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-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp34
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.h13
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp42
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h15
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp234
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.h17
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp432
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.h100
-rw-r--r--servers/rendering/rasterizer_rd/shaders/canvas.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl123
-rw-r--r--servers/rendering/rasterizer_rd/shaders/particles.glsl333
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl62
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl15
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl10
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl2
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl4
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl6
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl19
-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl57
-rw-r--r--servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl2
20 files changed, 1174 insertions, 348 deletions
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
index 527ed09584..409cfdfecf 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -389,14 +389,14 @@ void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture,
RD::get_singleton()->compute_list_end();
}
-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_high_quality, 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_back_texture, const Size2i &p_size, float p_strength, bool p_high_quality, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
zeromem(&copy.push_constant, sizeof(CopyPushConstant));
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;
- int32_t x_groups = (p_size.width - 1) / 8 + 1;
- int32_t y_groups = (p_size.height - 1) / 8 + 1;
+ int32_t x_groups = (p_size.width + 7) / 8;
+ int32_t y_groups = (p_size.height + 7) / 8;
copy.push_constant.section[2] = p_size.x;
copy.push_constant.section[3] = p_size.y;
@@ -411,29 +411,15 @@ void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture,
copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
- //HORIZONTAL
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_texture), 3);
+ 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()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1);
}
- copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
- 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_add_barrier(compute_list);
-
- copy_mode = COPY_MODE_GAUSSIAN_GLOW;
-
- //VERTICAL
- 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_texture), 0);
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
-
- copy.push_constant.flags = base_flags;
+ copy.push_constant.flags = base_flags | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0) | (p_high_quality ? COPY_FLAG_HIGH_QUALITY_GLOW : 0);
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);
@@ -692,7 +678,13 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
tonemap.push_constant.use_glow = p_settings.use_glow;
tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
- tonemap.push_constant.glow_level_flags = p_settings.glow_level_flags;
+ tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something
+ tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1];
+ tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2];
+ tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3];
+ tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4];
+ tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5];
+ tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6];
tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
tonemap.push_constant.glow_mode = p_settings.glow_mode;
@@ -708,6 +700,7 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
+ tonemap.push_constant.use_debanding = p_settings.use_debanding;
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;
@@ -1758,6 +1751,7 @@ RasterizerEffectsRD::~RasterizerEffectsRD() {
resolve.shader.version_free(resolve.shader_version);
roughness.shader.version_free(roughness.shader_version);
roughness_limiter.shader.version_free(roughness_limiter.shader_version);
+ sort.shader.version_free(sort.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);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
index e434bbc372..679263fbf6 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
@@ -175,18 +175,20 @@ class RasterizerEffectsRD {
uint32_t tonemapper;
uint32_t glow_texture_size[2];
-
float glow_intensity;
- uint32_t glow_level_flags;
+ uint32_t pad3;
+
uint32_t glow_mode;
+ float glow_levels[7];
float exposure;
float white;
float auto_exposure_grey;
+ uint32_t pad2;
float pixel_size[2];
uint32_t use_fxaa;
- uint32_t pad;
+ uint32_t use_debanding;
};
/* tonemap actually writes to a framebuffer, which is
@@ -607,7 +609,7 @@ public:
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, bool p_panorama = 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_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void gaussian_glow(RID p_source_rd_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_high_quality = false, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_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_dest_texture, const Size2i &p_size);
@@ -627,7 +629,7 @@ public:
GlowMode glow_mode = GLOW_MODE_ADD;
float glow_intensity = 1.0;
- uint32_t glow_level_flags = 0;
+ float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
Vector2i glow_texture_size;
bool glow_use_bicubic_upscale = false;
RID glow_texture;
@@ -649,6 +651,7 @@ public:
RID color_correction_texture;
bool use_fxaa = false;
+ bool use_debanding = false;
Vector2i texture_size;
};
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 efa16628e4..35b0591289 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
@@ -1335,6 +1335,7 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, RID p_rende
if (scene_state.ubo.fog_height_density >= 0.0001) {
scene_state.ubo.fog_height_density = 1.0 / scene_state.ubo.fog_height_density;
}
+ scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
float fog_energy = environment_get_fog_light_energy(p_environment);
@@ -2018,6 +2019,39 @@ void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **
}
}
+void RasterizerSceneHighEndRD::_render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count) {
+ RENDER_TIMESTAMP("Setup Render Collider Heightfield");
+
+ _update_render_base_uniform_set();
+
+ render_pass++;
+
+ scene_state.ubo.dual_paraboloid_side = 0;
+
+ _setup_environment(RID(), RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_cam_projection.get_z_far(), false, false);
+
+ render_list.clear();
+
+ PassMode pass_mode = PASS_MODE_SHADOW;
+
+ _fill_render_list(p_cull_result, p_cull_count, pass_mode);
+
+ _setup_view_dependant_uniform_set(RID(), RID(), nullptr, 0);
+
+ RENDER_TIMESTAMP("Render Collider Heightield");
+
+ render_list.sort_by_key(false);
+
+ _fill_instances(render_list.elements, render_list.element_count, true);
+
+ {
+ //regular forward for now
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_fb, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ);
+ _render_list(draw_list, RD::get_singleton()->framebuffer_get_format(p_fb), render_list.elements, render_list.element_count, false, pass_mode, true, RID(), RID());
+ RD::get_singleton()->draw_list_end();
+ }
+}
+
void RasterizerSceneHighEndRD::_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) {
RENDER_TIMESTAMP("Setup Rendering Material");
@@ -2728,12 +2762,16 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.renames["NORMAL_ROUGHNESS_TEXTURE"] = "normal_roughness_buffer";
actions.renames["DEPTH"] = "gl_FragDepth";
actions.renames["OUTPUT_IS_SRGB"] = "true";
+ actions.renames["FOG"] = "custom_fog";
+ actions.renames["RADIANCE"] = "custom_radiance";
+ actions.renames["IRRADIANCE"] = "custom_irradiance";
//for light
actions.renames["VIEW"] = "view";
actions.renames["LIGHT_COLOR"] = "light_color";
actions.renames["LIGHT"] = "light";
actions.renames["ATTENUATION"] = "attenuation";
+ actions.renames["SHADOW_ATTENUATION"] = "shadow_attenuation";
actions.renames["DIFFUSE_LIGHT"] = "diffuse_light";
actions.renames["SPECULAR_LIGHT"] = "specular_light";
@@ -2764,6 +2802,10 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.usage_defines["DIFFUSE_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
actions.usage_defines["SPECULAR_LIGHT"] = "#define USE_LIGHT_SHADER_CODE\n";
+ actions.usage_defines["FOG"] = "#define CUSTOM_FOG_USED\n";
+ actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
+ actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";
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 1aad9039ff..566022ae5b 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
@@ -308,12 +308,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float viewport_size[2];
float screen_pixel_size[2];
- 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];
@@ -366,7 +360,6 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
uint32_t volumetric_fog_pad;
// Fog
-
uint32_t fog_enabled;
float fog_density;
float fog_height;
@@ -374,6 +367,13 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float fog_light_color[3];
float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+
+ float time;
+ float reflection_multiplier;
+
+ uint32_t pancake_shadows;
};
UBO ubo;
@@ -581,6 +581,7 @@ protected:
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);
virtual void _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture);
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count);
public:
virtual void set_time(double p_time, double p_step);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index 958d8eac1f..f708b6ce00 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -1173,6 +1173,94 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
/* Update dynamic lights */
{
+ int32_t cascade_light_count[SDFGI::MAX_CASCADES];
+
+ for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
+ SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
+
+ SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
+ uint32_t idx = 0;
+ for (uint32_t j = 0; j < p_directional_light_count; j++) {
+ if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+ break;
+ }
+
+ LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
+ ERR_CONTINUE(!li);
+ Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ dir.y *= rb->sdfgi->y_mult;
+ dir.normalize();
+ lights[idx].direction[0] = dir.x;
