Merge branch 'release/1.10.x'

This commit is contained in:
rdb 2019-01-31 00:58:29 +01:00
commit 86c266fd88
4 changed files with 123 additions and 29 deletions

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@ -22,6 +22,7 @@ from panda3d.physics import RingEmitter
from panda3d.physics import SphereSurfaceEmitter from panda3d.physics import SphereSurfaceEmitter
from panda3d.physics import SphereVolumeEmitter from panda3d.physics import SphereVolumeEmitter
from panda3d.physics import TangentRingEmitter from panda3d.physics import TangentRingEmitter
from panda3d.physics import SpriteAnim
from . import SpriteParticleRendererExt from . import SpriteParticleRendererExt

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@ -210,7 +210,7 @@ record_alternate_name(TypeHandle type, const string &name) {
#ifdef HAVE_PYTHON #ifdef HAVE_PYTHON
/** /**
* Records the given Python type pointer in the type registry for the benefit * Records the given Python type pointer in the type registry for the benefit
* of interrogate. * of interrogate, which expects this to contain a Dtool_PyTypedObject.
*/ */
void TypeRegistry:: void TypeRegistry::
record_python_type(TypeHandle type, PyObject *python_type) { record_python_type(TypeHandle type, PyObject *python_type) {

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@ -16,4 +16,50 @@ namespace std {
template<class T> struct atomic<T*>; template<class T> struct atomic<T*>;
struct atomic_flag; struct atomic_flag;
using atomic_bool = atomic<bool>;
using atomic_char = atomic<char>;
using atomic_schar = atomic<signed char>;
using atomic_uchar = atomic<unsigned char>;
using atomic_short = atomic<short>;
using atomic_ushort = atomic<unsigned short>;
using atomic_int = atomic<int>;
using atomic_uint = atomic<unsigned int>;
using atomic_long = atomic<long>;
using atomic_ulong = atomic<unsigned long>;
using atomic_llong = atomic<long long>;
using atomic_ullong = atomic<unsigned long long>;
using atomic_char16_t = atomic<char16_t>;
using atomic_char32_t = atomic<char32_t>;
using atomic_wchar_t = atomic<wchar_t>;
using atomic_int8_t = atomic<int8_t>;
using atomic_uint8_t = atomic<uint8_t>;
using atomic_int16_t = atomic<int16_t>;
using atomic_uint16_t = atomic<uint16_t>;
using atomic_int32_t = atomic<int32_t>;
using atomic_uint32_t = atomic<uint32_t>;
using atomic_int64_t = atomic<int64_t>;
using atomic_uint64_t = atomic<uint64_t>;
using atomic_int_least8_t = atomic<int_least8_t>;
using atomic_uint_least8_t = atomic<uint_least8_t>;
using atomic_int_least16_t = atomic<int_least16_t>;
using atomic_uint_least16_t = atomic<uint_least16_t>;
using atomic_int_least32_t = atomic<int_least32_t>;
using atomic_uint_least32_t = atomic<uint_least32_t>;
using atomic_int_least64_t = atomic<int_least64_t>;
using atomic_uint_least64_t = atomic<uint_least64_t>;
using atomic_int_fast8_t = atomic<int_fast8_t>;
using atomic_uint_fast8_t = atomic<uint_fast8_t>;
using atomic_int_fast16_t = atomic<int_fast16_t>;
using atomic_uint_fast16_t = atomic<uint_fast16_t>;
using atomic_int_fast32_t = atomic<int_fast32_t>;
using atomic_uint_fast32_t = atomic<uint_fast32_t>;
using atomic_int_fast64_t = atomic<int_fast64_t>;
using atomic_uint_fast64_t = atomic<uint_fast64_t>;
using atomic_intptr_t = atomic<intptr_t>;
using atomic_uintptr_t = atomic<uintptr_t>;
using atomic_size_t = atomic<size_t>;
using atomic_ptrdiff_t = atomic<ptrdiff_t>;
using atomic_intmax_t = atomic<intmax_t>;
using atomic_uintmax_t = atomic<uintmax_t>;
} }

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@ -749,6 +749,11 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
bool need_world_normal = false; bool need_world_normal = false;
bool need_eye_position = key._lighting; bool need_eye_position = key._lighting;
bool need_eye_normal = !key._lights.empty() || ((key._outputs & AuxBitplaneAttrib::ABO_aux_normal) != 0); bool need_eye_normal = !key._lights.empty() || ((key._outputs & AuxBitplaneAttrib::ABO_aux_normal) != 0);
bool need_tangents = ((key._texture_flags & ShaderKey::TF_map_normal) != 0);
// If we have binormal/tangent and eye position, we can pack eye normal in
// the w channels of the others.
