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-rw-r--r--doc/classes/Environment.xml1
-rw-r--r--doc/classes/FogMaterial.xml1
-rw-r--r--doc/classes/ParticleProcessMaterial.xml4
-rw-r--r--drivers/gles3/effects/copy_effects.cpp2
-rw-r--r--drivers/gles3/effects/copy_effects.h2
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.cpp302
-rw-r--r--drivers/gles3/rasterizer_canvas_gles3.h45
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp12
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.h1
-rw-r--r--drivers/gles3/shaders/canvas.glsl170
-rw-r--r--drivers/gles3/shaders/canvas_uniforms_inc.glsl21
-rw-r--r--drivers/gles3/shaders/copy.glsl5
-rw-r--r--drivers/gles3/storage/texture_storage.cpp236
-rw-r--r--drivers/gles3/storage/texture_storage.h51
-rw-r--r--drivers/gles3/storage/utilities.cpp1
-rw-r--r--editor/editor_zoom_widget.cpp10
-rw-r--r--editor/editor_zoom_widget.h2
-rw-r--r--editor/plugins/canvas_item_editor_plugin.cpp1
-rw-r--r--editor/plugins/tiles/tile_atlas_view.cpp2
-rw-r--r--editor/plugins/tiles/tile_data_editors.cpp1
-rw-r--r--modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs5
-rw-r--r--platform/windows/os_windows.cpp4
-rw-r--r--scene/gui/control.cpp4
-rw-r--r--scene/resources/particle_process_material.cpp24
-rw-r--r--scene/resources/particle_process_material.h5
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp20
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h4
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp20
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h4
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp1
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl20
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h1
33 files changed, 887 insertions, 97 deletions
diff --git a/doc/classes/Environment.xml b/doc/classes/Environment.xml
index 243a28e73d..33b6a786ae 100644
--- a/doc/classes/Environment.xml
+++ b/doc/classes/Environment.xml
@@ -301,6 +301,7 @@
<member name="volumetric_fog_density" type="float" setter="set_volumetric_fog_density" getter="get_volumetric_fog_density" default="0.05">
The base [i]exponential[/i] density of the volumetric fog. Set this to the lowest density you want to have globally. [FogVolume]s can be used to add to or subtract from this density in specific areas. Fog rendering is exponential as in real life.
A value of [code]0.0[/code] disables global volumetric fog while allowing [FogVolume]s to display volumetric fog in specific areas.
+ To make volumetric fog work as a volumetric [i]lighting[/i] solution, set [member volumetric_fog_density] to the lowest non-zero value ([code]0.0001[/code]) then increase lights' [member Light3D.light_volumetric_fog_energy] to values between [code]10000[/code] and [code]100000[/code] to compensate for the very low density.
</member>
<member name="volumetric_fog_detail_spread" type="float" setter="set_volumetric_fog_detail_spread" getter="get_volumetric_fog_detail_spread" default="2.0">
The distribution of size down the length of the froxel buffer. A higher value compresses the froxels closer to the camera and places more detail closer to the camera.
diff --git a/doc/classes/FogMaterial.xml b/doc/classes/FogMaterial.xml
index 7428d6169a..aab6be4212 100644
--- a/doc/classes/FogMaterial.xml
+++ b/doc/classes/FogMaterial.xml
@@ -15,6 +15,7 @@
</member>
<member name="density" type="float" setter="set_density" getter="get_density" default="1.0">
The density of the [FogVolume]. Denser objects are more opaque, but may suffer from under-sampling artifacts that look like stripes. Negative values can be used to subtract fog from other [FogVolume]s or global volumetric fog.
+ [b]Note:[/b] Due to limited precision, [member density] values between [code]-0.001[/code] and [code]0.001[/code] (exclusive) act like [code]0.0[/code]. This does not apply to [member Environment.volumetric_fog_density].
</member>
<member name="density_texture" type="Texture3D" setter="set_density_texture" getter="get_density_texture">
The 3D texture that is used to scale the [member density] of the [FogVolume]. This can be used to vary fog density within the [FogVolume] with any kind of static pattern. For animated effects, consider using a custom [url=$DOCS_URL/tutorials/shaders/shader_reference/fog_shader.html]fog shader[/url].
diff --git a/doc/classes/ParticleProcessMaterial.xml b/doc/classes/ParticleProcessMaterial.xml
index a41207e9b3..807a94ab24 100644
--- a/doc/classes/ParticleProcessMaterial.xml
+++ b/doc/classes/ParticleProcessMaterial.xml
@@ -259,6 +259,10 @@
<member name="spread" type="float" setter="set_spread" getter="get_spread" default="45.0">
Each particle's initial direction range from [code]+spread[/code] to [code]-spread[/code] degrees.
</member>
+ <member name="sub_emitter_amount_at_collision" type="int" setter="set_sub_emitter_amount_at_collision" getter="get_sub_emitter_amount_at_collision">
+ Sub particle amount on collision.
+ Maximum amount set in the sub particles emitter.
+ </member>
<member name="sub_emitter_amount_at_end" type="int" setter="set_sub_emitter_amount_at_end" getter="get_sub_emitter_amount_at_end">
</member>
<member name="sub_emitter_frequency" type="float" setter="set_sub_emitter_frequency" getter="get_sub_emitter_frequency">
diff --git a/drivers/gles3/effects/copy_effects.cpp b/drivers/gles3/effects/copy_effects.cpp
index de0181f887..92c29a4264 100644
--- a/drivers/gles3/effects/copy_effects.cpp
+++ b/drivers/gles3/effects/copy_effects.cpp
@@ -114,7 +114,7 @@ CopyEffects::~CopyEffects() {
copy.shader.version_free(copy.shader_version);
}
-void CopyEffects::copy_to_rect(const Rect2i &p_rect) {
+void CopyEffects::copy_to_rect(const Rect2 &p_rect) {
copy.shader.version_bind_shader(copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
copy.shader.version_set_uniform(CopyShaderGLES3::COPY_SECTION, p_rect.position.x, p_rect.position.y, p_rect.size.x, p_rect.size.y, copy.shader_version, CopyShaderGLES3::MODE_COPY_SECTION);
glBindVertexArray(quad_array);
diff --git a/drivers/gles3/effects/copy_effects.h b/drivers/gles3/effects/copy_effects.h
index b863e76579..7f16b4e0f3 100644
--- a/drivers/gles3/effects/copy_effects.h
+++ b/drivers/gles3/effects/copy_effects.h
@@ -61,7 +61,7 @@ public:
~CopyEffects();
// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
- void copy_to_rect(const Rect2i &p_rect);
+ void copy_to_rect(const Rect2 &p_rect);
void copy_screen();
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
void set_color(const Color &p_color, const Rect2i &p_region);
diff --git a/drivers/gles3/rasterizer_canvas_gles3.cpp b/drivers/gles3/rasterizer_canvas_gles3.cpp
index c635e18132..65bb98d29e 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.cpp
+++ b/drivers/gles3/rasterizer_canvas_gles3.cpp
@@ -115,7 +115,7 @@ void RasterizerCanvasGLES3::_update_transform_to_mat4(const Transform3D &p_trans
p_mat4[15] = 1;
}
-void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
+void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_light_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) {
GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
GLES3::MaterialStorage *material_storage = GLES3::MaterialStorage::get_singleton();
@@ -144,9 +144,173 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
}
}
- // TODO: Setup Directional Lights
+ //setup directional lights if exist
