summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--core/math/audio_frame.h2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp2
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h1
-rw-r--r--editor/plugins/animation_library_editor.cpp6
-rw-r--r--editor/plugins/animation_library_editor.h2
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp5
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h1
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp5
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h1
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.h1
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl3
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl1
16 files changed, 37 insertions, 13 deletions
diff --git a/core/math/audio_frame.h b/core/math/audio_frame.h
index 8b244e9fe4..b3d63c0094 100644
--- a/core/math/audio_frame.h
+++ b/core/math/audio_frame.h
@@ -52,7 +52,7 @@ static const float AUDIO_MIN_PEAK_DB = -200.0f; // linear2db(AUDIO_PEAK_OFFSET)
struct AudioFrame {
//left and right samples
- float l, r;
+ float l = 0.f, r = 0.f;
_ALWAYS_INLINE_ const float &operator[](int idx) const { return idx == 0 ? l : r; }
_ALWAYS_INLINE_ float &operator[](int idx) { return idx == 0 ? l : r; }
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 94ae8ecc8a..33c7b9bf32 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1923,11 +1923,11 @@ void RasterizerSceneGLES3::render_scene(RID p_render_buffers, const CameraData *
render_data.cam_transform = p_camera_data->main_transform;
render_data.inv_cam_transform = render_data.cam_transform.affine_inverse();
render_data.cam_projection = p_camera_data->main_projection;
- render_data.view_projection[0] = p_camera_data->main_projection;
render_data.cam_orthogonal = p_camera_data->is_orthogonal;
render_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+ render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
render_data.view_projection[v] = p_camera_data->view_projection[v];
}
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index 308ef36fa1..4757a3f161 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -100,6 +100,7 @@ struct RenderDataGLES3 {
// For stereo rendering
uint32_t view_count = 1;
+ Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
float z_near = 0.0;
diff --git a/editor/plugins/animation_library_editor.cpp b/editor/plugins/animation_library_editor.cpp
index ed908e413c..cae33edecb 100644
--- a/editor/plugins/animation_library_editor.cpp
+++ b/editor/plugins/animation_library_editor.cpp
@@ -419,12 +419,12 @@ void AnimationLibraryEditor::_item_renamed() {
}
}
-void AnimationLibraryEditor::_button_pressed(TreeItem *p_item, int p_column, int p_button) {
+void AnimationLibraryEditor::_button_pressed(TreeItem *p_item, int p_column, int p_id, MouseButton p_button) {
if (p_item->get_parent() == tree->get_root()) {
// Library
StringName lib_name = p_item->get_metadata(0);
Ref<AnimationLibrary> al = player->call("get_animation_library", lib_name);
- switch (p_button) {
+ switch (p_id) {
case LIB_BUTTON_ADD: {
add_library_dialog->set_title(TTR("Animation Name:"));
add_library_name->set_text("");
@@ -519,7 +519,7 @@ void AnimationLibraryEditor::_button_pressed(TreeItem *p_item, int p_column, int
Ref<AnimationLibrary> al = player->call("get_animation_library", lib_name);
Ref<Animation> anim = al->get_animation(anim_name);
ERR_FAIL_COND(!anim.is_valid());
- switch (p_button) {
+ switch (p_id) {
case ANIM_BUTTON_COPY: {
if (anim->get_name() == "") {
anim->set_name(anim_name); // Keep the name around
diff --git a/editor/plugins/animation_library_editor.h b/editor/plugins/animation_library_editor.h
index 5bd4e8d9e2..bf89508321 100644
--- a/editor/plugins/animation_library_editor.h
+++ b/editor/plugins/animation_library_editor.h
@@ -99,7 +99,7 @@ class AnimationLibraryEditor : public AcceptDialog {
void _load_file(String p_path);
void _item_renamed();
- void _button_pressed(TreeItem *p_item, int p_column, int p_button);
+ void _button_pressed(TreeItem *p_item, int p_column, int p_id, MouseButton p_button);
void _file_popup_selected(int p_id);
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 2d3998bd90..d390614e53 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -692,6 +692,11 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
projection = correction * p_render_data->view_projection[v];
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+
+ scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
+ scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
+ scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
+ scene_state.ubo.eye_offset[v][3] = 0.0;
}
scene_state.ubo.taa_jitter[0] = p_render_data->taa_jitter.x;
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
index 6ad42bf0ec..97f39164a4 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -237,6 +237,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
float viewport_size[2];
float screen_pixel_size[2];
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 b2e0af06cd..eae5685dd1 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1542,6 +1542,11 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
projection = correction * p_render_data->view_projection[v];
RendererStorageRD::store_camera(projection, scene_state.ubo.projection_matrix_view[v]);
RendererStorageRD::store_camera(projection.inverse(), scene_state.ubo.inv_projection_matrix_view[v]);
+
+ scene_state.ubo.eye_offset[v][0] = p_render_data->view_eye_offset[v].x;
+ scene_state.ubo.eye_offset[v][1] = p_render_data->view_eye_offset[v].y;
+ scene_state.ubo.eye_offset[v][2] = p_render_data->view_eye_offset[v].z;