bool pack_eye_normal = need_eye_normal && need_tangents && need_eye_position;
bool have_specular = false; bool have_specular = false;
if (key._lighting) { if (key._lighting) {
@ -829,7 +834,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
map_index_gloss = i; map_index_gloss = i;
} }
} }
if (key._texture_flags & ShaderKey::TF_map_normal) { if (need_tangents) {
tangent_freg = alloc_freg(); tangent_freg = alloc_freg();
binormal_freg = alloc_freg(); binormal_freg = alloc_freg();
text << "\t out float4 l_tangent : " << tangent_freg << ",\n"; text << "\t out float4 l_tangent : " << tangent_freg << ",\n";
@ -854,13 +859,15 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t uniform float4x4 trans_model_to_view,\n"; text << "\t uniform float4x4 trans_model_to_view,\n";
eye_position_freg = alloc_freg(); eye_position_freg = alloc_freg();
text << "\t out float4 l_eye_position : " << eye_position_freg << ",\n"; text << "\t out float4 l_eye_position : " << eye_position_freg << ",\n";
} else if (key._texture_flags & ShaderKey::TF_map_normal) { } else if (need_tangents) {
text << "\t uniform float4x4 trans_model_to_view,\n"; text << "\t uniform float4x4 trans_model_to_view,\n";
} }
if (need_eye_normal) { if (need_eye_normal) {
eye_normal_freg = alloc_freg();
text << "\t uniform float4x4 tpose_view_to_model,\n"; text << "\t uniform float4x4 tpose_view_to_model,\n";
text << "\t out float3 l_eye_normal : " << eye_normal_freg << ",\n"; if (!pack_eye_normal) {
eye_normal_freg = alloc_freg();
text << "\t out float3 l_eye_normal : " << eye_normal_freg << ",\n";
}
} }
if ((key._texture_flags & ShaderKey::TF_map_height) != 0 || need_world_normal || need_eye_normal) { if ((key._texture_flags & ShaderKey::TF_map_height) != 0 || need_world_normal || need_eye_normal) {
text << "\t in float3 vtx_normal : " << normal_vreg << ",\n"; text << "\t in float3 vtx_normal : " << normal_vreg << ",\n";
@ -869,20 +876,26 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t uniform float4 mspos_view,\n"; text << "\t uniform float4 mspos_view,\n";
text << "\t out float3 l_eyevec,\n"; text << "\t out float3 l_eyevec,\n";
} }
for (size_t i = 0; i < key._lights.size(); ++i) {
const ShaderKey::LightInfo &light = key._lights[i];
if (light._flags & ShaderKey::LF_has_shadows) {
lightcoord_fregs.push_back(alloc_freg());
text << "\t uniform float4x4 mat_shadow_" << i << ",\n";
text << "\t out float4 l_lightcoord" << i << " : " << lightcoord_fregs[i] << ",\n";
} else {
lightcoord_fregs.push_back(nullptr);
}
}
if (key._fog_mode != 0) { if (key._fog_mode != 0) {
hpos_freg = alloc_freg(); hpos_freg = alloc_freg();
text << "\t out float4 l_hpos : " << hpos_freg << ",\n"; text << "\t out float4 l_hpos : " << hpos_freg << ",\n";
} }
for (size_t i = 0; i < key._lights.size(); ++i) {
const ShaderKey::LightInfo &light = key._lights[i];
if (light._flags & ShaderKey::LF_has_shadows) {
if (_ftregs_used >= 8) {
// We ran out of TEXCOORD registers. That means we have to do this
// calculation in the fragment shader, which is slower.
