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-rw-r--r--servers/rendering/rasterizer_rd/light_cluster_builder.cpp1
-rw-r--r--servers/rendering/rasterizer_rd/light_cluster_builder.h46
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp12
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h2
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp772
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.h296
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp815
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h88
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp391
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.h166
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp435
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.h176
-rw-r--r--servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp4
-rw-r--r--servers/rendering/rasterizer_rd/shader_compiler_rd.cpp16
-rw-r--r--servers/rendering/rasterizer_rd/shader_rd.cpp6
-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub10
-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur.glsl294
-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur_inc.glsl35
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl234
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl76
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl72
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl897
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl88
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl262
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl164
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl96
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl14
-rw-r--r--servers/rendering/rasterizer_rd/shaders/specular_merge.glsl59
-rw-r--r--servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl198
-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl58
30 files changed, 4716 insertions, 1067 deletions
diff --git a/servers/rendering/rasterizer_rd/light_cluster_builder.cpp b/servers/rendering/rasterizer_rd/light_cluster_builder.cpp
index 943ef1c7fa..f75308a975 100644
--- a/servers/rendering/rasterizer_rd/light_cluster_builder.cpp
+++ b/servers/rendering/rasterizer_rd/light_cluster_builder.cpp
@@ -39,6 +39,7 @@ void LightClusterBuilder::begin(const Transform &p_view_transform, const CameraM
//reset counts
light_count = 0;
refprobe_count = 0;
+ decal_count = 0;
item_count = 0;
sort_id_count = 0;
}
diff --git a/servers/rendering/rasterizer_rd/light_cluster_builder.h b/servers/rendering/rasterizer_rd/light_cluster_builder.h
index 3411ed07a0..78288dc620 100644
--- a/servers/rendering/rasterizer_rd/light_cluster_builder.h
+++ b/servers/rendering/rasterizer_rd/light_cluster_builder.h
@@ -170,17 +170,15 @@ public:
_add_item(aabb, ITEM_TYPE_OMNI_LIGHT, light_count);
} break;
case LIGHT_TYPE_SPOT: {
- Vector3 v(0, 0, -1);
- v.rotated(Vector3(0, 1, 0), Math::deg2rad(ld.spot_aperture)); //rotate in x-z
- v.normalize();
- v *= ld.radius;
- v.y = v.x;
+
+ float r = ld.radius;
+ real_t len = Math::tan(Math::deg2rad(ld.spot_aperture)) * r;
aabb.position = xform.origin;
- aabb.expand_to(xform.xform(v));
- aabb.expand_to(xform.xform(Vector3(-v.x, v.y, v.z)));
- aabb.expand_to(xform.xform(Vector3(-v.x, -v.y, v.z)));
- aabb.expand_to(xform.xform(Vector3(v.x, -v.y, v.z)));
+ aabb.expand_to(xform.xform(Vector3(len, len, -r)));
+ aabb.expand_to(xform.xform(Vector3(-len, len, -r)));
+ aabb.expand_to(xform.xform(Vector3(-len, -len, -r)));
+ aabb.expand_to(xform.xform(Vector3(len, -len, -r)));
_add_item(aabb, ITEM_TYPE_SPOT_LIGHT, light_count);
} break;
}
@@ -195,23 +193,25 @@ public:
refprobes = (OrientedBoxData *)memrealloc(refprobes, sizeof(OrientedBoxData) * refprobe_max);
}
+ Transform xform = view_xform * p_transform;
+
OrientedBoxData &rp = refprobes[refprobe_count];
- Vector3 origin = p_transform.origin;
+ Vector3 origin = xform.origin;
rp.position[0] = origin.x;
rp.position[1] = origin.y;
rp.position[2] = origin.z;
- Vector3 x_axis = p_transform.basis.get_axis(0) * p_half_extents.x;
+ Vector3 x_axis = xform.basis.get_axis(0) * p_half_extents.x;
rp.x_axis[0] = x_axis.x;
rp.x_axis[1] = x_axis.y;
rp.x_axis[2] = x_axis.z;
- Vector3 y_axis = p_transform.basis.get_axis(1) * p_half_extents.y;
+ Vector3 y_axis = xform.basis.get_axis(1) * p_half_extents.y;
rp.y_axis[0] = y_axis.x;
rp.y_axis[1] = y_axis.y;
rp.y_axis[2] = y_axis.z;
- Vector3 z_axis = p_transform.basis.get_axis(2) * p_half_extents.z;
+ Vector3 z_axis = xform.basis.get_axis(2) * p_half_extents.z;
rp.z_axis[0] = z_axis.x;
rp.z_axis[1] = z_axis.y;
rp.z_axis[2] = z_axis.z;
@@ -232,35 +232,37 @@ public:
refprobe_count++;
}
- _FORCE_INLINE_ void add_decal(const Transform &p_transform, const Vector2 &p_half_extents, float p_depth) {
+ _FORCE_INLINE_ void add_decal(const Transform &p_transform, const Vector3 &p_half_extents) {
if (unlikely(decal_count == decal_max)) {
decal_max = nearest_power_of_2_templated(decal_max + 1);
decals = (OrientedBoxData *)memrealloc(decals, sizeof(OrientedBoxData) * decal_max);
}
- OrientedBoxData &dc = decals[decal_count];
+ Transform xform = view_xform * p_transform;
- Vector3 z_axis = -p_transform.basis.get_axis(2) * p_depth * 0.5;
- dc.z_axis[0] = z_axis.x;
- dc.z_axis[1] = z_axis.y;
- dc.z_axis[2] = z_axis.z;
+ OrientedBoxData &dc = decals[decal_count];
- Vector3 origin = p_transform.origin - z_axis;
+ Vector3 origin = xform.origin;
dc.position[0] = origin.x;
dc.position[1] = origin.y;
dc.position[2] = origin.z;
- Vector3 x_axis = p_transform.basis.get_axis(0) * p_half_extents.x;
+ Vector3 x_axis = xform.basis.get_axis(0) * p_half_extents.x;
dc.x_axis[0] = x_axis.x;
dc.x_axis[1] = x_axis.y;
dc.x_axis[2] = x_axis.z;
- Vector3 y_axis = p_transform.basis.get_axis(1) * p_half_extents.y;
+ Vector3 y_axis = xform.basis.get_axis(1) * p_half_extents.y;
dc.y_axis[0] = y_axis.x;
dc.y_axis[1] = y_axis.y;
dc.y_axis[2] = y_axis.z;
+ Vector3 z_axis = xform.basis.get_axis(2) * p_half_extents.z;
+ dc.z_axis[0] = z_axis.x;
+ dc.z_axis[1] = z_axis.y;
+ dc.z_axis[2] = z_axis.z;
+
AABB aabb;
aabb.position = origin + x_axis + y_axis + z_axis;
diff --git a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
index 8d52ffd7b9..ba4f4c4acb 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.cpp
@@ -1220,7 +1220,7 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
@@ -1262,7 +1262,7 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
glVertexAttribPointer(10, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 5));
glVertexAttribDivisor(10, 1);
glEnableVertexAttribArray(11); //color
- glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, NULL);
+ glVertexAttribPointer(11, 4, GL_FLOAT, GL_FALSE, stride, nullptr);
glVertexAttribDivisor(11, 1);
glEnableVertexAttribArray(12); //custom
glVertexAttribPointer(12, 4, GL_FLOAT, GL_FALSE, stride, CAST_INT_TO_UCHAR_PTR(sizeof(float) * 4 * 2));
@@ -1314,13 +1314,13 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
if (current_clip && reclip) {
//will make it re-enable clipping if needed afterwards
- current_clip = NULL;
+ current_clip = nullptr;
}
}
void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count, const Transform2D &p_canvas_transform_inverse, Light *p_lights, RID p_screen_uniform_set) {
- Item *current_clip = NULL;
+ Item *current_clip = nullptr;
Transform2D canvas_transform_inverse = p_canvas_transform_inverse;
@@ -1369,7 +1369,7 @@ void RasterizerCanvasRD::_render_items(RID p_to_render_target, int p_item_count,
if (ci->material != prev_material) {
- MaterialData *material_data = NULL;
+ MaterialData *material_data = nullptr;
if (ci->material.is_valid()) {
material_data = (MaterialData *)storage->material_get_data(ci->material, RasterizerStorageRD::SHADER_TYPE_2D);
}
@@ -2532,7 +2532,7 @@ RasterizerCanvasRD::~RasterizerCanvasRD() {
//anything remains?
if (bindings.texture_bindings.size()) {
ERR_PRINT("Some texture bindings were not properly freed (leaked canvasitems?");
- const TextureBindingID *key = NULL;
+ const TextureBindingID *key = nullptr;
while ((key = bindings.texture_bindings.next(key))) {
TextureBinding *tb = bindings.texture_bindings[*key];
tb->reference_count = 1;
diff --git a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h
index 0c151975bc..83b431eaf6 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_canvas_rd.h
@@ -383,7 +383,7 @@ class RasterizerCanvasRD : public RasterizerCanvas {
for (int i = 0; i < DEFAULT_MAX_LIGHTS_PER_ITEM; i++) {
light_cache[i].light_version = 0;
- light_cache[i].light = NULL;
+ light_cache[i].light = nullptr;
}
light_cache_count = 0xFFFFFFFF;
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
index 9ccc1f172e..5dc0e04a94 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -50,6 +50,16 @@ static _FORCE_INLINE_ void store_transform_3x3(const Basis &p_basis, float *p_ar
p_array[11] = 0;
}
+static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_array) {
+
+ for (int i = 0; i < 4; i++) {
+ for (int j = 0; j < 4; j++) {
+
+ p_array[i * 4 + j] = p_mtx.matrix[i][j];
+ }
+ }
+}
+
RID RasterizerEffectsRD::_get_uniform_set_from_image(RID p_image) {
if (image_to_uniform_set_cache.has(p_image)) {
@@ -89,7 +99,7 @@ RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use
u.ids.push_back(p_texture);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blur.shader.version_get_shader(blur.shader_version, 0), 0);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
@@ -120,167 +130,549 @@ RID RasterizerEffectsRD::_get_compute_uniform_set_from_texture(RID p_texture, bo
return uniform_set;
}
-void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, bool p_force_luminance) {
+RID RasterizerEffectsRD::_get_compute_uniform_set_from_texture_pair(RID p_texture1, RID p_texture2, bool p_use_mipmaps) {
+
+ TexturePair tp;
+ tp.texture1 = p_texture1;
+ tp.texture2 = p_texture2;
+
+ if (texture_pair_to_compute_uniform_set_cache.has(tp)) {
+ RID uniform_set = texture_pair_to_compute_uniform_set_cache[tp];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 0;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture1);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
+ u.binding = 1;
+ u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
+ u.ids.push_back(p_texture2);
+ uniforms.push_back(u);
+ }
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 1);
+
+ texture_pair_to_compute_uniform_set_cache[tp] = uniform_set;
+
+ return uniform_set;
+}
+
+RID RasterizerEffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1, RID p_texture2) {
+
+ TexturePair tp;
+ tp.texture1 = p_texture1;
+ tp.texture2 = p_texture2;
+
+ if (image_pair_to_compute_uniform_set_cache.has(tp)) {
+ RID uniform_set = image_pair_to_compute_uniform_set_cache[tp];
+ if (RD::get_singleton()->uniform_set_is_valid(uniform_set)) {
+ return uniform_set;
+ }
+ }
+
+ Vector<RD::Uniform> uniforms;
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 0;
+ u.ids.push_back(p_texture1);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_IMAGE;
+ u.binding = 1;
+ u.ids.push_back(p_texture2);
+ uniforms.push_back(u);
+ }
+ //any thing with the same configuration (one texture in binding 0 for set 0), is good
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0), 3);
+
+ image_pair_to_compute_uniform_set_cache[tp] = uniform_set;
+
+ return uniform_set;
+}
+
+void RasterizerEffectsRD::copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y) {
+
+ zeromem(&copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+
+ copy_to_fb.push_constant.use_section = true;
+ copy_to_fb.push_constant.section[0] = p_uv_rect.position.x;
+ copy_to_fb.push_constant.section[1] = p_uv_rect.position.y;
+ copy_to_fb.push_constant.section[2] = p_uv_rect.size.x;
+ copy_to_fb.push_constant.section[3] = p_uv_rect.size.y;
+
+ if (p_flip_y) {
+ copy_to_fb.push_constant.flip_y = true;
+ }
+
+ RD::DrawListID draw_list = p_draw_list;
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
+ RD::get_singleton()->draw_list_draw(draw_list, true);
+}
+
+void RasterizerEffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_alpha_to_zero) {
+ zeromem(&copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
if (p_flip_y) {
- blur.push_constant.flags |= BLUR_FLAG_FLIP_Y;
+ copy_to_fb.push_constant.flip_y = true;
}
if (p_force_luminance) {
- blur.push_constant.flags |= BLUR_COPY_FORCE_LUMINANCE;
+ copy_to_fb.push_constant.force_luminance = true;
+ }
+ if (p_alpha_to_zero) {
+ copy_to_fb.push_constant.alpha_to_zero = true;
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_SIMPLY_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipelines[COPY_TO_FB_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
-void RasterizerEffectsRD::region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region) {
+void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst) {
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
- if (p_region != Rect2()) {
- blur.push_constant.flags = BLUR_FLAG_USE_BLUR_SECTION;
- blur.push_constant.section[0] = p_region.position.x;
- blur.push_constant.section[1] = p_region.position.y;
- blur.push_constant.section[2] = p_region.size.width;
- blur.push_constant.section[3] = p_region.size.height;
+ if (p_force_luminance) {
+ copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
}
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_SIMPLY_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ if (p_all_source) {
+ copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region) {
+void RasterizerEffectsRD::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
- uint32_t base_flags = 0;
- if (p_region != Rect2()) {
- base_flags = BLUR_FLAG_USE_BLUR_SECTION;
- blur.push_constant.section[0] = p_region.position.x;
- blur.push_constant.section[1] = p_region.position.y;
- blur.push_constant.section[2] = p_region.size.width;
- blur.push_constant.section[3] = p_region.size.height;
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+ copy.push_constant.camera_z_far = p_z_far;
+ copy.push_constant.camera_z_near = p_z_near;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerEffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
+
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
}
- blur.push_constant.pixel_size[0] = p_pixel_size.x;
- blur.push_constant.pixel_size[1] = p_pixel_size.y;
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) {
+
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ uint32_t base_flags = 0;
+ copy.push_constant.section[0] = p_region.position.x;
+ copy.push_constant.section[1] = p_region.position.y;
+ copy.push_constant.section[2] = p_region.size.width;
+ copy.push_constant.section[3] = p_region.size.height;
+
+ int32_t x_groups = (p_region.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_region.size.height - 1) / 8 + 1;
//HORIZONTAL
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 0);
- blur.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
//VERTICAL
- draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 0);
- blur.push_constant.flags = base_flags;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ copy.push_constant.flags = base_flags;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
- BlurMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
+ CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
uint32_t base_flags = 0;
- blur.push_constant.pixel_size[0] = p_pixel_size.x;
- blur.push_constant.pixel_size[1] = p_pixel_size.y;
+ int32_t x_groups = (p_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_size.height - 1) / 8 + 1;
+
+ copy.push_constant.section[2] = p_size.x;
+ copy.push_constant.section[3] = p_size.y;
+
+ copy.push_constant.glow_strength = p_strength;
+ copy.push_constant.glow_bloom = p_bloom;
+ copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
+ copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+ copy.push_constant.glow_exposure = p_exposure;
+ copy.push_constant.glow_white = 0; //actually unused
+ copy.push_constant.glow_luminance_cap = p_luminance_cap;
- blur.push_constant.glow_strength = p_strength;
- blur.push_constant.glow_bloom = p_bloom;
- blur.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
- blur.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
- blur.push_constant.glow_exposure = p_exposure;
- blur.push_constant.glow_white = 0; //actually unused
- blur.push_constant.glow_luminance_cap = p_luminance_cap;
- blur.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+ copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
//HORIZONTAL
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
if (p_auto_exposure.is_valid() && p_first_pass) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1);
}
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- blur.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
- blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
+ copy_mode = COPY_MODE_GAUSSIAN_GLOW;
//VERTICAL
- draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
- blur.push_constant.flags = base_flags;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ copy.push_constant.flags = base_flags;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_framebuffer, const Vector2 &p_pixel_size) {
+void RasterizerEffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_roughness, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
+ int32_t x_groups = (p_screen_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_screen_size.height - 1) / 8 + 1;
- blur.push_constant.pixel_size[0] = p_pixel_size.x;
- blur.push_constant.pixel_size[1] = p_pixel_size.y;
+ { //scale color and depth to half
+ ssr_scale.push_constant.camera_z_far = p_camera.get_z_far();
+ ssr_scale.push_constant.camera_z_near = p_camera.get_z_near();
+ ssr_scale.push_constant.orthogonal = p_camera.is_orthogonal();
+ ssr_scale.push_constant.filter = false; //enabling causes arctifacts
+ ssr_scale.push_constant.screen_size[0] = p_screen_size.x;
+ ssr_scale.push_constant.screen_size[1] = p_screen_size.y;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_scale.pipeline);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_depth, p_normal), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output_blur), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_scale_depth, p_scale_normal), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_scale.push_constant, sizeof(ScreenSpaceReflectionScalePushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+ }
+
+ {
+
+ ssr.push_constant.camera_z_far = p_camera.get_z_far();
+ ssr.push_constant.camera_z_near = p_camera.get_z_near();
+ ssr.push_constant.orthogonal = p_camera.is_orthogonal();
+ ssr.push_constant.screen_size[0] = p_screen_size.x;
+ ssr.push_constant.screen_size[1] = p_screen_size.y;
+ ssr.push_constant.curve_fade_in = p_fade_in;
+ ssr.push_constant.distance_fade = p_fade_out;
+ ssr.push_constant.num_steps = p_max_steps;
+ ssr.push_constant.depth_tolerance = p_tolerance;
+ ssr.push_constant.use_half_res = true;
+ ssr.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
+ ssr.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
+ ssr.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
+ ssr.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
+ ssr.push_constant.metallic_mask[0] = CLAMP(p_metallic_mask.r * 255.0, 0, 255);
+ ssr.push_constant.metallic_mask[1] = CLAMP(p_metallic_mask.g * 255.0, 0, 255);
+ ssr.push_constant.metallic_mask[2] = CLAMP(p_metallic_mask.b * 255.0, 0, 255);
+ ssr.push_constant.metallic_mask[3] = CLAMP(p_metallic_mask.a * 255.0, 0, 255);
+ store_camera(p_camera, ssr.push_constant.projection);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr.pipelines[(p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) ? SCREEN_SPACE_REFLECTION_ROUGH : SCREEN_SPACE_REFLECTION_NORMAL]);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr.push_constant, sizeof(ScreenSpaceReflectionPushConstant));
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_scale_depth), 0);
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture_pair(p_metallic, p_roughness), 3);
+ } else {
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_metallic), 3);
+ }
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 2);
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+
+ if (p_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED) {
+
+ //blurr
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ ssr_filter.push_constant.orthogonal = p_camera.is_orthogonal();
+ ssr_filter.push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
+ ssr_filter.push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_camera.matrix[0][0]);
+ ssr_filter.push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_camera.matrix[1][1]);
+ ssr_filter.push_constant.proj_info[2] = (1.0f - p_camera.matrix[0][2]) / p_camera.matrix[0][0];
+ ssr_filter.push_constant.proj_info[3] = (1.0f + p_camera.matrix[1][2]) / p_camera.matrix[1][1];
+ ssr_filter.push_constant.vertical = 0;
+ if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_LOW) {
+ ssr_filter.push_constant.steps = p_max_steps / 3;
+ ssr_filter.push_constant.increment = 3;
+ } else if (p_roughness_quality == RS::ENV_SSR_ROUGNESS_QUALITY_MEDIUM) {
+ ssr_filter.push_constant.steps = p_max_steps / 2;
+ ssr_filter.push_constant.increment = 2;
+ } else {
+ ssr_filter.push_constant.steps = p_max_steps;
+ ssr_filter.push_constant.increment = 1;
+ }
+
+ ssr_filter.push_constant.screen_size[0] = p_screen_size.width;
+ ssr_filter.push_constant.screen_size[1] = p_screen_size.height;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output, p_blur_radius), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, ssr_filter.pipelines[SCREEN_SPACE_REFLECTION_FILTER_VERTICAL]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_image_pair(p_output_blur, p_blur_radius2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_normal), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_output), 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_scale_depth), 3);
+
+ ssr_filter.push_constant.vertical = 1;
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &ssr_filter.push_constant, sizeof(ScreenSpaceReflectionFilterPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ }
+
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerEffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ int32_t x_groups = (p_screen_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_screen_size.height - 1) / 8 + 1;
+
+ Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
+ p.normal /= p.d;
+ float unit_size = p.normal.x;
+
+ { //scale color and depth to half
+ sss.push_constant.camera_z_far = p_camera.get_z_far();
+ sss.push_constant.camera_z_near = p_camera.get_z_near();
+ sss.push_constant.orthogonal = p_camera.is_orthogonal();
+ sss.push_constant.unit_size = unit_size;
+ sss.push_constant.screen_size[0] = p_screen_size.x;
+ sss.push_constant.screen_size[1] = p_screen_size.y;
+ sss.push_constant.vertical = false;
+ sss.push_constant.scale = p_scale;
+ sss.push_constant.depth_scale = p_depth_scale;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse2), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
+
+ sss.push_constant.vertical = true;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_end();
+ }
+}
+
+void RasterizerEffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) {
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
+
+ if (p_reflection.is_valid()) {
+
+ if (p_base.is_valid()) {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
+ } else {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_SSR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ }
+
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_reflection), 1);
+
+ } else {
+
+ if (p_base.is_valid()) {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_base), 2);
+ } else {
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, specular_merge.pipelines[SPECULAR_MERGE_ADDITIVE_ADD].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ }
+
+ RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_specular), 0);
+ }
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_MIPMAP].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
-void RasterizerEffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip) {
+void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
+
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_size.width;
+ copy.push_constant.section[3] = p_size.height;
+
+ int32_t x_groups = (p_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerEffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip) {
CopyToDPPushConstant push_constant;
+ push_constant.screen_size[0] = p_rect.size.x;
+ push_constant.screen_size[1] = p_rect.size.y;
+ push_constant.dest_offset[0] = p_rect.position.x;
+ push_constant.dest_offset[1] = p_rect.position.y;
push_constant.bias = p_bias;
push_constant.z_far = p_z_far;
push_constant.z_near = p_z_near;
push_constant.z_flip = p_dp_flip;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy.pipelines[COPY_MODE_CUBE_TO_DP].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cube_to_dp.pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(CopyToDPPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
}
void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
@@ -309,7 +701,11 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
+ tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
+ tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
@@ -819,31 +1215,38 @@ void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_
RasterizerEffectsRD::RasterizerEffectsRD() {
+ { // Initialize copy
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
+ copy_modes.push_back("\n#define MODE_MIPMAP\n");
+ copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
+
+ copy.shader.initialize(copy_modes);
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ copy.shader_version = copy.shader.version_create();
+
+ for (int i = 0; i < COPY_MODE_MAX; i++) {
+ copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
+ }
+ }
{
- // Initialize blur
- Vector<String> blur_modes;
- blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
- blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n");
- blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n#define DOF_NEAR_BLUR_MERGE\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n#define DOF_NEAR_BLUR_MERGE\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n#define DOF_NEAR_BLUR_MERGE\n");
- blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_LOW\n");
- blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_MEDIUM\n");
- blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_HIGH\n");
- blur_modes.push_back("\n#define MODE_SSAO_MERGE\n");
- blur_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
- blur_modes.push_back("\n#define MODE_MIPMAP\n");
-
- blur.shader.initialize(blur_modes);
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
- blur.shader_version = blur.shader.version_create();
-
- for (int i = 0; i < BLUR_MODE_MAX; i++) {
- blur.pipelines[i].setup(blur.shader.version_get_shader(blur.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n");
+
+ copy_to_fb.shader.initialize(copy_modes);
+
+ copy_to_fb.shader_version = copy_to_fb.shader.version_create();
+
+ //use additive
+
+ for (int i = 0; i < COPY_TO_FB_MAX; i++) {
+ copy_to_fb.pipelines[i].setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
}
}
@@ -892,15 +1295,13 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
{
// Initialize copier
Vector<String> copy_modes;
- copy_modes.push_back("\n#define MODE_CUBE_TO_DP\n");
+ copy_modes.push_back("\n");
- copy.shader.initialize(copy_modes);
+ cube_to_dp.shader.initialize(copy_modes);
- copy.shader_version = copy.shader.version_create();
+ cube_to_dp.shader_version = cube_to_dp.shader.version_create();
- for (int i = 0; i < COPY_MODE_MAX; i++) {
- copy.pipelines[i].setup(copy.shader.version_get_shader(copy.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
+ cube_to_dp.pipeline = RD::get_singleton()->compute_pipeline_create(cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0));
}
{
@@ -970,6 +1371,7 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
for (int i = SSAO_BLUR_PASS; i <= SSAO_BLUR_UPSCALE; i++) {
ssao.pipelines[pipeline] = RD::get_singleton()->compute_pipeline_create(ssao.blur_shader.version_get_shader(ssao.blur_shader_version, i - SSAO_BLUR_PASS));
+
pipeline++;
}
}
@@ -1035,6 +1437,97 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
filter.uniform_set = RD::get_singleton()->uniform_set_create(uniforms, filter.shader.version_get_shader(filter.shader_version, filter.use_high_quality ? 0 : 1), 1);
}
+ {
+ Vector<String> specular_modes;
+ specular_modes.push_back("\n#define MODE_MERGE\n");
+ specular_modes.push_back("\n#define MODE_MERGE\n#define MODE_SSR\n");
+ specular_modes.push_back("\n");
+ specular_modes.push_back("\n#define MODE_SSR\n");
+
+ specular_merge.shader.initialize(specular_modes);
+
+ specular_merge.shader_version = specular_merge.shader.version_create();
+
+ //use additive
+
+ RD::PipelineColorBlendState::Attachment ba;
+ ba.enable_blend = true;
+ ba.src_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_color_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ ba.color_blend_op = RD::BLEND_OP_ADD;
+ ba.alpha_blend_op = RD::BLEND_OP_ADD;
+
+ RD::PipelineColorBlendState blend_additive;
+ blend_additive.attachments.push_back(ba);
+
+ for (int i = 0; i < SPECULAR_MERGE_MAX; i++) {
+
+ RD::PipelineColorBlendState blend_state;
+ if (i == SPECULAR_MERGE_ADDITIVE_ADD || i == SPECULAR_MERGE_ADDITIVE_SSR) {
+ blend_state = blend_additive;
+ } else {
+ blend_state = RD::PipelineColorBlendState::create_disabled();
+ }
+ specular_merge.pipelines[i].setup(specular_merge.shader.version_get_shader(specular_merge.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
+ }
+
+ {
+ Vector<String> ssr_modes;
+ ssr_modes.push_back("\n");
+ ssr_modes.push_back("\n#define MODE_ROUGH\n");
+
+ ssr.shader.initialize(ssr_modes);
+
+ ssr.shader_version = ssr.shader.version_create();
+
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_MAX; i++) {
+ ssr.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr.shader.version_get_shader(ssr.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> ssr_filter_modes;
+ ssr_filter_modes.push_back("\n");
+ ssr_filter_modes.push_back("\n#define VERTICAL_PASS\n");
+
+ ssr_filter.shader.initialize(ssr_filter_modes);
+
+ ssr_filter.shader_version = ssr_filter.shader.version_create();
+
+ for (int i = 0; i < SCREEN_SPACE_REFLECTION_FILTER_MAX; i++) {
+ ssr_filter.pipelines[i] = RD::get_singleton()->compute_pipeline_create(ssr_filter.shader.version_get_shader(ssr_filter.shader_version, i));
+ }
+ }
+
+ {
+ Vector<String> ssr_scale_modes;
+ ssr_scale_modes.push_back("\n");
+
+ ssr_scale.shader.initialize(ssr_scale_modes);
+
+ ssr_scale.shader_version = ssr_scale.shader.version_create();
+
+ ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0));
+ }
+
+ {
+ Vector<String> sss_modes;
+ sss_modes.push_back("\n#define USE_11_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_17_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_25_SAMPLES\n");
+
+ sss.shader.initialize(sss_modes);
+
+ sss.shader_version = sss.shader.version_create();
+
+ for (int i = 0; i < sss_modes.size(); i++) {
+ sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
+ }
+ }
+
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
@@ -1079,16 +1572,23 @@ RasterizerEffectsRD::~RasterizerEffectsRD() {
RD::get_singleton()->free(default_mipmap_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
RD::get_singleton()->free(filter.coefficient_buffer);
- blur.shader.version_free(blur.shader_version);
- roughness.shader.version_free(roughness.shader_version);
- tonemap.shader.version_free(tonemap.shader_version);
- luminance_reduce.shader.version_free(luminance_reduce.shader_version);
- copy.shader.version_free(copy.shader_version);
+
bokeh.shader.version_free(bokeh.shader_version);
- ssao.minify_shader.version_free(ssao.minify_shader_version);
- ssao.gather_shader.version_free(ssao.gather_shader_version);
- ssao.blur_shader.version_free(ssao.blur_shader_version);
- roughness_limiter.shader.version_free(roughness_limiter.shader_version);
+ copy.shader.version_free(copy.shader_version);
+ copy_to_fb.shader.version_free(copy_to_fb.shader_version);
+ cube_to_dp.shader.version_free(cube_to_dp.shader_version);
cubemap_downsampler.shader.version_free(cubemap_downsampler.shader_version);
filter.shader.version_free(filter.shader_version);
+ luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+ roughness.shader.version_free(roughness.shader_version);
+ roughness_limiter.shader.version_free(roughness_limiter.shader_version);
+ specular_merge.shader.version_free(specular_merge.shader_version);
+ ssao.blur_shader.version_free(ssao.blur_shader_version);
+ ssao.gather_shader.version_free(ssao.gather_shader_version);
+ ssao.minify_shader.version_free(ssao.minify_shader_version);
+ ssr.shader.version_free(ssr.shader_version);
+ ssr_filter.shader.version_free(ssr_filter.shader_version);
+ ssr_scale.shader.version_free(ssr_scale.shader_version);
+ sss.shader.version_free(sss.shader_version);
+ tonemap.shader.version_free(tonemap.shader_version);
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
index 69da5dc6d4..7c955622c3 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
@@ -33,87 +33,109 @@
#include "core/math/camera_matrix.h"
#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
-#include "servers/rendering/rasterizer_rd/shaders/blur.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/copy.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/luminance_reduce.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/roughness_limiter.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/specular_merge.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/tonemap.glsl.gen.h"
#include "servers/rendering_server.h"
class RasterizerEffectsRD {
- enum BlurMode {
- BLUR_MODE_GAUSSIAN_BLUR,
- BLUR_MODE_GAUSSIAN_GLOW,
- BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
- BLUR_MODE_DOF_NEAR_LOW,
- BLUR_MODE_DOF_NEAR_MEDIUM,
- BLUR_MODE_DOF_NEAR_HIGH,
- BLUR_MODE_DOF_NEAR_MERGE_LOW,
- BLUR_MODE_DOF_NEAR_MERGE_MEDIUM,
- BLUR_MODE_DOF_NEAR_MERGE_HIGH,
- BLUR_MODE_DOF_FAR_LOW,
- BLUR_MODE_DOF_FAR_MEDIUM,
- BLUR_MODE_DOF_FAR_HIGH,
- BLUR_MODE_SSAO_MERGE,
- BLUR_MODE_SIMPLY_COPY,
- BLUR_MODE_MIPMAP,
- BLUR_MODE_MAX,
+ enum CopyMode {
+ COPY_MODE_GAUSSIAN_COPY,
+ COPY_MODE_GAUSSIAN_COPY_8BIT,
+ COPY_MODE_GAUSSIAN_GLOW,
+ COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
+ COPY_MODE_SIMPLY_COPY,
+ COPY_MODE_SIMPLY_COPY_8BIT,
+ COPY_MODE_SIMPLY_COPY_DEPTH,
+ COPY_MODE_MIPMAP,
+ COPY_MODE_LINEARIZE_DEPTH,
+ COPY_MODE_MAX,
};
enum {
- BLUR_FLAG_HORIZONTAL = (1 << 0),
- BLUR_FLAG_USE_BLUR_SECTION = (1 << 1),
- BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
- BLUR_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
- BLUR_FLAG_GLOW_FIRST_PASS = (1 << 4),
- BLUR_FLAG_FLIP_Y = (1 << 5),
- BLUR_COPY_FORCE_LUMINANCE = (1 << 6)
+ COPY_FLAG_HORIZONTAL = (1 << 0),
+ COPY_FLAG_USE_COPY_SECTION = (1 << 1),
+ COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
+ COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
+ COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
+ COPY_FLAG_FLIP_Y = (1 << 5),
+ COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
+ COPY_FLAG_ALL_SOURCE = (1 << 7)
};
- struct BlurPushConstant {
- float section[4];
- float pixel_size[2];
+ struct CopyPushConstant {
+
+ int32_t section[4];
+ int32_t target[2];
uint32_t flags;
uint32_t pad;
- //glow
+ // Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
+
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
- //dof
- float dof_begin;
- float dof_end;
- float dof_radius;
- float dof_pad;
-
- float dof_dir[2];
+ // DOF.
