("Expected expression, found: " + get_token_text(tk)); - return nullptr; - //nothing + if (tk.type != TK_SEMICOLON) { + _set_error(vformat(RTR("Expected expression, found: '%s'."), get_token_text(tk))); + return nullptr; + } else { +#ifdef DEBUG_ENABLED + if (check_warnings && HAS_WARNING(ShaderWarning::FORMATTING_ERROR_FLAG)) { + _add_line_warning(ShaderWarning::FORMATTING_ERROR, RTR("Empty statement. Remove ';' to fix this warning.")); + } +#endif // DEBUG_ENABLED + _set_tkpos(prepos); + + OperatorNode *func = alloc_node<OperatorNode>(); + func->op = OP_EMPTY; + expr = func; + } } ERR_FAIL_COND_V(!expr, nullptr); @@ -5220,7 +5273,6 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (tk.type == TK_CURSOR) { //do nothing - } else if (tk.type == TK_IDENTIFIER) { } else if (tk.type == TK_PERIOD) { DataType dt = expr->get_datatype(); String st = expr->get_datatype_name(); @@ -5247,7 +5299,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (identifier == StringName()) { - _set_error("Expected identifier as member"); + _set_error(RTR("Expected an identifier as a member.")); return nullptr; } String ident = identifier; @@ -5492,12 +5544,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (mix_error) { - _set_error("Cannot combine symbols from different sets in expression ." + ident); + _set_error(vformat(RTR("Cannot combine symbols from different sets in expression '.%s'."), ident)); return nullptr; } if (!ok) { - _set_error("Invalid member for " + (dt == TYPE_STRUCT ? st : get_datatype_name(dt)) + " expression: ." + ident); + _set_error(vformat(RTR("Invalid member for '%s' expression: '.%s'."), (dt == TYPE_STRUCT ? st : get_datatype_name(dt)), ident)); return nullptr; } @@ -5517,7 +5569,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type == TK_OP_ASSIGN) { if (last_type == IDENTIFIER_CONSTANT) { - _set_error("Constants cannot be modified."); + _set_error(RTR("Constants cannot be modified.")); return nullptr; } Node *assign_expression = _parse_array_constructor(p_block, p_function_info, member_type, member_struct_name, array_size); @@ -5542,7 +5594,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (index_expression->get_array_size() != 0 || (index_expression->get_datatype() != TYPE_INT && index_expression->get_datatype() != TYPE_UINT)) { - _set_error("Only integer expressions are allowed for indexing."); + _set_error(RTR("Only integer expressions are allowed for indexing.")); return nullptr; } @@ -5552,7 +5604,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (!cnode->values.is_empty()) { int value = cnode->values[0].sint; if (value < 0 || value >= array_size) { - _set_error(vformat("Index [%s] out of range [%s..%s]", value, 0, array_size - 1)); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), value, 0, array_size - 1)); return nullptr; } } @@ -5561,7 +5613,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); + _set_expected_error("]"); return nullptr; } mn->index_expression = index_expression; @@ -5588,7 +5640,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } if (index->get_array_size() != 0 || (index->get_datatype() != TYPE_INT && index->get_datatype() != TYPE_UINT)) { - _set_error("Only integer expressions are allowed for indexing."); + _set_error(RTR("Only integer expressions are allowed for indexing.")); return nullptr; } @@ -5599,7 +5651,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (index->type == Node::TYPE_CONSTANT) { uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint; if (index_constant >= (uint32_t)expr->get_array_size()) { - _set_error(vformat("Index [%s] out of range [%s..%s]", index_constant, 0, expr->get_array_size() - 1)); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, expr->get_array_size() - 1)); return nullptr; } } @@ -5617,7 +5669,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (index->type == Node::TYPE_CONSTANT) { uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint; if (index_constant >= 2) { - _set_error("Index out of range (0-1)"); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, 1)); return nullptr; } } @@ -5651,7 +5703,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (index->type == Node::TYPE_CONSTANT) { uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint; if (index_constant >= 3) { - _set_error("Index out of range (0-2)"); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, 2)); return nullptr; } } @@ -5684,7 +5736,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons if (index->type == Node::TYPE_CONSTANT) { uint32_t index_constant = static_cast<ConstantNode *>(index)->values[0].uint; if (index_constant >= 4) { - _set_error("Index out of range (0-3)"); + _set_error(vformat(RTR("Index [%d] out of range [%d..%d]."), index_constant, 0, 3)); return nullptr; } } @@ -5710,7 +5762,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons } break; default: { - _set_error("Object of type '" + (expr->get_datatype() == TYPE_STRUCT ? expr->get_datatype_name() : get_datatype_name(expr->get_datatype())) + "' can't be indexed"); + _set_error(vformat(RTR("An object of type '%s' can't be indexed."), (expr->get_datatype() == TYPE_STRUCT ? expr->get_datatype_name() : get_datatype_name(expr->get_datatype())))); return nullptr; } } @@ -5725,7 +5777,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons tk = _get_token(); if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']' after indexing expression"); + _set_expected_error("]"); return nullptr; } @@ -5735,12 +5787,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons op->arguments.push_back(expr); if (!_validate_operator(op, &op->return_cache, &op->return_array_size)) { - _set_error("Invalid base type for increment/decrement operator"); + _set_error(RTR("Invalid base type for increment/decrement operator.")); return nullptr; } if (!_validate_assign(expr, p_function_info)) { - _set_error("Invalid use of increment/decrement operator in constant expression."); + _set_error(RTR("Invalid use of increment/decrement operator in a constant expression.")); return nullptr; } expr = op; @@ -5857,7 +5909,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons o.op = OP_SELECT_ELSE; break; default: { - _set_error("Invalid token for operator: " + get_token_text(tk)); + _set_error(vformat(RTR("Invalid token for the operator: '%s'."), get_token_text(tk))); return nullptr; } } @@ -6009,7 +6061,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons ERR_FAIL_V(nullptr); //unexpected operator } -#if DEBUG_ENABLED +#ifdef DEBUG_ENABLED if (check_warnings && HAS_WARNING(ShaderWarning::FLOAT_COMPARISON_FLAG) && (op == OP_EQUAL || op == OP_NOT_EQUAL) && (!expression[i - 1].is_op && !expression[i + 1].is_op) && (expression[i - 1].node->get_datatype() == TYPE_FLOAT && expression[i + 1].node->get_datatype() == TYPE_FLOAT)) { @@ -6036,7 +6088,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons expr_pos++; if (expr_pos == expression.size()) { //can happen.. - _set_error("Unexpected end of expression..."); + _set_error(RTR("Unexpected end of expression.")); return nullptr; } } @@ -6046,7 +6098,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons OperatorNode *op = alloc_node<OperatorNode>(); op->op = expression[i].op; if ((op->op == OP_INCREMENT || op->op == OP_DECREMENT) && !_validate_assign(expression[i + 1].node, p_function_info)) { - _set_error("Can't use increment/decrement operator in constant expression."); + _set_error(RTR("Can't use increment/decrement operator in a constant expression.")); return nullptr; } op->arguments.push_back(expression[i + 1].node); @@ -6058,7 +6110,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons String at; for (int j = 0; j < op->arguments.size(); j++) { if (j > 0) { - at += " and "; + at += ", "; } at += get_datatype_name(op->arguments[j]->get_datatype()); if (!op->arguments[j]->is_indexed() && op->arguments[j]->get_array_size() > 0) { @@ -6067,20 +6119,20 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons at += "]"; } } - _set_error("Invalid arguments to unary operator '" + get_operator_text(op->op) + "' :" + at); + _set_error(vformat(RTR("Invalid arguments to unary operator '%s': %s."), get_operator_text(op->op), at)); return nullptr; } - expression.remove(i + 1); + expression.remove_at(i + 1); } } else if (is_ternary) { if (next_op < 1 || next_op >= (expression.size() - 1)) { - _set_error("Parser bug..."); + _set_parsing_error(); ERR_FAIL_V(nullptr); } if (next_op + 2 >= expression.size() || !expression[next_op + 2].is_op || expression[next_op + 2].op != OP_SELECT_ELSE) { - _set_error("Missing matching ':' for select operator"); + _set_error(RTR("Missing matching ':' for select operator.")); return nullptr; } @@ -6096,7 +6148,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons String at; for (int i = 0; i < op->arguments.size(); i++) { if (i > 0) { - at += " and "; + at += ", "; } at += get_datatype_name(op->arguments[i]->get_datatype()); if (!op->arguments[i]->is_indexed() && op->arguments[i]->get_array_size() > 0) { @@ -6105,17 +6157,17 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons at += "]"; } } - _set_error("Invalid argument to ternary ?: operator: " + at); + _set_error(vformat(RTR("Invalid argument to ternary operator: '%s'."), at)); return nullptr; } for (int i = 0; i < 4; i++) { - expression.remove(next_op); + expression.remove_at(next_op); } } else { if (next_op < 1 || next_op >= (expression.size() - 1)) { - _set_error("Parser bug..."); + _set_parsing_error(); ERR_FAIL_V(nullptr); } @@ -6123,7 +6175,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons op->op = expression[next_op].op; if (expression[next_op - 1].is_op) { - _set_error("Parser bug..."); + _set_parsing_error(); ERR_FAIL_V(nullptr); } @@ -6141,7 +6193,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons // can be followed by a unary op in a valid combination, // due to how precedence works, unaries will always disappear first - _set_error("Parser bug..."); + _set_parsing_error(); } op->arguments.push_back(expression[next_op - 1].node); //expression goes as left @@ -6154,7 +6206,7 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons String at; for (int i = 0; i < op->arguments.size(); i++) { if (i > 0) { - at += " and "; + at += ", "; } if (op->arguments[i]->get_datatype() == TYPE_STRUCT) { at += op->arguments[i]->get_datatype_name(); @@ -6167,12 +6219,12 @@ ShaderLanguage::Node *ShaderLanguage::_parse_expression(BlockNode *p_block, cons at += "]"; } } - _set_error("Invalid arguments to operator '" + get_operator_text(op->op) + "' :" + at); + _set_error(vformat(RTR("Invalid arguments to operator '%s': '%s'."), get_operator_text(op->op), at)); return nullptr; } - expression.remove(next_op); - expression.remove(next_op); + expression.remove_at(next_op); + expression.remove_at(next_op); } } @@ -6307,7 +6359,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (p_block && p_block->block_type == BlockNode::BLOCK_TYPE_SWITCH) { if (tk.type != TK_CF_CASE && tk.type != TK_CF_DEFAULT && tk.type != TK_CURLY_BRACKET_CLOSE) { - _set_error("Switch may contains only case and default blocks"); + _set_error(vformat(RTR("A switch may only contain '%s' and '%s' blocks."), "case", "default")); return ERR_PARSE_ERROR; } } @@ -6316,7 +6368,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (tk.type == TK_CURLY_BRACKET_CLOSE) { //end of block if (p_just_one) { - _set_error("Unexpected '}'"); + _set_expected_error("}"); return ERR_PARSE_ERROR; } @@ -6326,6 +6378,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun String struct_name = ""; if (is_struct) { struct_name = tk.text; +#ifdef DEBUG_ENABLED + if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG) && used_structs.has(struct_name)) { + used_structs[struct_name].used = true; + } +#endif // DEBUG_ENABLED } bool is_const = false; @@ -6349,18 +6406,18 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun is_struct = shader->structs.has(tk.text); // check again. } if (is_struct && precision != PRECISION_DEFAULT) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } if (!is_token_nonvoid_datatype(tk.type)) { - _set_error("Expected datatype after precision"); + _set_error(RTR("Expected variable type after precision modifier.")); return ERR_PARSE_ERROR; } } if (!is_struct) { if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for variable (samplers not allowed)"); + _set_error(RTR("Invalid variable type (samplers are not allowed).")); return ERR_PARSE_ERROR; } } @@ -6371,61 +6428,60 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } - tk = _get_token(); + int array_size = 0; + bool fixed_array_size = false; + bool first = true; - Node *vardecl = nullptr; + VariableDeclarationNode *vdnode = alloc_node<VariableDeclarationNode>(); + vdnode->precision = precision; + if (is_struct) { + vdnode->struct_name = struct_name; + vdnode->datatype = TYPE_STRUCT; + } else { + vdnode->datatype = type; + }; + vdnode->is_const = is_const; - while (true) { + do { bool unknown_size = false; - int array_size = 0; - - ArrayDeclarationNode *anode = nullptr; - ArrayDeclarationNode::Declaration adecl; + VariableDeclarationNode::Declaration decl; - if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) { - _set_error("Expected identifier or '[' after type."); - return ERR_PARSE_ERROR; - } + tk = _get_token(); - if (tk.type == TK_BRACKET_OPEN) { - anode = alloc_node<ArrayDeclarationNode>(); + if (first) { + first = false; - if (is_struct) { - anode->struct_name = struct_name; - anode->datatype = TYPE_STRUCT; - } else { - anode->datatype = type; + if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) { + _set_error(RTR("Expected an identifier or '[' after type.")); + return ERR_PARSE_ERROR; } - anode->precision = precision; - anode->is_const = is_const; - vardecl = (Node *)anode; - - adecl.size = 0U; - adecl.single_expression = false; + if (tk.type == TK_BRACKET_OPEN) { + Error error = _parse_array_size(p_block, p_function_info, false, &decl.size_expression, &array_size, &unknown_size); + if (error != OK) { + return error; + } + decl.size = array_size; - Error error = _parse_local_array_size(p_block, p_function_info, anode, &adecl, array_size, unknown_size); - if (error != OK) { - return error; + fixed_array_size = true; + tk = _get_token(); } - tk = _get_token(); + } - if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier!"); - return ERR_PARSE_ERROR; - } + if (tk.type != TK_IDENTIFIER) { + _set_error(RTR("Expected an identifier.")); + return ERR_PARSE_ERROR; } StringName name = tk.text; ShaderLanguage::IdentifierType itype; if (_find_identifier(p_block, true, p_function_info, name, (ShaderLanguage::DataType *)nullptr, &itype)) { if (itype != IDENTIFIER_FUNCTION) { - _set_error("Redefinition of '" + String(name) + "'"); + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } } - - adecl.name = name; + decl.name = name; #ifdef DEBUG_ENABLED if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG)) { @@ -6452,34 +6508,19 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - if (var.array_size > 0 || unknown_size) { - _set_error("Array size is already defined!"); - return ERR_PARSE_ERROR; - } - if (RenderingServer::get_singleton()->is_low_end() && is_const) { - _set_error("Local const arrays are supported only on high-end platform!"); + _set_error(RTR("Local const arrays are only supported on high-end platforms.")); return ERR_PARSE_ERROR; } - anode = alloc_node<ArrayDeclarationNode>(); - if (is_struct) { - anode->struct_name = struct_name; - anode->datatype = TYPE_STRUCT; - } else { - anode->datatype = type; - } - anode->precision = precision; - anode->is_const = is_const; - vardecl = (Node *)anode; - - adecl.size = 0U; - adecl.single_expression = false; - - Error error = _parse_local_array_size(p_block, p_function_info, anode, &adecl, var.array_size, unknown_size); + Error error = _parse_array_size(p_block, p_function_info, false, &decl.size_expression, &var.array_size, &unknown_size); if (error != OK) { return error; } + + decl.size = var.array_size; + array_size = var.array_size; + tk = _get_token(); } @@ -6488,7 +6529,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (tk.type == TK_OP_ASSIGN) { if (RenderingServer::get_singleton()->is_low_end()) { - _set_error("Array initialization is supported only on high-end platform!"); + _set_error(RTR("Array initialization is only supported on high-end platforms.")); return ERR_PARSE_ERROR; } @@ -6500,11 +6541,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun Node *n = _parse_and_reduce_expression(p_block, p_function_info); if (!n) { - _set_error("Expected correct array initializer!"); + _set_error(RTR("Expected array initializer.")); return ERR_PARSE_ERROR; } else { if (unknown_size) { - adecl.size = n->get_array_size(); + decl.size = n->get_array_size(); var.array_size = n->get_array_size(); } @@ -6512,15 +6553,15 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } - adecl.single_expression = true; - adecl.initializer.push_back(n); + decl.single_expression = true; + decl.initializer.push_back(n); } tk = _get_token(); } else { if (tk.type != TK_CURLY_BRACKET_OPEN) { if (unknown_size) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } @@ -6531,11 +6572,11 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun precision2 = get_token_precision(tk.type); tk = _get_token(); if (shader->structs.has(tk.text)) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } if (!is_token_nonvoid_datatype(tk.type)) { - _set_error("Expected datatype after precision"); + _set_error(RTR("Expected data type after precision modifier.")); return ERR_PARSE_ERROR; } } @@ -6548,7 +6589,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun struct_name2 = tk.text; } else { if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for array"); + _set_error(RTR("Invalid data type for the array.")); return ERR_PARSE_ERROR; } type2 = get_token_datatype(tk.type); @@ -6558,73 +6599,50 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - TkPos pos2 = _get_tkpos(); - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { + bool is_unknown_size = false; + Error error = _parse_array_size(p_block, p_function_info, false, nullptr, &array_size2, &is_unknown_size); + if (error != OK) { + return error; + } + if (is_unknown_size) { array_size2 = var.array_size; - tk = _get_token(); - } else { - _set_tkpos(pos2); - - Node *n = _parse_and_reduce_expression(p_block, p_function_info); - if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - - ConstantNode *cnode = (ConstantNode *)n; - if (cnode->values.size() == 1) { - array_size2 = cnode->values[0].sint; - if (array_size2 <= 0) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - } else { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } else { - tk = _get_token(); - } } + tk = _get_token(); } else { - _set_error("Expected '['"); + _set_expected_error("["); return ERR_PARSE_ERROR; } if (precision != precision2 || type != type2 || struct_name != struct_name2 || var.array_size != array_size2) { - String error_str = "Cannot convert from '"; + String from; if (precision2 != PRECISION_DEFAULT) { - error_str += get_precision_name(precision2); - error_str += " "; + from += get_precision_name(precision2); + from += " "; } if (type2 == TYPE_STRUCT) { - error_str += struct_name2; + from += struct_name2; } else { - error_str += get_datatype_name(type2); + from += get_datatype_name(type2); } - error_str += "["; - error_str += itos(array_size2); - error_str += "]'"; - error_str += " to '"; + from += "["; + from += itos(array_size2); + from += "]'"; + + String to; if (precision != PRECISION_DEFAULT) { - error_str += get_precision_name(precision); - error_str += " "; + to += get_precision_name(precision); + to += " "; } if (type == TYPE_STRUCT) { - error_str += struct_name; + to += struct_name; } else { - error_str += get_datatype_name(type); + to += get_datatype_name(type); } - error_str += "["; - error_str += itos(var.array_size); - error_str += "]'"; - _set_error(error_str); + to += "["; + to += itos(var.array_size); + to += "]'"; + + _set_error(vformat(RTR("Cannot convert from '%s' to '%s'."), from, to)); return ERR_PARSE_ERROR; } } @@ -6633,13 +6651,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (unknown_size) { if (!curly) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } } else { if (full_def) { if (curly) { - _set_error("Expected '('"); + _set_expected_error("("); return ERR_PARSE_ERROR; } } @@ -6652,8 +6670,8 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } - if (anode->is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { - _set_error("Expected constant expression"); + if (is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { + _set_error(RTR("Expected a constant expression.")); return ERR_PARSE_ERROR; } @@ -6663,28 +6681,28 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type == TK_COMMA) { - adecl.initializer.push_back(n); + decl.initializer.push_back(n); continue; } else if (!curly && tk.type == TK_PARENTHESIS_CLOSE) { - adecl.initializer.push_back(n); + decl.initializer.push_back(n); break; } else if (curly && tk.type == TK_CURLY_BRACKET_CLOSE) { - adecl.initializer.push_back(n); + decl.initializer.push_back(n); break; } else { if (curly) { - _set_error("Expected '}' or ','"); + _set_expected_error("}", ","); } else { - _set_error("Expected ')' or ','"); + _set_expected_error(")", ","); } return ERR_PARSE_ERROR; } } if (unknown_size) { - adecl.size = adecl.initializer.size(); - var.array_size = adecl.initializer.size(); - } else if (adecl.initializer.size() != var.array_size) { - _set_error("Array size mismatch"); + decl.size = decl.initializer.size(); + var.array_size = decl.initializer.size(); + } else if (decl.initializer.size() != var.array_size) { + _set_error(RTR("Array size mismatch.")); return ERR_PARSE_ERROR; } tk = _get_token(); @@ -6692,47 +6710,31 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } } else { if (unknown_size) { - _set_error("Expected array initialization"); + _set_error(RTR("Expected array initialization.")); return ERR_PARSE_ERROR; } - if (anode->is_const) { - _set_error("Expected initialization of constant"); + if (is_const) { + _set_error(RTR("Expected initialization of constant.")); return ERR_PARSE_ERROR; } } - anode->declarations.push_back(adecl); + array_size = var.array_size; } else if (tk.type == TK_OP_ASSIGN) { - VariableDeclarationNode *node = alloc_node<VariableDeclarationNode>(); - if (is_struct) { - node->struct_name = struct_name; - node->datatype = TYPE_STRUCT; - } else { - node->datatype = type; - } - node->precision = precision; - node->is_const = is_const; - vardecl = (Node *)node; - - VariableDeclarationNode::Declaration decl; - decl.name = name; - decl.initializer = nullptr; - //variable created with assignment! must parse an expression Node *n = _parse_and_reduce_expression(p_block, p_function_info); if (!n) { return ERR_PARSE_ERROR; } - if (node->is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { + if (is_const && n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { OperatorNode *op = ((OperatorNode *)n); for (int i = 1; i < op->arguments.size(); i++) { if (!_check_node_constness(op->arguments[i])) { - _set_error("Expected constant expression for argument '" + itos(i - 1) + "' of function call after '='"); + _set_error(vformat(RTR("Expected constant expression for argument %d of function call after '='."), i - 1)); return ERR_PARSE_ERROR; } } } - decl.initializer = n; if (n->type == Node::TYPE_CONSTANT) { ConstantNode *const_node = static_cast<ConstantNode *>(n); @@ -6744,47 +6746,37 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (!_compare_datatypes(var.type, var.struct_name, var.array_size, n->get_datatype(), n->get_datatype_name(), n->get_array_size())) { return ERR_PARSE_ERROR; } + + decl.initializer.push_back(n); tk = _get_token(); - node->declarations.push_back(decl); } else { if (is_const) { - _set_error("Expected initialization of constant"); + _set_error(RTR("Expected initialization of constant.")); return ERR_PARSE_ERROR; } + } - VariableDeclarationNode *node = alloc_node<VariableDeclarationNode>(); - if (is_struct) { - node->struct_name = struct_name; - node->datatype = TYPE_STRUCT; - } else { - node->datatype = type; - } - node->precision = precision; - vardecl = (Node *)node; + vdnode->declarations.push_back(decl); + p_block->variables[name] = var; - VariableDeclarationNode::Declaration decl; - decl.name = name; - decl.initializer = nullptr; - node->declarations.push_back(decl); + if (!fixed_array_size) { + array_size = 0; } - p_block->statements.push_back(vardecl); - - p_block->variables[name] = var; if (tk.type == TK_COMMA) { if (p_block->block_type == BlockNode::BLOCK_TYPE_FOR) { - _set_error("Multiple declarations in 'for' loop are not implemented yet."); + _set_error(vformat("Multiple declarations in '%s' loop are not supported.", "for")); return ERR_PARSE_ERROR; } - tk = _get_token(); - //another variable } else if (tk.type == TK_SEMICOLON) { break; } else { - _set_error("Expected ',' or ';' after variable"); + _set_expected_error(",", ";"); return ERR_PARSE_ERROR; } - } + } while (tk.type == TK_COMMA); //another variable + + p_block->statements.push_back((Node *)vdnode); } else if (tk.type == TK_CURLY_BRACKET_OPEN) { //a sub block, just because.. BlockNode *block = alloc_node<BlockNode>(); @@ -6797,7 +6789,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun //if () {} tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after if"); + _set_expected_after_error("(", "if"); return ERR_PARSE_ERROR; } @@ -6809,13 +6801,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (n->get_datatype() != TYPE_BOOL) { - _set_error("Expected boolean expression"); + _set_error(RTR("Expected a boolean expression.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' after expression"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } @@ -6837,20 +6829,22 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun block->parent_block = p_block; cf->blocks.push_back(block); err = _parse_block(block, p_function_info, true, p_can_break, p_can_continue); - + if (err) { + return err; + } } else { _set_tkpos(pos); //rollback } } else if (tk.type == TK_CF_SWITCH) { if (RenderingServer::get_singleton()->is_low_end()) { - _set_error("\"switch\" operator is supported only on high-end platform!"); + _set_error(vformat(RTR("The '%s' operator is only supported on high-end platforms."), "switch")); return ERR_PARSE_ERROR; } // switch() {} tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after switch"); + _set_expected_after_error("(", "switch"); return ERR_PARSE_ERROR; } ControlFlowNode *cf = alloc_node<ControlFlowNode>(); @@ -6860,17 +6854,17 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } if (n->get_datatype() != TYPE_INT) { - _set_error("Expected integer expression"); + _set_error(RTR("Expected an integer expression.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' after expression"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_CURLY_BRACKET_OPEN) { - _set_error("Expected '{' after switch statement"); + _set_expected_after_error("{", "switch"); return ERR_PARSE_ERROR; } BlockNode *switch_block = alloc_node<BlockNode>(); @@ -6891,10 +6885,10 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (tk.type == TK_CF_CASE || tk.type == TK_CF_DEFAULT) { if (prev_type == TK_CF_DEFAULT) { if (tk.type == TK_CF_CASE) { - _set_error("Cases must be defined before default case."); + _set_error(RTR("Cases must be defined before default case.")); return ERR_PARSE_ERROR; } else if (prev_type == TK_CF_DEFAULT) { - _set_error("Default case must be defined only once."); + _set_error(RTR("Default case must be defined only once.")); return ERR_PARSE_ERROR; } } @@ -6913,7 +6907,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun return ERR_PARSE_ERROR; } if (constants.has(cn->values[0].sint)) { - _set_error("Duplicated case label: '" + itos(cn->values[0].sint) + "'"); + _set_error(vformat(RTR("Duplicated case label: %d."), cn->values[0].sint)); return ERR_PARSE_ERROR; } constants.insert(cn->values[0].sint); @@ -6925,7 +6919,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun ConstantNode::Value v; _find_identifier(p_block, false, p_function_info, vn->name, nullptr, nullptr, nullptr, nullptr, nullptr, &v); if (constants.has(v.sint)) { - _set_error("Duplicated case label: '" + itos(v.sint) + "'"); + _set_error(vformat(RTR("Duplicated case label: %d."), v.sint)); return ERR_PARSE_ERROR; } constants.insert(v.sint); @@ -6952,7 +6946,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (!p_block || (p_block->block_type != BlockNode::BLOCK_TYPE_SWITCH)) { - _set_error("case must be placed within switch block"); + _set_error(vformat(RTR("'%s' must be placed within a '%s' block."), "case", "switch")); return ERR_PARSE_ERROR; } @@ -6967,7 +6961,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun Node *n = nullptr; - if (tk.type != TK_INT_CONSTANT) { + if (!tk.is_integer_constant()) { bool correct_constant_expression = false; DataType data_type; @@ -6981,7 +6975,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } } if (!correct_constant_expression) { - _set_error("Expected integer constant"); + _set_error(RTR("Expected an integer constant.")); return ERR_PARSE_ERROR; } @@ -6990,18 +6984,22 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun n = vn; } else { ConstantNode::Value v; - v.sint = (int)tk.constant * sign; + if (tk.type == TK_UINT_CONSTANT) { + v.uint = (uint32_t)tk.constant; + } else { + v.sint = (int)tk.constant * sign; + } ConstantNode *cn = alloc_node<ConstantNode>(); cn->values.push_back(v); - cn->datatype = TYPE_INT; + cn->datatype = (tk.type == TK_UINT_CONSTANT ? TYPE_UINT : TYPE_INT); n = cn; } tk = _get_token(); if (tk.type != TK_COLON) { - _set_error("Expected ':'"); + _set_expected_error(":"); return ERR_PARSE_ERROR; } @@ -7029,14 +7027,14 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (!p_block || (p_block->block_type != BlockNode::BLOCK_TYPE_SWITCH)) { - _set_error("default must be placed within switch block"); + _set_error(vformat(RTR("'%s' must be placed within a '%s' block."), "default", "switch")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_COLON) { - _set_error("Expected ':'"); + _set_expected_error(":"); return ERR_PARSE_ERROR; } @@ -7073,14 +7071,14 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_CF_WHILE) { - _set_error("Expected while after do"); + _set_expected_after_error("while", "do"); return ERR_PARSE_ERROR; } } tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after while"); + _set_expected_after_error("(", "while"); return ERR_PARSE_ERROR; } @@ -7097,7 +7095,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' after expression"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } if (!is_do) { @@ -7118,7 +7116,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';'"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } } @@ -7126,7 +7124,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun // for() {} tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after for"); + _set_expected_after_error("(", "for"); return ERR_PARSE_ERROR; } @@ -7148,13 +7146,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (n->get_datatype() != TYPE_BOOL) { - _set_error("Middle expression is expected to be boolean."); + _set_error(RTR("The middle expression is expected to be boolean.