+ scene_state.ubo.eye_offset[v][3] = 0.0;
}
scene_state.ubo.z_far = p_render_data->z_far;
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
index fc6f32ecb0..1b2df0ab9f 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -260,6 +260,7 @@ protected:
float projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
float inv_projection_matrix_view[RendererSceneRender::MAX_RENDER_VIEWS][16];
+ float eye_offset[RendererSceneRender::MAX_RENDER_VIEWS][4];
float viewport_size[2];
float screen_pixel_size[2];
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index ef959bc3c6..a50a05d905 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -5115,12 +5115,12 @@ void RendererSceneRenderRD::render_scene(RID p_render_buffers, const CameraData
// Our first camera is used by default
render_data.cam_transform = p_camera_data->main_transform;
render_data.cam_projection = p_camera_data->main_projection;
- render_data.view_projection[0] = p_camera_data->main_projection;
render_data.cam_orthogonal = p_camera_data->is_orthogonal;
render_data.taa_jitter = p_camera_data->taa_jitter;
render_data.view_count = p_camera_data->view_count;
for (uint32_t v = 0; v < p_camera_data->view_count; v++) {
+ render_data.view_eye_offset[v] = p_camera_data->view_offset[v].origin;
render_data.view_projection[v] = p_camera_data->view_projection[v];
}
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
index 1b1df6469e..a90c165d83 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h
@@ -58,6 +58,7 @@ struct RenderDataRD {
// For stereo rendering
uint32_t view_count = 1;
+ Vector3 view_eye_offset[RendererSceneRender::MAX_RENDER_VIEWS];
CameraMatrix view_projection[RendererSceneRender::MAX_RENDER_VIEWS];
Transform3D prev_cam_transform;
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index 92c4fc3d67..b992e948c3 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -634,7 +634,11 @@ void fragment_shader(in SceneData scene_data) {
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+ vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+#else
vec3 view = -normalize(vertex_interp);
+#endif
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0, 0.0, 0.0, 1.0);
@@ -1191,7 +1195,7 @@ void fragment_shader(in SceneData scene_data) {
if (sc_use_forward_gi && bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_VOXEL_GI)) { // process voxel_gi_instances
uint index1 = instances.data[instance_index].gi_offset & 0xFFFF;
- vec3 ref_vec = normalize(reflect(normalize(vertex), normal));
+ vec3 ref_vec = normalize(reflect(-view, normal));
//find arbitrary tangent and bitangent, then build a matrix
vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
vec3 tangent = normalize(cross(v0, normal));
@@ -1309,7 +1313,7 @@ void fragment_shader(in SceneData scene_data) {
#else
vec3 bent_normal = normal;
#endif
- reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
}
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
index b700e21543..32ea83397a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered_inc.glsl
@@ -180,6 +180,7 @@ struct SceneData {
// only used for multiview
mat4 projection_matrix_view[MAX_VIEWS];
mat4 inv_projection_matrix_view[MAX_VIEWS];
+ vec4 eye_offset[MAX_VIEWS];
vec2 viewport_size;
vec2 screen_pixel_size;
@@ -250,7 +251,7 @@ struct SceneData {
bool pancake_shadows;
vec2 taa_jitter;
- uvec2 pad;
+ uvec2 pad2;
};
layout(set = 1, binding = 0, std140) uniform SceneDataBlock {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
index 5a308bbd02..c92b29b14a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_lights_inc.glsl
@@ -869,7 +869,7 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 v
diffuse_light, specular_light);
}
-void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
+void reflection_process(uint ref_index, vec3 view, vec3 vertex, vec3 normal, float roughness, vec3 ambient_light, vec3 specular_light, inout vec4 ambient_accum, inout vec4 reflection_accum) {
vec3 box_extents = reflections.data[ref_index].box_extents;
vec3 local_pos = (reflections.data[ref_index].local_matrix * vec4(vertex, 1.0)).xyz;
@@ -877,7 +877,7 @@ void reflection_process(uint ref_index, vec3 vertex, vec3 normal, float roughnes
return;
}
- vec3 ref_vec = normalize(reflect(vertex, normal));
+ vec3 ref_vec = normalize(reflect(-view, normal));
vec3 inner_pos = abs(local_pos / box_extents);
float blend = max(inner_pos.x, max(inner_pos.y, inner_pos.z));
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index e15ebbfc91..cd94908c31 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -586,7 +586,11 @@ void main() {
//lay out everything, whatever is unused is optimized away anyway
vec3 vertex = vertex_interp;
+#ifdef USE_MULTIVIEW
+ vec3 view = -normalize(vertex_interp - scene_data.eye_offset[ViewIndex].xyz);
+#else
vec3 view = -normalize(vertex_interp);
+#endif
vec3 albedo = vec3(1.0);
vec3 backlight = vec3(0.0);
vec4 transmittance_color = vec4(0.0);
@@ -1051,7 +1055,7 @@ void main() {
#else
vec3 bent_normal = normal;
#endif
- reflection_process(reflection_index, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
+ reflection_process(reflection_index, view, vertex, bent_normal, roughness, ambient_light, specular_light, ambient_accum, reflection_accum);
}
if (reflection_accum.a > 0.0) {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
index dd14a15837..7413d8730a 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile_inc.glsl
@@ -134,6 +134,7 @@ struct SceneData {
// only used for multiview
highp mat4 projection_matrix_view[MAX_VIEWS];
highp mat4 inv_projection_matrix_view[MAX_VIEWS];
+ highp vec4 eye_offset[MAX_VIEWS];
highp vec2 viewport_size;
highp vec2 screen_pixel_size;