float camera_z_far;
float camera_z_near;
+ uint32_t pad2[2];
+ };
+
+ struct Copy {
+ CopyPushConstant push_constant;
+ CopyShaderRD shader;
+ RID shader_version;
+ RID pipelines[COPY_MODE_MAX];
+
+ } copy;
+
+ enum CopyToFBMode {
+ COPY_TO_FB_COPY,
+ COPY_TO_FB_MAX,
- float ssao_color[4];
};
- struct Blur {
- BlurPushConstant push_constant;
- BlurShaderRD shader;
+ struct CopyToFbPushConstant {
+
+ float section[4];
+ float pixel_size[2];
+ uint32_t flip_y;
+ uint32_t use_section;
+
+ uint32_t force_luminance;
+ uint32_t alpha_to_zero;
+ uint32_t pad[2];
+ };
+
+ struct CopyToFb {
+ CopyToFbPushConstant push_constant;
+ CopyToFbShaderRD shader;
RID shader_version;
- RenderPipelineVertexFormatCacheRD pipelines[BLUR_MODE_MAX];
+ RenderPipelineVertexFormatCacheRD pipelines[COPY_TO_FB_MAX];
- } blur;
+ } copy_to_fb;
struct CubemapRoughnessPushConstant {
uint32_t face_id;
@@ -156,10 +178,17 @@ class RasterizerEffectsRD {
float exposure;
float white;
float auto_exposure_grey;
+
+ float pixel_size[2];
+ uint32_t use_fxaa;
+ uint32_t pad;
};
+ /* tonemap actually writes to a framebuffer, which is
+ * better to do using the raster pipeline rather than
+ * comptute, as that framebuffer might be in different formats
+ */
struct Tonemap {
-
TonemapPushConstant push_constant;
TonemapShaderRD shader;
RID shader_version;
@@ -190,23 +219,20 @@ class RasterizerEffectsRD {
} luminance_reduce;
struct CopyToDPPushConstant {
+ int32_t screen_size[2];
+ int32_t dest_offset[2];
float bias;
float z_far;
float z_near;
uint32_t z_flip;
};
- enum CopyMode {
- COPY_MODE_CUBE_TO_DP,
- COPY_MODE_MAX
- };
-
- struct Copy {
+ struct CoptToDP {
- CopyShaderRD shader;
+ CubeToDpShaderRD shader;
RID shader_version;
- RenderPipelineVertexFormatCacheRD pipelines[COPY_MODE_MAX];
- } copy;
+ RID pipeline;
+ } cube_to_dp;
struct BokehPushConstant {
uint32_t size[2];
@@ -378,6 +404,131 @@ class RasterizerEffectsRD {
float pad[3];
};
+ enum SpecularMergeMode {
+ SPECULAR_MERGE_ADD,
+ SPECULAR_MERGE_SSR,
+ SPECULAR_MERGE_ADDITIVE_ADD,
+ SPECULAR_MERGE_ADDITIVE_SSR,
+ SPECULAR_MERGE_MAX
+ };
+
+ /* Specular merge must be done using raster, rather than compute
+ * because it must continue the existing color buffer
+ */
+
+ struct SpecularMerge {
+
+ SpecularMergeShaderRD shader;
+ RID shader_version;
+ RenderPipelineVertexFormatCacheRD pipelines[SPECULAR_MERGE_MAX];
+
+ } specular_merge;
+
+ enum ScreenSpaceReflectionMode {
+ SCREEN_SPACE_REFLECTION_NORMAL,
+ SCREEN_SPACE_REFLECTION_ROUGH,
+ SCREEN_SPACE_REFLECTION_MAX,
+ };
+
+ struct ScreenSpaceReflectionPushConstant {
+
+ float proj_info[4];
+
+ int32_t screen_size[2];
+ float camera_z_near;
+ float camera_z_far;
+
+ int32_t num_steps;
+ float depth_tolerance;
+ float distance_fade;
+ float curve_fade_in;
+
+ uint32_t orthogonal;
+ float filter_mipmap_levels;
+ uint32_t use_half_res;
+ uint8_t metallic_mask[4];
+
+ float projection[16];
+ };
+
+ struct ScreenSpaceReflection {
+
+ ScreenSpaceReflectionPushConstant push_constant;
+ ScreenSpaceReflectionShaderRD shader;
+ RID shader_version;
+ RID pipelines[SCREEN_SPACE_REFLECTION_MAX];
+
+ } ssr;
+
+ struct ScreenSpaceReflectionFilterPushConstant {
+
+ float proj_info[4];
+
+ uint32_t orthogonal;
+ float edge_tolerance;
+ int32_t increment;
+ uint32_t pad;
+
+ int32_t screen_size[2];
+ uint32_t vertical;
+ uint32_t steps;
+ };
+ enum {
+ SCREEN_SPACE_REFLECTION_FILTER_HORIZONTAL,
+ SCREEN_SPACE_REFLECTION_FILTER_VERTICAL,
+ SCREEN_SPACE_REFLECTION_FILTER_MAX,
+ };
+
+ struct ScreenSpaceReflectionFilter {
+
+ ScreenSpaceReflectionFilterPushConstant push_constant;
+ ScreenSpaceReflectionFilterShaderRD shader;
+ RID shader_version;
+ RID pipelines[SCREEN_SPACE_REFLECTION_FILTER_MAX];
+ } ssr_filter;
+
+ struct ScreenSpaceReflectionScalePushConstant {
+
+ int32_t screen_size[2];
+ float camera_z_near;
+ float camera_z_far;
+
+ uint32_t orthogonal;
+ uint32_t filter;
+ uint32_t pad[2];
+ };
+
+ struct ScreenSpaceReflectionScale {
+
+ ScreenSpaceReflectionScalePushConstant push_constant;
+ ScreenSpaceReflectionScaleShaderRD shader;
+ RID shader_version;
+ RID pipeline;
+ } ssr_scale;
+
+ struct SubSurfaceScatteringPushConstant {
+
+ int32_t screen_size[2];
+ float camera_z_far;
+ float camera_z_near;
+
+ uint32_t vertical;
+ uint32_t orthogonal;
+ float unit_size;
+ float scale;
+
+ float depth_scale;
+ uint32_t pad[3];
+ };
+
+ struct SubSurfaceScattering {
+
+ SubSurfaceScatteringPushConstant push_constant;
+ SubsurfaceScatteringShaderRD shader;
+ RID shader_version;
+ RID pipelines[3]; //3 quality levels
+ } sss;
+
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
@@ -386,23 +537,41 @@ class RasterizerEffectsRD {
Map<RID, RID> texture_to_uniform_set_cache;
Map<RID, RID> image_to_uniform_set_cache;
+
+ struct TexturePair {
+ RID texture1;
+ RID texture2;
+ _FORCE_INLINE_ bool operator<(const TexturePair &p_pair) const {
+ if (texture1 == p_pair.texture1) {
+ return texture2 < p_pair.texture2;
+ } else {
+ return texture1 < p_pair.texture1;
+ }
+ }
+ };
+
Map<RID, RID> texture_to_compute_uniform_set_cache;
+ Map<TexturePair, RID> texture_pair_to_compute_uniform_set_cache;
+ Map<TexturePair, RID> image_pair_to_compute_uniform_set_cache;
RID _get_uniform_set_from_image(RID p_texture);
RID _get_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
RID _get_compute_uniform_set_from_texture(RID p_texture, bool p_use_mipmaps = false);
+ RID _get_compute_uniform_set_from_texture_pair(RID p_texture, RID p_texture2, bool p_use_mipmaps = false);
+ RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
public:
- //TODO must re-do most of the shaders in compute
-
- void region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
- void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false, bool p_force_luminance = false);
- void gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region);
- void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_alpha_to_zero = false);
+ void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false);
+ void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
+ void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
+ void copy_to_atlas_fb(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_uv_rect, RD::DrawListID p_draw_list, bool p_flip_y = false);
+ void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
+ void gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
- void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
- void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
+ void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
+ void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
@@ -439,6 +608,9 @@ public:
bool use_color_correction = false;
RID color_correction_texture;
+
+ bool use_fxaa = false;
+ Vector2i texture_size;
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
@@ -450,6 +622,10 @@ public:
void cubemap_filter(RID p_source_cubemap, Vector<RID> p_dest_cubemap, bool p_use_array);
void render_sky(RD::DrawListID p_list, float p_time, RID p_fb, RID p_samplers, RID p_lights, RenderPipelineVertexFormatCacheRD *p_pipeline, RID p_uniform_set, RID p_texture_set, const CameraMatrix &p_camera, const Basis &p_orientation, float p_multiplier, const Vector3 &p_position);
+ void screen_space_reflection(RID p_diffuse, RID p_normal, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_roughness, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
+ void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
+ void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
+
RasterizerEffectsRD();
~RasterizerEffectsRD();
};
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
index bf3cd045f1..2c23decd1f 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
@@ -52,6 +52,21 @@ static _FORCE_INLINE_ void store_transform(const Transform &p_mtx, float *p_arra
p_array[15] = 1;
}
+static _FORCE_INLINE_ void store_basis_3x4(const Basis &p_mtx, float *p_array) {
+ p_array[0] = p_mtx.elements[0][0];
+ p_array[1] = p_mtx.elements[1][0];
+ p_array[2] = p_mtx.elements[2][0];
+ p_array[3] = 0;
+ p_array[4] = p_mtx.elements[0][1];
+ p_array[5] = p_mtx.elements[1][1];
+ p_array[6] = p_mtx.elements[2][1];
+ p_array[7] = 0;
+ p_array[8] = p_mtx.elements[0][2];
+ p_array[9] = p_mtx.elements[1][2];
+ p_array[10] = p_mtx.elements[2][2];
+ p_array[11] = 0;
+}
+
static _FORCE_INLINE_ void store_transform_3x3(const Transform &p_mtx, float *p_array) {
p_array[0] = p_mtx.basis.elements[0][0];
p_array[1] = p_mtx.basis.elements[1][0];
@@ -77,6 +92,13 @@ static _FORCE_INLINE_ void store_camera(const CameraMatrix &p_mtx, float *p_arra
}
}
+static _FORCE_INLINE_ void store_soft_shadow_kernel(const float *p_kernel, float *p_array) {
+
+ for (int i = 0; i < 128; i++) {
+ p_array[i] = p_kernel[i];
+ }
+}
+
/* SCENE SHADER */
void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
//compile
@@ -109,6 +131,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
unshaded = false;
uses_vertex = false;
uses_sss = false;
+ uses_transmittance = false;
uses_screen_texture = false;
uses_depth_texture = false;
uses_normal_texture = false;
@@ -142,6 +165,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
+ actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
@@ -321,7 +345,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL) {
blend_state = blend_state_depth_normal;
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_NORMAL_AND_ROUGHNESS) {
- blend_state = blend_state_depth_normal;
+ blend_state = blend_state_depth_normal_roughness;
} else if (k == SHADER_VERSION_DEPTH_PASS_WITH_MATERIAL) {
blend_state = RD::PipelineColorBlendState::create_disabled(5); //writes to normal and roughness in opaque way
@@ -533,37 +557,100 @@ void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::ensure_specular() {
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = width;
tf.height = height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ } else {
+ tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
specular = RD::get_singleton()->texture_create(tf, RD::TextureView());
- Vector<RID> fb;
- fb.push_back(color);
- fb.push_back(specular);
- fb.push_back(depth);
+ if (msaa == RS::VIEWPORT_MSAA_DISABLED) {
+
+ {
+ Vector<RID> fb;
+ fb.push_back(color);
+ fb.push_back(specular);
+ fb.push_back(depth);
+
+ color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ {
+ Vector<RID> fb;
+ fb.push_back(specular);
- color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
+ specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+
+ } else {
+
+ tf.samples = texture_samples;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ specular_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ {
+ Vector<RID> fb;
+ fb.push_back(color_msaa);
+ fb.push_back(specular_msaa);
+ fb.push_back(depth_msaa);
+
+ color_specular_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ {
+ Vector<RID> fb;
+ fb.push_back(specular_msaa);
+
+ specular_only_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ }
}
}
void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::clear() {
+ if (color_msaa.is_valid()) {
+ RD::get_singleton()->free(color_msaa);
+ color_msaa = RID();
+ }
+
+ if (depth_msaa.is_valid()) {
+ RD::get_singleton()->free(depth_msaa);
+ depth_msaa = RID();
+ }
+
if (specular.is_valid()) {
+ if (specular_msaa.is_valid()) {
+ RD::get_singleton()->free(specular_msaa);
+ specular_msaa = RID();
+ }
RD::get_singleton()->free(specular);
specular = RID();
}
+ color = RID();
+ depth = RID();
color_specular_fb = RID();
+ specular_only_fb = RID();
color_fb = RID();
+ depth_fb = RID();
if (normal_buffer.is_valid()) {
RD::get_singleton()->free(normal_buffer);
+ if (normal_buffer_msaa.is_valid()) {
+ RD::get_singleton()->free(normal_buffer_msaa);
+ normal_buffer_msaa = RID();
+ }
normal_buffer = RID();
depth_normal_fb = RID();
}
if (roughness_buffer.is_valid()) {
RD::get_singleton()->free(roughness_buffer);
+ if (roughness_buffer_msaa.is_valid()) {
+ RD::get_singleton()->free(roughness_buffer_msaa);
+ roughness_buffer_msaa = RID();
+ }
roughness_buffer = RID();
depth_normal_roughness_fb = RID();
}
@@ -572,24 +659,69 @@ void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::clear() {
void RasterizerSceneHighEndRD::RenderBufferDataHighEnd::configure(RID p_color_buffer, RID p_depth_buffer, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
clear();
+ msaa = p_msaa;
+
width = p_width;
height = p_height;
color = p_color_buffer;
depth = p_depth_buffer;
- {
- Vector<RID> fb;
- fb.push_back(p_color_buffer);
- fb.push_back(depth);
+ if (p_msaa == RS::VIEWPORT_MSAA_DISABLED) {
- color_fb = RD::get_singleton()->framebuffer_create(fb);
- }
- {
- Vector<RID> fb;
- fb.push_back(depth);
+ {
+ Vector<RID> fb;
+ fb.push_back(p_color_buffer);
+ fb.push_back(depth);
+
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ {
+ Vector<RID> fb;
+ fb.push_back(depth);
+
+ depth_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ } else {
- depth_fb = RD::get_singleton()->framebuffer_create(fb);
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
+ tf.width = p_width;
+ tf.height = p_height;
+ tf.type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ RD::TextureSamples ts[RS::VIEWPORT_MSAA_MAX] = {
+ RD::TEXTURE_SAMPLES_1,
+ RD::TEXTURE_SAMPLES_2,
+ RD::TEXTURE_SAMPLES_4,
+ RD::TEXTURE_SAMPLES_8,
+ RD::TEXTURE_SAMPLES_16
+ };
+
+ texture_samples = ts[p_msaa];
+ tf.samples = texture_samples;
+
+ color_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.format = RD::get_singleton()->texture_is_format_supported_for_usage(RD::DATA_FORMAT_D24_UNORM_S8_UINT, RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT) ? RD::DATA_FORMAT_D24_UNORM_S8_UINT : RD::DATA_FORMAT_D32_SFLOAT_S8_UINT;
+ tf.usage_bits = RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+
+ depth_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ {
+ Vector<RID> fb;
+ fb.push_back(color_msaa);
+ fb.push_back(depth_msaa);
+
+ color_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
+ {
+ Vector<RID> fb;
+ fb.push_back(depth_msaa);
+
+ depth_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
}
}
@@ -602,13 +734,31 @@ void RasterizerSceneHighEndRD::_allocate_normal_texture(RenderBufferDataHighEnd
tf.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
tf.width = rb->width;
tf.height = rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ } else {
+ tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
rb->normal_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- Vector<RID> fb;
- fb.push_back(rb->depth);
- fb.push_back(rb->normal_buffer);
- rb->depth_normal_fb = RD::get_singleton()->framebuffer_create(fb);
+
+ if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
+ Vector<RID> fb;
+ fb.push_back(rb->depth);
+ fb.push_back(rb->normal_buffer);
+ rb->depth_normal_fb = RD::get_singleton()->framebuffer_create(fb);
+ } else {
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ tf.samples = rb->texture_samples;
+ rb->normal_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> fb;
+ fb.push_back(rb->depth_msaa);
+ fb.push_back(rb->normal_buffer_msaa);
+ rb->depth_normal_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
_render_buffers_clear_uniform_set(rb);
}
@@ -627,12 +777,32 @@ void RasterizerSceneHighEndRD::_allocate_roughness_texture(RenderBufferDataHighE
tf.height = rb->height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ } else {
+ tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
+
rb->roughness_buffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
- Vector<RID> fb;
- fb.push_back(rb->depth);
- fb.push_back(rb->normal_buffer);
- fb.push_back(rb->roughness_buffer);
- rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
+
+ if (rb->msaa == RS::VIEWPORT_MSAA_DISABLED) {
+
+ Vector<RID> fb;
+ fb.push_back(rb->depth);
+ fb.push_back(rb->normal_buffer);
+ fb.push_back(rb->roughness_buffer);
+ rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
+ } else {
+ tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_FROM_BIT;
+ tf.samples = rb->texture_samples;
+ rb->roughness_buffer_msaa = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> fb;
+ fb.push_back(rb->depth_msaa);
+ fb.push_back(rb->normal_buffer_msaa);
+ fb.push_back(rb->roughness_buffer_msaa);
+ rb->depth_normal_roughness_fb = RD::get_singleton()->framebuffer_create(fb);
+ }
_render_buffers_clear_uniform_set(rb);
}
@@ -935,7 +1105,7 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
}
}
-void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers) {
+void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
//CameraMatrix projection = p_cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
@@ -952,6 +1122,18 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
scene_state.ubo.z_far = p_zfar;
scene_state.ubo.z_near = p_znear;
+ scene_state.ubo.pancake_shadows = p_pancake_shadows;
+
+ store_soft_shadow_kernel(directional_penumbra_shadow_kernel_get(), scene_state.ubo.directional_penumbra_shadow_kernel);
+ store_soft_shadow_kernel(directional_soft_shadow_kernel_get(), scene_state.ubo.directional_soft_shadow_kernel);
+ store_soft_shadow_kernel(penumbra_shadow_kernel_get(), scene_state.ubo.penumbra_shadow_kernel);
+ store_soft_shadow_kernel(soft_shadow_kernel_get(), scene_state.ubo.soft_shadow_kernel);
+
+ scene_state.ubo.directional_penumbra_shadow_samples = directional_penumbra_shadow_samples_get();
+ scene_state.ubo.directional_soft_shadow_samples = directional_soft_shadow_samples_get();
+ scene_state.ubo.penumbra_shadow_samples = penumbra_shadow_samples_get();
+ scene_state.ubo.soft_shadow_samples = soft_shadow_samples_get();
+
scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
@@ -1074,12 +1256,12 @@ void RasterizerSceneHighEndRD::_add_geometry(InstanceBase *p_instance, uint32_t
}
}
- MaterialData *material = NULL;
+ MaterialData *material = nullptr;
if (m_src.is_valid()) {
material = (MaterialData *)storage->material_get_data(m_src, RasterizerStorageRD::SHADER_TYPE_3D);
if (!material || !material->shader_data->valid) {
- material = NULL;
+ material = nullptr;
}
}
@@ -1203,7 +1385,7 @@ void RasterizerSceneHighEndRD::_fill_render_list(InstanceBase **p_cull_result, i
case RS::INSTANCE_MESH: {
- const RID *materials = NULL;
+ const RID *materials = nullptr;
uint32_t surface_count;
materials = storage->mesh_get_surface_count_and_materials(inst->base, surface_count);
@@ -1237,7 +1419,7 @@ void RasterizerSceneHighEndRD::_fill_render_list(InstanceBase **p_cull_result, i
continue;
}
- const RID *materials = NULL;
+ const RID *materials = nullptr;
uint32_t surface_count;
materials = storage->mesh_get_surface_count_and_materials(mesh, surface_count);
@@ -1258,7 +1440,7 @@ void RasterizerSceneHighEndRD::_fill_render_list(InstanceBase **p_cull_result, i
RasterizerStorageGLES3::Immediate *immediate = storage->immediate_owner.getornull(inst->base);
ERR_CONTINUE(!immediate);
- _add_geometry(immediate, inst, NULL, -1, p_depth_pass, p_shadow_pass);
+ _add_geometry(immediate, inst, nullptr, -1, p_depth_pass, p_shadow_pass);
} break;
case RS::INSTANCE_PARTICLES: {
@@ -1470,11 +1652,49 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
light_data.mask = storage->light_get_cull_mask(base);
+ float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+
+ light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
+
Color shadow_col = storage->light_get_shadow_color(base).to_linear();
- light_data.shadow_color[0] = shadow_col.r;
- light_data.shadow_color[1] = shadow_col.g;
- light_data.shadow_color[2] = shadow_col.b;
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
+ light_data.shadow_color1[0] = 1.0;
+ light_data.shadow_color1[1] = 0.0;
+ light_data.shadow_color1[2] = 0.0;
+ light_data.shadow_color1[3] = 1.0;
+ light_data.shadow_color2[0] = 0.0;
+ light_data.shadow_color2[1] = 1.0;
+ light_data.shadow_color2[2] = 0.0;
+ light_data.shadow_color2[3] = 1.0;
+ light_data.shadow_color3[0] = 0.0;
+ light_data.shadow_color3[1] = 0.0;
+ light_data.shadow_color3[2] = 1.0;
+ light_data.shadow_color3[3] = 1.0;
+ light_data.shadow_color4[0] = 1.0;
+ light_data.shadow_color4[1] = 1.0;
+ light_data.shadow_color4[2] = 0.0;
+ light_data.shadow_color4[3] = 1.0;
+
+ } else {
+
+ light_data.shadow_color1[0] = shadow_col.r;
+ light_data.shadow_color1[1] = shadow_col.g;
+ light_data.shadow_color1[2] = shadow_col.b;
+ light_data.shadow_color1[3] = 1.0;
+ light_data.shadow_color2[0] = shadow_col.r;
+ light_data.shadow_color2[1] = shadow_col.g;
+ light_data.shadow_color2[2] = shadow_col.b;
+ light_data.shadow_color2[3] = 1.0;
+ light_data.shadow_color3[0] = shadow_col.r;
+ light_data.shadow_color3[1] = shadow_col.g;
+ light_data.shadow_color3[2] = shadow_col.b;
+ light_data.shadow_color3[3] = 1.0;
+ light_data.shadow_color4[0] = shadow_col.r;
+ light_data.shadow_color4[1] = shadow_col.g;
+ light_data.shadow_color4[2] = shadow_col.b;
+ light_data.shadow_color4[3] = 1.0;
+ }
light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
@@ -1498,12 +1718,52 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
+ float bias_scale = light_instance_get_shadow_bias_scale(li, j);
+ light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
+ light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j);
+ light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
+ light_data.shadow_transmittance_z_scale[j] = light_instance_get_shadow_range(li, j);
+ light_data.shadow_range_begin[j] = light_instance_get_shadow_range_begin(li, j);
store_camera(shadow_mtx, light_data.shadow_matrices[j]);
+
+ Vector2 uv_scale = light_instance_get_shadow_uv_scale(li, j);
+ uv_scale *= atlas_rect.size; //adapt to atlas size
+ switch (j) {
+ case 0: {
+ light_data.uv_scale1[0] = uv_scale.x;
+ light_data.uv_scale1[1] = uv_scale.y;
+ } break;
+ case 1: {
+ light_data.uv_scale2[0] = uv_scale.x;
+ light_data.uv_scale2[1] = uv_scale.y;
+ } break;
+ case 2: {
+ light_data.uv_scale3[0] = uv_scale.x;
+ light_data.uv_scale3[1] = uv_scale.y;
+ } break;
+ case 3: {
+ light_data.uv_scale4[0] = uv_scale.x;
+ light_data.uv_scale4[1] = uv_scale.y;
+ } break;
+ }
}
float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
+
+ light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
+
+ float softshadow_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (softshadow_angle > 0.0) {
+ // I know tan(0) is 0, but let's not risk it with numerical precision.