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after middle expression"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } @@ -7169,7 +7167,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')' after third expression"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } @@ -7187,20 +7185,20 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun //check return type BlockNode *b = p_block; - if (b && b->parent_function && p_function_info.main_function) { - _set_error(vformat("Using 'return' in '%s' processor function results in undefined behavior!", b->parent_function->name)); - return ERR_PARSE_ERROR; - } - while (b && !b->parent_function) { b = b->parent_block; } if (!b) { - _set_error("Bug"); + _set_parsing_error(); return ERR_BUG; } + if (b && b->parent_function && p_function_info.main_function) { + _set_error(vformat(RTR("Using '%s' in the '%s' processor function is incorrect."), "return", b->parent_function->name)); + return ERR_PARSE_ERROR; + } + String return_struct_name = String(b->parent_function->return_struct_name); String array_size_string; @@ -7216,7 +7214,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun if (tk.type == TK_SEMICOLON) { //all is good if (b->parent_function->return_type != TYPE_VOID) { - _set_error("Expected return with an expression of type '" + (return_struct_name != "" ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string + "'"); + _set_error(vformat(RTR("Expected '%s' with an expression of type '%s'."), "return", (!return_struct_name.is_empty() ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string)); return ERR_PARSE_ERROR; } } else { @@ -7228,13 +7226,13 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } if (b->parent_function->return_type != expr->get_datatype() || b->parent_function->return_array_size != expr->get_array_size() || return_struct_name != expr->get_datatype_name()) { - _set_error("Expected return with an expression of type '" + (return_struct_name != "" ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string + "'"); + _set_error(vformat(RTR("Expected return with an expression of type '%s'."), (!return_struct_name.is_empty() ? return_struct_name : get_datatype_name(b->parent_function->return_type)) + array_size_string)); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after return expression"); + _set_expected_after_error(";", "return"); return ERR_PARSE_ERROR; } @@ -7257,12 +7255,12 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun b = b->parent_block; } if (!b) { - _set_error("Bug"); + _set_parsing_error(); return ERR_BUG; } if (!b->parent_function->can_discard) { - _set_error("Use of 'discard' is not allowed here."); + _set_error(vformat(RTR("Use of '%s' is not allowed here."), "discard")); return ERR_PARSE_ERROR; } @@ -7272,14 +7270,14 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun pos = _get_tkpos(); tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after discard"); + _set_expected_after_error(";", "discard"); return ERR_PARSE_ERROR; } p_block->statements.push_back(flow); } else if (tk.type == TK_CF_BREAK) { if (!p_can_break) { - _set_error("'break' is not allowed outside of a loop or 'switch' statement"); + _set_error(vformat(RTR("'%s' is not allowed outside of a loop or '%s' statement."), "break", "switch")); return ERR_PARSE_ERROR; } @@ -7289,7 +7287,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun pos = _get_tkpos(); tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after break"); + _set_expected_after_error(";", "break"); return ERR_PARSE_ERROR; } @@ -7305,7 +7303,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun } else if (tk.type == TK_CF_CONTINUE) { if (!p_can_continue) { - _set_error("'continue' is not allowed outside of a loop"); + _set_error(vformat(RTR("'%s' is not allowed outside of a loop."), "continue")); return ERR_PARSE_ERROR; } @@ -7316,7 +7314,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_SEMICOLON) { //all is good - _set_error("Expected ';' after continue"); + _set_expected_after_error(";", "continue"); return ERR_PARSE_ERROR; } @@ -7333,7 +7331,7 @@ Error ShaderLanguage::_parse_block(BlockNode *p_block, const FunctionInfo &p_fun tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';' after statement"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } } @@ -7350,7 +7348,7 @@ String ShaderLanguage::_get_shader_type_list(const Set<String> &p_shader_types) // Return a list of shader types as an human-readable string String valid_types; for (const Set<String>::Element *E = p_shader_types.front(); E; E = E->next()) { - if (valid_types != String()) { + if (!valid_types.is_empty()) { valid_types += ", "; } @@ -7394,35 +7392,31 @@ Error ShaderLanguage::_validate_datatype(DataType p_type) { } if (invalid_type) { - _set_error(vformat("\"%s\" type is supported only on high-end platform!", get_datatype_name(p_type))); + _set_error(vformat(RTR("The \"%s\" type is only supported on high-end platforms."), get_datatype_name(p_type))); return ERR_UNAVAILABLE; } } return OK; } -Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types) { +Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const Set<String> &p_shader_types) { Token tk = _get_token(); TkPos prev_pos; if (tk.type != TK_SHADER_TYPE) { - _set_error("Expected 'shader_type' at the beginning of shader. Valid types are: " + _get_shader_type_list(p_shader_types)); + _set_error(vformat(RTR("Expected '%s' at the beginning of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types))); return ERR_PARSE_ERROR; } - tk = _get_token(); + StringName shader_type_identifier; + _get_completable_identifier(nullptr, COMPLETION_SHADER_TYPE, shader_type_identifier); - if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier after 'shader_type', indicating type of shader. Valid types are: " + _get_shader_type_list(p_shader_types)); + if (shader_type_identifier == StringName()) { + _set_error(vformat(RTR("Expected an identifier after '%s', indicating the type of shader. Valid types are: %s."), "shader_type", _get_shader_type_list(p_shader_types))); return ERR_PARSE_ERROR; } - - String shader_type_identifier; - - shader_type_identifier = tk.text; - if (!p_shader_types.has(shader_type_identifier)) { - _set_error("Invalid shader type. Valid types are: " + _get_shader_type_list(p_shader_types)); + _set_error(vformat(RTR("Invalid shader type. Valid types are: %s"), _get_shader_type_list(p_shader_types))); return ERR_PARSE_ERROR; } prev_pos = _get_tkpos(); @@ -7430,7 +7424,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type != TK_SEMICOLON) { _set_tkpos(prev_pos); - _set_error("Expected ';' after 'shader_type <type>'."); + _set_expected_after_error(";", "shader_type " + String(shader_type_identifier)); return ERR_PARSE_ERROR; } @@ -7440,9 +7434,27 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct int texture_binding = 0; int uniforms = 0; int instance_index = 0; +#ifdef DEBUG_ENABLED + int uniform_buffer_size = 0; + int max_uniform_buffer_size = 0; + int uniform_buffer_exceeded_line = -1; + + bool check_device_limit_warnings = false; + { + RenderingDevice *device = RenderingDevice::get_singleton(); + if (device != nullptr) { + check_device_limit_warnings = check_warnings && HAS_WARNING(ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG); + + max_uniform_buffer_size = device->limit_get(RenderingDevice::LIMIT_MAX_UNIFORM_BUFFER_SIZE); + } + } +#endif // DEBUG_ENABLED ShaderNode::Uniform::Scope uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL; stages = &p_functions; + const FunctionInfo &constants = p_functions.has("constants") ? p_functions["constants"] : FunctionInfo(); + + Map<String, String> defined_modes; while (tk.type != TK_EOF) { switch (tk.type) { @@ -7452,17 +7464,44 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct _get_completable_identifier(nullptr, COMPLETION_RENDER_MODE, mode); if (mode == StringName()) { - _set_error("Expected identifier for render mode"); + _set_error(RTR("Expected an identifier for render mode.")); return ERR_PARSE_ERROR; } - if (p_render_modes.find(mode) == -1) { - _set_error("Invalid render mode: '" + String(mode) + "'"); + const String smode = String(mode); + + if (shader->render_modes.find(mode) != -1) { + _set_error(vformat(RTR("Duplicated render mode: '%s'."), smode)); return ERR_PARSE_ERROR; } - if (shader->render_modes.find(mode) != -1) { - _set_error("Duplicate render mode: '" + String(mode) + "'"); + bool found = false; + + for (int i = 0; i < p_render_modes.size(); i++) { + const ModeInfo &info = p_render_modes[i]; + const String name = String(info.name); + + if (smode.begins_with(name)) { + if (!info.options.is_empty()) { + if (info.options.find(smode.substr(name.length() + 1)) != -1) { + found = true; + + if (defined_modes.has(name)) { + _set_error(vformat(RTR("Redefinition of render mode: '%s'. The '%s' mode has already been set to '%s'."), smode, name, defined_modes[name])); + return ERR_PARSE_ERROR; + } + defined_modes.insert(name, smode); + break; + } + } else { + found = true; + break; + } + } + } + + if (!found) { + _set_error(vformat(RTR("Invalid render mode: '%s'."), smode)); return ERR_PARSE_ERROR; } @@ -7474,7 +7513,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } else if (tk.type == TK_SEMICOLON) { break; //done } else { - _set_error("Unexpected token: " + get_token_text(tk)); + _set_error(vformat(RTR("Unexpected token: '%s'."), get_token_text(tk))); return ERR_PARSE_ERROR; } } @@ -7486,17 +7525,17 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type == TK_IDENTIFIER) { st.name = tk.text; - if (shader->structs.has(st.name)) { - _set_error("Redefinition of '" + String(st.name) + "'"); + if (shader->constants.has(st.name) || shader->structs.has(st.name)) { + _set_redefinition_error(String(st.name)); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_CURLY_BRACKET_OPEN) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } } else { - _set_error("Expected struct identifier!"); + _set_error(RTR("Expected a struct identifier.")); return ERR_PARSE_ERROR; } @@ -7516,7 +7555,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct DataPrecision precision = DataPrecision::PRECISION_DEFAULT; if (tk.type == TK_STRUCT) { - _set_error("nested structs are not allowed!"); + _set_error(RTR("Nested structs are not allowed.")); return ERR_PARSE_ERROR; } @@ -7528,87 +7567,103 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (shader->structs.has(tk.text)) { struct_name = tk.text; +#ifdef DEBUG_ENABLED + if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG) && used_structs.has(struct_name)) { + used_structs[struct_name].used = true; + } +#endif // DEBUG_ENABLED struct_dt = true; if (use_precision) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } } if (!is_token_datatype(tk.type) && !struct_dt) { - _set_error("Expected datatype."); + _set_error(RTR("Expected data type.")); return ERR_PARSE_ERROR; } else { type = struct_dt ? TYPE_STRUCT : get_token_datatype(tk.type); - if (is_sampler_type(type)) { - _set_error("sampler datatype not allowed here"); - return ERR_PARSE_ERROR; - } else if (type == TYPE_VOID) { - _set_error("void datatype not allowed here"); - return ERR_PARSE_ERROR; - } - tk = _get_token(); - - if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) { - _set_error("Expected identifier or '['."); + if (type == TYPE_VOID || is_sampler_type(type)) { + _set_error(vformat(RTR("A '%s' data type is not allowed here."), get_datatype_name(type))); return ERR_PARSE_ERROR; } + bool first = true; + bool fixed_array_size = false; int array_size = 0; - if (tk.type == TK_BRACKET_OPEN) { - Error error = _parse_global_array_size(array_size); - if (error != OK) { - return error; - } + do { tk = _get_token(); - } - if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier!"); - return ERR_PARSE_ERROR; - } + if (first) { + first = false; - MemberNode *member = alloc_node<MemberNode>(); - member->precision = precision; - member->datatype = type; - member->struct_name = struct_name; - member->name = tk.text; - member->array_size = array_size; + if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) { + _set_error(RTR("Expected an identifier or '['.")); + return ERR_PARSE_ERROR; + } - if (member_names.has(member->name)) { - _set_error("Redefinition of '" + String(member->name) + "'"); - return ERR_PARSE_ERROR; - } - member_names.insert(member->name); - tk = _get_token(); + if (tk.type == TK_BRACKET_OPEN) { + Error error = _parse_array_size(nullptr, constants, true, nullptr, &array_size, nullptr); + if (error != OK) { + return error; + } + fixed_array_size = true; + tk = _get_token(); + } + } - if (tk.type == TK_BRACKET_OPEN) { - Error error = _parse_global_array_size(member->array_size); - if (error != OK) { - return error; + if (tk.type != TK_IDENTIFIER) { + _set_error(RTR("Expected an identifier.")); + return ERR_PARSE_ERROR; + } + + MemberNode *member = alloc_node<MemberNode>(); + member->precision = precision; + member->datatype = type; + member->struct_name = struct_name; + member->name = tk.text; + member->array_size = array_size; + + if (member_names.has(member->name)) { + _set_redefinition_error(String(member->name)); + return ERR_PARSE_ERROR; } + member_names.insert(member->name); tk = _get_token(); - } - if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';'"); - return ERR_PARSE_ERROR; - } + if (tk.type == TK_BRACKET_OPEN) { + Error error = _parse_array_size(nullptr, constants, true, nullptr, &member->array_size, nullptr); + if (error != OK) { + return error; + } + tk = _get_token(); + } + + if (!fixed_array_size) { + array_size = 0; + } + + if (tk.type != TK_SEMICOLON && tk.type != TK_COMMA) { + _set_expected_error(",", ";"); + return ERR_PARSE_ERROR; + } - st_node->members.push_back(member); - member_count++; + st_node->members.push_back(member); + member_count++; + } while (tk.type == TK_COMMA); // another member } } if (member_count == 0) { - _set_error("Empty structs are not allowed!"); + _set_error(RTR("Empty structs are not allowed.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';'"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } shader->structs[st.name] = st; @@ -7622,7 +7677,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct case TK_GLOBAL: { tk = _get_token(); if (tk.type != TK_UNIFORM) { - _set_error("Expected 'uniform' after 'global'"); + _set_expected_after_error("uniform", "global"); return ERR_PARSE_ERROR; } uniform_scope = ShaderNode::Uniform::SCOPE_GLOBAL; @@ -7632,7 +7687,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (uniform_scope == ShaderNode::Uniform::SCOPE_LOCAL) { tk = _get_token(); if (tk.type != TK_UNIFORM) { - _set_error("Expected 'uniform' after 'instance'"); + _set_expected_after_error("uniform", "instance"); return ERR_PARSE_ERROR; } uniform_scope = ShaderNode::Uniform::SCOPE_INSTANCE; @@ -7644,8 +7699,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct bool uniform = tk.type == TK_UNIFORM; if (!uniform) { - if (shader_type_identifier == "particles" || shader_type_identifier == "sky") { - _set_error(vformat("Varyings cannot be used in '%s' shaders!", shader_type_identifier)); + if (shader_type_identifier == "particles" || shader_type_identifier == "sky" || shader_type_identifier == "fog") { + _set_error(vformat(RTR("Varyings cannot be used in '%s' shaders."), shader_type_identifier)); return ERR_PARSE_ERROR; } } @@ -7660,7 +7715,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (is_token_interpolation(tk.type)) { if (uniform) { - _set_error("Interpolation qualifiers are not supported for uniforms!"); + _set_error(RTR("Interpolation qualifiers are not supported for uniforms.")); return ERR_PARSE_ERROR; } interpolation = get_token_interpolation(tk.type); @@ -7676,43 +7731,43 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (shader->structs.has(tk.text)) { if (uniform) { if (precision_defined) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } - _set_error("struct datatype is not yet supported for uniforms!"); + _set_error(vformat(RTR("The '%s' data type is not supported for uniforms."), "struct")); return ERR_PARSE_ERROR; } else { - _set_error("struct datatype not allowed here"); + _set_error(vformat(RTR("The '%s' data type not allowed here."), "struct")); return ERR_PARSE_ERROR; } } if (!is_token_datatype(tk.type)) { - _set_error("Expected datatype. "); + _set_error(RTR("Expected data type.")); return ERR_PARSE_ERROR; } type = get_token_datatype(tk.type); if (type == TYPE_VOID) { - _set_error("void datatype not allowed here"); + _set_error(vformat(RTR("The '%s' data type is not allowed here."), "void")); return ERR_PARSE_ERROR; } if (!uniform && (type < TYPE_FLOAT || type > TYPE_MAT4)) { - _set_error("Invalid type for varying, only float,vec2,vec3,vec4,mat2,mat3,mat4 or array of these types allowed."); + _set_error(RTR("Invalid type for varying, only 'float', 'vec2', 'vec3', 'vec4', 'mat2', 'mat3', 'mat4', or arrays of these types are allowed.")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_IDENTIFIER && tk.type != TK_BRACKET_OPEN) { - _set_error("Expected identifier or '['."); + _set_error(RTR("Expected an identifier or '['.")); return ERR_PARSE_ERROR; } if (tk.type == TK_BRACKET_OPEN) { - Error error = _parse_global_array_size(array_size); + Error error = _parse_array_size(nullptr, constants, true, nullptr, &array_size, nullptr); if (error != OK) { return error; } @@ -7720,20 +7775,20 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier!"); + _set_error(RTR("Expected an identifier.")); return ERR_PARSE_ERROR; } prev_pos = _get_tkpos(); name = tk.text; - if (_find_identifier(nullptr, false, FunctionInfo(), name)) { - _set_error("Redefinition of '" + String(name) + "'"); + if (_find_identifier(nullptr, false, constants, name)) { + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } if (has_builtin(p_functions, name)) { - _set_error("Redefinition of '" + String(name) + "'"); + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } @@ -7742,12 +7797,12 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct //validate global uniform DataType gvtype = global_var_get_type_func(name); if (gvtype == TYPE_MAX) { - _set_error("Global uniform '" + String(name) + "' does not exist. Create it in Project Settings."); + _set_error(vformat(RTR("Global uniform '%s' does not exist. Create it in Project Settings."), String(name))); return ERR_PARSE_ERROR; } if (type != gvtype) { - _set_error("Global uniform '" + String(name) + "' must be of type '" + get_datatype_name(gvtype) + "'."); + _set_error(vformat(RTR("Global uniform '%s' must be of type '%s'."), String(name), get_datatype_name(gvtype))); return ERR_PARSE_ERROR; } } @@ -7760,7 +7815,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - Error error = _parse_global_array_size(uniform2.array_size); + Error error = _parse_array_size(nullptr, constants, true, nullptr, &uniform2.array_size, nullptr); if (error != OK) { return error; } @@ -7769,7 +7824,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (is_sampler_type(type)) { if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) { - _set_error("Uniforms with 'instance' qualifiers can't be of sampler type."); + _set_error(vformat(RTR("Uniforms with '%s' qualifiers can't be of sampler type.", "instance"))); return ERR_PARSE_ERROR; } uniform2.texture_order = texture_uniforms++; @@ -7785,22 +7840,40 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } } else { if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE && (type == TYPE_MAT2 || type == TYPE_MAT3 || type == TYPE_MAT4)) { - _set_error("Uniforms with 'instance' qualifiers can't be of matrix type."); + _set_error(vformat(RTR("Uniforms with '%s' qualifier can't be of matrix type.", "instance"))); return ERR_PARSE_ERROR; } uniform2.texture_order = -1; if (uniform_scope != ShaderNode::Uniform::SCOPE_INSTANCE) { uniform2.order = uniforms++; +#ifdef DEBUG_ENABLED + if (check_device_limit_warnings) { + if (uniform2.array_size > 0) { + int size = get_datatype_size(uniform2.type) * uniform2.array_size; + int m = (16 * uniform2.array_size); + if ((size % m) != 0U) { + size += m - (size % m); + } + uniform_buffer_size += size; + } else { + uniform_buffer_size += get_datatype_size(uniform2.type); + } + + if (uniform_buffer_exceeded_line == -1 && uniform_buffer_size > max_uniform_buffer_size) { + uniform_buffer_exceeded_line = tk_line; + } + } +#endif // DEBUG_ENABLED } } if (uniform2.array_size > 0) { if (uniform_scope == ShaderNode::Uniform::SCOPE_GLOBAL) { - _set_error("'SCOPE_GLOBAL' qualifier is not yet supported for uniform array!"); + _set_error(vformat(RTR("The '%s' qualifier is not supported for uniform arrays."), "SCOPE_GLOBAL")); return ERR_PARSE_ERROR; } if (uniform_scope == ShaderNode::Uniform::SCOPE_INSTANCE) { - _set_error("'SCOPE_INSTANCE' qualifier is not yet supported for uniform array!"); + _set_error(vformat(RTR("The '%s' qualifier is not supported for uniform arrays."), "SCOPE_INSTANCE")); return ERR_PARSE_ERROR; } } @@ -7808,13 +7881,23 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct int custom_instance_index = -1; if (tk.type == TK_COLON) { + completion_type = COMPLETION_HINT; + completion_base = type; + completion_base_array = uniform2.array_size > 0; + //hint do { tk = _get_token(); + completion_line = tk.line; + + if (!is_token_hint(tk.type)) { + _set_error(RTR("Expected valid type hint after ':'.")); + return ERR_PARSE_ERROR; + } if (uniform2.array_size > 0) { if (tk.type != TK_HINT_COLOR) { - _set_error("This hint is not yet supported for uniform arrays!"); + _set_error(RTR("This hint is not supported for uniform arrays.")); return ERR_PARSE_ERROR; } } @@ -7837,28 +7920,28 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_A; } else if (tk.type == TK_HINT_ROUGHNESS_GRAY) { uniform2.hint = ShaderNode::Uniform::HINT_ROUGHNESS_GRAY; - } else if (tk.type == TK_HINT_ANISO_TEXTURE) { - uniform2.hint = ShaderNode::Uniform::HINT_ANISO; + } else if (tk.type == TK_HINT_ANISOTROPY_TEXTURE) { + uniform2.hint = ShaderNode::Uniform::HINT_ANISOTROPY; } else if (tk.type == TK_HINT_ALBEDO_TEXTURE) { uniform2.hint = ShaderNode::Uniform::HINT_ALBEDO; } else if (tk.type == TK_HINT_BLACK_ALBEDO_TEXTURE) { uniform2.hint = ShaderNode::Uniform::HINT_BLACK_ALBEDO; } else if (tk.type == TK_HINT_COLOR) { if (type != TYPE_VEC4) { - _set_error("Color hint is for vec4 only"); + _set_error(vformat(RTR("Color hint is for '%s' only."), "vec4")); return ERR_PARSE_ERROR; } uniform2.hint = ShaderNode::Uniform::HINT_COLOR; } else if (tk.type == TK_HINT_RANGE) { uniform2.hint = ShaderNode::Uniform::HINT_RANGE; if (type != TYPE_FLOAT && type != TYPE_INT) { - _set_error("Range hint is for float and int only"); + _set_error(vformat(RTR("Range hint is for '%s' and '%s' only."), "float", "int")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after hint_range"); + _set_expected_after_error("(", "hint_range"); return ERR_PARSE_ERROR; } @@ -7871,8 +7954,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); } - if (tk.type != TK_FLOAT_CONSTANT && tk.type != TK_INT_CONSTANT) { - _set_error("Expected integer constant"); + if (tk.type != TK_FLOAT_CONSTANT && !tk.is_integer_constant()) { + _set_error(RTR("Expected an integer constant.")); return ERR_PARSE_ERROR; } @@ -7882,7 +7965,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type != TK_COMMA) { - _set_error("Expected ',' after integer constant"); + _set_error(RTR("Expected ',' after integer constant.")); return ERR_PARSE_ERROR; } @@ -7895,8 +7978,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); } - if (tk.type != TK_FLOAT_CONSTANT && tk.type != TK_INT_CONSTANT) { - _set_error("Expected integer constant after ','"); + if (tk.type != TK_FLOAT_CONSTANT && !tk.is_integer_constant()) { + _set_error(RTR("Expected an integer constant after ','.")); return ERR_PARSE_ERROR; } @@ -7908,8 +7991,8 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type == TK_COMMA) { tk = _get_token(); - if (tk.type != TK_FLOAT_CONSTANT && tk.type != TK_INT_CONSTANT) { - _set_error("Expected integer constant after ','"); + if (tk.type != TK_FLOAT_CONSTANT && !tk.is_integer_constant()) { + _set_error(RTR("Expected an integer constant after ','.")); return ERR_PARSE_ERROR; } @@ -7924,44 +8007,44 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')'"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } } else if (tk.type == TK_HINT_INSTANCE_INDEX) { if (custom_instance_index != -1) { - _set_error("Can only specify 'instance_index' once."); + _set_error(vformat(RTR("Can only specify '%s' once."), "instance_index")); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { - _set_error("Expected '(' after 'instance_index'"); + _set_expected_after_error("(", "instance_index"); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type == TK_OP_SUB) { - _set_error("The instance index can't be negative."); + _set_error(RTR("The instance index can't be negative.")); return ERR_PARSE_ERROR; } - if (tk.type != TK_INT_CONSTANT) { - _set_error("Expected integer constant"); + if (!tk.is_integer_constant()) { + _set_error(RTR("Expected an integer constant.")); return ERR_PARSE_ERROR; } custom_instance_index = tk.constant; if (custom_instance_index >= MAX_INSTANCE_UNIFORM_INDICES) { - _set_error("Allowed instance uniform indices are 0-" + itos(MAX_INSTANCE_UNIFORM_INDICES - 1)); + _set_error(vformat(RTR("Allowed instance uniform indices must be within [0..%d] range."), MAX_INSTANCE_UNIFORM_INDICES - 1)); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ')'"); + _set_expected_error(")"); return ERR_PARSE_ERROR; } } else if (tk.type == TK_FILTER_LINEAR) { @@ -7972,20 +8055,18 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct uniform2.filter = FILTER_NEAREST_MIPMAP; } else if (tk.type == TK_FILTER_LINEAR_MIPMAP) { uniform2.filter = FILTER_LINEAR_MIPMAP; - } else if (tk.type == TK_FILTER_NEAREST_MIPMAP_ANISO) { - uniform2.filter = FILTER_NEAREST_MIPMAP_ANISO; - } else if (tk.type == TK_FILTER_LINEAR_MIPMAP_ANISO) { - uniform2.filter = FILTER_LINEAR_MIPMAP_ANISO; + } else if (tk.type == TK_FILTER_NEAREST_MIPMAP_ANISOTROPIC) { + uniform2.filter = FILTER_NEAREST_MIPMAP_ANISOTROPIC; + } else if (tk.type == TK_FILTER_LINEAR_MIPMAP_ANISOTROPIC) { + uniform2.filter = FILTER_LINEAR_MIPMAP_ANISOTROPIC; } else if (tk.type == TK_REPEAT_DISABLE) { uniform2.repeat = REPEAT_DISABLE; } else if (tk.type == TK_REPEAT_ENABLE) { uniform2.repeat = REPEAT_ENABLE; - } else { - _set_error("Expected valid type hint after ':'."); } if (uniform2.hint != ShaderNode::Uniform::HINT_RANGE && uniform2.hint != ShaderNode::Uniform::HINT_NONE && uniform2.hint != ShaderNode::Uniform::HINT_COLOR && type <= TYPE_MAT4) { - _set_error("This hint is only for sampler types"); + _set_error(RTR("This hint is only for sampler types.")); return ERR_PARSE_ERROR; } @@ -8000,7 +8081,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } else { uniform2.instance_index = instance_index++; if (instance_index > MAX_INSTANCE_UNIFORM_INDICES) { - _set_error("Too many 'instance' uniforms in shader, maximum supported is " + itos(MAX_INSTANCE_UNIFORM_INDICES)); + _set_error(vformat(RTR("Too many '%s' uniforms in shader, maximum supported is %d."), "instance", MAX_INSTANCE_UNIFORM_INDICES)); return ERR_PARSE_ERROR; } } @@ -8010,16 +8091,16 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type == TK_OP_ASSIGN) { if (uniform2.array_size > 0) { - _set_error("Setting default value to a uniform array is not yet supported!"); + _set_error(RTR("Setting default values to uniform arrays is not supported.")); return ERR_PARSE_ERROR; } - Node *expr = _parse_and_reduce_expression(nullptr, FunctionInfo()); + Node *expr = _parse_and_reduce_expression(nullptr, constants); if (!expr) { return ERR_PARSE_ERROR; } if (expr->type != Node::TYPE_CONSTANT) { - _set_error("Expected constant expression after '='"); + _set_error(RTR("Expected constant expression after '='.")); return ERR_PARSE_ERROR; } @@ -8028,7 +8109,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct uniform2.default_value.resize(cn->values.size()); if (!convert_constant(cn, uniform2.type, uniform2.default_value.ptrw())) { - _set_error("Can't convert constant to " + get_datatype_name(uniform2.type)); + _set_error(vformat(RTR("Can't convert constant to '%s'."), get_datatype_name(uniform2.type))); return ERR_PARSE_ERROR; } tk = _get_token(); @@ -8045,9 +8126,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct uniform_scope = ShaderNode::Uniform::SCOPE_LOCAL; if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';'"); + _set_expected_error(";"); return ERR_PARSE_ERROR; } + + completion_type = COMPLETION_NONE; } else { // varying ShaderNode::Varying varying; varying.type = type; @@ -8059,37 +8142,19 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type != TK_SEMICOLON && tk.type != TK_BRACKET_OPEN) { if (array_size == 0) { - _set_error("Expected ';' or '['"); + _set_expected_error(";", "["); } else { - _set_error("Expected ';'"); + _set_expected_error(";"); } return ERR_PARSE_ERROR; } if (tk.type == TK_BRACKET_OPEN) { - if (array_size > 0) { - _set_error("Array size is already defined!"); - return ERR_PARSE_ERROR; + Error error = _parse_array_size(nullptr, constants, true, nullptr, &varying.array_size, nullptr); + if (error != OK) { + return error; } tk = _get_token(); - if (tk.type == TK_INT_CONSTANT && tk.constant > 0) { - varying.array_size = (int)tk.constant; - - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { - tk = _get_token(); - if (tk.type != TK_SEMICOLON) { - _set_error("Expected ';'"); - return ERR_PARSE_ERROR; - } - } else { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - } else { - _set_error("Expected integer constant > 0"); - return ERR_PARSE_ERROR; - } } shader->varyings[name] = varying; @@ -8101,6 +8166,10 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } } break; + case TK_SHADER_TYPE: { + _set_error(RTR("Shader type is already defined.")); + return ERR_PARSE_ERROR; + } break; default: { //function or constant variable @@ -8110,7 +8179,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct DataPrecision precision = PRECISION_DEFAULT; DataType type; StringName name; - int return_array_size = 0; + int array_size = 0; if (tk.type == TK_CONST) { is_constant = true; @@ -8124,19 +8193,23 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (shader->structs.has(tk.text)) { if (precision != PRECISION_DEFAULT) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } is_struct = true; struct_name = tk.text; } else { if (!is_token_datatype(tk.type)) { - _set_error("Expected constant, function, uniform or varying"); + _set_error(RTR("Expected constant, function, uniform or varying.")); return ERR_PARSE_ERROR; } if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for constants or function return (samplers not allowed)"); + if (is_constant) { + _set_error(RTR("Invalid constant type (samplers are not allowed).")); + } else { + _set_error(RTR("Invalid function type (samplers are not allowed).")); + } return ERR_PARSE_ERROR; } } @@ -8149,29 +8222,19 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct prev_pos = _get_tkpos(); tk = _get_token(); - if (tk.type == TK_BRACKET_OPEN) { - bool error = false; - tk = _get_token(); + bool unknown_size = false; + bool fixed_array_size = false; - if (tk.type == TK_INT_CONSTANT) { - return_array_size = (int)tk.constant; - if (return_array_size > 0) { - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - } else { - error = true; - } - } else { - error = true; - } - if (error) { - _set_error("Expected integer constant > 0"); + if (tk.type == TK_BRACKET_OPEN) { + if (is_constant && RenderingServer::get_singleton()->is_low_end()) { + _set_error(RTR("Global constant arrays are only supported on high-end platforms.")); return ERR_PARSE_ERROR; } - + Error error = _parse_array_size(nullptr, constants, !is_constant, nullptr, &array_size, &unknown_size); + if (error != OK) { + return error; + } + fixed_array_size = true; prev_pos = _get_tkpos(); } @@ -8180,29 +8243,27 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct _get_completable_identifier(nullptr, COMPLETION_MAIN_FUNCTION, name); if (name == StringName()) { - _set_error("Expected function name after datatype"); - return ERR_PARSE_ERROR; - } - - if (_find_identifier(nullptr, false, FunctionInfo(), name)) { - _set_error("Redefinition of '" + String(name) + "'"); + if (is_constant) { + _set_error(RTR("Expected an identifier or '[' after type.")); + } else { + _set_error(RTR("Expected a function name after type.")); + } return ERR_PARSE_ERROR; } - if (has_builtin(p_functions, name)) { - _set_error("Redefinition of '" + String(name) + "'"); + if (shader->structs.has(name) || _find_identifier(nullptr, false, constants, name) || has_builtin(p_functions, name)) { + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } tk = _get_token(); if (tk.type != TK_PARENTHESIS_OPEN) { if (type == TYPE_VOID) { - _set_error("Expected '(' after function identifier"); + _set_error(RTR("Expected '(' after function identifier.")); return ERR_PARSE_ERROR; } //variable - while (true) { ShaderNode::Constant constant; constant.name = name; @@ -8210,44 +8271,30 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct constant.type_str = struct_name; constant.precision = precision; constant.initializer = nullptr; - constant.array_size = 0; - - bool unknown_size = false; + constant.array_size = array_size; if (tk.type == TK_BRACKET_OPEN) { if (RenderingServer::get_singleton()->is_low_end()) { - _set_error("Global const arrays are supported only on high-end platform!"); + _set_error(RTR("Global const arrays are only supported on high-end platforms.")); return ERR_PARSE_ERROR; } - - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { - unknown_size = true; - tk = _get_token(); - } else if (tk.type == TK_INT_CONSTANT && ((int)tk.constant) > 0) { - constant.array_size = (int)tk.constant; - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - tk = _get_token(); - } else { - _set_error("Expected integer constant > 0 or ']'"); - return ERR_PARSE_ERROR; + Error error = _parse_array_size(nullptr, constants, false, nullptr, &constant.array_size, &unknown_size); + if (error != OK) { + return error; } + tk = _get_token(); } if (tk.type == TK_OP_ASSIGN) { if (!is_constant) { - _set_error("Expected 'const' keyword before constant definition"); + _set_error(vformat(RTR("Global non-constant variables are not supported. Expected '%s' keyword before constant definition."), "const")); return ERR_PARSE_ERROR; } if (constant.array_size > 0 || unknown_size) { bool full_def = false; - ArrayDeclarationNode::Declaration decl; + VariableDeclarationNode::Declaration decl; decl.name = name; decl.size = constant.array_size; @@ -8255,7 +8302,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type != TK_CURLY_BRACKET_OPEN) { if (unknown_size) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } @@ -8266,7 +8313,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct precision2 = get_token_precision(tk.type); tk = _get_token(); if (!is_token_nonvoid_datatype(tk.type)) { - _set_error("Expected datatype after precision"); + _set_error(RTR("Expected data type after precision modifier.")); return ERR_PARSE_ERROR; } } @@ -8279,83 +8326,60 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct struct_name2 = tk.text; } else { if (!is_token_variable_datatype(tk.type)) { - _set_error("Invalid data type for array"); + _set_error(RTR("Invalid data type for the array.")); return ERR_PARSE_ERROR; } type2 = get_token_datatype(tk.type); } int array_size2 = 0; - tk = _get_token(); + if (tk.type == TK_BRACKET_OPEN) { - prev_pos = _get_tkpos(); - tk = _get_token(); - if (tk.type == TK_BRACKET_CLOSE) { + bool is_unknown_size = false; + Error error = _parse_array_size(nullptr, constants, false, nullptr, &array_size2, &is_unknown_size); + if (error != OK) { + return error; + } + if (is_unknown_size) { array_size2 = constant.array_size; - tk = _get_token(); - } else { - _set_tkpos(prev_pos); - - Node *n = _parse_and_reduce_expression(nullptr, FunctionInfo()); - if (!n || n->type != Node::TYPE_CONSTANT || n->get_datatype() != TYPE_INT) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - - ConstantNode *cnode = (ConstantNode *)n; - if (cnode->values.size() == 1) { - array_size2 = cnode->values[0].sint; - if (array_size2 <= 0) { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - } else { - _set_error("Expected single integer constant > 0"); - return ERR_PARSE_ERROR; - } - - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']"); - return ERR_PARSE_ERROR; - } else { - tk = _get_token(); - } } + tk = _get_token(); } else { - _set_error("Expected '["); + _set_expected_error("["); return ERR_PARSE_ERROR; } if (constant.precision != precision2 || constant.type != type2 || struct_name != struct_name2 || constant.array_size != array_size2) { - String error_str = "Cannot convert from '"; + String from; if (type2 == TYPE_STRUCT) { - error_str += struct_name2; + from += struct_name2; } else { if (precision2 != PRECISION_DEFAULT) { - error_str += get_precision_name(precision2); - error_str += " "; + from += get_precision_name(precision2); + from += " "; } - error_str += get_datatype_name(type2); + from += get_datatype_name(type2); } - error_str += "["; - error_str += itos(array_size2); - error_str += "]'"; - error_str += " to '"; + from += "["; + from += itos(array_size2); + from += "]'"; + + String to; if (type == TYPE_STRUCT) { - error_str += struct_name; + to += struct_name; } else { if (precision != PRECISION_DEFAULT) { - error_str += get_precision_name(precision); - error_str += " "; + to += get_precision_name(precision); + to += " "; } - error_str += get_datatype_name(type); + to += get_datatype_name(type); } - error_str += "["; - error_str += itos(constant.array_size); - error_str += "]'"; - _set_error(error_str); + to += "["; + to += itos(constant.array_size); + to += "]'"; + + _set_error(vformat(RTR("Cannot convert from '%s' to '%s'."), from, to)); return ERR_PARSE_ERROR; } } @@ -8364,13 +8388,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (unknown_size) { if (!curly) { - _set_error("Expected '{'"); + _set_expected_error("{"); return ERR_PARSE_ERROR; } } else { if (full_def) { if (curly) { - _set_error("Expected '('"); + _set_expected_error("("); return ERR_PARSE_ERROR; } } @@ -8378,13 +8402,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type == TK_PARENTHESIS_OPEN || curly) { // initialization while (true) { - Node *n = _parse_and_reduce_expression(nullptr, FunctionInfo()); + Node *n = _parse_and_reduce_expression(nullptr, constants); if (!n) { return ERR_PARSE_ERROR; } if (n->type == Node::TYPE_OPERATOR && ((OperatorNode *)n)->op == OP_CALL) { - _set_error("Expected constant expression"); + _set_error(RTR("Expected constant expression.")); return ERR_PARSE_ERROR; } @@ -8404,9 +8428,9 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct break; } else { if (curly) { - _set_error("Expected '}' or ','"); + _set_expected_error("}", ","); } else { - _set_error("Expected ')' or ','"); + _set_expected_error(")", ","); } return ERR_PARSE_ERROR; } @@ -8415,11 +8439,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct decl.size = decl.initializer.size(); constant.array_size = decl.initializer.size(); } else if (decl.initializer.size() != constant.array_size) { - _set_error("Array size mismatch"); + _set_error(RTR("Array size mismatch.")); return ERR_PARSE_ERROR; } } + array_size = constant.array_size; + ConstantNode *expr = memnew(ConstantNode); expr->datatype = constant.type; @@ -8433,7 +8459,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct constant.initializer = static_cast<ConstantNode *>(expr); } else { //variable created with assignment! must parse an expression - Node *expr = _parse_and_reduce_expression(nullptr, FunctionInfo()); + Node *expr = _parse_and_reduce_expression(nullptr, constants); if (!expr) { return ERR_PARSE_ERROR; } @@ -8441,7 +8467,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct OperatorNode *op = ((OperatorNode *)expr); for (int i = 1; i < op->arguments.size(); i++) { if (!