diff options
16 files changed, 210 insertions, 59 deletions
diff --git a/doc/classes/BaseMaterial3D.xml b/doc/classes/BaseMaterial3D.xml index de980eab0c..fbb31cadcd 100644 --- a/doc/classes/BaseMaterial3D.xml +++ b/doc/classes/BaseMaterial3D.xml @@ -529,13 +529,13 @@ The material will use the texture's alpha values for transparency. </constant> <constant name="TRANSPARENCY_ALPHA_SCISSOR" value="2" enum="Transparency"> - The material will cut off all values below a threshold, the rest will remain opaque. + The material will cut off all values below a threshold, the rest will remain opaque. The opaque portions will be rendering in the depth prepass. </constant> <constant name="TRANSPARENCY_ALPHA_HASH" value="3" enum="Transparency"> The material will cut off all values below a spatially-deterministic threshold, the rest will remain opaque. </constant> <constant name="TRANSPARENCY_ALPHA_DEPTH_PRE_PASS" value="4" enum="Transparency"> - The material will use the texture's alpha value for transparency, but will still be rendered in the pre-pass. + The material will use the texture's alpha value for transparency, but will still be rendered in the depth prepass. </constant> <constant name="TRANSPARENCY_MAX" value="5" enum="Transparency"> Represents the size of the [enum Transparency] enum. @@ -613,13 +613,14 @@ Enables AlphaToCoverage and forces all non-zero alpha values to [code]1[/code]. Alpha values in the material are passed to the AntiAliasing sample mask. </constant> <constant name="DEPTH_DRAW_OPAQUE_ONLY" value="0" enum="DepthDrawMode"> - Default depth draw mode. Depth is drawn only for opaque objects. + Default depth draw mode. Depth is drawn only for opaque objects during the opaque prepass (if any) and during the opaque pass. </constant> <constant name="DEPTH_DRAW_ALWAYS" value="1" enum="DepthDrawMode"> - Depth draw is calculated for both opaque and transparent objects. + Objects will write to depth during the opaque and the transparent passes. Transparent objects that are close to the camera may obscure other transparent objects behind them. + [b]Note:[/b] This does not influence whether transparent objects are included in the depth prepass or not. For that, see [enum Transparency]. </constant> <constant name="DEPTH_DRAW_DISABLED" value="2" enum="DepthDrawMode"> - No depth draw. + Objects will not write their depth to the depth buffer, even during the depth prepass (if enabled). </constant> <constant name="CULL_BACK" value="0" enum="CullMode"> Default cull mode. The back of the object is culled when not visible. Back face triangles will be culled when facing the camera. This results in only the front side of triangles being drawn. For closed-surface meshes this means that only the exterior of the mesh will be visible. @@ -631,7 +632,7 @@ No culling is performed. </constant> <constant name="FLAG_DISABLE_DEPTH_TEST" value="0" enum="Flags"> - Disables the depth test, so this object is drawn on top of all others. However, objects drawn after it in the draw order may cover it. + Disables the depth test, so this object is drawn on top of all others drawn before it. This puts the object in the transparent draw pass where it is sorted based on distance to camera. Objects drawn after it in the draw order may cover it. This also disables writing to depth. </constant> <constant name="FLAG_ALBEDO_FROM_VERTEX_COLOR" value="1" enum="Flags"> Set [code]ALBEDO[/code] to the per-vertex color specified in the mesh. diff --git a/drivers/gles3/storage/material_storage.cpp b/drivers/gles3/storage/material_storage.cpp index 6172114dc7..d413c2b00e 100644 --- a/drivers/gles3/storage/material_storage.cpp +++ b/drivers/gles3/storage/material_storage.cpp @@ -3429,6 +3429,8 @@ void SceneShaderData::set_code(const String &p_code) { vertex_input_mask |= uses_bones << 9; vertex_input_mask |= uses_weights << 10; uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + uses_vertex_time = gen_code.uses_vertex_time; + uses_fragment_time = gen_code.uses_fragment_time; #if 0 print_line("**compiling shader:"); @@ -3549,11 +3551,15 @@ bool SceneShaderData::is_parameter_texture(const StringName &p_param) const { } bool SceneShaderData::is_animated() const { - return false; + return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex); } bool SceneShaderData::casts_shadows() const { - return false; + bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture; + bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha; + bool has_alpha = has_base_alpha || uses_blend_alpha; + + return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); } Variant SceneShaderData::get_default_parameter(const StringName &p_parameter) const { diff --git a/drivers/gles3/storage/material_storage.h b/drivers/gles3/storage/material_storage.h index c463c3ded1..8ae5e5eb9c 100644 --- a/drivers/gles3/storage/material_storage.h +++ b/drivers/gles3/storage/material_storage.h @@ -322,6 +322,8 @@ struct SceneShaderData : public ShaderData { bool uses_depth_texture; bool uses_normal_texture; bool uses_time; + bool uses_vertex_time; + bool uses_fragment_time; bool writes_modelview_or_projection; bool uses_world_coordinates; bool uses_tangent; diff --git a/scene/main/node.cpp b/scene/main/node.cpp index 377620af64..5dd0911694 100644 --- a/scene/main/node.cpp +++ b/scene/main/node.cpp @@ -2581,10 +2581,14 @@ void Node::print_orphan_nodes() { } void Node::queue_free() { + // There are users which instantiate multiple scene trees for their games. + // Use the node's own tree to handle its deletion when relevant. if (is_inside_tree()) { get_tree()->queue_delete(this); } else { - SceneTree::get_singleton()->queue_delete(this); + SceneTree *tree = SceneTree::get_singleton(); + ERR_FAIL_NULL_MSG(tree, "Can't queue free a node when no SceneTree is available."); + tree->queue_delete(this); } } diff --git a/servers/rendering/renderer_rd/effects/copy_effects.cpp b/servers/rendering/renderer_rd/effects/copy_effects.cpp index 27f977a80b..0ab21bc4ef 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.cpp +++ b/servers/rendering/renderer_rd/effects/copy_effects.cpp @@ -56,6 +56,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) { blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n"); // BLUR_MODE_GAUSSIAN_GLOW blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n"); // BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE blur_modes.push_back("\n#define MODE_COPY\n"); // BLUR_MODE_COPY + blur_modes.push_back("\n#define MODE_SET_COLOR\n"); // BLUR_MODE_SET_COLOR blur_raster.shader.initialize(blur_modes); memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); @@ -105,6 +106,7 @@ CopyEffects::CopyEffects(bool p_prefer_raster_effects) { copy_modes.push_back("\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_COPY2 copy_modes.push_back("\n#define MULTIVIEW\n"); // COPY_TO_FB_MULTIVIEW copy_modes.push_back("\n#define MULTIVIEW\n#define MODE_TWO_SOURCES\n"); // COPY_TO_FB_MULTIVIEW_WITH_DEPTH + copy_modes.push_back("\n#define MODE_SET_COLOR\n"); // COPY_TO_FB_SET_COLOR copy_to_fb.shader.initialize(copy_modes); @@ -535,7 +537,7 @@ void CopyEffects::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuff RD::get_singleton()->draw_list_draw(draw_list, true); } -void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview) { +void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero, bool p_srgb, RID p_secondary, bool p_multiview, bool p_alpha_to_one) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); MaterialStorage *material_storage = MaterialStorage::get_singleton(); @@ -555,6 +557,9 @@ void CopyEffects::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffe if (p_srgb) { copy_to_fb.push_constant.srgb = true; } + if (p_alpha_to_one) { + copy_to_fb.push_constant.alpha_to_one = true; + } // setup our uniforms RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); @@ -608,8 +613,6 @@ void CopyEffects::copy_raster(RID p_source_texture, RID p_dest_framebuffer) { RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[BLUR_MODE_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer))); RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_texture), 0); RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); - - memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); RD::get_singleton()->draw_list_draw(draw_list, true); @@ -641,7 +644,6 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re RID shader = copy.shader.version_get_shader(copy.shader_version, mode); ERR_FAIL_COND(shader.is_null()); - //HORIZONTAL RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin(); RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[mode]); RD::get_singleton()->compute_list_bind_uniform_set(compute_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); @@ -654,6 +656,43 @@ void CopyEffects::gaussian_blur(RID p_source_rd_texture, RID p_texture, const Re RD::get_singleton()->compute_list_end(); } +void CopyEffects::gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the gaussian blur with the clustered renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture); + + memset(&blur_raster.push_constant, 0, sizeof(BlurRasterPushConstant)); + + BlurRasterMode blur_mode = BLUR_MODE_GAUSSIAN_BLUR; + + blur_raster.push_constant.pixel_size[0] = 1.0 / float(p_size.x); + blur_raster.push_constant.pixel_size[1] = 1.0 / float(p_size.y); + + // setup our uniforms + RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED); + + RD::Uniform u_source_rd_texture(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_rd_texture })); + + RID shader = blur_raster.shader.version_get_shader(blur_raster.shader_version, blur_mode); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur_raster.