+ // technically this will keep expanding until reaching the sun, but all we care
+ // is expand until we reach the radius of the near plane (there can't be more occluders than that)
+ light_data.softshadow_angle = Math::tan(Math::deg2rad(softshadow_angle));
+ } else {
+ light_data.softshadow_angle = 0;
+ light_data.soft_shadow_scale *= directional_shadow_quality_radius_get(); // Only use quality radius for PCF
+ }
}
// Copy to SkyDirectionalLightData
@@ -1566,20 +1826,16 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
+ float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+
+ light_data.size = size;
+
light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION));
float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle)));
light_data.mask = storage->light_get_cull_mask(base);
- Color shadow_color = storage->light_get_shadow_color(base);
-
- bool has_shadow = p_using_shadows && storage->light_has_shadow(base);
- light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
- light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
- light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
- light_data.shadow_color_enabled[3] = has_shadow ? 255 : 0;
-
light_data.atlas_rect[0] = 0;
light_data.atlas_rect[1] = 0;
light_data.atlas_rect[2] = 0;
@@ -1588,20 +1844,58 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
// fill in the shadow information
+ Color shadow_color = storage->light_get_shadow_color(base);
+
+ light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
+ light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
+ light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
+ light_data.shadow_color_enabled[3] = 255;
+
+ if (type == RS::LIGHT_SPOT) {
+ light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
+ float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
+ shadow_texel_size *= light_instance_get_shadow_texel_size(li, p_shadow_atlas);
+
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
+
+ } else { //omni
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
+ float shadow_texel_size = light_instance_get_shadow_texel_size(li, p_shadow_atlas);
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
+ }
+
+ light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
+
Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
- if (type == RS::LIGHT_OMNI) {
+ light_data.atlas_rect[0] = rect.position.x;
+ light_data.atlas_rect[1] = rect.position.y;
+ light_data.atlas_rect[2] = rect.size.width;
+ light_data.atlas_rect[3] = rect.size.height;
+
+ light_data.soft_shadow_scale = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR);
- light_data.atlas_rect[0] = rect.position.x;
- light_data.atlas_rect[1] = rect.position.y;
- light_data.atlas_rect[2] = rect.size.width;
- light_data.atlas_rect[3] = rect.size.height * 0.5;
+ if (type == RS::LIGHT_OMNI) {
+ light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
Transform proj = (p_camera_inverse_transform * light_transform).inverse();
store_transform(proj, light_data.shadow_matrix);
+
+ if (size > 0.0) {
+
+ light_data.soft_shadow_size = size;
+ } else {
+ light_data.soft_shadow_size = 0.0;
+ light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
+ }
+
} else if (type == RS::LIGHT_SPOT) {
+ //used for clamping in this light type
+ light_data.atlas_rect[2] += light_data.atlas_rect[0];
+ light_data.atlas_rect[3] += light_data.atlas_rect[1];
+
Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
CameraMatrix bias;
bias.set_light_bias();
@@ -1610,7 +1904,18 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview;
store_camera(shadow_mtx, light_data.shadow_matrix);
+
+ if (size > 0.0) {
+ CameraMatrix cm = light_instance_get_shadow_camera(li, 0);
+ float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
+ light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
+ } else {
+ light_data.soft_shadow_size = 0.0;
+ light_data.soft_shadow_scale *= shadows_quality_radius_get(); // Only use quality radius for PCF
+ }
}
+ } else {
+ light_data.shadow_color_enabled[3] = 0;
}
light_instance_set_index(li, light_count);
@@ -1635,9 +1940,145 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
}
}
-void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
+void RasterizerSceneHighEndRD::_setup_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform) {
+
+ Transform uv_xform;
+ uv_xform.basis.scale(Vector3(2.0, 1.0, 2.0));
+ uv_xform.origin = Vector3(-1.0, 0.0, -1.0);
+
+ p_decal_count = MIN((uint32_t)p_decal_count, scene_state.max_decals);
+ int idx = 0;
+ for (int i = 0; i < p_decal_count; i++) {
+
+ RID di = p_decal_instances[i];
+ RID decal = decal_instance_get_base(di);
+
+ Transform xform = decal_instance_get_transform(di);
- RenderBufferDataHighEnd *render_buffer = NULL;
+ float fade = 1.0;
+
+ if (storage->decal_is_distance_fade_enabled(decal)) {
+ real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
+ float fade_begin = storage->decal_get_distance_fade_begin(decal);
+ float fade_length = storage->decal_get_distance_fade_length(decal);
+
+ if (distance > fade_begin) {
+ if (distance > fade_begin + fade_length) {
+ continue; // do not use this decal, its invisible
+ }
+
+ fade = 1.0 - (distance - fade_begin) / fade_length;
+ }
+ }
+
+ DecalData &dd = scene_state.decals[idx];
+
+ Vector3 decal_extents = storage->decal_get_extents(decal);
+
+ Transform scale_xform;
+ scale_xform.basis.scale(Vector3(decal_extents.x, decal_extents.y, decal_extents.z));
+ Transform to_decal_xform = (p_camera_inverse_xform * decal_instance_get_transform(di) * scale_xform * uv_xform).affine_inverse();
+ store_transform(to_decal_xform, dd.xform);
+
+ Vector3 normal = xform.basis.get_axis(Vector3::AXIS_Y).normalized();
+ normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
+
+ dd.normal[0] = normal.x;
+ dd.normal[1] = normal.y;
+ dd.normal[2] = normal.z;
+ dd.normal_fade = storage->decal_get_normal_fade(decal);
+
+ RID albedo_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ALBEDO);
+ if (albedo_tex.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(albedo_tex);
+ dd.albedo_rect[0] = rect.position.x;
+ dd.albedo_rect[1] = rect.position.y;
+ dd.albedo_rect[2] = rect.size.x;
+ dd.albedo_rect[3] = rect.size.y;
+ } else {
+
+ dd.albedo_rect[0] = 0;
+ dd.albedo_rect[1] = 0;
+ dd.albedo_rect[2] = 0;
+ dd.albedo_rect[3] = 0;
+ }
+
+ RID normal_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_NORMAL);
+ RID emission_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_EMISSION);
+
+ if (normal_tex.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(normal_tex);
+ dd.normal_rect[0] = rect.position.x;
+ dd.normal_rect[1] = rect.position.y;
+ dd.normal_rect[2] = rect.size.x;
+ dd.normal_rect[3] = rect.size.y;
+
+ Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
+ store_basis_3x4(normal_xform, dd.normal_xform);
+
+ //store normal xform
+ } else {
+
+ if (!emission_tex.is_valid()) {
+ continue; //no albedo, no emission, no decal.
+ }
+ dd.normal_rect[0] = 0;
+ dd.normal_rect[1] = 0;
+ dd.normal_rect[2] = 0;
+ dd.normal_rect[3] = 0;
+ }
+
+ RID orm_tex = storage->decal_get_texture(decal, RS::DECAL_TEXTURE_ORM);
+ if (orm_tex.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(orm_tex);
+ dd.orm_rect[0] = rect.position.x;
+ dd.orm_rect[1] = rect.position.y;
+ dd.orm_rect[2] = rect.size.x;
+ dd.orm_rect[3] = rect.size.y;
+ } else {
+ dd.orm_rect[0] = 0;
+ dd.orm_rect[1] = 0;
+ dd.orm_rect[2] = 0;
+ dd.orm_rect[3] = 0;
+ }
+
+ if (emission_tex.is_valid()) {
+ Rect2 rect = storage->decal_atlas_get_texture_rect(emission_tex);
+ dd.emission_rect[0] = rect.position.x;
+ dd.emission_rect[1] = rect.position.y;
+ dd.emission_rect[2] = rect.size.x;
+ dd.emission_rect[3] = rect.size.y;
+ } else {
+ dd.emission_rect[0] = 0;
+ dd.emission_rect[1] = 0;
+ dd.emission_rect[2] = 0;
+ dd.emission_rect[3] = 0;
+ }
+
+ Color modulate = storage->decal_get_modulate(decal);
+ dd.modulate[0] = modulate.r;
+ dd.modulate[1] = modulate.g;
+ dd.modulate[2] = modulate.b;
+ dd.modulate[3] = modulate.a * fade;
+ dd.emission_energy = storage->decal_get_emission_energy(decal) * fade;
+ dd.albedo_mix = storage->decal_get_albedo_mix(decal);
+ dd.mask = storage->decal_get_cull_mask(decal);
+ dd.upper_fade = storage->decal_get_upper_fade(decal);
+ dd.lower_fade = storage->decal_get_lower_fade(decal);
+
+ cluster_builder.add_decal(xform, decal_extents);
+
+ idx++;
+ }
+
+ if (idx > 0) {
+ RD::get_singleton()->buffer_update(scene_state.decal_buffer, 0, sizeof(DecalData) * idx, scene_state.decals, true);
+ }
+}
+
+void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color) {
+
+ RenderBufferDataHighEnd *render_buffer = nullptr;
if (p_render_buffer.is_valid()) {
render_buffer = (RenderBufferDataHighEnd *)render_buffers_get_data(p_render_buffer);
}
@@ -1646,27 +2087,6 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
render_pass++;
//fill up ubo
-#if 0
- storage->info.render.object_count += p_cull_count;
-
- Environment *env = environment_owner.getornull(p_environment);
- ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
- ReflectionAtlas *reflection_atlas = reflection_atlas_owner.getornull(p_reflection_atlas);
-
- if (shadow_atlas && shadow_atlas->size) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 5);
- glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LESS);
- scene_state.ubo.shadow_atlas_pixel_size[0] = 1.0 / shadow_atlas->size;
- scene_state.ubo.shadow_atlas_pixel_size[1] = 1.0 / shadow_atlas->size;
- }
-
- if (reflection_atlas && reflection_atlas->size) {
- glActiveTexture(GL_TEXTURE0 + storage->config.max_texture_image_units - 3);
- glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
- }
-#endif
RENDER_TIMESTAMP("Setup 3D Scene");
@@ -1689,9 +2109,6 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
- scene_state.ubo.shadow_z_offset = 0;
- scene_state.ubo.shadow_z_slope_scale = 0;
-
Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
@@ -1699,13 +2116,17 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
Size2 screen_pixel_size;
Size2i screen_size;
RID opaque_framebuffer;
+ RID opaque_specular_framebuffer;
RID depth_framebuffer;
RID alpha_framebuffer;
PassMode depth_pass_mode = PASS_MODE_DEPTH;
Vector<Color> depth_pass_clear;
+ bool using_separate_specular = false;
+ bool using_ssr = false;
if (render_buffer) {
+
screen_pixel_size.width = 1.0 / render_buffer->width;
screen_pixel_size.height = 1.0 / render_buffer->height;
screen_size.x = render_buffer->width;
@@ -1715,6 +2136,10 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (p_environment.is_valid() && environment_is_ssr_enabled(p_environment)) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL_ROUGHNESS;
+ render_buffer->ensure_specular();
+ using_separate_specular = true;
+ using_ssr = true;
+ opaque_specular_framebuffer = render_buffer->color_specular_fb;
} else if (screen_space_roughness_limiter_is_active()) {
depth_pass_mode = PASS_MODE_DEPTH_NORMAL;
//we need to allocate both these, if not allocated
@@ -1768,6 +2193,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
cluster_builder.begin(p_cam_transform.affine_inverse(), p_cam_projection); //prepare cluster
_setup_lights(p_light_cull_result, p_light_cull_count, p_cam_transform.affine_inverse(), p_shadow_atlas, using_shadows);
+ _setup_decals(p_decal_cull_result, p_decal_cull_count, p_cam_transform.affine_inverse());
_setup_reflections(p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_cam_transform.affine_inverse(), p_environment);
_setup_gi_probes(p_gi_probe_cull_result, p_gi_probe_cull_count, p_cam_transform);
_setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
@@ -1779,6 +2205,14 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
render_list.clear();
_fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr);
+ bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
+
+ if (using_sss) {
+ using_separate_specular = true;
+ render_buffer->ensure_specular();
+ using_separate_specular = true;
+ opaque_specular_framebuffer = render_buffer->color_specular_fb;
+ }
RID radiance_uniform_set;
bool draw_sky = false;
@@ -1845,22 +2279,36 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
_fill_instances(render_list.elements, render_list.element_count, false);
- bool can_continue = true; //unless the middle buffers are needed
bool debug_giprobes = get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_ALBEDO || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING || get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION;
- bool using_separate_specular = false;
bool depth_pre_pass = depth_framebuffer.is_valid();
RID render_buffers_uniform_set;
+ bool using_ssao = depth_pre_pass && p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment);
+
if (depth_pre_pass) { //depth pre pass
RENDER_TIMESTAMP("Render Depth Pre-Pass");
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
+ bool finish_depth = using_ssao;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(depth_framebuffer, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, depth_pass_clear);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(depth_framebuffer), render_list.elements, render_list.element_count, false, depth_pass_mode, render_buffer == nullptr, radiance_uniform_set, RID());
RD::get_singleton()->draw_list_end();
+
+ if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ if (finish_depth) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
+ }
+
+ if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL || depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->normal_buffer_msaa, render_buffer->normal_buffer, true);
+ if (depth_pass_mode == PASS_MODE_DEPTH_NORMAL_ROUGHNESS) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->roughness_buffer_msaa, render_buffer->roughness_buffer, true);
+ }
+ }
+ }
}
- if (p_render_buffer.is_valid() && p_environment.is_valid() && environment_is_ssao_enabled(p_environment)) {
+ if (using_ssao) {
_process_ssao(p_render_buffer, p_environment, render_buffer->normal_buffer, p_cam_projection);
}
@@ -1878,23 +2326,46 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
RENDER_TIMESTAMP("Render Opaque Pass");
+ bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
+
{
- bool will_continue = (can_continue || draw_sky || debug_giprobes);
+
+ bool will_continue_color = (can_continue_color || draw_sky || debug_giprobes);
+ bool will_continue_depth = (can_continue_depth || draw_sky || debug_giprobes);
+
//regular forward for now
Vector<Color> c;
- c.push_back(clear_color.to_linear());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(opaque_framebuffer), render_list.elements, render_list.element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set);
+ if (using_separate_specular) {
+ Color cc = clear_color.to_linear();
+ cc.a = 0; //subsurf scatter must be 0
+ c.push_back(cc);
+ c.push_back(Color(0, 0, 0, 0));
+ } else {
+ c.push_back(clear_color.to_linear());
+ }
+
+ RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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 ? (using_ssao ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set);
RD::get_singleton()->draw_list_end();
+
+ if (will_continue_color && using_separate_specular) {
+ // close the specular framebuffer, as it's no longer used
+ draw_list = RD::get_singleton()->draw_list_begin(render_buffer->specular_only_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_CONTINUE);
+ RD::get_singleton()->draw_list_end();
+ }
}
if (debug_giprobes) {
//debug giprobes
- bool will_continue = (can_continue || draw_sky);
+ bool will_continue_color = (can_continue_color || draw_sky);
+ bool will_continue_depth = (can_continue_depth || draw_sky);
+
CameraMatrix dc;
dc.set_depth_correction(true);
CameraMatrix cm = (dc * p_cam_projection) * CameraMatrix(p_cam_transform.affine_inverse());
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(opaque_framebuffer, RD::INITIAL_ACTION_CONTINUE, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
for (int i = 0; i < p_gi_probe_cull_count; i++) {
_debug_giprobe(p_gi_probe_cull_result[i], draw_list, opaque_framebuffer, cm, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_LIGHTING, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_GI_PROBE_EMISSION, 1.0);
}
@@ -1911,101 +2382,60 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
projection = correction * p_cam_projection;
}
- _draw_sky(can_continue, opaque_framebuffer, p_environment, projection, p_cam_transform);
+ _draw_sky(can_continue_color, can_continue_depth, opaque_framebuffer, p_environment, projection, p_cam_transform);
+ }
+
+ if (render_buffer && !can_continue_color && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- if (using_separate_specular && !can_continue) {
- //can't continue, so close the buffers
- //RD::get_singleton()->draw_list_begin(render_buffer->color_specular_fb, RD::INITIAL_ACTION_CONTINUE, RD::FINAL_ACTION_READ_COLOR_AND_DEPTH, c);
- //RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
+ if (using_separate_specular) {
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->specular_msaa, render_buffer->specular, true);
}
}
- RENDER_TIMESTAMP("Render Transparent Pass");
-
- _setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
+ if (render_buffer && !can_continue_depth && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- render_list.sort_by_reverse_depth_and_priority(true);
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->depth_msaa, render_buffer->depth, true);
+ }
- _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false);
+ if (using_separate_specular) {
- {
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(alpha_framebuffer, can_continue ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ);
- _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set);
- RD::get_singleton()->draw_list_end();
- }
+ if (using_sss) {
+ RENDER_TIMESTAMP("Sub Surface Scattering");
+ _process_sss(p_render_buffer, p_cam_projection);
+ }
- //_render_list
-#if 0
- if (state.directional_light_count == 0) {
- directional_light = NULL;
- _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, false, shadow_atlas != NULL);
- } else {
- for (int i = 0; i < state.directional_light_count; i++) {
- directional_light = directional_lights[i];
- _setup_directional_light(i, p_cam_transform.affine_inverse(), shadow_atlas != NULL && shadow_atlas->size > 0);
- _render_list(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, p_cam_transform, p_cam_projection, env_radiance_tex, false, true, false, i > 0, shadow_atlas != NULL);
+ if (using_ssr) {
+ RENDER_TIMESTAMP("Screen Space Reflection");
+ _process_ssr(p_render_buffer, render_buffer->color_fb, render_buffer->normal_buffer, render_buffer->roughness_buffer, render_buffer->specular, render_buffer->specular, Color(0, 0, 0, 1), p_environment, p_cam_projection, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED);
+ } else {
+ //just mix specular back
+ RENDER_TIMESTAMP("Merge Specular");
+ storage->get_effects()->merge_specular(render_buffer->color_fb, render_buffer->specular, render_buffer->msaa == RS::VIEWPORT_MSAA_DISABLED ? RID() : render_buffer->color, RID());
}
}
-#endif
-#if 0
- _post_process(env, p_cam_projection);
- // Needed only for debugging
- /* if (shadow_atlas && storage->frame.current_rt) {
-
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, shadow_atlas->depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
- }
+ RENDER_TIMESTAMP("Render Transparent Pass");
- if (storage->frame.current_rt) {
+ _setup_environment(p_environment, p_cam_projection, p_cam_transform, p_reflection_probe, p_reflection_probe.is_valid(), screen_pixel_size, p_shadow_atlas, !p_reflection_probe.is_valid(), p_default_bg_color, p_cam_projection.get_z_near(), p_cam_projection.get_z_far(), false);
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, exposure_shrink[4].color);
- //glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 16, storage->frame.current_rt->height / 16), Rect2(0, 0, 1, 1));
- }
+ render_list.sort_by_reverse_depth_and_priority(true);
- if (reflection_atlas && storage->frame.current_rt) {
+ _fill_instances(&render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false);
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, reflection_atlas->color);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
+ {
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(alpha_framebuffer), &render_list.elements[render_list.max_elements - render_list.alpha_element_count], render_list.alpha_element_count, false, PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set);
+ RD::get_singleton()->draw_list_end();
}
- if (directional_shadow.fbo) {
+ if (render_buffer && render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, directional_shadow.depth);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
+ RD::get_singleton()->texture_resolve_multisample(render_buffer->color_msaa, render_buffer->color, true);
}
-
- if ( env_radiance_tex) {
-
- //_copy_texture_to_front_buffer(shadow_atlas->depth);
- storage->canvas->canvas_begin();
- glActiveTexture(GL_TEXTURE0);
- glBindTexture(GL_TEXTURE_2D, env_radiance_tex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- storage->canvas->draw_generic_textured_rect(Rect2(0, 0, storage->frame.current_rt->width / 2, storage->frame.current_rt->height / 2), Rect2(0, 0, 1, 1));
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- }*/
- //disable all stuff
-#endif
}
-void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip) {
+
+void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake) {
RENDER_TIMESTAMP("Setup Rendering Shadow");
@@ -2013,11 +2443,9 @@ void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **
render_pass++;
- scene_state.ubo.shadow_z_offset = p_bias;
- scene_state.ubo.shadow_z_slope_scale = p_normal_bias;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
- _setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar);
+ _setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
render_list.clear();
@@ -2048,8 +2476,6 @@ void RasterizerSceneHighEndRD::_render_material(const Transform &p_cam_transform
render_pass++;
- scene_state.ubo.shadow_z_offset = 0;
- scene_state.ubo.shadow_z_slope_scale = 0;
scene_state.ubo.dual_paraboloid_side = 0;
_setup_environment(RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
@@ -2146,7 +2572,7 @@ void RasterizerSceneHighEndRD::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 5;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.light_buffer);
uniforms.push_back(u);
}
@@ -2209,17 +2635,40 @@ void RasterizerSceneHighEndRD::_update_render_base_uniform_set() {
uniforms.push_back(u);
}
-
{
RD::Uniform u;
u.binding = 10;
u.type = RD::UNIFORM_TYPE_TEXTURE;
- u.ids.push_back(cluster_builder.get_cluster_texture());
+ RID decal_atlas = storage->decal_atlas_get_texture();
+ u.ids.push_back(decal_atlas);
uniforms.push_back(u);
}
{
RD::Uniform u;
u.binding = 11;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ RID decal_atlas = storage->decal_atlas_get_texture_srgb();
+ u.ids.push_back(decal_atlas);
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 12;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
+ u.ids.push_back(scene_state.decal_buffer);
+ uniforms.push_back(u);
+ }
+
+ {
+ RD::Uniform u;
+ u.binding = 13;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.ids.push_back(cluster_builder.get_cluster_texture());
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.binding = 14;
u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(cluster_builder.get_cluster_indices_buffer());
uniforms.push_back(u);
@@ -2227,7 +2676,7 @@ void RasterizerSceneHighEndRD::_update_render_base_uniform_set() {
{
RD::Uniform u;
- u.binding = 12;
+ u.binding = 15;
u.type = RD::UNIFORM_TYPE_TEXTURE;
if (directional_shadow_get_texture().is_valid()) {
u.ids.push_back(directional_shadow_get_texture());
@@ -2366,7 +2815,7 @@ void RasterizerSceneHighEndRD::_update_render_buffers_uniform_set(RID p_render_b
}
}
-RasterizerSceneHighEndRD *RasterizerSceneHighEndRD::singleton = NULL;
+RasterizerSceneHighEndRD *RasterizerSceneHighEndRD::singleton = nullptr;
void RasterizerSceneHighEndRD::set_time(double p_time, double p_step) {
time = p_time;
@@ -2405,11 +2854,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
}
{ //lights
- scene_state.max_lights = MIN(65536, uniform_max_size) / sizeof(LightData);
+ scene_state.max_lights = MIN(1024 * 1024, uniform_max_size) / sizeof(LightData); //1mb of lights
uint32_t light_buffer_size = scene_state.max_lights * sizeof(LightData);
scene_state.lights = memnew_arr(LightData, scene_state.max_lights);
- scene_state.light_buffer = RD::get_singleton()->uniform_buffer_create(light_buffer_size);
- defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
+ scene_state.light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
+ //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
scene_state.max_directional_lights = 8;
uint32_t directional_light_buffer_size = scene_state.max_directional_lights * sizeof(DirectionalLightData);
@@ -2448,6 +2897,13 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
defines += "\n#define MAX_GI_PROBES " + itos(scene_state.max_gi_probes) + "\n";
}
+ { //decals
+ scene_state.max_decals = MIN(1024 * 1024, uniform_max_size) / sizeof(DecalData); //1mb of decals
+ uint32_t decal_buffer_size = scene_state.max_decals * sizeof(DecalData);
+ scene_state.decals = memnew_arr(DecalData, scene_state.max_decals);
+ scene_state.decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
+ }
+
Vector<String> shader_versions;
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n");
shader_versions.push_back("\n#define MODE_RENDER_DEPTH\n#define MODE_DUAL_PARABOLOID\n");
@@ -2511,7 +2967,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.renames["ANISOTROPY"] = "anisotropy";
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions.renames["SSS_STRENGTH"] = "sss_strength";
- actions.renames["TRANSMISSION"] = "transmission";
+ actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
+ actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
+ actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
+ actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
+ actions.renames["BACKLIGHT"] = "backlight";
actions.renames["AO"] = "ao";
actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions.renames["EMISSION"] = "emission";
@@ -2551,7 +3011,8 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
- actions.usage_defines["TRANSMISSION"] = "#define LIGHT_TRANSMISSION_USED\n";
+ actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
+ actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
@@ -2574,6 +3035,8 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+ actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
+
bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
if (!force_blinn) {
@@ -2720,10 +3183,12 @@ RasterizerSceneHighEndRD::~RasterizerSceneHighEndRD() {
RD::get_singleton()->free(scene_state.directional_light_buffer);
RD::get_singleton()->free(scene_state.light_buffer);
RD::get_singleton()->free(scene_state.reflection_buffer);
+ RD::get_singleton()->free(scene_state.decal_buffer);
memdelete_arr(scene_state.instances);
memdelete_arr(scene_state.gi_probes);
memdelete_arr(scene_state.directional_lights);
memdelete_arr(scene_state.lights);
memdelete_arr(scene_state.reflections);
+ memdelete_arr(scene_state.decals);
}
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
index 4c3422cedb..bfc21e492a 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
@@ -138,6 +138,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
bool unshaded;
bool uses_vertex;
bool uses_sss;
+ bool uses_transmittance;
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_normal_texture;
@@ -197,16 +198,28 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
struct RenderBufferDataHighEnd : public RenderBufferData {
//for rendering, may be MSAAd
+
RID color;
RID depth;
RID specular;
RID normal_buffer;
RID roughness_buffer;
+
+ RS::ViewportMSAA msaa;
+ RD::TextureSamples texture_samples;
+
+ RID color_msaa;
+ RID depth_msaa;
+ RID specular_msaa;
+ RID normal_buffer_msaa;
+ RID roughness_buffer_msaa;
+
RID depth_fb;
RID depth_normal_fb;
RID depth_normal_roughness_fb;
RID color_fb;
RID color_specular_fb;
+ RID specular_only_fb;
int width, height;
void ensure_specular();
@@ -252,13 +265,20 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float position[3];
float inv_radius;
float direction[3];