+ lights[idx].direction[1] = dir.y;
+ lights[idx].direction[2] = dir.z;
+ Color color = storage->light_get_color(li->light);
+ color = color.to_linear();
+ lights[idx].color[0] = color.r;
+ lights[idx].color[1] = color.g;
+ lights[idx].color[2] = color.b;
+ lights[idx].type = RS::LIGHT_DIRECTIONAL;
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+
+ idx++;
+ }
+
+ AABB cascade_aabb;
+ cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
+ cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
+
+ for (uint32_t j = 0; j < p_positional_light_count; j++) {
+ if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
+ break;
+ }
+
+ LightInstance *li = light_instance_owner.getornull(p_positional_light_instances[j]);
+ ERR_CONTINUE(!li);
+
+ uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
+ if (i > max_sdfgi_cascade) {
+ continue;
+ }
+
+ if (!cascade_aabb.intersects(li->aabb)) {
+ continue;
+ }
+
+ Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
+ //faster to not do this here
+ //dir.y *= rb->sdfgi->y_mult;
+ //dir.normalize();
+ lights[idx].direction[0] = dir.x;
+ lights[idx].direction[1] = dir.y;
+ lights[idx].direction[2] = dir.z;
+ Vector3 pos = li->transform.origin;
+ pos.y *= rb->sdfgi->y_mult;
+ lights[idx].position[0] = pos.x;
+ lights[idx].position[1] = pos.y;
+ lights[idx].position[2] = pos.z;
+ Color color = storage->light_get_color(li->light);
+ color = color.to_linear();
+ lights[idx].color[0] = color.r;
+ lights[idx].color[1] = color.g;
+ lights[idx].color[2] = color.b;
+ lights[idx].type = storage->light_get_type(li->light);
+ lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
+ lights[idx].has_shadow = storage->light_has_shadow(li->light);
+ lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
+ lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
+ lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
+ lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
+
+ idx++;
+ }
+
+ if (idx > 0) {
+ RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
+ }
+
+ cascade_light_count[i] = idx;
+ }
+
RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.direct_light_pipeline[SDGIShader::DIRECT_LIGHT_MODE_DYNAMIC]);
@@ -1191,91 +1279,7 @@ void RasterizerSceneRD::sdfgi_update_probes(RID p_render_buffers, RID p_environm
for (uint32_t i = 0; i < rb->sdfgi->cascades.size(); i++) {
SDFGI::Cascade &cascade = rb->sdfgi->cascades[i];
-
- { //fill light buffer
-
- SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS];
- uint32_t idx = 0;
- for (uint32_t j = 0; j < p_directional_light_count; j++) {
- if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]);
- ERR_CONTINUE(!li);
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- dir.y *= rb->sdfgi->y_mult;
- dir.normalize();
- lights[idx].direction[0] = dir.x;
- lights[idx].direction[1] = dir.y;
- lights[idx].direction[2] = dir.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
- lights[idx].color[0] = color.r;
- lights[idx].color[1] = color.g;
- lights[idx].color[2] = color.b;
- lights[idx].type = RS::LIGHT_DIRECTIONAL;
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
-
- idx++;
- }
-
- AABB cascade_aabb;
- cascade_aabb.position = Vector3((Vector3i(1, 1, 1) * -int32_t(rb->sdfgi->cascade_size >> 1) + cascade.position)) * cascade.cell_size;
- cascade_aabb.size = Vector3(1, 1, 1) * rb->sdfgi->cascade_size * cascade.cell_size;
-
- for (uint32_t j = 0; j < p_positional_light_count; j++) {
- if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) {
- break;
- }
-
- LightInstance *li = light_instance_owner.getornull(p_positional_light_instances[j]);
- ERR_CONTINUE(!li);
-
- uint32_t max_sdfgi_cascade = storage->light_get_max_sdfgi_cascade(li->light);
- if (i > max_sdfgi_cascade) {
- continue;
- }
-
- if (!cascade_aabb.intersects(li->aabb)) {
- continue;
- }
-
- Vector3 dir = -li->transform.basis.get_axis(Vector3::AXIS_Z);
- //faster to not do this here
- //dir.y *= rb->sdfgi->y_mult;
- //dir.normalize();
- lights[idx].direction[0] = dir.x;
- lights[idx].direction[1] = dir.y;
- lights[idx].direction[2] = dir.z;
- Vector3 pos = li->transform.origin;
- pos.y *= rb->sdfgi->y_mult;
- lights[idx].position[0] = pos.x;
- lights[idx].position[1] = pos.y;
- lights[idx].position[2] = pos.z;
- Color color = storage->light_get_color(li->light);
- color = color.to_linear();
- lights[idx].color[0] = color.r;
- lights[idx].color[1] = color.g;
- lights[idx].color[2] = color.b;
- lights[idx].type = storage->light_get_type(li->light);
- lights[idx].energy = storage->light_get_param(li->light, RS::LIGHT_PARAM_ENERGY);
- lights[idx].has_shadow = storage->light_has_shadow(li->light);
- lights[idx].attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
- lights[idx].radius = storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].spot_angle = Math::deg2rad(storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE));
- lights[idx].spot_attenuation = storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
-
- idx++;
- }
-
- if (idx > 0) {
- RD::get_singleton()->buffer_update(cascade.lights_buffer, 0, idx * sizeof(SDGIShader::Light), lights, true);
- }
- push_constant.light_count = idx;
- }
-
+ push_constant.light_count = cascade_light_count[i];
push_constant.cascade = i;
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, cascade.sdf_direct_light_uniform_set, 0);
@@ -2322,6 +2326,7 @@ void RasterizerSceneRD::_setup_sky(RID p_environment, RID p_render_buffers, cons
sky_scene_state.ubo.z_far = p_projection.get_z_far();
sky_scene_state.ubo.fog_enabled = environment_is_fog_enabled(p_environment);
sky_scene_state.ubo.fog_density = environment_get_fog_density(p_environment);
+ sky_scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_environment);
Color fog_color = environment_get_fog_light_color(p_environment).to_linear();
float fog_energy = environment_get_fog_light_energy(p_environment);
sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
@@ -2932,11 +2937,12 @@ void RasterizerSceneRD::environment_set_tonemap(RID p_env, RS::EnvironmentToneMa
env->auto_exp_scale = p_auto_exp_scale;
}
-void RasterizerSceneRD::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
+void RasterizerSceneRD::environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
+ ERR_FAIL_COND_MSG(p_levels.size() != 7, "Size of array of glow levels must be 7");
env->glow_enabled = p_enable;
- env->glow_levels = p_level_flags;
+ env->glow_levels = p_levels;
env->glow_intensity = p_intensity;
env->glow_strength = p_strength;
env->glow_mix = p_mix;
@@ -2971,7 +2977,7 @@ void RasterizerSceneRD::environment_set_sdfgi(RID p_env, bool p_enable, RS::Envi
env->sdfgi_y_scale = p_y_scale;
}
-void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density) {
+void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_fog_aerial_perspective) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -2982,6 +2988,7 @@ void RasterizerSceneRD::environment_set_fog(RID p_env, bool p_enable, const Colo
env->fog_density = p_density;
env->fog_height = p_height;
env->fog_height_density = p_height_density;
+ env->fog_aerial_perspective = p_fog_aerial_perspective;
}
bool RasterizerSceneRD::environment_is_fog_enabled(RID p_env) const {
@@ -3022,6 +3029,12 @@ float RasterizerSceneRD::environment_get_fog_height_density(RID p_env) const {
return env->fog_height_density;
}
+float RasterizerSceneRD::environment_get_fog_aerial_perspective(RID p_env) const {
+ const Environment *env = environment_owner.getornull(p_env);
+ ERR_FAIL_COND_V(!env, 0);
+ return env->fog_aerial_perspective;
+}
+
void RasterizerSceneRD::environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RenderingServer::EnvVolumetricFogShadowFilter p_shadow_filter) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -5237,25 +5250,21 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
}
int max_glow_level = -1;
- int glow_mask = 0;
if (can_use_effects && env && env->glow_enabled) {
/* see that blur textures are allocated */
- if (rb->blur[0].texture.is_null()) {
+ if (rb->blur[1].texture.is_null()) {
_allocate_blur_textures(rb);
_render_buffers_uniform_set_changed(p_render_buffers);
}
for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
- if (env->glow_levels & (1 << i)) {
+ if (env->glow_levels[i] > 0.0) {
if (i >= rb->blur[1].mipmaps.size()) {
max_glow_level = rb->blur[1].mipmaps.size() - 1;
- glow_mask |= 1 << max_glow_level;
-
} else {
max_glow_level = i;
- glow_mask |= (1 << i);
}
}
}
@@ -5269,9 +5278,9 @@ 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].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, 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[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality, 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].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
+ storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, glow_high_quality);
}
}
}
@@ -5294,7 +5303,9 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
tonemap.use_glow = true;
tonemap.glow_mode = RasterizerEffectsRD::TonemapSettings::GlowMode(env->glow_blend_mode);
tonemap.glow_intensity = env->glow_blend_mode == RS::ENV_GLOW_BLEND_MODE_MIX ? env->glow_mix : env->glow_intensity;
- tonemap.glow_level_flags = glow_mask;
+ for (int i = 0; i < RS::MAX_GLOW_LEVELS; i++) {
+ tonemap.glow_levels[i] = env->glow_levels[i];
+ }
tonemap.glow_texture_size.x = rb->blur[1].mipmaps[0].width;
tonemap.glow_texture_size.y = rb->blur[1].mipmaps[0].height;
tonemap.glow_use_bicubic_upscale = glow_bicubic_upscale;
@@ -5307,6 +5318,7 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
tonemap.use_fxaa = true;
}
+ tonemap.use_debanding = rb->use_debanding;
tonemap.texture_size = Vector2i(rb->width, rb->height);
if (env) {
@@ -5686,13 +5698,14 @@ float RasterizerSceneRD::render_buffers_get_volumetric_fog_detail_spread(RID p_r
return rb->volumetric_fog->spread;
}
-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) {
+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, bool p_use_debanding) {
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;
+ rb->use_debanding = p_use_debanding;
_free_render_buffer_data(rb);
{
@@ -7227,8 +7240,9 @@ void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, Instanc
push_constant.grid_size = rb->sdfgi->cascade_size;
push_constant.cascade = cascade;
- RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
if (rb->sdfgi->cascades[cascade].dirty_regions != SDFGI::Cascade::DIRTY_ALL) {
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
//must pre scroll existing data because not all is dirty