- // TODO: Setup lights
+ uint32_t light_count = 0;
+ uint32_t directional_light_count = 0;
+ {
+ Light *l = p_directional_light_list;
+ uint32_t index = 0;
+
+ while (l) {
+ if (index == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
+
+ Vector2 canvas_light_dir = l->xform_cache.columns[1].normalized();
+
+ state.light_uniforms[index].position[0] = -canvas_light_dir.x;
+ state.light_uniforms[index].position[1] = -canvas_light_dir.y;
+
+ //_update_transform_2d_to_mat2x4(clight->shadow.directional_xform, state.light_uniforms[index].shadow_matrix);
+
+ state.light_uniforms[index].height = l->height; //0..1 here
+
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ /*
+ if (state.shadow_fb.is_valid()) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+ */
+
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
+ /*
+ if (clight->shadow.enabled) {
+ state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
+ }
+ */
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ directional_light_count = light_count;
+ state.using_directional_lights = directional_light_count > 0;
+ }
+
+ //setup lights if exist
+
+ {
+ Light *l = p_light_list;
+ uint32_t index = light_count;
+
+ while (l) {
+ if (index == data.max_lights_per_render) {
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ continue;
+ }
+
+ CanvasLight *clight = canvas_light_owner.get_or_null(l->light_internal);
+ if (!clight) { //unused or invalid texture
+ l->render_index_cache = -1;
+ l = l->next_ptr;
+ ERR_CONTINUE(!clight);
+ }
+ Transform2D to_light_xform = (p_canvas_transform * l->light_shader_xform).affine_inverse();
+
+ Vector2 canvas_light_pos = p_canvas_transform.xform(l->xform.get_origin()); //convert light position to canvas coordinates, as all computation is done in canvas coords to avoid precision loss
+ state.light_uniforms[index].position[0] = canvas_light_pos.x;
+ state.light_uniforms[index].position[1] = canvas_light_pos.y;
+
+ _update_transform_2d_to_mat2x4(to_light_xform, state.light_uniforms[index].matrix);
+ _update_transform_2d_to_mat2x4(l->xform_cache.affine_inverse(), state.light_uniforms[index].shadow_matrix);
+
+ state.light_uniforms[index].height = l->height * (p_canvas_transform.columns[0].length() + p_canvas_transform.columns[1].length()) * 0.5; //approximate height conversion to the canvas size, since all calculations are done in canvas coords to avoid precision loss
+ for (int i = 0; i < 4; i++) {
+ state.light_uniforms[index].shadow_color[i] = uint8_t(CLAMP(int32_t(l->shadow_color[i] * 255.0), 0, 255));
+ state.light_uniforms[index].color[i] = l->color[i];
+ }
+
+ state.light_uniforms[index].color[3] = l->energy; //use alpha for energy, so base color can go separate
+
+ /*
+ if (state.shadow_fb.is_valid()) {
+ state.light_uniforms[index].shadow_pixel_size = (1.0 / state.shadow_texture_size) * (1.0 + l->shadow_smooth);
+ state.light_uniforms[index].shadow_z_far_inv = 1.0 / clight->shadow.z_far;
+ state.light_uniforms[index].shadow_y_ofs = clight->shadow.y_offset;
+ } else {
+ state.light_uniforms[index].shadow_pixel_size = 1.0;
+ state.light_uniforms[index].shadow_z_far_inv = 1.0;
+ state.light_uniforms[index].shadow_y_ofs = 0;
+ }
+ */
+ state.light_uniforms[index].flags = l->blend_mode << LIGHT_FLAGS_BLEND_SHIFT;
+ state.light_uniforms[index].flags |= l->shadow_filter << LIGHT_FLAGS_FILTER_SHIFT;
+ /*
+ if (clight->shadow.enabled) {
+ state.light_uniforms[index].flags |= LIGHT_FLAGS_HAS_SHADOW;
+ }
+ */
+
+ if (clight->texture.is_valid()) {
+ Rect2 atlas_rect = GLES3::TextureStorage::get_singleton()->texture_atlas_get_texture_rect(clight->texture);
+ state.light_uniforms[index].atlas_rect[0] = atlas_rect.position.x;
+ state.light_uniforms[index].atlas_rect[1] = atlas_rect.position.y;
+ state.light_uniforms[index].atlas_rect[2] = atlas_rect.size.width;
+ state.light_uniforms[index].atlas_rect[3] = atlas_rect.size.height;
+
+ } else {
+ state.light_uniforms[index].atlas_rect[0] = 0;
+ state.light_uniforms[index].atlas_rect[1] = 0;
+ state.light_uniforms[index].atlas_rect[2] = 0;
+ state.light_uniforms[index].atlas_rect[3] = 0;
+ }
+
+ l->render_index_cache = index;
+
+ index++;
+ l = l->next_ptr;
+ }
+
+ light_count = index;
+ }
+
+ if (light_count > 0) {
+ glBindBufferBase(GL_UNIFORM_BUFFER, LIGHT_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].light_ubo);
+
+#ifdef WEB_ENABLED
+ glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, state.light_uniforms);
+#else
+ // On Desktop and mobile we map the memory without synchronizing for maximum speed.
+ void *ubo = glMapBufferRange(GL_UNIFORM_BUFFER, 0, sizeof(LightUniform) * light_count, GL_MAP_WRITE_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
+ memcpy(ubo, state.light_uniforms, sizeof(LightUniform) * light_count);
+ glUnmapBuffer(GL_UNIFORM_BUFFER);
+#endif
+
+ GLuint texture_atlas = texture_storage->texture_atlas_get_texture();
+ if (texture_atlas == 0) {
+ GLES3::Texture *tex = texture_storage->get_texture(texture_storage->texture_gl_get_default(GLES3::DEFAULT_GL_TEXTURE_WHITE));
+ texture_atlas = tex->tex_id;
+ }
+ glActiveTexture(GL_TEXTURE0 + GLES3::Config::get_singleton()->max_texture_image_units - 2);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas);
+ }
{
//update canvas state uniform buffer
@@ -175,13 +339,12 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.screen_pixel_size[0] = 1.0 / render_target_size.x;
state_buffer.screen_pixel_size[1] = 1.0 / render_target_size.y;
- // TODO: temporary, this should be set at the top of this function
glViewport(0, 0, render_target_size.x, render_target_size.y);
state_buffer.time = state.time;
state_buffer.use_pixel_snap = p_snap_2d_vertices_to_pixel;
- state_buffer.directional_light_count = 0; //directional_light_count;
+ state_buffer.directional_light_count = directional_light_count;
Vector2 canvas_scale = p_canvas_transform.get_scale();
@@ -200,7 +363,7 @@ void RasterizerCanvasGLES3::canvas_render_items(RID p_to_render_target, Item *p_
state_buffer.sdf_to_tex[3] = -sdf_tex_rect.position.y / sdf_tex_rect.size.height;
state_buffer.tex_to_sdf = 1.0 / ((canvas_scale.x + canvas_scale.y) * 0.5);
- glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_state_buffer);
+ glBindBufferBase(GL_UNIFORM_BUFFER, BASE_UNIFORM_LOCATION, state.canvas_instance_data_buffers[state.current_buffer].state_ubo);
glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), &state_buffer, GL_STREAM_DRAW);
GLuint global_buffer = material_storage->global_shader_parameters_get_uniform_buffer();
@@ -442,7 +605,9 @@ void RasterizerCanvasGLES3::_render_items(RID p_to_render_target, int p_item_cou
GLES3::CanvasMaterialData *material_data = state.canvas_instance_batches[i].material_data;
CanvasShaderGLES3::ShaderVariant variant = state.canvas_instance_batches[i].shader_variant;
- _bind_material(material_data, variant);
+ uint64_t specialization = 0;
+ specialization |= uint64_t(state.canvas_instance_batches[i].lights_disabled);
+ _bind_material(material_data, variant, specialization);
GLES3::CanvasShaderData::BlendMode blend_mode = state.canvas_instance_batches[i].blend_mode;
@@ -554,6 +719,38 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
bool skipping = false;
+ // TODO: consider making lights a per-batch property and then baking light operations in the shader for better performance.