+ float size;
uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
- uint32_t mask;
uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix[16];
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size;
+ float soft_shadow_scale;
+ uint32_t mask;
+ uint32_t pad[2];
};
struct DirectionalLightData {
@@ -266,15 +286,30 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float direction[3];
float energy;
float color[3];
+ float size;
float specular;
- float shadow_color[3];
uint32_t mask;
+ float softshadow_angle;
+ float soft_shadow_scale;
uint32_t blend_splits;
uint32_t shadow_enabled;
float fade_from;
float fade_to;
+ float shadow_bias[4];
+ float shadow_normal_bias[4];
+ float shadow_transmittance_bias[4];
+ float shadow_transmittance_z_scale[4];
+ float shadow_range_begin[4];
float shadow_split_offsets[4];
float shadow_matrices[4][16];
+ float shadow_color1[4];
+ float shadow_color2[4];
+ float shadow_color3[4];
+ float shadow_color4[4];
+ float uv_scale1[2];
+ float uv_scale2[2];
+ float uv_scale3[2];
+ float uv_scale4[2];
};
struct GIProbeData {
@@ -293,6 +328,24 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
uint32_t pad[1];
};
+ struct DecalData {
+ float xform[16];
+ float inv_extents[3];
+ float albedo_mix;
+ float albedo_rect[4];
+ float normal_rect[4];
+ float orm_rect[4];
+ float emission_rect[4];
+ float modulate[4];
+ float emission_energy;
+ uint32_t mask;
+ float upper_fade;
+ float lower_fade;
+ float normal_xform[12];
+ float normal[3];
+ float normal_fade;
+ };
+
enum {
INSTANCE_DATA_FLAG_MULTIMESH = 1 << 12,
INSTANCE_DATA_FLAG_MULTIMESH_FORMAT_2D = 1 << 13,
@@ -323,12 +376,22 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float viewport_size[2];
float screen_pixel_size[2];
- float shadow_z_offset;
- float shadow_z_slope_scale;
-
float time;
float reflection_multiplier;
+ uint32_t pancake_shadows;
+ uint32_t pad;
+
+ float directional_penumbra_shadow_kernel[128]; //32 vec4s
+ float directional_soft_shadow_kernel[128];
+ float penumbra_shadow_kernel[128];
+ float soft_shadow_kernel[128];
+
+ uint32_t directional_penumbra_shadow_samples;
+ uint32_t directional_soft_shadow_samples;
+ uint32_t penumbra_shadow_samples;
+ uint32_t soft_shadow_samples;
+
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
@@ -368,6 +431,10 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
RID gi_probe_buffer;
uint32_t max_gi_probe_probes_per_instance;
+ DecalData *decals;
+ uint32_t max_decals;
+ RID decal_buffer;
+
LightData *lights;
uint32_t max_lights;
RID light_buffer;
@@ -489,7 +556,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
_FORCE_INLINE_ Element *add_element() {
if (element_count + alpha_element_count >= max_elements)
- return NULL;
+ return nullptr;
elements[element_count] = &base_elements[element_count];
return elements[element_count++];
}
@@ -497,7 +564,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
_FORCE_INLINE_ Element *add_alpha_element() {
if (element_count + alpha_element_count >= max_elements)
- return NULL;
+ return nullptr;
int idx = max_elements - alpha_element_count - 1;
elements[idx] = &base_elements[idx];
alpha_element_count++;
@@ -557,8 +624,9 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
PASS_MODE_DEPTH_MATERIAL,
};
- void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false);
+ void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows);
+ void _setup_decals(const RID *p_decal_instances, int p_decal_count, const Transform &p_camera_inverse_xform);
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
void _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
@@ -570,8 +638,8 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
void _fill_render_list(InstanceBase **p_cull_result, int p_cull_count, PassMode p_pass_mode, bool p_no_gi);
protected:
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip);
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
+ virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
public:
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index 517eea12f4..37e2aaad0e 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -36,6 +36,18 @@
uint64_t RasterizerSceneRD::auto_exposure_counter = 2;
+void get_vogel_disk(float *r_kernel, int p_sample_count) {
+ const float golden_angle = 2.4;
+
+ for (int i = 0; i < p_sample_count; i++) {
+ float r = Math::sqrt(float(i) + 0.5) / Math::sqrt(float(p_sample_count));
+ float theta = float(i) * golden_angle;
+
+ r_kernel[i * 4] = Math::cos(theta) * r;
+ r_kernel[i * 4 + 1] = Math::sin(theta) * r;
+ }
+}
+
void RasterizerSceneRD::_clear_reflection_data(ReflectionData &rd) {
rd.layers.clear();
@@ -181,10 +193,9 @@ void RasterizerSceneRD::_update_reflection_mipmaps(ReflectionData &rd) {
for (int j = 0; j < rd.layers[i].mipmaps.size() - 1; j++) {
for (int k = 0; k < 6; k++) {
RID view = rd.layers[i].mipmaps[j].views[k];
- RID fb = rd.layers[i].mipmaps[j + 1].framebuffers[k];
- Vector2 size = rd.layers[i].mipmaps[j].size;
- size = Vector2(1.0 / size.x, 1.0 / size.y);
- storage->get_effects()->make_mipmap(view, fb, size);
+ RID texture = rd.layers[i].mipmaps[j + 1].views[k];
+ Size2i size = rd.layers[i].mipmaps[j + 1].size;
+ storage->get_effects()->make_mipmap(view, texture, size);
}
}
}
@@ -456,7 +467,7 @@ RID RasterizerSceneRD::sky_get_material(RID p_sky) const {
return sky->material;
}
-void RasterizerSceneRD::_draw_sky(bool p_can_continue, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
+void RasterizerSceneRD::_draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform) {
ERR_FAIL_COND(!is_environment(p_environment));
@@ -465,12 +476,12 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue, RID p_fb, RID p_environme
RID sky_material = sky_get_material(environment_get_sky(p_environment));
- SkyMaterialData *material = NULL;
+ SkyMaterialData *material = nullptr;
if (sky_material.is_valid()) {
material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
if (!material || !material->shader_data->valid) {
- material = NULL;
+ material = nullptr;
}
}
@@ -537,7 +548,7 @@ void RasterizerSceneRD::_draw_sky(bool p_can_continue, RID p_fb, RID p_environme
RID texture_uniform_set = _get_sky_textures(sky, SKY_TEXTURE_SET_BACKGROUND);
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CONTINUE, p_can_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CONTINUE, p_can_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ);
storage->get_effects()->render_sky(draw_list, time, p_fb, sky_scene_state.sampler_uniform_set, sky_scene_state.light_uniform_set, pipeline, material->uniform_set, texture_uniform_set, camera, sky_transform, multiplier, p_transform.origin);
RD::get_singleton()->draw_list_end();
}
@@ -551,12 +562,12 @@ void RasterizerSceneRD::_setup_sky(RID p_environment, const Vector3 &p_position,
RID sky_material = sky_get_material(environment_get_sky(p_environment));
- SkyMaterialData *material = NULL;
+ SkyMaterialData *material = nullptr;
if (sky_material.is_valid()) {
material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
if (!material || !material->shader_data->valid) {
- material = NULL;
+ material = nullptr;
}
}
@@ -688,12 +699,12 @@ void RasterizerSceneRD::_update_sky(RID p_environment, const CameraMatrix &p_pro
RID sky_material = sky_get_material(environment_get_sky(p_environment));
- SkyMaterialData *material = NULL;
+ SkyMaterialData *material = nullptr;
if (sky_material.is_valid()) {
material = (SkyMaterialData *)storage->material_get_data(sky_material, RasterizerStorageRD::SHADER_TYPE_SKY);
if (!material || !material->shader_data->valid) {
- material = NULL;
+ material = nullptr;
}
}
@@ -1231,6 +1242,26 @@ void RasterizerSceneRD::environment_glow_set_use_bicubic_upscale(bool p_enable)
glow_bicubic_upscale = p_enable;
}
+void RasterizerSceneRD::environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance) {
+
+ Environent *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND(!env);
+
+ env->ssr_enabled = p_enable;
+ env->ssr_max_steps = p_max_steps;
+ env->ssr_fade_in = p_fade_int;
+ env->ssr_fade_out = p_fade_out;
+ env->ssr_depth_tolerance = p_depth_tolerance;
+}
+
+void RasterizerSceneRD::environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality) {
+ ssr_roughness_quality = p_quality;
+}
+
+RS::EnvironmentSSRRoughnessQuality RasterizerSceneRD::environment_get_ssr_roughness_quality() const {
+ return ssr_roughness_quality;
+}
+
void RasterizerSceneRD::environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {
Environent *env = environment_owner.getornull(p_env);
@@ -1272,7 +1303,7 @@ bool RasterizerSceneRD::environment_is_ssr_enabled(RID p_env) const {
Environent *env = environment_owner.getornull(p_env);
ERR_FAIL_COND_V(!env, false);
- return false;
+ return env->ssr_enabled;
}
bool RasterizerSceneRD::is_environment(RID p_env) const {
@@ -1579,7 +1610,6 @@ void RasterizerSceneRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
if (shadow_atlas->depth.is_valid()) {
RD::get_singleton()->free(shadow_atlas->depth);
shadow_atlas->depth = RID();
- shadow_atlas->fb = RID();
}
for (int i = 0; i < 4; i++) {
//clear subdivisions
@@ -1605,13 +1635,9 @@ void RasterizerSceneRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
tf.width = shadow_atlas->size;
tf.height = shadow_atlas->size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- Vector<RID> fb;
- fb.push_back(shadow_atlas->depth);
- shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb);
}
}
@@ -1881,7 +1907,6 @@ void RasterizerSceneRD::directional_shadow_atlas_set_size(int p_size) {
if (directional_shadow.depth.is_valid()) {
RD::get_singleton()->free(directional_shadow.depth);
directional_shadow.depth = RID();
- directional_shadow.fb = RID();
}
if (p_size > 0) {
@@ -1890,12 +1915,9 @@ void RasterizerSceneRD::directional_shadow_atlas_set_size(int p_size) {
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
tf.width = p_size;
tf.height = p_size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- Vector<RID> fb;
- fb.push_back(directional_shadow.depth);
- directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb);
}
_base_uniforms_changed();
@@ -2012,7 +2034,7 @@ void RasterizerSceneRD::light_instance_set_transform(RID p_light_instance, const
light_instance->transform = p_transform;
}
-void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
+void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -2028,6 +2050,9 @@ void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance
light_instance->shadow_transform[p_pass].farplane = p_far;
light_instance->shadow_transform[p_pass].split = p_split;
light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
+ light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
+ light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
+ light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
}
void RasterizerSceneRD::light_instance_mark_visible(RID p_light_instance) {
@@ -2091,6 +2116,21 @@ RasterizerSceneRD::ShadowMap *RasterizerSceneRD::_get_shadow_map(const Size2i &p
return &shadow_maps[p_size];
}
+
+//////////////////////////
+
+RID RasterizerSceneRD::decal_instance_create(RID p_decal) {
+ DecalInstance di;
+ di.decal = p_decal;
+ return decal_instance_owner.make_rid(di);
+}
+
+void RasterizerSceneRD::decal_instance_set_transform(RID p_decal, const Transform &p_transform) {
+ DecalInstance *di = decal_instance_owner.getornull(p_decal);
+ ERR_FAIL_COND(!di);
+ di->transform = p_transform;
+}
+
/////////////////////////////////
RID RasterizerSceneRD::gi_probe_instance_create(RID p_base) {
@@ -3039,7 +3079,7 @@ void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
tf.width = rb->width;
tf.height = rb->height;
tf.type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tf.mipmaps = mipmaps_required;
rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
@@ -3056,11 +3096,6 @@ void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
RenderBuffers::Blur::Mipmap mm;
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
- {
- Vector<RID> fbs;
- fbs.push_back(mm.texture);
- mm.framebuffer = RD::get_singleton()->framebuffer_create(fbs);
- }
mm.width = base_width;
mm.height = base_height;
@@ -3070,11 +3105,6 @@ void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
if (i > 0) {
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
- {
- Vector<RID> fbs;
- fbs.push_back(mm.texture);
- mm.framebuffer = RD::get_singleton()->framebuffer_create(fbs);
- }
rb->blur[1].mipmaps.push_back(mm);
}
@@ -3167,6 +3197,94 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
rb->ssao.ao_full = RID();
rb->ssao.depth_slices.clear();
}
+
+ if (rb->ssr.blur_radius[0].is_valid()) {
+ RD::get_singleton()->free(rb->ssr.blur_radius[0]);
+ RD::get_singleton()->free(rb->ssr.blur_radius[1]);
+ rb->ssr.blur_radius[0] = RID();
+ rb->ssr.blur_radius[1] = RID();
+ }
+
+ if (rb->ssr.depth_scaled.is_valid()) {
+ RD::get_singleton()->free(rb->ssr.depth_scaled);
+ rb->ssr.depth_scaled = RID();
+ RD::get_singleton()->free(rb->ssr.normal_scaled);
+ rb->ssr.normal_scaled = RID();
+ }
+}
+
+void RasterizerSceneRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
+
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+
+ if (!can_use_effects) {
+ //just copy
+ return;
+ }
+
+ if (rb->blur[0].texture.is_null()) {
+ _allocate_blur_textures(rb);
+ _render_buffers_uniform_set_changed(p_render_buffers);
+ }
+
+ storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
+}
+
+void RasterizerSceneRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_roughness_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
+
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+
+ if (!can_use_effects) {
+ //just copy
+ storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, RID());
+ return;
+ }
+
+ Environent *env = environment_owner.getornull(p_environment);
+ ERR_FAIL_COND(!env);
+
+ ERR_FAIL_COND(!env->ssr_enabled);
+
+ if (rb->ssr.depth_scaled.is_null()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R32_SFLOAT;
+ tf.width = rb->width / 2;
+ tf.height = rb->height / 2;
+ tf.type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT;
+
+ rb->ssr.depth_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ tf.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+
+ rb->ssr.normal_scaled = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ if (ssr_roughness_quality != RS::ENV_SSR_ROUGNESS_QUALITY_DISABLED && !rb->ssr.blur_radius[0].is_valid()) {
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_R8_UNORM;
+ tf.width = rb->width / 2;
+ tf.height = rb->height / 2;
+ tf.type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
+
+ rb->ssr.blur_radius[0] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ rb->ssr.blur_radius[1] = RD::get_singleton()->texture_create(tf, RD::TextureView());
+ }
+
+ if (rb->blur[0].texture.is_null()) {
+ _allocate_blur_textures(rb);
+ _render_buffers_uniform_set_changed(p_render_buffers);
+ }
+
+ storage->get_effects()->screen_space_reflection(rb->texture, p_normal_buffer, ssr_roughness_quality, p_roughness_buffer, rb->ssr.blur_radius[0], rb->ssr.blur_radius[1], p_metallic, p_metallic_mask, rb->depth_texture, rb->ssr.depth_scaled, rb->ssr.normal_scaled, rb->blur[0].mipmaps[1].texture, rb->blur[1].mipmaps[0].texture, Size2i(rb->width / 2, rb->height / 2), env->ssr_max_steps, env->ssr_fade_in, env->ssr_fade_out, env->ssr_depth_tolerance, p_projection);
+ storage->get_effects()->merge_specular(p_dest_framebuffer, p_specular_buffer, p_use_additive ? RID() : rb->texture, rb->blur[0].mipmaps[1].texture);
}
void RasterizerSceneRD::_process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection) {
@@ -3313,9 +3431,9 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
if (env->auto_exposure && rb->luminance.current.is_valid()) {
luminance_texture = rb->luminance.current;
}
- storage->get_effects()->gaussian_glow(rb->texture, rb->blur[0].mipmaps[i + 1].framebuffer, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].framebuffer, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ storage->get_effects()->gaussian_glow(rb->texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
} else {
- storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i + 1].framebuffer, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].framebuffer, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength);
+ storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength);
}
}
}
@@ -3348,6 +3466,12 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
tonemap.glow_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
}
+ if (rb->screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
+ tonemap.use_fxaa = true;
+ }
+
+ tonemap.texture_size = Vector2i(rb->width, rb->height);
+
if (env) {
tonemap.tonemap_mode = env->tone_mapper;
tonemap.white = env->white;
@@ -3371,7 +3495,7 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2), false, true);
+ effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
@@ -3380,7 +3504,17 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
RID shadow_atlas_texture = directional_shadow_get_texture();
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2), false, true);
+ effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
+ }
+ }
+
+ if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_DECAL_ATLAS) {
+ RID decal_atlas = storage->decal_atlas_get_texture();
+
+ if (decal_atlas.is_valid()) {
+ Size2 rtsize = storage->render_target_get_size(rb->render_target);
+
+ effects->copy_to_fb_rect(decal_atlas, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, false, true);
}
}
@@ -3388,24 +3522,24 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
if (rb->luminance.current.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
+ effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao[0].is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
RID ao_buf = rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
- effects->copy_to_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+ effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER && _render_buffers_get_roughness_texture(p_render_buffers).is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(_render_buffers_get_roughness_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+ effects->copy_to_fb_rect(_render_buffers_get_roughness_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize));
+ effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
}
@@ -3426,13 +3560,14 @@ RID RasterizerSceneRD::render_buffers_get_ao_texture(RID p_render_buffers) {
return rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
}
-void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa) {
+void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
rb->width = p_width;
rb->height = p_height;
rb->render_target = p_render_target;
rb->msaa = p_msaa;
+ rb->screen_space_aa = p_screen_space_aa;
_free_render_buffer_data(rb);
{
@@ -3440,7 +3575,12 @@ void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_ren
tf.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
tf.width = rb->width;
tf.height = rb->height;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
+ if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ } else {
+ tf.usage_bits |= RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ }
rb->texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
@@ -3451,6 +3591,9 @@ void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_ren
tf.width = p_width;
tf.height = p_height;
tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+ if (rb->msaa != RS::VIEWPORT_MSAA_DISABLED) {
+ tf.usage_bits |= RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ }
rb->depth_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
}
@@ -3459,6 +3602,101 @@ void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_ren
_render_buffers_uniform_set_changed(p_render_buffers);
}
+void RasterizerSceneRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
+ sss_quality = p_quality;
+}
+
+RS::SubSurfaceScatteringQuality RasterizerSceneRD::sub_surface_scattering_get_quality() const {
+ return sss_quality;
+}
+
+void RasterizerSceneRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
+ sss_scale = p_scale;
+ sss_depth_scale = p_depth_scale;
+}
+
+void RasterizerSceneRD::shadows_quality_set(RS::ShadowQuality p_quality) {
+
+ ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
+
+ if (shadows_quality != p_quality) {
+ shadows_quality = p_quality;
+
+ switch (shadows_quality) {
+ case RS::SHADOW_QUALITY_HARD: {
+ penumbra_shadow_samples = 4;
+ soft_shadow_samples = 1;
+ shadows_quality_radius = 1.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_LOW: {
+ penumbra_shadow_samples = 8;
+ soft_shadow_samples = 4;
+ shadows_quality_radius = 2.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
+ penumbra_shadow_samples = 12;
+ soft_shadow_samples = 8;
+ shadows_quality_radius = 2.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_HIGH: {
+ penumbra_shadow_samples = 24;
+ soft_shadow_samples = 16;
+ shadows_quality_radius = 3.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_ULTRA: {
+ penumbra_shadow_samples = 32;
+ soft_shadow_samples = 32;
+ shadows_quality_radius = 4.0;
+ } break;
+ case RS::SHADOW_QUALITY_MAX:
+ break;
+ }
+ get_vogel_disk(penumbra_shadow_kernel, penumbra_shadow_samples);
+ get_vogel_disk(soft_shadow_kernel, soft_shadow_samples);
+ }
+}
+
+void RasterizerSceneRD::directional_shadow_quality_set(RS::ShadowQuality p_quality) {
+
+ ERR_FAIL_INDEX_MSG(p_quality, RS::SHADOW_QUALITY_MAX, "Shadow quality too high, please see RenderingServer's ShadowQuality enum");
+
+ if (directional_shadow_quality != p_quality) {
+ directional_shadow_quality = p_quality;
+
+ switch (directional_shadow_quality) {
+ case RS::SHADOW_QUALITY_HARD: {
+ directional_penumbra_shadow_samples = 4;
+ directional_soft_shadow_samples = 1;
+ directional_shadow_quality_radius = 1.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_LOW: {
+ directional_penumbra_shadow_samples = 8;
+ directional_soft_shadow_samples = 4;
+ directional_shadow_quality_radius = 2.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_MEDIUM: {
+ directional_penumbra_shadow_samples = 12;
+ directional_soft_shadow_samples = 8;
+ directional_shadow_quality_radius = 2.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_HIGH: {
+ directional_penumbra_shadow_samples = 24;
+ directional_soft_shadow_samples = 16;
+ directional_shadow_quality_radius = 3.0;
+ } break;
+ case RS::SHADOW_QUALITY_SOFT_ULTRA: {
+ directional_penumbra_shadow_samples = 32;
+ directional_soft_shadow_samples = 32;
+ directional_shadow_quality_radius = 4.0;
+ } break;
+ case RS::SHADOW_QUALITY_MAX:
+ break;
+ }
+ get_vogel_disk(directional_penumbra_shadow_kernel, directional_penumbra_shadow_samples);
+ get_vogel_disk(directional_soft_shadow_kernel, directional_soft_shadow_samples);
+ }
+}
+
int RasterizerSceneRD::get_roughness_layers() const {
return roughness_layers;
}
@@ -3469,11 +3707,11 @@ bool RasterizerSceneRD::is_using_radiance_cubemap_array() const {
RasterizerSceneRD::RenderBufferData *RasterizerSceneRD::render_buffers_get_data(RID p_render_buffers) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
- ERR_FAIL_COND_V(!rb, NULL);
+ ERR_FAIL_COND_V(!rb, nullptr);
return rb->data;
}
-void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
+void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass) {
Color clear_color;
if (p_render_buffers.is_valid()) {
@@ -3484,7 +3722,7 @@ void RasterizerSceneRD::render_scene(RID p_render_buffers, const Transform &p_ca
clear_color = storage->get_default_clear_color();
}
- _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
+ _render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_ortogonal, p_cull_result, p_cull_count, p_light_cull_result, p_light_cull_count, p_reflection_probe_cull_result, p_reflection_probe_cull_count, p_gi_probe_cull_result, p_gi_probe_cull_count, p_decal_cull_result, p_decal_cull_count, p_environment, p_camera_effects, p_shadow_atlas, p_reflection_atlas, p_reflection_probe, p_reflection_probe_pass, clear_color);
if (p_render_buffers.is_valid()) {
RENDER_TIMESTAMP("Tonemap");
@@ -3500,16 +3738,19 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
ERR_FAIL_COND(!light_instance);
Rect2i atlas_rect;
- RID atlas_fb;
+ RID atlas_texture;
bool using_dual_paraboloid = false;
bool using_dual_paraboloid_flip = false;
+ float znear = 0;
float zfar = 0;
RID render_fb;
RID render_texture;
float bias = 0;
float normal_bias = 0;
+ bool use_pancake = false;
+ bool use_linear_depth = false;
bool render_cubemap = false;
bool finalize_cubemap = false;
@@ -3524,6 +3765,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
light_instance->last_scene_shadow_pass = scene_pass;
}
+ use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
light_projection = light_instance->shadow_transform[p_pass].camera;
light_transform = light_instance->shadow_transform[p_pass].transform;
@@ -3562,7 +3804,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
- float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE));
+ float bias_mult = light_instance->shadow_transform[p_pass].bias_scale;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_mult;
normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * bias_mult;
@@ -3570,7 +3812,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
render_fb = shadow_map->fb;
render_texture = shadow_map->depth;
- atlas_fb = directional_shadow.fb;
+ atlas_texture = directional_shadow.depth;
} else {
//set from shadow atlas
@@ -3597,7 +3839,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
atlas_rect.size.width = shadow_size;
atlas_rect.size.height = shadow_size;
- atlas_fb = shadow_atlas->fb;
+ atlas_texture = shadow_atlas->depth;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS);
@@ -3641,26 +3883,33 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
render_fb = shadow_map->fb;
render_texture = shadow_map->depth;
+
+ znear = light_instance->shadow_transform[0].camera.get_z_near();
+ use_linear_depth = true;
}
}
if (render_cubemap) {
//rendering to cubemap
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false);
+ _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake);
if (finalize_cubemap) {
//reblit
atlas_rect.size.height /= 2;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), bias, false);
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, false);
atlas_rect.position.y += atlas_rect.size.height;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), bias, true);
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, true);
}
} else {
//render shadow
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip);
+ _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake);
//copy to atlas
- storage->get_effects()->copy_to_rect(render_texture, atlas_fb, atlas_rect, true);
+ if (use_linear_depth) {
+ storage->get_effects()->copy_depth_to_rect_and_linearize(render_texture, atlas_texture, atlas_rect, true, znear, zfar);
+ } else {
+ storage->get_effects()->copy_depth_to_rect(render_texture, atlas_texture, atlas_rect, true);
+ }
//does not work from depth to color
//RD::get_singleton()->texture_copy(render_texture, atlas_texture, Vector3(0, 0, 0), Vector3(atlas_rect.position.x, atlas_rect.position.y, 0), Vector3(atlas_rect.size.x, atlas_rect.size.y, 1), 0, 0, 0, 0, true);
@@ -3693,6 +3942,8 @@ bool RasterizerSceneRD::free(RID p_rid) {
//ReflectionProbeInstance *rpi = reflection_probe_instance_owner.getornull(p_rid);
reflection_probe_release_atlas_index(p_rid);
reflection_probe_instance_owner.free(p_rid);
+ } else if (decal_instance_owner.owns(p_rid)) {
+ decal_instance_owner.free(p_rid);
} else if (gi_probe_instance_owner.owns(p_rid)) {
GIProbeInstance *gi_probe = gi_probe_instance_owner.getornull(p_rid);
if (gi_probe->texture.is_valid()) {
@@ -3798,7 +4049,7 @@ float RasterizerSceneRD::screen_space_roughness_limiter_get_curve() const {
return screen_space_roughness_limiter_curve;
}
-RasterizerSceneRD *RasterizerSceneRD::singleton = NULL;
+RasterizerSceneRD *RasterizerSceneRD::singleton = nullptr;
RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
storage = p_storage;
@@ -4006,12 +4257,22 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
sky_scene_state.sampler_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, sky_shader.default_shader_rd, SKY_SET_SAMPLERS);
}
- camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_shape"))));
- camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/filters/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/filters/depth_of_field_use_jitter"));