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sdfgi_shader.preprocess_pipeline[SDGIShader::PRE_PROCESS_SCROLL]);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, rb->sdfgi->cascades[cascade].scroll_uniform_set, 0);
@@ -7302,13 +7316,15 @@ void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, Instanc
}
//ok finally barrier
- RD::get_singleton()->compute_list_add_barrier(compute_list);
+ RD::get_singleton()->compute_list_end();
}
//clear dispatch indirect data
uint32_t dispatch_indirct_data[4] = { 0, 0, 0, 0 };
RD::get_singleton()->buffer_update(rb->sdfgi->cascades[cascade].solid_cell_dispatch_buffer, 0, sizeof(uint32_t) * 4, dispatch_indirct_data, true);
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
bool half_size = true; //much faster, very little difference
static const int optimized_jf_group_size = 8;
@@ -7511,6 +7527,23 @@ void RasterizerSceneRD::render_sdfgi(RID p_render_buffers, int p_region, Instanc
}
}
+void RasterizerSceneRD::render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, InstanceBase **p_cull_result, int p_cull_count) {
+ ERR_FAIL_COND(!storage->particles_collision_is_heightfield(p_collider));
+ Vector3 extents = storage->particles_collision_get_extents(p_collider) * p_transform.basis.get_scale();
+ CameraMatrix cm;
+ cm.set_orthogonal(-extents.x, extents.x, -extents.z, extents.z, 0, extents.y * 2.0);
+
+ Vector3 cam_pos = p_transform.origin;
+ cam_pos.y += extents.y;
+
+ Transform cam_xform;
+ cam_xform.set_look_at(cam_pos, cam_pos - p_transform.basis.get_axis(Vector3::AXIS_Y), -p_transform.basis.get_axis(Vector3::AXIS_Z).normalized());
+
+ RID fb = storage->particles_collision_get_heightfield_framebuffer(p_collider);
+
+ _render_particle_collider_heightfield(fb, cam_xform, cm, p_cull_result, p_cull_count);
+}
+
void RasterizerSceneRD::render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);
@@ -7975,6 +8008,7 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
actions.renames["HALF_RES_COLOR"] = "half_res_color";
actions.renames["QUARTER_RES_COLOR"] = "quarter_res_color";
actions.renames["RADIANCE"] = "radiance";
+ actions.renames["FOG"] = "custom_fog";
actions.renames["LIGHT0_ENABLED"] = "directional_lights.data[0].enabled";
actions.renames["LIGHT0_DIRECTION"] = "directional_lights.data[0].direction_energy.xyz";
actions.renames["LIGHT0_ENERGY"] = "directional_lights.data[0].direction_energy.w";
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
index fe31d2f76b..2ad712a9d3 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
@@ -67,7 +67,8 @@ protected:
uint32_t volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
- uint32_t volumetric_fog_pad;
+
+ float fog_aerial_perspective;
float fog_light_color[3];
float fog_sun_scatter;
@@ -112,6 +113,7 @@ protected:
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 _render_uv2(InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _render_sdfgi(RID p_render_buffers, const Vector3i &p_from, const Vector3i &p_size, const AABB &p_bounds, InstanceBase **p_cull_result, int p_cull_count, const RID &p_albedo_texture, const RID &p_emission_texture, const RID &p_emission_aniso_texture, const RID &p_geom_facing_texture) = 0;
+ virtual void _render_particle_collider_heightfield(RID p_fb, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, InstanceBase **p_cull_result, int p_cull_count) = 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);
void _debug_sdfgi_probes(RID p_render_buffers, RD::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform);
@@ -705,6 +707,7 @@ private:
float fog_density = 0.001;
float fog_height = 0.0;
float fog_height_density = 0.0; //can be negative to invert effect
+ float fog_aerial_perspective = 0.0;
/// Volumetric Fog
///
@@ -720,7 +723,7 @@ private:
/// Glow
bool glow_enabled = false;
- int glow_levels = (1 << 2) | (1 << 4);
+ Vector<float> glow_levels;
float glow_intensity = 0.8;
float glow_strength = 1.0;
float glow_bloom = 0.0;
@@ -812,6 +815,7 @@ private:
int width = 0, height = 0;
RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
+ bool use_debanding = false;
RID render_target;
@@ -1529,11 +1533,11 @@ public:
bool is_environment(RID p_env) const;
- void environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
+ void environment_set_glow(RID p_env, bool p_enable, Vector<float> p_levels, float p_intensity, float p_strength, float p_mix, float p_bloom_threshold, RS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap);
void environment_glow_set_use_bicubic_upscale(bool p_enable);
void environment_glow_set_use_high_quality(bool p_enable);
- void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density);
+ void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective);
bool environment_is_fog_enabled(RID p_env) const;
Color environment_get_fog_light_color(RID p_env) const;
float environment_get_fog_light_energy(RID p_env) const;
@@ -1541,6 +1545,7 @@ public:
float environment_get_fog_density(RID p_env) const;
float environment_get_fog_height(RID p_env) const;
float environment_get_fog_height_density(RID p_env) const;
+ float environment_get_fog_aerial_perspective(RID p_env) const;
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter);
@@ -1841,7 +1846,7 @@ public:
}
*/
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, RS::ViewportScreenSpaceAA p_screen_space_aa);
+ 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, bool p_use_debanding);
RID render_buffers_get_ao_texture(RID p_render_buffers);
RID render_buffers_get_back_buffer_texture(RID p_render_buffers);
@@ -1876,6 +1881,8 @@ public:
void render_sdfgi(RID p_render_buffers, int p_region, InstanceBase **p_cull_result, int p_cull_count);
void render_sdfgi_static_lights(RID p_render_buffers, uint32_t p_cascade_count, const uint32_t *p_cascade_indices, const RID **p_positional_light_cull_result, const uint32_t *p_positional_light_cull_count);
+ void render_particle_collider_heightfield(RID p_collider, const Transform &p_transform, InstanceBase **p_cull_result, int p_cull_count);
+
virtual void set_scene_pass(uint64_t p_pass) {
scene_pass = p_pass;
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
index 9e3335b05b..e723028e56 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -1256,6 +1256,10 @@ void RasterizerStorageRD::shader_set_code(RID p_shader, const String &p_code) {
}
material->shader_type = new_type;
}
+
+ for (Map<StringName, RID>::Element *E = shader->default_texture_parameter.front(); E; E = E->next()) {
+ shader->data->set_default_texture_param(E->key(), E->get());
+ }
}
if (shader->data) {
@@ -1292,7 +1296,9 @@ void RasterizerStorageRD::shader_set_default_texture_param(RID p_shader, const S
} else {
shader->default_texture_parameter.erase(p_name);
}
-
+ if (shader->data) {
+ shader->data->set_default_texture_param(p_name, p_texture);
+ }
for (Set<Material *>::Element *E = shader->owners.front(); E; E = E->next()) {
Material *material = E->get();
_material_queue_update(material, false, true);
@@ -3208,9 +3214,9 @@ Vector<float> RasterizerStorageRD::multimesh_get_buffer(RID p_multimesh) const {
Vector<uint8_t> buffer = RD::get_singleton()->buffer_get_data(multimesh->buffer);
Vector<float> ret;
- ret.resize(multimesh->instances);
+ ret.resize(multimesh->instances * multimesh->stride_cache);
{
- float *w = multimesh->data_cache.ptrw();
+ float *w = ret.ptrw();
const uint8_t *r = buffer.ptr();
copymem(w, r, buffer.size());
}
@@ -3333,6 +3339,10 @@ void RasterizerStorageRD::_particles_free_data(Particles *particles) {
particles->particles_transforms_buffer_uniform_set = RID();
particles->particle_buffer = RID();
+ if (RD::get_singleton()->uniform_set_is_valid(particles->collision_textures_uniform_set)) {
+ RD::get_singleton()->free(particles->collision_textures_uniform_set);
+ }
+
if (particles->particles_sort_buffer.is_valid()) {
RD::get_singleton()->free(particles->particles_sort_buffer);
particles->particles_sort_buffer = RID();
@@ -3454,6 +3464,13 @@ void RasterizerStorageRD::particles_set_fractional_delta(RID p_particles, bool p
particles->fractional_delta = p_enable;
}
+void RasterizerStorageRD::particles_set_collision_base_size(RID p_particles, float p_size) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->collision_base_size = p_size;
+}
+
void RasterizerStorageRD::particles_set_process_material(RID p_particles, RID p_material) {
Particles *particles = particles_owner.getornull(p_particles);
ERR_FAIL_COND(!particles);
@@ -3646,6 +3663,22 @@ RID RasterizerStorageRD::particles_get_draw_pass_mesh(RID p_particles, int p_pas
return particles->draw_passes[p_pass];
}
+void RasterizerStorageRD::particles_add_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ ERR_FAIL_COND(p_instance->base_type != RS::INSTANCE_PARTICLES_COLLISION);
+
+ particles->collisions.insert(p_instance);
+}
+
+void RasterizerStorageRD::particles_remove_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance) {
+ Particles *particles = particles_owner.getornull(p_particles);
+ ERR_FAIL_COND(!particles);
+
+ particles->collisions.erase(p_instance);
+}
+
void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_delta) {
if (p_particles->particles_material_uniform_set.is_null() || !RD::get_singleton()->uniform_set_is_valid(p_particles->particles_material_uniform_set)) {
Vector<RD::Uniform> uniforms;
@@ -3729,6 +3762,195 @@ void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_del
frame_params.cycle = p_particles->cycle_number;
+ { //collision and attractors
+
+ frame_params.collider_count = 0;
+ frame_params.attractor_count = 0;
+ frame_params.particle_size = p_particles->collision_base_size;
+
+ RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
+ RID collision_heightmap_texture;
+
+ Transform to_particles;
+ if (p_particles->use_local_coords) {
+ to_particles = p_particles->emission_transform.affine_inverse();
+ }
+ uint32_t collision_3d_textures_used = 0;
+ for (const Set<RasterizerScene::InstanceBase *>::Element *E = p_particles->collisions.front(); E; E = E->next()) {
+ ParticlesCollision *pc = particles_collision_owner.getornull(E->get()->base);
+ Transform to_collider = E->get()->transform;
+ if (p_particles->use_local_coords) {
+ to_collider = to_particles * to_collider;
+ }
+ Vector3 scale = to_collider.basis.get_scale();
+ to_collider.basis.orthonormalize();
+
+ if (pc->type <= RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT) {
+ //attractor
+ if (frame_params.attractor_count >= ParticlesFrameParams::MAX_ATTRACTORS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Attractor &attr = frame_params.attractors[frame_params.attractor_count];
+
+ store_transform(to_collider, attr.transform);
+ attr.strength = pc->attractor_strength;
+ attr.attenuation = pc->attractor_attenuation;