lightcoord_fregs.push_back(nullptr);
} else {
lightcoord_fregs.push_back(alloc_freg());
text << "\t uniform float4x4 mat_shadow_" << i << ",\n";
text << "\t out float4 l_lightcoord" << i << " : " << lightcoord_fregs[i] << ",\n";
}
} else {
lightcoord_fregs.push_back(nullptr);
}
}
if (key._anim_spec.get_animation_type() == GeomEnums::AT_hardware && if (key._anim_spec.get_animation_type() == GeomEnums::AT_hardware &&
key._anim_spec.get_num_transforms() > 0) { key._anim_spec.get_num_transforms() > 0) {
int num_transforms; int num_transforms;
@ -946,9 +959,6 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
if (need_eye_position) { if (need_eye_position) {
text << "\t l_eye_position = mul(trans_model_to_view, vtx_position);\n"; text << "\t l_eye_position = mul(trans_model_to_view, vtx_position);\n";
} }
if (need_eye_normal) {
text << "\t l_eye_normal = normalize(mul((float3x3)tpose_view_to_model, vtx_normal));\n";
}
pmap<const InternalName *, const char *>::const_iterator it; pmap<const InternalName *, const char *>::const_iterator it;
for (it = texcoord_fregs.begin(); it != texcoord_fregs.end(); ++it) { for (it = texcoord_fregs.begin(); it != texcoord_fregs.end(); ++it) {
// Pass through all texcoord inputs as-is. // Pass through all texcoord inputs as-is.
@ -958,7 +968,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
if (need_color && key._color_type == ColorAttrib::T_vertex) { if (need_color && key._color_type == ColorAttrib::T_vertex) {
text << "\t l_color = vtx_color;\n"; text << "\t l_color = vtx_color;\n";
} }
if (key._texture_flags & ShaderKey::TF_map_normal) { if (need_tangents) {
text << "\t l_tangent.xyz = normalize(mul((float3x3)trans_model_to_view, vtx_" << tangent_input << ".xyz));\n"; text << "\t l_tangent.xyz = normalize(mul((float3x3)trans_model_to_view, vtx_" << tangent_input << ".xyz));\n";
text << "\t l_tangent.w = 0;\n"; text << "\t l_tangent.w = 0;\n";
text << "\t l_binormal.xyz = normalize(mul((float3x3)trans_model_to_view, -vtx_" << binormal_input << ".xyz));\n"; text << "\t l_binormal.xyz = normalize(mul((float3x3)trans_model_to_view, -vtx_" << binormal_input << ".xyz));\n";
@ -966,7 +976,9 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
} }
for (size_t i = 0; i < key._lights.size(); ++i) { for (size_t i = 0; i < key._lights.size(); ++i) {
if (key._lights[i]._flags & ShaderKey::LF_has_shadows) { if (key._lights[i]._flags & ShaderKey::LF_has_shadows) {
text << "\t l_lightcoord" << i << " = mul(mat_shadow_" << i << ", l_eye_position);\n"; if (lightcoord_fregs[i] != nullptr) {
text << "\t l_lightcoord" << i << " = mul(mat_shadow_" << i << ", l_eye_position);\n";
}
} }
} }
if (key._texture_flags & ShaderKey::TF_map_height) { if (key._texture_flags & ShaderKey::TF_map_height) {
@ -976,6 +988,17 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t l_eyevec.z = dot(vtx_normal, eyedir);\n"; text << "\t l_eyevec.z = dot(vtx_normal, eyedir);\n";
text << "\t l_eyevec = normalize(l_eyevec);\n"; text << "\t l_eyevec = normalize(l_eyevec);\n";
} }
if (need_eye_normal) {
if (pack_eye_normal) {
// We can pack the normal into the w channels of these unused varyings.
