diff options
-rw-r--r-- | drivers/gles3/effects/copy_effects.cpp | 1 | ||||
-rw-r--r-- | drivers/gles3/rasterizer_scene_gles3.cpp | 18 | ||||
-rw-r--r-- | drivers/gles3/shaders/cubemap_filter.glsl | 8 | ||||
-rw-r--r-- | drivers/gles3/shaders/scene.glsl | 4 | ||||
-rw-r--r-- | drivers/gles3/storage/mesh_storage.cpp | 2 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/gi.cpp | 30 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/environment/gi.h | 9 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp | 6 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl | 24 | ||||
-rw-r--r-- | servers/rendering/renderer_rd/shaders/particles.glsl | 4 |
10 files changed, 54 insertions, 52 deletions
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp index c8e6c2b476..de0181f887 100644 --- a/drivers/gles3/effects/copy_effects.cpp +++ b/drivers/gles3/effects/copy_effects.cpp @@ -111,6 +111,7 @@ CopyEffects::~CopyEffects() { glDeleteVertexArrays(1, &screen_triangle_array); glDeleteBuffers(1, &quad); glDeleteVertexArrays(1, &quad_array); + copy.shader.version_free(copy.shader_version); } void CopyEffects::copy_to_rect(const Rect2i &p_rect) { diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 279cbccb0e..410cd376a7 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -496,7 +496,7 @@ void RasterizerSceneGLES3::_update_dirty_skys() { while (sky) { if (sky->radiance == 0) { - sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 2; + sky->mipmap_count = Image::get_image_required_mipmaps(sky->radiance_size, sky->radiance_size, Image::FORMAT_RGBA8) - 1; // Left uninitialized, will attach a texture at render time glGenFramebuffers(1, &sky->radiance_framebuffer); @@ -523,7 +523,7 @@ void RasterizerSceneGLES3::_update_dirty_skys() { glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1); glGenTextures(1, &sky->raw_radiance); glBindTexture(GL_TEXTURE_CUBE_MAP, sky->raw_radiance); @@ -544,7 +544,8 @@ void RasterizerSceneGLES3::_update_dirty_skys() { glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_BASE_LEVEL, 0); - glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count); + glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAX_LEVEL, sky->mipmap_count - 1); + glBindTexture(GL_TEXTURE_CUBE_MAP, 0); } @@ -701,6 +702,7 @@ void RasterizerSceneGLES3::_setup_sky(RID p_env, RID p_render_buffers, const Pag } if (!sky->radiance) { + _invalidate_sky(sky); _update_dirty_skys(); } } @@ -879,7 +881,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p } if (update_single_frame) { - for (int i = 0; i <= max_processing_layer; i++) { + for (int i = 0; i < max_processing_layer; i++) { _filter_sky_radiance(sky, i); } } else { @@ -889,7 +891,7 @@ void RasterizerSceneGLES3::_update_sky_radiance(RID p_env, const Projection &p_p sky->reflection_dirty = false; } else { - if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer <= max_processing_layer) { + if (sky_mode == RS::SKY_MODE_INCREMENTAL && sky->processing_layer < max_processing_layer) { _filter_sky_radiance(sky, sky->processing_layer); sky->processing_layer++; } @@ -1005,7 +1007,9 @@ void RasterizerSceneGLES3::_filter_sky_radiance(Sky *p_sky, int p_base_layer) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, p_sky->radiance, p_base_layer); #ifdef DEBUG_ENABLED GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); - ERR_CONTINUE(status != GL_FRAMEBUFFER_COMPLETE); + if (status != GL_FRAMEBUFFER_COMPLETE) { + WARN_PRINT("Could not bind sky radiance face: " + itos(i) + ", status: " + GLES3::TextureStorage::get_singleton()->get_framebuffer_error(status)); + } #endif material_storage->shaders.cubemap_filter_shader.version_set_uniform(CubemapFilterShaderGLES3::FACE_ID, i, scene_globals.cubemap_filter_shader_version, mode); @@ -2303,7 +2307,7 @@ void RasterizerSceneGLES3::render_buffers_configure(RID p_render_buffers, RID p_ glGenTextures(1, &rb->depth_texture); glBindTexture(GL_TEXTURE_2D, rb->depth_texture); - glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); + glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, rt->size.x, rt->size.y, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); diff --git a/drivers/gles3/shaders/cubemap_filter.glsl b/drivers/gles3/shaders/cubemap_filter.glsl index 57f0d7d0b8..88464876f1 100644 --- a/drivers/gles3/shaders/cubemap_filter.glsl +++ b/drivers/gles3/shaders/cubemap_filter.glsl @@ -106,12 +106,12 @@ void main() { T[2] = N; for (int sample_num = 0; sample_num < sample_count; sample_num++) { - vec4 sample = sample_directions_mip[sample_num]; - vec3 L = T * sample.xyz; - vec3 val = textureLod(source_cube, L, sample.w).rgb; + vec4 sample_direction_mip = sample_directions_mip[sample_num]; + vec3 L = T * sample_direction_mip.xyz; + vec3 val = textureLod(source_cube, L, sample_direction_mip.w).rgb; // Mix using linear val = srgb_to_linear(val); - sum.rgb += val * sample.z; + sum.rgb += val * sample_direction_mip.z; } sum /= weight; diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 93bb4c191d..4081d73ab0 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -754,7 +754,7 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f if (omni_lights[idx].size > 0.0) { float t = omni_lights[idx].size / max(0.001, light_length); - size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t)); } light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, omni_attenuation, f0, roughness, metallic, omni_lights[idx].specular_amount, albedo, alpha, @@ -803,7 +803,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 f if (spot_lights[idx].size > 0.0) { float t = spot_lights[idx].size / max(0.001, light_length); - size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t)); + size_A = max(0.0, 1.0 - 1.0 / sqrt(1.0 + t * t)); } light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color, spot_attenuation, f0, roughness, metallic, spot_lights[idx].specular_amount, albedo, alpha, diff --git a/drivers/gles3/storage/mesh_storage.cpp b/drivers/gles3/storage/mesh_storage.cpp index 88b81805fa..667ba4f5e6 100644 --- a/drivers/gles3/storage/mesh_storage.cpp +++ b/drivers/gles3/storage/mesh_storage.cpp @@ -1347,7 +1347,7 @@ void MeshStorage::multimesh_set_buffer(RID p_multimesh, const Vector<float> &p_b _multimesh_mark_all_dirty(multimesh, false, true); //update AABB } else if (multimesh->mesh.is_valid()) { //if we have a mesh set, we need to re-generate the AABB from the new data - const float *data = multimesh->data_cache.ptr(); + const float *data = p_buffer.ptr(); _multimesh_re_create_aabb(multimesh, data, multimesh->instances); multimesh->dependency.changed_notify(Dependency::DEPENDENCY_CHANGED_AABB); diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 7cda0337b8..feafcc42c9 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -1591,34 +1591,24 @@ void GI::SDFGI::debug_draw(uint32_t p_view_count, const Projection *p_projection push_constant.max_cascades = cascades.size(); push_constant.screen_size[0] = p_width; push_constant.screen_size[1] = p_height; - push_constant.probe_axis_size = probe_axis_count; - push_constant.use_occlusion = uses_occlusion; push_constant.y_mult = y_mult; push_constant.z_near = -p_projections[v].get_z_near(); - push_constant.cam_transform[0] = p_transform.basis.rows[0][0]; - push_constant.cam_transform[1] = p_transform.basis.rows[1][0]; - push_constant.cam_transform[2] = p_transform.basis.rows[2][0]; - push_constant.cam_transform[3] = 0; - push_constant.cam_transform[4] = p_transform.basis.rows[0][1]; - push_constant.cam_transform[5] = p_transform.basis.rows[1][1]; - push_constant.cam_transform[6] = p_transform.basis.rows[2][1]; - push_constant.cam_transform[7] = 0; - push_constant.cam_transform[8] = p_transform.basis.rows[0][2]; - push_constant.cam_transform[9] = p_transform.basis.rows[1][2]; - push_constant.cam_transform[10] = p_transform.basis.rows[2][2]; - push_constant.cam_transform[11] = 0; - push_constant.cam_transform[12] = p_transform.origin.x; - push_constant.cam_transform[13] = p_transform.origin.y; - push_constant.cam_transform[14] = p_transform.origin.z; - push_constant.cam_transform[15] = 1; + for (int i = 0; i < 