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-rw-r--r--servers/display_server.cpp1
-rw-r--r--servers/display_server.h1
-rw-r--r--servers/physics_2d/godot_body_2d.cpp20
-rw-r--r--servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp14
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl5
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl16
-rw-r--r--servers/rendering/renderer_scene_cull.cpp4
-rw-r--r--servers/rendering_server.cpp9
-rw-r--r--servers/rendering_server.h1
10 files changed, 43 insertions, 30 deletions
diff --git a/servers/display_server.cpp b/servers/display_server.cpp
index a6101530c8..3fb47e8f05 100644
--- a/servers/display_server.cpp
+++ b/servers/display_server.cpp
@@ -497,6 +497,7 @@ 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 8af7946a1e..2595cf2eb8 100644
--- a/servers/display_server.h
+++ b/servers/display_server.h
@@ -114,6 +114,7 @@ public:
FEATURE_ORIENTATION,
FEATURE_SWAP_BUFFERS,
FEATURE_KEEP_SCREEN_ON,
+ FEATURE_CLIPBOARD_PRIMARY,
};
virtual bool has_feature(Feature p_feature) const = 0;
diff --git a/servers/physics_2d/godot_body_2d.cpp b/servers/physics_2d/godot_body_2d.cpp
index a18c748e1d..56f191c203 100644
--- a/servers/physics_2d/godot_body_2d.cpp
+++ b/servers/physics_2d/godot_body_2d.cpp
@@ -55,7 +55,7 @@ void GodotBody2D::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 GodotBody2D::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;
}
}
@@ -94,7 +94,7 @@ void GodotBody2D::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();
}
}
@@ -558,17 +558,13 @@ void GodotBody2D::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);
diff --git a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
index d7e0537439..b88e2d1190 100644
--- a/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
+++ b/servers/physics_3d/joints/godot_generic_6dof_joint_3d.cpp
@@ -232,7 +232,7 @@ GodotGeneric6DOFJoint3D::GodotGeneric6DOFJoint3D(GodotBody3D *rbA, GodotBody3D *
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]) :
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index d128578d0b..a906a853dc 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2696,9 +2696,14 @@ 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 +2743,14 @@ 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;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 987960069b..5bb8fea89a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -1251,6 +1251,7 @@ void main() {
{ //directional light
+#ifndef SHADOWS_DISABLED
// Do shadow and lighting in two passes to reduce register pressure
uint shadow0 = 0;
uint shadow1 = 0;
@@ -1449,6 +1450,7 @@ 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) {
@@ -1511,12 +1513,13 @@ 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);
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..61559fe809 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -287,7 +287,7 @@ 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 +301,7 @@ 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 +327,7 @@ 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 +350,7 @@ 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 +433,7 @@ 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 +445,7 @@ 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;
@@ -730,7 +730,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
}
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 +806,7 @@ float light_process_spot_shadow(uint idx, vec3 vertex, vec3 normal) {
return shadow;
}
-#endif //USE_NO_SHADOWS
+#endif // SHADOWS_DISABLED
return 1.0;
}
diff --git a/servers/rendering/renderer_scene_cull.cpp b/servers/rendering/renderer_scene_cull.cpp
index a7886bb6b1..cf422962f0 100644
--- a/servers/rendering/renderer_scene_cull.cpp
+++ b/servers/rendering/renderer_scene_cull.cpp
@@ -1139,7 +1139,7 @@ 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);
@@ -1603,7 +1603,7 @@ 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) {
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index 348d46545b..039dbc71e3 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -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);
@@ -2793,14 +2794,14 @@ 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);
diff --git a/servers/rendering_server.h b/servers/rendering_server.h
index b50da66d03..b6068afcf1 100644
--- a/servers/rendering_server.h
+++ b/servers/rendering_server.h
@@ -474,6 +474,7 @@ public:
enum ShadowQuality {
SHADOW_QUALITY_HARD,
+ SHADOW_QUALITY_SOFT_VERY_LOW,
SHADOW_QUALITY_SOFT_LOW,
SHADOW_QUALITY_SOFT_MEDIUM,
SHADOW_QUALITY_SOFT_HIGH,