_check_node_constness(op->arguments[i])) { - _set_error("Expected constant expression for argument '" + itos(i - 1) + "' of function call after '='"); + _set_error(vformat(RTR("Expected constant expression for argument %d of function call after '='."), i - 1)); return ERR_PARSE_ERROR; } } @@ -8449,17 +8475,17 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct constant.initializer = static_cast<ConstantNode *>(expr); - if (!_compare_datatypes(type, struct_name, 0, expr->get_datatype(), expr->get_datatype_name(), 0)) { + if (!_compare_datatypes(type, struct_name, 0, expr->get_datatype(), expr->get_datatype_name(), expr->get_array_size())) { return ERR_PARSE_ERROR; } } tk = _get_token(); } else { if (constant.array_size > 0 || unknown_size) { - _set_error("Expected array initialization"); + _set_error(RTR("Expected array initialization.")); return ERR_PARSE_ERROR; } else { - _set_error("Expected initialization of constant"); + _set_error(RTR("Expected initialization of constant.")); return ERR_PARSE_ERROR; } } @@ -8475,27 +8501,32 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (tk.type == TK_COMMA) { tk = _get_token(); if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier after type"); + _set_error(RTR("Expected an identifier after type.")); return ERR_PARSE_ERROR; } name = tk.text; - if (_find_identifier(nullptr, false, FunctionInfo(), name)) { - _set_error("Redefinition of '" + String(name) + "'"); + if (_find_identifier(nullptr, false, constants, name)) { + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } if (has_builtin(p_functions, name)) { - _set_error("Redefinition of '" + String(name) + "'"); + _set_redefinition_error(String(name)); return ERR_PARSE_ERROR; } tk = _get_token(); + if (!fixed_array_size) { + array_size = 0; + } + unknown_size = false; + } else if (tk.type == TK_SEMICOLON) { break; } else { - _set_error("Expected ',' or ';' after constant"); + _set_expected_error(",", ";"); return ERR_PARSE_ERROR; } } @@ -8514,6 +8545,19 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct } } + if (p_functions.has("constants")) { // Adds global constants: 'PI', 'TAU', 'E' + for (const KeyValue<StringName, BuiltInInfo> &E : p_functions["constants"].built_ins) { + builtins.built_ins.insert(E.key, E.value); + } + } + + for (int i = 0; i < shader->functions.size(); i++) { + if (!shader->functions[i].callable && shader->functions[i].name == name) { + _set_redefinition_error(String(name)); + return ERR_PARSE_ERROR; + } + } + ShaderNode::Function function; function.callable = !p_functions.has(name); @@ -8529,7 +8573,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct func_node->return_type = type; func_node->return_struct_name = struct_name; func_node->return_precision = precision; - func_node->return_array_size = return_array_size; + func_node->return_array_size = array_size; if (p_functions.has(name)) { func_node->can_discard = p_functions[name].can_discard; @@ -8564,14 +8608,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); } else if (tk.type == TK_ARG_OUT) { if (is_const) { - _set_error("'out' qualifier cannot be used within a function parameter declared with 'const'."); + _set_error(vformat(RTR("The '%s' qualifier cannot be used within a function parameter declared with '%s'."), "out", "const")); return ERR_PARSE_ERROR; } qualifier = ARGUMENT_QUALIFIER_OUT; tk = _get_token(); } else if (tk.type == TK_ARG_INOUT) { if (is_const) { - _set_error("'inout' qualifier cannot be used within a function parameter declared with 'const'."); + _set_error(vformat(RTR("The '%s' qualifier cannot be used within a function parameter declared with '%s'."), "inout", "const")); return ERR_PARSE_ERROR; } qualifier = ARGUMENT_QUALIFIER_INOUT; @@ -8583,7 +8627,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct StringName param_struct_name; DataPrecision pprecision = PRECISION_DEFAULT; bool use_precision = false; - int array_size = 0; + int arg_array_size = 0; if (is_token_precision(tk.type)) { pprecision = get_token_precision(tk.type); @@ -8596,20 +8640,25 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (shader->structs.has(tk.text)) { is_struct = true; param_struct_name = tk.text; +#ifdef DEBUG_ENABLED + if (check_warnings && HAS_WARNING(ShaderWarning::UNUSED_STRUCT_FLAG) && used_structs.has(param_struct_name)) { + used_structs[param_struct_name].used = true; + } +#endif // DEBUG_ENABLED if (use_precision) { - _set_error("Precision modifier cannot be used on structs."); + _set_error(RTR("The precision modifier cannot be used on structs.")); return ERR_PARSE_ERROR; } } if (!is_struct && !is_token_datatype(tk.type)) { - _set_error("Expected a valid datatype for argument"); + _set_error(RTR("Expected a valid data type for argument.")); return ERR_PARSE_ERROR; } if (qualifier == ARGUMENT_QUALIFIER_OUT || qualifier == ARGUMENT_QUALIFIER_INOUT) { if (is_sampler_type(get_token_datatype(tk.type))) { - _set_error("Opaque types cannot be output parameters."); + _set_error(RTR("Opaque types cannot be output parameters.")); return ERR_PARSE_ERROR; } } @@ -8622,7 +8671,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct return ERR_PARSE_ERROR; } if (ptype == TYPE_VOID) { - _set_error("void not allowed in argument"); + _set_error(RTR("Void type not allowed as argument.")); return ERR_PARSE_ERROR; } } @@ -8630,32 +8679,14 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - bool error = false; - tk = _get_token(); - - if (tk.type == TK_INT_CONSTANT) { - array_size = (int)tk.constant; - - if (array_size > 0) { - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - } else { - error = true; - } - } else { - error = true; - } - if (error) { - _set_error("Expected integer constant > 0"); - return ERR_PARSE_ERROR; + Error error = _parse_array_size(nullptr, constants, true, nullptr, &arg_array_size, nullptr); + if (error != OK) { + return error; } tk = _get_token(); } if (tk.type != TK_IDENTIFIER) { - _set_error("Expected identifier for argument name"); + _set_error(RTR("Expected an identifier for argument name.")); return ERR_PARSE_ERROR; } @@ -8664,13 +8695,13 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct ShaderLanguage::IdentifierType itype; if (_find_identifier(func_node->body, false, builtins, pname, (ShaderLanguage::DataType *)nullptr, &itype)) { if (itype != IDENTIFIER_FUNCTION) { - _set_error("Redefinition of '" + String(pname) + "'"); + _set_redefinition_error(String(pname)); return ERR_PARSE_ERROR; } } if (has_builtin(p_functions, pname)) { - _set_error("Redefinition of '" + String(pname) + "'"); + _set_redefinition_error(String(pname)); return ERR_PARSE_ERROR; } @@ -8688,44 +8719,21 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); if (tk.type == TK_BRACKET_OPEN) { - if (array_size > 0) { - _set_error("Array size is already defined!"); - return ERR_PARSE_ERROR; - } - bool error = false; - tk = _get_token(); - - if (tk.type == TK_INT_CONSTANT) { - array_size = (int)tk.constant; - - if (array_size > 0) { - tk = _get_token(); - if (tk.type != TK_BRACKET_CLOSE) { - _set_error("Expected ']'"); - return ERR_PARSE_ERROR; - } - } else { - error = true; - } - } else { - error = true; - } - - if (error) { - _set_error("Expected integer constant > 0"); - return ERR_PARSE_ERROR; + Error error = _parse_array_size(nullptr, constants, true, nullptr, &arg_array_size, nullptr); + if (error != OK) { + return error; } tk = _get_token(); } - arg.array_size = array_size; + arg.array_size = arg_array_size; func_node->arguments.push_back(arg); if (tk.type == TK_COMMA) { tk = _get_token(); //do none and go on } else if (tk.type != TK_PARENTHESIS_CLOSE) { - _set_error("Expected ',' or ')' after identifier"); + _set_expected_error(",", ")"); return ERR_PARSE_ERROR; } } @@ -8733,11 +8741,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (p_functions.has(name)) { //if one of the core functions, make sure they are of the correct form if (func_node->arguments.size() > 0) { - _set_error("Function '" + String(name) + "' expects no arguments."); + _set_error(vformat(RTR("Function '%s' expects no arguments."), String(name))); return ERR_PARSE_ERROR; } if (func_node->return_type != TYPE_VOID) { - _set_error("Function '" + String(name) + "' must be of void return type."); + _set_error(vformat(RTR("Function '%s' must be of '%s' return type."), String(name), "void")); return ERR_PARSE_ERROR; } } @@ -8745,7 +8753,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct //all good let's parse inside the function! tk = _get_token(); if (tk.type != TK_CURLY_BRACKET_OPEN) { - _set_error("Expected '{' to begin function"); + _set_error(RTR("Expected a '{' to begin function.")); return ERR_PARSE_ERROR; } @@ -8759,7 +8767,7 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct if (func_node->return_type != DataType::TYPE_VOID) { BlockNode *block = func_node->body; if (_find_last_flow_op_in_block(block, FlowOperation::FLOW_OP_RETURN) != OK) { - _set_error("Expected at least one return statement in a non-void function."); + _set_error(vformat(RTR("Expected at least one '%s' statement in a non-void function."), "return")); return ERR_PARSE_ERROR; } } @@ -8770,14 +8778,11 @@ Error ShaderLanguage::_parse_shader(const Map<StringName, FunctionInfo> &p_funct tk = _get_token(); } - int error_line; - String error_message; - if (!_check_varying_usages(&error_line, &error_message)) { - _set_tkpos({ 0, error_line }); - _set_error(error_message); - return ERR_PARSE_ERROR; +#ifdef DEBUG_ENABLED + if (check_device_limit_warnings && uniform_buffer_exceeded_line != -1) { + _add_warning(ShaderWarning::DEVICE_LIMIT_EXCEEDED, uniform_buffer_exceeded_line, RTR("uniform buffer"), { uniform_buffer_size, max_uniform_buffer_size }); } - +#endif // DEBUG_ENABLED return OK; } @@ -8897,7 +8902,7 @@ String ShaderLanguage::get_shader_type(const String &p_code) { break; } else if (p_code[i] <= 32) { - if (cur_identifier != String()) { + if (!cur_identifier.is_empty()) { if (!reading_type) { if (cur_identifier != "shader_type") { return String(); @@ -8957,17 +8962,17 @@ uint32_t ShaderLanguage::get_warning_flags() const { } #endif // DEBUG_ENABLED -Error ShaderLanguage::compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func) { +Error ShaderLanguage::compile(const String &p_code, const ShaderCompileInfo &p_info) { clear(); code = p_code; - global_var_get_type_func = p_global_variable_type_func; - varying_function_names = p_varying_function_names; + global_var_get_type_func = p_info.global_variable_type_func; + varying_function_names = p_info.varying_function_names; nodes = nullptr; shader = alloc_node<ShaderNode>(); - Error err = _parse_shader(p_functions, p_render_modes, p_shader_types); + Error err = _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types); #ifdef DEBUG_ENABLED if (check_warnings) { @@ -8981,28 +8986,58 @@ Error ShaderLanguage::compile(const String &p_code, const Map<StringName, Functi return OK; } -Error ShaderLanguage::complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) { +Error ShaderLanguage::complete(const String &p_code, const ShaderCompileInfo &p_info, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint) { clear(); code = p_code; - varying_function_names = p_varying_function_names; + varying_function_names = p_info.varying_function_names; nodes = nullptr; - global_var_get_type_func = p_global_variable_type_func; + global_var_get_type_func = p_info.global_variable_type_func; shader = alloc_node<ShaderNode>(); - _parse_shader(p_functions, p_render_modes, p_shader_types); + _parse_shader(p_info.functions, p_info.render_modes, p_info.shader_types); switch (completion_type) { case COMPLETION_NONE: { //do nothing return OK; } break; - case COMPLETION_RENDER_MODE: { - for (int i = 0; i < p_render_modes.size(); i++) { - ScriptCodeCompletionOption option(p_render_modes[i], ScriptCodeCompletionOption::KIND_ENUM); + case COMPLETION_SHADER_TYPE: { + for (const String &shader_type : p_info.shader_types) { + ScriptCodeCompletionOption option(shader_type, ScriptCodeCompletionOption::KIND_PLAIN_TEXT); r_options->push_back(option); } + return OK; + } break; + case COMPLETION_RENDER_MODE: { + for (int i = 0; i < p_info.render_modes.size(); i++) { + const ModeInfo &info = p_info.render_modes[i]; + + if (!info.options.is_empty()) { + bool found = false; + + for (int j = 0; j < info.options.size(); j++) { + if (shader->render_modes.has(String(info.name) + "_" + String(info.options[j]))) { + found = true; + } + } + + if (!found) { + for (int j = 0; j < info.options.size(); j++) { + ScriptCodeCompletionOption option(String(info.name) + "_" + String(info.options[j]), ScriptCodeCompletionOption::KIND_PLAIN_TEXT); + r_options->push_back(option); + } + } + } else { + const String name = String(info.name); + + if (!shader->render_modes.has(name)) { + ScriptCodeCompletionOption option(name, ScriptCodeCompletionOption::KIND_PLAIN_TEXT); + r_options->push_back(option); + } + } + } return OK; } break; @@ -9018,7 +9053,7 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct return OK; } break; case COMPLETION_MAIN_FUNCTION: { - for (const KeyValue<StringName, FunctionInfo> &E : p_functions) { + for (const KeyValue<StringName, FunctionInfo> &E : p_info.functions) { ScriptCodeCompletionOption option(E.key, ScriptCodeCompletionOption::KIND_FUNCTION); r_options->push_back(option); } @@ -9054,8 +9089,18 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct } if (comp_ident) { - if (p_functions.has("global")) { - for (const KeyValue<StringName, BuiltInInfo> &E : p_functions["global"].built_ins) { + if (p_info.functions.has("global")) { + for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions["global"].built_ins) { + ScriptCodeCompletionOption::Kind kind = ScriptCodeCompletionOption::KIND_MEMBER; + if (E.value.constant) { + kind = ScriptCodeCompletionOption::KIND_CONSTANT; + } + matches.insert(E.key, kind); + } + } + + if (p_info.functions.has("constants")) { + for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions["constants"].built_ins) { ScriptCodeCompletionOption::Kind kind = ScriptCodeCompletionOption::KIND_MEMBER; if (E.value.constant) { kind = ScriptCodeCompletionOption::KIND_CONSTANT; @@ -9064,8 +9109,8 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct } } - if (skip_function != StringName() && p_functions.has(skip_function)) { - for (const KeyValue<StringName, BuiltInInfo> &E : p_functions[skip_function].built_ins) { + if (skip_function != StringName() && p_info.functions.has(skip_function)) { + for (const KeyValue<StringName, BuiltInInfo> &E : p_info.functions[skip_function].built_ins) { ScriptCodeCompletionOption::Kind kind = ScriptCodeCompletionOption::KIND_MEMBER; if (E.value.constant) { kind = ScriptCodeCompletionOption::KIND_CONSTANT; @@ -9074,6 +9119,9 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct } } + for (const KeyValue<StringName, ShaderNode::Constant> &E : shader->constants) { + matches.insert(E.key, ScriptCodeCompletionOption::KIND_CONSTANT); + } for (const KeyValue<StringName, ShaderNode::Varying> &E : shader->varyings) { matches.insert(E.key, ScriptCodeCompletionOption::KIND_VARIABLE); } @@ -9369,15 +9417,6 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct limit = 4; } break; - case TYPE_MAT2: - limit = 2; - break; - case TYPE_MAT3: - limit = 3; - break; - case TYPE_MAT4: - limit = 4; - break; default: { } } @@ -9389,6 +9428,57 @@ Error ShaderLanguage::complete(const String &p_code, const Map<StringName, Funct } } break; + case COMPLETION_HINT: { + if (completion_base == DataType::TYPE_VEC4) { + ScriptCodeCompletionOption option("hint_color", ScriptCodeCompletionOption::KIND_PLAIN_TEXT); + r_options->push_back(option); + } else if ((completion_base == DataType::TYPE_INT || completion_base == DataType::TYPE_FLOAT) && !completion_base_array) { + ScriptCodeCompletionOption option("hint_range", ScriptCodeCompletionOption::KIND_PLAIN_TEXT); + + if (completion_base == DataType::TYPE_INT) { + option.insert_text = "hint_range(0, 100, 1)"; + } else { + option.insert_text = "hint_range(0.0, 1.0, 0.1)"; + } + + r_options->push_back(option); + } else if ((int(completion_base) > int(TYPE_MAT4) && int(completion_base) < int(TYPE_STRUCT)) && !completion_base_array) { + static Vector<String> options; + + if (options.is_empty()) { + options.push_back("filter_linear"); + options.push_back("filter_linear_mipmap"); + options.push_back("filter_linear_mipmap_anisotropic"); + options.push_back("filter_nearest"); + options.push_back("filter_nearest_mipmap"); + options.push_back("filter_nearest_mipmap_anisotropic"); + options.push_back("hint_albedo"); + options.push_back("hint_anisotropy"); + options.push_back("hint_black"); + options.push_back("hint_black_albedo"); + options.push_back("hint_normal"); + options.push_back("hint_roughness_a"); + options.push_back("hint_roughness_b"); + options.push_back("hint_roughness_g"); + options.push_back("hint_roughness_gray"); + options.push_back("hint_roughness_normal"); + options.push_back("hint_roughness_r"); + options.push_back("hint_white"); + options.push_back("repeat_enable"); + options.push_back("repeat_disable"); + } + + for (int i = 0; i < options.size(); i++) { + ScriptCodeCompletionOption option(options[i], ScriptCodeCompletionOption::KIND_PLAIN_TEXT); + r_options->push_back(option); + } + } + if (!completion_base_array) { + ScriptCodeCompletionOption option("instance_index", ScriptCodeCompletionOption::KIND_PLAIN_TEXT); + option.insert_text = "instance_index(0)"; + r_options->push_back(option); + } + } break; } return ERR_PARSE_ERROR; @@ -9410,7 +9500,7 @@ ShaderLanguage::ShaderLanguage() { nodes = nullptr; completion_class = TAG_GLOBAL; -#if DEBUG_ENABLED +#ifdef DEBUG_ENABLED warnings_check_map.insert(ShaderWarning::UNUSED_CONSTANT, &used_constants); warnings_check_map.insert(ShaderWarning::UNUSED_FUNCTION, &used_functions); warnings_check_map.insert(ShaderWarning::UNUSED_STRUCT, &used_structs); diff --git a/servers/rendering/shader_language.h b/servers/rendering/shader_language.h index c82f71d10d..1307eeac2b 100644 --- a/servers/rendering/shader_language.h +++ b/servers/rendering/shader_language.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -57,6 +57,7 @@ public: TK_FALSE, TK_FLOAT_CONSTANT, TK_INT_CONSTANT, + TK_UINT_CONSTANT, TK_TYPE_VOID, TK_TYPE_BOOL, TK_TYPE_BVEC2, @@ -168,7 +169,7 @@ public: TK_HINT_ROUGHNESS_B, TK_HINT_ROUGHNESS_A, TK_HINT_ROUGHNESS_GRAY, - TK_HINT_ANISO_TEXTURE, + TK_HINT_ANISOTROPY_TEXTURE, TK_HINT_ALBEDO_TEXTURE, TK_HINT_BLACK_ALBEDO_TEXTURE, TK_HINT_COLOR, @@ -178,8 +179,8 @@ public: TK_FILTER_LINEAR, TK_FILTER_NEAREST_MIPMAP, TK_FILTER_LINEAR_MIPMAP, - TK_FILTER_NEAREST_MIPMAP_ANISO, - TK_FILTER_LINEAR_MIPMAP_ANISO, + TK_FILTER_NEAREST_MIPMAP_ANISOTROPIC, + TK_FILTER_LINEAR_MIPMAP_ANISOTROPIC, TK_REPEAT_ENABLE, TK_REPEAT_DISABLE, TK_SHADER_TYPE, @@ -287,6 +288,7 @@ public: OP_CONSTRUCT, OP_STRUCT, OP_INDEX, + OP_EMPTY, OP_MAX }; @@ -320,8 +322,8 @@ public: FILTER_LINEAR, FILTER_NEAREST_MIPMAP, FILTER_LINEAR_MIPMAP, - FILTER_NEAREST_MIPMAP_ANISO, - FILTER_LINEAR_MIPMAP_ANISO, + FILTER_NEAREST_MIPMAP_ANISOTROPIC, + FILTER_LINEAR_MIPMAP_ANISOTROPIC, FILTER_DEFAULT, }; @@ -360,7 +362,6 @@ public: TYPE_CONTROL_FLOW, TYPE_MEMBER, TYPE_ARRAY, - TYPE_ARRAY_DECLARATION, TYPE_ARRAY_CONSTRUCT, TYPE_STRUCT, }; @@ -426,7 +427,10 @@ public: struct Declaration { StringName name; - Node *initializer; + uint32_t size = 0U; + Node *size_expression = nullptr; + Vector<Node *> initializer; + bool single_expression = false; }; Vector<Declaration> declarations; @@ -469,27 +473,6 @@ public: Node(TYPE_ARRAY_CONSTRUCT) {} }; - struct ArrayDeclarationNode : public Node { - DataPrecision precision = PRECISION_DEFAULT; - DataType datatype = TYPE_VOID; - String struct_name; - bool is_const = false; - Node *size_expression = nullptr; - - struct Declaration { - StringName name; - uint32_t size; - Vector<Node *> initializer; - bool single_expression; - }; - Vector<Declaration> declarations; - - virtual DataType get_datatype() const override { return datatype; } - - ArrayDeclarationNode() : - Node(TYPE_ARRAY_DECLARATION) {} - }; - struct ConstantNode : public Node { DataType datatype = TYPE_VOID; String struct_name = ""; @@ -503,7 +486,7 @@ public: }; Vector<Value> values; - Vector<ArrayDeclarationNode::Declaration> array_declarations; + Vector<VariableDeclarationNode::Declaration> array_declarations; virtual DataType get_datatype() const override { return datatype; } virtual String get_datatype_name() const override { return struct_name; } @@ -574,7 +557,7 @@ public: virtual DataType get_datatype() const override { return datatype; } virtual String get_datatype_name() const override { return String(struct_name); } - virtual int get_array_size() const override { return array_size; } + virtual int get_array_size() const override { return (index_expression || call_expression) ? 0 : array_size; } virtual bool is_indexed() const override { return index_expression != nullptr || call_expression != nullptr; } MemberNode() : @@ -680,7 +663,7 @@ public: HINT_ROUGHNESS_GRAY, HINT_BLACK, HINT_WHITE, - HINT_ANISO, + HINT_ANISOTROPY, HINT_MAX }; @@ -740,6 +723,7 @@ public: enum CompletionType { COMPLETION_NONE, + COMPLETION_SHADER_TYPE, COMPLETION_RENDER_MODE, COMPLETION_MAIN_FUNCTION, COMPLETION_IDENTIFIER, @@ -747,6 +731,7 @@ public: COMPLETION_CALL_ARGUMENTS, COMPLETION_INDEX, COMPLETION_STRUCT, + COMPLETION_HINT, }; struct Token { @@ -754,6 +739,9 @@ public: StringName text; double constant; uint16_t line; + bool is_integer_constant() const { + return type == TK_INT_CONSTANT || type == TK_UINT_CONSTANT; + } }; static String get_operator_text(Operator p_op); @@ -771,6 +759,7 @@ public: static bool is_token_nonvoid_datatype(TokenType p_type); static bool is_token_operator(TokenType p_type); static bool is_token_operator_assign(TokenType p_type); + static bool is_token_hint(TokenType p_type); static bool convert_constant(ConstantNode *p_constant, DataType p_to_type, ConstantNode::Value *p_value = nullptr); static DataType get_scalar_type(DataType p_type); @@ -780,7 +769,7 @@ public: static bool is_sampler_type(DataType p_type); static Variant constant_value_to_variant(const Vector<ShaderLanguage::ConstantNode::Value> &p_value, DataType p_type, int p_array_size, ShaderLanguage::ShaderNode::Uniform::Hint p_hint = ShaderLanguage::ShaderNode::Uniform::HINT_NONE); static PropertyInfo uniform_to_property_info(const ShaderNode::Uniform &p_uniform); - static uint32_t get_type_size(DataType p_type); + static uint32_t get_datatype_size(DataType p_type); static void get_keyword_list(List<String> *r_keywords); static bool is_control_flow_keyword(String p_keyword); @@ -812,6 +801,57 @@ public: DataType return_type = TYPE_VOID; }; + struct ModeInfo { + StringName name; + Vector<StringName> options; + + ModeInfo() {} + + ModeInfo(const StringName &p_name) : + name(p_name) { + } + + ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2) : + name(p_name) { + options.push_back(p_arg1); + options.push_back(p_arg2); + } + + ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2, const StringName &p_arg3) : + name(p_name) { + options.push_back(p_arg1); + options.push_back(p_arg2); + options.push_back(p_arg3); + } + + ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2, const StringName &p_arg3, const StringName &p_arg4) : + name(p_name) { + options.push_back(p_arg1); + options.push_back(p_arg2); + options.push_back(p_arg3); + options.push_back(p_arg4); + } + + ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2, const StringName &p_arg3, const StringName &p_arg4, const StringName &p_arg5) : + name(p_name) { + options.push_back(p_arg1); + options.push_back(p_arg2); + options.push_back(p_arg3); + options.push_back(p_arg4); + options.push_back(p_arg5); + } + + ModeInfo(const StringName &p_name, const StringName &p_arg1, const StringName &p_arg2, const StringName &p_arg3, const StringName &p_arg4, const StringName &p_arg5, const StringName &p_arg6) : + name(p_name) { + options.push_back(p_arg1); + options.push_back(p_arg2); + options.push_back(p_arg3); + options.push_back(p_arg4); + options.push_back(p_arg5); + options.push_back(p_arg6); + } + }; + struct FunctionInfo { Map<StringName, BuiltInInfo> built_ins; Map<StringName, StageFunctionInfo> stage_functions; @@ -861,11 +901,14 @@ private: bool check_warnings = false; uint32_t warning_flags; - void _add_line_warning(ShaderWarning::Code p_code, const StringName &p_subject = "") { - warnings.push_back(ShaderWarning(p_code, tk_line, p_subject)); + void _add_line_warning(ShaderWarning::Code p_code, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()) { + warnings.push_back(ShaderWarning(p_code, tk_line, p_subject, p_extra_args)); } - void _add_warning(ShaderWarning::Code p_code, int p_line, const StringName &p_subject = "") { - warnings.push_back(ShaderWarning(p_code, p_line, p_subject)); + void _add_global_warning(ShaderWarning::Code p_code, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()) { + warnings.push_back(ShaderWarning(p_code, -1, p_subject, p_extra_args)); + } + void _add_warning(ShaderWarning::Code p_code, int p_line, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()) { + warnings.push_back(ShaderWarning(p_code, p_line, p_subject, p_extra_args)); } void _check_warning_accums(); #endif // DEBUG_ENABLED @@ -880,14 +923,6 @@ private: VaryingFunctionNames varying_function_names; - struct VaryingUsage { - ShaderNode::Varying *var; - int line; - }; - List<VaryingUsage> unknown_varying_usages; - - bool _check_varying_usages(int *r_error_line, String *r_error_message) const; - TkPos _get_tkpos() { TkPos tkp; tkp.char_idx = char_idx; @@ -910,6 +945,26 @@ private: error_str = p_str; } + void _set_expected_error(const String &p_what) { + _set_error(vformat(RTR("Expected a '%s'."), p_what)); + } + + void _set_expected_error(const String &p_first, const String p_second) { + _set_error(vformat(RTR("Expected a '%s' or '%s'."), p_first, p_second)); + } + + void _set_expected_after_error(const String &p_what, const String &p_after) { + _set_error(vformat(RTR("Expected a '%s' after '%s'."), p_what, p_after)); + } + + void _set_redefinition_error(const String &p_what) { + _set_error(vformat(RTR("Redefinition of '%s'."), p_what)); + } + + void _set_parsing_error() { + _set_error("Parser bug."); + } + static const char *token_names[TK_MAX]; Token _make_token(TokenType p_type, const StringName &p_text = StringName()); @@ -965,10 +1020,12 @@ private: int completion_line; BlockNode *completion_block; DataType completion_base; + bool completion_base_array; SubClassTag completion_class; StringName completion_function; StringName completion_struct; int completion_argument; + const Map<StringName, FunctionInfo> *stages = nullptr; bool _get_completable_identifier(BlockNode *p_block, CompletionType p_type, StringName &identifier); @@ -976,6 +1033,8 @@ private: static const BuiltinFuncOutArgs builtin_func_out_args[]; static const BuiltinFuncConstArgs builtin_func_const_args[]; + static bool is_const_suffix_lut_initialized; + Error _validate_datatype(DataType p_type); bool _compare_datatypes(DataType p_datatype_a, String p_datatype_name_a, int p_array_size_a, DataType p_datatype_b, String p_datatype_name_b, int p_array_size_b); bool _compare_datatypes_in_nodes(Node *a, Node *b); @@ -985,14 +1044,10 @@ private: bool _propagate_function_call_sampler_uniform_settings(StringName p_name, int p_argument, TextureFilter p_filter, TextureRepeat p_repeat); bool _propagate_function_call_sampler_builtin_reference(StringName p_name, int p_argument, const StringName &p_builtin); bool _validate_varying_assign(ShaderNode::Varying &p_varying, String *r_message); - bool _validate_varying_using(ShaderNode::Varying &p_varying, String *r_message); bool _check_node_constness(const Node *p_node) const; - Node *_parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, int &r_array_size); - Error _parse_global_array_size(int &r_array_size); - Error _parse_local_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, ArrayDeclarationNode *p_node, ArrayDeclarationNode::Declaration *p_decl, int &r_array_size, bool &r_is_unknown_size); - Node *_parse_expression(BlockNode *p_block, const FunctionInfo &p_function_info); + Error _parse_array_size(BlockNode *p_block, const FunctionInfo &p_function_info, bool p_forbid_unknown_size, Node **r_size_expression, int *r_array_size, bool *r_unknown_size); Node *_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info); Node *_parse_array_constructor(BlockNode *p_block, const FunctionInfo &p_function_info, DataType p_type, const StringName &p_struct_name, int p_array_size); ShaderLanguage::Node *_reduce_expression(BlockNode *p_block, ShaderLanguage::Node *p_node); @@ -1002,7 +1057,7 @@ private: String _get_shader_type_list(const Set<String> &p_shader_types) const; String _get_qualifier_str(ArgumentQualifier p_qualifier) const; - Error _parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const Set<String> &p_shader_types); + Error _parse_shader(const Map<StringName, FunctionInfo> &p_functions, const Vector<ModeInfo> &p_render_modes, const Set<String> &p_shader_types); Error _find_last_flow_op_in_block(BlockNode *p_block, FlowOperation p_op); Error _find_last_flow_op_in_op(ControlFlowNode *p_flow, FlowOperation p_op); @@ -1023,8 +1078,17 @@ public: void clear(); static String get_shader_type(const String &p_code); - Error compile(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func); - Error complete(const String &p_code, const Map<StringName, FunctionInfo> &p_functions, const Vector<StringName> &p_render_modes, const VaryingFunctionNames &p_varying_function_names, const Set<String> &p_shader_types, GlobalVariableGetTypeFunc p_global_variable_type_func, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint); + + struct ShaderCompileInfo { + Map<StringName, FunctionInfo> functions; + Vector<ModeInfo> render_modes; + VaryingFunctionNames varying_function_names = VaryingFunctionNames(); + Set<String> shader_types; + GlobalVariableGetTypeFunc global_variable_type_func = nullptr; + }; + + Error compile(const String &p_code, const ShaderCompileInfo &p_info); + Error complete(const String &p_code, const ShaderCompileInfo &p_info, List<ScriptCodeCompletionOption> *r_options, String &r_call_hint); String get_error_text(); int get_error_line(); diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp index 0bfcccef28..9ae60c14cb 100644 --- a/servers/rendering/shader_types.cpp +++ b/servers/rendering/shader_types.