3; i++) { + for (int j = 0; j < 3; j++) { + push_constant.cam_basis[i][j] = p_transform.basis.rows[j][i]; + } + } + push_constant.cam_origin[0] = p_transform.origin[0]; + push_constant.cam_origin[1] = p_transform.origin[1]; + push_constant.cam_origin[2] = p_transform.origin[2]; // need to properly unproject for asymmetric projection matrices in stereo.. Projection inv_projection = p_projections[v].inverse(); for (int i = 0; i < 4; i++) { - for (int j = 0; j < 4; j++) { - push_constant.inv_projection[i * 4 + j] = inv_projection.matrix[i][j]; + for (int j = 0; j < 3; j++) { + push_constant.inv_projection[j][i] = inv_projection.matrix[i][j]; } } diff --git a/servers/rendering/renderer_rd/environment/gi.h b/servers/rendering/renderer_rd/environment/gi.h index d4d4182950..304df1605b 100644 --- a/servers/rendering/renderer_rd/environment/gi.h +++ b/servers/rendering/renderer_rd/environment/gi.h @@ -232,16 +232,13 @@ private: uint32_t max_cascades; int32_t screen_size[2]; - uint32_t use_occlusion; float y_mult; - uint32_t probe_axis_size; float z_near; - float reserved1; - float reserved2; - float cam_transform[16]; - float inv_projection[16]; + float inv_projection[3][4]; + float cam_basis[3][3]; + float cam_origin[3]; }; SdfgiDebugShaderRD debug; 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 7eddc1fb5b..827cce6047 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -2662,7 +2662,11 @@ RID RenderForwardClustered::_setup_sdfgi_render_pass_uniform_set(RID p_albedo_te RD::Uniform u; u.binding = 1; u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER; - u.append_id(scene_state.instance_buffer[RENDER_LIST_SECONDARY]); + RID instance_buffer = scene_state.instance_buffer[RENDER_LIST_SECONDARY]; + if (instance_buffer == RID()) { + instance_buffer = scene_shader.default_vec4_xform_buffer; // any buffer will do since its not used + } + u.append_id(instance_buffer); uniforms.push_back(u); } { diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl index af5f7d0a58..9640d30e78 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl @@ -37,16 +37,14 @@ layout(push_constant, std430) uniform Params { uint max_cascades; ivec2 screen_size; - bool use_occlusion; float y_mult; - int probe_axis_size; float z_near; - float reserved1; - float reserved2; - mat4 cam_transform; - mat4 inv_projection; + mat3x4 inv_projection; + // We pack these more tightly than mat3 and vec3, which will require some reconstruction trickery. + float cam_basis[3][3]; + float cam_origin[3]; } params; @@ -82,13 +80,21 @@ void main() { vec3 ray_pos; vec3 ray_dir; { - ray_pos = params.cam_transform[3].xyz; + ray_pos = vec3(params.cam_origin[0], params.cam_origin[1], params.cam_origin[2]); ray_dir.xy = ((vec2(screen_pos) / vec2(params.screen_size)) * 2.0 - 1.0); ray_dir.z = params.z_near; - ray_dir = (params.inv_projection * vec4(ray_dir, 1.0)).xyz; - ray_dir = normalize(mat3(params.cam_transform) * ray_dir); + ray_dir = (vec4(ray_dir, 1.0) * mat4(params.inv_projection)).xyz; + + mat3 cam_basis; + { + vec3 c0 = vec3(params.cam_basis[0][0], params.cam_basis[0][1], params.cam_basis[0][2]); + vec3 c1 = vec3(params.cam_basis[1][0], params.cam_basis[1][1], params.cam_basis[1][2]); + vec3 c2 = vec3(params.cam_basis[2][0], params.cam_basis[2][1], params.cam_basis[2][2]); + cam_basis = mat3(c0, c1, c2); + } + ray_dir = normalize(cam_basis * ray_dir); } ray_pos.y *= params.y_mult; diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index 4369bddc83..fb5759bc17 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -458,11 +458,11 @@ void main() { } break; case ATTRACTOR_TYPE_VECTOR_FIELD: { - vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0; + vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents + 1.0) * 0.5; if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) { continue; } - vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz; + vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz * 2.0 - 1.0; dir = mat3(FRAME.attractors[i].transform) * safe_normalize(s); //revert direction amount = length(s); |