+ camera_effects_set_dof_blur_bokeh_shape(RS::DOFBokehShape(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_shape"))));
+ camera_effects_set_dof_blur_quality(RS::DOFBlurQuality(int(GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_bokeh_quality"))), GLOBAL_GET("rendering/quality/depth_of_field/depth_of_field_use_jitter"));
environment_set_ssao_quality(RS::EnvironmentSSAOQuality(int(GLOBAL_GET("rendering/quality/ssao/quality"))), GLOBAL_GET("rendering/quality/ssao/half_size"));
- screen_space_roughness_limiter = GLOBAL_GET("rendering/quality/filters/screen_space_roughness_limiter");
- screen_space_roughness_limiter_curve = GLOBAL_GET("rendering/quality/filters/screen_space_roughness_limiter_curve");
+ screen_space_roughness_limiter = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter");
+ screen_space_roughness_limiter_curve = GLOBAL_GET("rendering/quality/screen_filters/screen_space_roughness_limiter_curve");
glow_bicubic_upscale = int(GLOBAL_GET("rendering/quality/glow/upscale_mode")) > 0;
+ ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/quality/screen_space_reflection/roughness_quality")));
+ sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
+ sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
+ sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
+ directional_penumbra_shadow_kernel = memnew_arr(float, 128);
+ directional_soft_shadow_kernel = memnew_arr(float, 128);
+ penumbra_shadow_kernel = memnew_arr(float, 128);
+ soft_shadow_kernel = memnew_arr(float, 128);
+ shadows_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/shadows/soft_shadow_quality"))));
+ directional_shadow_quality_set(RS::ShadowQuality(int(GLOBAL_GET("rendering/quality/directional_shadow/soft_shadow_quality"))));
}
RasterizerSceneRD::~RasterizerSceneRD() {
@@ -4040,4 +4301,8 @@ RasterizerSceneRD::~RasterizerSceneRD() {
memdelete_arr(sky_scene_state.last_frame_directional_lights);
storage->free(sky_shader.default_shader);
storage->free(sky_shader.default_material);
+ memdelete_arr(directional_penumbra_shadow_kernel);
+ memdelete_arr(directional_soft_shadow_kernel);
+ memdelete_arr(penumbra_shadow_kernel);
+ memdelete_arr(soft_shadow_kernel);
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
index dbdaf2f447..bb42ce7182 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
@@ -78,8 +78,8 @@ protected:
};
virtual RenderBufferData *_create_render_buffer_data() = 0;
- virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
+ virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
+ virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake) = 0;
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
@@ -92,10 +92,12 @@ protected:
virtual RID _render_buffers_get_normal_texture(RID p_render_buffers) = 0;
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
+ void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_roughness_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
+ void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
void _setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
- void _draw_sky(bool p_can_continue, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
+ void _draw_sky(bool p_can_continue_color, bool p_can_continue_depth, RID p_fb, RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
private:
RS::ViewportDebugDraw debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
@@ -322,6 +324,16 @@ private:
mutable RID_Owner<ReflectionProbeInstance> reflection_probe_instance_owner;
+ /* REFLECTION PROBE INSTANCE */
+
+ struct DecalInstance {
+
+ RID decal;
+ Transform transform;
+ };
+
+ mutable RID_Owner<DecalInstance> decal_instance_owner;
+
/* GIPROBE INSTANCE */
struct GIProbeLight {
@@ -525,11 +537,24 @@ private:
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+ RS::ShadowQuality shadows_quality = RS::SHADOW_QUALITY_MAX; //So it always updates when first set
+ RS::ShadowQuality directional_shadow_quality = RS::SHADOW_QUALITY_MAX;
+ float shadows_quality_radius = 1.0;
+ float directional_shadow_quality_radius = 1.0;
+
+ float *directional_penumbra_shadow_kernel;
+ float *directional_soft_shadow_kernel;
+ float *penumbra_shadow_kernel;
+ float *soft_shadow_kernel;
+ int directional_penumbra_shadow_samples = 0;
+ int directional_soft_shadow_samples = 0;
+ int penumbra_shadow_samples = 0;
+ int soft_shadow_samples = 0;
+
/* DIRECTIONAL SHADOW */
struct DirectionalShadow {
RID depth;
- RID fb; //for copying
int light_count = 0;
int size = 0;
@@ -568,7 +593,10 @@ private:
float farplane;
float split;
float bias_scale;
+ float shadow_texel_size;
+ float range_begin;
Rect2 atlas_rect;
+ Vector2 uv_scale;
};
RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
@@ -657,11 +685,20 @@ private:
float ssao_ao_channel_affect = 0.0;
float ssao_blur_edge_sharpness = 4.0;
RS::EnvironmentSSAOBlur ssao_blur = RS::ENV_SSAO_BLUR_3x3;
+
+ /// SSR
+ ///
+ bool ssr_enabled = false;
+ int ssr_max_steps = 64;
+ float ssr_fade_in = 0.15;
+ float ssr_fade_out = 2.0;
+ float ssr_depth_tolerance = 0.2;
};
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
bool ssao_half_size = false;
bool glow_bicubic_upscale = false;
+ RS::EnvironmentSSRRoughnessQuality ssr_roughness_quality = RS::ENV_SSR_ROUGNESS_QUALITY_LOW;
static uint64_t auto_exposure_counter;
@@ -688,6 +725,9 @@ private:
RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
bool dof_blur_use_jitter = false;
+ RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
+ float sss_scale = 0.05;
+ float sss_depth_scale = 0.01;
mutable RID_Owner<CameraEffects> camera_effects_owner;
@@ -698,6 +738,8 @@ private:
RenderBufferData *data = nullptr;
int width = 0, height = 0;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
+ RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+
RID render_target;
uint64_t auto_exposure_version = 1;
@@ -711,7 +753,6 @@ private:
struct Mipmap {
RID texture;
- RID framebuffer;
int width;
int height;
};
@@ -733,6 +774,12 @@ private:
RID ao[2];
RID ao_full; //when using half-size
} ssao;
+
+ struct SSR {
+ RID normal_scaled;
+ RID depth_scaled;
+ RID blur_radius[2];
+ } ssr;
};
bool screen_space_roughness_limiter = false;
@@ -832,7 +879,7 @@ public:
void environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {}
- void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
+ void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance);
void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_bias, float p_light_affect, float p_ao_channel_affect, RS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness);
void environment_set_ssao_quality(RS::EnvironmentSSAOQuality p_quality, bool p_half_size);
bool environment_is_ssao_enabled(RID p_env) const;
@@ -840,6 +887,9 @@ public:
float environment_get_ssao_light_affect(RID p_env) const;
bool environment_is_ssr_enabled(RID p_env) const;
+ void environment_set_ssr_roughness_quality(RS::EnvironmentSSRRoughnessQuality p_quality);
+ RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
+
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
@@ -857,7 +907,7 @@ public:
RID light_instance_create(RID p_light);
void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
- void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
+ void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2());
void light_instance_mark_visible(RID p_light_instance);
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
@@ -903,11 +953,55 @@ public:
return li->shadow_transform[p_index].camera;
}
- _FORCE_INLINE_ Transform light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
+ _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
+
+#ifdef DEBUG_ENABLED
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
+#endif
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ERR_FAIL_COND_V(!shadow_atlas, 0);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
+#endif
+ uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+
+ uint32_t quadrant_size = shadow_atlas->size >> 1;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+
+ return float(1.0) / shadow_size;
+ }
+
+ _FORCE_INLINE_ Transform
+ light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
return li->shadow_transform[p_index].transform;
}
+ _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].bias_scale;
+ }
+ _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].farplane;
+ }
+ _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].range_begin;
+ }
+
+ _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].uv_scale;
+ }
_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
@@ -921,6 +1015,12 @@ public:
return li->shadow_transform[p_index].split;
}
+ _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].shadow_texel_size;
+ }
+
_FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
li->last_pass = p_pass;
@@ -1013,6 +1113,19 @@ public:
return rpi->atlas_index;
}
+ virtual RID decal_instance_create(RID p_decal);
+ virtual void decal_instance_set_transform(RID p_decal, const Transform &p_transform);
+
+ _FORCE_INLINE_ RID decal_instance_get_base(RID p_decal) const {
+ DecalInstance *decal = decal_instance_owner.getornull(p_decal);
+ return decal->decal;
+ }
+
+ _FORCE_INLINE_ Transform decal_instance_get_transform(RID p_decal) const {
+ DecalInstance *decal = decal_instance_owner.getornull(p_decal);
+ return decal->transform;
+ }
+
RID gi_probe_instance_create(RID p_base);
void gi_probe_instance_set_transform_to_data(RID p_probe, const Transform &p_xform);
bool gi_probe_needs_update(RID p_probe) const;
@@ -1073,24 +1186,49 @@ public:
GIProbeQuality gi_probe_get_quality() const;
RID render_buffers_create();
- void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa);
+ void render_buffers_configure(RID p_render_buffers, RID p_render_target, int p_width, int p_height, RS::ViewportMSAA p_msaa, RS::ViewportScreenSpaceAA p_screen_space_aa);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
- void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
+ void render_scene(RID p_render_buffers, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID *p_decal_cull_result, int p_decal_cull_count, RID p_environment, RID p_shadow_atlas, RID p_camera_effects, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_shadow(RID p_light, RID p_shadow_atlas, int p_pass, InstanceBase **p_cull_result, int p_cull_count);
void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
- virtual void set_scene_pass(uint64_t p_pass) { scene_pass = p_pass; }
- _FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; }
+ virtual void set_scene_pass(uint64_t p_pass) {
+ scene_pass = p_pass;
+ }
+ _FORCE_INLINE_ uint64_t get_scene_pass() {
+ return scene_pass;
+ }
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve);
virtual bool screen_space_roughness_limiter_is_active() const;
virtual float screen_space_roughness_limiter_get_curve() const;
+ virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality);
+ RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
+ virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale);
+
+ virtual void shadows_quality_set(RS::ShadowQuality p_quality);
+ virtual void directional_shadow_quality_set(RS::ShadowQuality p_quality);
+ _FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
+ _FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
+ _FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
+ _FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
+
+ _FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
+ _FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
+ _FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
+ _FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
+
+ _FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
+ _FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
+ _FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
+ _FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
+
int get_roughness_layers() const;
bool is_using_radiance_cubemap_array() const;
@@ -1099,7 +1237,9 @@ public:
virtual void update();
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw);
- _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const { return debug_draw; }
+ _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
+ return debug_draw;
+ }
virtual void set_time(double p_time, double p_step);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
index b6b6b5a040..fe48321e59 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -809,6 +809,12 @@ void RasterizerStorageRD::texture_replace(RID p_texture, RID p_by_texture) {
}
//delete last, so proxies can be updated
texture_owner.free(p_by_texture);
+
+ if (decal_atlas.textures.has(p_texture)) {
+ //belongs to decal atlas..
+
+ decal_atlas.dirty = true; //mark it dirty since it was most likely modified
+ }
}
void RasterizerStorageRD::texture_set_size_override(RID p_texture, int p_width, int p_height) {
Texture *tex = texture_owner.getornull(p_texture);
@@ -862,7 +868,7 @@ Size2 RasterizerStorageRD::texture_size_with_proxy(RID p_proxy) {
RID RasterizerStorageRD::shader_create() {
Shader shader;
- shader.data = NULL;
+ shader.data = nullptr;
shader.type = SHADER_TYPE_MAX;
return shader_owner.make_rid(shader);
@@ -890,7 +896,7 @@ void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) {
if (new_type != shader->type) {
if (shader->data) {
memdelete(shader->data);
- shader->data = NULL;
+ shader->data = nullptr;
}
for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
@@ -899,7 +905,7 @@ void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) {
material->shader_type = new_type;
if (material->data) {
memdelete(material->data);
- material->data = NULL;
+ material->data = nullptr;
}
}
@@ -991,10 +997,10 @@ void RasterizerStorageRD::shader_set_data_request_function(ShaderType p_shader_t
RID RasterizerStorageRD::material_create() {
Material material;
- material.data = NULL;
- material.shader = NULL;
+ material.data = nullptr;
+ material.shader = nullptr;
material.shader_type = SHADER_TYPE_MAX;
- material.update_next = NULL;
+ material.update_next = nullptr;
material.update_requested = false;
material.uniform_dirty = false;
material.texture_dirty = false;
@@ -1026,12 +1032,12 @@ void RasterizerStorageRD::material_set_shader(RID p_material, RID p_shader) {
if (material->data) {
memdelete(material->data);
- material->data = NULL;
+ material->data = nullptr;
}
if (material->shader) {
material->shader->owners.erase(material);
- material->shader = NULL;
+ material->shader = nullptr;
material->shader_type = SHADER_TYPE_MAX;
}
@@ -1050,7 +1056,7 @@ void RasterizerStorageRD::material_set_shader(RID p_material, RID p_shader) {
return;
}
- ERR_FAIL_COND(shader->data == NULL);
+ ERR_FAIL_COND(shader->data == nullptr);
material->data = material_data_request_func[shader->type](shader->data);
material->data->set_next_pass(material->next_pass);
@@ -1770,10 +1776,10 @@ void RasterizerStorageRD::_update_queued_materials() {
material->update_requested = false;
material->texture_dirty = false;
material->uniform_dirty = false;
- material->update_next = NULL;
+ material->update_next = nullptr;
material = next;
}
- material_update_list = NULL;
+ material_update_list = nullptr;
}
/* MESH API */
@@ -3104,15 +3110,17 @@ RID RasterizerStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
+ light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
- light.param[RS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45;
light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
- light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
- light.param[RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
+ light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
+ light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
return light_owner.make_rid(light);
}
@@ -3138,6 +3146,7 @@ void RasterizerStorageRD::light_set_param(RID p_light, RS::LightParam p_param, f
case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
+ case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
case RS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
@@ -3550,6 +3559,94 @@ float RasterizerStorageRD::reflection_probe_get_interior_ambient_probe_contribut
return reflection_probe->interior_ambient_probe_contrib;
}
+RID RasterizerStorageRD::decal_create() {
+ return decal_owner.make_rid(Decal());
+}
+
+void RasterizerStorageRD::decal_set_extents(RID p_decal, const Vector3 &p_extents) {
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->extents = p_extents;
+ decal->instance_dependency.instance_notify_changed(true, false);
+}
+void RasterizerStorageRD::decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) {
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND(!decal);
+ ERR_FAIL_INDEX(p_type, RS::DECAL_TEXTURE_MAX);
+
+ if (decal->textures[p_type] == p_texture) {
+ return;
+ }
+
+ ERR_FAIL_COND(p_texture.is_valid() && !texture_owner.owns(p_texture));
+
+ if (decal->textures[p_type].is_valid() && texture_owner.owns(decal->textures[p_type])) {
+ texture_remove_from_decal_atlas(decal->textures[p_type]);
+ }
+
+ decal->textures[p_type] = p_texture;
+
+ if (decal->textures[p_type].is_valid()) {
+ texture_add_to_decal_atlas(decal->textures[p_type]);
+ }
+
+ decal->instance_dependency.instance_notify_changed(false, true);
+}
+void RasterizerStorageRD::decal_set_emission_energy(RID p_decal, float p_energy) {
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->emission_energy = p_energy;
+}
+
+void RasterizerStorageRD::decal_set_albedo_mix(RID p_decal, float p_mix) {
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->albedo_mix = p_mix;
+}
+
+void RasterizerStorageRD::decal_set_modulate(RID p_decal, const Color &p_modulate) {
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->modulate = p_modulate;
+}
+void RasterizerStorageRD::decal_set_cull_mask(RID p_decal, uint32_t p_layers) {
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->cull_mask = p_layers;
+ decal->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) {
+
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->distance_fade = p_enabled;
+ decal->distance_fade_begin = p_begin;
+ decal->distance_fade_length = p_length;
+}
+
+void RasterizerStorageRD::decal_set_fade(RID p_decal, float p_above, float p_below) {
+
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->upper_fade = p_above;
+ decal->lower_fade = p_below;
+}
+
+void RasterizerStorageRD::decal_set_normal_fade(RID p_decal, float p_fade) {
+
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND(!decal);
+ decal->normal_fade = p_fade;
+}
+
+AABB RasterizerStorageRD::decal_get_aabb(RID p_decal) const {
+ Decal *decal = decal_owner.getornull(p_decal);
+ ERR_FAIL_COND_V(!decal, AABB());
+
+ return AABB(-decal->extents, decal->extents * 2.0);
+}
+
RID RasterizerStorageRD::gi_probe_create() {
return gi_probe_owner.make_rid(GIProbe());
@@ -3911,7 +4008,6 @@ void RasterizerStorageRD::_clear_render_target(RenderTarget *rt) {
if (rt->backbuffer.is_valid()) {
RD::get_singleton()->free(rt->backbuffer);
rt->backbuffer = RID();
- rt->backbuffer_fb = RID();
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
//just erase copies, since the rest are erased by dependency
RD::get_singleton()->free(rt->backbuffer_mipmaps[i].mipmap_copy);
@@ -4025,17 +4121,11 @@ void RasterizerStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
tf.width = rt->size.width;
tf.height = rt->size.height;
tf.type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tf.mipmaps = mipmaps_required;
rt->backbuffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- {
- Vector<RID> backbuffer_att;
- RID backbuffer_fb_tex = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0);
- backbuffer_att.push_back(backbuffer_fb_tex);
- rt->backbuffer_fb = RD::get_singleton()->framebuffer_create(backbuffer_att);
- }
+ rt->backbuffer_mipmap0 = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0);
//create mipmaps
for (uint32_t i = 1; i < mipmaps_required; i++) {
@@ -4043,9 +4133,6 @@ void RasterizerStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
RenderTarget::BackbufferMipmap mm;
{
mm.mipmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, i);
- Vector<RID> mm_fb_at;
- mm_fb_at.push_back(mm.mipmap);
- mm.mipmap_fb = RD::get_singleton()->framebuffer_create(mm_fb_at);
}
{
@@ -4057,9 +4144,6 @@ void RasterizerStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
mmtf.mipmaps = 1;
mm.mipmap_copy = RD::get_singleton()->texture_create(mmtf, RD::TextureView());
- Vector<RID> mm_fb_at;
- mm_fb_at.push_back(mm.mipmap_copy);
- mm.mipmap_copy_fb = RD::get_singleton()->framebuffer_create(mm_fb_at);
}
rt->backbuffer_mipmaps.push_back(mm);
@@ -4135,7 +4219,12 @@ RID RasterizerStorageRD::render_target_get_rd_framebuffer(RID p_render_target) {
return rt->framebuffer;
}
+RID RasterizerStorageRD::render_target_get_rd_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ return rt->color;
+}
void RasterizerStorageRD::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
@@ -4185,27 +4274,25 @@ void RasterizerStorageRD::render_target_copy_to_back_buffer(RID p_render_target,
}
Rect2i region = p_region;
- Rect2 blur_region;
if (region == Rect2i()) {
region.size = rt->size;
- } else {
- blur_region = region;
- blur_region.position /= rt->size;
- blur_region.size /= rt->size;
}
//single texture copy for backbuffer
- RD::get_singleton()->texture_copy(rt->color, rt->backbuffer, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
+ RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
//effects.copy(rt->color, rt->backbuffer_fb, blur_region);
//then mipmap blur
RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps.
- Vector2 pixel_size = Vector2(1.0 / rt->size.width, 1.0 / rt->size.height);
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
- pixel_size *= 2.0; //go halfway
+ region.position.x >>= 1;
+ region.position.y >>= 1;
+ region.size.x = MAX(1, region.size.x >> 1);
+ region.size.y = MAX(1, region.size.y >> 1);
+
const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i];
- effects.gaussian_blur(prev_texture, mm.mipmap_copy_fb, mm.mipmap_copy, mm.mipmap_fb, pixel_size, blur_region);
+ effects.gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
prev_texture = mm.mipmap;
}
}
@@ -4250,6 +4337,9 @@ void RasterizerStorageRD::base_update_dependency(RID p_base, RasterizerScene::In
} else if (reflection_probe_owner.owns(p_base)) {
ReflectionProbe *rp = reflection_probe_owner.getornull(p_base);
p_instance->update_dependency(&rp->instance_dependency);
+ } else if (decal_owner.owns(p_base)) {
+ Decal *decal = decal_owner.getornull(p_base);
+ p_instance->update_dependency(&decal->instance_dependency);
} else if (gi_probe_owner.owns(p_base)) {
GIProbe *gip = gi_probe_owner.getornull(p_base);
p_instance->update_dependency(&gip->instance_dependency);
@@ -4278,6 +4368,9 @@ RS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const {
if (reflection_probe_owner.owns(p_rid)) {
return RS::INSTANCE_REFLECTION_PROBE;
}
+ if (decal_owner.owns(p_rid)) {
+ return RS::INSTANCE_DECAL;
+ }
if (gi_probe_owner.owns(p_rid)) {
return RS::INSTANCE_GI_PROBE;
}
@@ -4287,10 +4380,238 @@ RS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const {
return RS::INSTANCE_NONE;
}
+
+void RasterizerStorageRD::texture_add_to_decal_atlas(RID p_texture) {
+ if (!decal_atlas.textures.has(p_texture)) {
+ DecalAtlas::Texture t;
+ t.users = 1;
+ decal_atlas.textures[p_texture] = t;
+ decal_atlas.dirty = true;
+ } else {
+ DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
+ t->users++;
+ }
+}
+
+void RasterizerStorageRD::texture_remove_from_decal_atlas(RID p_texture) {
+ DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
+ ERR_FAIL_COND(!t);
+ t->users--;
+ if (t->users == 0) {
+ decal_atlas.textures.erase(p_texture);
+ //do not mark it dirty, there is no need to since it remains working
+ }
+}
+
+RID RasterizerStorageRD::decal_atlas_get_texture() const {
+ return decal_atlas.texture;
+}
+
+RID RasterizerStorageRD::decal_atlas_get_texture_srgb() const {
+ return decal_atlas.texture;
+}
+
+void RasterizerStorageRD::_update_decal_atlas() {
+ if (!decal_atlas.dirty) {
+ return; //nothing to do
+ }
+
+ decal_atlas.dirty = false;
+
+ if (decal_atlas.texture.is_valid()) {
+ RD::get_singleton()->free(decal_atlas.texture);
+ decal_atlas.texture = RID();
+ decal_atlas.texture_srgb = RID();
+ decal_atlas.texture_mipmaps.clear();
+ }
+
+ int border = 1 << decal_atlas.mipmaps;
+
+ if (decal_atlas.textures.size()) {
+ //generate atlas
+ Vector<DecalAtlas::SortItem> itemsv;
+ itemsv.resize(decal_atlas.textures.size());
+ int base_size = 8;
+ const RID *K = NULL;
+
+ int idx = 0;
+ while ((K = decal_atlas.textures.next(K))) {
+ DecalAtlas::SortItem &si = itemsv.write[idx];
+
+ Texture *src_tex = texture_owner.getornull(*K);
+
+ 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 = *K;
+ idx++;
+ }
+
+ //sort items by size
+ itemsv.sort();
+
+ //attempt to create atlas
+ int item_count = itemsv.size();
+ DecalAtlas::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();
+ zeromem(v_offsets, sizeof(int) * base_size);
+
+ int max_height = 0;
+
+ for (int i = 0; i < item_count; i++) {
+ //best fit
+ DecalAtlas::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;
+ }
+
+ decal_atlas.size.width = base_size * border;
+ decal_atlas.size.height = nearest_power_of_2_templated(atlas_height * border);
+
+ for (int i = 0; i < item_count; i++) {
+ DecalAtlas::Texture *t = decal_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;
+ //print_line("blitrect: " + t->uv_rect);
+ t->uv_rect.position /= Size2(decal_atlas.size);
+ t->uv_rect.size /= Size2(decal_atlas.size);
+ }
+ } else {
+
+ //use border as size, so it at least has enough mipmaps
+ decal_atlas.size.width = border;
+ decal_atlas.size.height = border;
+ }
+
+ //blit textures
+
+ RD::TextureFormat tformat;
+ tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+ tformat.width = decal_atlas.size.width;
+ tformat.height = decal_atlas.size.height;
+ tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ tformat.type = RD::TEXTURE_TYPE_2D;
+ tformat.mipmaps = decal_atlas.mipmaps;
+ tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_UNORM);
+ tformat.shareable_formats.push_back(RD::DATA_FORMAT_R8G8B8A8_SRGB);
+
+ decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView());
+
+ {
+ //create the framebuffer
+
+ Size2i s = decal_atlas.size;
+
+ for (int i = 0; i < decal_atlas.mipmaps; i++) {
+ DecalAtlas::MipMap mm;
+ mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), decal_atlas.texture, 0, i);
+ Vector<RID> fb;
+ fb.push_back(mm.texture);
+ mm.fb = RD::get_singleton()->framebuffer_create(fb);
+ mm.size = s;
+ decal_atlas.texture_mipmaps.push_back(mm);
+
+ s.width = MAX(1, s.width >> 1);
+ s.height = MAX(1, s.height >> 1);
+ }
+ {
+ //create the SRGB variant
+ RD::TextureView rd_view;
+ rd_view.format_override = RD::DATA_FORMAT_R8G8B8A8_SRGB;
+ decal_atlas.texture_srgb = RD::get_singleton()->texture_create_shared(rd_view, decal_atlas.texture);
+ }
+ }
+
+ RID prev_texture;
+ for (int i = 0; i < decal_atlas.texture_mipmaps.size(); i++) {
+ const DecalAtlas::MipMap &mm = decal_atlas.texture_mipmaps[i];
+
+ Color clear_color(0, 0, 0, 0);
+
+ if (decal_atlas.textures.size()) {
+
+ if (i == 0) {
+ Vector<Color> cc;
+ cc.push_back(clear_color);
+
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(mm.fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, cc);
+
+ const RID *K = NULL;
+ while ((K = decal_atlas.textures.next(K))) {
+ DecalAtlas::Texture *t = decal_atlas.textures.getptr(*K);
+ Texture *src_tex = texture_owner.getornull(*K);
+ effects.copy_to_atlas_fb(src_tex->rd_texture, mm.fb, t->uv_rect, draw_list);
+ }
+
+ RD::get_singleton()->draw_list_end();
+
+ prev_texture = mm.texture;
+ } else {
+
+ effects.copy_to_fb_rect(prev_texture, mm.fb, Rect2i(Point2i(), mm.size));
+ prev_texture = mm.texture;
+ }
+ } else {
+ RD::get_singleton()->texture_clear(mm.texture, clear_color, 0, 1, 0, 1, false);
+ }
+ }
+}
+
void RasterizerStorageRD::update_dirty_resources() {
_update_queued_materials();
_update_dirty_multimeshes();
_update_dirty_skeletons();
+ _update_decal_atlas();
}
bool RasterizerStorageRD::has_os_feature(const String &p_feature) const {
@@ -4339,6 +4660,11 @@ bool RasterizerStorageRD::free(RID p_rid) {
}
}
+ if (decal_atlas.textures.has(p_rid)) {
+ decal_atlas.textures.erase(p_rid);
+ //there is not much a point of making it dirty, just let it be.