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer))); + RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_rd_texture), 0); + + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + + RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur_raster.push_constant, sizeof(BlurRasterPushConstant)); + + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + void CopyEffects::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_scale) { ERR_FAIL_COND_MSG(prefer_raster_effects, "Can't use the compute version of the gaussian glow with the mobile renderer."); @@ -882,6 +921,36 @@ void CopyEffects::set_color(RID p_dest_texture, const Color &p_color, const Rect RD::get_singleton()->compute_list_end(); } +void CopyEffects::set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region) { + ERR_FAIL_COND_MSG(!prefer_raster_effects, "Can't use the raster version of the set_color shader with the clustered renderer."); + + UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); + ERR_FAIL_NULL(uniform_set_cache); + MaterialStorage *material_storage = MaterialStorage::get_singleton(); + ERR_FAIL_NULL(material_storage); + + memset(©_to_fb.push_constant, 0, sizeof(CopyToFbPushConstant)); + + copy_to_fb.push_constant.set_color[0] = p_color.r; + copy_to_fb.push_constant.set_color[1] = p_color.g; + copy_to_fb.push_constant.set_color[2] = p_color.b; + copy_to_fb.push_constant.set_color[3] = p_color.a; + + RID dest_framebuffer = FramebufferCacheRD::get_singleton()->get_cache(p_dest_texture); + + CopyToFBMode mode = COPY_TO_FB_SET_COLOR; + + RID shader = copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, mode); + ERR_FAIL_COND(shader.is_null()); + + RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_region); + RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(dest_framebuffer))); + RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_index_array()); + RD::get_singleton()->draw_list_set_push_constant(draw_list, ©_to_fb.push_constant, sizeof(CopyToFbPushConstant)); + RD::get_singleton()->draw_list_draw(draw_list, true); + RD::get_singleton()->draw_list_end(); +} + void CopyEffects::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip) { UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton(); ERR_FAIL_NULL(uniform_set_cache); diff --git a/servers/rendering/renderer_rd/effects/copy_effects.h b/servers/rendering/renderer_rd/effects/copy_effects.h index 0ddb60ebef..cda4f70730 100644 --- a/servers/rendering/renderer_rd/effects/copy_effects.h +++ b/servers/rendering/renderer_rd/effects/copy_effects.h @@ -63,6 +63,8 @@ private: BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE, BLUR_MODE_COPY, + BLUR_MODE_SET_COLOR, + BLUR_MODE_MAX }; @@ -174,6 +176,8 @@ private: COPY_TO_FB_MULTIVIEW, COPY_TO_FB_MULTIVIEW_WITH_DEPTH, + + COPY_TO_FB_SET_COLOR, COPY_TO_FB_MAX, }; @@ -186,7 +190,9 @@ private: uint32_t force_luminance; uint32_t alpha_to_zero; uint32_t srgb; - uint32_t pad; + uint32_t alpha_to_one; + + float set_color[4]; }; struct CopyToFb { @@ -316,11 +322,12 @@ public: 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); void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false); void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far); - 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(), bool p_multiview = false); + 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(), bool p_multiview = false, bool alpha_to_one = false); 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 copy_raster(RID p_source_texture, RID p_dest_framebuffer); void gaussian_blur(RID p_source_rd_texture, RID p_texture, const Rect2i &p_region, bool p_8bit_dst = false); + void gaussian_blur_raster(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_region, const Size2i &p_size); 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_scale = 1.0); void gaussian_glow_raster(RID p_source_rd_texture, RID p_half_texture, RID p_dest_texture, float p_luminance_multiplier, 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_scale = 1.0); @@ -328,6 +335,7 @@ public: void make_mipmap_raster(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size); void set_color(RID p_dest_texture, const Color &p_color, const Rect2i &p_region, bool p_8bit_dst = false); + void set_color_raster(RID p_dest_texture, const