+ uint32_t lights[4] = { 0, 0, 0, 0 };
+
+ uint16_t light_count = 0;
+
+ {
+ Light *light = p_lights;
+
+ while (light) {
+ if (light->render_index_cache >= 0 && p_item->light_mask & light->item_mask && p_item->z_final >= light->z_min && p_item->z_final <= light->z_max && p_item->global_rect_cache.intersects_transformed(light->xform_cache, light->rect_cache)) {
+ uint32_t light_index = light->render_index_cache;
+ lights[light_count >> 2] |= light_index << ((light_count & 3) * 8);
+
+ light_count++;
+
+ if (light_count == data.max_lights_per_item) {
+ break;
+ }
+ }
+ light = light->next_ptr;
+ }
+
+ base_flags |= light_count << FLAGS_LIGHT_COUNT_SHIFT;
+ }
+
+ bool lights_disabled = light_count == 0 && !state.using_directional_lights;
+
+ if (lights_disabled != state.canvas_instance_batches[state.current_batch_index].lights_disabled) {
+ _new_batch(r_batch_broken, r_index);
+ state.canvas_instance_batches[state.current_batch_index].lights_disabled = lights_disabled;
+ }
+
const Item::Command *c = p_item->commands;
while (c) {
if (skipping && c->type != Item::Command::TYPE_ANIMATION_SLICE) {
@@ -580,6 +777,11 @@ void RasterizerCanvasGLES3::_record_item_commands(const Item *p_item, const Tran
state.instance_data_array[r_index].pad[0] = 0.0;
state.instance_data_array[r_index].pad[1] = 0.0;
+ state.instance_data_array[r_index].lights[0] = lights[0];
+ state.instance_data_array[r_index].lights[1] = lights[1];
+ state.instance_data_array[r_index].lights[2] = lights[2];
+ state.instance_data_array[r_index].lights[3] = lights[3];
+
state.instance_data_array[r_index].flags = base_flags | (state.instance_data_array[r_index == 0 ? 0 : r_index - 1].flags & (FLAGS_DEFAULT_NORMAL_MAP_USED | FLAGS_DEFAULT_SPECULAR_MAP_USED)); //reset on each command for sanity, keep canvastexture binding config
Color blend_color;
@@ -1140,25 +1342,41 @@ void RasterizerCanvasGLES3::_new_batch(bool &r_batch_broken, uint32_t &r_index)
_align_instance_data_buffer(r_index);
}
-void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant) {
+void RasterizerCanvasGLES3::_bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization) {
if (p_material_data) {
if (p_material_data->shader_data->version.is_valid() && p_material_data->shader_data->valid) {
// Bind uniform buffer and textures
p_material_data->bind_uniforms();
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(p_material_data->shader_data->version, p_variant, p_specialization);
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
} else {
- GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant);
+ GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.version_bind_shader(data.canvas_shader_default_version, p_variant, p_specialization);
}
}
RID RasterizerCanvasGLES3::light_create() {
- return RID();
+ CanvasLight canvas_light;
+ return canvas_light_owner.make_rid(canvas_light);
}
void RasterizerCanvasGLES3::light_set_texture(RID p_rid, RID p_texture) {
+ GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
+
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND(!cl);
+ if (cl->texture == p_texture) {
+ return;
+ }
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_remove_from_texture_atlas(cl->texture);
+ }
+ cl->texture = p_texture;
+
+ if (cl->texture.is_valid()) {
+ texture_storage->texture_add_to_texture_atlas(cl->texture);
+ }
}
void RasterizerCanvasGLES3::light_set_use_shadow(RID p_rid, bool p_enable) {
@@ -1187,6 +1405,14 @@ void RasterizerCanvasGLES3::set_shadow_texture_size(int p_size) {
}
bool RasterizerCanvasGLES3::free(RID p_rid) {
+ if (canvas_light_owner.owns(p_rid)) {
+ CanvasLight *cl = canvas_light_owner.get_or_null(p_rid);
+ ERR_FAIL_COND_V(!cl, false);
+ canvas_light_owner.free(p_rid);
+ } else {
+ return false;
+ }
+
return true;
}
@@ -1357,7 +1583,7 @@ void RasterizerCanvasGLES3::_prepare_canvas_texture(RID p_texture, RS::CanvasIte
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_SPECULAR_MAP_USED;
}
- if (!normal_map) {
+ if (normal_map) {
state.instance_data_array[r_index].flags |= FLAGS_DEFAULT_NORMAL_MAP_USED;
} else {
state.instance_data_array[r_index].flags &= ~FLAGS_DEFAULT_NORMAL_MAP_USED;
@@ -1567,13 +1793,23 @@ void RasterizerCanvasGLES3::free_polygon(PolygonID p_polygon) {
// In theory allocations can reach as high as number of windows * 3 frames
// because OpenGL can start rendering subsequent frames before finishing the current one
void RasterizerCanvasGLES3::_allocate_instance_data_buffer() {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ GLuint new_buffers[3];
+ glGenBuffers(3, new_buffers);
+ // Batch UBO.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ // Light uniform buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
+ // State buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
+
state.current_buffer = (state.current_buffer + 1);
DataBuffer db;
- db.ubo = new_buffer;
+ db.ubo = new_buffers[0];
+ db.light_ubo = new_buffers[1];
+ db.state_ubo = new_buffers[2];
db.last_frame_used = RSG::rasterizer->get_frame_number();
state.canvas_instance_data_buffers.insert(state.current_buffer, db);
state.current_buffer = state.current_buffer % state.canvas_instance_data_buffers.size();
@@ -1755,12 +1991,21 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
state.canvas_instance_batches.reserve(200);
for (int i = 0; i < 3; i++) {
- GLuint new_buffer;
- glGenBuffers(1, &new_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, new_buffer);
- glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_DYNAMIC_DRAW);
+ GLuint new_buffers[3];
+ glGenBuffers(3, new_buffers);
+ // Batch UBO.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[0]);
+ glBufferData(GL_UNIFORM_BUFFER, data.max_instance_buffer_size, nullptr, GL_STREAM_DRAW);
+ // Light uniform buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[1]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(LightUniform) * data.max_lights_per_render, nullptr, GL_STREAM_DRAW);
+ // State buffer.
+ glBindBuffer(GL_UNIFORM_BUFFER, new_buffers[2]);
+ glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
DataBuffer db;
- db.ubo = new_buffer;
+ db.ubo = new_buffers[0];
+ db.light_ubo = new_buffers[1];
+ db.state_ubo = new_buffers[2];
db.last_frame_used = 0;
db.fence = glFenceSync(GL_SYNC_GPU_COMMANDS_COMPLETE, 0);
state.canvas_instance_data_buffers[i] = db;
@@ -1768,6 +2013,7 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
glBindBuffer(GL_UNIFORM_BUFFER, 0);
state.instance_data_array = memnew_arr(InstanceData, data.max_instances_per_ubo);
+ state.light_uniforms = memnew_arr(LightUniform, data.max_lights_per_render);
{
const uint32_t no_of_instances = data.max_instances_per_batch;
@@ -1794,14 +2040,9 @@ RasterizerCanvasGLES3::RasterizerCanvasGLES3() {
delete[] indices;
}
- glGenBuffers(1, &state.canvas_state_buffer);
- glBindBuffer(GL_UNIFORM_BUFFER, state.canvas_state_buffer);
- glBufferData(GL_UNIFORM_BUFFER, sizeof(StateBuffer), nullptr, GL_STREAM_DRAW);
- glBindBuffer(GL_UNIFORM_BUFFER, 0);
-
String global_defines;
global_defines += "#define MAX_GLOBAL_SHADER_UNIFORMS 256\n"; // TODO: this is arbitrary for now
- global_defines += "#define MAX_LIGHTS " + itos(data.max_instances_per_batch) + "\n";
+ global_defines += "#define MAX_LIGHTS " + itos(data.max_lights_per_render) + "\n";
global_defines += "#define MAX_DRAW_DATA_INSTANCES " + itos(data.max_instances_per_batch) + "\n";
GLES3::MaterialStorage::get_singleton()->shaders.canvas_shader.initialize(global_defines);
@@ -1854,7 +2095,8 @@ RasterizerCanvasGLES3::~RasterizerCanvasGLES3() {
glDeleteVertexArrays(1, &data.canvas_quad_array);
GLES3::TextureStorage::get_singleton()->canvas_texture_free(default_canvas_texture);
- memfree(state.instance_data_array);
+ memdelete_arr(state.instance_data_array);
+ memdelete_arr(state.light_uniforms);
}
#endif // GLES3_ENABLED
diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
index 15c2ca5710..65e5f14838 100644
--- a/drivers/gles3/rasterizer_canvas_gles3.h
+++ b/drivers/gles3/rasterizer_canvas_gles3.h
@@ -96,6 +96,33 @@ class RasterizerCanvasGLES3 : public RendererCanvasRender {
DEFAULT_MAX_LIGHTS_PER_RENDER = 256,
};
+ /******************/
+ /**** LIGHTING ****/
+ /******************/
+
+ struct CanvasLight {
+ RID texture;
+ };
+
+ RID_Owner<CanvasLight> canvas_light_owner;
+
+ struct LightUniform {
+ float matrix[8]; //light to texture coordinate matrix
+ float shadow_matrix[8]; //light to shadow coordinate matrix
+ float color[4];
+
+ uint8_t shadow_color[4];
+ uint32_t flags; //index to light texture
+ float shadow_pixel_size;
+ float height;
+
+ float position[2];
+ float shadow_z_far_inv;
+ float shadow_y_ofs;
+
+ float atlas_rect[4];
+ };
+
public:
enum {
BASE_UNIFORM_LOCATION = 0,
@@ -184,8 +211,8 @@ public:
RID canvas_shader_default_version;
- uint32_t max_lights_per_render;
- uint32_t max_lights_per_item;
+ uint32_t max_lights_per_render = 256;
+ uint32_t max_lights_per_item = 16;
uint32_t max_instances_per_batch = 512;
uint32_t max_instances_per_ubo = 16384;
uint32_t max_instance_buffer_size = 16384 * 128;
@@ -212,16 +239,22 @@ public:
const Item::Command *command = nullptr;
Item::Command::Type command_type = Item::Command::TYPE_ANIMATION_SLICE; // Can default to any type that doesn't form a batch.
uint32_t primitive_points = 0;
+
+ bool lights_disabled = false;
};
+ // DataBuffer contains our per-frame data. I.e. the resources that are updated each frame.
+ // We track them and ensure that they don't get reused until at least 2 frames have passed
+ // to avoid the GPU stalling to wait for a resource to become available.
struct DataBuffer {
GLuint ubo = 0;
+ GLuint light_ubo = 0;
+ GLuint state_ubo = 0;
uint64_t last_frame_used = -3;
GLsync fence = GLsync();
};
struct State {
- GLuint canvas_state_buffer;
LocalVector<DataBuffer> canvas_instance_data_buffers;
LocalVector<Batch> canvas_instance_batches;
uint32_t current_buffer = 0;
@@ -230,6 +263,10 @@ public:
InstanceData *instance_data_array = nullptr;
+ LightUniform *light_uniforms = nullptr;
+
+ bool using_directional_lights = false;
+
RID current_tex = RID();
RS::CanvasItemTextureFilter current_filter_mode = RS::CANVAS_ITEM_TEXTURE_FILTER_MAX;
RS::CanvasItemTextureRepeat current_repeat_mode = RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX;
@@ -282,7 +319,7 @@ public:
void _render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, uint32_t &r_last_index, bool p_to_backbuffer = false);
void _record_item_commands(const Item *p_item, const Transform2D &p_canvas_transform_inverse, Item *&current_clip, GLES3::CanvasShaderData::BlendMode p_blend_mode, Light *p_lights, uint32_t &r_index, bool &r_break_batch);
void _render_batch(Light *p_lights, uint32_t p_index);
- void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant);
+ void _bind_material(GLES3::CanvasMaterialData *p_material_data, CanvasShaderGLES3::ShaderVariant p_variant, uint64_t p_specialization);
void _new_batch(bool &r_batch_broken, uint32_t &r_index);
void _add_to_batch(uint32_t &r_index, bool &r_batch_broken);
void _allocate_instance_data_buffer();
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index 4c71edc24c..d6486801e7 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -1166,12 +1166,13 @@ void RasterizerSceneGLES3::_fill_render_list(RenderListType p_render_list, const
// LOD
if (p_render_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
- //lod
- Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->lod_camera_plane.normal);
- Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->lod_camera_plane.normal);
+ // Get the LOD support points on the mesh AABB.