+ }
+
for (int i = 0; i < t->proxies.size(); i++) {
Texture *p = texture_owner.getornull(t->proxies[i]);
ERR_CONTINUE(!p);
@@ -4389,6 +4715,15 @@ bool RasterizerStorageRD::free(RID p_rid) {
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_rid);
reflection_probe->instance_dependency.instance_notify_deleted(p_rid);
reflection_probe_owner.free(p_rid);
+ } else if (decal_owner.owns(p_rid)) {
+ Decal *decal = decal_owner.getornull(p_rid);
+ for (int i = 0; i < RS::DECAL_TEXTURE_MAX; i++) {
+ if (decal->textures[i].is_valid() && texture_owner.owns(decal->textures[i])) {
+ texture_remove_from_decal_atlas(decal->textures[i]);
+ }
+ }
+ decal->instance_dependency.instance_notify_deleted(p_rid);
+ decal_owner.free(p_rid);
} else if (gi_probe_owner.owns(p_rid)) {
gi_probe_allocate(p_rid, Transform(), AABB(), Vector3i(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<uint8_t>(), Vector<int>()); //deallocate
GIProbe *gi_probe = gi_probe_owner.getornull(p_rid);
@@ -4453,10 +4788,10 @@ String RasterizerStorageRD::get_captured_timestamp_name(uint32_t p_index) const
RasterizerStorageRD::RasterizerStorageRD() {
for (int i = 0; i < SHADER_TYPE_MAX; i++) {
- shader_data_request_func[i] = NULL;
+ shader_data_request_func[i] = nullptr;
}
- material_update_list = NULL;
+ material_update_list = nullptr;
{ //create default textures
RD::TextureFormat tformat;
@@ -4492,6 +4827,10 @@ RasterizerStorageRD::RasterizerStorageRD() {
Vector<Vector<uint8_t>> vpv;
vpv.push_back(pv);
default_rd_textures[DEFAULT_RD_TEXTURE_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+
+ //take the chance and initialize decal atlas to something
+ decal_atlas.texture = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
+ decal_atlas.texture_srgb = decal_atlas.texture;
}
for (int i = 0; i < 16; i++) {
@@ -4644,14 +4983,14 @@ RasterizerStorageRD::RasterizerStorageRD() {
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = GLOBAL_GET("rendering/quality/filters/max_anisotropy");
+ sampler_state.anisotropy_max = GLOBAL_GET("rendering/quality/texture_filters/max_anisotropy");
} break;
case RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS_ANISOTROPIC: {
sampler_state.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.min_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.mip_filter = RD::SAMPLER_FILTER_LINEAR;
sampler_state.use_anisotropy = true;
- sampler_state.anisotropy_max = GLOBAL_GET("rendering/quality/filters/max_anisotropy");
+ sampler_state.anisotropy_max = GLOBAL_GET("rendering/quality/texture_filters/max_anisotropy");
} break;
default: {
@@ -4683,9 +5022,11 @@ RasterizerStorageRD::RasterizerStorageRD() {
//default rd buffers
{
- { //vertex
+ //vertex
+ {
Vector<uint8_t> buffer;
+
buffer.resize(sizeof(float) * 3);
{
uint8_t *w = buffer.ptrw();
@@ -4820,4 +5161,12 @@ RasterizerStorageRD::~RasterizerStorageRD() {
RD::get_singleton()->free(mesh_default_rd_buffers[i]);
}
giprobe_sdf_shader.version_free(giprobe_sdf_shader_version);
+
+ if (decal_atlas.textures.size()) {
+ ERR_PRINT("Decal Atlas: " + itos(decal_atlas.textures.size()) + " textures were not removed from the atlas.");
+ }
+
+ if (decal_atlas.texture.is_valid()) {
+ RD::get_singleton()->free(decal_atlas.texture);
+ }
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
index ab02ca1331..e8ee135f2b 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
@@ -173,6 +173,50 @@ private:
RID default_rd_textures[DEFAULT_RD_TEXTURE_MAX];
RID default_rd_samplers[RS::CANVAS_ITEM_TEXTURE_FILTER_MAX][RS::CANVAS_ITEM_TEXTURE_REPEAT_MAX];
+ /* DECAL ATLAS */
+
+ struct DecalAtlas {
+ 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;
+ int mipmaps = 5;
+
+ RID texture;
+ RID texture_srgb;
+ struct MipMap {
+ RID fb;
+ RID texture;
+ Size2i size;
+ };
+ Vector<MipMap> texture_mipmaps;
+
+ Size2i size;
+
+ } decal_atlas;
+
+ void _update_decal_atlas();
+
/* SHADER */
struct Material;
@@ -403,6 +447,28 @@ private:
mutable RID_Owner<ReflectionProbe> reflection_probe_owner;
+ /* DECAL */
+
+ struct Decal {
+
+ Vector3 extents = Vector3(1, 1, 1);
+ RID textures[RS::DECAL_TEXTURE_MAX];
+ float emission_energy = 1.0;
+ float albedo_mix = 1.0;
+ Color modulate = Color(1, 1, 1, 1);
+ uint32_t cull_mask = (1 << 20) - 1;
+ float upper_fade = 0.3;
+ float lower_fade = 0.3;
+ bool distance_fade = false;
+ float distance_fade_begin = 10;
+ float distance_fade_length = 1;
+ float normal_fade = 0.0;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ mutable RID_Owner<Decal> decal_owner;
+
/* GI PROBE */
struct GIProbe {
@@ -463,13 +529,11 @@ private:
bool flags[RENDER_TARGET_FLAG_MAX];
RID backbuffer; //used for effects
- RID backbuffer_fb;
+ RID backbuffer_mipmap0;
struct BackbufferMipmap {
RID mipmap;
- RID mipmap_fb;
RID mipmap_copy;
- RID mipmap_copy_fb;
};
Vector<BackbufferMipmap> backbuffer_mipmaps;
@@ -535,6 +599,20 @@ public:
virtual Size2 texture_size_with_proxy(RID p_proxy);
+ virtual void texture_add_to_decal_atlas(RID p_texture);
+ virtual void texture_remove_from_decal_atlas(RID p_texture);
+
+ RID decal_atlas_get_texture() const;
+ RID decal_atlas_get_texture_srgb() const;
+ _FORCE_INLINE_ Rect2 decal_atlas_get_texture_rect(RID p_texture) {
+ DecalAtlas::Texture *t = decal_atlas.textures.getptr(p_texture);
+ if (!t) {
+ return Rect2();
+ }
+
+ return t->uv_rect;
+ }
+
//internal usage
_FORCE_INLINE_ RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) {
@@ -604,7 +682,7 @@ public:
_FORCE_INLINE_ MaterialData *material_get_data(RID p_material, ShaderType p_shader_type) {
Material *material = material_owner.getornull(p_material);
if (!material || material->shader_type != p_shader_type) {
- return NULL;
+ return nullptr;
} else {
return material->data;
}
@@ -640,10 +718,10 @@ public:
_FORCE_INLINE_ const RID *mesh_get_surface_count_and_materials(RID p_mesh, uint32_t &r_surface_count) {
Mesh *mesh = mesh_owner.getornull(p_mesh);
- ERR_FAIL_COND_V(!mesh, NULL);
+ ERR_FAIL_COND_V(!mesh, nullptr);
r_surface_count = mesh->surface_count;
if (r_surface_count == 0) {
- return NULL;
+ return nullptr;
}
if (mesh->material_cache.empty()) {
mesh->material_cache.resize(mesh->surface_count);
@@ -926,6 +1004,14 @@ public:
return light->negative;
}
+ _FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, 0.0);
+
+ return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
+ }
+
bool light_get_use_gi(RID p_light);
uint64_t light_get_version(RID p_light) const;
@@ -966,6 +1052,81 @@ public:
void base_update_dependency(RID p_base, RasterizerScene::InstanceBase *p_instance);
void skeleton_update_dependency(RID p_skeleton, RasterizerScene::InstanceBase *p_instance);
+ /* DECAL API */
+
+ virtual RID decal_create();
+ virtual void decal_set_extents(RID p_decal, const Vector3 &p_extents);
+ virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture);
+ virtual void decal_set_emission_energy(RID p_decal, float p_energy);
+ virtual void decal_set_albedo_mix(RID p_decal, float p_mix);
+ virtual void decal_set_modulate(RID p_decal, const Color &p_modulate);
+ virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers);
+ virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length);
+ virtual void decal_set_fade(RID p_decal, float p_above, float p_below);
+ virtual void decal_set_normal_fade(RID p_decal, float p_fade);
+
+ _FORCE_INLINE_ Vector3 decal_get_extents(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->extents;
+ }
+
+ _FORCE_INLINE_ RID decal_get_texture(RID p_decal, RS::DecalTexture p_texture) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->textures[p_texture];
+ }
+
+ _FORCE_INLINE_ Color decal_get_modulate(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->modulate;
+ }
+
+ _FORCE_INLINE_ float decal_get_emission_energy(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->emission_energy;
+ }
+
+ _FORCE_INLINE_ float decal_get_albedo_mix(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->albedo_mix;
+ }
+
+ _FORCE_INLINE_ uint32_t decal_get_cull_mask(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->cull_mask;
+ }
+
+ _FORCE_INLINE_ float decal_get_upper_fade(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->upper_fade;
+ }
+
+ _FORCE_INLINE_ float decal_get_lower_fade(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->lower_fade;
+ }
+
+ _FORCE_INLINE_ float decal_get_normal_fade(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->normal_fade;
+ }
+
+ _FORCE_INLINE_ bool decal_is_distance_fade_enabled(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->distance_fade;
+ }
+
+ _FORCE_INLINE_ float decal_get_distance_fade_begin(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->distance_fade_begin;
+ }
+
+ _FORCE_INLINE_ float decal_get_distance_fade_length(RID p_decal) {
+ const Decal *decal = decal_owner.getornull(p_decal);
+ return decal->distance_fade_length;
+ }
+
+ virtual AABB decal_get_aabb(RID p_decal) const;
+
/* GI PROBE API */
RID gi_probe_create();
@@ -1037,7 +1198,7 @@ public:
void lightmap_capture_set_energy(RID p_capture, float p_energy) {}
float lightmap_capture_get_energy(RID p_capture) const { return 0.0; }
const Vector<LightmapCaptureOctree> *lightmap_capture_get_octree_ptr(RID p_capture) const {
- return NULL;
+ return nullptr;
}
/* PARTICLES */
@@ -1097,6 +1258,7 @@ public:
Size2 render_target_get_size(RID p_render_target);
RID render_target_get_rd_framebuffer(RID p_render_target);
+ RID render_target_get_rd_texture(RID p_render_target);
RS::InstanceType get_base_type(RID p_rid) const;
diff --git a/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp b/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp
index 4ee020aa69..2bfdb7fffe 100644
--- a/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp
+++ b/servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.cpp
@@ -57,7 +57,7 @@ void RenderPipelineVertexFormatCacheRD::_clear() {
}
version_count = 0;
memfree(versions);
- versions = NULL;
+ versions = nullptr;
}
}
@@ -88,7 +88,7 @@ void RenderPipelineVertexFormatCacheRD::clear() {
RenderPipelineVertexFormatCacheRD::RenderPipelineVertexFormatCacheRD() {
version_count = 0;
- versions = NULL;
+ versions = nullptr;
input_mask = 0;
}
diff --git a/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp b/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
index b3a4b0ede8..4a0b4f02b1 100644
--- a/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
+++ b/servers/rendering/rasterizer_rd/shader_compiler_rd.cpp
@@ -303,7 +303,7 @@ void ShaderCompilerRD::_dump_function_deps(const SL::ShaderNode *p_node, const S
_dump_function_deps(p_node, E->get(), p_func_code, r_to_add, added);
- SL::FunctionNode *fnode = NULL;
+ SL::FunctionNode *fnode = nullptr;
for (int i = 0; i < p_node->functions.size(); i++) {
if (p_node->functions[i].name == E->get()) {
@@ -572,7 +572,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
function = fnode;
current_func_name = fnode->name;
function_code[fnode->name] = _dump_node_code(fnode->body, p_level + 1, r_gen_code, p_actions, p_default_actions, p_assigning);
- function = NULL;
+ function = nullptr;
}
//place functions in actual code
@@ -605,7 +605,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
_dump_function_deps(pnode, fnode->name, function_code, r_gen_code.fragment_global, added_fragment);
r_gen_code.light = function_code[light_name];
}
- function = NULL;
+ function = nullptr;
}
//code+=dump_node_code(pnode->body,p_level);
@@ -798,12 +798,12 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
else
code = _mkid(anode->name);
- if (anode->call_expression != NULL) {
+ if (anode->call_expression != nullptr) {
code += ".";
code += _dump_node_code(anode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
}
- if (anode->index_expression != NULL) {
+ if (anode->index_expression != nullptr) {
code += "[";
code += _dump_node_code(anode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "]";
@@ -1025,7 +1025,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge
case SL::Node::TYPE_MEMBER: {
SL::MemberNode *mnode = (SL::MemberNode *)p_node;
code = _dump_node_code(mnode->owner, p_level, r_gen_code, p_actions, p_default_actions, p_assigning) + "." + mnode->name;
- if (mnode->index_expression != NULL) {
+ if (mnode->index_expression != nullptr) {
code += "[";
code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning);
code += "]";
@@ -1048,7 +1048,7 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
print_line(itos(i + 1) + " " + shader[i]);
}
- _err_print_error(NULL, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
+ _err_print_error(nullptr, p_path.utf8().get_data(), parser.get_error_line(), parser.get_error_text().utf8().get_data(), ERR_HANDLER_SHADER);
return err;
}
@@ -1066,7 +1066,7 @@ Error ShaderCompilerRD::compile(RS::ShaderMode p_mode, const String &p_code, Ide
used_flag_pointers.clear();
shader = parser.get_shader();
- function = NULL;
+ function = nullptr;
_dump_node_code(shader, 1, r_gen_code, *p_actions, actions, false);
return OK;
diff --git a/servers/rendering/rasterizer_rd/shader_rd.cpp b/servers/rendering/rasterizer_rd/shader_rd.cpp
index 3dcfd0faf9..d60a58813e 100644
--- a/servers/rendering/rasterizer_rd/shader_rd.cpp
+++ b/servers/rendering/rasterizer_rd/shader_rd.cpp
@@ -191,7 +191,7 @@ RID ShaderRD::version_create() {
version.dirty = true;
version.valid = false;
version.initialize_needed = true;
- version.variants = NULL;
+ version.variants = nullptr;
return version_owner.make_rid(version);
}
@@ -203,7 +203,7 @@ void ShaderRD::_clear_version(Version *p_version) {
}
memdelete_arr(p_version->variants);
- p_version->variants = NULL;
+ p_version->variants = nullptr;
}
}
@@ -394,7 +394,7 @@ void ShaderRD::_compile_version(Version *p_version) {
}
}
memdelete_arr(p_version->variants);
- p_version->variants = NULL;
+ p_version->variants = nullptr;
return;
}
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index 6e852e2dc5..a454d144aa 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -5,14 +5,15 @@ Import("env")
if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("canvas.glsl")
env.RD_GLSL("canvas_occlusion.glsl")
- env.RD_GLSL("blur.glsl")
+ env.RD_GLSL("copy.glsl")
+ env.RD_GLSL("copy_to_fb.glsl")
env.RD_GLSL("cubemap_roughness.glsl")
env.RD_GLSL("cubemap_downsampler.glsl")
env.RD_GLSL("cubemap_filter.glsl")
env.RD_GLSL("scene_high_end.glsl")
env.RD_GLSL("sky.glsl")
env.RD_GLSL("tonemap.glsl")
- env.RD_GLSL("copy.glsl")
+ env.RD_GLSL("cube_to_dp.glsl")
env.RD_GLSL("giprobe.glsl")
env.RD_GLSL("giprobe_debug.glsl")
env.RD_GLSL("giprobe_sdf.glsl")
@@ -22,3 +23,8 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("ssao_minify.glsl")
env.RD_GLSL("ssao_blur.glsl")
env.RD_GLSL("roughness_limiter.glsl")
+ env.RD_GLSL("screen_space_reflection.glsl")
+ env.RD_GLSL("screen_space_reflection_filter.glsl")
+ env.RD_GLSL("screen_space_reflection_scale.glsl")
+ env.RD_GLSL("subsurface_scattering.glsl")
+ env.RD_GLSL("specular_merge.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/blur.glsl b/servers/rendering/rasterizer_rd/shaders/blur.glsl
deleted file mode 100644
index 87c20ebaef..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/blur.glsl
+++ /dev/null
@@ -1,294 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "blur_inc.glsl"
-
-layout(location = 0) out vec2 uv_interp;
-/* clang-format on */
-
-void main() {
-
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) {
- uv_interp = blur.section.xy + uv_interp * blur.section.zw;
- }
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-
- if (bool(blur.flags & FLAG_FLIP_Y)) {
- uv_interp.y = 1.0 - uv_interp.y;
- }
-}
-
-/* clang-format off */
-[fragment]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "blur_inc.glsl"
-
-layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
-
-layout(set = 0, binding = 0) uniform sampler2D source_color;
-
-#ifdef MODE_SSAO_MERGE
-layout(set = 1, binding = 0) uniform sampler2D source_ssao;
-#endif
-
-#ifdef GLOW_USE_AUTO_EXPOSURE
-layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
-#endif
-
-layout(location = 0) out vec4 frag_color;
-
-//DOF
-#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR)
-
-layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
-
-#ifdef DOF_NEAR_BLUR_MERGE
-layout(set = 2, binding = 0) uniform sampler2D source_dof_original;
-#endif
-
-#ifdef DOF_QUALITY_LOW
-const int dof_kernel_size = 5;
-const int dof_kernel_from = 2;
-const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
-#endif
-
-#ifdef DOF_QUALITY_MEDIUM
-const int dof_kernel_size = 11;
-const int dof_kernel_from = 5;
-const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
-
-#endif
-
-#ifdef DOF_QUALITY_HIGH
-const int dof_kernel_size = 21;
-const int dof_kernel_from = 10;
-const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
-#endif
-
-#endif
-
-void main() {
-
-#ifdef MODE_MIPMAP
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
- frag_color = color / 4.0;
-
-#endif
-
-#ifdef MODE_GAUSSIAN_BLUR
-
- //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
-
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
- color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
- color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
- frag_color = color;
- } else {
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
- color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
- color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
- frag_color = color;
- }
-#endif
-
-#ifdef MODE_GAUSSIAN_GLOW
-
- //Glow uses larger sigma 1 for a more rounded blur effect
-
-#define GLOW_ADD(m_ofs, m_mult) \
- { \
- vec2 ofs = uv_interp + m_ofs * pix_size; \
- vec4 c = texture(source_color, ofs) * m_mult; \
- if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
- c *= 0.0; \
- } \
- color += c; \
- }
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
-
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
- GLOW_ADD(vec2(1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(3.0, 0.0), 0.106595);
- GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
- color *= blur.glow_strength;
- frag_color = color;
- } else {
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
- GLOW_ADD(vec2(0.0, 1.0), 0.233062);
- GLOW_ADD(vec2(0.0, 2.0), 0.122581);
- GLOW_ADD(vec2(0.0, -1.0), 0.233062);
- GLOW_ADD(vec2(0.0, -2.0), 0.122581);
- color *= blur.glow_strength;
- frag_color = color;
- }
-
-#undef GLOW_ADD
-
- if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
-#ifdef GLOW_USE_AUTO_EXPOSURE
-
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
-#endif
- frag_color *= blur.glow_exposure;
-
- float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
- float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
-
- frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
- }
-
-#endif
-
-#ifdef MODE_DOF_FAR_BLUR
-
- vec4 color_accum = vec4(0.0);
-
- float depth = texture(dof_source_depth, uv_interp, 0.0).r;
- depth = depth * 2.0 - 1.0;
-
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
- depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
- }
-
- float amount = smoothstep(blur.dof_begin, blur.dof_end, depth);
- float k_accum = 0.0;
-
- for (int i = 0; i < dof_kernel_size; i++) {
-
- int int_ofs = i - dof_kernel_from;
- vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius;
-
- float tap_k = dof_kernel[i];
-
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
- tap_depth = tap_depth * 2.0 - 1.0;
-
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
-
- tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
- }
-
- float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
- tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
-
- vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
-
- k_accum += tap_k * tap_amount;
- color_accum += tap_color * tap_amount;
- }
-
- if (k_accum > 0.0) {
- color_accum /= k_accum;
- }
-
- frag_color = color_accum; ///k_accum;
-
-#endif
-
-#ifdef MODE_DOF_NEAR_BLUR
-
- vec4 color_accum = vec4(0.0);
-
- float max_accum = 0.0;
-
- for (int i = 0; i < dof_kernel_size; i++) {
-
- int int_ofs = i - dof_kernel_from;
- vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * blur.dof_radius;
- float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
-
- float tap_k = dof_kernel[i];
-
- vec4 tap_color = texture(source_color, tap_uv, 0.0);
-
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
- tap_depth = tap_depth * 2.0 - 1.0;
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
-
- tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
- }
- float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
- tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
-
- if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
- tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
- }
-
- max_accum = max(max_accum, tap_amount * ofs_influence);
-
- color_accum += tap_color * tap_k;
- }
-
- color_accum.a = max(color_accum.a, sqrt(max_accum));
-
-#ifdef DOF_NEAR_BLUR_MERGE
- {
- vec4 original = texture(source_dof_original, uv_interp, 0.0);
- color_accum = mix(original, color_accum, color_accum.a);
- }
-#endif
-
- if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
- frag_color = color_accum;
- }
-#endif
-
-#ifdef MODE_SIMPLE_COPY
- vec4 color = texture(source_color, uv_interp, 0.0);
- if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
- color.rgb = vec3(max(max(color.r, color.g), color.b));
- }
- frag_color = color;
-#endif
-
-#ifdef MODE_SSAO_MERGE
- vec4 color = texture(source_color, uv_interp, 0.0);
- float ssao = texture(source_ssao, uv_interp, 0.0).r;
- frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
-
-#endif
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl b/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
deleted file mode 100644
index 33ba9de7bb..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-#define FLAG_HORIZONTAL (1 << 0)
-#define FLAG_USE_BLUR_SECTION (1 << 1)
-#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
-#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
-#define FLAG_GLOW_FIRST_PASS (1 << 4)
-#define FLAG_FLIP_Y (1 << 5)
-#define FLAG_COPY_FORCE_LUMINANCE (1 << 6)
-
-layout(push_constant, binding = 1, std430) uniform Blur {
- vec4 section;
- vec2 pixel_size;
- uint flags;
- uint pad;
- // Glow.
- float glow_strength;
- float glow_bloom;
- float glow_hdr_threshold;
- float glow_hdr_scale;
- float glow_exposure;
- float glow_white;
- float glow_luminance_cap;
- float glow_auto_exposure_grey;
- // DOF.
- float dof_begin;
- float dof_end;
- float dof_radius;
- float dof_pad;
-
- vec2 dof_dir;
- float camera_z_far;
- float camera_z_near;
-
- vec4 ssao_color;
-}
-blur;
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index cbb9b546a3..2d7661f65f 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -1,86 +1,220 @@
/* clang-format off */
-[vertex]
+[compute]
#version 450
VERSION_DEFINES
-layout(location = 0) out vec2 uv_interp;
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
/* clang-format on */
-void main() {
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_BLUR_SECTION (1 << 1)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
+#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
+#define FLAG_GLOW_FIRST_PASS (1 << 4)
+#define FLAG_FLIP_Y (1 << 5)
+#define FLAG_FORCE_LUMINANCE (1 << 6)
+#define FLAG_COPY_ALL_SOURCE (1 << 7)
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec4 section;
+ ivec2 target;
+ uint flags;
+ uint pad;
+ // Glow.
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+ // DOF.