text << "\t float3 eye_normal = normalize(mul((float3x3)tpose_view_to_model, vtx_normal));\n";
text << "\t l_tangent.w = eye_normal.x;\n";
text << "\t l_binormal.w = eye_normal.y;\n";
text << "\t l_eye_position.w = eye_normal.z;\n";
} else {
text << "\t l_eye_normal = normalize(mul((float3x3)tpose_view_to_model, vtx_normal));\n";
}
}
text << "}\n\n"; text << "}\n\n";
// Fragment shader // Fragment shader
@ -995,7 +1018,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
if (need_eye_position) { if (need_eye_position) {
text << "\t in float4 l_eye_position : " << eye_position_freg << ",\n"; text << "\t in float4 l_eye_position : " << eye_position_freg << ",\n";
} }
if (need_eye_normal) { if (need_eye_normal && !pack_eye_normal) {
text << "\t in float3 l_eye_normal : " << eye_normal_freg << ",\n"; text << "\t in float3 l_eye_normal : " << eye_normal_freg << ",\n";
} }
for (it = texcoord_fregs.begin(); it != texcoord_fregs.end(); ++it) { for (it = texcoord_fregs.begin(); it != texcoord_fregs.end(); ++it) {
@ -1020,9 +1043,9 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t uniform float4 texcolor_" << i << ",\n"; text << "\t uniform float4 texcolor_" << i << ",\n";
} }
} }
if (key._texture_flags & ShaderKey::TF_map_normal) { if (need_tangents) {
text << "\t in float3 l_tangent : " << tangent_freg << ",\n"; text << "\t in float4 l_tangent : " << tangent_freg << ",\n";
text << "\t in float3 l_binormal : " << binormal_freg << ",\n"; text << "\t in float4 l_binormal : " << binormal_freg << ",\n";
} }
for (size_t i = 0; i < key._lights.size(); ++i) { for (size_t i = 0; i < key._lights.size(); ++i) {
text << "\t uniform float4x4 attr_light" << i << ",\n"; text << "\t uniform float4x4 attr_light" << i << ",\n";
@ -1036,7 +1059,11 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
} else { } else {
text << "\t uniform sampler2D shadow_" << i << ",\n"; text << "\t uniform sampler2D shadow_" << i << ",\n";
} }
text << "\t in float4 l_lightcoord" << i << " : " << lightcoord_fregs[i] << ",\n"; if (lightcoord_fregs[i] != nullptr) {
text << "\t in float4 l_lightcoord" << i << " : " << lightcoord_fregs[i] << ",\n";
} else {
text << "\t uniform float4x4 mat_shadow_" << i << ",\n";
}
} }
if (light._flags & ShaderKey::LF_has_specular_color) { if (light._flags & ShaderKey::LF_has_specular_color) {
text << "\t uniform float4 attr_lspec" << i << ",\n"; text << "\t uniform float4 attr_lspec" << i << ",\n";
@ -1078,6 +1105,12 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t discard;\n"; text << "\t discard;\n";
text << "\t }\n"; text << "\t }\n";
} }
// Reconstruct a packed normal vector.