+ attr.directionality = pc->attractor_directionality;
+
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ attr.extents[0] = radius;
+ attr.extents[1] = radius;
+ attr.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_ATTRACT: {
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_VECTOR_FIELD_ATTRACT: {
+ if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
+ continue;
+ }
+ attr.type = ParticlesFrameParams::ATTRACTOR_TYPE_VECTOR_FIELD;
+ Vector3 extents = pc->extents * scale;
+ attr.extents[0] = extents.x;
+ attr.extents[1] = extents.y;
+ attr.extents[2] = extents.z;
+ attr.texture_index = collision_3d_textures_used;
+
+ collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
+ collision_3d_textures_used++;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.attractor_count++;
+ } else {
+ //collider
+ if (frame_params.collider_count >= ParticlesFrameParams::MAX_COLLIDERS) {
+ continue;
+ }
+
+ ParticlesFrameParams::Collider &col = frame_params.colliders[frame_params.collider_count];
+
+ store_transform(to_collider, col.transform);
+ switch (pc->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SPHERE;
+ float radius = pc->radius;
+ radius *= (scale.x + scale.y + scale.z) / 3.0;
+ col.extents[0] = radius;
+ col.extents[1] = radius;
+ col.extents[2] = radius;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_BOX_COLLIDE: {
+ col.type = ParticlesFrameParams::COLLISION_TYPE_BOX;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_SDF_COLLIDE: {
+ if (collision_3d_textures_used >= ParticlesFrameParams::MAX_3D_TEXTURES) {
+ continue;
+ }
+ col.type = ParticlesFrameParams::COLLISION_TYPE_SDF;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ col.texture_index = collision_3d_textures_used;
+ col.scale = (scale.x + scale.y + scale.z) * 0.333333333333; //non uniform scale non supported
+
+ collision_3d_textures[collision_3d_textures_used] = pc->field_texture;
+ collision_3d_textures_used++;
+ } break;
+ case RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE: {
+ if (collision_heightmap_texture != RID()) { //already taken
+ continue;
+ }
+
+ col.type = ParticlesFrameParams::COLLISION_TYPE_HEIGHT_FIELD;
+ Vector3 extents = pc->extents * scale;
+ col.extents[0] = extents.x;
+ col.extents[1] = extents.y;
+ col.extents[2] = extents.z;
+ collision_heightmap_texture = pc->heightfield_texture;
+ } break;
+ default: {
+ }
+ }
+
+ frame_params.collider_count++;
+ }
+ }
+
+ bool different = false;
+ if (collision_3d_textures_used == p_particles->collision_3d_textures_used) {
+ for (int i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
+ if (p_particles->collision_3d_textures[i] != collision_3d_textures[i]) {
+ different = true;
+ break;
+ }
+ }
+ }
+
+ if (collision_heightmap_texture != p_particles->collision_heightmap_texture) {
+ different = true;
+ }
+
+ bool uniform_set_valid = RD::get_singleton()->uniform_set_is_valid(p_particles->collision_textures_uniform_set);
+
+ if (different || !uniform_set_valid) {
+ if (uniform_set_valid) {
+ RD::get_singleton()->free(p_particles->collision_textures_uniform_set);
+ }
+
+ Vector<RD::Uniform> uniforms;
+
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 0;
+ for (uint32_t i = 0; i < ParticlesFrameParams::MAX_3D_TEXTURES; i++) {
+ RID rd_tex;
+ if (i < collision_3d_textures_used) {
+ Texture *t = texture_owner.getornull(collision_3d_textures[i]);
+ if (t && t->type == Texture::TYPE_3D) {
+ rd_tex = t->rd_texture;
+ }
+ }
+
+ if (rd_tex == RID()) {
+ rd_tex = default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE];
+ }
+ u.ids.push_back(rd_tex);
+ }
+ uniforms.push_back(u);
+ }
+ {
+ RD::Uniform u;
+ u.type = RD::UNIFORM_TYPE_TEXTURE;
+ u.binding = 1;
+ if (collision_heightmap_texture.is_valid()) {
+ u.ids.push_back(collision_heightmap_texture);
+ } else {
+ u.ids.push_back(default_rd_textures[DEFAULT_RD_TEXTURE_BLACK]);
+ }
+ uniforms.push_back(u);
+ }
+ p_particles->collision_textures_uniform_set = RD::get_singleton()->uniform_set_create(uniforms, particles_shader.default_shader_rd, 2);
+ }
+ }
+
ParticlesShader::PushConstant push_constant;
push_constant.clear = p_particles->clear;
@@ -3783,8 +4005,10 @@ void RasterizerStorageRD::_particles_process(Particles *p_particles, float p_del
RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, m->shader_data->pipeline);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, particles_shader.base_uniform_set, 0);
RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->particles_material_uniform_set, 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, p_particles->collision_textures_uniform_set, 2);
+
if (m->uniform_set.is_valid()) {
- RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 2);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, m->uniform_set, 3);
}
RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(ParticlesShader::PushConstant));
@@ -4190,7 +4414,7 @@ void RasterizerStorageRD::ParticlesMaterialData::update_parameters(const Map<Str
}
}
- uniform_set = RD::get_singleton()->uniform_set_create(uniforms, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 2);
+ uniform_set = RD::get_singleton()->uniform_set_create(uniforms, base_singleton->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
}
RasterizerStorageRD::ParticlesMaterialData::~ParticlesMaterialData() {
@@ -4211,6 +4435,171 @@ RasterizerStorageRD::MaterialData *RasterizerStorageRD::_create_particles_materi
return material_data;
}
////////
+
+/* PARTICLES COLLISION API */
+
+RID RasterizerStorageRD::particles_collision_create() {
+ return particles_collision_owner.make_rid(ParticlesCollision());
+}
+
+RID RasterizerStorageRD::particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, RID());
+ ERR_FAIL_COND_V(particles_collision->type != RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE, RID());
+
+ if (particles_collision->heightfield_texture == RID()) {
+ //create
+ int resolutions[RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_MAX] = { 256, 512, 1024, 2048, 4096, 8192 };
+ Size2i size;
+ if (particles_collision->extents.x > particles_collision->extents.z) {
+ size.x = resolutions[particles_collision->heightfield_resolution];
+ size.y = int32_t(particles_collision->extents.z / particles_collision->extents.x * size.x);
+ } else {
+ size.y = resolutions[particles_collision->heightfield_resolution];
+ size.x = int32_t(particles_collision->extents.x / particles_collision->extents.z * size.y);
+ }
+
+ RD::TextureFormat tf;
+ tf.format = RD::DATA_FORMAT_D32_SFLOAT;
+ tf.width = size.x;
+ tf.height = size.y;
+ tf.type = RD::TEXTURE_TYPE_2D;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
+
+ particles_collision->heightfield_texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
+
+ Vector<RID> fb_tex;
+ fb_tex.push_back(particles_collision->heightfield_texture);
+ particles_collision->heightfield_fb = RD::get_singleton()->framebuffer_create(fb_tex);
+ particles_collision->heightfield_fb_size = size;
+ }
+
+ return particles_collision->heightfield_fb;
+}
+
+void RasterizerStorageRD::particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ if (p_type == particles_collision->type) {
+ return;
+ }
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = RID();
+ }
+ particles_collision->type = p_type;
+ particles_collision->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->cull_mask = p_cull_mask;
+}
+
+void RasterizerStorageRD::particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->radius = p_radius;
+ particles_collision->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->extents = p_extents;
+ particles_collision->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_strength = p_strength;
+}
+
+void RasterizerStorageRD::particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_directionality = p_directionality;
+}
+
+void RasterizerStorageRD::particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->attractor_attenuation = p_curve;
+}
+
+void RasterizerStorageRD::particles_collision_set_field_texture(RID p_particles_collision, RID p_texture) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ particles_collision->field_texture = p_texture;
+}
+
+void RasterizerStorageRD::particles_collision_height_field_update(RID p_particles_collision) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+ particles_collision->instance_dependency.instance_notify_changed(true, false);
+}
+
+void RasterizerStorageRD::particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND(!particles_collision);
+
+ if (particles_collision->heightfield_resolution == p_resolution) {
+ return;
+ }
+
+ particles_collision->heightfield_resolution = p_resolution;
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ particles_collision->heightfield_texture = RID();
+ }
+}
+
+AABB RasterizerStorageRD::particles_collision_get_aabb(RID p_particles_collision) const {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, AABB());
+
+ switch (particles_collision->type) {
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT:
+ case RS::PARTICLES_COLLISION_TYPE_SPHERE_COLLIDE: {
+ AABB aabb;
+ aabb.position = -Vector3(1, 1, 1) * particles_collision->radius;
+ aabb.size = Vector3(2, 2, 2) * particles_collision->radius;
+ return aabb;
+ }
+ default: {
+ AABB aabb;
+ aabb.position = -particles_collision->extents;
+ aabb.size = particles_collision->extents * 2;
+ return aabb;
+ }
+ }
+
+ return AABB();
+}
+
+Vector3 RasterizerStorageRD::particles_collision_get_extents(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, Vector3());
+ return particles_collision->extents;
+}
+
+bool RasterizerStorageRD::particles_collision_is_heightfield(RID p_particles_collision) const {
+ const ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_particles_collision);
+ ERR_FAIL_COND_V(!particles_collision, false);
+ return particles_collision->type == RS::PARTICLES_COLLISION_TYPE_HEIGHTFIELD_COLLIDE;
+}
+
/* SKELETON API */
RID RasterizerStorageRD::skeleton_create() {
@@ -4680,6 +5069,9 @@ void RasterizerStorageRD::reflection_probe_set_extents(RID p_probe, const Vector
ReflectionProbe *reflection_probe = reflection_probe_owner.getornull(p_probe);
ERR_FAIL_COND(!reflection_probe);
+ if (reflection_probe->extents == p_extents) {
+ return;
+ }
reflection_probe->extents = p_extents;
reflection_probe->instance_dependency.instance_notify_changed(true, false);
}
@@ -5797,6 +6189,9 @@ void RasterizerStorageRD::base_update_dependency(RID p_base, RasterizerScene::In
} else if (particles_owner.owns(p_base)) {
Particles *p = particles_owner.getornull(p_base);
p_instance->update_dependency(&p->instance_dependency);
+ } else if (particles_collision_owner.owns(p_base)) {
