diff options
-rw-r--r-- | drivers/gles3/rasterizer_canvas_gles3.cpp | 45 | ||||
-rw-r--r-- | editor/gui/editor_quick_open_dialog.cpp | 4 | ||||
-rw-r--r-- | modules/gltf/gltf_document.cpp | 1 | ||||
-rw-r--r-- | platform/SCsub | 2 | ||||
-rw-r--r-- | platform/windows/detect.py | 3 | ||||
-rw-r--r-- | scene/gui/tree.cpp | 10 | ||||
-rw-r--r-- | scu_builders.py | 4 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp | 47 |
8 files changed, 67 insertions, 49 deletions
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp index 3c959f0143..0138f99d50 100644 --- a/drivers/gles3/rasterizer_canvas_gles3.cpp +++ b/drivers/gles3/rasterizer_canvas_gles3.cpp @@ -1654,28 +1654,39 @@ void RasterizerCanvasGLES3::light_update_shadow(RID p_rid, int p_shadow_index, c return; } - for (int i = 0; i < 4; i++) { - glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); + Projection projection; + { + real_t fov = 90; + real_t nearp = p_near; + real_t farp = p_far; + real_t aspect = 1.0; - Projection projection; - { - real_t fov = 90; - real_t nearp = p_near; - real_t farp = p_far; - real_t aspect = 1.0; + real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5)); + real_t ymin = -ymax; + real_t xmin = ymin * aspect; + real_t xmax = ymax * aspect; - real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5)); - real_t ymin = -ymax; - real_t xmin = ymin * aspect; - real_t xmax = ymax * aspect; + projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); + } - projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); - } + // Precomputed: + // Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); + // projection = projection * Projection(Transform3D().looking_at(cam_targets[i], Vector3(0, 0, -1)).affine_inverse()); + const Projection projections[4] = { + projection * Projection(Vector4(0, 0, -1, 0), Vector4(1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)), - Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); + projection * Projection(Vector4(-1, 0, 0, 0), Vector4(0, 0, -1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)), + + projection * Projection(Vector4(0, 0, 1, 0), Vector4(-1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)), + + projection * Projection(Vector4(1, 0, 0, 0), Vector4(0, 0, 1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)) + + }; + + for (int i = 0; i < 4; i++) { + glViewport((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); - projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); - shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projection, shadow_render.shader_version, variant); + shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::PROJECTION, projections[i], shadow_render.shader_version, variant); static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) }; shadow_render.shader.version_set_uniform(CanvasOcclusionShaderGLES3::DIRECTION, directions[i].x, directions[i].y, shadow_render.shader_version, variant); diff --git a/editor/gui/editor_quick_open_dialog.cpp b/editor/gui/editor_quick_open_dialog.cpp index b8f3b259ca..0128f1f54c 100644 --- a/editor/gui/editor_quick_open_dialog.cpp +++ b/editor/gui/editor_quick_open_dialog.cpp @@ -489,6 +489,10 @@ void QuickOpenResultContainer::handle_search_box_input(const Ref<InputEvent> &p_ } void QuickOpenResultContainer::_move_selection_index(Key p_key) { + // Don't move selection if there are no results. + if (num_visible_results <= 0) { + return; + } const int max_index = num_visible_results - 1; int idx = selection_index; diff --git a/modules/gltf/gltf_document.cpp b/modules/gltf/gltf_document.cpp index 571a04936d..aa482615da 100644 --- a/modules/gltf/gltf_document.cpp +++ b/modules/gltf/gltf_document.cpp @@ -3482,6 +3482,7 @@ Error GLTFDocument::_parse_meshes(Ref<GLTFState> p_state) { } } array[Mesh::ARRAY_WEIGHTS] = weights; + flags |= Mesh::ARRAY_FLAG_USE_8_BONE_WEIGHTS; } if (!indices.is_empty()) { diff --git a/platform/SCsub b/platform/SCsub index 7c9d07f6ef..248b4b88dd 100644 --- a/platform/SCsub +++ b/platform/SCsub @@ -60,7 +60,7 @@ register_platform_apis = env.CommandNoCache( ) env.add_source_files(env.platform_sources, register_platform_apis) for platform in env.platform_apis: - env.add_source_files(env.platform_sources, f"{platform}/api/api.cpp") + env.add_source_files(env.platform_sources, f"{platform}/api/*.cpp") lib = env.add_library("platform", env.platform_sources) env.Prepend(LIBS=[lib]) diff --git a/platform/windows/detect.py b/platform/windows/detect.py index 88975300b0..e1109db24f 100644 --- a/platform/windows/detect.py +++ b/platform/windows/detect.py @@ -719,9 +719,6 @@ def configure_mingw(env: "SConsEnvironment"): ## Compiler configuration - if os.name != "nt": - env["PROGSUFFIX"] = env["PROGSUFFIX"] + ".exe" # for linux cross-compilation - if env["arch"] == "x86_32": if env["use_static_cpp"]: env.Append(LINKFLAGS=["-static"]) diff --git a/scene/gui/tree.cpp b/scene/gui/tree.cpp index aab6f672f0..cfd93a5317 100644 --- a/scene/gui/tree.cpp +++ b/scene/gui/tree.cpp @@ -5362,14 +5362,16 @@ void Tree::scroll_to_item(TreeItem *p_item, bool p_center_on_item) { int y_offset = get_item_offset(p_item); if (y_offset != -1) { - const int tbh = _get_title_button_height(); - y_offset -= tbh; + const int title_button_height = _get_title_button_height(); + y_offset -= title_button_height; const int cell_h = compute_item_height(p_item) + theme_cache.v_separation; - int screen_h = area_size.height - tbh; + int screen_h = area_size.height - title_button_height; if (p_center_on_item) { - v_scroll->set_value(y_offset - (screen_h - cell_h) / 2.0f); + // This makes sure that centering the offset doesn't overflow. + const double v_scroll_value = y_offset - MAX((screen_h - cell_h) / 2.0, 0.0); + v_scroll->set_value(v_scroll_value); } else { if (cell_h > screen_h) { // Screen size is too small, maybe it was not resized yet. v_scroll->set_value(y_offset); diff --git a/scu_builders.py b/scu_builders.py index 6bf87b9163..e0bfffc320 100644 --- a/scu_builders.py +++ b/scu_builders.py @@ -259,10 +259,6 @@ def process_folder(folders, sought_exceptions=[], includes_per_scu=0, extension= def generate_scu_files(max_includes_per_scu): - print("=============================") - print("Single Compilation Unit Build") - print("=============================") - global _max_includes_per_scu _max_includes_per_scu = max_includes_per_scu diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index c4a732fef1..0dcdb90948 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -993,36 +993,43 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index, Vector<Color> cc; cc.push_back(Color(p_far, p_far, p_far, 1.0)); - for (int i = 0; i < 4; i++) { - //make sure it remains orthogonal, makes easy to read angle later + Projection projection; + { + real_t fov = 90; + real_t nearp = p_near; + real_t farp = p_far; + real_t aspect = 1.0; - //light.basis.scale(Vector3(to_light.elements[0].length(),to_light.elements[1].length(),1)); + real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5)); + real_t ymin = -ymax; + real_t xmin = ymin * aspect; + real_t xmax = ymax * aspect; - Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); - RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); + projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); + } - Projection projection; - { - real_t fov = 90; - real_t nearp = p_near; - real_t farp = p_far; - real_t aspect = 1.0; + // Precomputed: + // Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); + // projection = projection * Projection(Transform3D().looking_at(cam_targets[i], Vector3(0, 0, -1)).affine_inverse()); + const Projection projections[4] = { + projection * Projection(Vector4(0, 0, -1, 0), Vector4(1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)), - real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5)); - real_t ymin = -ymax; - real_t xmin = ymin * aspect; - real_t xmax = ymax * aspect; + projection * Projection(Vector4(-1, 0, 0, 0), Vector4(0, 0, -1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)), - projection.set_frustum(xmin, xmax, ymin, ymax, nearp, farp); - } + projection * Projection(Vector4(0, 0, 1, 0), Vector4(-1, 0, 0, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)), + + projection * Projection(Vector4(1, 0, 0, 0), Vector4(0, 0, 1, 0), Vector4(0, -1, 0, 0), Vector4(0, 0, 0, 1)) + + }; - Vector3 cam_target = Basis::from_euler(Vector3(0, 0, Math_TAU * ((i + 3) / 4.0))).xform(Vector3(0, 1, 0)); - projection = projection * Projection(Transform3D().looking_at(cam_target, Vector3(0, 0, -1)).affine_inverse()); + for (int i = 0; i < 4; i++) { + Rect2i rect((state.shadow_texture_size / 4) * i, p_shadow_index * 2, (state.shadow_texture_size / 4), 2); + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(state.shadow_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_STORE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_DISCARD, cc, 1.0, 0, rect); ShadowRenderPushConstant push_constant; for (int y = 0; y < 4; y++) { for (int x = 0; x < 4; x++) { - push_constant.projection[y * 4 + x] = projection.columns[y][x]; + push_constant.projection[y * 4 + x] = projections[i].columns[y][x]; } } static const Vector2 directions[4] = { Vector2(1, 0), Vector2(0, 1), Vector2(-1, 0), Vector2(0, -1) }; |