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
- float distance_min = p_render_data->lod_camera_plane.distance_to(lod_support_min);
- float distance_max = p_render_data->lod_camera_plane.distance_to(lod_support_max);
+ // Get the distances to those points on the AABB from the camera origin.
+ float distance_min = (float)p_render_data->cam_transform.origin.distance_to(lod_support_min);
+ float distance_max = (float)p_render_data->cam_transform.origin.distance_to(lod_support_max);
float distance = 0.0;
@@ -1650,7 +1651,6 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
// this should be the same for all cameras..
render_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
- render_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
render_data.screen_mesh_lod_threshold = 0.0;
diff --git a/drivers/gles3/rasterizer_scene_gles3.h b/drivers/gles3/rasterizer_scene_gles3.h
index d11dc14080..3895620228 100644
--- a/drivers/gles3/rasterizer_scene_gles3.h
+++ b/drivers/gles3/rasterizer_scene_gles3.h
@@ -118,7 +118,6 @@ struct RenderDataGLES3 {
int reflection_probe_pass = 0;
float lod_distance_multiplier = 0.0;
- Plane lod_camera_plane = Plane();
float screen_mesh_lod_threshold = 0.0;
uint32_t directional_light_count = 0;
diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl
index a177112476..22a11cdc29 100644
--- a/drivers/gles3/shaders/canvas.glsl
+++ b/drivers/gles3/shaders/canvas.glsl
@@ -211,7 +211,7 @@ void main() {
#include "canvas_uniforms_inc.glsl"
#include "stdlib_inc.glsl"
-//uniform sampler2D atlas_texture; //texunit:-2
+uniform sampler2D atlas_texture; //texunit:-2
//uniform sampler2D shadow_atlas_texture; //texunit:-3
uniform sampler2D screen_texture; //texunit:-4
uniform sampler2D sdf_texture; //texunit:-5
@@ -243,6 +243,77 @@ layout(std140) uniform MaterialUniforms{
#endif
#GLOBALS
+#ifndef DISABLE_LIGHTING
+#ifdef LIGHT_CODE_USED
+
+vec4 light_compute(
+ vec3 light_vertex,
+ vec3 light_position,
+ vec3 normal,
+ vec4 light_color,
+ float light_energy,
+ vec4 specular_shininess,
+ inout vec4 shadow_modulate,
+ vec2 screen_uv,
+ vec2 uv,
+ vec4 color, bool is_directional) {
+ vec4 light = vec4(0.0);
+ vec3 light_direction = vec3(0.0);
+
+ if (is_directional) {
+ light_direction = normalize(mix(vec3(light_position.xy, 0.0), vec3(0, 0, 1), light_position.z));
+ light_position = vec3(0.0);
+ } else {
+ light_direction = normalize(light_position - light_vertex);
+ }
+
+#CODE : LIGHT
+
+ return light;
+}
+
+#endif
+
+vec3 light_normal_compute(vec3 light_vec, vec3 normal, vec3 base_color, vec3 light_color, vec4 specular_shininess, bool specular_shininess_used) {
+ float cNdotL = max(0.0, dot(normal, light_vec));
+
+ if (specular_shininess_used) {
+ //blinn
+ vec3 view = vec3(0.0, 0.0, 1.0); // not great but good enough
+ vec3 half_vec = normalize(view + light_vec);
+
+ float cNdotV = max(dot(normal, view), 0.0);
+ float cNdotH = max(dot(normal, half_vec), 0.0);
+ float cVdotH = max(dot(view, half_vec), 0.0);
+ float cLdotH = max(dot(light_vec, half_vec), 0.0);
+ float shininess = exp2(15.0 * specular_shininess.a + 1.0) * 0.25;
+ float blinn = pow(cNdotH, shininess);
+ blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
+ float s = (blinn) / max(4.0 * cNdotV * cNdotL, 0.75);
+
+ return specular_shininess.rgb * light_color * s + light_color * base_color * cNdotL;
+ } else {
+ return light_color * base_color * cNdotL;
+ }
+}
+
+void light_blend_compute(uint light_base, vec4 light_color, inout vec3 color) {
+ uint blend_mode = light_array[light_base].flags & LIGHT_FLAGS_BLEND_MASK;
+
+ switch (blend_mode) {
+ case LIGHT_FLAGS_BLEND_MODE_ADD: {
+ color.rgb += light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_SUB: {
+ color.rgb -= light_color.rgb * light_color.a;
+ } break;
+ case LIGHT_FLAGS_BLEND_MODE_MIX: {
+ color.rgb = mix(color.rgb, light_color.rgb, light_color.a);
+ } break;
+ }
+}
+
+#endif
#ifdef USE_NINEPATCH
@@ -353,7 +424,8 @@ void main() {
color *= texture(color_texture, uv);
}
- bool using_light = false;
+ uint light_count = (draw_data[draw_data_instance].flags >> uint(FLAGS_LIGHT_COUNT_SHIFT)) & uint(0xF); //max 16 lights
+ bool using_light = light_count > 0u || directional_light_count > 0u;
vec3 normal;
@@ -414,11 +486,105 @@ void main() {
#endif
}
+ if (normal_used) {
+ //convert by item transform
+ normal.xy = mat2(normalize(draw_data[draw_data_instance].world_x), normalize(draw_data[draw_data_instance].world_y)) * normal.xy;
+ //convert by canvas transform
+ normal = normalize((canvas_normal_transform * vec4(normal, 0.0)).xyz);
+ }
+
+ vec4 base_color = color;
+
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
#else
color *= canvas_modulation;
#endif
+#if !defined(DISABLE_LIGHTING) && !defined(MODE_UNSHADED)
+
+ // Directional Lights
+
+ for (uint i = 0u; i < directional_light_count; i++) {
+ uint light_base = i;
+
+ vec2 direction = light_array[light_base].position;
+ vec4 light_color = light_array[light_base].color;
+
+#ifdef LIGHT_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ light_color = light_compute(light_vertex, vec3(direction, light_array[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true);
+#else
+
+ if (normal_used) {
+ vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array[light_base].height));
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
+ }
+#endif
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+
+ // Positional Lights
+
+ for (uint i = 0u; i < MAX_LIGHTS_PER_ITEM; i++) {
+ if (i >= light_count) {
+ break;
+ }
+ uint light_base;
+ if (i < 8u) {
+ if (i < 4u) {
+ light_base = draw_data[draw_data_instance].lights[0];
+ } else {
+ light_base = draw_data[draw_data_instance].lights[1];
+ }
+ } else {
+ if (i < 12u) {
+ light_base = draw_data[draw_data_instance].lights[2];
+ } else {
+ light_base = draw_data[draw_data_instance].lights[3];
+ }
+ }
+ light_base >>= (i & 3u) * 8u;
+ light_base &= uint(0xFF);
+
+ vec2 tex_uv = (vec4(vertex, 0.0, 1.0) * mat4(light_array[light_base].texture_matrix[0], light_array[light_base].texture_matrix[1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy; //multiply inverse given its transposed. Optimizer removes useless operations.