+ ParticlesCollision *pc = particles_collision_owner.getornull(p_base);
+ p_instance->update_dependency(&pc->instance_dependency);
}
}
@@ -5832,6 +6227,9 @@ RS::InstanceType RasterizerStorageRD::get_base_type(RID p_rid) const {
if (particles_owner.owns(p_rid)) {
return RS::INSTANCE_PARTICLES;
}
+ if (particles_collision_owner.owns(p_rid)) {
+ return RS::INSTANCE_PARTICLES_COLLISION;
+ }
return RS::INSTANCE_NONE;
}
@@ -5871,7 +6269,7 @@ RID RasterizerStorageRD::decal_atlas_get_texture() const {
}
RID RasterizerStorageRD::decal_atlas_get_texture_srgb() const {
- return decal_atlas.texture;
+ return decal_atlas.texture_srgb;
}
void RasterizerStorageRD::_update_decal_atlas() {
@@ -6735,8 +7133,6 @@ void RasterizerStorageRD::update_dirty_resources() {
_update_dirty_multimeshes();
_update_dirty_skeletons();
_update_decal_atlas();
-
- update_particles();
}
bool RasterizerStorageRD::has_os_feature(const String &p_feature) const {
@@ -6871,6 +7267,14 @@ bool RasterizerStorageRD::free(RID p_rid) {
_particles_free_data(particles);
particles->instance_dependency.instance_notify_deleted(p_rid);
particles_owner.free(p_rid);
+ } else if (particles_collision_owner.owns(p_rid)) {
+ ParticlesCollision *particles_collision = particles_collision_owner.getornull(p_rid);
+
+ if (particles_collision->heightfield_texture.is_valid()) {
+ RD::get_singleton()->free(particles_collision->heightfield_texture);
+ }
+ particles_collision->instance_dependency.instance_notify_deleted(p_rid);
+ particles_collision_owner.free(p_rid);
} else if (render_target_owner.owns(p_rid)) {
RenderTarget *rt = render_target_owner.getornull(p_rid);
@@ -7379,14 +7783,19 @@ RasterizerStorageRD::RasterizerStorageRD() {
actions.renames["RESTART_COLOR"] = "restart_color";
actions.renames["RESTART_CUSTOM"] = "restart_custom";
actions.renames["emit_particle"] = "emit_particle";
+ actions.renames["COLLIDED"] = "collided";
+ actions.renames["COLLISION_NORMAL"] = "collision_normal";
+ actions.renames["COLLISION_DEPTH"] = "collision_depth";
+ actions.renames["ATTRACTOR_FORCE"] = "attractor_force";
actions.render_mode_defines["disable_force"] = "#define DISABLE_FORCE\n";
actions.render_mode_defines["disable_velocity"] = "#define DISABLE_VELOCITY\n";
actions.render_mode_defines["keep_data"] = "#define ENABLE_KEEP_DATA\n";
+ actions.render_mode_defines["collision_use_scale"] = "#define USE_COLLISON_SCALE\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;
- actions.texture_layout_set = 2;
+ actions.texture_layout_set = 3;
actions.base_uniform_string = "material.";
actions.base_varying_index = 10;
@@ -7481,7 +7890,12 @@ RasterizerStorageRD::~RasterizerStorageRD() {
for (int i = 0; i < DEFAULT_RD_BUFFER_MAX; i++) {
RD::get_singleton()->free(mesh_default_rd_buffers[i]);
}
+
giprobe_sdf_shader.version_free(giprobe_sdf_shader_version);
+ particles_shader.copy_shader.version_free(particles_shader.copy_shader_version);
+
+ RenderingServer::get_singleton()->free(particles_shader.default_material);
+ RenderingServer::get_singleton()->free(particles_shader.default_shader);
RD::get_singleton()->free(default_rd_storage_buffer);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
index e14b9528cf..b03a26e200 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
@@ -475,6 +475,46 @@ private:
};
struct ParticlesFrameParams {
+ enum {
+ MAX_ATTRACTORS = 32,
+ MAX_COLLIDERS = 32,
+ MAX_3D_TEXTURES = 7
+ };
+
+ enum AttractorType {
+ ATTRACTOR_TYPE_SPHERE,
+ ATTRACTOR_TYPE_BOX,
+ ATTRACTOR_TYPE_VECTOR_FIELD,
+ };
+
+ struct Attractor {
+ float transform[16];
+ float extents[3]; //exents or radius
+ uint32_t type;
+
+ uint32_t texture_index; //texture index for vector field
+ float strength;
+ float attenuation;
+ float directionality;
+ };
+
+ enum CollisionType {
+ COLLISION_TYPE_SPHERE,
+ COLLISION_TYPE_BOX,
+ COLLISION_TYPE_SDF,
+ COLLISION_TYPE_HEIGHT_FIELD
+ };
+
+ struct Collider {
+ float transform[16];
+ float extents[3]; //exents or radius
+ uint32_t type;
+
+ uint32_t texture_index; //texture index for vector field
+ float scale;
+ uint32_t pad[2];
+ };
+
uint32_t emitting;
float system_phase;
float prev_system_phase;
@@ -486,9 +526,14 @@ private:
float delta;
uint32_t random_seed;
- uint32_t pad[3];
+ uint32_t attractor_count;
+ uint32_t collider_count;
+ float particle_size;
float emission_transform[16];
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
};
struct ParticleEmissionBufferData {
@@ -536,6 +581,11 @@ private:
RID particles_material_uniform_set;
RID particles_copy_uniform_set;
RID particles_transforms_buffer_uniform_set;
+ RID collision_textures_uniform_set;
+
+ RID collision_3d_textures[ParticlesFrameParams::MAX_3D_TEXTURES];
+ uint32_t collision_3d_textures_used = 0;
+ RID collision_heightmap_texture;
RID particles_sort_buffer;
RID particles_sort_uniform_set;
@@ -557,6 +607,7 @@ private:
int fixed_fps;
bool fractional_delta;
float frame_remainder;
+ float collision_base_size;
bool clear;
@@ -569,6 +620,8 @@ private:
ParticleEmissionBuffer *emission_buffer = nullptr;
RID emission_storage_buffer;
+ Set<RasterizerScene::InstanceBase *> collisions;
+
Particles() :
inactive(true),
inactive_time(0.0),
@@ -590,6 +643,7 @@ private:
fixed_fps(0),
fractional_delta(false),
frame_remainder(0),
+ collision_base_size(0.01),
clear(true) {
}
@@ -704,6 +758,28 @@ private:
mutable RID_Owner<Particles> particles_owner;
+ /* Particles Collision */
+
+ struct ParticlesCollision {
+ RS::ParticlesCollisionType type = RS::PARTICLES_COLLISION_TYPE_SPHERE_ATTRACT;
+ uint32_t cull_mask = 0xFFFFFFFF;
+ float radius = 1.0;
+ Vector3 extents = Vector3(1, 1, 1);
+ float attractor_strength = 1.0;
+ float attractor_attenuation = 1.0;
+ float attractor_directionality = 0.0;
+ RID field_texture;
+ RID heightfield_texture;
+ RID heightfield_fb;
+ Size2i heightfield_fb_size;
+
+ RS::ParticlesCollisionHeightfieldResolution heightfield_resolution = RS::PARTICLES_COLLISION_HEIGHTFIELD_RESOLUTION_1024;
+
+ RasterizerScene::InstanceDependency instance_dependency;
+ };
+
+ mutable RID_Owner<ParticlesCollision> particles_collision_owner;
+
/* Skeleton */
struct Skeleton {
@@ -1691,6 +1767,7 @@ public:
void particles_set_process_material(RID p_particles, RID p_material);
void particles_set_fixed_fps(RID p_particles, int p_fps);
void particles_set_fractional_delta(RID p_particles, bool p_enable);
+ void particles_set_collision_base_size(RID p_particles, float p_size);
void particles_restart(RID p_particles);
void particles_emit(RID p_particles, const Transform &p_transform, const Vector3 &p_velocity, const Color &p_color, const Color &p_custom, uint32_t p_emit_flags);
void particles_set_subemitter(RID p_particles, RID p_subemitter_particles);
@@ -1748,6 +1825,27 @@ public:
return particles->particles_transforms_buffer_uniform_set;
}
+ virtual void particles_add_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance);
+ virtual void particles_remove_collision(RID p_particles, RasterizerScene::InstanceBase *p_instance);
+
+ /* PARTICLES COLLISION */
+
+ virtual RID particles_collision_create();
+ virtual void particles_collision_set_collision_type(RID p_particles_collision, RS::ParticlesCollisionType p_type);
+ virtual void particles_collision_set_cull_mask(RID p_particles_collision, uint32_t p_cull_mask);
+ virtual void particles_collision_set_sphere_radius(RID p_particles_collision, float p_radius); //for spheres
+ virtual void particles_collision_set_box_extents(RID p_particles_collision, const Vector3 &p_extents); //for non-spheres
+ virtual void particles_collision_set_attractor_strength(RID p_particles_collision, float p_strength);
+ virtual void particles_collision_set_attractor_directionality(RID p_particles_collision, float p_directionality);
+ virtual void particles_collision_set_attractor_attenuation(RID p_particles_collision, float p_curve);
+ virtual void particles_collision_set_field_texture(RID p_particles_collision, RID p_texture); //for SDF and vector field, heightfield is dynamic
+ virtual void particles_collision_height_field_update(RID p_particles_collision); //for SDF and vector field
+ virtual void particles_collision_set_height_field_resolution(RID p_particles_collision, RS::ParticlesCollisionHeightfieldResolution p_resolution); //for SDF and vector field
+ virtual AABB particles_collision_get_aabb(RID p_particles_collision) const;
+ virtual Vector3 particles_collision_get_extents(RID p_particles_collision) const;
+ virtual bool particles_collision_is_heightfield(RID p_particles_collision) const;
+ RID particles_collision_get_heightfield_framebuffer(RID p_particles_collision) const;
+
/* GLOBAL VARIABLES API */
virtual void global_variable_add(const StringName &p_name, RS::GlobalVariableType p_type, const Variant &p_value);
diff --git a/servers/rendering/rasterizer_rd/shaders/canvas.glsl b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
index e33b3face9..4a40584e16 100644
--- a/servers/rendering/rasterizer_rd/shaders/canvas.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/canvas.glsl
@@ -101,7 +101,7 @@ void main() {
offset += 1;
} else {
instance_color = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3));
- offser += 4;
+ offset += 4;
}
color *= instance_color;
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index e565bd8e3d..355a2b9d75 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -58,12 +58,20 @@ layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buff
layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
#endif
+#ifdef MODE_GAUSSIAN_GLOW
+shared vec4 local_cache[256];
+shared vec4 temp_cache[128];
+#endif
+
void main() {
// Pixel being shaded
ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+
+#ifndef MODE_GAUSSIAN_GLOW // Glow needs the extra threads
if (any(greaterThanEqual(pos, params.section.zw))) { //too large, do nothing
return;
}
+#endif
#ifdef MODE_MIPMAP
@@ -104,70 +112,69 @@ void main() {
#ifdef MODE_GAUSSIAN_GLOW
- //Glow uses larger sigma 1 for a more rounded blur effect
+ // First pass copy texture into 16x16 local memory for every 8x8 thread block
+ vec2 quad_center_uv = clamp(vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.5) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
+ uint dest_index = gl_LocalInvocationID.x * 2 + gl_LocalInvocationID.y * 2 * 16;
+
+ if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
+ vec2 quad_offset_uv = clamp((vec2(gl_GlobalInvocationID.xy + gl_LocalInvocationID.xy - 3.0)) / params.section.zw, vec2(0.5 / params.section.zw), vec2(1.0 - 1.5 / params.section.zw));
-#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; \
- } \
