feat: updated engine version to 4.4-rc1

This commit is contained in:
Sara 2025-02-23 14:38:14 +01:00
parent ee00efde1f
commit 21ba8e33af
5459 changed files with 1128836 additions and 198305 deletions

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@ -1,4 +1,5 @@
#!/usr/bin/env python
from misc.utility.scons_hints import *
Import("env")

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@ -41,7 +41,10 @@ CubemapFilter *CubemapFilter::singleton = nullptr;
CubemapFilter::CubemapFilter() {
singleton = this;
ggx_samples = GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples");
// Use a factor 4 larger for the compatibility renderer to make up for the fact
// That we don't use an array texture. We will reduce samples on low roughness
// to compensate.
ggx_samples = 4 * uint32_t(GLOBAL_GET("rendering/reflections/sky_reflections/ggx_samples"));
{
String defines;
@ -57,10 +60,10 @@ CubemapFilter::CubemapFilter() {
const float qv[6] = {
-1.0f,
-1.0f,
3.0f,
-1.0f,
-1.0f,
3.0f,
3.0f,
-1.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
@ -146,10 +149,11 @@ void CubemapFilter::filter_radiance(GLuint p_source_cubemap, GLuint p_dest_cubem
}
if (p_layer > 0) {
const uint32_t sample_counts[4] = { 1, ggx_samples / 4, ggx_samples / 2, ggx_samples };
uint32_t sample_count = sample_counts[MIN(3, p_layer)];
const uint32_t sample_counts[5] = { 1, ggx_samples / 16, ggx_samples / 8, ggx_samples / 4, ggx_samples };
uint32_t sample_count = sample_counts[MIN(4, p_layer)];
float roughness = float(p_layer) / (p_mipmap_count);
float roughness = float(p_layer) / (p_mipmap_count - 1);
roughness *= roughness; // Convert to non-perceptual roughness.
float roughness4 = roughness * roughness;
roughness4 *= roughness4;
@ -165,7 +169,7 @@ void CubemapFilter::filter_radiance(GLuint p_source_cubemap, GLuint p_dest_cubem
Vector3 dir = importance_sample_GGX(xi, roughness4);
Vector3 light_vec = (2.0 * dir.z * dir - Vector3(0.0, 0.0, 1.0));
if (light_vec.z < 0.0) {
if (light_vec.z <= 0.0) {
continue;
}

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@ -0,0 +1,128 @@
/**************************************************************************/
/* feed_effects.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/**************************************************************************/
#ifdef GLES3_ENABLED
#include "feed_effects.h"
#ifdef ANDROID_ENABLED
#include <GLES3/gl3ext.h>
#endif
#define GL_PROGRAM_POINT_SIZE 0x8642
using namespace GLES3;
FeedEffects *FeedEffects::singleton = nullptr;
FeedEffects *FeedEffects::get_singleton() {
return singleton;
}
FeedEffects::FeedEffects() {
singleton = this;
feed.shader.initialize();
feed.shader_version = feed.shader.version_create();
feed.shader.version_bind_shader(feed.shader_version, FeedShaderGLES3::MODE_DEFAULT);
{ // Screen Triangle.
glGenBuffers(1, &screen_triangle);
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
const float qv[6] = {
-1.0f,
-1.0f,
3.0f,
-1.0f,
-1.0f,
3.0f,
};
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6, qv, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
glGenVertexArrays(1, &screen_triangle_array);
glBindVertexArray(screen_triangle_array);
glBindBuffer(GL_ARRAY_BUFFER, screen_triangle);
glVertexAttribPointer(RS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 2, nullptr);
glEnableVertexAttribArray(RS::ARRAY_VERTEX);
glBindVertexArray(0);
glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
}
}
FeedEffects::~FeedEffects() {
singleton = nullptr;
glDeleteBuffers(1, &screen_triangle);
glDeleteVertexArrays(1, &screen_triangle_array);
feed.shader.version_free(feed.shader_version);
}
Transform3D transform3D_from_mat4(const float *p_mat4) {
Transform3D res;
res.basis.rows[0][0] = p_mat4[0];
res.basis.rows[1][0] = p_mat4[1];
res.basis.rows[2][0] = p_mat4[2];
// p_mat4[3] = 0;
res.basis.rows[0][1] = p_mat4[4];
res.basis.rows[1][1] = p_mat4[5];
res.basis.rows[2][1] = p_mat4[6];
// p_mat4[7] = 0;
res.basis.rows[0][2] = p_mat4[8];
res.basis.rows[1][2] = p_mat4[9];
res.basis.rows[2][2] = p_mat4[10];
// p_mat4[11] = 0;
res.origin.x = p_mat4[12];
res.origin.y = p_mat4[13];
res.origin.z = p_mat4[14];
// p_mat4[15] = 1;
return res;
}
void FeedEffects::draw() {
bool success = feed.shader.version_bind_shader(feed.shader_version, FeedShaderGLES3::MODE_DEFAULT, FeedShaderGLES3::USE_EXTERNAL_SAMPLER);
if (!success) {
OS::get_singleton()->print("Godot : FeedShaderGLES3 Could not bind version_bind_shader USE_EXTERNAL_SAMPLER");
return;
}
draw_screen_triangle();
}
void FeedEffects::draw_screen_triangle() {
glBindVertexArray(screen_triangle_array);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
}
#endif // GLES3_ENABLED

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@ -0,0 +1,69 @@
/**************************************************************************/
/* feed_effects.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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 FEED_EFFECTS_GLES3_H
#define FEED_EFFECTS_GLES3_H
#ifdef GLES3_ENABLED
#include "drivers/gles3/shader_gles3.h"
#include "drivers/gles3/shaders/feed.glsl.gen.h"
namespace GLES3 {
class FeedEffects {
private:
struct Feed {
FeedShaderGLES3 shader;
RID shader_version;
} feed;
static FeedEffects *singleton;
GLuint screen_triangle = 0;
GLuint screen_triangle_array = 0;
public:
static FeedEffects *get_singleton();
FeedEffects();
~FeedEffects();
void draw();
private:
void draw_screen_triangle();
};
} // namespace GLES3
#endif // GLES3_ENABLED
#endif // FEED_EFFECTS_GLES3_H