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -35,7 +35,7 @@ const Map<StringName, ShaderLanguage::FunctionInfo> &ShaderTypes::get_functions( return shader_modes[p_mode].functions; } -const Vector<StringName> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const { +const Vector<ShaderLanguage::ModeInfo> &ShaderTypes::get_modes(RS::ShaderMode p_mode) const { return shader_modes[p_mode].modes; } @@ -59,9 +59,9 @@ ShaderTypes::ShaderTypes() { /*************** SPATIAL ***********************/ shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_SPATIAL].functions["global"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SPATIAL].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC3; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["NORMAL"] = ShaderLanguage::TYPE_VEC3; @@ -74,6 +74,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["POINT_SIZE"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["ROUGHNESS"] = ShaderLanguage::TYPE_FLOAT; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_INDICES"] = ShaderLanguage::TYPE_UVEC4; shader_modes[RS::SHADER_SPATIAL].functions["vertex"].built_ins["BONE_WEIGHTS"] = ShaderLanguage::TYPE_VEC4; @@ -190,60 +191,36 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SPATIAL].functions["light"].can_discard = true; shader_modes[RS::SHADER_SPATIAL].functions["light"].main_function = true; - //order used puts first enum mode (default) first - shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_mix"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_add"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_sub"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("blend_mul"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_draw_opaque"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_draw_always"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_draw_never"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_prepass_alpha"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_test_disabled"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("sss_mode_skin"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_back"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_front"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_disabled"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("unshaded"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("wireframe"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_lambert_wrap"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_burley"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("diffuse_toon"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_schlick_ggx"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_blinn"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_phong"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_toon"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("specular_disabled"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("skip_vertex_transform"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("world_vertex_coords"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("ensure_correct_normals"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("shadows_disabled"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("ambient_light_disabled"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("shadow_to_opacity"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("vertex_lighting"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("particle_trails"); - - shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage"); - shader_modes[RS::SHADER_SPATIAL].modes.push_back("alpha_to_coverage_and_one"); + // spatial render modes + { + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "blend", "mix", "add", "sub", "mul" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "depth_draw", "opaque", "always", "never" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "depth_prepass_alpha" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "depth_test_disabled" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "sss_mode_skin" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "cull", "back", "front", "disabled" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "unshaded" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "wireframe" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "diffuse", "lambert", "lambert_wrap", "burley", "toon" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "specular", "schlick_ggx", "blinn", "phong", "toon", "disabled" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "skip_vertex_transform" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "world_vertex_coords" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "ensure_correct_normals" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "shadows_disabled" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "ambient_light_disabled" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "shadow_to_opacity" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "vertex_lighting" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "particle_trails" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "alpha_to_coverage" }); + shader_modes[RS::SHADER_SPATIAL].modes.push_back({ "alpha_to_coverage_and_one" }); + } /************ CANVAS ITEM **************************/ shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_CANVAS_ITEM].functions["global"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX"] = ShaderLanguage::TYPE_VEC2; shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["UV"] = ShaderLanguage::TYPE_VEC2; @@ -254,6 +231,8 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["CANVAS_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["SCREEN_MATRIX"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_CUSTOM"] = constt(ShaderLanguage::TYPE_VEC4); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["INSTANCE_ID"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["VERTEX_ID"] = constt(ShaderLanguage::TYPE_INT); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["AT_LIGHT_PASS"] = constt(ShaderLanguage::TYPE_BOOL); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].built_ins["TEXTURE_PIXEL_SIZE"] = constt(ShaderLanguage::TYPE_VEC2); shader_modes[RS::SHADER_CANVAS_ITEM].functions["vertex"].can_discard = false; @@ -319,24 +298,20 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].can_discard = true; shader_modes[RS::SHADER_CANVAS_ITEM].functions["light"].main_function = true; - shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("skip_vertex_transform"); - - shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_mix"); - shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_add"); - shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_sub"); - shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_mul"); - shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_premul_alpha"); - shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("blend_disabled"); - - shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("unshaded"); - shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back("light_only"); + // canvasitem render modes + { + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ "skip_vertex_transform" }); + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ "blend", "mix", "add", "sub", "mul", "premul_alpha", "disabled" }); + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ "unshaded" }); + shader_modes[RS::SHADER_CANVAS_ITEM].modes.push_back({ "light_only" }); + } /************ PARTICLES **************************/ shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_PARTICLES].functions["global"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_PARTICLES].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_PARTICLES].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_PARTICLES].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["COLOR"] = ShaderLanguage::TYPE_VEC4; shader_modes[RS::SHADER_PARTICLES].functions["start"].built_ins["VELOCITY"] = ShaderLanguage::TYPE_VEC3; @@ -367,7 +342,7 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["LIFETIME"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["DELTA"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["NUMBER"] = constt(ShaderLanguage::TYPE_UINT); - shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_INT); + shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["INDEX"] = constt(ShaderLanguage::TYPE_UINT); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["EMISSION_TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["RANDOM_SEED"] = constt(ShaderLanguage::TYPE_UINT); shader_modes[RS::SHADER_PARTICLES].functions["process"].built_ins["FLAG_EMIT_POSITION"] = constt(ShaderLanguage::TYPE_UINT); @@ -392,17 +367,20 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_PARTICLES].functions["process"].stage_functions["emit_subparticle"] = emit_vertex_func; } - shader_modes[RS::SHADER_PARTICLES].modes.push_back("collision_use_scale"); - shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_force"); - shader_modes[RS::SHADER_PARTICLES].modes.push_back("disable_velocity"); - shader_modes[RS::SHADER_PARTICLES].modes.push_back("keep_data"); + // particles render modes + { + shader_modes[RS::SHADER_PARTICLES].modes.push_back({ "collision_use_scale" }); + shader_modes[RS::SHADER_PARTICLES].modes.push_back({ "disable_force" }); + shader_modes[RS::SHADER_PARTICLES].modes.push_back({ "disable_velocity" }); + shader_modes[RS::SHADER_PARTICLES].modes.push_back({ "keep_data" }); + } /************ SKY **************************/ shader_modes[RS::SHADER_SKY].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_SKY].functions["global"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_SKY].functions["global"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); - shader_modes[RS::SHADER_SKY].functions["global"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SKY].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SKY].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_SKY].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); shader_modes[RS::SHADER_SKY].functions["global"].built_ins["POSITION"] = constt(ShaderLanguage::TYPE_VEC3); shader_modes[RS::SHADER_SKY].functions["global"].built_ins["RADIANCE"] = constt(ShaderLanguage::TYPE_SAMPLERCUBE); shader_modes[RS::SHADER_SKY].functions["global"].built_ins["AT_HALF_RES_PASS"] = constt(ShaderLanguage::TYPE_BOOL); @@ -439,14 +417,36 @@ ShaderTypes::ShaderTypes() { shader_modes[RS::SHADER_SKY].functions["sky"].built_ins["FOG"] = ShaderLanguage::TYPE_VEC4; shader_modes[RS::SHADER_SKY].functions["sky"].main_function = true; - shader_modes[RS::SHADER_SKY].modes.push_back("use_half_res_pass"); - shader_modes[RS::SHADER_SKY].modes.push_back("use_quarter_res_pass"); - shader_modes[RS::SHADER_SKY].modes.push_back("disable_fog"); + // sky render modes + { + shader_modes[RS::SHADER_SKY].modes.push_back({ "use_half_res_pass" }); + shader_modes[RS::SHADER_SKY].modes.push_back({ "use_quarter_res_pass" }); + shader_modes[RS::SHADER_SKY].modes.push_back({ "disable_fog" }); + } + + /************ FOG **************************/ + + shader_modes[RS::SHADER_FOG].functions["global"].built_ins["TIME"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_FOG].functions["constants"].built_ins["PI"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_FOG].functions["constants"].built_ins["TAU"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_FOG].functions["constants"].built_ins["E"] = constt(ShaderLanguage::TYPE_FLOAT); + + shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["WORLD_POSITION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["OBJECT_POSITION"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["UVW"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["EXTENTS"] = constt(ShaderLanguage::TYPE_VEC3); + shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["TRANSFORM"] = constt(ShaderLanguage::TYPE_MAT4); + shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["SDF"] = constt(ShaderLanguage::TYPE_FLOAT); + shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["ALBEDO"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["DENSITY"] = ShaderLanguage::TYPE_FLOAT; + shader_modes[RS::SHADER_FOG].functions["fog"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3; + shader_modes[RS::SHADER_FOG].functions["fog"].main_function = true; shader_types_list.push_back("spatial"); shader_types_list.push_back("canvas_item"); shader_types_list.push_back("particles"); shader_types_list.push_back("sky"); + shader_types_list.push_back("fog"); for (int i = 0; i < shader_types_list.size(); i++) { shader_types.insert(shader_types_list[i]); diff --git a/servers/rendering/shader_types.h b/servers/rendering/shader_types.h index 75a310a1b1..385083b670 100644 --- a/servers/rendering/shader_types.h +++ b/servers/rendering/shader_types.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -38,7 +38,7 @@ class ShaderTypes { struct Type { Map<StringName, ShaderLanguage::FunctionInfo> functions; - Vector<StringName> modes; + Vector<ShaderLanguage::ModeInfo> modes; }; Map<RS::ShaderMode, Type> shader_modes; @@ -52,7 +52,7 @@ public: static ShaderTypes *get_singleton() { return singleton; } const Map<StringName, ShaderLanguage::FunctionInfo> &get_functions(RS::ShaderMode p_mode) const; - const Vector<StringName> &get_modes(RS::ShaderMode p_mode) const; + const Vector<ShaderLanguage::ModeInfo> &get_modes(RS::ShaderMode p_mode) const; const Set<String> &get_types() const; const List<String> &get_types_list() const; diff --git a/servers/rendering/shader_warnings.cpp b/servers/rendering/shader_warnings.cpp index 0b8476478c..639b9bd165 100644 --- a/servers/rendering/shader_warnings.cpp +++ b/servers/rendering/shader_warnings.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -48,19 +48,23 @@ const StringName &ShaderWarning::get_subject() const { String ShaderWarning::get_message() const { switch (code) { case FLOAT_COMPARISON: - return vformat("Direct floating-point comparison (this may not evaluate to `true` as you expect). Instead, use `abs(a - b) < 0.0001` for an approximate but predictable comparison."); + return vformat(RTR("Direct floating-point comparison (this may not evaluate to `true` as you expect). Instead, use `abs(a - b) < 0.0001` for an approximate but predictable comparison.")); case UNUSED_CONSTANT: - return vformat("The const '%s' is declared but never used.", subject); + return vformat(RTR("The const '%s' is declared but never used."), subject); case UNUSED_FUNCTION: - return vformat("The function '%s' is declared but never used.", subject); + return vformat(RTR("The function '%s' is declared but never used."), subject); case UNUSED_STRUCT: - return vformat("The struct '%s' is declared but never used.", subject); + return vformat(RTR("The struct '%s' is declared but never used."), subject); case UNUSED_UNIFORM: - return vformat("The uniform '%s' is declared but never used.", subject); + return vformat(RTR("The uniform '%s' is declared but never used."), subject); case UNUSED_VARYING: - return vformat("The varying '%s' is declared but never used.", subject); + return vformat(RTR("The varying '%s' is declared but never used."), subject); case UNUSED_LOCAL_VARIABLE: - return vformat("The local variable '%s' is declared but never used.", subject); + return vformat(RTR("The local variable '%s' is declared but never used."), subject); + case FORMATTING_ERROR: + return subject; + case DEVICE_LIMIT_EXCEEDED: + return vformat(RTR("The total size of the %s for this shader on this device has been exceeded (%d/%d). The shader may not work correctly."), subject, (int)extra_args[0], (int)extra_args[1]); default: break; } @@ -71,6 +75,10 @@ String ShaderWarning::get_name() const { return get_name_from_code(code); } +Vector<Variant> ShaderWarning::get_extra_args() const { + return extra_args; +} + String ShaderWarning::get_name_from_code(Code p_code) { ERR_FAIL_INDEX_V(p_code, WARNING_MAX, String()); @@ -82,6 +90,8 @@ String ShaderWarning::get_name_from_code(Code p_code) { "UNUSED_UNIFORM", "UNUSED_VARYING", "UNUSED_LOCAL_VARIABLE", + "FORMATTING_ERROR", + "DEVICE_LIMIT_EXCEEDED", }; static_assert((sizeof(names) / sizeof(*names)) == WARNING_MAX, "Amount of warning types don't match the amount of warning names."); @@ -110,6 +120,8 @@ static void init_code_to_flags_map() { code_to_flags_map->insert(ShaderWarning::UNUSED_UNIFORM, ShaderWarning::UNUSED_UNIFORM_FLAG); code_to_flags_map->insert(ShaderWarning::UNUSED_VARYING, ShaderWarning::UNUSED_VARYING_FLAG); code_to_flags_map->insert(ShaderWarning::UNUSED_LOCAL_VARIABLE, ShaderWarning::UNUSED_LOCAL_VARIABLE_FLAG); + code_to_flags_map->insert(ShaderWarning::FORMATTING_ERROR, ShaderWarning::FORMATTING_ERROR_FLAG); + code_to_flags_map->insert(ShaderWarning::DEVICE_LIMIT_EXCEEDED, ShaderWarning::DEVICE_LIMIT_EXCEEDED_FLAG); } ShaderWarning::CodeFlags ShaderWarning::get_flags_from_codemap(const Map<Code, bool> &p_map) { @@ -128,8 +140,8 @@ ShaderWarning::CodeFlags ShaderWarning::get_flags_from_codemap(const Map<Code, b return (CodeFlags)result; } -ShaderWarning::ShaderWarning(Code p_code, int p_line, const StringName &p_subject) : - code(p_code), line(p_line), subject(p_subject) { +ShaderWarning::ShaderWarning(Code p_code, int p_line, const StringName &p_subject, const Vector<Variant> &p_extra_args) : + code(p_code), line(p_line), subject(p_subject), extra_args(p_extra_args) { } #endif // DEBUG_ENABLED diff --git a/servers/rendering/shader_warnings.h b/servers/rendering/shader_warnings.h index db872d8fb1..e309907181 100644 --- a/servers/rendering/shader_warnings.h +++ b/servers/rendering/shader_warnings.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -36,6 +36,7 @@ #include "core/string/string_name.h" #include "core/templates/list.h" #include "core/templates/map.h" +#include "core/variant/variant.h" class ShaderWarning { public: @@ -47,6 +48,8 @@ public: UNUSED_UNIFORM, UNUSED_VARYING, UNUSED_LOCAL_VARIABLE, + FORMATTING_ERROR, + DEVICE_LIMIT_EXCEEDED, WARNING_MAX, }; @@ -59,12 +62,15 @@ public: UNUSED_UNIFORM_FLAG = 16U, UNUSED_VARYING_FLAG = 32U, UNUSED_LOCAL_VARIABLE_FLAG = 64U, + FORMATTING_ERROR_FLAG = 128U, + DEVICE_LIMIT_EXCEEDED_FLAG = 256U, }; private: Code code; int line; StringName subject; + Vector<Variant> extra_args; public: Code get_code() const; @@ -72,12 +78,13 @@ public: const StringName &get_subject() const; String get_message() const; String get_name() const; + Vector<Variant> get_extra_args() const; static String get_name_from_code(Code p_code); static Code get_code_from_name(const String &p_name); static CodeFlags get_flags_from_codemap(const Map<Code, bool> &p_map); - ShaderWarning(Code p_code = WARNING_MAX, int p_line = -1, const StringName &p_subject = ""); + ShaderWarning(Code p_code = WARNING_MAX, int p_line = -1, const StringName &p_subject = "", const Vector<Variant> &p_extra_args = Vector<Variant>()); }; #endif // DEBUG_ENABLED diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp index b3efe840b6..863aae6e4c 100644 --- a/servers/rendering_server.cpp +++ b/servers/rendering_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,6 +32,8 @@ #include "core/config/project_settings.h" #include "servers/rendering/rendering_server_globals.h" +#include "servers/rendering/shader_language.h" + RenderingServer *RenderingServer::singleton = nullptr; RenderingServer *(*RenderingServer::create_func)() = nullptr; @@ -199,11 +201,11 @@ RID RenderingServer::_make_test_cube() { normal_points[j][i % 3] = (i >= 3 ? -1 : 1); } - //tri 1 + // Tri 1 ADD_VTX(0); ADD_VTX(1); ADD_VTX(2); - //tri 2 + // Tri 2 ADD_VTX(2); ADD_VTX(3); ADD_VTX(0); @@ -317,9 +319,6 @@ RID RenderingServer::get_white_texture() { return white_texture; } -#define SMALL_VEC2 Vector2(0.00001, 0.00001) -#define SMALL_VEC3 Vector3(0.00001, 0.00001, 0.00001) - Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint32_t *p_offsets, uint32_t p_vertex_stride, uint32_t p_attrib_stride, uint32_t p_skin_stride, Vector<uint8_t> &r_vertex_array, Vector<uint8_t> &r_attrib_array, Vector<uint8_t> &r_skin_array, int p_vertex_array_len, Vector<uint8_t> &r_index_array, int p_index_array_len, AABB &r_aabb, Vector<AABB> &r_bone_aabb) { uint8_t *vw = r_vertex_array.ptrw(); uint8_t *aw = r_attrib_array.ptrw(); @@ -333,7 +332,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint int max_bone = 0; for (int ai = 0; ai < RS::ARRAY_MAX; ai++) { - if (!(p_format & (1 << ai))) { // no array + if (!(p_format & (1 << ai))) { // No array continue; } @@ -345,7 +344,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint const Vector2 *src = array.ptr(); - // setting vertices means regenerating the AABB + // Setting vertices means regenerating the AABB. Rect2 aabb; { @@ -355,7 +354,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint memcpy(&vw[p_offsets[ai] + i * p_vertex_stride], vector, sizeof(float) * 2); if (i == 0) { - aabb = Rect2(src[i], SMALL_VEC2); //must have a bit of size + aabb = Rect2(src[i], SMALL_VEC2); // Must have a bit of size. } else { aabb.expand_to(src[i]); } @@ -370,7 +369,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint const Vector3 *src = array.ptr(); - // setting vertices means regenerating the AABB + // Setting vertices means regenerating the AABB. AABB aabb; { @@ -505,7 +504,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint case ARRAY_CUSTOM_RGBA8_UNORM: case ARRAY_CUSTOM_RGBA8_SNORM: case ARRAY_CUSTOM_RG_HALF: { - //size 4 + // Size 4 ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_BYTE_ARRAY, ERR_INVALID_PARAMETER); Vector<uint8_t> array = p_arrays[ai]; @@ -520,7 +519,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint } break; case ARRAY_CUSTOM_RGBA_HALF: { - //size 8 + // Size 8 ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_BYTE_ARRAY, ERR_INVALID_PARAMETER); Vector<uint8_t> array = p_arrays[ai]; @@ -537,7 +536,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint case ARRAY_CUSTOM_RG_FLOAT: case ARRAY_CUSTOM_RGB_FLOAT: case ARRAY_CUSTOM_RGBA_FLOAT: { - //RF + // RF ERR_FAIL_COND_V(p_arrays[ai].get_type() != Variant::PACKED_FLOAT32_ARRAY, ERR_INVALID_PARAMETER); Vector<float> array = p_arrays[ai]; @@ -646,7 +645,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint } if (p_format & RS::ARRAY_FORMAT_BONES) { - //create AABBs for each detected bone + // Create AABBs for each detected bone. int total_bones = max_bone + 1; bool first = r_bone_aabb.size() == 0; @@ -657,7 +656,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint if (first) { for (int i = 0; i < total_bones; i++) { - r_bone_aabb.write[i].size = Vector3(-1, -1, -1); //negative means unused + r_bone_aabb.write[i].size = Vector3(-1, -1, -1); // Negative means unused. } } @@ -686,7 +685,7 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint ERR_FAIL_INDEX_V(idx, total_bones, ERR_INVALID_DATA); if (bptr[idx].size.x < 0) { - //first + // First bptr[idx] = AABB(v, SMALL_VEC3); any_valid = true; } else { @@ -749,7 +748,7 @@ void RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, i uint32_t *size_accum; for (int i = 0; i < RS::ARRAY_MAX; i++) { - r_offsets[i] = 0; //reset + r_offsets[i] = 0; // Reset if (i == RS::ARRAY_VERTEX) { size_accum = &r_vertex_element_size; @@ -759,7 +758,7 @@ void RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, i size_accum = &r_skin_element_size; } - if (!(p_format & (1 << i))) { // no array + if (!(p_format & (1 << i))) { // No array continue; } @@ -873,7 +872,7 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa uint32_t format = 0; - // validation + // Validation int index_array_len = 0; int array_len = 0; @@ -921,10 +920,10 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa } } - ERR_FAIL_COND_V((format & RS::ARRAY_FORMAT_VERTEX) == 0, ERR_INVALID_PARAMETER); // mandatory + ERR_FAIL_COND_V((format & RS::ARRAY_FORMAT_VERTEX) == 0, ERR_INVALID_PARAMETER); // Mandatory if (p_blend_shapes.size()) { - //validate format for morphs + // Validate format for morphs. for (int i = 0; i < p_blend_shapes.size(); i++) { uint32_t bsformat = 0; Array arr = p_blend_shapes[i]; @@ -939,7 +938,7 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa } for (uint32_t i = 0; i < RS::ARRAY_CUSTOM_COUNT; ++i) { - // include custom array format type. + // Include custom array format type. if (format & (1 << (ARRAY_CUSTOM0 + i))) { format |= (RS::ARRAY_FORMAT_CUSTOM_MASK << (RS::ARRAY_FORMAT_CUSTOM_BASE + i * RS::ARRAY_FORMAT_CUSTOM_BITS)) & p_compress_format; } @@ -954,7 +953,7 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa mesh_surface_make_offsets_from_format(format, array_len, index_array_len, offsets, vertex_element_size, attrib_element_size, skin_element_size); uint32_t mask = (1 << ARRAY_MAX) - 1; - format |= (~mask) & p_compress_format; //make the full format + format |= (~mask) & p_compress_format; // Make the full format. int vertex_array_size = vertex_element_size * array_len; int attrib_array_size = attrib_element_size * array_len; @@ -1010,13 +1009,13 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa Vector<int> indices = p_lods[E]; ERR_CONTINUE(indices.size() == 0); uint32_t index_count = indices.size(); - ERR_CONTINUE(index_count >= (uint32_t)index_array_len); //should be smaller.. + ERR_CONTINUE(index_count >= (uint32_t)index_array_len); // Should be smaller.. const int *r = indices.ptr(); Vector<uint8_t> data; if (array_len <= 65536) { - //16 bits indices + // 16 bits indices data.resize(indices.size() * 2); uint8_t *w = data.ptrw(); uint16_t *index_ptr = (uint16_t *)w; @@ -1024,7 +1023,7 @@ Error RenderingServer::mesh_create_surface_data_from_arrays(SurfaceData *r_surfa index_ptr[i] = r[i]; } } else { - //32 bits indices + // 32 bits indices data.resize(indices.size() * 4); uint8_t *w = data.ptrw(); uint32_t *index_ptr = (uint32_t *)w; @@ -1204,7 +1203,7 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t case ARRAY_CUSTOM_RGBA8_SNORM: case ARRAY_CUSTOM_RG_HALF: case ARRAY_CUSTOM_RGBA_HALF: { - //size 4 + // Size 4 int s = type == ARRAY_CUSTOM_RGBA_HALF ? 8 : 4; Vector<uint8_t> arr; arr.resize(p_vertex_len * s); @@ -1376,7 +1375,7 @@ Array RenderingServer::mesh_surface_get_blend_shape_arrays(RID p_mesh, int p_sur Array blend_shape_array; blend_shape_array.resize(mesh_get_blend_shape_count(p_mesh)); for (uint32_t i = 0; i < blend_shape_count; i++) { - Vector<uint8_t> bs_data = blend_shape_data.subarray(i * divisor, (i + 1) * divisor - 1); + Vector<uint8_t> bs_data = blend_shape_data.slice(i * divisor, (i + 1) * divisor); Vector<uint8_t> unused; blend_shape_array.set(i, _get_array_from_surface(bs_format, bs_data, unused, unused, sd.vertex_count, unused, 0)); } @@ -1413,7 +1412,7 @@ Array RenderingServer::_mesh_surface_get_skeleton_aabb_bind(RID p_mesh, int p_su } #endif -ShaderLanguage::DataType RenderingServer::global_variable_type_get_shader_datatype(GlobalVariableType p_type) { +int RenderingServer::global_variable_type_get_shader_datatype(GlobalVariableType p_type) { switch (p_type) { case RS::GLOBAL_VAR_TYPE_BOOL: return ShaderLanguage::TYPE_BOOL; @@ -1472,12 +1471,12 @@ ShaderLanguage::DataType RenderingServer::global_variable_type_get_shader_dataty case RS::GLOBAL_VAR_TYPE_SAMPLERCUBE: return ShaderLanguage::TYPE_SAMPLERCUBE; default: - return ShaderLanguage::TYPE_MAX; //invalid or not found + return ShaderLanguage::TYPE_MAX; // Invalid or not found. } } RenderingDevice *RenderingServer::get_rendering_device() const { - // return the rendering device we're using globally + // Return the rendering device we're using globally. return RenderingDevice::get_singleton(); } @@ -1716,13 +1715,14 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("shader_get_param_list", "shader"), &RenderingServer::_shader_get_param_list); ClassDB::bind_method(D_METHOD("shader_get_param_default", "shader", "param"), &RenderingServer::shader_get_param_default); - ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "param", "texture"), &RenderingServer::shader_set_default_texture_param); - ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "param"), &RenderingServer::shader_get_default_texture_param); + ClassDB::bind_method(D_METHOD("shader_set_default_texture_param", "shader", "param", "texture", "index"), &RenderingServer::shader_set_default_texture_param, DEFVAL(0)); + ClassDB::bind_method(D_METHOD("shader_get_default_texture_param", "shader", "param", "index"), &RenderingServer::shader_get_default_texture_param, DEFVAL(0)); BIND_ENUM_CONSTANT(SHADER_SPATIAL); BIND_ENUM_CONSTANT(SHADER_CANVAS_ITEM); BIND_ENUM_CONSTANT(SHADER_PARTICLES); BIND_ENUM_CONSTANT(SHADER_SKY); + BIND_ENUM_CONSTANT(SHADER_FOG); BIND_ENUM_CONSTANT(SHADER_MAX); /* MATERIAL */ @@ -1942,6 +1942,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("directional_shadow_atlas_set_size", "size", "is_16bits"), &RenderingServer::directional_shadow_atlas_set_size); BIND_ENUM_CONSTANT(SHADOW_QUALITY_HARD); + BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_VERY_LOW); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_LOW); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_MEDIUM); BIND_ENUM_CONSTANT(SHADOW_QUALITY_SOFT_HIGH); @@ -1964,7 +1965,7 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("reflection_probe_set_enable_shadows", "probe", "enable"), &RenderingServer::reflection_probe_set_enable_shadows); ClassDB::bind_method(D_METHOD("reflection_probe_set_cull_mask", "probe", "layers"), &RenderingServer::reflection_probe_set_cull_mask); ClassDB::bind_method(D_METHOD("reflection_probe_set_resolution", "probe", "resolution"), &RenderingServer::reflection_probe_set_resolution); - ClassDB::bind_method(D_METHOD("reflection_probe_set_lod_threshold", "probe", "pixels"), &RenderingServer::reflection_probe_set_lod_threshold); + ClassDB::bind_method(D_METHOD("reflection_probe_set_mesh_lod_threshold", "probe", "pixels"), &RenderingServer::reflection_probe_set_mesh_lod_threshold); BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ONCE); BIND_ENUM_CONSTANT(REFLECTION_PROBE_UPDATE_ALWAYS); @@ -2000,6 +2001,10 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS); BIND_ENUM_CONSTANT(DECAL_FILTER_LINEAR_MIPMAPS_ANISOTROPIC); + /* GI API (affects VoxelGI and SDFGI) */ + + ClassDB::bind_method(D_METHOD("gi_set_use_half_resolution", "half_resolution"), &RenderingServer::gi_set_use_half_resolution); + /* VOXEL GI API */ ClassDB::bind_method(D_METHOD("voxel_gi_create"), &RenderingServer::voxel_gi_create); @@ -2125,6 +2130,17 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_8192); BIND_ENUM_CONSTANT(PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX); + /* FOG VOLUMES */ + + ClassDB::bind_method(D_METHOD("fog_volume_create"), &RenderingServer::fog_volume_create); + ClassDB::bind_method(D_METHOD("fog_volume_set_shape", "fog_volume", "shape"), &RenderingServer::fog_volume_set_shape); + ClassDB::bind_method(D_METHOD("fog_volume_set_extents", "fog_volume", "extents"), &RenderingServer::fog_volume_set_extents); + ClassDB::bind_method(D_METHOD("fog_volume_set_material", "fog_volume", "material"), &RenderingServer::fog_volume_set_material); + + BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_ELLIPSOID); + BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_BOX); + BIND_ENUM_CONSTANT(FOG_VOLUME_SHAPE_WORLD); + /* VISIBILITY NOTIFIER */ ClassDB::bind_method(D_METHOD("visibility_notifier_create"), &RenderingServer::visibility_notifier_create); @@ -2152,13 +2168,16 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("viewport_create"), &RenderingServer::viewport_create); ClassDB::bind_method(D_METHOD("viewport_set_use_xr", "viewport", "use_xr"), &RenderingServer::viewport_set_use_xr); - ClassDB::bind_method(D_METHOD("viewport_set_scale_3d", "viewport", "scale"), &RenderingServer::viewport_set_scale_3d); ClassDB::bind_method(D_METHOD("viewport_set_size", "viewport", "width", "height"), &RenderingServer::viewport_set_size); ClassDB::bind_method(D_METHOD("viewport_set_active", "viewport", "active"), &RenderingServer::viewport_set_active); ClassDB::bind_method(D_METHOD("viewport_set_parent_viewport", "viewport", "parent_viewport"), &RenderingServer::viewport_set_parent_viewport); ClassDB::bind_method(D_METHOD("viewport_attach_to_screen", "viewport", "rect", "screen"), &RenderingServer::viewport_attach_to_screen, DEFVAL(Rect2()), DEFVAL(DisplayServer::MAIN_WINDOW_ID)); ClassDB::bind_method(D_METHOD("viewport_set_render_direct_to_screen", "viewport", "enabled"), &RenderingServer::viewport_set_render_direct_to_screen); + ClassDB::bind_method(D_METHOD("viewport_set_scaling_3d_mode", "viewport", "scaling_3d_mode"), &RenderingServer::viewport_set_scaling_3d_mode); + ClassDB::bind_method(D_METHOD("viewport_set_scaling_3d_scale", "viewport", "scale"), &RenderingServer::viewport_set_scaling_3d_scale); + ClassDB::bind_method(D_METHOD("viewport_set_fsr_sharpness", "viewport", "sharpness"), &RenderingServer::viewport_set_fsr_sharpness); + ClassDB::bind_method(D_METHOD("viewport_set_fsr_mipmap_bias", "viewport", "mipmap_bias"), &RenderingServer::viewport_set_fsr_mipmap_bias); ClassDB::bind_method(D_METHOD("viewport_set_update_mode", "viewport", "update_mode"), &RenderingServer::viewport_set_update_mode); ClassDB::bind_method(D_METHOD("viewport_set_clear_mode", "viewport", "clear_mode"), &RenderingServer::viewport_set_clear_mode); ClassDB::bind_method(D_METHOD("viewport_get_texture", "viewport"), &RenderingServer::viewport_get_texture); @@ -2200,9 +2219,13 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("viewport_get_measured_render_time_gpu", "viewport"), &RenderingServer::viewport_get_measured_render_time_gpu); + BIND_ENUM_CONSTANT(VIEWPORT_SCALING_3D_MODE_BILINEAR); + BIND_ENUM_CONSTANT(VIEWPORT_SCALING_3D_MODE_FSR); + BIND_ENUM_CONSTANT(VIEWPORT_SCALING_3D_MODE_MAX); + BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_DISABLED); - BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE); //then goes to disabled); must be manually updated - BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE); // default + BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ONCE); // Then goes to disabled); must be manually updated. + BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_VISIBLE); // Default BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE); BIND_ENUM_CONSTANT(VIEWPORT_UPDATE_ALWAYS); @@ -2257,6 +2280,7 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSAO); + BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SSIL); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_PSSM_SPLITS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_DECAL_ATLAS); BIND_ENUM_CONSTANT(VIEWPORT_DEBUG_DRAW_SDFGI); @@ -2300,12 +2324,13 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "power", "detail", "horizon", "sharpness", "light_affect", "ao_channel_affect"), &RenderingServer::environment_set_ssao); ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective"), &RenderingServer::environment_set_fog); ClassDB::bind_method(D_METHOD("environment_set_sdfgi", "env", "enable", "cascades", "min_cell_size", "y_scale", "use_occlusion", "bounce_feedback", "read_sky", "energy", "normal_bias", "probe_bias"), &RenderingServer::environment_set_sdfgi); - ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog", "env", "enable", "density", "light", "light_energy", "length", "p_detail_spread", "gi_inject", "temporal_reprojection", "temporal_reprojection_amount"), &RenderingServer::environment_set_volumetric_fog); + ClassDB::bind_method(D_METHOD("environment_set_volumetric_fog", "env", "enable", "density", "albedo", "emission", "emission_energy", "anisotropy", "length", "p_detail_spread", "gi_inject", "temporal_reprojection", "temporal_reprojection_amount", "ambient_inject"), &RenderingServer::environment_set_volumetric_fog); ClassDB::bind_method(D_METHOD("environment_glow_set_use_bicubic_upscale", "enable"), &RenderingServer::environment_glow_set_use_bicubic_upscale); ClassDB::bind_method(D_METHOD("environment_glow_set_use_high_quality", "enable"), &RenderingServer::environment_glow_set_use_high_quality); ClassDB::bind_method(D_METHOD("environment_set_ssr_roughness_quality", "quality"), &RenderingServer::environment_set_ssr_roughness_quality); ClassDB::bind_method(D_METHOD("environment_set_ssao_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssao_quality); + ClassDB::bind_method(D_METHOD("environment_set_ssil_quality", "quality", "half_size", "adaptive_target", "blur_passes", "fadeout_from", "fadeout_to"), &RenderingServer::environment_set_ssil_quality); ClassDB::bind_method(D_METHOD("environment_set_sdfgi_ray_count", "ray_count"), &RenderingServer::environment_set_sdfgi_ray_count); ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_converge", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_converge); ClassDB::bind_method(D_METHOD("environment_set_sdfgi_frames_to_update_light", "frames"), &RenderingServer::environment_set_sdfgi_frames_to_update_light); @@ -2357,9 +2382,11 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_HIGH); BIND_ENUM_CONSTANT(ENV_SSAO_QUALITY_ULTRA); - BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_4); - BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_6); - BIND_ENUM_CONSTANT(ENV_SDFGI_CASCADES_8); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_VERY_LOW); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_LOW); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_MEDIUM); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_HIGH); + BIND_ENUM_CONSTANT(ENV_SSIL_QUALITY_ULTRA); BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_DISABLED); BIND_ENUM_CONSTANT(ENV_SDFGI_Y_SCALE_75_PERCENT); @@ -2432,17 +2459,20 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("instance_set_blend_shape_weight", "instance", "shape", "weight"), &RenderingServer::instance_set_blend_shape_weight); ClassDB::bind_method(D_METHOD("instance_set_surface_override_material", "instance", "surface", "material"), &RenderingServer::instance_set_surface_override_material); ClassDB::bind_method(D_METHOD("instance_set_visible", "instance", "visible"), &RenderingServer::instance_set_visible); + ClassDB::bind_method(D_METHOD("instance_geometry_set_transparency", "instance", "transparency"), &RenderingServer::instance_geometry_set_transparency); ClassDB::bind_method(D_METHOD("instance_set_custom_aabb", "instance", "aabb"), &RenderingServer::instance_set_custom_aabb); ClassDB::bind_method(D_METHOD("instance_attach_skeleton", "instance", "skeleton"), &RenderingServer::instance_attach_skeleton); ClassDB::bind_method(D_METHOD("instance_set_extra_visibility_margin", "instance", "margin"), &RenderingServer::instance_set_extra_visibility_margin); ClassDB::bind_method(D_METHOD("instance_set_visibility_parent", "instance", "parent"), &RenderingServer::instance_set_visibility_parent); + ClassDB::bind_method(D_METHOD("instance_set_ignore_culling", "instance", "enabled"), &RenderingServer::instance_set_ignore_culling); ClassDB::bind_method(D_METHOD("instance_geometry_set_flag", "instance", "flag", "enabled"), &RenderingServer::instance_geometry_set_flag); ClassDB::bind_method(D_METHOD("instance_geometry_set_cast_shadows_setting", "instance", "shadow_casting_setting"), &RenderingServer::instance_geometry_set_cast_shadows_setting); ClassDB::bind_method(D_METHOD("instance_geometry_set_material_override", "instance", "material"), &RenderingServer::instance_geometry_set_material_override); - ClassDB::bind_method(D_METHOD("instance_geometry_set_visibility_range", "instance", "min", "max", "min_margin", "max_margin"), &RenderingServer::instance_geometry_set_visibility_range); + ClassDB::bind_method(D_METHOD("instance_geometry_set_material_overlay", "instance", "material"), &RenderingServer::instance_geometry_set_material_overlay); + ClassDB::bind_method(D_METHOD("instance_geometry_set_visibility_range", "instance", "min", "max", "min_margin", "max_margin", "fade_mode"), &RenderingServer::instance_geometry_set_visibility_range); ClassDB::bind_method(D_METHOD("instance_geometry_set_lightmap", "instance", "lightmap", "lightmap_uv_scale", "lightmap_slice"), &RenderingServer::instance_geometry_set_lightmap); ClassDB::bind_method(D_METHOD("instance_geometry_set_lod_bias", "instance", "lod_bias"), &RenderingServer::instance_geometry_set_lod_bias); @@ -2467,6 +2497,7 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(INSTANCE_LIGHTMAP); BIND_ENUM_CONSTANT(INSTANCE_OCCLUDER); BIND_ENUM_CONSTANT(INSTANCE_VISIBLITY_NOTIFIER); + BIND_ENUM_CONSTANT(INSTANCE_FOG_VOLUME); BIND_ENUM_CONSTANT(INSTANCE_MAX); BIND_ENUM_CONSTANT(INSTANCE_GEOMETRY_MASK); @@ -2482,6 +2513,10 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_DOUBLE_SIDED); BIND_ENUM_CONSTANT(SHADOW_CASTING_SETTING_SHADOWS_ONLY); + BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DISABLED); + BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_SELF); + BIND_ENUM_CONSTANT(VISIBILITY_RANGE_FADE_DEPENDENCIES); + /* Bake 3D Object */ ClassDB::bind_method(D_METHOD("bake_render_uv2", "base", "material_overrides", "image_size"), &RenderingServer::bake_render_uv2); @@ -2526,7 +2561,8 @@ void RenderingServer::_bind_methods() { ClassDB::bind_method(D_METHOD("canvas_item_set_modulate", "item", "color"), &RenderingServer::canvas_item_set_modulate); ClassDB::bind_method(D_METHOD("canvas_item_set_self_modulate", "item", "color"), &RenderingServer::canvas_item_set_self_modulate); ClassDB::bind_method(D_METHOD("canvas_item_set_draw_behind_parent", "item", "enabled"), &RenderingServer::canvas_item_set_draw_behind_parent); - //primitives + + /* Primitives */ ClassDB::bind_method(D_METHOD("canvas_item_add_line", "item", "from", "to", "color", "width"), &RenderingServer::canvas_item_add_line, DEFVAL(1.0)); ClassDB::bind_method(D_METHOD("canvas_item_add_polyline", "item", "points", "colors", "width", "antialiased"), &RenderingServer::canvas_item_add_polyline, DEFVAL(1.0), DEFVAL(false)); @@ -2677,15 +2713,16 @@ void RenderingServer::_bind_methods() { BIND_ENUM_CONSTANT(GLOBAL_VAR_TYPE_MAX); /* Free */ - ClassDB::bind_method(D_METHOD("free_rid", "rid"), &RenderingServer::free); // shouldn't conflict with Object::free() + ClassDB::bind_method(D_METHOD("free_rid", "rid"), &RenderingServer::free); // Shouldn't conflict with Object::free(). /* Misc */ - ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "where", "method", "userdata"), &RenderingServer::request_frame_drawn_callback); + ClassDB::bind_method(D_METHOD("request_frame_drawn_callback", "callable"), &RenderingServer::request_frame_drawn_callback); ClassDB::bind_method(D_METHOD("has_changed"), &RenderingServer::has_changed); ClassDB::bind_method(D_METHOD("get_rendering_info", "info"), &RenderingServer::get_rendering_info); ClassDB::bind_method(D_METHOD("get_video_adapter_name"), &RenderingServer::get_video_adapter_name); ClassDB::bind_method(D_METHOD("get_video_adapter_vendor"), &RenderingServer::get_video_adapter_vendor); + ClassDB::bind_method(D_METHOD("get_video_adapter_type"), &RenderingServer::get_video_adapter_type); ClassDB::bind_method(D_METHOD("make_sphere_mesh", "latitudes", "longitudes", "radius"), &RenderingServer::make_sphere_mesh); ClassDB::bind_method(D_METHOD("get_test_cube"), &RenderingServer::get_test_cube); @@ -2781,7 +2818,6 @@ RenderingServer::RenderingServer() { GLOBAL_DEF_RST("rendering/textures/vram_compression/import_s3tc", true); GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc", false); GLOBAL_DEF_RST("rendering/textures/vram_compression/import_etc2", true); - GLOBAL_DEF_RST("rendering/textures/vram_compression/import_pvrtc", false); GLOBAL_DEF("rendering/textures/lossless_compression/force_png", false); GLOBAL_DEF("rendering/textures/lossless_compression/webp_compression_level", 2); @@ -2793,14 +2829,14 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/shadows/directional_shadow/size", 4096); GLOBAL_DEF("rendering/shadows/directional_shadow/size.mobile", 2048); ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/size", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/size", PROPERTY_HINT_RANGE, "256,16384")); - GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 2); + GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality", 3); GLOBAL_DEF("rendering/shadows/directional_shadow/soft_shadow_quality.mobile", 0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/directional_shadow/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/directional_shadow/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); GLOBAL_DEF("rendering/shadows/directional_shadow/16_bits", true); - GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 2); + GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality", 3); GLOBAL_DEF("rendering/shadows/shadows/soft_shadow_quality.mobile", 0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/shadows/shadows/soft_shadow_quality", PropertyInfo(Variant::INT, "rendering/shadows/shadows/soft_shadow_quality", PROPERTY_HINT_ENUM, "Hard (Fastest),Soft Very Low (Faster),Soft Low (Fast),Soft Medium (Average),Soft High (Slow),Soft Ultra (Slowest)")); GLOBAL_DEF("rendering/2d/shadow_atlas/size", 2048); @@ -2810,12 +2846,12 @@ RenderingServer::RenderingServer() { PropertyInfo(Variant::INT, "rendering/vulkan/rendering/back_end", PROPERTY_HINT_ENUM, "Forward Clustered (Supports Desktop Only),Forward Mobile (Supports Desktop and Mobile)")); - - GLOBAL_DEF("rendering/3d/viewport/scale", 1.0); - ProjectSettings::get_singleton()->set_custom_property_info("rendering/3d/viewport/scale", - PropertyInfo(Variant::FLOAT, - "rendering/3d/viewport/scale", - PROPERTY_HINT_RANGE, "0.25,2.0,0.01")); + // Already defined in RenderingDeviceVulkan::initialize which runs before this code. + // We re-define them here just for doctool's sake. Make sure to keep default values in sync. + GLOBAL_DEF("rendering/vulkan/staging_buffer/block_size_kb", 256); + GLOBAL_DEF("rendering/vulkan/staging_buffer/max_size_mb", 128); + GLOBAL_DEF("rendering/vulkan/staging_buffer/texture_upload_region_size_px", 64); + GLOBAL_DEF("rendering/vulkan/descriptor_pools/max_descriptors_per_pool", 64); GLOBAL_DEF("rendering/shader_compiler/shader_cache/enabled", true); GLOBAL_DEF("rendering/shader_compiler/shader_cache/compress", true); @@ -2824,7 +2860,7 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/shader_compiler/shader_cache/strip_debug.release", true); GLOBAL_DEF("rendering/reflections/sky_reflections/roughness_layers", 8); - GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections", true); + GLOBAL_DEF_RST("rendering/reflections/sky_reflections/texture_array_reflections", true); GLOBAL_DEF("rendering/reflections/sky_reflections/texture_array_reflections.mobile", false); GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples", 1024); GLOBAL_DEF("rendering/reflections/sky_reflections/ggx_samples.mobile", 128); @@ -2846,7 +2882,6 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/shading/overrides/force_blinn_over_ggx.mobile", true); GLOBAL_DEF("rendering/driver/depth_prepass/enable", true); - GLOBAL_DEF("rendering/driver/depth_prepass/disable_for_vendors", "PowerVR,Mali,Adreno,Apple"); GLOBAL_DEF_RST("rendering/textures/default_filters/use_nearest_mipmap_filter", false); GLOBAL_DEF_RST("rendering/textures/default_filters/anisotropic_filtering_level", 2); @@ -2871,12 +2906,47 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/environment/ssao/fadeout_to", 300.0); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssao/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssao/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater")); + GLOBAL_DEF("rendering/environment/ssil/quality", 2); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/quality", PropertyInfo(Variant::INT, "rendering/environment/ssil/quality", PROPERTY_HINT_ENUM, "Very Low (Fast),Low (Fast),Medium (Average),High (Slow),Ultra (Custom)")); + GLOBAL_DEF("rendering/environment/ssil/half_size", true); + GLOBAL_DEF("rendering/environment/ssil/adaptive_target", 0.5); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/adaptive_target", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/adaptive_target", PROPERTY_HINT_RANGE, "0.0,1.0,0.01")); + GLOBAL_DEF("rendering/environment/ssil/blur_passes", 4); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/blur_passes", PropertyInfo(Variant::INT, "rendering/environment/ssil/blur_passes", PROPERTY_HINT_RANGE, "0,6")); + GLOBAL_DEF("rendering/environment/ssil/fadeout_from", 50.0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/fadeout_from", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_from", PROPERTY_HINT_RANGE, "0.0,512,0.1,or_greater")); + GLOBAL_DEF("rendering/environment/ssil/fadeout_to", 300.0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/ssil/fadeout_to", PropertyInfo(Variant::FLOAT, "rendering/environment/ssil/fadeout_to", PROPERTY_HINT_RANGE, "64,65536,0.1,or_greater")); + GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/enabled", true); GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/amount", 0.25); GLOBAL_DEF("rendering/anti_aliasing/screen_space_roughness_limiter/limit", 0.18); ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/amount", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/amount", PROPERTY_HINT_RANGE, "0.01,4.0,0.01")); ProjectSettings::get_singleton()->set_custom_property_info("rendering/anti_aliasing/screen_space_roughness_limiter/limit", PropertyInfo(Variant::FLOAT, "rendering/anti_aliasing/screen_space_roughness_limiter/limit", PROPERTY_HINT_RANGE, "0.01,1.0,0.01")); + GLOBAL_DEF_RST("rendering/scaling_3d/mode", 0); + GLOBAL_DEF_RST("rendering/scaling_3d/scale", 1.0); + GLOBAL_DEF_RST("rendering/scaling_3d/fsr_sharpness", 0.2f); + GLOBAL_DEF_RST("rendering/scaling_3d/fsr_mipmap_bias", 0.0f); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/scaling_3d/mode", + PropertyInfo(Variant::INT, + "rendering/scaling_3d/mode", + PROPERTY_HINT_ENUM, "Bilinear (Fastest),FSR (Fast)")); + + ProjectSettings::get_singleton()->set_custom_property_info("rendering/scaling_3d/scale", + PropertyInfo(Variant::FLOAT, + "rendering/scaling_3d/scale", + PROPERTY_HINT_RANGE, "0.25,2.0,0.01")); + + ProjectSettings::get_singleton()->set_custom_property_info("rendering/scaling_3d/fsr_sharpness", + PropertyInfo(Variant::FLOAT, + "rendering/scaling_3d/fsr_sharpness", + PROPERTY_HINT_RANGE, "0,2,0.1")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/scaling_3d/fsr_mipmap_bias", + PropertyInfo(Variant::FLOAT, + "rendering/scaling_3d/fsr_mipmap_bias", + PROPERTY_HINT_RANGE, "-2,2,0.1")); + GLOBAL_DEF("rendering/textures/decals/filter", DECAL_FILTER_LINEAR_MIPMAPS); ProjectSettings::get_singleton()->set_custom_property_info("rendering/textures/decals/filter", PropertyInfo(Variant::INT, "rendering/textures/decals/filter", PROPERTY_HINT_ENUM, "Nearest (Fast),Nearest+Mipmaps,Linear,Linear+Mipmaps,Linear+Mipmaps Anisotropic (Slow)")); GLOBAL_DEF("rendering/textures/light_projectors/filter", LIGHT_PROJECTOR_FILTER_LINEAR_MIPMAPS); @@ -2915,7 +2985,7 @@ RenderingServer::RenderingServer() { GLOBAL_DEF("rendering/environment/volumetric_fog/volume_size", 64); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_size", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_size", PROPERTY_HINT_RANGE, "16,512,1")); - GLOBAL_DEF("rendering/environment/volumetric_fog/volume_depth", 128); + GLOBAL_DEF("rendering/environment/volumetric_fog/volume_depth", 64); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/volume_depth", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/volume_depth", PROPERTY_HINT_RANGE, "16,512,1")); GLOBAL_DEF("rendering/environment/volumetric_fog/use_filter", 1); ProjectSettings::get_singleton()->set_custom_property_info("rendering/environment/volumetric_fog/use_filter", PropertyInfo(Variant::INT, "rendering/environment/volumetric_fog/use_filter", PROPERTY_HINT_ENUM, "No (Faster),Yes (Higher Quality)")); @@ -2931,6 +3001,43 @@ RenderingServer::RenderingServer() { ProjectSettings::get_singleton()->set_custom_property_info("rendering/limits/cluster_builder/max_clustered_elements", PropertyInfo(Variant::FLOAT, "rendering/limits/cluster_builder/max_clustered_elements", PROPERTY_HINT_RANGE, "32,8192,1")); GLOBAL_DEF_RST("rendering/xr/enabled", false); + + GLOBAL_DEF_RST("rendering/2d/options/use_software_skinning", true); + GLOBAL_DEF_RST("rendering/2d/options/ninepatch_mode", 1); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/options/ninepatch_mode", PropertyInfo(Variant::INT, "rendering/2d/options/ninepatch_mode", PROPERTY_HINT_ENUM, "Fixed,Scaling")); + + GLOBAL_DEF_RST("rendering/2d/opengl/batching_send_null", 0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_send_null", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_send_null", PROPERTY_HINT_ENUM, "Default (On),Off,On")); + GLOBAL_DEF_RST("rendering/2d/opengl/batching_stream", 0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/batching_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/batching_stream", PROPERTY_HINT_ENUM, "Default (Off),Off,On")); + GLOBAL_DEF_RST("rendering/2d/opengl/legacy_orphan_buffers", 0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_orphan_buffers", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_orphan_buffers", PROPERTY_HINT_ENUM, "Default (On),Off,On")); + GLOBAL_DEF_RST("rendering/2d/opengl/legacy_stream", 0); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/2d/opengl/legacy_stream", PropertyInfo(Variant::INT, "rendering/2d/opengl/legacy_stream", PROPERTY_HINT_ENUM, "Default (On),Off,On")); + + GLOBAL_DEF("rendering/batching/options/use_batching", false); + GLOBAL_DEF_RST("rendering/batching/options/use_batching_in_editor", false); + GLOBAL_DEF("rendering/batching/options/single_rect_fallback", false); + GLOBAL_DEF("rendering/batching/parameters/max_join_item_commands", 16); + GLOBAL_DEF("rendering/batching/parameters/colored_vertex_format_threshold", 0.25f); + GLOBAL_DEF("rendering/batching/lights/scissor_area_threshold", 1.0f); + GLOBAL_DEF("rendering/batching/lights/max_join_items", 32); + GLOBAL_DEF("rendering/batching/parameters/batch_buffer_size", 16384); + GLOBAL_DEF("rendering/batching/parameters/item_reordering_lookahead", 4); + GLOBAL_DEF("rendering/batching/debug/flash_batching", false); + GLOBAL_DEF("rendering/batching/debug/diagnose_frame", false); + GLOBAL_DEF("rendering/gles2/compatibility/disable_half_float", false); + GLOBAL_DEF("rendering/gles2/compatibility/enable_high_float.Android", false); + GLOBAL_DEF("rendering/batching/precision/uv_contract", false); + GLOBAL_DEF("rendering/batching/precision/uv_contract_amount", 100); + + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/max_join_item_commands", PropertyInfo(Variant::INT, "rendering/batching/parameters/max_join_item_commands", PROPERTY_HINT_RANGE, "0,65535")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/colored_vertex_format_threshold", PropertyInfo(Variant::FLOAT, "rendering/batching/parameters/colored_vertex_format_threshold", PROPERTY_HINT_RANGE, "0.0,1.0,0.01")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/batch_buffer_size", PropertyInfo(Variant::INT, "rendering/batching/parameters/batch_buffer_size", PROPERTY_HINT_RANGE, "1024,65535,1024")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/scissor_area_threshold", PropertyInfo(Variant::FLOAT, "rendering/batching/lights/scissor_area_threshold", PROPERTY_HINT_RANGE, "0.0,1.0")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/lights/max_join_items", PropertyInfo(Variant::INT, "rendering/batching/lights/max_join_items", PROPERTY_HINT_RANGE, "0,512")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/parameters/item_reordering_lookahead", PropertyInfo(Variant::INT, "rendering/batching/parameters/item_reordering_lookahead", PROPERTY_HINT_RANGE, "0,256")); + ProjectSettings::get_singleton()->set_custom_property_info("rendering/batching/precision/uv_contract_amount", PropertyInfo(Variant::INT, "rendering/batching/precision/uv_contract_amount", PROPERTY_HINT_RANGE, "0,10000")); } RenderingServer::~RenderingServer() { diff --git a/servers/rendering_server.h b/servers/rendering_server.h index b50da66d03..945fd052c6 100644 --- a/servers/rendering_server.h +++ b/servers/rendering_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -41,7 +41,6 @@ #include "servers/display_server.h" #include "servers/rendering/renderer_thread_pool.h" #include "servers/rendering/rendering_device.h" -#include "servers/rendering/shader_language.h" class RenderingServer : public Object { GDCLASS(RenderingServer, Object); @@ -55,6 +54,9 @@ class RenderingServer : public Object { RendererThreadPool *thread_pool = nullptr; + const Vector2 SMALL_VEC2 = Vector2(CMP_EPSILON, CMP_EPSILON); + const Vector3 SMALL_VEC3 = Vector3(CMP_EPSILON, CMP_EPSILON, CMP_EPSILON); + protected: RID _make_test_cube(); void _free_internal_rids(); @@ -108,7 +110,7 @@ public: virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0; virtual void texture_proxy_update(RID p_texture, RID p_proxy_to) = 0; - //these two APIs can be used together or in combination with the others. + // These two APIs can be used together or in combination with the others. virtual RID texture_2d_placeholder_create() = 0; virtual RID texture_2d_layered_placeholder_create(TextureLayeredType p_layered_type) = 0; virtual RID texture_3d_placeholder_create() = 0; @@ -161,6 +163,7 @@ public: SHADER_CANVAS_ITEM, SHADER_PARTICLES, SHADER_SKY, + SHADER_FOG, SHADER_MAX }; @@ -171,8 +174,8 @@ public: virtual void shader_get_param_list(RID p_shader, List<PropertyInfo> *p_param_list) const = 0; virtual Variant shader_get_param_default(RID p_shader, const StringName &p_param) const = 0; - virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture) = 0; - virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name) const = 0; + virtual void shader_set_default_texture_param(RID p_shader, const StringName &p_name, RID p_texture, int p_index = 0) = 0; + virtual RID shader_get_default_texture_param(RID p_shader, const StringName &p_name, int p_index = 0) const = 0; struct ShaderNativeSourceCode { struct Version { @@ -209,18 +212,18 @@ public: enum ArrayType { ARRAY_VERTEX = 0, // RG32F or RGB32F (depending on 2D bit) - ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored - ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal + ARRAY_NORMAL = 1, // A2B10G10R10, A is ignored. + ARRAY_TANGENT = 2, // A2B10G10R10, A flips sign of binormal. ARRAY_COLOR = 3, // RGBA8 ARRAY_TEX_UV = 4, // RG32F ARRAY_TEX_UV2 = 5, // RG32F - ARRAY_CUSTOM0 = 6, // depends on ArrayCustomFormat + ARRAY_CUSTOM0 = 6, // Depends on ArrayCustomFormat. ARRAY_CUSTOM1 = 7, ARRAY_CUSTOM2 = 8, ARRAY_CUSTOM3 = 9, ARRAY_BONES = 10, // RGBA16UI (x2 if 8 weights) ARRAY_WEIGHTS = 11, // RGBA16UNORM (x2 if 8 weights) - ARRAY_INDEX = 12, // 16 or 32 bits depending on length > 0xFFFF + ARRAY_INDEX = 12, // 16 or 32 bits depending on length > 0xFFFF. ARRAY_MAX = 13 }; @@ -242,7 +245,7 @@ public: enum ArrayFormat { /* ARRAY FORMAT FLAGS */ - ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // mandatory + ARRAY_FORMAT_VERTEX = 1 << ARRAY_VERTEX, // Mandatory ARRAY_FORMAT_NORMAL = 1 << ARRAY_NORMAL, ARRAY_FORMAT_TANGENT = 1 << ARRAY_TANGENT, ARRAY_FORMAT_COLOR = 1 << ARRAY_COLOR, @@ -286,9 +289,9 @@ public: PrimitiveType primitive = PRIMITIVE_MAX; uint32_t format = 0; - Vector<uint8_t> vertex_data; // vertex, normal, tangent (change with skinning, blendshape) - Vector<uint8_t> attribute_data; // color,uv, uv2, custom0-3 - Vector<uint8_t> skin_data; // bone index, bone weight + Vector<uint8_t> vertex_data; // Vertex, Normal, Tangent (change with skinning, blendshape). + Vector<uint8_t> attribute_data; // Color, UV, UV2, Custom0-3. + Vector<uint8_t> skin_data; // Bone index, Bone weight. uint32_t vertex_count = 0; Vector<uint8_t> index_data; uint32_t index_count = 0; @@ -451,7 +454,7 @@ public: virtual void light_set_bake_mode(RID p_light, LightBakeMode p_bake_mode) = 0; virtual void light_set_max_sdfgi_cascade(RID p_light, uint32_t p_cascade) = 0; - // omni light + // Omni light enum LightOmniShadowMode { LIGHT_OMNI_SHADOW_DUAL_PARABOLOID, LIGHT_OMNI_SHADOW_CUBE, @@ -459,7 +462,7 @@ public: virtual void light_omni_set_shadow_mode(RID p_light, LightOmniShadowMode p_mode) = 0; - // directional light + // Directional light enum LightDirectionalShadowMode { LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL, LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS, @@ -474,6 +477,7 @@ public: enum ShadowQuality { SHADOW_QUALITY_HARD, + SHADOW_QUALITY_SOFT_VERY_LOW, SHADOW_QUALITY_SOFT_LOW, SHADOW_QUALITY_SOFT_MEDIUM, SHADOW_QUALITY_SOFT_HIGH, @@ -523,7 +527,7 @@ public: virtual void reflection_probe_set_enable_shadows(RID p_probe, bool p_enable) = 0; virtual void reflection_probe_set_cull_mask(RID p_probe, uint32_t p_layers) = 0; virtual void reflection_probe_set_resolution(RID p_probe, int p_resolution) = 0; - virtual void reflection_probe_set_lod_threshold(RID p_probe, float p_pixels) = 0; + virtual void reflection_probe_set_mesh_lod_threshold(RID p_probe, float p_pixels) = 0; /* DECAL API */ @@ -669,7 +673,7 @@ public: virtual AABB particles_get_current_aabb(RID p_particles) = 0; - virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) = 0; //this is only used for 2D, in 3D it's automatic + virtual void particles_set_emission_transform(RID p_particles, const Transform3D &p_transform) = 0; // This is only used for 2D, in 3D it's automatic. /* PARTICLES COLLISION API */ @@ -687,16 +691,16 @@ public: virtual void particles_collision_set_collision_type(RID p_particles_collision, ParticlesCollisionType p_type) = 0; virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) = 0; - virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; //for spheres - virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; //for non-spheres + virtual void particles_collision_set_sphere_radius(RID p_particles_collision, real_t p_radius) = 0; // For spheres. + virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) = 0; // For non-spheres. virtual void particles_collision_set_attractor_strength(RID p_particles_collision, real_t p_strength) = 0; virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, real_t p_directionality) = 0; virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, real_t p_curve) = 0; - virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; //for SDF and vector field, heightfield is dynamic + virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) = 0; // For SDF and vector field, heightfield is dynamic. - virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; //for SDF and vector field + virtual void particles_collision_height_field_update(RID p_particles_collision) = 0; // For SDF and vector field. - enum ParticlesCollisionHeightfieldResolution { //longest axis resolution + enum ParticlesCollisionHeightfieldResolution { // Longest axis resolution. PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_256, PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_512, PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024, @@ -706,7 +710,21 @@ public: PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX, }; - virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, ParticlesCollisionHeightfieldResolution p_resolution) = 0; //for SDF and vector field + virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, ParticlesCollisionHeightfieldResolution p_resolution) = 0; // For SDF and vector field. + + /* FOG VOLUME API */ + + virtual RID fog_volume_create() = 0; + + enum FogVolumeShape { + FOG_VOLUME_SHAPE_ELLIPSOID, + FOG_VOLUME_SHAPE_BOX, + FOG_VOLUME_SHAPE_WORLD, + }; + + virtual void fog_volume_set_shape(RID p_fog_volume, FogVolumeShape p_shape) = 0; + virtual void fog_volume_set_extents(RID p_fog_volume, const Vector3 &p_extents) = 0; + virtual void fog_volume_set_material(RID p_fog_volume, RID p_material) = 0; /* VISIBILITY NOTIFIER API */ @@ -734,7 +752,7 @@ public: /* VIEWPORT API */ enum CanvasItemTextureFilter { - CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item + CANVAS_ITEM_TEXTURE_FILTER_DEFAULT, // Uses canvas item setting for draw command, uses global setting for canvas item. CANVAS_ITEM_TEXTURE_FILTER_NEAREST, CANVAS_ITEM_TEXTURE_FILTER_LINEAR, CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, @@ -745,7 +763,7 @@ public: }; enum CanvasItemTextureRepeat { - CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, //uses canvas item setting for draw command, uses global setting for canvas item + CANVAS_ITEM_TEXTURE_REPEAT_DEFAULT, // Uses canvas item setting for draw command, uses global setting for canvas item. CANVAS_ITEM_TEXTURE_REPEAT_DISABLED, CANVAS_ITEM_TEXTURE_REPEAT_ENABLED, CANVAS_ITEM_TEXTURE_REPEAT_MIRROR, @@ -754,8 +772,13 @@ public: virtual RID viewport_create() = 0; + enum ViewportScaling3DMode { + VIEWPORT_SCALING_3D_MODE_BILINEAR, + VIEWPORT_SCALING_3D_MODE_FSR, + VIEWPORT_SCALING_3D_MODE_MAX + }; + virtual void viewport_set_use_xr(RID p_viewport, bool p_use_xr) = 0; - virtual void viewport_set_scale_3d(RID p_viewport, float p_scale_3d) = 0; virtual void viewport_set_size(RID p_viewport, int p_width, int p_height) = 0; virtual void viewport_set_active(RID p_viewport, bool p_active) = 0; virtual void viewport_set_parent_viewport(RID p_viewport, RID p_parent_viewport) = 0; @@ -763,10 +786,15 @@ public: virtual void viewport_attach_to_screen(RID p_viewport, const Rect2 &p_rect = Rect2(), DisplayServer::WindowID p_screen = DisplayServer::MAIN_WINDOW_ID) = 0; virtual void viewport_set_render_direct_to_screen(RID p_viewport, bool p_enable) = 0; + virtual void viewport_set_scaling_3d_mode(RID p_viewport, ViewportScaling3DMode p_scaling_3d_mode) = 0; + virtual void viewport_set_scaling_3d_scale(RID p_viewport, float p_scaling_3d_scale) = 0; + virtual void viewport_set_fsr_sharpness(RID p_viewport, float p_fsr_sharpness) = 0; + virtual void viewport_set_fsr_mipmap_bias(RID p_viewport, float p_fsr_mipmap_bias) = 0; + enum ViewportUpdateMode { VIEWPORT_UPDATE_DISABLED, - VIEWPORT_UPDATE_ONCE, //then goes to disabled, must be manually updated - VIEWPORT_UPDATE_WHEN_VISIBLE, // default + VIEWPORT_UPDATE_ONCE, // Then goes to disabled, must be manually updated. + VIEWPORT_UPDATE_WHEN_VISIBLE, // Default VIEWPORT_UPDATE_WHEN_PARENT_VISIBLE, VIEWPORT_UPDATE_ALWAYS }; @@ -842,7 +870,7 @@ public: virtual void viewport_set_use_debanding(RID p_viewport, bool p_use_debanding) = 0; - virtual void viewport_set_lod_threshold(RID p_viewport, float p_pixels) = 0; + virtual void viewport_set_mesh_lod_threshold(RID p_viewport, float p_pixels) = 0; virtual void viewport_set_use_occlusion_culling(RID p_viewport, bool p_use_debanding) = 0; virtual void viewport_set_occlusion_rays_per_thread(int p_rays_per_thread) = 0; @@ -884,6 +912,7 @@ public: VIEWPORT_DEBUG_DRAW_DIRECTIONAL_SHADOW_ATLAS, VIEWPORT_DEBUG_DRAW_SCENE_LUMINANCE, VIEWPORT_DEBUG_DRAW_SSAO, + VIEWPORT_DEBUG_DRAW_SSIL, VIEWPORT_DEBUG_DRAW_PSSM_SPLITS, VIEWPORT_DEBUG_DRAW_DECAL_ATLAS, VIEWPORT_DEBUG_DRAW_SDFGI, @@ -1000,19 +1029,25 @@ public: virtual void environment_set_ssao_quality(EnvironmentSSAOQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; - enum EnvironmentSDFGICascades { - ENV_SDFGI_CASCADES_4, - ENV_SDFGI_CASCADES_6, - ENV_SDFGI_CASCADES_8, + virtual void environment_set_ssil(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_sharpness, float p_normal_rejection) = 0; + + enum EnvironmentSSILQuality { + ENV_SSIL_QUALITY_VERY_LOW, + ENV_SSIL_QUALITY_LOW, + ENV_SSIL_QUALITY_MEDIUM, + ENV_SSIL_QUALITY_HIGH, + ENV_SSIL_QUALITY_ULTRA, }; + virtual void environment_set_ssil_quality(EnvironmentSSILQuality p_quality, bool p_half_size, float p_adaptive_target, int p_blur_passes, float p_fadeout_from, float p_fadeout_to) = 0; + enum EnvironmentSDFGIYScale { ENV_SDFGI_Y_SCALE_DISABLED, ENV_SDFGI_Y_SCALE_75_PERCENT, ENV_SDFGI_Y_SCALE_50_PERCENT }; - virtual void environment_set_sdfgi(RID p_env, bool p_enable, EnvironmentSDFGICascades p_cascades, float p_min_cell_size, EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; + virtual void environment_set_sdfgi(RID p_env, bool p_enable, int p_cascades, float p_min_cell_size, EnvironmentSDFGIYScale p_y_scale, bool p_use_occlusion, float p_bounce_feedback, bool p_read_sky, float p_energy, float p_normal_bias, float p_probe_bias) = 0; enum EnvironmentSDFGIRayCount { ENV_SDFGI_RAY_COUNT_4, @@ -1052,7 +1087,7 @@ public: virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0; - virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount) = 0; + virtual void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_albedo, const Color &p_emission, float p_emission_energy, float p_anisotropy, float p_length, float p_detail_spread, float p_gi_inject, bool p_temporal_reprojection, float p_temporal_reprojection_amount, float p_ambient_inject) = 0; virtual void environment_set_volumetric_fog_volume_size(int p_size, int p_depth) = 0; virtual void environment_set_volumetric_fog_filter_active(bool p_enable) = 0; @@ -1117,6 +1152,7 @@ public: INSTANCE_LIGHTMAP, INSTANCE_OCCLUDER, INSTANCE_VISIBLITY_NOTIFIER, + INSTANCE_FOG_VOLUME, INSTANCE_MAX, INSTANCE_GEOMETRY_MASK = (1 << INSTANCE_MESH) | (1 << INSTANCE_MULTIMESH) | (1 << INSTANCE_PARTICLES) @@ -1142,7 +1178,9 @@ public: virtual void instance_set_extra_visibility_margin(RID p_instance, real_t p_margin) = 0; virtual void instance_set_visibility_parent(RID p_instance, RID p_parent_instance) = 0; - // don't use these in a game! + virtual void instance_set_ignore_culling(RID p_instance, bool p_enabled) = 0; + + // Don't use these in a game! virtual Vector<ObjectID> instances_cull_aabb(const AABB &p_aabb, RID p_scenario = RID()) const = 0; virtual Vector<ObjectID> instances_cull_ray(const Vector3 &p_from, const Vector3 &p_to, RID p_scenario = RID()) const = 0; virtual Vector<ObjectID> instances_cull_convex(const Vector<Plane> &p_convex, RID p_scenario = RID()) const = 0; @@ -1166,12 +1204,20 @@ public: SHADOW_CASTING_SETTING_SHADOWS_ONLY, }; + enum VisibilityRangeFadeMode { + VISIBILITY_RANGE_FADE_DISABLED, + VISIBILITY_RANGE_FADE_SELF, + VISIBILITY_RANGE_FADE_DEPENDENCIES, + }; + virtual void instance_geometry_set_flag(RID p_instance, InstanceFlags p_flags, bool p_enabled) = 0; virtual void instance_geometry_set_cast_shadows_setting(RID p_instance, ShadowCastingSetting p_shadow_casting_setting) = 0; virtual void instance_geometry_set_material_override(RID p_instance, RID p_material) = 0; - virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin) = 0; + virtual void instance_geometry_set_material_overlay(RID p_instance, RID p_material) = 0; + virtual void instance_geometry_set_visibility_range(RID p_instance, float p_min, float p_max, float p_min_margin, float p_max_margin, VisibilityRangeFadeMode p_fade_mode) = 0; virtual void instance_geometry_set_lightmap(RID p_instance, RID p_lightmap, const Rect2 &p_lightmap_uv_scale, int p_lightmap_slice) = 0; virtual void instance_geometry_set_lod_bias(RID p_instance, float p_lod_bias) = 0; + virtual void instance_geometry_set_transparency(RID p_instance, float p_transparency) = 0; virtual void instance_geometry_set_shader_parameter(RID p_instance, const StringName &, const Variant &p_value) = 0; virtual Variant instance_geometry_get_shader_parameter(RID p_instance, const StringName &) const = 0; @@ -1209,7 +1255,7 @@ public: virtual void canvas_texture_set_channel(RID p_canvas_texture, CanvasTextureChannel p_channel, RID p_texture) = 0; virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0; - //takes effect only for new draw commands + // Takes effect only for new draw commands. virtual void canvas_texture_set_texture_filter(RID p_canvas_texture, CanvasItemTextureFilter p_filter) = 0; virtual void canvas_texture_set_texture_repeat(RID p_canvas_texture, CanvasItemTextureRepeat p_repeat) = 0; @@ -1403,16 +1449,16 @@ public: virtual void global_variables_load_settings(bool p_load_textures) = 0; virtual void global_variables_clear() = 0; - static ShaderLanguage::DataType global_variable_type_get_shader_datatype(GlobalVariableType p_type); + static int global_variable_type_get_shader_datatype(GlobalVariableType p_type); /* FREE */ - virtual void free(RID p_rid) = 0; ///< free RIDs associated with the rendering server - - virtual void request_frame_drawn_callback(Object *p_where, const StringName &p_method, const Variant &p_userdata) = 0; + virtual void free(RID p_rid) = 0; // Free RIDs associated with the rendering server. /* EVENT QUEUING */ + virtual void request_frame_drawn_callback(const Callable &p_callable) = 0; + virtual void draw(bool p_swap_buffers = true, double frame_step = 0.0) = 0; virtual void sync() = 0; virtual bool has_changed() const = 0; @@ -1434,6 +1480,7 @@ public: virtual uint64_t get_rendering_info(RenderingInfo p_info) = 0; virtual String get_video_adapter_name() const = 0; virtual String get_video_adapter_vendor() const = 0; + virtual RenderingDevice::DeviceType get_video_adapter_type() const = 0; struct FrameProfileArea { String name; @@ -1493,7 +1540,7 @@ public: virtual ~RenderingServer(); private: - //binder helpers + // Binder helpers RID _texture_2d_layered_create(const TypedArray<Image> &p_layers, TextureLayeredType p_layered_type); RID _texture_3d_create(Image::Format p_format, int p_width, int p_height, int p_depth, bool p_mipmaps, const TypedArray<Image> &p_data); void _texture_3d_update(RID p_texture, const TypedArray<Image> &p_data); @@ -1507,7 +1554,7 @@ private: void _particles_set_trail_bind_poses(RID p_particles, const TypedArray<Transform3D> &p_bind_poses); }; -// make variant understand the enums +// Make variant understand the enums. VARIANT_ENUM_CAST(RenderingServer::TextureLayeredType); VARIANT_ENUM_CAST(RenderingServer::CubeMapLayer); VARIANT_ENUM_CAST(RenderingServer::ShaderMode); @@ -1534,6 +1581,8 @@ VARIANT_ENUM_CAST(RenderingServer::ParticlesDrawOrder); VARIANT_ENUM_CAST(RenderingServer::ParticlesEmitFlags); VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionType); VARIANT_ENUM_CAST(RenderingServer::ParticlesCollisionHeightfieldResolution); +VARIANT_ENUM_CAST(RenderingServer::FogVolumeShape); +VARIANT_ENUM_CAST(RenderingServer::ViewportScaling3DMode); VARIANT_ENUM_CAST(RenderingServer::ViewportUpdateMode); VARIANT_ENUM_CAST(RenderingServer::ViewportClearMode); VARIANT_ENUM_CAST(RenderingServer::ViewportMSAA); @@ -1552,7 +1601,7 @@ VARIANT_ENUM_CAST(RenderingServer::EnvironmentGlowBlendMode); VARIANT_ENUM_CAST(RenderingServer::EnvironmentToneMapper); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSRRoughnessQuality); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSAOQuality); -VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGICascades); +VARIANT_ENUM_CAST(RenderingServer::EnvironmentSSILQuality); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToConverge); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIRayCount); VARIANT_ENUM_CAST(RenderingServer::EnvironmentSDFGIFramesToUpdateLight); @@ -1564,6 +1613,7 @@ VARIANT_ENUM_CAST(RenderingServer::ShadowQuality); VARIANT_ENUM_CAST(RenderingServer::InstanceType); VARIANT_ENUM_CAST(RenderingServer::InstanceFlags); VARIANT_ENUM_CAST(RenderingServer::ShadowCastingSetting); +VARIANT_ENUM_CAST(RenderingServer::VisibilityRangeFadeMode); VARIANT_ENUM_CAST(RenderingServer::NinePatchAxisMode); VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureFilter); VARIANT_ENUM_CAST(RenderingServer::CanvasItemTextureRepeat); diff --git a/servers/server_wrap_mt_common.h b/servers/server_wrap_mt_common.h index 95d2e2254e..2c4aab0784 100644 --- a/servers/server_wrap_mt_common.h +++ b/servers/server_wrap_mt_common.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ diff --git a/servers/text/text_server_extension.cpp b/servers/text/text_server_extension.cpp index a44fee7c95..d7e7960496 100644 --- a/servers/text/text_server_extension.cpp +++ b/servers/text/text_server_extension.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -55,6 +55,15 @@ void TextServerExtension::_bind_methods() { GDVIRTUAL_BIND(_font_set_data, "font_rid", "data"); GDVIRTUAL_BIND(_font_set_data_ptr, "font_rid", "data_ptr", "data_size"); + GDVIRTUAL_BIND(_font_set_style, "font_rid", "style"); + GDVIRTUAL_BIND(_font_get_style, "font_rid"); + + GDVIRTUAL_BIND(_font_set_name, "font_rid", "name"); + GDVIRTUAL_BIND(_font_get_name, "font_rid"); + + GDVIRTUAL_BIND(_font_set_style_name, "font_rid", "name_style"); + GDVIRTUAL_BIND(_font_get_style_name, "font_rid"); + GDVIRTUAL_BIND(_font_set_antialiased, "font_rid", "antialiased"); GDVIRTUAL_BIND(_font_is_antialiased, "font_rid"); @@ -165,6 +174,9 @@ void TextServerExtension::_bind_methods() { GDVIRTUAL_BIND(_font_remove_script_support_override, "font_rid", "script"); GDVIRTUAL_BIND(_font_get_script_support_overrides, "font_rid"); + GDVIRTUAL_BIND(_font_set_opentype_feature_overrides, "font_rid", "overrides"); + GDVIRTUAL_BIND(_font_get_opentype_feature_overrides, "font_rid"); + GDVIRTUAL_BIND(_font_supported_feature_list, "font_rid"); GDVIRTUAL_BIND(_font_supported_variation_list, "font_rid"); @@ -182,9 +194,13 @@ void TextServerExtension::_bind_methods() { GDVIRTUAL_BIND(_shaped_text_set_direction, "shaped", "direction"); GDVIRTUAL_BIND(_shaped_text_get_direction, "shaped"); + GDVIRTUAL_BIND(_shaped_text_get_inferred_direction, "shaped"); GDVIRTUAL_BIND(_shaped_text_set_bidi_override, "shaped", "override"); + GDVIRTUAL_BIND(_shaped_text_set_custom_punctuation, "shaped", "punct"); + GDVIRTUAL_BIND(_shaped_text_get_custom_punctuation, "shaped"); + GDVIRTUAL_BIND(_shaped_text_set_orientation, "shaped", "orientation"); GDVIRTUAL_BIND(_shaped_text_get_orientation, "shaped"); @@ -248,12 +264,16 @@ void TextServerExtension::_bind_methods() { GDVIRTUAL_BIND(_shaped_text_draw, "shaped", "canvas", "pos", "clip_l", "clip_r", "color"); GDVIRTUAL_BIND(_shaped_text_draw_outline, "shaped", "canvas", "pos", "clip_l", "clip_r", "outline_size", "color"); + GDVIRTUAL_BIND(_shaped_text_get_grapheme_bounds, "shaped", "pos"); GDVIRTUAL_BIND(_shaped_text_next_grapheme_pos, "shaped", "pos"); GDVIRTUAL_BIND(_shaped_text_prev_grapheme_pos, "shaped", "pos"); GDVIRTUAL_BIND(_format_number, "string", "language"); GDVIRTUAL_BIND(_parse_number, "string", "language"); GDVIRTUAL_BIND(_percent_sign, "language"); + + GDVIRTUAL_BIND(_string_to_upper, "string", "language"); + GDVIRTUAL_BIND(_string_to_lower, "string", "language"); } bool TextServerExtension::has_feature(Feature p_feature) const { @@ -368,6 +388,42 @@ void TextServerExtension::font_set_data_ptr(RID p_font_rid, const uint8_t *p_dat GDVIRTUAL_CALL(_font_set_data_ptr, p_font_rid, p_data_ptr, p_data_size); } +void TextServerExtension::font_set_style(RID p_font_rid, uint32_t /*FontStyle*/ p_style) { + GDVIRTUAL_CALL(_font_set_style, p_font_rid, p_style); +} + +uint32_t /*FontStyle*/ TextServerExtension::font_get_style(RID p_font_rid) const { + uint32_t ret; + if (GDVIRTUAL_CALL(_font_get_style, p_font_rid, ret)) { + return ret; + } + return 0; +} + +void TextServerExtension::font_set_style_name(RID p_font_rid, const String &p_name) { + GDVIRTUAL_CALL(_font_set_style_name, p_font_rid, p_name); +} + +String TextServerExtension::font_get_style_name(RID p_font_rid) const { + String ret; + if (GDVIRTUAL_CALL(_font_get_style_name, p_font_rid, ret)) { + return ret; + } + return String(); +} + +void TextServerExtension::font_set_name(RID p_font_rid, const String &p_name) { + GDVIRTUAL_CALL(_font_set_name, p_font_rid, p_name); +} + +String TextServerExtension::font_get_name(RID p_font_rid) const { + String ret; + if (GDVIRTUAL_CALL(_font_get_name, p_font_rid, ret)) { + return ret; + } + return String(); +} + void TextServerExtension::font_set_antialiased(RID p_font_rid, bool p_antialiased) { GDVIRTUAL_CALL(_font_set_antialiased, p_font_rid, p_antialiased); } @@ -820,6 +876,18 @@ Vector<String> TextServerExtension::font_get_script_support_overrides(RID p_font return Vector<String>(); } +void TextServerExtension::font_set_opentype_feature_overrides(RID p_font_rid, const Dictionary &p_overrides) { + GDVIRTUAL_CALL(_font_set_opentype_feature_overrides, p_font_rid, p_overrides); +} + +Dictionary TextServerExtension::font_get_opentype_feature_overrides(RID p_font_rid) const { + Dictionary ret; + if (GDVIRTUAL_CALL(_font_get_opentype_feature_overrides, p_font_rid, ret)) { + return ret; + } + return Dictionary(); +} + Dictionary TextServerExtension::font_supported_feature_list(RID p_font_rid) const { Dictionary ret; if (GDVIRTUAL_CALL(_font_supported_feature_list, p_font_rid, ret)) { @@ -890,6 +958,14 @@ TextServer::Direction TextServerExtension::shaped_text_get_direction(RID p_shape return TextServer::Direction::DIRECTION_AUTO; } +TextServer::Direction TextServerExtension::shaped_text_get_inferred_direction(RID p_shaped) const { + int ret; + if (GDVIRTUAL_CALL(_shaped_text_get_inferred_direction, p_shaped, ret)) { + return (TextServer::Direction)ret; + } + return TextServer::Direction::DIRECTION_LTR; +} + void TextServerExtension::shaped_text_set_orientation(RID p_shaped, TextServer::Orientation p_orientation) { GDVIRTUAL_CALL(_shaped_text_set_orientation, p_shaped, p_orientation); } @@ -906,6 +982,18 @@ void TextServerExtension::shaped_text_set_bidi_override(RID p_shaped, const Arra GDVIRTUAL_CALL(_shaped_text_set_bidi_override, p_shaped, p_override); } +void TextServerExtension::shaped_text_set_custom_punctuation(RID p_shaped, const String &p_punct) { + GDVIRTUAL_CALL(_shaped_text_set_custom_punctuation, p_shaped, p_punct); +} + +String TextServerExtension::shaped_text_get_custom_punctuation(RID p_shaped) const { + String ret; + if (GDVIRTUAL_CALL(_shaped_text_get_custom_punctuation, p_shaped, ret)) { + return ret; + } + return String(); +} + void TextServerExtension::shaped_text_set_preserve_invalid(RID p_shaped, bool p_enabled) { GDVIRTUAL_CALL(_shaped_text_set_preserve_invalid, p_shaped, p_enabled); } @@ -942,7 +1030,7 @@ bool TextServerExtension::shaped_text_add_string(RID p_shaped, const String &p_t return false; } -bool TextServerExtension::shaped_text_add_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align, int p_length) { +bool TextServerExtension::shaped_text_add_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align, int p_length) { bool ret; if (GDVIRTUAL_CALL(_shaped_text_add_object, p_shaped, p_key, p_size, p_inline_align, p_length, ret)) { return ret; @@ -950,7 +1038,7 @@ bool TextServerExtension::shaped_text_add_object(RID p_shaped, Variant p_key, co return false; } -bool TextServerExtension::shaped_text_resize_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align) { +bool TextServerExtension::shaped_text_resize_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align) { bool ret; if (GDVIRTUAL_CALL(_shaped_text_resize_object, p_shaped, p_key, p_size, p_inline_align, ret)) { return ret; @@ -1232,6 +1320,14 @@ void TextServerExtension::shaped_text_draw_outline(RID p_shaped, RID p_canvas, c shaped_text_draw_outline(p_shaped, p_canvas, p_pos, p_clip_l, p_clip_r, p_outline_size, p_color); } +Vector2 TextServerExtension::shaped_text_get_grapheme_bounds(RID p_shaped, int p_pos) const { + Vector2 ret; + if (GDVIRTUAL_CALL(_shaped_text_get_grapheme_bounds, p_shaped, p_pos, ret)) { + return ret; + } + return TextServer::shaped_text_get_grapheme_bounds(p_shaped, p_pos); +} + int TextServerExtension::shaped_text_next_grapheme_pos(RID p_shaped, int p_pos) const { int ret; if (GDVIRTUAL_CALL(_shaped_text_next_grapheme_pos, p_shaped, p_pos, ret)) { @@ -1272,6 +1368,22 @@ String TextServerExtension::percent_sign(const String &p_language) const { return TextServer::percent_sign(p_language); } +String TextServerExtension::string_to_upper(const String &p_string, const String &p_language) const { + String ret; + if (GDVIRTUAL_CALL(_string_to_upper, p_string, p_language, ret)) { + return ret; + } + return p_string; +} + +String TextServerExtension::string_to_lower(const String &p_string, const String &p_language) const { + String ret; + if (GDVIRTUAL_CALL(_string_to_lower, p_string, p_language, ret)) { + return ret; + } + return p_string; +} + TextServerExtension::TextServerExtension() { //NOP } diff --git a/servers/text/text_server_extension.h b/servers/text/text_server_extension.h index 954b2cf660..6e203f22ee 100644 --- a/servers/text/text_server_extension.h +++ b/servers/text/text_server_extension.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -84,6 +84,21 @@ public: GDVIRTUAL2(_font_set_data, RID, const PackedByteArray &); GDVIRTUAL3(_font_set_data_ptr, RID, GDNativeConstPtr<const uint8_t>, uint64_t); + virtual void font_set_style(RID p_font_rid, uint32_t /*FontStyle*/ p_style) override; + virtual uint32_t /*FontStyle*/ font_get_style(RID p_font_rid) const override; + GDVIRTUAL2(_font_set_style, RID, uint32_t); + GDVIRTUAL1RC(uint32_t, _font_get_style, RID); + + virtual void font_set_name(RID p_font_rid, const String &p_name) override; + virtual String font_get_name(RID p_font_rid) const override; + GDVIRTUAL2(_font_set_name, RID, const String &); + GDVIRTUAL1RC(String, _font_get_name, RID); + + virtual void font_set_style_name(RID p_font_rid, const String &p_name) override; + virtual String font_get_style_name(RID p_font_rid) const override; + GDVIRTUAL2(_font_set_style_name, RID, const String &); + GDVIRTUAL1RC(String, _font_get_style_name, RID); + virtual void font_set_antialiased(RID p_font_rid, bool p_antialiased) override; virtual bool font_is_antialiased(RID p_font_rid) const override; GDVIRTUAL2(_font_set_antialiased, RID, bool); @@ -270,6 +285,11 @@ public: GDVIRTUAL2(_font_remove_script_support_override, RID, const String &); GDVIRTUAL1R(Vector<String>, _font_get_script_support_overrides, RID); + virtual void font_set_opentype_feature_overrides(RID p_font_rid, const Dictionary &p_overrides) override; + virtual Dictionary font_get_opentype_feature_overrides(RID p_font_rid) const override; + GDVIRTUAL2(_font_set_opentype_feature_overrides, RID, const Dictionary &); + GDVIRTUAL1RC(Dictionary, _font_get_opentype_feature_overrides, RID); + virtual Dictionary font_supported_feature_list(RID p_font_rid) const override; virtual Dictionary font_supported_variation_list(RID p_font_rid) const override; GDVIRTUAL1RC(Dictionary, _font_supported_feature_list, RID); @@ -295,12 +315,19 @@ public: virtual void shaped_text_set_direction(RID p_shaped, Direction p_direction = DIRECTION_AUTO) override; virtual Direction shaped_text_get_direction(RID p_shaped) const override; + virtual Direction shaped_text_get_inferred_direction(RID p_shaped) const override; GDVIRTUAL2(_shaped_text_set_direction, RID, Direction); GDVIRTUAL1RC(/*Direction*/ int, _shaped_text_get_direction, RID); + GDVIRTUAL1RC(/*Direction*/ int, _shaped_text_get_inferred_direction, RID); virtual void shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) override; GDVIRTUAL2(_shaped_text_set_bidi_override, RID, const Array &); + virtual void shaped_text_set_custom_punctuation(RID p_shaped, const String &p_punct) override; + virtual String shaped_text_get_custom_punctuation(RID p_shaped) const override; + GDVIRTUAL2(_shaped_text_set_custom_punctuation, RID, String); + GDVIRTUAL1RC(String, _shaped_text_get_custom_punctuation, RID); + virtual void shaped_text_set_orientation(RID p_shaped, Orientation p_orientation = ORIENTATION_HORIZONTAL) override; virtual Orientation shaped_text_get_orientation(RID p_shaped) const override; GDVIRTUAL2(_shaped_text_set_orientation, RID, Orientation); @@ -317,11 +344,11 @@ public: GDVIRTUAL1RC(bool, _shaped_text_get_preserve_control, RID); virtual bool shaped_text_add_string(RID p_shaped, const String &p_text, const Vector<RID> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "") override; - virtual bool shaped_text_add_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER, int p_length = 1) override; - virtual bool shaped_text_resize_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER) override; + virtual bool shaped_text_add_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER, int p_length = 1) override; + virtual bool shaped_text_resize_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER) override; GDVIRTUAL6R(bool, _shaped_text_add_string, RID, const String &, const Array &, int, const Dictionary &, const String &); - GDVIRTUAL5R(bool, _shaped_text_add_object, RID, Variant, const Size2 &, InlineAlign, int); - GDVIRTUAL4R(bool, _shaped_text_resize_object, RID, Variant, const Size2 &, InlineAlign); + GDVIRTUAL5R(bool, _shaped_text_add_object, RID, Variant, const Size2 &, InlineAlignment, int); + GDVIRTUAL4R(bool, _shaped_text_resize_object, RID, Variant, const Size2 &, InlineAlignment); virtual RID shaped_text_substr(RID p_shaped, int p_start, int p_length) const override; virtual RID shaped_text_get_parent(RID p_shaped) const override; @@ -408,8 +435,10 @@ public: GDVIRTUAL6C(_shaped_text_draw, RID, RID, const Vector2 &, float, float, const Color &); GDVIRTUAL7C(_shaped_text_draw_outline, RID, RID, const Vector2 &, float, float, int, const Color &); + virtual Vector2 shaped_text_get_grapheme_bounds(RID p_shaped, int p_pos) const override; virtual int shaped_text_next_grapheme_pos(RID p_shaped, int p_pos) const override; virtual int shaped_text_prev_grapheme_pos(RID p_shaped, int p_pos) const override; + GDVIRTUAL2RC(Vector2, _shaped_text_get_grapheme_bounds, RID, int); GDVIRTUAL2RC(int, _shaped_text_next_grapheme_pos, RID, int); GDVIRTUAL2RC(int, _shaped_text_prev_grapheme_pos, RID, int); @@ -420,6 +449,11 @@ public: GDVIRTUAL2RC(String, _parse_number, const String &, const String &); GDVIRTUAL1RC(String, _percent_sign, const String &); + virtual String string_to_upper(const String &p_string, const String &p_language = "") const override; + virtual String string_to_lower(const String &p_string, const String &p_language = "") const override; + GDVIRTUAL2RC(String, _string_to_upper, const String &, const String &); + GDVIRTUAL2RC(String, _string_to_lower, const String &, const String &); + TextServerExtension(); ~TextServerExtension(); }; diff --git a/servers/text_server.cpp b/servers/text_server.cpp index 5087d32a7f..17840584ee 100644 --- a/servers/text_server.cpp +++ b/servers/text_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -42,7 +42,7 @@ void TextServerManager::_bind_methods() { ClassDB::bind_method(D_METHOD("find_interface", "name"), &TextServerManager::find_interface); ClassDB::bind_method(D_METHOD("set_primary_interface", "index"), &TextServerManager::set_primary_interface); - ClassDB::bind_method(D_METHOD("get_primary_interface"), &TextServerManager::_get_primary_interface); + ClassDB::bind_method(D_METHOD("get_primary_interface"), &TextServerManager::get_primary_interface); ADD_SIGNAL(MethodInfo("interface_added", PropertyInfo(Variant::STRING_NAME, "interface_name"))); ADD_SIGNAL(MethodInfo("interface_removed", PropertyInfo(Variant::STRING_NAME, "interface_name"))); @@ -78,7 +78,7 @@ void TextServerManager::remove_interface(const Ref<TextServer> &p_interface) { ERR_FAIL_COND(idx == -1); print_verbose("TextServer: Removed interface \"" + p_interface->get_name() + "\""); emit_signal(SNAME("interface_removed"), p_interface->get_name()); - interfaces.remove(idx); + interfaces.remove_at(idx); } int TextServerManager::get_interface_count() const { @@ -118,10 +118,6 @@ Array TextServerManager::get_interfaces() const { return ret; } -Ref<TextServer> TextServerManager::_get_primary_interface() const { - return primary_interface; -} - void TextServerManager::set_primary_interface(const Ref<TextServer> &p_primary_interface) { if (p_primary_interface.is_null()) { print_verbose("TextServer: Clearing primary interface"); @@ -145,7 +141,7 @@ TextServerManager::~TextServerManager() { primary_interface.unref(); } while (interfaces.size() > 0) { - interfaces.remove(0); + interfaces.remove_at(0); } singleton = nullptr; } @@ -212,6 +208,15 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("font_set_data", "font_rid", "data"), &TextServer::font_set_data); + ClassDB::bind_method(D_METHOD("font_set_style", "font_rid", "style"), &TextServer::font_set_style); + ClassDB::bind_method(D_METHOD("font_get_style", "font_rid"), &TextServer::font_get_style); + + ClassDB::bind_method(D_METHOD("font_set_name", "font_rid", "name"), &TextServer::font_set_name); + ClassDB::bind_method(D_METHOD("font_get_name", "font_rid"), &TextServer::font_get_name); + + ClassDB::bind_method(D_METHOD("font_set_style_name", "font_rid", "name"), &TextServer::font_set_style_name); + ClassDB::bind_method(D_METHOD("font_get_style_name", "font_rid"), &TextServer::font_get_style_name); + ClassDB::bind_method(D_METHOD("font_set_antialiased", "font_rid", "antialiased"), &TextServer::font_set_antialiased); ClassDB::bind_method(D_METHOD("font_is_antialiased", "font_rid"), &TextServer::font_is_antialiased); @@ -322,6 +327,9 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("font_remove_script_support_override", "font_rid", "script"), &TextServer::font_remove_script_support_override); ClassDB::bind_method(D_METHOD("font_get_script_support_overrides", "font_rid"), &TextServer::font_get_script_support_overrides); + ClassDB::bind_method(D_METHOD("font_set_opentype_feature_overrides", "font_rid", "overrides"), &TextServer::font_set_opentype_feature_overrides); + ClassDB::bind_method(D_METHOD("font_get_opentype_feature_overrides", "font_rid"), &TextServer::font_get_opentype_feature_overrides); + ClassDB::bind_method(D_METHOD("font_supported_feature_list", "font_rid"), &TextServer::font_supported_feature_list); ClassDB::bind_method(D_METHOD("font_supported_variation_list", "font_rid"), &TextServer::font_supported_variation_list); @@ -339,9 +347,13 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("shaped_text_set_direction", "shaped", "direction"), &TextServer::shaped_text_set_direction, DEFVAL(DIRECTION_AUTO)); ClassDB::bind_method(D_METHOD("shaped_text_get_direction", "shaped"), &TextServer::shaped_text_get_direction); + ClassDB::bind_method(D_METHOD("shaped_text_get_inferred_direction", "shaped"), &TextServer::shaped_text_get_inferred_direction); ClassDB::bind_method(D_METHOD("shaped_text_set_bidi_override", "shaped", "override"), &TextServer::shaped_text_set_bidi_override); + ClassDB::bind_method(D_METHOD("shaped_text_set_custom_punctuation", "shaped", "punct"), &TextServer::shaped_text_set_custom_punctuation); + ClassDB::bind_method(D_METHOD("shaped_text_get_custom_punctuation", "shaped"), &TextServer::shaped_text_get_custom_punctuation); + ClassDB::bind_method(D_METHOD("shaped_text_set_orientation", "shaped", "orientation"), &TextServer::shaped_text_set_orientation, DEFVAL(ORIENTATION_HORIZONTAL)); ClassDB::bind_method(D_METHOD("shaped_text_get_orientation", "shaped"), &TextServer::shaped_text_get_orientation); @@ -352,8 +364,8 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("shaped_text_get_preserve_control", "shaped"), &TextServer::shaped_text_get_preserve_control); ClassDB::bind_method(D_METHOD("shaped_text_add_string", "shaped", "text", "fonts", "size", "opentype_features", "language"), &TextServer::shaped_text_add_string, DEFVAL(Dictionary()), DEFVAL("")); - ClassDB::bind_method(D_METHOD("shaped_text_add_object", "shaped", "key", "size", "inline_align", "length"), &TextServer::shaped_text_add_object, DEFVAL(INLINE_ALIGN_CENTER), DEFVAL(1)); - ClassDB::bind_method(D_METHOD("shaped_text_resize_object", "shaped", "key", "size", "inline_align"), &TextServer::shaped_text_resize_object, DEFVAL(INLINE_ALIGN_CENTER)); + ClassDB::bind_method(D_METHOD("shaped_text_add_object", "shaped", "key", "size", "inline_align", "length"), &TextServer::shaped_text_add_object, DEFVAL(INLINE_ALIGNMENT_CENTER), DEFVAL(1)); + ClassDB::bind_method(D_METHOD("shaped_text_resize_object", "shaped", "key", "size", "inline_align"), &TextServer::shaped_text_resize_object, DEFVAL(INLINE_ALIGNMENT_CENTER)); ClassDB::bind_method(D_METHOD("shaped_text_substr", "shaped", "start", "length"), &TextServer::shaped_text_substr); ClassDB::bind_method(D_METHOD("shaped_text_get_parent", "shaped"), &TextServer::shaped_text_get_parent); @@ -395,6 +407,7 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("shaped_text_hit_test_grapheme", "shaped", "coords"), &TextServer::shaped_text_hit_test_grapheme); ClassDB::bind_method(D_METHOD("shaped_text_hit_test_position", "shaped", "coords"), &TextServer::shaped_text_hit_test_position); + ClassDB::bind_method(D_METHOD("shaped_text_get_grapheme_bounds", "shaped", "pos"), &TextServer::shaped_text_get_grapheme_bounds); ClassDB::bind_method(D_METHOD("shaped_text_next_grapheme_pos", "shaped", "pos"), &TextServer::shaped_text_next_grapheme_pos); ClassDB::bind_method(D_METHOD("shaped_text_prev_grapheme_pos", "shaped", "pos"), &TextServer::shaped_text_prev_grapheme_pos); @@ -407,6 +420,11 @@ void TextServer::_bind_methods() { ClassDB::bind_method(D_METHOD("parse_number", "number", "language"), &TextServer::parse_number, DEFVAL("")); ClassDB::bind_method(D_METHOD("percent_sign", "language"), &TextServer::percent_sign, DEFVAL("")); + ClassDB::bind_method(D_METHOD("strip_diacritics", "string"), &TextServer::strip_diacritics); + + ClassDB::bind_method(D_METHOD("string_to_upper", "string", "language"), &TextServer::string_to_upper, DEFVAL("")); + ClassDB::bind_method(D_METHOD("string_to_lower", "string", "language"), &TextServer::string_to_lower, DEFVAL("")); + /* Direction */ BIND_ENUM_CONSTANT(DIRECTION_AUTO); BIND_ENUM_CONSTANT(DIRECTION_LTR); @@ -465,6 +483,7 @@ void TextServer::_bind_methods() { BIND_ENUM_CONSTANT(FEATURE_BREAK_ITERATORS); BIND_ENUM_CONSTANT(FEATURE_FONT_SYSTEM); BIND_ENUM_CONSTANT(FEATURE_FONT_VARIABLE); + BIND_ENUM_CONSTANT(FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION); BIND_ENUM_CONSTANT(FEATURE_USE_SUPPORT_DATA); /* FT Contour Point Types */ @@ -472,17 +491,22 @@ void TextServer::_bind_methods() { BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_OFF_CONIC); BIND_ENUM_CONSTANT(CONTOUR_CURVE_TAG_OFF_CUBIC); - /* Font Spacing*/ + /* Font Spacing */ BIND_ENUM_CONSTANT(SPACING_GLYPH); BIND_ENUM_CONSTANT(SPACING_SPACE); BIND_ENUM_CONSTANT(SPACING_TOP); BIND_ENUM_CONSTANT(SPACING_BOTTOM); + + /* Font Style */ + BIND_ENUM_CONSTANT(FONT_BOLD); + BIND_ENUM_CONSTANT(FONT_ITALIC); + BIND_ENUM_CONSTANT(FONT_FIXED_WIDTH); } Vector2 TextServer::get_hex_code_box_size(int p_size, char32_t p_index) const { int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3)); int sp = MAX(0, w - 1); - int sz = MAX(1, p_size / 15); + int sz = MAX(1, Math::round(p_size / 15.f)); return Vector2(4 + 3 * w + sp + 1, 15) * sz; } @@ -520,7 +544,7 @@ void TextServer::draw_hex_code_box(RID p_canvas, int p_size, const Vector2 &p_po int w = ((p_index <= 0xFF) ? 1 : ((p_index <= 0xFFFF) ? 