if (need_eye_normal && pack_eye_normal) {
text << "\t float3 l_eye_normal = float3(l_tangent.w, l_binormal.w, l_eye_position.w);\n";
}
text << "\t float4 result;\n"; text << "\t float4 result;\n";
if (key._outputs & (AuxBitplaneAttrib::ABO_aux_normal | AuxBitplaneAttrib::ABO_aux_glow)) { if (key._outputs & (AuxBitplaneAttrib::ABO_aux_normal | AuxBitplaneAttrib::ABO_aux_glow)) {
text << "\t o_aux = float4(0, 0, 0, 0);\n"; text << "\t o_aux = float4(0, 0, 0, 0);\n";
@ -1102,7 +1135,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t float4 texcoord" << i << " = l_world_normal;\n"; text << "\t float4 texcoord" << i << " = l_world_normal;\n";
break; break;
case TexGenAttrib::M_eye_position: case TexGenAttrib::M_eye_position:
text << "\t float4 texcoord" << i << " = l_eye_position;\n"; text << "\t float4 texcoord" << i << " = float4(l_eye_position.xyz, 1.0f);\n";
break; break;
case TexGenAttrib::M_eye_normal: case TexGenAttrib::M_eye_normal:
text << "\t float4 texcoord" << i << " = float4(l_eye_normal, 1.0f);\n"; text << "\t float4 texcoord" << i << " = float4(l_eye_normal, 1.0f);\n";
@ -1199,7 +1232,7 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
text << "\t // Correct the surface normal for interpolation effects\n"; text << "\t // Correct the surface normal for interpolation effects\n";
text << "\t l_eye_normal = normalize(l_eye_normal);\n"; text << "\t l_eye_normal = normalize(l_eye_normal);\n";
} }
if (key._texture_flags & ShaderKey::TF_map_normal) { if (need_tangents) {
text << "\t // Translate tangent-space normal in map to view-space.\n"; text << "\t // Translate tangent-space normal in map to view-space.\n";
// Use Reoriented Normal Mapping to blend additional normal maps. // Use Reoriented Normal Mapping to blend additional normal maps.
@ -1218,8 +1251,8 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
} }
} }
text << "\t l_eye_normal *= tsnormal.z;\n"; text << "\t l_eye_normal *= tsnormal.z;\n";
text << "\t l_eye_normal += normalize(l_tangent) * tsnormal.x;\n"; text << "\t l_eye_normal += normalize(l_tangent.xyz) * tsnormal.x;\n";
text << "\t l_eye_normal += normalize(l_binormal) * tsnormal.y;\n"; text << "\t l_eye_normal += normalize(l_binormal.xyz) * tsnormal.y;\n";
text << "\t l_eye_normal = normalize(l_eye_normal);\n"; text << "\t l_eye_normal = normalize(l_eye_normal);\n";
} }
if (key._outputs & AuxBitplaneAttrib::ABO_aux_normal) { if (key._outputs & AuxBitplaneAttrib::ABO_aux_normal) {
@ -1251,6 +1284,15 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
} }
for (size_t i = 0; i < key._lights.size(); ++i) { for (size_t i = 0; i < key._lights.size(); ++i) {
const ShaderKey::LightInfo &light = key._lights[i]; const ShaderKey::LightInfo &light = key._lights[i];
if (light._flags & ShaderKey::LF_has_shadows) {
if (lightcoord_fregs[i] == nullptr) {
// We have to do this one in the fragment shader if we ran out of
// varyings.
text << "\t float4 l_lightcoord" << i << " = mul(mat_shadow_" << i << ", float4(l_eye_position.xyz, 1.0f));\n";
}
}
if (light._type.is_derived_from(DirectionalLight::get_class_type())) { if (light._type.is_derived_from(DirectionalLight::get_class_type())) {
text << "\t // Directional Light " << i << "\n"; text << "\t // Directional Light " << i << "\n";
text << "\t lcolor = attr_light" << i << "[0];\n"; text << "\t lcolor = attr_light" << i << "[0];\n";
@ -1642,6 +1684,11 @@ synthesize_shader(const RenderState *rs, const GeomVertexAnimationSpec &anim) {
} }
text << "}\n"; text << "}\n";
if (pgraphnodes_cat.is_spam()) {
pgraphnodes_cat.spam() << "Generated shader:\n"
<< text.str() << "\n";
}
// Insert the shader into the shader attrib. // Insert the shader into the shader attrib.
PT(Shader) shader = Shader::make(text.str(), Shader::SL_Cg); PT(Shader) shader = Shader::make(text.str(), Shader::SL_Cg);
nassertr(shader != nullptr, nullptr); nassertr(shader != nullptr, nullptr);