+ local_cache[dest_index] = (textureLod(source_color, quad_center_uv, 0) + textureLod(source_color, quad_offset_uv, 0)) * 0.5;
+ local_cache[dest_index + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.z, 0.0), 0)) * 0.5;
+ local_cache[dest_index + 16] = (textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0) + textureLod(source_color, quad_offset_uv + vec2(0.0, 1.0 / params.section.w), 0)) * 0.5;
+ local_cache[dest_index + 16 + 1] = (textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0) + textureLod(source_color, quad_offset_uv + vec2(1.0 / params.section.zw), 0)) * 0.5;
+ } else {
+ local_cache[dest_index] = textureLod(source_color, quad_center_uv, 0);
+ local_cache[dest_index + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.z, 0.0), 0);
+ local_cache[dest_index + 16] = textureLod(source_color, quad_center_uv + vec2(0.0, 1.0 / params.section.w), 0);
+ local_cache[dest_index + 16 + 1] = textureLod(source_color, quad_center_uv + vec2(1.0 / params.section.zw), 0);
}
+ memoryBarrierShared();
+ barrier();
+
+ // Horizontal pass. Needs to copy into 8x16 chunk of local memory so vertical pass has full resolution
+ uint read_index = gl_LocalInvocationID.x + gl_LocalInvocationID.y * 32 + 4;
+ vec4 color_top = vec4(0.0);
+ color_top += local_cache[read_index] * 0.174938;
+ color_top += local_cache[read_index + 1] * 0.165569;
+ color_top += local_cache[read_index + 2] * 0.140367;
+ color_top += local_cache[read_index + 3] * 0.106595;
+ color_top += local_cache[read_index - 1] * 0.165569;
+ color_top += local_cache[read_index - 2] * 0.140367;
+ color_top += local_cache[read_index - 3] * 0.106595;
+
+ vec4 color_bottom = vec4(0.0);
+ color_bottom += local_cache[read_index + 16] * 0.174938;
+ color_bottom += local_cache[read_index + 1 + 16] * 0.165569;
+ color_bottom += local_cache[read_index + 2 + 16] * 0.140367;
+ color_bottom += local_cache[read_index + 3 + 16] * 0.106595;
+ color_bottom += local_cache[read_index - 1 + 16] * 0.165569;
+ color_bottom += local_cache[read_index - 2 + 16] * 0.140367;
+ color_bottom += local_cache[read_index - 3 + 16] * 0.106595;
+
+ // rotate samples to take advantage of cache coherency
+ uint write_index = gl_LocalInvocationID.y * 2 + gl_LocalInvocationID.x * 16;
+
+ temp_cache[write_index] = color_top;
+ temp_cache[write_index + 1] = color_bottom;
+
+ memoryBarrierShared();
+ barrier();
+
+ // Vertical pass
+ uint index = gl_LocalInvocationID.y + gl_LocalInvocationID.x * 16 + 4;
vec4 color = vec4(0.0);
- if (bool(params.flags & FLAG_HORIZONTAL)) {
- ivec2 base_pos = ((pos + params.section.xy) << 1) + ivec2(1);
- ivec2 section_begin = params.section.xy << 1;
- ivec2 section_end = section_begin + (params.section.zw << 1);
-
- if (bool(params.flags & FLAG_HIGH_QUALITY_GLOW)) {
- //Sample from two lines to capture single pixel features
- GLOW_ADD(ivec2(0, 0), 0.152781);
- GLOW_ADD(ivec2(1, 0), 0.144599);
- GLOW_ADD(ivec2(2, 0), 0.122589);
- GLOW_ADD(ivec2(3, 0), 0.093095);
- GLOW_ADD(ivec2(4, 0), 0.063327);
- GLOW_ADD(ivec2(-1, 0), 0.144599);
- GLOW_ADD(ivec2(-2, 0), 0.122589);
- GLOW_ADD(ivec2(-3, 0), 0.093095);
- GLOW_ADD(ivec2(-4, 0), 0.063327);
-
- GLOW_ADD(ivec2(0, 1), 0.152781);
- GLOW_ADD(ivec2(1, 1), 0.144599);
- GLOW_ADD(ivec2(2, 1), 0.122589);
- GLOW_ADD(ivec2(3, 1), 0.093095);
- GLOW_ADD(ivec2(4, 1), 0.063327);
- GLOW_ADD(ivec2(-1, 1), 0.144599);
- GLOW_ADD(ivec2(-2, 1), 0.122589);
- GLOW_ADD(ivec2(-3, 1), 0.093095);
- GLOW_ADD(ivec2(-4, 1), 0.063327);
- color *= 0.5;
- } else {
- 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 {
- ivec2 base_pos = pos + params.section.xy;
- ivec2 section_begin = params.section.xy;
- ivec2 section_end = section_begin + params.section.zw;
-
- 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;
- }
+ color += temp_cache[index] * 0.174938;
+ color += temp_cache[index + 1] * 0.165569;
+ color += temp_cache[index + 2] * 0.140367;
+ color += temp_cache[index + 3] * 0.106595;
+ color += temp_cache[index - 1] * 0.165569;
+ color += temp_cache[index - 2] * 0.140367;
+ color += temp_cache[index - 3] * 0.106595;
-#undef GLOW_ADD
+ color *= params.glow_strength;
if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
#ifdef GLOW_USE_AUTO_EXPOSURE
diff --git a/servers/rendering/rasterizer_rd/shaders/particles.glsl b/servers/rendering/rasterizer_rd/shaders/particles.glsl
index 3de807b57c..926c7ef9fc 100644
--- a/servers/rendering/rasterizer_rd/shaders/particles.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/particles.glsl
@@ -31,6 +31,40 @@ global_variables;
/* Set 1: FRAME AND PARTICLE DATA */
// a frame history is kept for trail deterministic behavior
+
+#define MAX_ATTRACTORS 32
+
+#define ATTRACTOR_TYPE_SPHERE 0
+#define ATTRACTOR_TYPE_BOX 1
+#define ATTRACTOR_TYPE_VECTOR_FIELD 2
+
+struct Attractor {
+ mat4 transform;
+ vec3 extents; //exents or radius
+ uint type;
+ uint texture_index; //texture index for vector field
+ float strength;
+ float attenuation;
+ float directionality;
+};
+
+#define MAX_COLLIDERS 32
+
+#define COLLIDER_TYPE_SPHERE 0
+#define COLLIDER_TYPE_BOX 1
+#define COLLIDER_TYPE_SDF 2
+#define COLLIDER_TYPE_HEIGHT_FIELD 3
+
+struct Collider {
+ mat4 transform;
+ vec3 extents; //exents or radius
+ uint type;
+
+ uint texture_index; //texture index for vector field
+ float scale;
+ uint pad[2];
+};
+
struct FrameParams {
bool emitting;
float system_phase;
@@ -43,9 +77,14 @@ struct FrameParams {
float delta;
uint random_seed;
- uint pad[3];
+ uint attractor_count;
+ uint collider_count;
+ float particle_size;
mat4 emission_transform;
+
+ Attractor attractors[MAX_ATTRACTORS];
+ Collider colliders[MAX_COLLIDERS];
};
layout(set = 1, binding = 0, std430) restrict buffer FrameHistory {
@@ -80,7 +119,7 @@ struct ParticleEmission {
vec4 custom;
};
-layout(set = 1, binding = 2, std430) restrict volatile coherent buffer SourceEmission {
+layout(set = 1, binding = 2, std430) restrict buffer SourceEmission {
int particle_count;
uint pad0;
uint pad1;
@@ -89,7 +128,7 @@ layout(set = 1, binding = 2, std430) restrict volatile coherent buffer SourceEmi
}
src_particles;
-layout(set = 1, binding = 3, std430) restrict volatile coherent buffer DestEmission {
+layout(set = 1, binding = 3, std430) restrict buffer DestEmission {
int particle_count;
int particle_max;
uint pad1;
@@ -98,10 +137,17 @@ layout(set = 1, binding = 3, std430) restrict volatile coherent buffer DestEmiss
}
dst_particles;
-/* SET 2: MATERIAL */
+/* SET 2: COLLIDER/ATTRACTOR TEXTURES */
+
+#define MAX_3D_TEXTURES 7
+
+layout(set = 2, binding = 0) uniform texture3D sdf_vec_textures[MAX_3D_TEXTURES];
+layout(set = 2, binding = 1) uniform texture2D height_field_texture;
+
+/* SET 3: MATERIAL */
#ifdef USE_MATERIAL_UNIFORMS
-layout(set = 2, binding = 0, std140) uniform MaterialUniforms{
+layout(set = 3, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
MATERIAL_UNIFORMS
/* clang-format on */
@@ -140,29 +186,7 @@ bool emit_particle(mat4 p_xform, vec3 p_velocity, vec4 p_color, vec4 p_custom, u
atomicAdd(dst_particles.particle_count, -1);
return false;
}
- /*
- valid = true;
-
- int attempts = 256; // never trust compute
- while(attempts-- > 0) {
- dst_index = dst_particles.particle_count;
- if (dst_index == dst_particles.particle_max) {
- return false; //cant emit anymore
- }
-
- if (atomicCompSwap(dst_particles.particle_count, dst_index, dst_index +1 ) != dst_index) {
- continue;
- }
- valid=true;
- break;
- }
- barrier();
-
- if (!valid) {
- return false; //gave up (attempts exhausted)
- }
-*/
dst_particles.data[dst_index].xform = p_xform;
dst_particles.data[dst_index].velocity = p_velocity;
dst_particles.data[dst_index].color = p_color;
@@ -217,6 +241,199 @@ void main() {
vec4(0.0, 0.0, 0.0, 1.0));
}
+ bool collided = false;
+ vec3 collision_normal = vec3(0.0);
+ float collision_depth = 0.0;
+
+ vec3 attractor_force = vec3(0.0);
+
+#if !defined(DISABLE_VELOCITY)
+
+ if (PARTICLE.is_active) {
+ PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
+ }
+#endif
+
+ /* Process physics if active */
+
+ if (PARTICLE.is_active) {
+ for (uint i = 0; i < FRAME.attractor_count; i++) {
+ vec3 dir;
+ float amount;
+ vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.attractors[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(FRAME.attractors[i].transform);
+
+ switch (FRAME.attractors[i].type) {
+ case ATTRACTOR_TYPE_SPHERE: {
+ dir = normalize(rel_vec);
+ float d = length(local_pos) / FRAME.attractors[i].extents.x;
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+ } break;
+ case ATTRACTOR_TYPE_BOX: {
+ dir = normalize(rel_vec);
+
+ vec3 abs_pos = abs(local_pos / FRAME.attractors[i].extents);
+ float d = max(abs_pos.x, max(abs_pos.y, abs_pos.z));
+ if (d > 1.0) {
+ continue;
+ }
+ amount = max(0.0, 1.0 - d);
+
+ } break;
+ case ATTRACTOR_TYPE_VECTOR_FIELD: {
+ vec3 uvw_pos = (local_pos / FRAME.attractors[i].extents) * 2.0 - 1.0;
+ if (any(lessThan(uvw_pos, vec3(0.0))) || any(greaterThan(uvw_pos, vec3(1.0)))) {
+ continue;
+ }
+ vec3 s = texture(sampler3D(sdf_vec_textures[FRAME.attractors[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).xyz;
+ dir = mat3(FRAME.attractors[i].transform) * normalize(s); //revert direction
+ amount = length(s);
+
+ } break;
+ }
+ amount = pow(amount, FRAME.attractors[i].attenuation);
+ dir = normalize(mix(dir, FRAME.attractors[i].transform[2].xyz, FRAME.attractors[i].directionality));
+ attractor_force -= amount * dir * FRAME.attractors[i].strength;
+ }
+
+ float particle_size = FRAME.particle_size;
+
+#ifdef USE_COLLISON_SCALE
+
+ particle_size *= dot(vec3(length(PARTICLE.xform[0].xyz), length(PARTICLE.xform[1].xyz), length(PARTICLE.xform[2].xyz)), vec3(0.33333333333));
+
+#endif
+
+ for (uint i = 0; i < FRAME.collider_count; i++) {
+ vec3 normal;
+ float depth;
+ bool col = false;
+
+ vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz;
+ vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform);
+
+ switch (FRAME.colliders[i].type) {
+ case COLLIDER_TYPE_SPHERE: {
+ float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x);
+
+ if (d < 0.0) {
+ col = true;
+ depth = -d;
+ normal = normalize(rel_vec);
+ }
+
+ } break;
+ case COLLIDER_TYPE_BOX: {
+ vec3 abs_pos = abs(local_pos);
+ vec3 sgn_pos = sign(local_pos);
+
+ if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) {
+ //point outside box
+
+ vec3 closest = min(abs_pos, FRAME.colliders[i].extents);
+ vec3 rel = abs_pos - closest;
+ depth = length(rel) - particle_size;
+ if (depth < 0.0) {
+ col = true;
+ normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos);
+ depth = -depth;
+ }
+ } else {
+ //point inside box
+ vec3 axis_len = FRAME.colliders[i].extents - abs_pos;
+ // there has to be a faster way to do this?