2 : 3)); int sp = MAX(0, w - 1); - int sz = MAX(1, p_size / 15); + int sz = MAX(1, Math::round(p_size / 15.f)); Size2 size = Vector2(4 + 3 * w + sp, 15) * sz; Point2 pos = p_pos - Point2i(0, size.y * 0.85); @@ -633,13 +657,13 @@ PackedInt32Array TextServer::shaped_text_get_line_breaks_adv(RID p_shaped, const return lines; } -PackedInt32Array TextServer::shaped_text_get_line_breaks(RID p_shaped, real_t p_width, int p_start, uint16_t /*TextBreakFlag*/ p_break_flags) const { +PackedInt32Array TextServer::shaped_text_get_line_breaks(RID p_shaped, float p_width, int p_start, uint16_t /*TextBreakFlag*/ p_break_flags) const { PackedInt32Array lines; const_cast<TextServer *>(this)->shaped_text_update_breaks(p_shaped); const Vector2i &range = shaped_text_get_range(p_shaped); - real_t width = 0.f; + float width = 0.f; int line_start = MAX(p_start, range.x); int last_safe_break = -1; int word_count = 0; @@ -973,9 +997,9 @@ Vector<Vector2> TextServer::shaped_text_get_selection(RID p_shaped, int p_start, } real_t char_adv = advance / (real_t)(glyphs[i].end - glyphs[i].start); if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) { - ranges.push_back(Vector2(off, off + char_adv * (start - glyphs[i].start))); + ranges.push_back(Vector2(off, off + char_adv * (glyphs[i].end - start))); } else { - ranges.push_back(Vector2(off + char_adv * (glyphs[i].end - start), off + advance)); + ranges.push_back(Vector2(off + char_adv * (start - glyphs[i].start), off + advance)); } } // Selection range is within grapheme. @@ -1008,7 +1032,7 @@ Vector<Vector2> TextServer::shaped_text_get_selection(RID p_shaped, int p_start, while (j < ranges.size()) { if (Math::is_equal_approx(ranges[i].y, ranges[j].x, (real_t)UNIT_EPSILON)) { ranges.write[i].y = ranges[j].y; - ranges.remove(j); + ranges.remove_at(j); continue; } j++; @@ -1019,9 +1043,9 @@ Vector<Vector2> TextServer::shaped_text_get_selection(RID p_shaped, int p_start, return ranges; } -int TextServer::shaped_text_hit_test_grapheme(RID p_shaped, real_t p_coords) const { +int TextServer::shaped_text_hit_test_grapheme(RID p_shaped, float p_coords) const { // Exact grapheme hit test, return -1 if missed. - real_t off = 0.0f; + float off = 0.0f; int v_size = shaped_text_get_glyph_count(p_shaped); const Glyph *glyphs = shaped_text_get_glyphs(p_shaped); @@ -1037,7 +1061,7 @@ int TextServer::shaped_text_hit_test_grapheme(RID p_shaped, real_t p_coords) con return -1; } -int TextServer::shaped_text_hit_test_position(RID p_shaped, real_t p_coords) const { +int TextServer::shaped_text_hit_test_position(RID p_shaped, float p_coords) const { int v_size = shaped_text_get_glyph_count(p_shaped); const Glyph *glyphs = shaped_text_get_glyphs(p_shaped); @@ -1083,6 +1107,31 @@ int TextServer::shaped_text_hit_test_position(RID p_shaped, real_t p_coords) con return glyphs[i].start; } } + // Ligature, handle mid-grapheme hit. + if (p_coords >= off && p_coords < off + advance && glyphs[i].end > glyphs[i].start + 1) { + int cnt = glyphs[i].end - glyphs[i].start; + real_t char_adv = advance / (real_t)(cnt); + real_t sub_off = off; + for (int j = 0; j < cnt; j++) { + // Place caret to the left of clicked sub-grapheme. + if (p_coords >= sub_off && p_coords < sub_off + char_adv / 2) { + if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) { + return glyphs[i].end - j; + } else { + return glyphs[i].start + j; + } + } + // Place caret to the right of clicked sub-grapheme. + if (p_coords >= sub_off + char_adv / 2 && p_coords < sub_off + char_adv) { + if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) { + return glyphs[i].start + (cnt - 1) - j; + } else { + return glyphs[i].end - (cnt - 1) + j; + } + } + sub_off += char_adv; + } + } // Place caret to the left of clicked grapheme. if (p_coords >= off && p_coords < off + advance / 2) { if ((glyphs[i].flags & GRAPHEME_IS_RTL) == GRAPHEME_IS_RTL) { @@ -1105,6 +1154,27 @@ int TextServer::shaped_text_hit_test_position(RID p_shaped, real_t p_coords) con return 0; } +Vector2 TextServer::shaped_text_get_grapheme_bounds(RID p_shaped, int p_pos) const { + int v_size = shaped_text_get_glyph_count(p_shaped); + const Glyph *glyphs = shaped_text_get_glyphs(p_shaped); + + real_t off = 0.0f; + for (int i = 0; i < v_size; i++) { + if ((glyphs[i].count > 0) && ((glyphs[i].index != 0) || ((glyphs[i].flags & GRAPHEME_IS_SPACE) == GRAPHEME_IS_SPACE))) { + if (glyphs[i].start <= p_pos && glyphs[i].end >= p_pos) { + real_t advance = 0.f; + for (int j = 0; j < glyphs[i].count; j++) { + advance += glyphs[i + j].advance; + } + return Vector2(off, off + advance); + } + } + off += glyphs[i].advance * glyphs[i].repeat; + } + + return Vector2(); +} + int TextServer::shaped_text_next_grapheme_pos(RID p_shaped, int p_pos) const { int v_size = shaped_text_get_glyph_count(p_shaped); const Glyph *glyphs = shaped_text_get_glyphs(p_shaped); @@ -1128,7 +1198,7 @@ int TextServer::shaped_text_prev_grapheme_pos(RID p_shaped, int p_pos) const { return p_pos; } -void TextServer::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_pos, real_t p_clip_l, real_t p_clip_r, const Color &p_color) const { +void TextServer::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_pos, float p_clip_l, float p_clip_r, const Color &p_color) const { TextServer::Orientation orientation = shaped_text_get_orientation(p_shaped); bool hex_codes = shaped_text_get_preserve_control(p_shaped) || shaped_text_get_preserve_invalid(p_shaped); @@ -1159,6 +1229,17 @@ void TextServer::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_p } // Draw at the baseline. for (int i = 0; i < v_size; i++) { + if (trim_pos >= 0) { + if (rtl) { + if (i < trim_pos) { + continue; + } + } else { + if (i >= trim_pos) { + break; + } + } + } for (int j = 0; j < glyphs[i].repeat; j++) { if (p_clip_r > 0) { // Clip right / bottom. @@ -1186,17 +1267,6 @@ void TextServer::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_p } } } - if (trim_pos >= 0) { - if (rtl) { - if (i < trim_pos && (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) { - continue; - } - } else { - if (i >= trim_pos && (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) { - break; - } - } - } if (glyphs[i].font_rid != RID()) { font_draw_glyph(glyphs[i].font_rid, p_canvas, glyphs[i].font_size, ofs + Vector2(glyphs[i].x_off, glyphs[i].y_off), glyphs[i].index, p_color); @@ -1225,10 +1295,10 @@ void TextServer::shaped_text_draw(RID p_shaped, RID p_canvas, const Vector2 &p_p } } -void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vector2 &p_pos, real_t p_clip_l, real_t p_clip_r, int p_outline_size, const Color &p_color) const { +void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vector2 &p_pos, float p_clip_l, float p_clip_r, int p_outline_size, const Color &p_color) const { TextServer::Orientation orientation = shaped_text_get_orientation(p_shaped); - bool rtl = (shaped_text_get_direction(p_shaped) == DIRECTION_RTL); + bool rtl = (shaped_text_get_inferred_direction(p_shaped) == DIRECTION_RTL); int ellipsis_pos = shaped_text_get_ellipsis_pos(p_shaped); int trim_pos = shaped_text_get_trim_pos(p_shaped); @@ -1254,6 +1324,17 @@ void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vect } // Draw at the baseline. for (int i = 0; i < v_size; i++) { + if (trim_pos >= 0) { + if (rtl) { + if (i < trim_pos) { + continue; + } + } else { + if (i >= trim_pos) { + break; + } + } + } for (int j = 0; j < glyphs[i].repeat; j++) { if (p_clip_r > 0) { // Clip right / bottom. @@ -1281,17 +1362,6 @@ void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vect } } } - if (trim_pos >= 0) { - if (rtl) { - if (i < trim_pos) { - continue; - } - } else { - if (i >= trim_pos && (glyphs[j].flags & TextServer::GRAPHEME_IS_VIRTUAL) != TextServer::GRAPHEME_IS_VIRTUAL) { - break; - } - } - } if (glyphs[i].font_rid != RID()) { font_draw_glyph_outline(glyphs[i].font_rid, p_canvas, glyphs[i].font_size, p_outline_size, ofs + Vector2(glyphs[i].x_off, glyphs[i].y_off), glyphs[i].index, p_color); } @@ -1317,6 +1387,134 @@ void TextServer::shaped_text_draw_outline(RID p_shaped, RID p_canvas, const Vect } } +void TextServer::_diacritics_map_add(const String &p_from, char32_t p_to) { + for (int i = 0; i < p_from.size(); i++) { + diacritics_map[p_from[i]] = p_to; + } +} + +void TextServer::_init_diacritics_map() { + diacritics_map.clear(); + + // Latin. + _diacritics_map_add(U"ÀÁÂÃÄÅĀĂĄǍǞǠǺȀȂȦḀẠẢẤẦẨẪẬẮẰẲẴẶ", U'A'); + _diacritics_map_add(U"àáâãäåāăąǎǟǡǻȁȃȧḁẚạảấầẩẫậắằẳẵặ", U'a'); + _diacritics_map_add(U"ǢǼ", U'Æ'); + _diacritics_map_add(U"ǣǽ", U'æ'); + _diacritics_map_add(U"ḂḄḆ", U'B'); + _diacritics_map_add(U"ḃḅḇ", U'b'); + _diacritics_map_add(U"ÇĆĈĊČḈ", U'C'); + _diacritics_map_add(U"çćĉċčḉ", U'c'); + _diacritics_map_add(U"ĎḊḌḎḐḒ", U'D'); + _diacritics_map_add(U"ďḋḍḏḑḓ", U'd'); + _diacritics_map_add(U"ÈÉÊËĒĔĖĘĚȆȨḔḖḘḚḜẸẺẼẾỀỂỄỆ", U'E'); + _diacritics_map_add(U"èéêëēĕėęěȇȩḕḗḙḛḝẹẻẽếềểễệ", U'e'); + _diacritics_map_add(U"Ḟ", U'F'); + _diacritics_map_add(U"ḟ", U'f'); + _diacritics_map_add(U"ĜĞĠĢǦǴḠ", U'G'); + _diacritics_map_add(U"ĝğġģǧǵḡ", U'g'); + _diacritics_map_add(U"ĤȞḢḤḦḨḪ", U'H'); + _diacritics_map_add(U"ĥȟḣḥḧḩḫẖ", U'h'); + _diacritics_map_add(U"ÌÍÎÏĨĪĬĮİǏȈȊḬḮỈỊ", U'I'); + _diacritics_map_add(U"ìíîïĩīĭįıǐȉȋḭḯỉị", U'i'); + _diacritics_map_add(U"Ĵ", U'J'); + _diacritics_map_add(U"ĵ", U'j'); + _diacritics_map_add(U"ĶǨḰḲḴ", U'K'); + _diacritics_map_add(U"ķĸǩḱḳḵ", U'k'); + _diacritics_map_add(U"ĹĻĽĿḶḸḺḼ", U'L'); + _diacritics_map_add(U"ĺļľŀḷḹḻḽ", U'l'); + _diacritics_map_add(U"ḾṀṂ", U'M'); + _diacritics_map_add(U"ḿṁṃ", U'm'); + _diacritics_map_add(U"ÑŃŅŇǸṄṆṈṊ", U'N'); + _diacritics_map_add(U"ñńņňʼnǹṅṇṉṋ", U'n'); + _diacritics_map_add(U"ÒÓÔÕÖŌŎŐƠǑǪǬȌȎȪȬȮȰṌṎṐṒỌỎỐỒỔỖỘỚỜỞỠỢ", U'O'); + _diacritics_map_add(U"òóôõöōŏőơǒǫǭȍȏȫȭȯȱṍṏṑṓọỏốồổỗộớờởỡợ", U'o'); + _diacritics_map_add(U"ṔṖ", U'P'); + _diacritics_map_add(U"ṗṕ", U'p'); + _diacritics_map_add(U"ŔŖŘȐȒṘṚṜṞ", U'R'); + _diacritics_map_add(U"ŕŗřȑȓṙṛṝṟ", U'r'); + _diacritics_map_add(U"ŚŜŞŠȘṠṢṤṦṨ", U'S'); + _diacritics_map_add(U"śŝşšſșṡṣṥṧṩẛẜẝ", U's'); + _diacritics_map_add(U"ŢŤȚṪṬṮṰ", U'T'); + _diacritics_map_add(U"ţťțṫṭṯṱẗ", U't'); + _diacritics_map_add(U"ÙÚÛÜŨŪŬŮŰŲƯǓǕǗǙǛȔȖṲṴṶṸṺỤỦỨỪỬỮỰ", U'U'); + _diacritics_map_add(U"ùúûüũūŭůűųưǔǖǘǚǜȕȗṳṵṷṹṻụủứừửữự", U'u'); + _diacritics_map_add(U"ṼṾ", U'V'); + _diacritics_map_add(U"ṽṿ", U'v'); + _diacritics_map_add(U"ŴẀẂẄẆẈ", U'W'); + _diacritics_map_add(U"ŵẁẃẅẇẉẘ", U'w'); + _diacritics_map_add(U"ẊẌ", U'X'); + _diacritics_map_add(U"ẋẍ", U'x'); + _diacritics_map_add(U"ÝŶẎỲỴỶỸỾ", U'Y'); + _diacritics_map_add(U"ýÿŷẏẙỳỵỷỹỿ", U'y'); + _diacritics_map_add(U"ŹŻŽẐẒẔ", U'Z'); + _diacritics_map_add(U"źżžẑẓẕ", U'z'); + + // Greek. + _diacritics_map_add(U"ΆἈἉἊἋἌἍἎἏᾈᾉᾊᾋᾌᾍᾎᾏᾸᾹᾺΆᾼ", U'Α'); + _diacritics_map_add(U"άἀἁἂἃἄἅἆἇὰάᾀᾁᾂᾃᾄᾅᾆᾇᾰᾱᾲᾳᾴᾶᾷ", U'α'); + _diacritics_map_add(U"ΈἘἙἚἛἜἝῈΈ", U'Ε'); + _diacritics_map_add(U"έἐἑἒἓἔἕὲέ", U'ε'); + _diacritics_map_add(U"ΉἨἩἪἫἬἭἮἯᾘᾙᾚᾛᾜᾝᾞᾟῊΉῌ", U'Η'); + _diacritics_map_add(U"ήἠἡἢἣἤἥἦἧὴήᾐᾑᾒᾓᾔᾕᾖᾗῂῃῄῆῇ", U'η'); + _diacritics_map_add(U"ΊΪἸἹἺἻἼἽἾἿῘῙῚΊ", U'Ι'); + _diacritics_map_add(U"ίΐϊἰἱἲἳἴἵἶἷὶίῐῑῒΐῖῗ", U'ι'); + _diacritics_map_add(U"ΌὈὉὊὋὌὍῸΌ", U'Ο'); + _diacritics_map_add(U"όὀὁὂὃὄὅὸό", U'ο'); + _diacritics_map_add(U"Ῥ", U'Ρ'); + _diacritics_map_add(U"ῤῥ", U'ρ'); + _diacritics_map_add(U"ΎΫϓϔὙὛὝὟῨῩῪΎ", U'Υ'); + _diacritics_map_add(U"ΰϋύὐὑὒὓὔὕὖὗὺύῠῡῢΰῦῧ", U'υ'); + _diacritics_map_add(U"ΏὨὩὪὫὬὭὮὯᾨᾩᾪᾫᾬᾭᾮᾯῺΏῼ", U'Ω'); + _diacritics_map_add(U"ώὠὡὢὣὤὥὦὧὼώᾠᾡᾢᾣᾤᾥᾦᾧῲῳῴῶῷ", U'ω'); + + // Cyrillic. + _diacritics_map_add(U"ӐӒ", U'А'); + _diacritics_map_add(U"ӑӓ", U'а'); + _diacritics_map_add(U"ЀЁӖ", U'Е'); + _diacritics_map_add(U"ѐёӗ", U'е'); + _diacritics_map_add(U"Ӛ", U'Ә'); + _diacritics_map_add(U"ӛ", U'ә'); + _diacritics_map_add(U"Ӝ", U'Ж'); + _diacritics_map_add(U"ӝ", U'ж'); + _diacritics_map_add(U"Ӟ", U'З'); + _diacritics_map_add(U"ӟ", U'з'); + _diacritics_map_add(U"Ѓ", U'Г'); + _diacritics_map_add(U"ѓ", U'г'); + _diacritics_map_add(U"Ї", U'І'); + _diacritics_map_add(U"ї", U'і'); + _diacritics_map_add(U"ЍӢӤЙ", U'И'); + _diacritics_map_add(U"ѝӣӥй", U'и'); + _diacritics_map_add(U"Ќ", U'К'); + _diacritics_map_add(U"ќ", U'к'); + _diacritics_map_add(U"Ӧ", U'О'); + _diacritics_map_add(U"ӧ", U'о'); + _diacritics_map_add(U"Ӫ", U'Ө'); + _diacritics_map_add(U"ӫ", U'ө'); + _diacritics_map_add(U"Ӭ", U'Э'); + _diacritics_map_add(U"ӭ", U'э'); + _diacritics_map_add(U"ЎӮӰӲ", U'У'); + _diacritics_map_add(U"ўӯӱӳ", U'у'); + _diacritics_map_add(U"Ӵ", U'Ч'); + _diacritics_map_add(U"ӵ", U'ч'); + _diacritics_map_add(U"Ӹ", U'Ы'); + _diacritics_map_add(U"ӹ", U'ы'); +} + +String TextServer::strip_diacritics(const String &p_string) const { + String result; + for (int i = 0; i < p_string.length(); i++) { + if (p_string[i] < 0x02B0 || p_string[i] > 0x036F) { // Skip combining diacritics. + if (diacritics_map.has(p_string[i])) { + result += diacritics_map[p_string[i]]; + } else { + result += p_string[i]; + } + } + } + return result; +} + Array TextServer::_shaped_text_get_glyphs_wrapper(RID p_shaped) const { Array ret; @@ -1393,6 +1591,7 @@ Array TextServer::_shaped_text_get_ellipsis_glyphs_wrapper(RID p_shaped) const { } TextServer::TextServer() { + _init_diacritics_map(); } TextServer::~TextServer() { diff --git a/servers/text_server.h b/servers/text_server.h index 3a5f946fbf..599cc3afd0 100644 --- a/servers/text_server.h +++ b/servers/text_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -109,7 +109,8 @@ public: FEATURE_BREAK_ITERATORS = 1 << 4, FEATURE_FONT_SYSTEM = 1 << 5, FEATURE_FONT_VARIABLE = 1 << 6, - FEATURE_USE_SUPPORT_DATA = 1 << 7 + FEATURE_CONTEXT_SENSITIVE_CASE_CONVERSION = 1 << 7, + FEATURE_USE_SUPPORT_DATA = 1 << 8, }; enum ContourPointTag { @@ -125,6 +126,12 @@ public: SPACING_BOTTOM, }; + enum FontStyle { + FONT_BOLD = 1 << 0, + FONT_ITALIC = 1 << 1, + FONT_FIXED_WIDTH = 1 << 2, + }; + void _draw_hex_code_box_number(RID p_canvas, int p_size, const Vector2 &p_pos, uint8_t p_index, const Color &p_color) const; protected: @@ -144,6 +151,7 @@ protected: int end = 0; // Substring end offset in the parent string. String text; + String custom_punct; TextServer::Direction direction = DIRECTION_LTR; // Desired text direction. TextServer::Orientation orientation = ORIENTATION_HORIZONTAL; @@ -163,7 +171,7 @@ protected: struct EmbeddedObject { int pos = 0; - InlineAlign inline_align = INLINE_ALIGN_CENTER; + InlineAlignment inline_align = INLINE_ALIGNMENT_CENTER; Rect2 rect; }; Map<Variant, EmbeddedObject> objects; @@ -194,6 +202,10 @@ protected: Vector<Glyph> glyphs_logical; }; + Map<char32_t, char32_t> diacritics_map; + void _diacritics_map_add(const String &p_from, char32_t p_to); + void _init_diacritics_map(); + static void _bind_methods(); public: @@ -220,6 +232,15 @@ public: virtual void font_set_data(RID p_font_rid, const PackedByteArray &p_data) = 0; virtual void font_set_data_ptr(RID p_font_rid, const uint8_t *p_data_ptr, size_t p_data_size) = 0; + virtual void font_set_style(RID p_font_rid, uint32_t /*FontStyle*/ p_style) = 0; + virtual uint32_t /*FontStyle*/ font_get_style(RID p_font_rid) const = 0; + + virtual void font_set_name(RID p_font_rid, const String &p_name) = 0; + virtual String font_get_name(RID p_font_rid) const = 0; + + virtual void font_set_style_name(RID p_font_rid, const String &p_name) = 0; + virtual String font_get_style_name(RID p_font_rid) const = 0; + virtual void font_set_antialiased(RID p_font_rid, bool p_antialiased) = 0; virtual bool font_is_antialiased(RID p_font_rid) const = 0; @@ -330,6 +351,9 @@ public: virtual void font_remove_script_support_override(RID p_font_rid, const String &p_script) = 0; virtual Vector<String> font_get_script_support_overrides(RID p_font_rid) = 0; + virtual void font_set_opentype_feature_overrides(RID p_font_rid, const Dictionary &p_overrides) = 0; + virtual Dictionary font_get_opentype_feature_overrides(RID p_font_rid) const = 0; + virtual Dictionary font_supported_feature_list(RID p_font_rid) const = 0; virtual Dictionary font_supported_variation_list(RID p_font_rid) const = 0; @@ -347,9 +371,13 @@ public: virtual void shaped_text_set_direction(RID p_shaped, Direction p_direction = DIRECTION_AUTO) = 0; virtual Direction shaped_text_get_direction(RID p_shaped) const = 0; + virtual Direction shaped_text_get_inferred_direction(RID p_shaped) const = 0; virtual void shaped_text_set_bidi_override(RID p_shaped, const Array &p_override) = 0; + virtual void shaped_text_set_custom_punctuation(RID p_shaped, const String &p_punct) = 0; + virtual String shaped_text_get_custom_punctuation(RID p_shaped) const = 0; + virtual void shaped_text_set_orientation(RID p_shaped, Orientation p_orientation = ORIENTATION_HORIZONTAL) = 0; virtual Orientation shaped_text_get_orientation(RID p_shaped) const = 0; @@ -360,8 +388,8 @@ public: virtual bool shaped_text_get_preserve_control(RID p_shaped) const = 0; virtual bool shaped_text_add_string(RID p_shaped, const String &p_text, const Vector<RID> &p_fonts, int p_size, const Dictionary &p_opentype_features = Dictionary(), const String &p_language = "") = 0; - virtual bool shaped_text_add_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER, int p_length = 1) = 0; - virtual bool shaped_text_resize_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlign p_inline_align = INLINE_ALIGN_CENTER) = 0; + virtual bool shaped_text_add_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER, int p_length = 1) = 0; + virtual bool shaped_text_resize_object(RID p_shaped, Variant p_key, const Size2 &p_size, InlineAlignment p_inline_align = INLINE_ALIGNMENT_CENTER) = 0; virtual RID shaped_text_substr(RID p_shaped, int p_start, int p_length) const = 0; // Copy shaped substring (e.g. line break) without reshaping, but correctly reordered, preservers range. virtual RID shaped_text_get_parent(RID p_shaped) const = 0; @@ -415,6 +443,7 @@ public: virtual int shaped_text_hit_test_grapheme(RID p_shaped, float p_coords) const; // Return grapheme index. virtual int shaped_text_hit_test_position(RID p_shaped, float p_coords) const; // Return caret/selection position. + virtual Vector2 shaped_text_get_grapheme_bounds(RID p_shaped, int p_pos) const; virtual int shaped_text_next_grapheme_pos(RID p_shaped, int p_pos) const; virtual int shaped_text_prev_grapheme_pos(RID p_shaped, int p_pos) const; @@ -427,6 +456,12 @@ public: virtual String parse_number(const String &p_string, const String &p_language = "") const { return p_string; }; virtual String percent_sign(const String &p_language = "") const { return "%"; }; + virtual String strip_diacritics(const String &p_string) const; + + // Other string operations. + virtual String string_to_upper(const String &p_string, const String &p_language = "") const = 0; + virtual String string_to_lower(const String &p_string, const String &p_language = "") const = 0; + TextServer(); ~TextServer(); }; @@ -509,7 +544,6 @@ public: _FORCE_INLINE_ Ref<TextServer> get_primary_interface() const { return primary_interface; } - Ref<TextServer> _get_primary_interface() const; void set_primary_interface(const Ref<TextServer> &p_primary_interface); TextServerManager(); @@ -530,6 +564,7 @@ VARIANT_ENUM_CAST(TextServer::Hinting); VARIANT_ENUM_CAST(TextServer::Feature); VARIANT_ENUM_CAST(TextServer::ContourPointTag); VARIANT_ENUM_CAST(TextServer::SpacingType); +VARIANT_ENUM_CAST(TextServer::FontStyle); GDVIRTUAL_NATIVE_PTR(Glyph); GDVIRTUAL_NATIVE_PTR(Glyph *); diff --git a/servers/xr/xr_interface.cpp b/servers/xr/xr_interface.cpp index bf54158905..758f2416ec 100644 --- a/servers/xr/xr_interface.cpp +++ b/servers/xr/xr_interface.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -32,6 +32,8 @@ // #include "servers/rendering/renderer_compositor.h" void XRInterface::_bind_methods() { + ADD_SIGNAL(MethodInfo("play_area_changed", PropertyInfo(Variant::INT, "mode"))); + ClassDB::bind_method(D_METHOD("get_name"), &XRInterface::get_name); ClassDB::bind_method(D_METHOD("get_capabilities"), &XRInterface::get_capabilities); @@ -47,12 +49,21 @@ void XRInterface::_bind_methods() { ClassDB::bind_method(D_METHOD("get_render_target_size"), &XRInterface::get_render_target_size); ClassDB::bind_method(D_METHOD("get_view_count"), &XRInterface::get_view_count); + ClassDB::bind_method(D_METHOD("trigger_haptic_pulse", "action_name", "tracker_name", "frequency", "amplitude", "duration_sec", "delay_sec"), &XRInterface::trigger_haptic_pulse); + ADD_GROUP("Interface", "interface_"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "interface_is_primary"), "set_primary", "is_primary"); - // we don't have any properties specific to VR yet.... + // methods and properties specific to VR... + ClassDB::bind_method(D_METHOD("supports_play_area_mode", "mode"), &XRInterface::supports_play_area_mode); + ClassDB::bind_method(D_METHOD("get_play_area_mode"), &XRInterface::get_play_area_mode); + ClassDB::bind_method(D_METHOD("set_play_area_mode", "mode"), &XRInterface::set_play_area_mode); + ClassDB::bind_method(D_METHOD("get_play_area"), &XRInterface::get_play_area); + + ADD_GROUP("XR", "xr_"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "xr_play_area_mode", PROPERTY_HINT_ENUM, "Unknown,3DOF,Sitting,Roomscale,Stage"), "set_play_area_mode", "get_play_area_mode"); - // but we do have properties specific to AR.... + // methods and properties specific to AR.... ClassDB::bind_method(D_METHOD("get_anchor_detection_is_enabled"), &XRInterface::get_anchor_detection_is_enabled); ClassDB::bind_method(D_METHOD("set_anchor_detection_is_enabled", "enable"), &XRInterface::set_anchor_detection_is_enabled); ClassDB::bind_method(D_METHOD("get_camera_feed_id"), &XRInterface::get_camera_feed_id); @@ -63,19 +74,23 @@ void XRInterface::_bind_methods() { BIND_ENUM_CONSTANT(XR_NONE); BIND_ENUM_CONSTANT(XR_MONO); BIND_ENUM_CONSTANT(XR_STEREO); + BIND_ENUM_CONSTANT(XR_QUAD); + BIND_ENUM_CONSTANT(XR_VR); BIND_ENUM_CONSTANT(XR_AR); BIND_ENUM_CONSTANT(XR_EXTERNAL); - BIND_ENUM_CONSTANT(EYE_MONO); - BIND_ENUM_CONSTANT(EYE_LEFT); - BIND_ENUM_CONSTANT(EYE_RIGHT); - BIND_ENUM_CONSTANT(XR_NORMAL_TRACKING); BIND_ENUM_CONSTANT(XR_EXCESSIVE_MOTION); BIND_ENUM_CONSTANT(XR_INSUFFICIENT_FEATURES); BIND_ENUM_CONSTANT(XR_UNKNOWN_TRACKING); BIND_ENUM_CONSTANT(XR_NOT_TRACKING); -} + + BIND_ENUM_CONSTANT(XR_PLAY_AREA_UNKNOWN); + BIND_ENUM_CONSTANT(XR_PLAY_AREA_3DOF); + BIND_ENUM_CONSTANT(XR_PLAY_AREA_SITTING); + BIND_ENUM_CONSTANT(XR_PLAY_AREA_ROOMSCALE); + BIND_ENUM_CONSTANT(XR_PLAY_AREA_STAGE); +}; bool XRInterface::is_primary() { XRServer *xr_server = XRServer::get_singleton(); @@ -101,6 +116,29 @@ XRInterface::XRInterface() {} XRInterface::~XRInterface() {} +// query if this interface supports this play area mode +bool XRInterface::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) { + return p_mode == XR_PLAY_AREA_UNKNOWN; +} + +// get the current play area mode +XRInterface::PlayAreaMode XRInterface::get_play_area_mode() const { + return XR_PLAY_AREA_UNKNOWN; +} + +// change the play area mode, note that this should return false if the mode is not available +bool XRInterface::set_play_area_mode(XRInterface::PlayAreaMode p_mode) { + return p_mode == XR_PLAY_AREA_UNKNOWN; +} + +// if available, returns an array of vectors denoting the play area the player can move around in +PackedVector3Array XRInterface::get_play_area() const { + // Return an empty array by default. + // Note implementation is responsible for applying our reference frame and world scale to the raw data. + // `play_area_changed` should be emitted if play area data is available and either the reference frame or world scale changes. + return PackedVector3Array(); +}; + /** these will only be implemented on AR interfaces, so we want dummies for VR **/ bool XRInterface::get_anchor_detection_is_enabled() const { return false; @@ -114,9 +152,24 @@ int XRInterface::get_camera_feed_id() { } /** these are optional, so we want dummies **/ +PackedStringArray XRInterface::get_suggested_tracker_names() const { + PackedStringArray arr; + + return arr; +} + +PackedStringArray XRInterface::get_suggested_pose_names(const StringName &p_tracker_name) const { + PackedStringArray arr; + + return arr; +} + XRInterface::TrackingStatus XRInterface::get_tracking_status() const { return XR_UNKNOWN_TRACKING; } void XRInterface::notification(int p_what) { } + +void XRInterface::trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec) { +} diff --git a/servers/xr/xr_interface.h b/servers/xr/xr_interface.h index 534fa18d8a..aee98f8fee 100644 --- a/servers/xr/xr_interface.h +++ b/servers/xr/xr_interface.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -39,8 +39,6 @@ struct BlitToScreen; /** - @author Bastiaan Olij <mux213@gmail.com> - The XR interface is a template class on top of which we build interface to different AR, VR and tracking SDKs. The idea is that we subclass this class, implement the logic, and then instantiate a singleton of each interface when Godot starts. These instances do not initialize themselves but register themselves with the AR/VR server. @@ -58,14 +56,10 @@ public: XR_NONE = 0, /* no capabilities */ XR_MONO = 1, /* can be used with mono output */ XR_STEREO = 2, /* can be used with stereo output */ - XR_AR = 4, /* offers a camera feed for AR */ - XR_EXTERNAL = 8 /* renders to external device */ - }; - - enum Eyes { - EYE_MONO, /* my son says we should call this EYE_CYCLOPS */ - EYE_LEFT, - EYE_RIGHT + XR_QUAD = 4, /* can be used with quad output (not currently supported) */ + XR_VR = 8, /* offers VR support */ + XR_AR = 16, /* offers AR support */ + XR_EXTERNAL = 32 /* renders to external device */ }; enum TrackingStatus { /* tracking status currently based on AR but we can start doing more with this for VR as well */ @@ -76,7 +70,14 @@ public: XR_NOT_TRACKING }; -private: + enum PlayAreaMode { /* defines the mode used by the XR interface for tracking */ + XR_PLAY_AREA_UNKNOWN, /* Area mode not set or not available */ + XR_PLAY_AREA_3DOF, /* Only support orientation tracking, no positional tracking, area will center around player */ + XR_PLAY_AREA_SITTING, /* Player is in seated position, limited positional tracking, fixed guardian around player */ + XR_PLAY_AREA_ROOMSCALE, /* Player is free to move around, full positional tracking */ + XR_PLAY_AREA_STAGE, /* Same as roomscale but origin point is fixed to the center of the physical space, XRServer.center_on_hmd disabled */ + }; + protected: _THREAD_SAFE_CLASS_ @@ -94,10 +95,18 @@ public: virtual bool initialize() = 0; /* initialize this interface, if this has an HMD it becomes the primary interface */ virtual void uninitialize() = 0; /* deinitialize this interface */ + /** input and output **/ + + virtual PackedStringArray get_suggested_tracker_names() const; /* return a list of likely/suggested tracker names */ + virtual PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const; /* return a list of likely/suggested action names for this tracker */ virtual TrackingStatus get_tracking_status() const; /* get the status of our current tracking */ + virtual void trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec = 0); /* trigger a haptic pulse */ /** specific to VR **/ - // nothing yet + virtual bool supports_play_area_mode(XRInterface::PlayAreaMode p_mode); /* query if this interface supports this play area mode */ + virtual XRInterface::PlayAreaMode get_play_area_mode() const; /* get the current play area mode */ + virtual bool set_play_area_mode(XRInterface::PlayAreaMode p_mode); /* change the play area mode, note that this should return false if the mode is not available */ + virtual PackedVector3Array get_play_area() const; /* if available, returns an array of vectors denoting the play area the player can move around in */ /** specific to AR **/ virtual bool get_anchor_detection_is_enabled() const; @@ -124,7 +133,7 @@ public: }; VARIANT_ENUM_CAST(XRInterface::Capabilities); -VARIANT_ENUM_CAST(XRInterface::Eyes); VARIANT_ENUM_CAST(XRInterface::TrackingStatus); +VARIANT_ENUM_CAST(XRInterface::PlayAreaMode); -#endif // !XR_INTERFACE_H +#endif // XR_INTERFACE_H diff --git a/servers/xr/xr_interface_extension.cpp b/servers/xr/xr_interface_extension.cpp index 7fdf90770d..9dae3b162d 100644 --- a/servers/xr/xr_interface_extension.cpp +++ b/servers/xr/xr_interface_extension.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -41,7 +41,10 @@ void XRInterfaceExtension::_bind_methods() { GDVIRTUAL_BIND(_initialize); GDVIRTUAL_BIND(_uninitialize); - GDVIRTUAL_BIND(_get_tracking_status); + GDVIRTUAL_BIND(_supports_play_area_mode, "mode"); + GDVIRTUAL_BIND(_get_play_area_mode); + GDVIRTUAL_BIND(_set_play_area_mode, "mode"); + GDVIRTUAL_BIND(_get_play_area); GDVIRTUAL_BIND(_get_render_target_size); GDVIRTUAL_BIND(_get_view_count); @@ -54,6 +57,13 @@ void XRInterfaceExtension::_bind_methods() { GDVIRTUAL_BIND(_process); GDVIRTUAL_BIND(_notification, "what"); + /** input and output **/ + + GDVIRTUAL_BIND(_get_suggested_tracker_names); + GDVIRTUAL_BIND(_get_suggested_pose_names, "tracker_name"); + GDVIRTUAL_BIND(_get_tracking_status); + GDVIRTUAL_BIND(_trigger_haptic_pulse, "action_name", "tracker_name", "frequency", "amplitude", "duration_sec", "delay_sec"); + // we don't have any properties specific to VR yet.... // but we do have properties specific to AR.... @@ -111,6 +121,22 @@ void XRInterfaceExtension::uninitialize() { GDVIRTUAL_CALL(_uninitialize); } +PackedStringArray XRInterfaceExtension::get_suggested_tracker_names() const { + PackedStringArray arr; + + GDVIRTUAL_CALL(_get_suggested_tracker_names, arr); + + return arr; +} + +PackedStringArray XRInterfaceExtension::get_suggested_pose_names(const StringName &p_tracker_name) const { + PackedStringArray arr; + + GDVIRTUAL_CALL(_get_suggested_pose_names, p_tracker_name, arr); + + return arr; +} + XRInterface::TrackingStatus XRInterfaceExtension::get_tracking_status() const { uint32_t status; @@ -121,6 +147,48 @@ XRInterface::TrackingStatus XRInterfaceExtension::get_tracking_status() const { return XR_UNKNOWN_TRACKING; } +void XRInterfaceExtension::trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec) { + GDVIRTUAL_CALL(_trigger_haptic_pulse, p_action_name, p_tracker_name, p_frequency, p_amplitude, p_duration_sec, p_delay_sec); +} + +bool XRInterfaceExtension::supports_play_area_mode(XRInterface::PlayAreaMode p_mode) { + bool is_supported; + + if (GDVIRTUAL_CALL(_supports_play_area_mode, p_mode, is_supported)) { + return is_supported; + } + + return false; +} + +XRInterface::PlayAreaMode XRInterfaceExtension::get_play_area_mode() const { + uint32_t mode; + + if (GDVIRTUAL_CALL(_get_play_area_mode, mode)) { + return XRInterface::PlayAreaMode(mode); + } + + return XRInterface::XR_PLAY_AREA_UNKNOWN; +} + +bool XRInterfaceExtension::set_play_area_mode(XRInterface::PlayAreaMode p_mode) { + bool success; + + if (GDVIRTUAL_CALL(_set_play_area_mode, p_mode, success)) { + return success; + } + + return false; +} + +PackedVector3Array XRInterfaceExtension::get_play_area() const { + PackedVector3Array arr; + + GDVIRTUAL_CALL(_get_play_area, arr); + + return arr; +} + /** these will only be implemented on AR interfaces, so we want dummies for VR **/ bool XRInterfaceExtension::get_anchor_detection_is_enabled() const { bool enabled; diff --git a/servers/xr/xr_interface_extension.h b/servers/xr/xr_interface_extension.h index 3b7af4c0a2..e22ec2b872 100644 --- a/servers/xr/xr_interface_extension.h +++ b/servers/xr/xr_interface_extension.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -62,11 +62,28 @@ public: GDVIRTUAL0R(bool, _initialize); GDVIRTUAL0(_uninitialize); + /** input and output **/ + + virtual PackedStringArray get_suggested_tracker_names() const override; /* return a list of likely/suggested tracker names */ + virtual PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const override; /* return a list of likely/suggested action names for this tracker */ virtual TrackingStatus get_tracking_status() const override; + virtual void trigger_haptic_pulse(const String &p_action_name, const StringName &p_tracker_name, double p_frequency, double p_amplitude, double p_duration_sec, double p_delay_sec = 0) override; + + GDVIRTUAL0RC(PackedStringArray, _get_suggested_tracker_names); + GDVIRTUAL1RC(PackedStringArray, _get_suggested_pose_names, const StringName &); GDVIRTUAL0RC(uint32_t, _get_tracking_status); + GDVIRTUAL6(_trigger_haptic_pulse, const String &, const StringName &, double, double, double, double); /** specific to VR **/ - // nothing yet + virtual bool supports_play_area_mode(XRInterface::PlayAreaMode p_mode) override; /* query if this interface supports this play area mode */ + virtual XRInterface::PlayAreaMode get_play_area_mode() const override; /* get the current play area mode */ + virtual bool set_play_area_mode(XRInterface::PlayAreaMode p_mode) override; /* change the play area mode, note that this should return false if the mode is not available */ + virtual PackedVector3Array get_play_area() const override; /* if available, returns an array of vectors denoting the play area the player can move around in */ + + GDVIRTUAL1RC(bool, _supports_play_area_mode, XRInterface::PlayAreaMode); + GDVIRTUAL0RC(uint32_t, _get_play_area_mode); + GDVIRTUAL1RC(bool, _set_play_area_mode, uint32_t); + GDVIRTUAL0RC(PackedVector3Array, _get_play_area); /** specific to AR **/ virtual bool get_anchor_detection_is_enabled() const override; diff --git a/servers/xr/xr_pose.cpp b/servers/xr/xr_pose.cpp new file mode 100644 index 0000000000..400f13b9c2 --- /dev/null +++ b/servers/xr/xr_pose.cpp @@ -0,0 +1,126 @@ +/*************************************************************************/ +/* xr_pose.cpp */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#include "xr_pose.h" + +#include "servers/xr_server.h" + +void XRPose::_bind_methods() { + BIND_ENUM_CONSTANT(XR_TRACKING_CONFIDENCE_NONE); + BIND_ENUM_CONSTANT(XR_TRACKING_CONFIDENCE_LOW); + BIND_ENUM_CONSTANT(XR_TRACKING_CONFIDENCE_HIGH); + + ClassDB::bind_method(D_METHOD("set_has_tracking_data", "has_tracking_data"), &XRPose::set_has_tracking_data); + ClassDB::bind_method(D_METHOD("get_has_tracking_data"), &XRPose::get_has_tracking_data); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "has_tracking_data"), "set_has_tracking_data", "get_has_tracking_data"); + + ClassDB::bind_method(D_METHOD("set_name", "name"), &XRPose::set_name); + ClassDB::bind_method(D_METHOD("get_name"), &XRPose::get_name); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "name"), "set_name", "get_name"); + + ClassDB::bind_method(D_METHOD("set_transform", "transform"), &XRPose::set_transform); + ClassDB::bind_method(D_METHOD("get_transform"), &XRPose::get_transform); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "transform"), "set_transform", "get_transform"); + ClassDB::bind_method(D_METHOD("get_adjusted_transform"), &XRPose::get_adjusted_transform); + + ClassDB::bind_method(D_METHOD("set_linear_velocity", "velocity"), &XRPose::set_linear_velocity); + ClassDB::bind_method(D_METHOD("get_linear_velocity"), &XRPose::get_linear_velocity); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "linear_velocity"), "set_linear_velocity", "get_linear_velocity"); + + ClassDB::bind_method(D_METHOD("set_angular_velocity", "velocity"), &XRPose::set_angular_velocity); + ClassDB::bind_method(D_METHOD("get_angular_velocity"), &XRPose::get_angular_velocity); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "angular_velocity"), "set_angular_velocity", "get_angular_velocity"); + + ClassDB::bind_method(D_METHOD("set_tracking_confidence", "tracking_confidence"), &XRPose::set_tracking_confidence); + ClassDB::bind_method(D_METHOD("get_tracking_confidence"), &XRPose::get_tracking_confidence); + ADD_PROPERTY(PropertyInfo(Variant::INT, "tracking_confidence"), "set_tracking_confidence", "get_tracking_confidence"); +} + +void XRPose::set_has_tracking_data(const bool p_has_tracking_data) { + has_tracking_data = p_has_tracking_data; +} +bool XRPose::get_has_tracking_data() const { + return has_tracking_data; +} + +void XRPose::set_name(const StringName &p_name) { + name = p_name; +} + +StringName XRPose::get_name() const { + return name; +} + +void XRPose::set_transform(const Transform3D p_transform) { + transform = p_transform; +} + +Transform3D XRPose::get_transform() const { + return transform; +} + +Transform3D XRPose::get_adjusted_transform() const { + Transform3D adjusted_transform = transform; + + XRServer *xr_server = XRServer::get_singleton(); + ERR_FAIL_NULL_V(xr_server, transform); + + // apply world scale + adjusted_transform.origin *= xr_server->get_world_scale(); + + // apply reference frame + adjusted_transform = xr_server->get_reference_frame() * adjusted_transform; + + return adjusted_transform; +} + +void XRPose::set_linear_velocity(const Vector3 p_velocity) { + linear_velocity = p_velocity; +} + +Vector3 XRPose::get_linear_velocity() const { + return linear_velocity; +} + +void XRPose::set_angular_velocity(const Vector3 p_velocity) { + angular_velocity = p_velocity; +} + +Vector3 XRPose::get_angular_velocity() const { + return angular_velocity; +} + +void XRPose::set_tracking_confidence(const XRPose::TrackingConfidence p_tracking_confidence) { + tracking_confidence = p_tracking_confidence; +} + +XRPose::TrackingConfidence XRPose::get_tracking_confidence() const { + return tracking_confidence; +} diff --git a/servers/xr/xr_pose.h b/servers/xr/xr_pose.h new file mode 100644 index 0000000000..f306c22390 --- /dev/null +++ b/servers/xr/xr_pose.h @@ -0,0 +1,81 @@ +/*************************************************************************/ +/* xr_pose.h */ +/*************************************************************************/ +/* This file is part of: */ +/* GODOT ENGINE */ +/* https://godotengine.org */ +/*************************************************************************/ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ +/* */ +/* Permission is hereby granted, free of charge, to any person obtaining */ +/* a copy of this software and associated documentation files (the */ +/* "Software"), to deal in the Software without restriction, including */ +/* without limitation the rights to use, copy, modify, merge, publish, */ +/* distribute, sublicense, and/or sell copies of the Software, and to */ +/* permit persons to whom the Software is furnished to do so, subject to */ +/* the following conditions: */ +/* */ +/* The above copyright notice and this permission notice shall be */ +/* included in all copies or substantial portions of the Software. */ +/* */ +/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ +/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ +/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ +/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ +/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ +/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ +/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ +/*************************************************************************/ + +#ifndef XR_POSE_H +#define XR_POSE_H + +#include "core/object/ref_counted.h" + +class XRPose : public RefCounted { + GDCLASS(XRPose, RefCounted); + +public: + // TrackingConfidence gives an indication of how reliable our transform data is. + enum TrackingConfidence { + XR_TRACKING_CONFIDENCE_NONE, // No tracking information is available for this pose. + XR_TRACKING_CONFIDENCE_LOW, // Tracking information may be inaccurate or estimated. + XR_TRACKING_CONFIDENCE_HIGH // Tracking information is deemed accurate and up to date. + }; + +private: + bool has_tracking_data = false; + StringName name; + Transform3D transform; + Vector3 linear_velocity; + Vector3 angular_velocity; + TrackingConfidence tracking_confidence = XR_TRACKING_CONFIDENCE_NONE; + +protected: + static void _bind_methods(); + +public: + void set_has_tracking_data(const bool p_has_tracking_data); + bool get_has_tracking_data() const; + + void set_name(const StringName &p_name); + StringName get_name() const; + + void set_transform(const Transform3D p_transform); + Transform3D get_transform() const; + Transform3D get_adjusted_transform() const; + + void set_linear_velocity(const Vector3 p_velocity); + Vector3 get_linear_velocity() const; + + void set_angular_velocity(const Vector3 p_velocity); + Vector3 get_angular_velocity() const; + + void set_tracking_confidence(const TrackingConfidence p_tracking_confidence); + TrackingConfidence get_tracking_confidence() const; +}; + +VARIANT_ENUM_CAST(XRPose::TrackingConfidence); + +#endif diff --git a/servers/xr/xr_positional_tracker.cpp b/servers/xr/xr_positional_tracker.cpp index e9383db941..62e011654e 100644 --- a/servers/xr/xr_positional_tracker.cpp +++ b/servers/xr/xr_positional_tracker.