+ float camera_z_far;
+ float camera_z_near;
+ uint pad2[2];
+}
+params;
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
+layout(set = 0, binding = 0) uniform sampler2D source_color;
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-}
+#ifdef GLOW_USE_AUTO_EXPOSURE
+layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#endif
-/* clang-format off */
-[fragment]
+#if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH)
+layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#elif defined(DST_IMAGE_8BIT)
+layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#else
+layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#endif
-#version 450
+void main() {
-VERSION_DEFINES
+ // Pixel being shaded
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThan(pos, params.section.zw))) { //too large, do nothing
+ return;
+ }
-layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
+#ifdef MODE_MIPMAP
+
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ vec4 color = texelFetch(source_color, base_pos, 0);
+ color += texelFetch(source_color, base_pos + ivec2(0, 1), 0);
+ color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
+ color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
+ color /= 4.0;
-#ifdef MODE_CUBE_TO_DP
+ imageStore(dest_buffer, pos + params.target, color);
+#endif
-layout(set = 0, binding = 0) uniform samplerCube source_cube;
+#ifdef MODE_GAUSSIAN_BLUR
-layout(push_constant, binding = 0, std430) uniform Params {
- float bias;
- float z_far;
- float z_near;
- bool z_flip;
-}
-params;
+ //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-layout(location = 0) out float depth_buffer;
+ if (bool(params.flags & FLAG_HORIZONTAL)) {
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
+ color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
+ color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
+ color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
+ color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
+ color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
+ color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
+ imageStore(dest_buffer, pos + params.target, color);
+ } else {
+
+ ivec2 base_pos = (pos + params.section.xy);
+ vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
+ color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
+ color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
+ color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
+ color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
+ imageStore(dest_buffer, pos + params.target, color);
+ }
#endif
-void main() {
+#ifdef MODE_GAUSSIAN_GLOW
-#ifdef MODE_CUBE_TO_DP
+ //Glow uses larger sigma 1 for a more rounded blur effect
- vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
+#define GLOW_ADD(m_ofs, m_mult) \
+ { \
+ ivec2 ofs = base_pos + m_ofs; \
+ if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \
+ color += texelFetch(source_color, ofs, 0) * m_mult; \
+ } \
+ }
+
+ vec4 color = vec4(0.0);
+
+ if (bool(params.flags & FLAG_HORIZONTAL)) {
+
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ ivec2 section_begin = params.section.xy << 1;
+ ivec2 section_end = section_begin + (params.section.zw << 1);
+
+ GLOW_ADD(ivec2(0, 0), 0.174938);
+ GLOW_ADD(ivec2(1, 0), 0.165569);
+ GLOW_ADD(ivec2(2, 0), 0.140367);
+ GLOW_ADD(ivec2(3, 0), 0.106595);
+ GLOW_ADD(ivec2(-1, 0), 0.165569);
+ GLOW_ADD(ivec2(-2, 0), 0.140367);
+ GLOW_ADD(ivec2(-3, 0), 0.106595);
+ color *= params.glow_strength;
+ } else {
- normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
- normal = normalize(normal);
+ ivec2 base_pos = pos + params.section.xy;
+ ivec2 section_begin = params.section.xy;
+ ivec2 section_end = section_begin + params.section.zw;
- normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (!params.z_flip) {
- normal.z = -normal.z;
+ GLOW_ADD(ivec2(0, 0), 0.288713);
+ GLOW_ADD(ivec2(0, 1), 0.233062);
+ GLOW_ADD(ivec2(0, 2), 0.122581);
+ GLOW_ADD(ivec2(0, -1), 0.233062);
+ GLOW_ADD(ivec2(0, -2), 0.122581);
+ color *= params.glow_strength;
}
- float depth = texture(source_cube, normal).r;
+#undef GLOW_ADD
- // absolute values for direction cosines, bigger value equals closer to basis axis
- vec3 unorm = abs(normal);
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+#ifdef GLOW_USE_AUTO_EXPOSURE
+
+ color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
+#endif
+ color *= params.glow_exposure;
+
+ float luminance = max(color.r, max(color.g, color.b));
+ float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
+
+ color = min(color * feedback, vec4(params.glow_luminance_cap));
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+
+#endif
+
+#ifdef MODE_SIMPLE_COPY
+
+ vec4 color;
+ if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) {
+ vec2 uv = vec2(pos) / vec2(params.section.zw);
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ uv.y = 1.0 - uv.y;
+ }
+ color = textureLod(source_color, uv, 0.0);
+
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+ imageStore(dest_buffer, pos + params.target, color);
- if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
- // x code
- unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
- } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
- // y code
- unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
- } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
- // z code
- unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
} else {
- // oh-no we messed up code
- // has to be
- unorm = vec3(1.0, 0.0, 0.0);
+ color = texelFetch(source_color, pos + params.section.xy, 0);
+
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+ }
+
+#endif
+
+#ifdef MODE_SIMPLE_COPY_DEPTH
+
+ vec4 color = texelFetch(source_color, pos + params.section.xy, 0);
+
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
}
- float depth_fix = 1.0 / dot(normal, unorm);
+ imageStore(dest_buffer, pos + params.target, vec4(color.r));
+
+#endif
+
+#ifdef MODE_LINEARIZE_DEPTH_COPY
+
+ float depth = texelFetch(source_color, pos + params.section.xy, 0).r;
+ depth = depth * 2.0 - 1.0;
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ vec4 color = vec4(depth / params.camera_z_far);
- depth = 2.0 * depth - 1.0;
- float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- depth_buffer = (linear_depth * depth_fix + params.bias) / params.z_far;
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
+ }
+ imageStore(dest_buffer, pos + params.target, color);
#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
new file mode 100644
index 0000000000..0f8688ee34
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
@@ -0,0 +1,76 @@
+/* clang-format off */
+[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec4 section;
+ vec2 pixel_size;
+ bool flip_y;
+ bool use_section;
+
+ bool force_luminance;
+ uint pad[3];
+}
+params;
+
+void main() {
+
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ vec2 vpos = uv_interp;
+ if (params.use_section) {
+ vpos = params.section.xy + vpos * params.section.zw;
+ }
+
+ gl_Position = vec4(vpos * 2.0 - 1.0, 0.0, 1.0);
+
+ if (params.flip_y) {
+ uv_interp.y = 1.0 - uv_interp.y;
+ }
+}
+
+/* clang-format off */
+[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec4 section;
+ vec2 pixel_size;
+ bool flip_y;
+ bool use_section;
+
+ bool force_luminance;
+ bool alpha_to_zero;
+ uint pad[2];
+} params;
+
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+
+ vec2 uv = uv_interp;
+ vec4 color = textureLod(source_color, uv, 0.0);
+ if (params.force_luminance) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+ if (params.alpha_to_zero) {
+ color.rgb *= color.a;
+ }
+ frag_color = color;
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
new file mode 100644
index 0000000000..02ebe1a53b
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
@@ -0,0 +1,72 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform samplerCube source_cube;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 screen_size;
+ ivec2 offset;
+ float bias;
+ float z_far;
+ float z_near;
+ bool z_flip;
+}
+params;
+
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
+
+void main() {
+
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 pixel_size = 1.0 / vec2(params.screen_size);
+ vec2 uv = (vec2(pos) + 0.5) * pixel_size;
+
+ vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
+
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ normal = normalize(normal);
+
+ normal.y = -normal.y; //needs to be flipped to match projection matrix
+ if (!params.z_flip) {
+ normal.z = -normal.z;
+ }
+
+ float depth = texture(source_cube, normal).r;
+
+ // absolute values for direction cosines, bigger value equals closer to basis axis
+ vec3 unorm = abs(normal);
+
+ if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
+ // x code
+ unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
+ } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
+ // y code
+ unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
+ } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
+ // z code
+ unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
+ } else {
+ // oh-no we messed up code
+ // has to be
+ unorm = vec3(1.0, 0.0, 0.0);
+ }
+
+ float depth_fix = 1.0 / dot(normal, unorm);
+
+ depth = 2.0 * depth - 1.0;
+ float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ depth = (linear_depth * depth_fix) / params.z_far;
+
+ imageStore(depth_buffer, pos + params.offset, vec4(depth));
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 07f4770b14..c6a0e5aaaf 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -20,9 +20,7 @@ layout(location = 2) in vec4 tangent_attrib;
layout(location = 3) in vec4 color_attrib;
#endif
-#if defined(UV_USED)
layout(location = 4) in vec2 uv_attrib;
-#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 5) in vec2 uv2_attrib;
@@ -39,9 +37,7 @@ layout(location = 1) out vec3 normal_interp;
layout(location = 2) out vec4 color_interp;
#endif
-#if defined(UV_USED)
layout(location = 3) out vec2 uv_interp;
-#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 4) out vec2 uv2_interp;
@@ -157,9 +153,7 @@ void main() {
#endif
}
-#if defined(UV_USED)
uv_interp = uv_attrib;
-#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
uv2_interp = uv2_attrib;
@@ -244,19 +238,13 @@ VERTEX_SHADER_CODE
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
- vec3 vtx = vertex_interp + normalize(vertex_interp) * scene_data.z_offset;
+ vec3 vtx = vertex_interp;
float distance = length(vtx);
vtx = normalize(vtx);
vtx.xy /= 1.0 - vtx.z;
vtx.z = (distance / scene_data.z_far);
vtx.z = vtx.z * 2.0 - 1.0;
-
vertex_interp = vtx;
-#else
-
- float z_ofs = scene_data.z_offset;
- z_ofs += max(0.0, 1.0 - abs(normalize(normal_interp).z)) * scene_data.z_slope_scale;
- vertex_interp.z -= z_ofs;
#endif
@@ -267,6 +255,14 @@ VERTEX_SHADER_CODE
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
+
+#ifdef MODE_RENDER_DEPTH
+ if (scene_data.pancake_shadows) {
+ if (gl_Position.z <= 0.00001) {
+ gl_Position.z = 0.00001;
+ }
+ }
+#endif
}
/* clang-format off */
@@ -288,9 +284,7 @@ layout(location = 1) in vec3 normal_interp;
layout(location = 2) in vec4 color_interp;
#endif
-#if defined(UV_USED)
layout(location = 3) in vec2 uv_interp;
-#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
layout(location = 4) in vec2 uv2_interp;
@@ -315,6 +309,11 @@ layout(location = 8) in float dp_clip;
#define world_normal_matrix instances.data[instance_index].normal_transform
#define projection_matrix scene_data.projection_matrix
+#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
+//both required for transmittance to be enabled
+#define LIGHT_TRANSMITTANCE_USED
+#endif
+
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 5, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -434,9 +433,16 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, vec3 attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+ float transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -467,7 +473,7 @@ LIGHT_SHADER_CODE
/* clang-format on */
#else
- float NdotL = dot(N, L);
+ float NdotL = min(A + dot(N, L), 1.0);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
@@ -477,11 +483,11 @@ LIGHT_SHADER_CODE
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- float cNdotH = max(dot(N, H), 0.0);
+ float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- float cLdotH = max(dot(L, H), 0.0);
+ float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
#endif
if (metallic < 1.0) {
@@ -538,16 +544,48 @@ LIGHT_SHADER_CODE
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
- diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+ diffuse_light += light_color * diffuse_color * shadow_attenuation * diffuse_brdf_NL * attenuation;
-#if defined(LIGHT_TRANSMISSION_USED)
- diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#if defined(LIGHT_BACKLIGHT_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
#endif
#if defined(LIGHT_RIM_USED)
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+
+#ifdef SSS_MODE_SKIN
+
+ {
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+
+ diffuse_light += profile * transmittance_color.a * diffuse_color * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI) * attenuation;
+ }
+#else
+
+ if (transmittance_depth > 0.0) {
+ float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
+
+ fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
+ fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
+
+ diffuse_light += diffuse_color * transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade * attenuation;
+ }
+
+#endif //SSS_MODE_SKIN
+
+#endif //LIGHT_TRANSMITTANCE_USED
}
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
@@ -562,18 +600,18 @@ LIGHT_SHADER_CODE
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = blinn;
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
- float cRdotV = max(0.0, dot(R, V));
+ float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_TOON)
@@ -582,7 +620,7 @@ LIGHT_SHADER_CODE
float mid = 1.0 - roughness;
mid *= mid;
float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
+ diffuse_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
#elif defined(SPECULAR_DISABLED)
// none..
@@ -613,7 +651,7 @@ LIGHT_SHADER_CODE
vec3 specular_brdf_NL = cNdotL * D * F * G;
- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ specular_light += specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
#endif
#if defined(LIGHT_CLEARCOAT_USED)
@@ -627,12 +665,12 @@ LIGHT_SHADER_CODE
float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ specular_light += clearcoat_specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
#endif
}
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+ alpha = min(alpha, clamp(1.0 - length(shadow_attenuation * attenuation), 0.0, 1.0));
#endif
#endif //defined(USE_LIGHT_SHADER_CODE)
@@ -640,53 +678,121 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
-float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
+// Produces cheap but low-quality white noise, nothing special
+float quick_hash(vec2 pos) {
+ return fract(sin(dot(pos * 19.19, vec2(49.5791, 97.413))) * 49831.189237);
+}
+
+float sample_directional_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- //todo optimize
vec2 pos = coord.xy;
float depth = coord.z;
-#ifdef SHADOW_MODE_PCF_13
+ //if only one sample is taken, take it from the center
+ if (scene_data.directional_soft_shadow_samples == 1) {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
- float avg = textureProj(shadow, vec4(pos, depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
- return avg * (1.0 / 13.0);
-#endif
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
-#ifdef SHADOW_MODE_PCF_5
+ float avg = 0.0;
- float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
- return avg * (1.0 / 5.0);
+ for (uint i = 0; i < scene_data.directional_soft_shadow_samples; i++) {
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.directional_soft_shadow_kernel[i].xy), depth, 1.0));
+ }
-#endif
+ return avg * (1.0 / float(scene_data.directional_soft_shadow_samples));
+}
-#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
+float sample_pcf_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ vec2 pos = coord.xy;
+ float depth = coord.z;
-#endif
+ //if only one sample is taken, take it from the center
+ if (scene_data.soft_shadow_samples == 1) {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ }
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float avg = 0.0;
+
+ for (uint i = 0; i < scene_data.soft_shadow_samples; i++) {
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + shadow_pixel_size * (disk_rotation * scene_data.soft_shadow_kernel[i].xy), depth, 1.0));
+ }
+
+ return avg * (1.0 / float(scene_data.soft_shadow_samples));
+}
+
+float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
+
+ //find blocker
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+
+ vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
+ float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < pssm_coord.z) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
+ tex_scale *= penumbra;
+
+ float s = 0.0;
+ for (uint i = 0; i < scene_data.directional_penumbra_shadow_samples; i++) {
+ vec2 suv = pssm_coord.xy + (disk_rotation * scene_data.directional_penumbra_shadow_kernel[i].xy) * tex_scale;
+ s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
+ }
+
+ return s / float(scene_data.directional_penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ return 1.0;
+ }
}
#endif //USE_NO_SHADOWS
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -707,45 +813,206 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x);
- vec3 light_attenuation = vec3(omni_attenuation);
+ float light_attenuation = omni_attenuation;
+ vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
color_specular.rgb *= attenuation_energy.y;
+ float size_A = 0.0;
+
+ if (lights.data[idx].size > 0.0) {
+
+ float t = lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth; //no transmittance by default
+#endif
#ifndef USE_NO_SHADOWS
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
if (shadow_color_enabled.w > 0.5) {
// there is a shadowmap
- vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
- float shadow_len = length(splane);
- splane = normalize(splane);
- vec4 clamp_rect = lights.data[idx].atlas_rect;
+ vec4 v = vec4(vertex, 1.0);
+
+ vec4 splane = (lights.data[idx].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ {
+ vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
+ nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
+ v.xyz += nofs;
+ splane = (lights.data[idx].shadow_matrix * v);
+ }
+
+ float shadow;
+
+ if (lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ vec3 normal = normalize(splane.xyz);
+ 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));
+ vec3 bitangent = normalize(cross(tangent, normal));
+ float z_norm = shadow_len * lights.data[idx].inv_radius;
+
+ tangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale;
+ bitangent *= lights.data[idx].soft_shadow_size * lights.data[idx].soft_shadow_scale;
+
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+
+ vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ tangent *= penumbra;
+ bitangent *= penumbra;
+
+ z_norm -= lights.data[idx].inv_radius * lights.data[idx].shadow_bias;
- if (splane.z >= 0.0) {
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
- splane.z += 1.0;
+ vec2 disk = disk_rotation * scene_data.penumbra_shadow_kernel[i].xy;
+ vec3 pos = splane.xyz + tangent * disk.x + bitangent * disk.y;
- clamp_rect.y += clamp_rect.w;
+ pos = normalize(pos);
+ vec4 uv_rect = lights.data[idx].atlas_rect;
+ if (pos.z >= 0.0) {
+
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
} else {
- splane.z = 1.0 - splane.z;
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = lights.data[idx].atlas_rect;
+
+ if (splane.z >= 0.0) {
+
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+ shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
}
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
- float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+
+ vec4 clamp_rect = lights.data[idx].atlas_rect;
+
+ //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+
+ shadow_len = length(splane);
+ splane = normalize(splane);
+
+ if (splane.z >= 0.0) {
+
+ splane.z += 1.0;
+
+ } else {
+
+ splane.z = 1.0 - splane.z;
+ }
- light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ transmittance_z = (splane.z - shadow_z) / lights.data[idx].inv_radius;
+ }
+#endif
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
}
#endif //USE_NO_SHADOWS
- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim * omni_attenuation, rim_tint,
@@ -764,8 +1031,14 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
}
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -792,31 +1065,135 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
spot_attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
- vec3 light_attenuation = vec3(spot_attenuation);
+ float light_attenuation = spot_attenuation;
+ vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
color_specular.rgb *= attenuation_energy.y;
+ float size_A = 0.0;
+
+ if (lights.data[idx].size > 0.0) {
+
+ float t = lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
/*
if (lights.data[idx].atlas_rect!=vec4(0.0)) {
//use projector texture
}
*/
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+#endif
+
#ifndef USE_NO_SHADOWS
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
if (shadow_color_enabled.w > 0.5) {
//there is a shadowmap
- vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+
+ v.xyz -= spot_dir * lights.data[idx].shadow_bias;
+
+ float z_norm = dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius;
+
+ float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * lights.data[idx].shadow_normal_bias * depth_bias_scale;
+ normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
+ v.xyz += normal_bias;
+
+ //adjust with bias
+ z_norm = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius;
+
+ float shadow;
+
+ vec4 splane = (lights.data[idx].shadow_matrix * v);
splane /= splane.w;
- float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
- light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ if (lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 disk_rotation;
+ {
+ float r = quick_hash(gl_FragCoord.xy) * 2.0 * M_PI;
+ float sr = sin(r);
+ float cr = cos(r);
+ disk_rotation = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float uv_size = lights.data[idx].soft_shadow_size * z_norm * lights.data[idx].soft_shadow_scale;
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+
+ vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
+ suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ uv_size *= penumbra;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.penumbra_shadow_samples; i++) {
+ vec2 suv = splane.xy + (disk_rotation * scene_data.penumbra_shadow_kernel[i].xy) * uv_size;
+ suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.penumbra_shadow_samples);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+
+ } else {
+ //hard shadow
+ splane.z = z_norm;
+ shadow = sample_pcf_shadow(shadow_atlas, lights.data[idx].soft_shadow_scale * scene_data.shadow_atlas_pixel_size, splane);
+ }
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+
+ vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+ splane /= splane.w;
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ //reconstruct depth
+ shadow_z / lights.data[idx].inv_radius;
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
+ }
+#endif //LIGHT_TRANSMITTANCE_USED
}
#endif //USE_NO_SHADOWS
- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim * spot_attenuation, rim_tint,
@@ -1185,7 +1562,11 @@ void main() {
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
- vec3 transmission = vec3(0.0);
+ vec3 backlight = vec3(0.0);
+ vec4 transmittance_color = vec4(0.0);
+ float transmittance_depth = 0.0;
+ float transmittance_curve = 1.0;
+ float transmittance_boost = 0.0;
float metallic = 0.0;
float specular = 0.5;
vec3 emission = vec3(0.0);
@@ -1223,9 +1604,7 @@ void main() {
}
#endif
-#if defined(UV_USED)
vec2 uv = uv_interp;
-#endif
#if defined(UV2_USED) || defined(USE_LIGHTMAP)
vec2 uv2 = uv2_interp;
@@ -1254,6 +1633,14 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
}
+#if defined(LIGHT_TRANSMITTANCE_USED)
+#ifdef SSS_MODE_SKIN
+ transmittance_color.a = sss_strength;
+#else
+ transmittance_color.a *= sss_strength;
+#endif
+#endif
+
#if !defined(USE_SHADOW_TO_OPACITY)
#if defined(ALPHA_SCISSOR_USED)
@@ -1299,7 +1686,80 @@ FRAGMENT_SHADER_CODE
discard;
}
#endif
+ /////////////////////// DECALS ////////////////////////////////
+
+#ifndef MODE_RENDER_DEPTH
+
+ uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]), vec3(screen_uv, (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)));
+
+ { // process decals
+
+ uint decal_count = cluster_cell.w >> CLUSTER_COUNTER_SHIFT;
+ uint decal_pointer = cluster_cell.w & CLUSTER_POINTER_MASK;
+
+ //do outside for performance and avoiding arctifacts
+ vec3 vertex_ddx = dFdx(vertex);
+ vec3 vertex_ddy = dFdy(vertex);
+
+ for (uint i = 0; i < decal_count; i++) {
+
+ uint decal_index = cluster_data.indices[decal_pointer + i];
+ if (!bool(decals.data[decal_index].mask & instances.data[instance_index].layer_mask)) {
+ continue; //not masked
+ }
+
+ vec3 uv_local = (decals.data[decal_index].xform * vec4(vertex, 1.0)).xyz;
+ if (any(lessThan(uv_local, vec3(0.0, -1.0, 0.0))) || any(greaterThan(uv_local, vec3(1.0)))) {
+ continue; //out of decal
+ }
+
+ //we need ddx/ddy for mipmaps, so simulate them
+ vec2 ddx = (decals.data[decal_index].xform * vec4(vertex_ddx, 0.0)).xz;
+ vec2 ddy = (decals.data[decal_index].xform * vec4(vertex_ddy, 0.0)).xz;
+
+ float fade = pow(1.0 - (uv_local.y > 0.0 ? uv_local.y : -uv_local.y), uv_local.y > 0.0 ? decals.data[decal_index].upper_fade : decals.data[decal_index].lower_fade);
+
+ if (decals.data[decal_index].normal_fade > 0.0) {
+ fade *= smoothstep(decals.data[decal_index].normal_fade, 1.0, dot(normal_interp, decals.data[decal_index].normal) * 0.5 + 0.5);
+ }
+
+ if (decals.data[decal_index].albedo_rect != vec4(0.0)) {
+ //has albedo
+ vec4 decal_albedo = textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].albedo_rect.zw + decals.data[decal_index].albedo_rect.xy, ddx * decals.data[decal_index].albedo_rect.zw, ddy * decals.data[decal_index].albedo_rect.zw);
+ decal_albedo *= decals.data[decal_index].modulate;
+ decal_albedo.a *= fade;
+ albedo = mix(albedo, decal_albedo.rgb, decal_albedo.a * decals.data[decal_index].albedo_mix);
+
+ if (decals.data[decal_index].normal_rect != vec4(0.0)) {
+
+ vec3 decal_normal = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].normal_rect.zw + decals.data[decal_index].normal_rect.xy, ddx * decals.data[decal_index].normal_rect.zw, ddy * decals.data[decal_index].normal_rect.zw).xyz;
+ decal_normal.xy = decal_normal.xy * vec2(2.0, -2.0) - vec2(1.0, -1.0); //users prefer flipped y normal maps in most authoring software
+ decal_normal.z = sqrt(max(0.0, 1.0 - dot(decal_normal.xy, decal_normal.xy)));
+ //convert to view space, use xzy because y is up
+ decal_normal = (decals.data[decal_index].normal_xform * decal_normal.xzy).xyz;
+
+ normal = normalize(mix(normal, decal_normal, decal_albedo.a));
+ }
+
+ if (decals.data[decal_index].orm_rect != vec4(0.0)) {
+
+ vec3 decal_orm = textureGrad(sampler2D(decal_atlas, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].orm_rect.zw + decals.data[decal_index].orm_rect.xy, ddx * decals.data[decal_index].orm_rect.zw, ddy * decals.data[decal_index].orm_rect.zw).xyz;
+#if defined(AO_USED)
+ ao = mix(ao, decal_orm.r, decal_albedo.a);
+#endif
+ roughness = mix(roughness, decal_orm.g, decal_albedo.a);
+ metallic = mix(metallic, decal_orm.b, decal_albedo.a);
+ }
+ }
+
+ if (decals.data[decal_index].emission_rect != vec4(0.0)) {
+ //emission is additive, so its independent from albedo
+ emission += textureGrad(sampler2D(decal_atlas_srgb, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), uv_local.xz * decals.data[decal_index].emission_rect.zw + decals.data[decal_index].emission_rect.xy, ddx * decals.data[decal_index].emission_rect.zw, ddy * decals.data[decal_index].emission_rect.zw).xyz * decals.data[decal_index].emission_energy * fade;
+ }
+ }
+ }
+#endif //not render depth
/////////////////////// LIGHTING //////////////////////////////
//apply energy conservation
@@ -1404,8 +1864,6 @@ FRAGMENT_SHADER_CODE
}
#endif
- uvec4 cluster_cell = texture(usampler3D(cluster_texture, material_samplers[SAMPLER_NEAREST_CLAMP]), vec3(screen_uv, (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near)));
-
{ // process reflections
vec4 reflection_accum = vec4(0.0, 0.0, 0.0, 0.0);
@@ -1462,58 +1920,250 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
- vec3 light_attenuation = vec3(1.0);
+ vec3 shadow_attenuation = vec3(1.0);
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+#endif
if (directional_lights.data[i].shadow_enabled) {
float depth_z = -vertex.z;
vec4 pssm_coord;
+ vec3 shadow_color = vec3(0.0);
+ vec3 light_dir = directional_lights.data[i].direction;
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ float shadow = 0.0;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.x;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color1.rgb;
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
+
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color2.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
+
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color3.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+
} else {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
- }
- pssm_coord /= pssm_coord.w;
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color4.rgb;
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
+ trans_coord /= trans_coord.w;
- float shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+ }
if (directional_lights.data[i].blend_splits) {
+ vec3 shadow_color_blend = vec3(0.0);
float pssm_blend;
+ float shadow2;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+
+ shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale * directional_lights.data[i].soft_shadow_scale);
+ } else {
+ shadow2 = sample_directional_pcf_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size * directional_lights.data[i].soft_shadow_scale, pssm_coord);
+ }
+
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
- pssm_coord /= pssm_coord.w;
+ pssm_blend = sqrt(pssm_blend);
- float shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
+ shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
}
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
- light_attenuation = mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow);
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+
+#undef BIAS_FUNC
}
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, light_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim, rim_tint,
@@ -1546,8 +2196,14 @@ FRAGMENT_SHADER_CODE
}
light_process_omni(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
rim,
@@ -1579,8 +2235,14 @@ FRAGMENT_SHADER_CODE
}
light_process_spot(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
rim,
@@ -1697,6 +2359,9 @@ FRAGMENT_SHADER_CODE
#else
+#ifdef SSS_MODE_SKIN
+ sss_strength = -sss_strength;
+#endif
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
specular_buffer = vec4(specular_light, metallic);
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
index baef1e060f..329bfe7760 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -37,13 +37,23 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec2 viewport_size;
vec2 screen_pixel_size;
- //used for shadow mapping only
- float z_offset;
- float z_slope_scale;
-
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
+ bool pancake_shadows;
+ uint pad;
+
+ //use vec4s because std140 doesnt play nice with vec2s, z and w are wasted
+ vec4 directional_penumbra_shadow_kernel[32];
+ vec4 directional_soft_shadow_kernel[32];
+ vec4 penumbra_shadow_kernel[32];
+ vec4 soft_shadow_kernel[32];
+
+ uint directional_penumbra_shadow_samples;
+ uint directional_soft_shadow_samples;
+ uint penumbra_shadow_samples;
+ uint soft_shadow_samples;
+
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
@@ -129,26 +139,33 @@ struct InstanceData {
uint layer_mask;
};
-layout(set = 0, binding = 4, std430) buffer Instances {
+layout(set = 0, binding = 4, std430) restrict readonly buffer Instances {
InstanceData data[];
}
instances;
-struct LightData { //this structure needs to be 128 bits
+struct LightData { //this structure needs to be as packed as possible
vec3 position;
float inv_radius;
vec3 direction;
+ float size;
uint attenuation_energy; //attenuation
uint color_specular; //rgb color, a specular (8 bit unorm)
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
- uint mask;
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
- vec4 atlas_rect; //used for shadow atlas uv on omni, and for projection atlas on spot
+ vec4 atlas_rect; // used for spot
mat4 shadow_matrix;
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ float soft_shadow_scale; // scales the shadow kernel for blurrier shadows
+ uint mask;
+ uint pad[2];
};
-layout(set = 0, binding = 5, std140) uniform Lights {
- LightData data[MAX_LIGHT_DATA_STRUCTS];
+layout(set = 0, binding = 5, std430) restrict readonly buffer Lights {
+ LightData data[];
}
lights;
@@ -173,18 +190,33 @@ struct DirectionalLightData {
vec3 direction;
float energy;
vec3 color;
+ float size;
float specular;
- vec3 shadow_color;
uint mask;
+ float softshadow_angle;
+ float soft_shadow_scale;
bool blend_splits;
bool shadow_enabled;
float fade_from;
float fade_to;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_transmittance_z_scale;
+ vec4 shadow_range_begin;
vec4 shadow_split_offsets;
mat4 shadow_matrix1;
mat4 shadow_matrix2;
mat4 shadow_matrix3;
mat4 shadow_matrix4;
+ vec4 shadow_color1;
+ vec4 shadow_color2;
+ vec4 shadow_color3;
+ vec4 shadow_color4;
+ vec2 uv_scale1;
+ vec2 uv_scale2;
+ vec2 uv_scale3;
+ vec2 uv_scale4;
};
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
@@ -219,14 +251,40 @@ layout(set = 0, binding = 9) uniform texture3D gi_probe_textures[MAX_GI_PROBE_TE
#define CLUSTER_POINTER_MASK ((1 << CLUSTER_COUNTER_SHIFT) - 1)
#define CLUSTER_COUNTER_MASK 0xfff
-layout(set = 0, binding = 10) uniform utexture3D cluster_texture;
+layout(set = 0, binding = 10) uniform texture2D decal_atlas;
+layout(set = 0, binding = 11) uniform texture2D decal_atlas_srgb;
+
+struct DecalData {
+ mat4 xform; //to decal transform
+ vec3 inv_extents;
+ float albedo_mix;
+ vec4 albedo_rect;
+ vec4 normal_rect;
+ vec4 orm_rect;
+ vec4 emission_rect;
+ vec4 modulate;
+ float emission_energy;
+ uint mask;
+ float upper_fade;
+ float lower_fade;
+ mat3x4 normal_xform;
+ vec3 normal;
+ float normal_fade;
+};
+
+layout(set = 0, binding = 12, std430) restrict readonly buffer Decals {
+ DecalData data[];
+}
+decals;
+
+layout(set = 0, binding = 13) uniform utexture3D cluster_texture;
-layout(set = 0, binding = 11, std430) buffer ClusterData {
+layout(set = 0, binding = 14, std430) restrict readonly buffer ClusterData {
uint indices[];
}
cluster_data;
-layout(set = 0, binding = 12) uniform texture2D directional_shadow_atlas;
+layout(set = 0, binding = 15) uniform texture2D directional_shadow_atlas;
// decal atlas
@@ -258,7 +316,7 @@ layout(set = 3, binding = 4) uniform texture2D ao_buffer;
/* Set 4 Skeleton & Instancing (Multimesh) */
-layout(set = 4, binding = 0, std430) buffer Transforms {
+layout(set = 4, binding = 0, std430) restrict readonly buffer Transforms {
vec4 data[];
}
transforms;
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
new file mode 100644
index 0000000000..e3c26c9b72
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
@@ -0,0 +1,262 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+/* clang-format on */
+
+layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D source_diffuse;
+layout(r32f, set = 0, binding = 1) uniform restrict readonly image2D source_depth;
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D ssr_image;
+#ifdef MODE_ROUGH
+layout(r8, set = 1, binding = 1) uniform restrict writeonly image2D blur_radius_image;
+#endif
+layout(rgba8, set = 2, binding = 0) uniform restrict readonly image2D source_normal;
+layout(set = 3, binding = 0) uniform sampler2D source_metallic;
+#ifdef MODE_ROUGH
+layout(set = 3, binding = 1) uniform sampler2D source_roughness;
+#endif
+
+layout(push_constant, binding = 2, std430) uniform Params {
+
+ vec4 proj_info;
+
+ ivec2 screen_size;
+ float camera_z_near;
+ float camera_z_far;
+
+ int num_steps;
+ float depth_tolerance;
+ float distance_fade;
+ float curve_fade_in;
+
+ bool orthogonal;
+ float filter_mipmap_levels;
+ bool use_half_res;
+ uint metallic_mask;
+
+ mat4 projection;
+}
+params;
+
+vec2 view_to_screen(vec3 view_pos, out float w) {
+ vec4 projected = params.projection * vec4(view_pos, 1.0);
+ projected.xyz /= projected.w;
+ projected.xy = projected.xy * 0.5 + 0.5;
+ w = projected.w;
+ return projected.xy;
+}
+
+#define M_PI 3.14159265359
+
+vec3 reconstructCSPosition(vec2 S, float z) {
+ if (params.orthogonal) {
+ return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
+ } else {
+ return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
+ }
+}
+
+void main() {
+
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+ if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 pixel_size = 1.0 / vec2(params.screen_size);
+ vec2 uv = vec2(ssC) * pixel_size;
+
+ uv += pixel_size * 0.5;
+
+ float base_depth = imageLoad(source_depth, ssC).r;
+
+ // World space point being shaded
+ vec3 vertex = reconstructCSPosition(uv * vec2(params.screen_size), base_depth);
+
+ vec3 normal = imageLoad(source_normal, ssC).xyz * 2.0 - 1.0;
+ normal = normalize(normal);
+ normal.y = -normal.y; //because this code reads flipped
+
+ vec3 view_dir = normalize(vertex);
+ vec3 ray_dir = normalize(reflect(view_dir, normal));
+
+ if (dot(ray_dir, normal) < 0.001) {
+ imageStore(ssr_image, ssC, vec4(0.0));
+ return;
+ }
+ //ray_dir = normalize(view_dir - normal * dot(normal,view_dir) * 2.0);
+ //ray_dir = normalize(vec3(1.0, 1.0, -1.0));
+
+ ////////////////
+
+ // make ray length and clip it against the near plane (don't want to trace beyond visible)
+ float ray_len = (vertex.z + ray_dir.z * params.camera_z_far) > -params.camera_z_near ? (-params.camera_z_near - vertex.z) / ray_dir.z : params.camera_z_far;
+ vec3 ray_end = vertex + ray_dir * ray_len;
+
+ float w_begin;
+ vec2 vp_line_begin = view_to_screen(vertex, w_begin);
+ float w_end;
+ vec2 vp_line_end = view_to_screen(ray_end, w_end);
+ vec2 vp_line_dir = vp_line_end - vp_line_begin;
+
+ // we need to interpolate w along the ray, to generate perspective correct reflections
+ w_begin = 1.0 / w_begin;
+ w_end = 1.0 / w_end;
+
+ float z_begin = vertex.z * w_begin;
+ float z_end = ray_end.z * w_end;
+
+ vec2 line_begin = vp_line_begin / pixel_size;
+ vec2 line_dir = vp_line_dir / pixel_size;
+ float z_dir = z_end - z_begin;
+ float w_dir = w_end - w_begin;
+
+ // clip the line to the viewport edges
+
+ float scale_max_x = min(1.0, 0.99 * (1.0 - vp_line_begin.x) / max(1e-5, vp_line_dir.x));
+ float scale_max_y = min(1.0, 0.99 * (1.0 - vp_line_begin.y) / max(1e-5, vp_line_dir.y));
+ float scale_min_x = min(1.0, 0.99 * vp_line_begin.x / max(1e-5, -vp_line_dir.x));
+ float scale_min_y = min(1.0, 0.99 * vp_line_begin.y / max(1e-5, -vp_line_dir.y));
+ float line_clip = min(scale_max_x, scale_max_y) * min(scale_min_x, scale_min_y);
+ line_dir *= line_clip;
+ z_dir *= line_clip;
+ w_dir *= line_clip;
+
+ // clip z and w advance to line advance
+ vec2 line_advance = normalize(line_dir); // down to pixel
+ float step_size = length(line_advance) / length(line_dir);
+ float z_advance = z_dir * step_size; // adapt z advance to line advance
+ float w_advance = w_dir * step_size; // adapt w advance to line advance
+
+ // make line advance faster if direction is closer to pixel edges (this avoids sampling the same pixel twice)
+ float advance_angle_adj = 1.0 / max(abs(line_advance.x), abs(line_advance.y));
+ line_advance *= advance_angle_adj; // adapt z advance to line advance
+ z_advance *= advance_angle_adj;
+ w_advance *= advance_angle_adj;
+
+ vec2 pos = line_begin;
+ float z = z_begin;
+ float w = w_begin;
+ float z_from = z / w;
+ float z_to = z_from;
+ float depth;
+ vec2 prev_pos = pos;
+
+ bool found = false;
+
+ float steps_taken = 0.0;
+
+ for (int i = 0; i < params.num_steps; i++) {
+
+ pos += line_advance;
+ z += z_advance;
+ w += w_advance;
+
+ // convert to linear depth
+
+ depth = imageLoad(source_depth, ivec2(pos - 0.5)).r;
+
+ if (-depth >= params.camera_z_far) { //went beyond camera
+ break;
+ }
+
+ z_from = z_to;
+ z_to = z / w;
+
+ if (depth > z_to) {
+ // if depth was surpassed
+ if (depth <= max(z_to, z_from) + params.depth_tolerance) {
+ // check the depth tolerance
+ //check that normal is valid
+ found = true;
+ }
+ break;
+ }
+
+ steps_taken += 1.0;
+ prev_pos = pos;
+ }
+
+ if (found) {
+
+ float margin_blend = 1.0;
+
+ vec2 margin = vec2((params.screen_size.x + params.screen_size.y) * 0.5 * 0.05); // make a uniform margin
+ if (any(bvec4(lessThan(pos, -margin), greaterThan(pos, params.screen_size + margin)))) {
+ // clip outside screen + margin
+ imageStore(ssr_image, ssC, vec4(0.0));
+ return;
+ }
+
+ {
+ //blend fading out towards external margin
+ vec2 margin_grad = mix(pos - params.screen_size, -pos, lessThan(pos, vec2(0.0)));
+ margin_blend = 1.0 - smoothstep(0.0, margin.x, max(margin_grad.x, margin_grad.y));
+ //margin_blend = 1.0;
+ }
+
+ vec2 final_pos;
+ float grad;
+ grad = steps_taken / float(params.num_steps);
+ float initial_fade = params.curve_fade_in == 0.0 ? 1.0 : pow(clamp(grad, 0.0, 1.0), params.curve_fade_in);
+ float fade = pow(clamp(1.0 - grad, 0.0, 1.0), params.distance_fade) * initial_fade;
+ final_pos = pos;
+
+ vec4 final_color;
+
+#ifdef MODE_ROUGH
+
+ // if roughness is enabled, do screen space cone tracing
+ float blur_radius = 0.0;
+ float roughness = texelFetch(source_roughness, ssC << 1, 0).r;
+
+ if (roughness > 0.001) {
+
+ float cone_angle = min(roughness, 0.999) * M_PI * 0.5;
+ float cone_len = length(final_pos - line_begin);
+ float op_len = 2.0 * tan(cone_angle) * cone_len; // opposite side of iso triangle
+ {
+ // fit to sphere inside cone (sphere ends at end of cone), something like this:
+ // ___
+ // \O/
+ // V
+ //
+ // as it avoids bleeding from beyond the reflection as much as possible. As a plus
+ // it also makes the rough reflection more elongated.