+ vec2 tex_uv_atlas = tex_uv * light_array[light_base].atlas_rect.zw + light_array[light_base].atlas_rect.xy;
+ vec4 light_color = textureLod(atlas_texture, tex_uv_atlas, 0.0);
+ vec4 light_base_color = light_array[light_base].color;
+
+#ifdef LIGHT_CODE_USED
+
+ vec4 shadow_modulate = vec4(1.0);
+ vec3 light_position = vec3(light_array[light_base].position, light_array[light_base].height);
+
+ light_color.rgb *= light_base_color.rgb;
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false);
+#else
+
+ light_color.rgb *= light_base_color.rgb * light_base_color.a;
+
+ if (normal_used) {
+ vec3 light_pos = vec3(light_array[light_base].position, light_array[light_base].height);
+ vec3 pos = light_vertex;
+ vec3 light_vec = normalize(light_pos - pos);
+
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
+ }
+#endif
+ if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
+ //if outside the light texture, light color is zero
+ light_color.a = 0.0;
+ }
+
+ light_blend_compute(light_base, light_color, color.rgb);
+ }
+#endif
+
frag_color = color;
}
diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
index 6b65e09cbf..43d275205f 100644
--- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl
+++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl
@@ -94,6 +94,27 @@ layout(std140) uniform CanvasData { //ubo:0
#define LIGHT_FLAGS_SHADOW_PCF5 uint(1 << 22)
#define LIGHT_FLAGS_SHADOW_PCF13 uint(2 << 22)
+struct Light {
+ mat2x4 texture_matrix; //light to texture coordinate matrix (transposed)
+ mat2x4 shadow_matrix; //light to shadow coordinate matrix (transposed)
+ vec4 color;
+
+ uint shadow_color; // packed
+ uint flags; //index to light texture
+ float shadow_pixel_size;
+ float height;
+
+ vec2 position;
+ float shadow_zfar_inv;
+ float shadow_y_ofs;
+
+ vec4 atlas_rect;
+};
+
+layout(std140) uniform LightData { //ubo:2
+ Light light_array[MAX_LIGHTS];
+};
+
layout(std140) uniform DrawDataInstances { //ubo:3
DrawData draw_data[MAX_DRAW_DATA_INSTANCES];
diff --git a/drivers/gles3/shaders/copy.glsl b/drivers/gles3/shaders/copy.glsl
index ca2fc7e36d..796ba79c2e 100644
--- a/drivers/gles3/shaders/copy.glsl
+++ b/drivers/gles3/shaders/copy.glsl
@@ -2,7 +2,7 @@
#[modes]
mode_default = #define MODE_SIMPLE_COPY
-mode_copy_section = #define USE_COPY_SECTION
+mode_copy_section = #define USE_COPY_SECTION \n#define MODE_SIMPLE_COPY
mode_gaussian_blur = #define MODE_GAUSSIAN_BLUR
mode_mipmap = #define MODE_MIPMAP
mode_simple_color = #define MODE_SIMPLE_COLOR \n#define USE_COPY_SECTION
@@ -25,8 +25,7 @@ void main() {
gl_Position = vec4(vertex_attrib, 1.0, 1.0);
#ifdef USE_COPY_SECTION
- gl_Position.xy = (copy_section.xy + (uv_interp.xy * 0.5 + 0.5) * copy_section.zw) * 2.0 - 1.0;
- uv_interp = copy_section.xy + uv_interp * copy_section.zw;
+ gl_Position.xy = (copy_section.xy + uv_interp.xy * copy_section.zw) * 2.0 - 1.0;
#endif
}
diff --git a/drivers/gles3/storage/texture_storage.cpp b/drivers/gles3/storage/texture_storage.cpp
index 442bd69b55..48f460f995 100644
--- a/drivers/gles3/storage/texture_storage.cpp
+++ b/drivers/gles3/storage/texture_storage.cpp
@@ -197,6 +197,22 @@ TextureStorage::TextureStorage() {
glBindTexture(GL_TEXTURE_2D, 0);
+ { // Atlas Texture initialize.
+ uint8_t pixel_data[4 * 4 * 4];
+ for (int i = 0; i < 16; i++) {
+ pixel_data[i * 4 + 0] = 0;
+ pixel_data[i * 4 + 1] = 0;
+ pixel_data[i * 4 + 2] = 0;
+ pixel_data[i * 4 + 3] = 255;
+ }
+
+ glGenTextures(1, &texture_atlas.texture);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixel_data);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, 0);
+
#ifdef GLES_OVER_GL
glEnable(GL_PROGRAM_POINT_SIZE);
#endif
@@ -207,6 +223,11 @@ TextureStorage::~TextureStorage() {
for (int i = 0; i < DEFAULT_GL_TEXTURE_MAX; i++) {
texture_free(default_gl_textures[i]);
}
+
+ glDeleteTextures(1, &texture_atlas.texture);
+ texture_atlas.texture = 0;
+ glDeleteFramebuffers(1, &texture_atlas.framebuffer);
+ texture_atlas.framebuffer = 0;
}
//TODO, move back to storage
@@ -653,7 +674,7 @@ void TextureStorage::texture_free(RID p_texture) {
}
}
- //decal_atlas_remove_texture(p_texture);
+ texture_atlas_remove_texture(p_texture);
for (int i = 0; i < t->proxies.size(); i++) {
Texture *p = texture_owner.get_or_null(t->proxies[i]);
@@ -875,7 +896,7 @@ void TextureStorage::texture_replace(RID p_texture, RID p_by_texture) {
//delete last, so proxies can be updated
texture_owner.free(p_by_texture);
- //decal_atlas_mark_dirty_on_texture(p_texture);
+ texture_atlas_mark_dirty_on_texture(p_texture);
}
void TextureStorage::texture_set_size_override(RID p_texture, int p_width, int p_height) {
@@ -1143,6 +1164,217 @@ RID TextureStorage::texture_create_radiance_cubemap(RID p_source, int p_resoluti
return RID();
}
+/* TEXTURE ATLAS API */
+
+void TextureStorage::texture_add_to_texture_atlas(RID p_texture) {
+ if (!texture_atlas.textures.has(p_texture)) {
+ TextureAtlas::Texture t;
+ t.users = 1;
+ texture_atlas.textures[p_texture] = t;
+ texture_atlas.dirty = true;
+ } else {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
+ t->users++;
+ }
+}
+
+void TextureStorage::texture_remove_from_texture_atlas(RID p_texture) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
+ ERR_FAIL_COND(!t);
+ t->users--;
+ if (t->users == 0) {
+ texture_atlas.textures.erase(p_texture);
+ // Do not mark it dirty, there is no need to since it remains working.
+ }
+}
+
+void TextureStorage::texture_atlas_mark_dirty_on_texture(RID p_texture) {
+ if (texture_atlas.textures.has(p_texture)) {
+ texture_atlas.dirty = true; // Mark it dirty since it was most likely modified.
+ }
+}
+
+void TextureStorage::texture_atlas_remove_texture(RID p_texture) {
+ if (texture_atlas.textures.has(p_texture)) {
+ texture_atlas.textures.erase(p_texture);
+ // There is not much a point of making it dirty, texture can be removed next time the atlas is updated.
+ }
+}
+
+GLuint TextureStorage::texture_atlas_get_texture() const {
+ return texture_atlas.texture;
+}
+
+void TextureStorage::update_texture_atlas() {
+ CopyEffects *copy_effects = CopyEffects::get_singleton();
+ ERR_FAIL_NULL(copy_effects);
+
+ if (!texture_atlas.dirty) {
+ return; //nothing to do
+ }
+
+ texture_atlas.dirty = false;
+
+ if (texture_atlas.texture != 0) {
+ glDeleteTextures(1, &texture_atlas.texture);
+ texture_atlas.texture = 0;
+ glDeleteFramebuffers(1, &texture_atlas.framebuffer);
+ texture_atlas.framebuffer = 0;
+ }
+
+ const int border = 2;
+
+ if (texture_atlas.textures.size()) {
+ //generate atlas
+ Vector<TextureAtlas::SortItem> itemsv;
+ itemsv.resize(texture_atlas.textures.size());
+ int base_size = 8;
+
+ int idx = 0;
+
+ for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
+ TextureAtlas::SortItem &si = itemsv.write[idx];
+
+ Texture *src_tex = get_texture(E.key);
+
+ si.size.width = (src_tex->width / border) + 1;
+ si.size.height = (src_tex->height / border) + 1;
+ si.pixel_size = Size2i(src_tex->width, src_tex->height);
+
+ if (base_size < si.size.width) {
+ base_size = nearest_power_of_2_templated(si.size.width);
+ }
+
+ si.texture = E.key;
+ idx++;
+ }
+
+ //sort items by size
+ itemsv.sort();
+
+ //attempt to create atlas
+ int item_count = itemsv.size();
+ TextureAtlas::SortItem *items = itemsv.ptrw();
+
+ int atlas_height = 0;
+
+ while (true) {
+ Vector<int> v_offsetsv;
+ v_offsetsv.resize(base_size);
+
+ int *v_offsets = v_offsetsv.ptrw();
+ memset(v_offsets, 0, sizeof(int) * base_size);
+
+ int max_height = 0;
+
+ for (int i = 0; i < item_count; i++) {
+ //best fit
+ TextureAtlas::SortItem &si = items[i];
+ int best_idx = -1;
+ int best_height = 0x7FFFFFFF;
+ for (int j = 0; j <= base_size - si.size.width; j++) {
+ int height = 0;
+ for (int k = 0; k < si.size.width; k++) {
+ int h = v_offsets[k + j];
+ if (h > height) {
+ height = h;
+ if (height > best_height) {
+ break; //already bad
+ }
+ }
+ }
+
+ if (height < best_height) {
+ best_height = height;
+ best_idx = j;
+ }
+ }
+
+ //update
+ for (int k = 0; k < si.size.width; k++) {
+ v_offsets[k + best_idx] = best_height + si.size.height;
+ }
+
+ si.pos.x = best_idx;
+ si.pos.y = best_height;
+
+ if (si.pos.y + si.size.height > max_height) {
+ max_height = si.pos.y + si.size.height;
+ }
+ }
+
+ if (max_height <= base_size * 2) {
+ atlas_height = max_height;
+ break; //good ratio, break;
+ }
+
+ base_size *= 2;
+ }
+
+ texture_atlas.size.width = base_size * border;
+ texture_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
+
+ for (int i = 0; i < item_count; i++) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(items[i].texture);
+ t->uv_rect.position = items[i].pos * border + Vector2i(border / 2, border / 2);
+ t->uv_rect.size = items[i].pixel_size;
+
+ t->uv_rect.position /= Size2(texture_atlas.size);
+ t->uv_rect.size /= Size2(texture_atlas.size);
+ }
+ } else {
+ texture_atlas.size.width = 4;
+ texture_atlas.size.height = 4;
+ }
+
+ { // Atlas Texture initialize.