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -37,29 +37,37 @@ void XRPositionalTracker::_bind_methods() { BIND_ENUM_CONSTANT(TRACKER_HAND_LEFT); BIND_ENUM_CONSTANT(TRACKER_HAND_RIGHT); - // this class is read only from GDScript, so we only have access to getters.. ClassDB::bind_method(D_METHOD("get_tracker_type"), &XRPositionalTracker::get_tracker_type); - ClassDB::bind_method(D_METHOD("get_tracker_id"), &XRPositionalTracker::get_tracker_id); + ClassDB::bind_method(D_METHOD("set_tracker_type", "type"), &XRPositionalTracker::set_tracker_type); + ADD_PROPERTY(PropertyInfo(Variant::INT, "type"), "set_tracker_type", "get_tracker_type"); + ClassDB::bind_method(D_METHOD("get_tracker_name"), &XRPositionalTracker::get_tracker_name); - ClassDB::bind_method(D_METHOD("get_joy_id"), &XRPositionalTracker::get_joy_id); - ClassDB::bind_method(D_METHOD("is_tracking_orientation"), &XRPositionalTracker::is_tracking_orientation); - ClassDB::bind_method(D_METHOD("get_orientation"), &XRPositionalTracker::get_orientation); - ClassDB::bind_method(D_METHOD("is_tracking_position"), &XRPositionalTracker::is_tracking_position); - ClassDB::bind_method(D_METHOD("get_position"), &XRPositionalTracker::get_position); + ClassDB::bind_method(D_METHOD("set_tracker_name", "name"), &XRPositionalTracker::set_tracker_name); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "name"), "set_tracker_name", "get_tracker_name"); + + ClassDB::bind_method(D_METHOD("get_tracker_desc"), &XRPositionalTracker::get_tracker_desc); + ClassDB::bind_method(D_METHOD("set_tracker_desc", "description"), &XRPositionalTracker::set_tracker_desc); + ADD_PROPERTY(PropertyInfo(Variant::STRING, "description"), "set_tracker_desc", "get_tracker_desc"); + ClassDB::bind_method(D_METHOD("get_tracker_hand"), &XRPositionalTracker::get_tracker_hand); - ClassDB::bind_method(D_METHOD("get_transform", "adjust_by_reference_frame"), &XRPositionalTracker::get_transform); - ClassDB::bind_method(D_METHOD("get_mesh"), &XRPositionalTracker::get_mesh); - - // these functions we don't want to expose to normal users but do need to be callable from GDNative - ClassDB::bind_method(D_METHOD("_set_tracker_type", "type"), &XRPositionalTracker::set_tracker_type); - ClassDB::bind_method(D_METHOD("_set_tracker_name", "name"), &XRPositionalTracker::set_tracker_name); - ClassDB::bind_method(D_METHOD("_set_joy_id", "joy_id"), &XRPositionalTracker::set_joy_id); - ClassDB::bind_method(D_METHOD("_set_orientation", "orientation"), &XRPositionalTracker::set_orientation); - ClassDB::bind_method(D_METHOD("_set_rw_position", "rw_position"), &XRPositionalTracker::set_rw_position); - ClassDB::bind_method(D_METHOD("_set_mesh", "mesh"), &XRPositionalTracker::set_mesh); + ClassDB::bind_method(D_METHOD("set_tracker_hand", "hand"), &XRPositionalTracker::set_tracker_hand); + ADD_PROPERTY(PropertyInfo(Variant::INT, "hand", PROPERTY_HINT_ENUM, "Unknown,Left,Right"), "set_tracker_hand", "get_tracker_hand"); + + ClassDB::bind_method(D_METHOD("has_pose", "name"), &XRPositionalTracker::has_pose); + ClassDB::bind_method(D_METHOD("get_pose", "name"), &XRPositionalTracker::get_pose); + ClassDB::bind_method(D_METHOD("invalidate_pose", "name"), &XRPositionalTracker::invalidate_pose); + ClassDB::bind_method(D_METHOD("set_pose", "name", "transform", "linear_velocity", "angular_velocity", "tracking_confidence"), &XRPositionalTracker::set_pose); + ADD_SIGNAL(MethodInfo("pose_changed", PropertyInfo(Variant::OBJECT, "pose", PROPERTY_HINT_RESOURCE_TYPE, "XRPose"))); + + ClassDB::bind_method(D_METHOD("get_input", "name"), &XRPositionalTracker::get_input); + ClassDB::bind_method(D_METHOD("set_input", "name", "value"), &XRPositionalTracker::set_input); + ADD_SIGNAL(MethodInfo("button_pressed", PropertyInfo(Variant::STRING, "name"))); + ADD_SIGNAL(MethodInfo("button_released", PropertyInfo(Variant::STRING, "name"))); + ADD_SIGNAL(MethodInfo("input_value_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::FLOAT, "value"))); + ADD_SIGNAL(MethodInfo("input_axis_changed", PropertyInfo(Variant::STRING, "name"), PropertyInfo(Variant::VECTOR2, "vector"))); + ClassDB::bind_method(D_METHOD("get_rumble"), &XRPositionalTracker::get_rumble); ClassDB::bind_method(D_METHOD("set_rumble", "rumble"), &XRPositionalTracker::set_rumble); - ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "rumble"), "set_rumble", "get_rumble"); }; @@ -67,13 +75,6 @@ void XRPositionalTracker::set_tracker_type(XRServer::TrackerType p_type) { if (type != p_type) { type = p_type; hand = XRPositionalTracker::TRACKER_HAND_UNKNOWN; - - XRServer *xr_server = XRServer::get_singleton(); - ERR_FAIL_NULL(xr_server); - - // get a tracker id for our type - // note if this is a controller this will be 3 or higher but we may change it later. - tracker_id = xr_server->get_free_tracker_id_for_type(p_type); }; }; @@ -81,7 +82,8 @@ XRServer::TrackerType XRPositionalTracker::get_tracker_type() const { return type; }; -void XRPositionalTracker::set_tracker_name(const String &p_name) { +void XRPositionalTracker::set_tracker_name(const StringName &p_name) { + // Note: this should not be changed after the tracker is registered with the XRServer! name = p_name; }; @@ -89,85 +91,13 @@ StringName XRPositionalTracker::get_tracker_name() const { return name; }; -int XRPositionalTracker::get_tracker_id() const { - return tracker_id; -}; - -void XRPositionalTracker::set_joy_id(int p_joy_id) { - joy_id = p_joy_id; -}; - -int XRPositionalTracker::get_joy_id() const { - return joy_id; -}; - -bool XRPositionalTracker::is_tracking_orientation() const { - return tracking_orientation; -}; - -void XRPositionalTracker::set_orientation(const Basis &p_orientation) { - _THREAD_SAFE_METHOD_ - - tracking_orientation = true; // obviously we have this - orientation = p_orientation; -}; - -Basis XRPositionalTracker::get_orientation() const { - _THREAD_SAFE_METHOD_ - - return orientation; -}; - -bool XRPositionalTracker::is_tracking_position() const { - return tracking_position; -}; - -void XRPositionalTracker::set_position(const Vector3 &p_position) { - _THREAD_SAFE_METHOD_ - - XRServer *xr_server = XRServer::get_singleton(); - ERR_FAIL_NULL(xr_server); - real_t world_scale = xr_server->get_world_scale(); - ERR_FAIL_COND(world_scale == 0); - - tracking_position = true; // obviously we have this - rw_position = p_position / world_scale; -}; - -Vector3 XRPositionalTracker::get_position() const { - _THREAD_SAFE_METHOD_ - - XRServer *xr_server = XRServer::get_singleton(); - ERR_FAIL_NULL_V(xr_server, rw_position); - real_t world_scale = xr_server->get_world_scale(); - - return rw_position * world_scale; -}; - -void XRPositionalTracker::set_rw_position(const Vector3 &p_rw_position) { - _THREAD_SAFE_METHOD_ - - tracking_position = true; // obviously we have this - rw_position = p_rw_position; -}; - -Vector3 XRPositionalTracker::get_rw_position() const { - _THREAD_SAFE_METHOD_ - - return rw_position; -}; - -void XRPositionalTracker::set_mesh(const Ref<Mesh> &p_mesh) { - _THREAD_SAFE_METHOD_ - - mesh = p_mesh; -}; - -Ref<Mesh> XRPositionalTracker::get_mesh() const { - _THREAD_SAFE_METHOD_ +void XRPositionalTracker::set_tracker_desc(const String &p_desc) { + description = p_desc; +} - return mesh; -}; +String XRPositionalTracker::get_tracker_desc() const { + return description; +} XRPositionalTracker::TrackerHand XRPositionalTracker::get_tracker_hand() const { return hand; @@ -182,33 +112,99 @@ void XRPositionalTracker::set_tracker_hand(const XRPositionalTracker::TrackerHan ERR_FAIL_COND((type != XRServer::TRACKER_CONTROLLER) && (p_hand != XRPositionalTracker::TRACKER_HAND_UNKNOWN)); hand = p_hand; - if (hand == XRPositionalTracker::TRACKER_HAND_LEFT) { - if (!xr_server->is_tracker_id_in_use_for_type(type, 1)) { - tracker_id = 1; - }; - } else if (hand == XRPositionalTracker::TRACKER_HAND_RIGHT) { - if (!xr_server->is_tracker_id_in_use_for_type(type, 2)) { - tracker_id = 2; - }; - }; }; }; -Transform3D XRPositionalTracker::get_transform(bool p_adjust_by_reference_frame) const { - Transform3D new_transform; +bool XRPositionalTracker::has_pose(const StringName &p_action_name) const { + return poses.has(p_action_name); +} - new_transform.basis = get_orientation(); - new_transform.origin = get_position(); +Ref<XRPose> XRPositionalTracker::get_pose(const StringName &p_action_name) const { + Ref<XRPose> pose; - if (p_adjust_by_reference_frame) { - XRServer *xr_server = XRServer::get_singleton(); - ERR_FAIL_NULL_V(xr_server, new_transform); + if (poses.has(p_action_name)) { + pose = poses[p_action_name]; + } - new_transform = xr_server->get_reference_frame() * new_transform; - }; + return pose; +} - return new_transform; -}; +void XRPositionalTracker::invalidate_pose(const StringName &p_action_name) { + // only update this if we were tracking this pose + if (poses.has(p_action_name)) { + // We just set tracking data as invalid, we leave our current transform and velocity data as is so controllers don't suddenly jump to origin. + poses[p_action_name]->set_has_tracking_data(false); + } +} + +void XRPositionalTracker::set_pose(const StringName &p_action_name, const Transform3D &p_transform, const Vector3 &p_linear_velocity, const Vector3 &p_angular_velocity, const XRPose::TrackingConfidence p_tracking_confidence) { + Ref<XRPose> new_pose; + + new_pose.instantiate(); + new_pose->set_name(p_action_name); + new_pose->set_has_tracking_data(true); + new_pose->set_transform(p_transform); + new_pose->set_linear_velocity(p_linear_velocity); + new_pose->set_angular_velocity(p_angular_velocity); + new_pose->set_tracking_confidence(p_tracking_confidence); + + poses[p_action_name] = new_pose; + emit_signal("pose_changed", new_pose); + + // TODO discuss whether we also want to create and emit an InputEventXRPose event +} + +Variant XRPositionalTracker::get_input(const StringName &p_action_name) const { + if (inputs.has(p_action_name)) { + return inputs[p_action_name]; + } else { + return Variant(); + } +} + +void XRPositionalTracker::set_input(const StringName &p_action_name, const Variant &p_value) { + bool changed = false; + + // XR inputs + + if (inputs.has(p_action_name)) { + changed = inputs[p_action_name] != p_value; + } else { + changed = true; + } + + if (changed) { + // store the new value + inputs[p_action_name] = p_value; + + // emit signals to let the rest of the world know + switch (p_value.get_type()) { + case Variant::BOOL: { + bool pressed = p_value; + if (pressed) { + emit_signal("button_pressed", p_action_name); + } else { + emit_signal("button_released", p_action_name); + } + + // TODO discuss whether we also want to create and emit an InputEventXRButton event + } break; + case Variant::FLOAT: { + emit_signal("input_value_changed", p_action_name, p_value); + + // TODO discuss whether we also want to create and emit an InputEventXRValue event + } break; + case Variant::VECTOR2: { + emit_signal("input_axis_changed", p_action_name, p_value); + + // TODO discuss whether we also want to create and emit an InputEventXRAxis event + } break; + default: { + // ??? + } break; + } + } +} real_t XRPositionalTracker::get_rumble() const { return rumble; @@ -225,10 +221,6 @@ void XRPositionalTracker::set_rumble(real_t p_rumble) { XRPositionalTracker::XRPositionalTracker() { type = XRServer::TRACKER_UNKNOWN; name = "Unknown"; - joy_id = -1; - tracker_id = 0; - tracking_orientation = false; - tracking_position = false; hand = TRACKER_HAND_UNKNOWN; rumble = 0.0; }; diff --git a/servers/xr/xr_positional_tracker.h b/servers/xr/xr_positional_tracker.h index 5577582929..2f358cbb21 100644 --- a/servers/xr/xr_positional_tracker.h +++ b/servers/xr/xr_positional_tracker.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -33,11 +33,10 @@ #include "core/os/thread_safe.h" #include "scene/resources/mesh.h" +#include "servers/xr/xr_pose.h" #include "servers/xr_server.h" /** - @author Bastiaan Olij <mux213@gmail.com> - The positional tracker object as an object that represents the position and orientation of a tracked object like a controller or headset. An AR/VR Interface will registered the trackers it manages with our AR/VR server and update its position and orientation. This is where potentially additional AR/VR interfaces may be active as there are AR/VR SDKs that solely deal with positional tracking. @@ -57,14 +56,14 @@ public: private: XRServer::TrackerType type; // type of tracker StringName name; // (unique) name of the tracker - int tracker_id; // tracker index id that is unique per type + String description; // description of the tracker, this is interface dependent, for OpenXR this will be the interaction profile bound for to the tracker + TrackerHand hand; // if known, the hand this tracker is held in + + Map<StringName, Ref<XRPose>> poses; + Map<StringName, Variant> inputs; + int joy_id; // if we also have a related joystick entity, the id of the joystick - bool tracking_orientation; // do we track orientation? - Basis orientation; // our orientation - bool tracking_position; // do we track position? - Vector3 rw_position; // our position "in the real world, so without world_scale applied" Ref<Mesh> mesh; // when available, a mesh that can be used to render this tracker - TrackerHand hand; // if known, the hand this tracker is held in real_t rumble; // rumble strength, 0.0 is off, 1.0 is maximum, note that we only record here, xr_interface is responsible for execution protected: @@ -73,27 +72,24 @@ protected: public: void set_tracker_type(XRServer::TrackerType p_type); XRServer::TrackerType get_tracker_type() const; - void set_tracker_name(const String &p_name); + void set_tracker_name(const StringName &p_name); StringName get_tracker_name() const; - int get_tracker_id() const; - void set_joy_id(int p_joy_id); - int get_joy_id() const; - bool is_tracking_orientation() const; - void set_orientation(const Basis &p_orientation); - Basis get_orientation() const; - bool is_tracking_position() const; - void set_position(const Vector3 &p_position); // set position with world_scale applied - Vector3 get_position() const; // get position with world_scale applied - void set_rw_position(const Vector3 &p_rw_position); - Vector3 get_rw_position() const; + void set_tracker_desc(const String &p_desc); + String get_tracker_desc() const; XRPositionalTracker::TrackerHand get_tracker_hand() const; void set_tracker_hand(const XRPositionalTracker::TrackerHand p_hand); + + bool has_pose(const StringName &p_action_name) const; + Ref<XRPose> get_pose(const StringName &p_action_name) const; + void invalidate_pose(const StringName &p_action_name); + void set_pose(const StringName &p_action_name, const Transform3D &p_transform, const Vector3 &p_linear_velocity, const Vector3 &p_angular_velocity, const XRPose::TrackingConfidence p_tracking_confidence = XRPose::XR_TRACKING_CONFIDENCE_HIGH); + + Variant get_input(const StringName &p_action_name) const; + void set_input(const StringName &p_action_name, const Variant &p_value); + + // TODO replace by new implementation real_t get_rumble() const; void set_rumble(real_t p_rumble); - void set_mesh(const Ref<Mesh> &p_mesh); - Ref<Mesh> get_mesh() const; - - Transform3D get_transform(bool p_adjust_by_reference_frame) const; XRPositionalTracker(); ~XRPositionalTracker() {} @@ -101,4 +97,4 @@ public: VARIANT_ENUM_CAST(XRPositionalTracker::TrackerHand); -#endif +#endif // XR_POSITIONAL_TRACKER_H diff --git a/servers/xr_server.cpp b/servers/xr_server.cpp index 780bd10fc5..69f4c69b53 100644 --- a/servers/xr_server.cpp +++ b/servers/xr_server.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -54,10 +54,11 @@ void XRServer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_interface", "idx"), &XRServer::get_interface); ClassDB::bind_method(D_METHOD("get_interfaces"), &XRServer::get_interfaces); ClassDB::bind_method(D_METHOD("find_interface", "name"), &XRServer::find_interface); - ClassDB::bind_method(D_METHOD("get_tracker_count"), &XRServer::get_tracker_count); - ClassDB::bind_method(D_METHOD("get_tracker", "idx"), &XRServer::get_tracker); + ClassDB::bind_method(D_METHOD("add_tracker", "tracker"), &XRServer::add_tracker); ClassDB::bind_method(D_METHOD("remove_tracker", "tracker"), &XRServer::remove_tracker); + ClassDB::bind_method(D_METHOD("get_trackers", "tracker_types"), &XRServer::get_trackers); + ClassDB::bind_method(D_METHOD("get_tracker", "tracker_name"), &XRServer::get_tracker); ClassDB::bind_method(D_METHOD("get_primary_interface"), &XRServer::get_primary_interface); ClassDB::bind_method(D_METHOD("set_primary_interface", "interface"), &XRServer::set_primary_interface); @@ -68,6 +69,7 @@ void XRServer::_bind_methods() { ClassDB::bind_method(D_METHOD("get_last_commit_usec"), &XRServer::get_last_commit_usec); ClassDB::bind_method(D_METHOD("get_last_frame_usec"), &XRServer::get_last_frame_usec); + BIND_ENUM_CONSTANT(TRACKER_HEAD); BIND_ENUM_CONSTANT(TRACKER_CONTROLLER); BIND_ENUM_CONSTANT(TRACKER_BASESTATION); BIND_ENUM_CONSTANT(TRACKER_ANCHOR); @@ -82,8 +84,9 @@ void XRServer::_bind_methods() { ADD_SIGNAL(MethodInfo("interface_added", PropertyInfo(Variant::STRING_NAME, "interface_name"))); ADD_SIGNAL(MethodInfo("interface_removed", PropertyInfo(Variant::STRING_NAME, "interface_name"))); - ADD_SIGNAL(MethodInfo("tracker_added", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type"), PropertyInfo(Variant::INT, "id"))); - ADD_SIGNAL(MethodInfo("tracker_removed", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type"), PropertyInfo(Variant::INT, "id"))); + ADD_SIGNAL(MethodInfo("tracker_added", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type"))); + ADD_SIGNAL(MethodInfo("tracker_updated", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type"))); + ADD_SIGNAL(MethodInfo("tracker_removed", PropertyInfo(Variant::STRING_NAME, "tracker_name"), PropertyInfo(Variant::INT, "type"))); }; double XRServer::get_world_scale() const { @@ -113,35 +116,43 @@ Transform3D XRServer::get_reference_frame() const { }; void XRServer::center_on_hmd(RotationMode p_rotation_mode, bool p_keep_height) { - if (primary_interface != nullptr) { - // clear our current reference frame or we'll end up double adjusting it + if (primary_interface == nullptr) { + return; + } + + if (primary_interface->get_play_area_mode() == XRInterface::XR_PLAY_AREA_STAGE) { + // center_on_hmd is not available in this mode reference_frame = Transform3D(); + return; + } - // requesting our EYE_MONO transform should return our current HMD position - Transform3D new_reference_frame = primary_interface->get_camera_transform(); + // clear our current reference frame or we'll end up double adjusting it + reference_frame = Transform3D(); - // remove our tilt - if (p_rotation_mode == 1) { - // take the Y out of our Z - new_reference_frame.basis.set_axis(2, Vector3(new_reference_frame.basis.elements[0][2], 0.0, new_reference_frame.basis.elements[2][2]).normalized()); + // requesting our EYE_MONO transform should return our current HMD position + Transform3D new_reference_frame = primary_interface->get_camera_transform(); - // Y is straight up - new_reference_frame.basis.set_axis(1, Vector3(0.0, 1.0, 0.0)); + // remove our tilt + if (p_rotation_mode == 1) { + // take the Y out of our Z + new_reference_frame.basis.set_axis(2, Vector3(new_reference_frame.basis.elements[0][2], 0.0, new_reference_frame.basis.elements[2][2]).normalized()); - // and X is our cross reference - new_reference_frame.basis.set_axis(0, new_reference_frame.basis.get_axis(1).cross(new_reference_frame.basis.get_axis(2)).normalized()); - } else if (p_rotation_mode == 2) { - // remove our rotation, we're only interesting in centering on position - new_reference_frame.basis = Basis(); - }; + // Y is straight up + new_reference_frame.basis.set_axis(1, Vector3(0.0, 1.0, 0.0)); - // don't negate our height - if (p_keep_height) { - new_reference_frame.origin.y = 0.0; - }; + // and X is our cross reference + new_reference_frame.basis.set_axis(0, new_reference_frame.basis.get_axis(1).cross(new_reference_frame.basis.get_axis(2)).normalized()); + } else if (p_rotation_mode == 2) { + // remove our rotation, we're only interesting in centering on position + new_reference_frame.basis = Basis(); + }; - reference_frame = new_reference_frame.inverse(); + // don't negate our height + if (p_keep_height) { + new_reference_frame.origin.y = 0.0; }; + + reference_frame = new_reference_frame.inverse(); }; Transform3D XRServer::get_hmd_transform() { @@ -182,7 +193,7 @@ void XRServer::remove_interface(const Ref<XRInterface> &p_interface) { print_verbose("XR: Removed interface" + p_interface->get_name()); emit_signal(SNAME("interface_removed"), p_interface->get_name()); - interfaces.remove(idx); + interfaces.remove_at(idx); }; int XRServer::get_interface_count() const { @@ -224,106 +235,121 @@ Array XRServer::get_interfaces() const { return ret; }; -/* - A little extra info on the tracker ids, these are unique per tracker type so we get some consistency in recognising our trackers, specifically controllers. - - The first controller that is turned of will get ID 1, the second will get ID 2, etc. - The magic happens when one of the controllers is turned off, say controller 1 turns off, controller 2 will remain controller 2, controller 3 will remain controller 3. - If controller number 1 is turned on again it again gets ID 1 unless another new controller was turned on since. - - The most likely scenario however is a controller that runs out of battery and another controller being used to replace it. - Because the controllers are often linked to physical objects, say you're holding a shield in controller 1, your left hand, and a gun in controller 2, your right hand, and controller 1 dies: - - using our tracker index would suddenly make the gun disappear and the shield jump into your right hand because controller 2 becomes controller 1. - - using this approach the shield disappears or is no longer tracked, but the gun stays firmly in your right hand because that is still controller 2, further more, if controller 1 is replaced the shield will return. -*/ - -bool XRServer::is_tracker_id_in_use_for_type(TrackerType p_tracker_type, int p_tracker_id) const { - for (int i = 0; i < trackers.size(); i++) { - if (trackers[i]->get_tracker_type() == p_tracker_type && trackers[i]->get_tracker_id() == p_tracker_id) { - return true; - }; - }; - - // all good - return false; +Ref<XRInterface> XRServer::get_primary_interface() const { + return primary_interface; }; -int XRServer::get_free_tracker_id_for_type(TrackerType p_tracker_type) { - // We start checking at 1, 0 means that it's not a controller.. - // Note that for controller we reserve: - // - 1 for the left hand controller and - // - 2 for the right hand controller - // so we start at 3 :) - int tracker_id = p_tracker_type == XRServer::TRACKER_CONTROLLER ? 3 : 1; - - while (is_tracker_id_in_use_for_type(p_tracker_type, tracker_id)) { - // try the next one - tracker_id++; - }; +void XRServer::set_primary_interface(const Ref<XRInterface> &p_primary_interface) { + if (p_primary_interface.is_null()) { + print_verbose("XR: Clearing primary interface"); + primary_interface.unref(); + } else { + primary_interface = p_primary_interface; - return tracker_id; + print_verbose("XR: Primary interface set to: " + primary_interface->get_name()); + } }; void XRServer::add_tracker(Ref<XRPositionalTracker> p_tracker) { ERR_FAIL_COND(p_tracker.is_null()); - trackers.push_back(p_tracker); - emit_signal(SNAME("tracker_added"), p_tracker->get_tracker_name(), p_tracker->get_tracker_type(), p_tracker->get_tracker_id()); + StringName tracker_name = p_tracker->get_tracker_name(); + if (trackers.has(tracker_name)) { + if (trackers[tracker_name] != p_tracker) { + // We already have a tracker with this name, we're going to replace it + trackers[tracker_name] = p_tracker; + emit_signal(SNAME("tracker_updated"), tracker_name, p_tracker->get_tracker_type()); + } + } else { + trackers[tracker_name] = p_tracker; + emit_signal(SNAME("tracker_added"), tracker_name, p_tracker->get_tracker_type()); + } }; void XRServer::remove_tracker(Ref<XRPositionalTracker> p_tracker) { ERR_FAIL_COND(p_tracker.is_null()); - int idx = -1; - for (int i = 0; i < trackers.size(); i++) { - if (trackers[i] == p_tracker) { - idx = i; - break; - }; - }; - - ERR_FAIL_COND(idx == -1); + StringName tracker_name = p_tracker->get_tracker_name(); + if (trackers.has(tracker_name)) { + // we send the signal right before removing it + emit_signal(SNAME("tracker_removed"), p_tracker->get_tracker_name(), p_tracker->get_tracker_type()); - emit_signal(SNAME("tracker_removed"), p_tracker->get_tracker_name(), p_tracker->get_tracker_type(), p_tracker->get_tracker_id()); - trackers.remove(idx); + // and remove it + trackers.erase(tracker_name); + } }; -int XRServer::get_tracker_count() const { - return trackers.size(); -}; +Dictionary XRServer::get_trackers(int p_tracker_types) { + Dictionary res; -Ref<XRPositionalTracker> XRServer::get_tracker(int p_index) const { - ERR_FAIL_INDEX_V(p_index, trackers.size(), Ref<XRPositionalTracker>()); + for (int i = 0; i < trackers.size(); i++) { + Ref<XRPositionalTracker> tracker = trackers.get_value_at_index(i); + if (tracker.is_valid() && (tracker->get_tracker_type() & p_tracker_types) != 0) { + res[tracker->get_tracker_name()] = tracker; + } + } - return trackers[p_index]; + return res; +} + +Ref<XRPositionalTracker> XRServer::get_tracker(const StringName &p_name) const { + if (trackers.has(p_name)) { + return trackers[p_name]; + } else { + // tracker hasn't been registered yet, which is fine, no need to spam the error log... + return Ref<XRPositionalTracker>(); + } }; -Ref<XRPositionalTracker> XRServer::find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const { - ERR_FAIL_COND_V(p_tracker_id == 0, Ref<XRPositionalTracker>()); +PackedStringArray XRServer::get_suggested_tracker_names() const { + PackedStringArray arr; - for (int i = 0; i < trackers.size(); i++) { - if (trackers[i]->get_tracker_type() == p_tracker_type && trackers[i]->get_tracker_id() == p_tracker_id) { - return trackers[i]; - }; - }; + for (int i = 0; i < interfaces.size(); i++) { + Ref<XRInterface> interface = interfaces[i]; + PackedStringArray interface_arr = interface->get_suggested_tracker_names(); + for (int a = 0; a < interface_arr.size(); a++) { + if (!arr.has(interface_arr[a])) { + arr.push_back(interface_arr[a]); + } + } + } - return Ref<XRPositionalTracker>(); -}; + if (arr.size() == 0) { + // no suggestions from our tracker? include our defaults + arr.push_back(String("head")); + arr.push_back(String("left_hand")); + arr.push_back(String("right_hand")); + } -Ref<XRInterface> XRServer::get_primary_interface() const { - return primary_interface; -}; + return arr; +} -void XRServer::set_primary_interface(const Ref<XRInterface> &p_primary_interface) { - if (p_primary_interface.is_null()) { - print_verbose("XR: Clearing primary interface"); - primary_interface.unref(); - } else { - primary_interface = p_primary_interface; +PackedStringArray XRServer::get_suggested_pose_names(const StringName &p_tracker_name) const { + PackedStringArray arr; - print_verbose("XR: Primary interface set to: " + primary_interface->get_name()); + for (int i = 0; i < interfaces.size(); i++) { + Ref<XRInterface> interface = interfaces[i]; + PackedStringArray interface_arr = interface->get_suggested_pose_names(p_tracker_name); + for (int a = 0; a < interface_arr.size(); a++) { + if (!arr.has(interface_arr[a])) { + arr.push_back(interface_arr[a]); + } + } } -}; + + if (arr.size() == 0) { + // no suggestions from our tracker? include our defaults + arr.push_back(String("default")); + + if ((p_tracker_name == "left_hand") || (p_tracker_name == "right_hand")) { + arr.push_back(String("aim")); + arr.push_back(String("grip")); + arr.push_back(String("skeleton")); + } + } + + return arr; +} uint64_t XRServer::get_last_process_usec() { return last_process_usec; @@ -370,11 +396,12 @@ XRServer::~XRServer() { primary_interface.unref(); while (interfaces.size() > 0) { - interfaces.remove(0); + interfaces.remove_at(0); } + // TODO pretty sure there is a clear function or something... while (trackers.size() > 0) { - trackers.remove(0); + trackers.erase(trackers.get_key_at_index(0)); } singleton = nullptr; diff --git a/servers/xr_server.h b/servers/xr_server.h index 6d07263755..a820634bd9 100644 --- a/servers/xr_server.h +++ b/servers/xr_server.h @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ +/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -41,8 +41,6 @@ class XRInterface; class XRPositionalTracker; /** - @author Bastiaan Olij <mux213@gmail.com> - The XR server is a singleton object that gives access to the various objects and SDKs that are available on the system. Because there can be multiple SDKs active this is exposed as an array @@ -60,9 +58,10 @@ class XRServer : public Object { public: enum TrackerType { - TRACKER_CONTROLLER = 0x01, /* tracks a controller */ - TRACKER_BASESTATION = 0x02, /* tracks location of a base station */ - TRACKER_ANCHOR = 0x04, /* tracks an anchor point, used in AR to track a real live location */ + TRACKER_HEAD = 0x01, /* tracks the position of the players head (or in case of handheld AR, location of the phone) */ + TRACKER_CONTROLLER = 0x02, /* tracks a controller */ + TRACKER_BASESTATION = 0x04, /* tracks location of a base station */ + TRACKER_ANCHOR = 0x08, /* tracks an anchor point, used in AR to track a real live location */ TRACKER_UNKNOWN = 0x80, /* unknown tracker */ TRACKER_ANY_KNOWN = 0x7f, /* all except unknown */ @@ -77,7 +76,7 @@ public: private: Vector<Ref<XRInterface>> interfaces; - Vector<Ref<XRPositionalTracker>> trackers; + Dictionary trackers; Ref<XRInterface> primary_interface; /* we'll identify one interface as primary, this will be used by our viewports */ @@ -164,13 +163,17 @@ public: Our trackers are objects that expose the orientation and position of physical devices such as controller, anchor points, etc. They are created and managed by our active AR/VR interfaces. */ - bool is_tracker_id_in_use_for_type(TrackerType p_tracker_type, int p_tracker_id) const; - int get_free_tracker_id_for_type(TrackerType p_tracker_type); void add_tracker(Ref<XRPositionalTracker> p_tracker); void remove_tracker(Ref<XRPositionalTracker> p_tracker); - int get_tracker_count() const; - Ref<XRPositionalTracker> get_tracker(int p_index) const; - Ref<XRPositionalTracker> find_by_type_and_id(TrackerType p_tracker_type, int p_tracker_id) const; + Dictionary get_trackers(int p_tracker_types); + Ref<XRPositionalTracker> get_tracker(const StringName &p_name) const; + + /* + We don't know which trackers and actions will existing during runtime but we can request suggested names from our interfaces to help our IDE UI. + */ + PackedStringArray get_suggested_tracker_names() const; + PackedStringArray get_suggested_pose_names(const StringName &p_tracker_name) const; + // Q: Should we add get_suggested_input_names and get_suggested_haptic_names even though we don't use them for the IDE? uint64_t get_last_process_usec(); uint64_t get_last_commit_usec(); @@ -188,4 +191,4 @@ public: VARIANT_ENUM_CAST(XRServer::TrackerType); VARIANT_ENUM_CAST(XRServer::RotationMode); -#endif +#endif // XR_SERVER_H |