+ if (all(lessThan(axis_len.xx, axis_len.yz))) {
+ normal = vec3(1, 0, 0);
+ } else if (all(lessThan(axis_len.yy, axis_len.xz))) {
+ normal = vec3(0, 1, 0);
+ } else {
+ normal = vec3(0, 0, 1);
+ }
+
+ col = true;
+ depth = dot(normal * axis_len, vec3(1)) + particle_size;
+ normal = mat3(FRAME.colliders[i].transform) * (normal * sgn_pos);
+ }
+
+ } break;
+ case COLLIDER_TYPE_SDF: {
+ vec3 apos = abs(local_pos);
+ float extra_dist = 0.0;
+ if (any(greaterThan(apos, FRAME.colliders[i].extents))) { //outside
+ vec3 mpos = min(apos, FRAME.colliders[i].extents);
+ extra_dist = distance(mpos, apos);
+ }
+
+ if (extra_dist > particle_size) {
+ continue;
+ }
+
+ vec3 uvw_pos = (local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5;
+ float s = texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos).r;
+ s *= FRAME.colliders[i].scale;
+ s += extra_dist;
+ if (s < particle_size) {
+ col = true;
+ depth = particle_size - s;
+ const float EPSILON = 0.001;
+ normal = mat3(FRAME.colliders[i].transform) *
+ normalize(
+ vec3(
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(EPSILON, 0.0, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(EPSILON, 0.0, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, EPSILON, 0.0)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, EPSILON, 0.0)).r,
+ texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos + vec3(0.0, 0.0, EPSILON)).r - texture(sampler3D(sdf_vec_textures[FRAME.colliders[i].texture_index], material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos - vec3(0.0, 0.0, EPSILON)).r));
+ }
+
+ } break;
+ case COLLIDER_TYPE_HEIGHT_FIELD: {
+ vec3 local_pos_bottom = local_pos;
+ local_pos_bottom.y -= particle_size;
+
+ if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) {
+ continue;
+ }
+
+ const float DELTA = 1.0 / 8192.0;
+
+ vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5;
+
+ float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r;
+
+ if (y > uvw_pos.y) {
+ //inside heightfield
+
+ vec3 pos1 = (vec3(uvw_pos.x, y, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ vec3 pos2 = (vec3(uvw_pos.x + DELTA, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(DELTA, 0)).r, uvw_pos.z) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+ vec3 pos3 = (vec3(uvw_pos.x, 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz + vec2(0, DELTA)).r, uvw_pos.z + DELTA) * 2.0 - 1.0) * FRAME.colliders[i].extents;
+
+ normal = normalize(cross(pos1 - pos2, pos1 - pos3));
+ float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y;
+
+ col = true;
+ depth = dot(normal, pos1) - dot(normal, local_pos_bottom);
+ }
+
+ } break;
+ }
+
+ if (col) {
+ if (!collided) {
+ collided = true;
+ collision_normal = normal;
+ collision_depth = depth;
+ } else {
+ vec3 c = collision_normal * collision_depth;
+ c += normal * max(0.0, depth - dot(normal, c));
+ collision_normal = normalize(c);
+ collision_depth = length(c);
+ }
+ }
+ }
+ }
+
if (params.sub_emitter_mode) {
if (!PARTICLE.is_active) {
int src_index = atomicAdd(src_particles.particle_count, -1) - 1;
@@ -329,66 +546,4 @@ COMPUTE_SHADER_CODE
/* clang-format on */
}
-
-#if !defined(DISABLE_VELOCITY)
-
- if (PARTICLE.is_active) {
- PARTICLE.xform[3].xyz += PARTICLE.velocity * local_delta;
- }
-#endif
-
-#if 0
- if (PARTICLE.is_active) {
- //execute shader
-
-
-
-
- //!defined(DISABLE_FORCE)
-
- if (false) {
- vec3 force = vec3(0.0);
- for (int i = 0; i < attractor_count; i++) {
- vec3 rel_vec = xform[3].xyz - attractors[i].pos;
- float dist = length(rel_vec);
- if (attractors[i].radius < dist)
- continue;
- if (attractors[i].eat_radius > 0.0 && attractors[i].eat_radius > dist) {
- out_velocity_active.a = 0.0;
- }
-
- rel_vec = normalize(rel_vec);
-
- float attenuation = pow(dist / attractors[i].radius, attractors[i].attenuation);
-
- if (attractors[i].dir == vec3(0.0)) {
- //towards center
- force += attractors[i].strength * rel_vec * attenuation * mass;
- } else {
- force += attractors[i].strength * attractors[i].dir * attenuation * mass;
- }
- }
-
- out_velocity_active.xyz += force * local_delta;
- }
-
-#if !defined(DISABLE_VELOCITY)
-
- if (true) {
- xform[3].xyz += out_velocity_active.xyz * local_delta;
- }
-#endif
- } else {
- xform = mat4(0.0);
- }
-
-
- xform = transpose(xform);
-
- out_velocity_active.a = mix(0.0, 1.0, shader_active);
-
- out_xform_1 = xform[0];
- out_xform_2 = xform[1];
- out_xform_3 = xform[2];
-#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 2a7b73d9aa..455a3d4a3a 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -681,7 +681,7 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
-// Produces cheap white noise, optmized for window-space
+// Produces cheap white noise, optimized for window-space
// Comes from: https://www.shadertoy.com/view/4djSRW
// Copyright: Dave Hoskins, MIT License
float quick_hash(vec2 pos) {
@@ -1621,6 +1621,22 @@ vec4 volumetric_fog_process(vec2 screen_uv, float z) {
vec4 fog_process(vec3 vertex) {
vec3 fog_color = scene_data.fog_light_color;
+ if (scene_data.fog_aerial_perspective > 0.0) {
+ vec3 sky_fog_color = vec3(0.0);
+ vec3 cube_view = scene_data.radiance_inverse_xform * vertex;
+ // mip_level always reads from the second mipmap and higher so the fog is always slightly blurred
+ float mip_level = mix(1.0 / MAX_ROUGHNESS_LOD, 1.0, 1.0 - (abs(vertex.z) - scene_data.z_near) / (scene_data.z_far - scene_data.z_near));
+#ifdef USE_RADIANCE_CUBEMAP_ARRAY
+ float lod, blend;
+ blend = modf(mip_level * MAX_ROUGHNESS_LOD, lod);
+ sky_fog_color = texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod)).rgb;
+ sky_fog_color = mix(sky_fog_color, texture(samplerCubeArray(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), vec4(cube_view, lod + 1)).rgb, blend);
+#else
+ sky_fog_color = textureLod(samplerCube(radiance_cubemap, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_view, mip_level * MAX_ROUGHNESS_LOD).rgb;
+#endif //USE_RADIANCE_CUBEMAP_ARRAY
+ fog_color = mix(fog_color, sky_fog_color, scene_data.fog_aerial_perspective);
+ }
+
if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
float sun_total = 0.0;
@@ -1676,6 +1692,15 @@ void main() {
float clearcoat_gloss = 0.0;
float anisotropy = 0.0;
vec2 anisotropy_flow = vec2(1.0, 0.0);
+#if defined(CUSTOM_FOG_USED)
+ vec4 custom_fog = vec4(0.0);
+#endif
+#if defined(CUSTOM_RADIANCE_USED)
+ vec4 custom_radiance = vec4(0.0);
+#endif
+#if defined(CUSTOM_IRRADIANCE_USED)
+ vec4 custom_irradiance = vec4(0.0);
+#endif
#if defined(AO_USED)
float ao = 1.0;
@@ -1893,6 +1918,10 @@ FRAGMENT_SHADER_CODE
specular_light *= scene_data.ambient_light_color_energy.a;
}
+#if defined(CUSTOM_RADIANCE_USED)
+ specular_light = mix(specular_light, custom_radiance.rgb, custom_radiance.a);
+#endif
+
#ifndef USE_LIGHTMAP
//lightmap overrides everything
if (scene_data.use_ambient_light) {
@@ -1910,7 +1939,9 @@ FRAGMENT_SHADER_CODE
}
}
#endif // USE_LIGHTMAP
-
+#if defined(CUSTOM_IRRADIANCE_USED)
+ ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a);
+#endif
#endif //!defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED)
//radiance
@@ -2726,18 +2757,24 @@ FRAGMENT_SHADER_CODE
specular_buffer = vec4(specular_light, metallic);
#endif
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
}
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(vertex);
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
diffuse_buffer.rgb = mix(diffuse_buffer.rgb, fog.rgb, fog.a);
specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), fog.a);
}
+#if defined(CUSTOM_FOG_USED)
+ diffuse_buffer.rgb = mix(diffuse_buffer.rgb, custom_fog.rgb, custom_fog.a);
+ specular_buffer.rgb = mix(specular_buffer.rgb, vec3(0.0), custom_fog.a);
+#endif //CUSTOM_FOG_USED
+
#else //MODE_MULTIPLE_RENDER_TARGETS
#ifdef MODE_UNSHADED
@@ -2747,16 +2784,21 @@ FRAGMENT_SHADER_CODE
//frag_color = vec4(1.0);
#endif //USE_NO_SHADING
- if (scene_data.volumetric_fog_enabled) {
- vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(vertex);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(vertex);
+ if (scene_data.volumetric_fog_enabled) {
+ vec4 fog = volumetric_fog_process(screen_uv, -vertex.z);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
+#if defined(CUSTOM_FOG_USED)
+ frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
+#endif //CUSTOM_FOG_USED
+
#endif //MODE_MULTIPLE_RENDER_TARGETS
#endif //MODE_RENDER_DEPTH
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 66bfefbe89..e29a490ca1 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -43,12 +43,6 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec2 viewport_size;
vec2 screen_pixel_size;
- 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];
@@ -108,6 +102,13 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec3 fog_light_color;
float fog_sun_scatter;
+
+ float fog_aerial_perspective;
+
+ float time;
+ float reflection_multiplier; // one normally, zero when rendering reflections