+ // TODO validate texture atlas size with maximum texture size
+ glGenTextures(1, &texture_atlas.texture);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, texture_atlas.texture);
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, texture_atlas.size.width, texture_atlas.size.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
+
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
+
+ glGenFramebuffers(1, &texture_atlas.framebuffer);
+ glBindFramebuffer(GL_FRAMEBUFFER, texture_atlas.framebuffer);
+ glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture_atlas.texture, 0);
+
+ GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+
+ if (status != GL_FRAMEBUFFER_COMPLETE) {
+ glDeleteFramebuffers(1, &texture_atlas.framebuffer);
+ texture_atlas.framebuffer = 0;
+ glDeleteTextures(1, &texture_atlas.texture);
+ texture_atlas.texture = 0;
+ WARN_PRINT("Could not create texture atlas, status: " + get_framebuffer_error(status));
+ return;
+ }
+ glViewport(0, 0, texture_atlas.size.width, texture_atlas.size.height);
+ glClearColor(0.0, 0.0, 0.0, 0.0);
+ glClear(GL_COLOR_BUFFER_BIT);
+ glBindTexture(GL_TEXTURE_2D, 0);
+ }
+
+ glDisable(GL_BLEND);
+
+ if (texture_atlas.textures.size()) {
+ for (const KeyValue<RID, TextureAtlas::Texture> &E : texture_atlas.textures) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(E.key);
+ Texture *src_tex = get_texture(E.key);
+ glActiveTexture(GL_TEXTURE0);
+ glBindTexture(GL_TEXTURE_2D, src_tex->tex_id);
+ copy_effects->copy_to_rect(t->uv_rect);
+ }
+ }
+ glBindFramebuffer(GL_FRAMEBUFFER, 0);
+}
+
/* DECAL API */
RID TextureStorage::decal_allocate() {
diff --git a/drivers/gles3/storage/texture_storage.h b/drivers/gles3/storage/texture_storage.h
index 7e083e48e8..39a74236e5 100644
--- a/drivers/gles3/storage/texture_storage.h
+++ b/drivers/gles3/storage/texture_storage.h
@@ -371,6 +371,38 @@ private:
Ref<Image> _get_gl_image_and_format(const Ref<Image> &p_image, Image::Format p_format, Image::Format &r_real_format, GLenum &r_gl_format, GLenum &r_gl_internal_format, GLenum &r_gl_type, bool &r_compressed, bool p_force_decompress) const;
+ /* TEXTURE ATLAS API */
+
+ struct TextureAtlas {
+ struct Texture {
+ int users;
+ Rect2 uv_rect;
+ };
+
+ struct SortItem {
+ RID texture;
+ Size2i pixel_size;
+ Size2i size;
+ Point2i pos;
+
+ bool operator<(const SortItem &p_item) const {
+ //sort larger to smaller
+ if (size.height == p_item.size.height) {
+ return size.width > p_item.size.width;
+ } else {
+ return size.height > p_item.size.height;
+ }
+ }
+ };
+
+ HashMap<RID, Texture> textures;
+ bool dirty = true;
+
+ GLuint texture = 0;
+ GLuint framebuffer = 0;
+ Size2i size;
+ } texture_atlas;
+
/* Render Target API */
mutable RID_Owner<RenderTarget> render_target_owner;
@@ -473,6 +505,25 @@ public:
void texture_bind(RID p_texture, uint32_t p_texture_no);
RID texture_create_radiance_cubemap(RID p_source, int p_resolution = -1) const;
+ /* TEXTURE ATLAS API */
+
+ void update_texture_atlas();
+
+ GLuint texture_atlas_get_texture() const;
+ _FORCE_INLINE_ Rect2 texture_atlas_get_texture_rect(RID p_texture) {
+ TextureAtlas::Texture *t = texture_atlas.textures.getptr(p_texture);
+ if (!t) {
+ return Rect2();
+ }
+
+ return t->uv_rect;
+ }
+
+ void texture_add_to_texture_atlas(RID p_texture);
+ void texture_remove_from_texture_atlas(RID p_texture);
+ void texture_atlas_mark_dirty_on_texture(RID p_texture);
+ void texture_atlas_remove_texture(RID p_texture);
+
/* DECAL API */
virtual RID decal_allocate() override;
diff --git a/drivers/gles3/storage/utilities.cpp b/drivers/gles3/storage/utilities.cpp
index 16bacf1829..6e91f38050 100644
--- a/drivers/gles3/storage/utilities.cpp
+++ b/drivers/gles3/storage/utilities.cpp
@@ -302,6 +302,7 @@ void Utilities::update_dirty_resources() {
MaterialStorage::get_singleton()->_update_queued_materials();
//MeshStorage::get_singleton()->_update_dirty_skeletons();
MeshStorage::get_singleton()->_update_dirty_multimeshes();
+ TextureStorage::get_singleton()->update_texture_atlas();
}
void Utilities::set_debug_generate_wireframes(bool p_generate) {
diff --git a/editor/editor_zoom_widget.cpp b/editor/editor_zoom_widget.cpp
index 88e99d9b30..8e820f41ee 100644
--- a/editor/editor_zoom_widget.cpp
+++ b/editor/editor_zoom_widget.cpp
@@ -161,13 +161,19 @@ void EditorZoomWidget::_bind_methods() {
ADD_SIGNAL(MethodInfo("zoom_changed", PropertyInfo(Variant::FLOAT, "zoom")));
}
+void EditorZoomWidget::set_shortcut_context(Node *p_node) const {
+ zoom_minus->set_shortcut_context(p_node);
+ zoom_plus->set_shortcut_context(p_node);
+ zoom_reset->set_shortcut_context(p_node);
+}
+
EditorZoomWidget::EditorZoomWidget() {
// Zoom buttons
zoom_minus = memnew(Button);
zoom_minus->set_flat(true);
add_child(zoom_minus);
zoom_minus->connect("pressed", callable_mp(this, &EditorZoomWidget::_button_zoom_minus));
- zoom_minus->set_shortcut(ED_SHORTCUT("canvas_item_editor/zoom_minus", TTR("Zoom Out"), KeyModifierMask::CMD_OR_CTRL | Key::MINUS));
+ zoom_minus->set_shortcut(ED_SHORTCUT_ARRAY("canvas_item_editor/zoom_minus", TTR("Zoom Out"), { int32_t(KeyModifierMask::CMD_OR_CTRL | Key::MINUS), int32_t(KeyModifierMask::CMD_OR_CTRL | Key::KP_SUBTRACT) }));
zoom_minus->set_shortcut_context(this);
zoom_minus->set_focus_mode(FOCUS_NONE);
@@ -189,7 +195,7 @@ EditorZoomWidget::EditorZoomWidget() {
zoom_plus->set_flat(true);
add_child(zoom_plus);
zoom_plus->connect("pressed", callable_mp(this, &EditorZoomWidget::_button_zoom_plus));
- zoom_plus->set_shortcut(ED_SHORTCUT("canvas_item_editor/zoom_plus", TTR("Zoom In"), KeyModifierMask::CMD_OR_CTRL | Key::EQUAL)); // Usually direct access key for PLUS
+ zoom_plus->set_shortcut(ED_SHORTCUT_ARRAY("canvas_item_editor/zoom_plus", TTR("Zoom In"), { int32_t(KeyModifierMask::CMD_OR_CTRL | Key::EQUAL), int32_t(KeyModifierMask::CMD_OR_CTRL | Key::KP_ADD) }));
zoom_plus->set_shortcut_context(this);
zoom_plus->set_focus_mode(FOCUS_NONE);
diff --git a/editor/editor_zoom_widget.h b/editor/editor_zoom_widget.h
index 4690a57a2b..995b9e1808 100644
--- a/editor/editor_zoom_widget.h
+++ b/editor/editor_zoom_widget.h
@@ -57,6 +57,8 @@ public:
float get_zoom();
void set_zoom(float p_zoom);
void set_zoom_by_increments(int p_increment_count, bool p_integer_only = false);
+ // Sets the shortcut context for the zoom buttons. By default their context is this EditorZoomWidget control.
+ void set_shortcut_context(Node *p_node) const;
};
#endif // EDITOR_ZOOM_WIDGET_H
diff --git a/editor/plugins/canvas_item_editor_plugin.cpp b/editor/plugins/canvas_item_editor_plugin.cpp
index 4c792d0dca..c59781390a 100644
--- a/editor/plugins/canvas_item_editor_plugin.cpp
+++ b/editor/plugins/canvas_item_editor_plugin.cpp
@@ -5060,6 +5060,7 @@ CanvasItemEditor::CanvasItemEditor() {
zoom_widget = memnew(EditorZoomWidget);
controls_vb->add_child(zoom_widget);
zoom_widget->set_anchors_and_offsets_preset(Control::PRESET_TOP_LEFT, Control::PRESET_MODE_MINSIZE, 2 * EDSCALE);
+ zoom_widget->set_shortcut_context(this);
zoom_widget->connect("zoom_changed", callable_mp(this, &CanvasItemEditor::_update_zoom));
panner.instantiate();
diff --git a/editor/plugins/tiles/tile_atlas_view.cpp b/editor/plugins/tiles/tile_atlas_view.cpp
index c823487279..502c34459a 100644
--- a/editor/plugins/tiles/tile_atlas_view.cpp
+++ b/editor/plugins/tiles/tile_atlas_view.cpp
@@ -533,11 +533,11 @@ TileAtlasView::TileAtlasView() {
panel->set_v_size_flags(SIZE_EXPAND_FILL);
add_child(panel);
- // Scrollingsc
zoom_widget = memnew(EditorZoomWidget);
add_child(zoom_widget);
zoom_widget->set_anchors_and_offsets_preset(Control::PRESET_TOP_LEFT, Control::PRESET_MODE_MINSIZE, 2 * EDSCALE);
zoom_widget->connect("zoom_changed", callable_mp(this, &TileAtlasView::_zoom_widget_changed).unbind(1));
+ zoom_widget->set_shortcut_context(this);
button_center_view = memnew(Button);
button_center_view->set_icon(get_theme_icon(SNAME("CenterView"), SNAME("EditorIcons")));
diff --git a/editor/plugins/tiles/tile_data_editors.cpp b/editor/plugins/tiles/tile_data_editors.cpp
index 73ca8b6176..17b9035121 100644
--- a/editor/plugins/tiles/tile_data_editors.cpp
+++ b/editor/plugins/tiles/tile_data_editors.cpp
@@ -831,6 +831,7 @@ GenericTilePolygonEditor::GenericTilePolygonEditor() {
editor_zoom_widget = memnew(EditorZoomWidget);
editor_zoom_widget->set_position(Vector2(5, 5));
editor_zoom_widget->connect("zoom_changed", callable_mp(this, &GenericTilePolygonEditor::_zoom_changed).unbind(1));
+ editor_zoom_widget->set_shortcut_context(this);
root->add_child(editor_zoom_widget);
button_center_view = memnew(Button);
diff --git a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
index 3c75d18943..9b3969d453 100644
--- a/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
+++ b/modules/mono/glue/GodotSharp/GodotSharp/Core/DelegateUtils.cs
@@ -76,6 +76,11 @@ namespace Godot
internal static bool TrySerializeDelegate(Delegate @delegate, Collections.Array serializedData)
{
+ if (@delegate is null)
+ {
+ return false;
+ }
+
if (@delegate is MulticastDelegate multicastDelegate)
{
bool someDelegatesSerialized = false;
diff --git a/platform/windows/os_windows.cpp b/platform/windows/os_windows.cpp
index 5e4ba4a9e3..5ca064e523 100644
--- a/platform/windows/os_windows.cpp
+++ b/platform/windows/os_windows.cpp
@@ -331,8 +331,10 @@ Vector<String> OS_Windows::get_video_adapter_driver_info() const {
if (hr != S_OK) {
return Vector<String>();
}
+ BSTR resource_name = SysAllocString(L"root\\CIMV2");
+ hr = wbemLocator->ConnectServer(resource_name, NULL, NULL, NULL, 0, NULL, NULL, &wbemServices);
+ SysFreeString(resource_name);
- hr = wbemLocator->ConnectServer(L"root\\CIMV2", NULL, NULL, 0, NULL, 0, 0, &wbemServices);
SAFE_RELEASE(wbemLocator) // from now on, use `wbemServices`
if (hr != S_OK) {
SAFE_RELEASE(wbemServices)
diff --git a/scene/gui/control.cpp b/scene/gui/control.cpp
index 2dcae2553c..488ae762c5 100644
--- a/scene/gui/control.cpp
+++ b/scene/gui/control.cpp
@@ -2885,8 +2885,8 @@ void Control::_notification(int p_notification) {
if (data.parent_canvas_item) {
data.parent_canvas_item->disconnect("item_rect_changed", callable_mp(this, &Control::_size_changed));
data.parent_canvas_item = nullptr;
- } else if (!is_set_as_top_level()) {
- //disconnect viewport
+ } else {
+ // Disconnect viewport.
Viewport *viewport = get_viewport();
ERR_FAIL_COND(!viewport);
viewport->disconnect("size_changed", callable_mp(this, &Control::_size_changed));
diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp
index 692a40badc..b77430c154 100644
--- a/scene/resources/particle_process_material.cpp
+++ b/scene/resources/particle_process_material.cpp
@@ -115,6 +115,7 @@ void ParticleProcessMaterial::init_shaders() {
shader_names->sub_emitter_frequency = "sub_emitter_frequency";
shader_names->sub_emitter_amount_at_end = "sub_emitter_amount_at_end";
+ shader_names->sub_emitter_amount_at_collision = "sub_emitter_amount_at_collision";
shader_names->sub_emitter_keep_velocity = "sub_emitter_keep_velocity";
shader_names->collision_friction = "collision_friction";
@@ -235,6 +236,9 @@ void ParticleProcessMaterial::_update_shader() {
if (sub_emitter_mode == SUB_EMITTER_AT_END) {
code += "uniform int sub_emitter_amount_at_end;\n";
}
+ if (sub_emitter_mode == SUB_EMITTER_AT_COLLISION) {
+ code += "uniform int sub_emitter_amount_at_collision;\n";
+ }
code += "uniform bool sub_emitter_keep_velocity;\n";
}
@@ -866,7 +870,7 @@ void ParticleProcessMaterial::_update_shader() {
code += " if (DELTA >= interval_rem) emit_count = 1;\n";
} break;
case SUB_EMITTER_AT_COLLISION: {
- code += " if (COLLIDED) emit_count = 1;\n";
+ code += " if (COLLIDED) emit_count = sub_emitter_amount_at_collision;\n";
} break;
case SUB_EMITTER_AT_END: {
code += " float unit_delta = DELTA/LIFETIME;\n";
@@ -1425,6 +1429,10 @@ void ParticleProcessMaterial::_validate_property(PropertyInfo &p_property) const
p_property.usage = PROPERTY_USAGE_NONE;
}
+ if (p_property.name == "sub_emitter_amount_at_collision" && sub_emitter_mode != SUB_EMITTER_AT_COLLISION) {
+ p_property.usage = PROPERTY_USAGE_NONE;
+ }
+
if (p_property.name.begins_with("orbit_") && !particle_flags[PARTICLE_FLAG_DISABLE_Z]) {
p_property.usage = PROPERTY_USAGE_NONE;
}
@@ -1480,6 +1488,15 @@ int ParticleProcessMaterial::get_sub_emitter_amount_at_end() const {
return sub_emitter_amount_at_end;
}
+void ParticleProcessMaterial::set_sub_emitter_amount_at_collision(int p_amount) {
+ sub_emitter_amount_at_collision = p_amount;
+ RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_amount_at_collision, p_amount);
+}
+
+int ParticleProcessMaterial::get_sub_emitter_amount_at_collision() const {
+ return sub_emitter_amount_at_collision;
+}
+
void ParticleProcessMaterial::set_sub_emitter_keep_velocity(bool p_enable) {
sub_emitter_keep_velocity = p_enable;
RenderingServer::get_singleton()->material_set_param(_get_material(), shader_names->sub_emitter_keep_velocity, p_enable);
@@ -1632,6 +1649,9 @@ void ParticleProcessMaterial::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_end"), &ParticleProcessMaterial::get_sub_emitter_amount_at_end);
ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_end", "amount"), &ParticleProcessMaterial::set_sub_emitter_amount_at_end);
+ ClassDB::bind_method(D_METHOD("get_sub_emitter_amount_at_collision"), &ParticleProcessMaterial::get_sub_emitter_amount_at_collision);
+ ClassDB::bind_method(D_METHOD("set_sub_emitter_amount_at_collision", "amount"), &ParticleProcessMaterial::set_sub_emitter_amount_at_collision);
+
ClassDB::bind_method(D_METHOD("get_sub_emitter_keep_velocity"), &ParticleProcessMaterial::get_sub_emitter_keep_velocity);
ClassDB::bind_method(D_METHOD("set_sub_emitter_keep_velocity", "enable"), &ParticleProcessMaterial::set_sub_emitter_keep_velocity);
@@ -1744,6 +1764,7 @@ void ParticleProcessMaterial::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_mode", PROPERTY_HINT_ENUM, "Disabled,Constant,At End,At Collision"), "set_sub_emitter_mode", "get_sub_emitter_mode");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "sub_emitter_frequency", PROPERTY_HINT_RANGE, "0.01,100,0.01,suffix:Hz"), "set_sub_emitter_frequency", "get_sub_emitter_frequency");
ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_amount_at_end", PROPERTY_HINT_RANGE, "1,32,1"), "set_sub_emitter_amount_at_end", "get_sub_emitter_amount_at_end");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "sub_emitter_amount_at_collision", PROPERTY_HINT_RANGE, "1,32,1"), "set_sub_emitter_amount_at_collision", "get_sub_emitter_amount_at_collision");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "sub_emitter_keep_velocity"), "set_sub_emitter_keep_velocity", "get_sub_emitter_keep_velocity");
ADD_GROUP("Attractor Interaction", "attractor_interaction_");
@@ -1851,6 +1872,7 @@ ParticleProcessMaterial::ParticleProcessMaterial() :
set_sub_emitter_mode(SUB_EMITTER_DISABLED);
set_sub_emitter_frequency(4);
set_sub_emitter_amount_at_end(1);
+ set_sub_emitter_amount_at_collision(1);
set_sub_emitter_keep_velocity(false);
set_attractor_interaction_enabled(true);
diff --git a/scene/resources/particle_process_material.h b/scene/resources/particle_process_material.h
index 8fe9223a47..64d828b3e7 100644
--- a/scene/resources/particle_process_material.h
+++ b/scene/resources/particle_process_material.h
@@ -246,6 +246,7 @@ private:
StringName sub_emitter_frequency;
StringName sub_emitter_amount_at_end;
+ StringName sub_emitter_amount_at_collision;
StringName sub_emitter_keep_velocity;
StringName collision_friction;
@@ -304,6 +305,7 @@ private:
SubEmitterMode sub_emitter_mode;
double sub_emitter_frequency = 0.0;
int sub_emitter_amount_at_end = 0;
+ int sub_emitter_amount_at_collision = 0;
bool sub_emitter_keep_velocity = false;
//do not save emission points here
@@ -418,6 +420,9 @@ public:
void set_sub_emitter_amount_at_end(int p_amount);
int get_sub_emitter_amount_at_end() const;
+ void set_sub_emitter_amount_at_collision(int p_amount);
+ int get_sub_emitter_amount_at_collision() const;
+
void set_sub_emitter_keep_velocity(bool p_enable);
bool get_sub_emitter_keep_velocity() const;
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 039a2d2bf4..59a8cdf30a 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -940,12 +940,13 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con
// LOD
if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
- //lod
- Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal);
- Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal);
+ // Get the LOD support points on the mesh AABB.