Color &p_color, const Rect2i &p_region); void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dst_framebuffer, const Rect2 &p_rect, const Vector2 &p_dst_size, float p_z_near, float p_z_far, bool p_dp_flip); 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 4a71d6847b..2d1d0e0951 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -2403,6 +2403,8 @@ void RenderForwardClustered::_render_particle_collider_heightfield(RID p_fb, con scene_data.z_far = p_cam_projection.get_z_far(); scene_data.dual_paraboloid_side = 0; scene_data.opaque_prepass_threshold = 0.0; + scene_data.time = time; + scene_data.time_step = time_step; RenderDataRD render_data; render_data.scene_data = &scene_data; @@ -2445,6 +2447,8 @@ void RenderForwardClustered::_render_material(const Transform3D &p_cam_transform scene_data.material_uv2_mode = false; scene_data.opaque_prepass_threshold = 0.0f; scene_data.emissive_exposure_normalization = p_exposure_normalization; + scene_data.time = time; + scene_data.time_step = time_step; RenderDataRD render_data; render_data.scene_data = &scene_data; 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 bd9c736d6a..6c8ce5265e 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 @@ -154,6 +154,8 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) { depth_test = DepthTest(depth_testi); cull_mode = Cull(cull_modei); uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps; + uses_vertex_time = gen_code.uses_vertex_time; + uses_fragment_time = gen_code.uses_fragment_time; #if 0 print_line("**compiling shader:"); @@ -460,11 +462,15 @@ bool SceneShaderForwardClustered::ShaderData::is_parameter_texture(const StringN } bool SceneShaderForwardClustered::ShaderData::is_animated() const { - return false; + return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex); } bool SceneShaderForwardClustered::ShaderData::casts_shadows() const { - return false; + bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture; + bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha; + bool has_alpha = has_base_alpha || uses_blend_alpha; + + return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); } Variant SceneShaderForwardClustered::ShaderData::get_default_parameter(const StringName &p_parameter) const { 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 a9a9fa94de..194edf2dcb 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 @@ -150,8 +150,8 @@ public: String code; HashMap<StringName, HashMap<int, RID>> default_texture_params; - DepthDraw depth_draw; - DepthTest depth_test; + DepthDraw depth_draw = DEPTH_DRAW_OPAQUE; + DepthTest depth_test = DEPTH_TEST_ENABLED; bool uses_point_size = false; bool uses_alpha = false; @@ -172,6 +172,8 @@ public: bool uses_depth_texture = false; bool uses_normal_texture = false; bool uses_time = false; + bool uses_vertex_time = false; + bool uses_fragment_time = false; bool writes_modelview_or_projection = false; bool uses_world_coordinates = false; bool uses_screen_texture_mipmaps = false; 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 16711b0d5d..558aba62e1 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -1363,6 +1363,8 @@ void RenderForwardMobile::_render_material(const Transform3D &p_cam_transform, c scene_data.material_uv2_mode = false; scene_data.opaque_prepass_threshold = 0.0f; scene_data.emissive_exposure_normalization = p_exposure_normalization; + scene_data.time = time; + scene_data.time_step = time_step; RenderDataRD render_data; render_data.scene_data = &scene_data; @@ -1486,6 +1488,8 @@ void RenderForwardMobile::_render_particle_collider_heightfield(RID p_fb, const scene_data.z_far = p_cam_projection.get_z_far(); scene_data.dual_paraboloid_side = 0; scene_data.opaque_prepass_threshold = 0.0; + scene_data.time = time; + scene_data.time_step = time_step; RenderDataRD render_data; render_data.scene_data = &scene_data; 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 db9db2fa44..ee82fa7c7d 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 @@ -153,6 +153,8 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) { depth_draw = DepthDraw(depth_drawi); depth_test = DepthTest(depth_testi); + uses_vertex_time = gen_code.uses_vertex_time; + uses_fragment_time = gen_code.uses_fragment_time; #if 0 print_line("**compiling shader:"); @@ -415,11 +417,15 @@ bool SceneShaderForwardMobile::ShaderData::is_parameter_texture(const StringName } bool SceneShaderForwardMobile::ShaderData::is_animated() const { - return false; + return (uses_fragment_time && uses_discard) || (uses_vertex_time && uses_vertex); } bool SceneShaderForwardMobile::ShaderData::casts_shadows() const { - return false; + bool has_read_screen_alpha = uses_screen_texture || uses_depth_texture || uses_normal_texture; + bool has_base_alpha = (uses_alpha && !uses_alpha_clip) || has_read_screen_alpha; + bool has_alpha = has_base_alpha || uses_blend_alpha; + + return !has_alpha || (uses_depth_pre_pass && !