+
+ bool pancake_shadows;
}
scene_data;
@@ -252,7 +253,7 @@ layout(set = 1, binding = 0) uniform textureCube radiance_cubemap;
#endif
-/* Set 2, Reflection and Shadow Atlases (view dependant) */
+/* Set 2, Reflection and Shadow Atlases (view dependent) */
layout(set = 2, binding = 0) uniform textureCubeArray reflection_atlas;
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
index a8ee33a664..06dc4b13de 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection.glsl
@@ -155,18 +155,14 @@ void main() {
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
+ if (depth <= max(z_to, z_from) + params.depth_tolerance && -depth < params.camera_z_far) {
+ // check the depth tolerance and far clip
+ // check that normal is valid
found = true;
}
break;
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
index c4b29216d5..61e4bf5e18 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_direct_light.glsl
@@ -22,7 +22,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; //xyz 7 bit packed, extra 11 bits for neigbours
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
};
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
index 1ec471d204..d516ab22c3 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_integrate.glsl
@@ -336,7 +336,7 @@ void main() {
#ifdef MODE_STORE
- // converting to octahedral in this step is requiered because
+ // converting to octahedral in this step is required because
// octahedral is much faster to read from the screen than spherical harmonics,
// despite the very slight quality loss
@@ -512,7 +512,7 @@ void main() {
imageStore(lightprobe_average_scroll_texture, dst_pos, value);
}
} else if (params.cascade < params.max_cascades - 1) {
- //cant scroll, must look for position in parent cascade
+ //can't scroll, must look for position in parent cascade
//to global coords
float probe_cell_size = float(params.grid_size.x / float(params.probe_axis_size - 1)) / cascades.data[params.cascade].to_cell;
diff --git a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
index dd0ca5c506..916c60ac89 100644
--- a/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sdfgi_preprocess.glsl
@@ -103,7 +103,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; //xyz 7 bit packed, extra 11 bits for neigbours
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
};
@@ -136,7 +136,7 @@ dispatch_data;
struct ProcessVoxel {
uint position; //xyz 7 bit packed, extra 11 bits for neigbours
uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neibhbours
- uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbous
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbours
uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbours
//total neighbours: 26
};
@@ -274,7 +274,7 @@ void main() {
#ifdef MODE_JUMPFLOOD
- //regular jumpflood, efficent for large steps, inefficient for small steps
+ //regular jumpflood, efficient for large steps, inefficient for small steps
ivec3 pos = ivec3(gl_GlobalInvocationID.xyz);
vec3 posf = vec3(pos);
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 7b6de6a555..6c985e1f5c 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -62,7 +62,8 @@ layout(set = 0, binding = 2, std140) uniform SceneData {
bool volumetric_fog_enabled;
float volumetric_fog_inv_length;
float volumetric_fog_detail_spread;
- uint volumetric_fog_pad;
+
+ float fog_aerial_perspective;
vec3 fog_light_color;
float fog_sun_scatter;
@@ -140,8 +141,8 @@ vec4 volumetric_fog_process(vec2 screen_uv) {
return texture(sampler3D(volumetric_fog_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), fog_pos);
}
-vec4 fog_process(vec3 view) {
- vec3 fog_color = scene_data.fog_light_color;
+vec4 fog_process(vec3 view, vec3 sky_color) {
+ vec3 fog_color = mix(scene_data.fog_light_color, sky_color, scene_data.fog_aerial_perspective);
if (scene_data.fog_sun_scatter > 0.001) {
vec4 sun_scatter = vec4(0.0);
@@ -181,6 +182,7 @@ void main() {
float alpha = 1.0; // Only available to subpasses
vec4 half_res_color = vec4(1.0);
vec4 quarter_res_color = vec4(1.0);
+ vec4 custom_fog = vec4(0.0);
#ifdef USE_CUBEMAP_PASS
vec3 inverted_cube_normal = cube_normal;
@@ -223,14 +225,19 @@ FRAGMENT_SHADER_CODE
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
+ // Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
+ if (scene_data.fog_enabled) {
+ vec4 fog = fog_process(cube_normal, frag_color.rgb);
+ frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ }
+
if (scene_data.volumetric_fog_enabled) {
vec4 fog = volumetric_fog_process(uv);
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
}
- if (scene_data.fog_enabled) {
- vec4 fog = fog_process(cube_normal);
- frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
+ if (custom_fog.a > 0.0) {
+ frag_color.rgb = mix(frag_color.rgb, custom_fog.rgb, custom_fog.a);
}
#endif // DISABLE_FOG
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index b7c46a7d0e..ee66de4192 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -37,16 +37,18 @@ layout(push_constant, binding = 1, std430) uniform Params {
uvec2 glow_texture_size;
float glow_intensity;
- uint glow_level_flags;
+ uint pad3;
uint glow_mode;
+ float glow_levels[7];
float exposure;
float white;
float auto_exposure_grey;
+ uint pad2;
vec2 pixel_size;
bool use_fxaa;
- uint pad;
+ bool use_debanding;
}
params;
@@ -155,6 +157,10 @@ vec3 tonemap_aces(vec3 color, float white) {
}
vec3 tonemap_reinhard(vec3 color, float white) {
+ // Ensure color values are positive.
+ // They can be negative in the case of negative lights, which leads to undesired behavior.
+ color = max(vec3(0.0), color);
+
return (white * color + color) / (color * white + white);
}
@@ -186,32 +192,32 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
vec3 glow = vec3(0.0f);
- if (bool(params.glow_level_flags & (1 << 0))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb;
+ if (params.glow_levels[0] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 0).rgb * params.glow_levels[0];
}
- if (bool(params.glow_level_flags & (1 << 1))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
+ if (params.glow_levels[1] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb * params.glow_levels[1];
}
- if (bool(params.glow_level_flags & (1 << 2))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
+ if (params.glow_levels[2] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb * params.glow_levels[2];
}
- if (bool(params.glow_level_flags & (1 << 3))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
+ if (params.glow_levels[3] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb * params.glow_levels[3];
}
- if (bool(params.glow_level_flags & (1 << 4))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
+ if (params.glow_levels[4] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb * params.glow_levels[4];
}
- if (bool(params.glow_level_flags & (1 << 5))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
+ if (params.glow_levels[5] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb * params.glow_levels[5];
}
- if (bool(params.glow_level_flags & (1 << 6))) {
- glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
+ if (params.glow_levels[6] > 0.0001) {
+ glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb * params.glow_levels[6];
}
return glow;
@@ -299,6 +305,20 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
}
}
+#define QUARTER_COLOR 1.0 / 1024.0
+
+// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
+// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
+// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
+vec3 screen_space_dither(vec2 frag_coord) {
+ // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
+ vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
+ dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
+
+ // Subtract 0.5 to avoid slightly brightening the whole viewport.
+ return (dither.rgb - 0.5) / 255.0;
+}
+
void main() {
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
@@ -322,6 +342,11 @@ void main() {
if (params.use_fxaa) {
color = do_fxaa(color, exposure, uv_interp);
}
+ if (params.use_debanding) {
+ // For best results, debanding should be done before tonemapping.
+ // Otherwise, we're adding noise to an already-quantized image.
+ color += screen_space_dither(gl_FragCoord.xy);
+ }
color = apply_tonemapping(color, params.white);
color = linear_to_srgb(color); // regular linear -> SRGB conversion
diff --git a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
index cb19fb0b69..13b162f0c9 100644
--- a/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/volumetric_fog.glsl
@@ -485,7 +485,7 @@ void main() {
//get depth at cell pos
float z = get_depth_at_pos(fog_cell_size.z, i);
- //get distance from previos pos
+ //get distance from previous pos
float d = abs(prev_z - z);
//compute exinction based on beer's
float extinction = t * exp(-d * fog.a);