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
- float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min);
- float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max);
+ // Get the distances to those points on the AABB from the camera origin.
+ float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min);
+ float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max);
float distance = 0.0;
@@ -1830,7 +1831,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID());
bool finish_depth = using_ssao || using_sdfgi || using_voxelgi;
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
_render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear);
RD::get_singleton()->draw_command_end_label();
@@ -1900,7 +1901,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
}
}
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
_render_list_with_threads(&render_list_params, color_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
if (will_continue_color && using_separate_specular) {
// close the specular framebuffer, as it's no longer used
@@ -2021,7 +2022,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
{
uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR);
RID alpha_framebuffer = rb_data.is_valid() ? rb_data->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer;
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
_render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
}
@@ -2307,7 +2308,6 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page
scene_data.view_projection[0] = p_projection;
scene_data.z_far = p_zfar;
scene_data.z_near = 0.0;
- scene_data.lod_camera_plane = p_camera_plane;
scene_data.lod_distance_multiplier = p_lod_distance_multiplier;
scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
scene_data.opaque_prepass_threshold = 0.1f;
@@ -2378,7 +2378,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, 0, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, 0, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
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 55f1ef01af..670eb93e20 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h
@@ -206,7 +206,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
RID render_pass_uniform_set;
bool force_wireframe = false;
Vector2 uv_offset;
- Plane lod_plane;
float lod_distance_multiplier = 0.0;
float screen_mesh_lod_threshold = 0.0;
RD::FramebufferFormatID framebuffer_format = 0;
@@ -214,7 +213,7 @@ class RenderForwardClustered : public RendererSceneRenderRD {
uint32_t barrier = RD::BARRIER_MASK_ALL;
bool use_directional_soft_shadow = false;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -226,7 +225,6 @@ class RenderForwardClustered : public RendererSceneRenderRD {
render_pass_uniform_set = p_render_pass_uniform_set;
force_wireframe = p_force_wireframe;
uv_offset = p_uv_offset;
- lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
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 2b2090f8ed..2dfdb302dc 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -916,7 +916,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
}
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
- RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
render_list_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
@@ -983,7 +983,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
if (using_subpass_transparent) {
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
render_list_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
@@ -1022,7 +1022,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
// _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false);
RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer);
- RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
+ RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count);
render_list_params.framebuffer_format = fb_format;
if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) {
// secondary command buffers need more testing at this time
@@ -1266,7 +1266,6 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr
scene_data.view_projection[0] = p_projection;
scene_data.z_near = 0.0;
scene_data.z_far = p_zfar;
- scene_data.lod_camera_plane = p_camera_plane;
scene_data.lod_distance_multiplier = p_lod_distance_multiplier;
scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
scene_data.opaque_prepass_threshold = 0.1;
@@ -1335,7 +1334,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
- RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
+ RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -1808,12 +1807,13 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const
// LOD
if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) {
- //lod
- Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal);
- Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal);
+ // Get the LOD support points on the mesh AABB.
+ Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
+ Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z));
- float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min);
- float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max);
+ // Get the distances to those points on the AABB from the camera origin.
+ float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min);
+ float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max);
float distance = 0.0;
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 415bd79ad6..ce64d805b7 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h
@@ -163,7 +163,6 @@ private:
RID render_pass_uniform_set;
bool force_wireframe = false;
Vector2 uv_offset;
- Plane lod_plane;
uint32_t spec_constant_base_flags = 0;
float lod_distance_multiplier = 0.0;
float screen_mesh_lod_threshold = 0.0;
@@ -172,7 +171,7 @@ private:
uint32_t barrier = RD::BARRIER_MASK_ALL;
uint32_t subpass = 0;
- RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
+ RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) {
elements = p_elements;
element_info = p_element_info;
element_count = p_element_count;
@@ -183,7 +182,6 @@ private:
render_pass_uniform_set = p_render_pass_uniform_set;
force_wireframe = p_force_wireframe;
uv_offset = p_uv_offset;
- lod_plane = p_lod_plane;
lod_distance_multiplier = p_lod_distance_multiplier;
screen_mesh_lod_threshold = p_screen_mesh_lod_threshold;
element_offset = p_element_offset;
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 061263ef76..e5e94ea1fb 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -1101,7 +1101,6 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render
// this should be the same for all cameras..
scene_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier();
- scene_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin());
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) {
scene_data.screen_mesh_lod_threshold = 0.0;
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index 45dc63aa17..4a18c7c052 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -598,13 +598,11 @@ void main() {
normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz);
}
- vec3 base_color = color.rgb;
+ vec4 base_color = color;
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
color = vec4(0.0); //invisible by default due to using light mask
}
- vec4 original_color = color;
-
#ifdef MODE_LIGHT_ONLY
color = vec4(0.0);
#elif !defined(MODE_UNSHADED)
@@ -624,12 +622,14 @@ void main() {
#ifdef LIGHT_CODE_USED
vec4 shadow_modulate = vec4(1.0);
- light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true);
+ light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true);
#else
if (normal_used) {
vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height));
- light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
}
#endif
@@ -646,8 +646,6 @@ void main() {
);
}
- light_color.rgb *= original_color.rgb;
-
light_blend_compute(light_base, light_color, color.rgb);
}
@@ -685,7 +683,7 @@ void main() {
vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height);
light_color.rgb *= light_base_color.rgb;
- light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false);
+ light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false);
#else
light_color.rgb *= light_base_color.rgb * light_base_color.a;
@@ -695,7 +693,9 @@ void main() {
vec3 pos = light_vertex;
vec3 light_vec = normalize(light_pos - pos);
- light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used);
+ light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used);
+ } else {
+ light_color.rgb *= base_color.rgb;
}
#endif
if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) {
@@ -743,8 +743,6 @@ void main() {
);
}
- light_color.rgb *= original_color.rgb;
-
light_blend_compute(light_base, light_color, color.rgb);
}
#endif
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index eed9038502..28507e6c12 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -381,7 +381,7 @@ void main() {
float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1));
//compute directional lights
- if (total_density > 0.001) {
+ if (total_density > 0.00005) {
for (uint i = 0; i < params.directional_light_count; i++) {
if (directional_lights.data[i].volumetric_fog_energy > 0.001) {
vec3 shadow_attenuation = vec3(1.0);
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
index c2dc7d5f4c..9c031acc1e 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h
@@ -61,7 +61,6 @@ public:
float z_far = 0.0;
float lod_distance_multiplier = 0.0;
- Plane lod_camera_plane;
float screen_mesh_lod_threshold = 0.0;
uint32_t directional_light_count = 0;