(depth_draw == DEPTH_DRAW_DISABLED || depth_test == DEPTH_TEST_DISABLED)); } Variant SceneShaderForwardMobile::ShaderData::get_default_parameter(const StringName &p_parameter) const { 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 f67665a02f..5b51cfc8c3 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 @@ -132,6 +132,8 @@ public: bool uses_depth_texture = false; bool uses_normal_texture = false; bool uses_time = false; + bool uses_vertex_time = false; + bool uses_fragment_time = false; bool writes_modelview_or_projection = false; bool uses_world_coordinates = false; diff --git a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl index cb06250cf2..31aabbe9d2 100644 --- a/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/blur_raster.glsl @@ -53,30 +53,31 @@ void main() { #ifdef MODE_GAUSSIAN_BLUR - // Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect - - // note, for blur blur.luminance_multiplier is irrelavant, we would be multiplying and then dividing by this amount. - - if (bool(blur.flags & FLAG_HORIZONTAL)) { - vec2 pix_size = blur.pixel_size; - pix_size *= 0.5; //reading from larger buffer, so use more samples - vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607; - color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879; - color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514; - color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303; - color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879; - color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514; - color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303; - frag_color = color; - } else { - vec2 pix_size = blur.pixel_size; - vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774; - color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477; - color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136; - color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477; - color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136; - frag_color = color; - } + // For Gaussian Blur we use 13 taps in a single pass instead of 12 taps over 2 passes. + // This minimizes the number of times we change framebuffers which is very important for mobile. + // Source: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare + vec4 A = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, -1.0)); + vec4 B = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, -1.0)); + vec4 C = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, -1.0)); + vec4 D = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, -0.5)); + vec4 E = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, -0.5)); + vec4 F = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 0.0)); + vec4 G = texture(source_color, uv_interp); + vec4 H = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 0.0)); + vec4 I = texture(source_color, uv_interp + blur.pixel_size * vec2(-0.5, 0.5)); + vec4 J = texture(source_color, uv_interp + blur.pixel_size * vec2(0.5, 0.5)); + vec4 K = texture(source_color, uv_interp + blur.pixel_size * vec2(-1.0, 1.0)); + vec4 L = texture(source_color, uv_interp + blur.pixel_size * vec2(0.0, 1.0)); + vec4 M = texture(source_color, uv_interp + blur.pixel_size * vec2(1.0, 1.0)); + + float base_weight = 0.5 / 4.0; + float lesser_weight = 0.125 / 4.0; + + frag_color = (D + E + I + J) * base_weight; + frag_color += (A + B + G + F) * lesser_weight; + frag_color += (B + C + H + G) * lesser_weight; + frag_color += (F + G + L + K) * lesser_weight; + frag_color += (G + H + M + L) * lesser_weight; #endif #ifdef MODE_GAUSSIAN_GLOW diff --git a/servers/rendering/renderer_rd/shaders/effects/copy.glsl b/servers/rendering/renderer_rd/shaders/effects/copy.glsl index bfe329b8ec..5cc2ed7622 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy.glsl @@ -194,10 +194,10 @@ void main() { color = min(color * feedback, vec4(params.glow_luminance_cap)); } -#endif +#endif // MODE_GLOW imageStore(dest_buffer, pos + params.target, color); -#endif +#endif // MODE_GAUSSIAN_BLUR #ifdef MODE_SIMPLE_COPY @@ -227,7 +227,7 @@ void main() { imageStore(dest_buffer, pos + params.target, color); -#endif +#endif // MODE_SIMPLE_COPY #ifdef MODE_SIMPLE_COPY_DEPTH @@ -239,7 +239,7 @@ void main() { imageStore(dest_buffer, pos + params.target, vec4(color.r)); -#endif +#endif // MODE_SIMPLE_COPY_DEPTH #ifdef MODE_LINEARIZE_DEPTH_COPY @@ -253,7 +253,7 @@ void main() { } imageStore(dest_buffer, pos + params.target, color); -#endif +#endif // MODE_LINEARIZE_DEPTH_COPY #if defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA) @@ -276,7 +276,7 @@ void main() { vec4 color = textureLod(source_color, vec4(normal, params.camera_z_far), 0.0); //the biggest the lod the least the acne #endif imageStore(dest_buffer, pos + params.target, color); -#endif +#endif // defined(MODE_CUBEMAP_TO_PANORAMA) || defined(MODE_CUBEMAP_ARRAY_TO_PANORAMA) #ifdef MODE_SET_COLOR imageStore(dest_buffer, pos + params.target, params.set_color); diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl index 1c17eabb56..4d4e983b7f 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl @@ -26,7 +26,11 @@ layout(push_constant, std430) uniform Params { bool use_section; bool force_luminance; - uint pad[3]; + bool alpha_to_zero; + bool srgb; + bool alpha_to_one; + + vec4 color; } params; @@ -72,7 +76,9 @@ layout(push_constant, std430) uniform Params { bool force_luminance; bool alpha_to_zero; bool srgb; - uint pad; + bool alpha_to_one; + + vec4 color; } params; @@ -105,6 +111,10 @@ vec3 linear_to_srgb(vec3 color) { } void main() { +#ifdef MODE_SET_COLOR + frag_color = params.color; +#else + #ifdef MULTIVIEW vec3 uv = uv_interp; #else @@ -164,6 +174,10 @@ void main() { if (params.srgb) { color.rgb = linear_to_srgb(color.rgb); } + if (params.alpha_to_one) { + color.a = 1.0; + } frag_color = color; +#endif // MODE_SET_COLOR } diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp index 077fde58b8..bea2a80890 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp @@ -3119,9 +3119,11 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons // TODO figure out stereo support here - //single texture copy for backbuffer - //RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true); - copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true); + if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { + copy_effects->copy_to_rect(rt->color, rt->backbuffer_mipmap0, region, false, false, false, true, true); + } else { + copy_effects->copy_to_fb_rect(rt->color, rt->backbuffer_fb, region, false, false, false, false, RID(), false, true); + } if (!p_gen_mipmaps) { return; @@ -3130,6 +3132,8 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons //then mipmap blur RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps. + Size2i texture_size = rt->size; + for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) { region.position.x >>= 1; region.position.y >>= 1; @@ -3137,7 +3141,13 @@ void TextureStorage::render_target_copy_to_back_buffer(RID p_render_target, cons region.size.y = MAX(1, region.size.y >> 1); RID mipmap = rt->backbuffer_mipmaps[i]; - copy_effects->gaussian_blur(prev_texture, mipmap, region, true); + if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { + copy_effects->gaussian_blur(prev_texture, mipmap, region, true); + } else { + texture_size.x = MAX(1, texture_size.x >> 1); + texture_size.y = MAX(1, texture_size.y >> 1); + copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size); + } prev_texture = mipmap; } RD::get_singleton()->draw_command_end_label(); @@ -3165,7 +3175,11 @@ void TextureStorage::render_target_clear_back_buffer(RID p_render_target, const } //single texture copy for backbuffer - copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true); + if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { + copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true); + } else { + copy_effects->set_color(rt->backbuffer_mipmap0, p_color, region, true); + } } void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, const Rect2i &p_region) { @@ -3191,6 +3205,7 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, RD::get_singleton()->draw_command_begin_label("Gaussian Blur Mipmaps2"); //then mipmap blur RID prev_texture = rt->backbuffer_mipmap0; + Size2i texture_size = rt->size; for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) { region.position.x >>= 1; @@ -3199,7 +3214,14 @@ void TextureStorage::render_target_gen_back_buffer_mipmaps(RID p_render_target, region.size.y = MAX(1, region.size.y >> 1); RID mipmap = rt->backbuffer_mipmaps[i]; - copy_effects->gaussian_blur(prev_texture, mipmap, region, true); + + if (RendererSceneRenderRD::get_singleton()->_render_buffers_can_be_storage()) { + copy_effects->gaussian_blur(prev_texture, mipmap, region, true); + } else { + texture_size.x = MAX(1, texture_size.x >> 1); + texture_size.y = MAX(1, texture_size.y >> 1); + copy_effects->gaussian_blur_raster(prev_texture, mipmap, region, texture_size); + } prev_texture = mipmap; } RD::get_singleton()->draw_command_end_label(); |