+ float a = op_len;
+ float h = cone_len;
+ float a2 = a * a;
+ float fh2 = 4.0f * h * h;
+ blur_radius = (a * (sqrt(a2 + fh2) - a)) / (4.0f * h);
+ }
+ }
+
+ final_color = imageLoad(source_diffuse, ivec2((final_pos - 0.5) * pixel_size));
+
+ imageStore(blur_radius_image, ssC, vec4(blur_radius / 255.0)); //stored in r8
+
+#endif
+
+ final_color = vec4(imageLoad(source_diffuse, ivec2(final_pos - 0.5)).rgb, fade * margin_blend);
+ //change blend by metallic
+ vec4 metallic_mask = unpackUnorm4x8(params.metallic_mask);
+ final_color.a *= dot(metallic_mask, texelFetch(source_metallic, ssC << 1, 0));
+
+ imageStore(ssr_image, ssC, final_color);
+
+ } else {
+#ifdef MODE_ROUGH
+ imageStore(blur_radius_image, ssC, vec4(0.0));
+#endif
+ imageStore(ssr_image, ssC, vec4(0.0));
+ }
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
new file mode 100644
index 0000000000..1a5dd5ab55
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
@@ -0,0 +1,164 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+/* clang-format on */
+
+layout(rgba16f, set = 0, binding = 0) uniform restrict readonly image2D source_ssr;
+layout(r8, set = 0, binding = 1) uniform restrict readonly image2D source_radius;
+layout(rgba8, set = 1, binding = 0) uniform restrict readonly image2D source_normal;
+
+layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ssr;
+#ifndef VERTICAL_PASS
+layout(r8, set = 2, binding = 1) uniform restrict writeonly image2D dest_radius;
+#endif
+layout(r32f, set = 3, binding = 0) uniform restrict readonly image2D source_depth;
+
+layout(push_constant, binding = 2, std430) uniform Params {
+
+ vec4 proj_info;
+
+ bool orthogonal;
+ float edge_tolerance;
+ int increment;
+ uint pad;
+
+ ivec2 screen_size;
+ bool vertical;
+ uint steps;
+}
+params;
+
+#define GAUSS_TABLE_SIZE 15
+
+const float gauss_table[GAUSS_TABLE_SIZE + 1] = float[](
+ 0.1847392078702266,
+ 0.16595854345772326,
+ 0.12031364177766891,
+ 0.07038755277896766,
+ 0.03322925565155569,
+ 0.012657819729901945,
+ 0.0038903040680094217,
+ 0.0009646503390864025,
+ 0.00019297087402915717,
+ 0.000031139936308099136,
+ 0.000004053309048174758,
+ 4.255228059965837e-7,
+ 3.602517634249573e-8,
+ 2.4592560765896795e-9,
+ 1.3534945386863618e-10,
+ 0.0 //one more for interpolation
+);
+
+float gauss_weight(float p_val) {
+
+ float idxf;
+ float c = modf(max(0.0, p_val * float(GAUSS_TABLE_SIZE)), idxf);
+ int idx = int(idxf);
+ if (idx >= GAUSS_TABLE_SIZE + 1) {
+ return 0.0;
+ }
+
+ return mix(gauss_table[idx], gauss_table[idx + 1], c);
+}
+
+#define M_PI 3.14159265359
+
+vec3 reconstructCSPosition(vec2 S, float z) {
+ if (params.orthogonal) {
+ return vec3((S.xy * params.proj_info.xy + params.proj_info.zw), z);
+ } else {
+ return vec3((S.xy * params.proj_info.xy + params.proj_info.zw) * z, z);
+ }
+}
+
+void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor, ivec2 texcoord, ivec2 increment, vec3 p_pos, vec3 normal, float p_limit_radius) {
+
+ for (int i = 1; i < params.steps; i++) {
+ float d = float(i * params.increment);
+ ivec2 tc = texcoord + increment * i;
+ float depth = imageLoad(source_depth, tc).r;
+ vec3 view_pos = reconstructCSPosition(vec2(tc) + 0.5, depth);
+ vec3 view_normal = normalize(imageLoad(source_normal, tc).rgb * 2.0 - 1.0);
+ view_normal.y = -view_normal.y;
+
+ float r = imageLoad(source_radius, tc).r;
+ float radius = round(r * 255.0);
+
+ float angle_n = 1.0 - abs(dot(normal, view_normal));
+ if (angle_n > params.edge_tolerance) {
+ break;
+ }
+
+ float angle = abs(dot(normal, normalize(view_pos - p_pos)));
+
+ if (angle > params.edge_tolerance) {
+ break;
+ }
+
+ if (d < radius) {
+
+ float w = gauss_weight(d / radius);
+ accum += imageLoad(source_ssr, tc) * w;
+#ifndef VERTICAL_PASS
+ accum_radius += r * w;
+#endif
+ divisor += w;
+ }
+ }
+}
+
+void main() {
+
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+ if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ float base_contrib = gauss_table[0];
+
+ vec4 accum = imageLoad(source_ssr, ssC);
+
+ float accum_radius = imageLoad(source_radius, ssC).r;
+ float radius = accum_radius * 255.0;
+
+ float divisor = gauss_table[0];
+ accum *= divisor;
+ accum_radius *= divisor;
+#ifdef VERTICAL_PASS
+ ivec2 direction = ivec2(0, params.increment);
+#else
+ ivec2 direction = ivec2(params.increment, 0);
+#endif
+ float depth = imageLoad(source_depth, ssC).r;
+ vec3 pos = reconstructCSPosition(vec2(ssC) + 0.5, depth);
+ vec3 normal = imageLoad(source_normal, ssC).xyz * 2.0 - 1.0;
+ normal = normalize(normal);
+ normal.y = -normal.y;
+
+ do_filter(accum, accum_radius, divisor, ssC, direction, pos, normal, radius);
+ do_filter(accum, accum_radius, divisor, ssC, -direction, pos, normal, radius);
+
+ if (divisor > 0.0) {
+ accum /= divisor;
+ accum_radius /= divisor;
+ } else {
+ accum = vec4(0.0);
+ accum_radius = 0.0;
+ }
+
+ imageStore(dest_ssr, ssC, accum);
+
+#ifndef VERTICAL_PASS
+ imageStore(dest_radius, ssC, vec4(accum_radius));
+#endif
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl
new file mode 100644
index 0000000000..cec6c14c76
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_scale.glsl
@@ -0,0 +1,96 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_ssr;
+layout(set = 1, binding = 0) uniform sampler2D source_depth;
+layout(set = 1, binding = 1) uniform sampler2D source_normal;
+layout(rgba16f, set = 2, binding = 0) uniform restrict writeonly image2D dest_ssr;
+layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_depth;
+layout(rgba8, set = 3, binding = 1) uniform restrict writeonly image2D dest_normal;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+
+ ivec2 screen_size;
+ float camera_z_near;
+ float camera_z_far;
+
+ bool orthogonal;
+ bool filtered;
+ uint pad[2];
+}
+params;
+
+void main() {
+
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+ if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+ //do not filter, SSR will generate arctifacts if this is done
+
+ float divisor = 0.0;
+ vec4 color;
+ float depth;
+ vec3 normal;
+
+ if (params.filtered) {
+
+ color = vec4(0.0);
+ depth = 0.0;
+ normal = vec3(0.0);
+
+ for (int i = 0; i < 4; i++) {
+
+ ivec2 ofs = ssC << 1;
+ if (bool(i & 1)) {
+ ofs.x += 1;
+ }
+ if (bool(i & 2)) {
+ ofs.y += 1;
+ }
+ color += texelFetch(source_ssr, ofs, 0);
+ float d = texelFetch(source_depth, ofs, 0).r;
+ normal += texelFetch(source_normal, ofs, 0).xyz * 2.0 - 1.0;
+
+ d = d * 2.0 - 1.0;
+ if (params.orthogonal) {
+ d = ((d + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ } else {
+ d = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - d * (params.camera_z_far - params.camera_z_near));
+ }
+ depth += -d;
+ }
+
+ color /= 4.0;
+ depth /= 4.0;
+ normal = normalize(normal / 4.0) * 0.5 + 0.5;
+
+ } else {
+ color = texelFetch(source_ssr, ssC << 1, 0);
+ depth = texelFetch(source_depth, ssC << 1, 0).r;
+ normal = texelFetch(source_normal, ssC << 1, 0).xyz;
+
+ depth = depth * 2.0 - 1.0;
+ if (params.orthogonal) {
+ depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ } else {
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ }
+ depth = -depth;
+ }
+
+ imageStore(dest_ssr, ssC, color);
+ imageStore(dest_depth, ssC, vec4(depth));
+ imageStore(dest_normal, ssC, vec4(normal, 0.0));
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 3f433eb2ee..c6c863ec60 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -141,15 +141,15 @@ void main() {
vec4 quarter_res_color = vec4(1.0);
#ifdef USE_CUBEMAP_PASS
- float using_cubemap = 1.0;
+ vec3 inverted_cube_normal = cube_normal;
+ inverted_cube_normal.z *= -1.0;
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
#endif
#else
- float using_cubemap = 0.0;
#ifdef USES_HALF_RES_COLOR
half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
#endif
@@ -178,4 +178,10 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = color * params.position_multiplier.w;
frag_color.a = alpha;
+
+ // Blending is disabled for Sky, so alpha doesn't blend
+ // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
+ if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
+ frag_color.a = 0.0;
+ }
}
diff --git a/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl b/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl
new file mode 100644
index 0000000000..b28250318e
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/specular_merge.glsl
@@ -0,0 +1,59 @@
+/* clang-format off */
+[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+void main() {
+
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+}
+
+/* clang-format off */
+[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D specular;
+
+#ifdef MODE_SSR
+
+layout(set = 1, binding = 0) uniform sampler2D ssr;
+
+#endif
+
+#ifdef MODE_MERGE
+
+layout(set = 2, binding = 0) uniform sampler2D diffuse;
+
+#endif
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+
+ frag_color.rgb = texture(specular, uv_interp).rgb;
+ frag_color.a = 0.0;
+#ifdef MODE_SSR
+
+ vec4 ssr = texture(ssr, uv_interp);
+ frag_color.rgb = mix(frag_color.rgb, ssr.rgb, ssr.a);
+#endif
+
+#ifdef MODE_MERGE
+ frag_color += texture(diffuse, uv_interp);
+#endif
+ //added using additive blend
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
new file mode 100644
index 0000000000..41f8fde3ca
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
@@ -0,0 +1,198 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+/* clang-format on */
+
+#ifdef USE_25_SAMPLES
+const int kernel_size = 13;
+
+const vec2 kernel[kernel_size] = vec2[](
+ vec2(0.530605, 0.0),
+ vec2(0.0211412, 0.0208333),
+ vec2(0.0402784, 0.0833333),
+ vec2(0.0493588, 0.1875),
+ vec2(0.0410172, 0.333333),
+ vec2(0.0263642, 0.520833),
+ vec2(0.017924, 0.75),
+ vec2(0.0128496, 1.02083),
+ vec2(0.0094389, 1.33333),
+ vec2(0.00700976, 1.6875),
+ vec2(0.00500364, 2.08333),
+ vec2(0.00333804, 2.52083),
+ vec2(0.000973794, 3.0));
+
+const vec4 skin_kernel[kernel_size] = vec4[](
+ vec4(0.530605, 0.613514, 0.739601, 0),
+ vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333),
+ vec4(0.0402784, 0.0657244, 0.04631, 0.0833333),
+ vec4(0.0493588, 0.0367726, 0.0219485, 0.1875),
+ vec4(0.0410172, 0.0199899, 0.0118481, 0.333333),
+ vec4(0.0263642, 0.0119715, 0.00684598, 0.520833),
+ vec4(0.017924, 0.00711691, 0.00347194, 0.75),
+ vec4(0.0128496, 0.00356329, 0.00132016, 1.02083),
+ vec4(0.0094389, 0.00139119, 0.000416598, 1.33333),
+ vec4(0.00700976, 0.00049366, 0.000151938, 1.6875),
+ vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333),
+ vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083),
+ vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3));
+
+#endif //USE_25_SAMPLES
+
+#ifdef USE_17_SAMPLES
+const int kernel_size = 9;
+const vec2 kernel[kernel_size] = vec2[](
+ vec2(0.536343, 0.0),
+ vec2(0.0324462, 0.03125),
+ vec2(0.0582416, 0.125),
+ vec2(0.0571056, 0.28125),
+ vec2(0.0347317, 0.5),
+ vec2(0.0216301, 0.78125),
+ vec2(0.0144609, 1.125),
+ vec2(0.0100386, 1.53125),
+ vec2(0.00317394, 2.0));
+
+const vec4 skin_kernel[kernel_size] = vec4[](
+ vec4(0.536343, 0.624624, 0.748867, 0),
+ vec4(0.0324462, 0.0656718, 0.0532821, 0.03125),
+ vec4(0.0582416, 0.0659959, 0.0411329, 0.125),
+ vec4(0.0571056, 0.0287432, 0.0172844, 0.28125),
+ vec4(0.0347317, 0.0151085, 0.00871983, 0.5),
+ vec4(0.0216301, 0.00794618, 0.00376991, 0.78125),
+ vec4(0.0144609, 0.00317269, 0.00106399, 1.125),
+ vec4(0.0100386, 0.000914679, 0.000275702, 1.53125),
+ vec4(0.00317394, 0.000134823, 3.77269e-005, 2));
+#endif //USE_17_SAMPLES
+
+#ifdef USE_11_SAMPLES
+const int kernel_size = 6;
+const vec2 kernel[kernel_size] = vec2[](
+ vec2(0.560479, 0.0),
+ vec2(0.0771802, 0.08),
+ vec2(0.0821904, 0.32),
+ vec2(0.03639, 0.72),
+ vec2(0.0192831, 1.28),
+ vec2(0.00471691, 2.0));
+
+const vec4 skin_kernel[kernel_size] = vec4[](
+
+ vec4(0.560479, 0.669086, 0.784728, 0),
+ vec4(0.0771802, 0.113491, 0.0793803, 0.08),
+ vec4(0.0821904, 0.0358608, 0.0209261, 0.32),
+ vec4(0.03639, 0.0130999, 0.00643685, 0.72),
+ vec4(0.0192831, 0.00282018, 0.00084214, 1.28),
+ vec4(0.00471691, 0.000184771, 5.07565e-005, 2));
+
+#endif //USE_11_SAMPLES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+
+ ivec2 screen_size;
+ float camera_z_far;
+ float camera_z_near;
+
+ bool vertical;
+ bool orthogonal;
+ float unit_size;
+ float scale;
+
+ float depth_scale;
+ uint pad[3];
+}
+params;
+
+layout(set = 0, binding = 0) uniform sampler2D source_image;
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(set = 2, binding = 0) uniform sampler2D source_depth;
+
+void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) {
+
+ // Accumulate the other samples:
+ for (int i = 1; i < kernel_size; i++) {
+ // Fetch color and depth for current sample:
+ vec2 offset = uv + kernel[i].y * step;
+ vec4 color = texture(source_image, offset);
+
+ if (abs(color.a) < 0.001) {
+ break; //mix no more
+ }
+
+ vec3 w;
+ if (p_skin) {
+ //skin
+ w = skin_kernel[i].rgb;
+ } else {
+ w = vec3(kernel[i].x);
+ }
+
+ color_accum += color.rgb * w;
+ divisor += w;
+ }
+}
+
+void main() {
+
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+ if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 uv = (vec2(ssC) + 0.5) / vec2(params.screen_size);
+
+ // Fetch color of current pixel:
+ vec4 base_color = texture(source_image, uv);
+ float strength = abs(base_color.a);
+
+ if (strength > 0.0) {
+
+ vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
+
+ // Fetch linear depth of current pixel:
+ float depth = texture(source_depth, uv).r * 2.0 - 1.0;
+ float depth_scale;
+
+ if (params.orthogonal) {
+ depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ depth_scale = params.unit_size; //remember depth is negative by default in OpenGL
+ } else {
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL
+ }
+
+ float scale = mix(params.scale, depth_scale, params.depth_scale);
+
+ // Calculate the final step to fetch the surrounding pixels:
+ vec2 step = scale * dir;
+ step *= strength;
+ step /= 3.0;
+ // Accumulate the center sample:
+
+ vec3 divisor;
+ bool skin = bool(base_color.a < 0.0);
+
+ if (skin) {
+ //skin
+ divisor = skin_kernel[0].rgb;
+ } else {
+ divisor = vec3(kernel[0].x);
+ }
+
+ vec3 color = base_color.rgb * divisor;
+
+ do_filter(color, divisor, uv, step, skin);
+ do_filter(color, divisor, uv, -step, skin);
+
+ base_color.rgb = color / divisor;
+ }
+
+ imageStore(dest_image, ssC, base_color);
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index 524ca5e2ea..a142d263e2 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -48,6 +48,10 @@ layout(push_constant, binding = 1, std430) uniform Params {
float exposure;
float white;
float auto_exposure_grey;
+
+ vec2 pixel_size;
+ bool use_fxaa;
+ uint pad;
}
params;
@@ -255,16 +259,63 @@ vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
return texture(correction_tex, color).rgb;
}
+vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
+
+ const float FXAA_REDUCE_MIN = (1.0 / 128.0);
+ const float FXAA_REDUCE_MUL = (1.0 / 8.0);
+ const float FXAA_SPAN_MAX = 8.0;
+
+ vec3 rgbNW = textureLod(source_color, uv_interp + vec2(-1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbNE = textureLod(source_color, uv_interp + vec2(1.0, -1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbSW = textureLod(source_color, uv_interp + vec2(-1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbSE = textureLod(source_color, uv_interp + vec2(1.0, 1.0) * params.pixel_size, 0.0).xyz * exposure;
+ vec3 rgbM = color;
+ vec3 luma = vec3(0.299, 0.587, 0.114);
+ float lumaNW = dot(rgbNW, luma);
+ float lumaNE = dot(rgbNE, luma);
+ float lumaSW = dot(rgbSW, luma);
+ float lumaSE = dot(rgbSE, luma);
+ float lumaM = dot(rgbM, luma);
+ float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE)));
+ float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE)));
+
+ vec2 dir;
+ dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE));
+ dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE));
+
+ float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) *
+ (0.25 * FXAA_REDUCE_MUL),
+ FXAA_REDUCE_MIN);
+
+ float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce);
+ dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX),
+ max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX),
+ dir * rcpDirMin)) *
+ params.pixel_size;
+
+ vec3 rgbA = 0.5 * (textureLod(source_color, uv_interp + dir * (1.0 / 3.0 - 0.5), 0.0).xyz * exposure + textureLod(source_color, uv_interp + dir * (2.0 / 3.0 - 0.5), 0.0).xyz) * exposure;
+ vec3 rgbB = rgbA * 0.5 + 0.25 * (textureLod(source_color, uv_interp + dir * -0.5, 0.0).xyz * exposure +
+ textureLod(source_color, uv_interp + dir * 0.5, 0.0).xyz * exposure);
+
+ float lumaB = dot(rgbB, luma);
+ if ((lumaB < lumaMin) || (lumaB > lumaMax))
+ return rgbA;
+ else
+ return rgbB;
+}
+
void main() {
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
// Exposure
+ float exposure = params.exposure;
+
if (params.use_auto_exposure) {
- color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey;
+ exposure *= 1.0 / (texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey);
}
- color *= params.exposure;
+ color *= exposure;
// Early Tonemap & SRGB Conversion
@@ -274,6 +325,9 @@ void main() {
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
+ if (params.use_fxaa) {
+ color = do_fxaa(color, exposure, uv_interp);
+ }
color = apply_tonemapping(color, params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion