diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
9 files changed, 466 insertions, 146 deletions
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl new file mode 100644 index 0000000000..967da1e6e4 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/blit.glsl @@ -0,0 +1,95 @@ +#[vertex] + +#version 450 + +#VERSION_DEFINES + +layout(push_constant, binding = 0, std140) uniform Pos { + vec4 dst_rect; + + vec2 eye_center; + float k1; + float k2; + + float upscale; + float aspect_ratio; + uint layer; + uint pad1; +} +data; + +layout(location = 0) out vec2 uv; + +void main() { + vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); + uv = base_arr[gl_VertexIndex]; + vec2 vtx = data.dst_rect.xy + uv * data.dst_rect.zw; + gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0); +} + +#[fragment] + +#version 450 + +#VERSION_DEFINES + +layout(push_constant, binding = 0, std140) uniform Pos { + vec4 dst_rect; + + vec2 eye_center; + float k1; + float k2; + + float upscale; + float aspect_ratio; + uint layer; + uint pad1; +} +data; + +layout(location = 0) in vec2 uv; + +layout(location = 0) out vec4 color; + +#ifdef USE_LAYER +layout(binding = 0) uniform sampler2DArray src_rt; +#else +layout(binding = 0) uniform sampler2D src_rt; +#endif + +void main() { +#ifdef APPLY_LENS_DISTORTION + vec2 coords = uv * 2.0 - 1.0; + vec2 offset = coords - data.eye_center; + + // take aspect ratio into account + offset.y /= data.aspect_ratio; + + // distort + vec2 offset_sq = offset * offset; + float radius_sq = offset_sq.x + offset_sq.y; + float radius_s4 = radius_sq * radius_sq; + float distortion_scale = 1.0 + (data.k1 * radius_sq) + (data.k2 * radius_s4); + offset *= distortion_scale; + + // reapply aspect ratio + offset.y *= data.aspect_ratio; + + // add our eye center back in + coords = offset + data.eye_center; + coords /= data.upscale; + + // and check our color + if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { + color = vec4(0.0, 0.0, 0.0, 1.0); + } else { + // layer is always used here + coords = (coords + vec2(1.0)) / vec2(2.0); + color = texture(src_rt, vec3(coords, data.layer)); + } +#elif defined(USE_LAYER) + color = texture(src_rt, vec3(uv, data.layer)); +#else + color = texture(src_rt, uv); +#endif +} diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 8b97ec119f..2186bd174b 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -84,40 +84,82 @@ void main() { mat4 world_matrix = mat4(vec4(draw_data.world_x, 0.0, 0.0), vec4(draw_data.world_y, 0.0, 0.0), vec4(0.0, 0.0, 1.0, 0.0), vec4(draw_data.world_ofs, 0.0, 1.0)); -#if 0 - if (draw_data.flags & FLAGS_INSTANCING_ENABLED) { - uint offset = draw_data.flags & FLAGS_INSTANCING_STRIDE_MASK; - offset *= gl_InstanceIndex; - mat4 instance_xform = mat4( - vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), 0.0, texelFetch(instancing_buffer, offset + 3)), - vec4(texelFetch(instancing_buffer, offset + 4), texelFetch(instancing_buffer, offset + 5), 0.0, texelFetch(instancing_buffer, offset + 7)), - vec4(0.0, 0.0, 1.0, 0.0), - vec4(0.0, 0.0, 0.0, 1.0)); - offset += 8; - if (draw_data.flags & FLAGS_INSTANCING_HAS_COLORS) { - vec4 instance_color; - if (draw_data.flags & FLAGS_INSTANCING_COLOR_8_BIT) { - uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset)); - instance_color = unpackUnorm4x8(bits); - 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)); - offset += 4; - } +#define FLAGS_INSTANCING_MASK 0x7F +#define FLAGS_INSTANCING_HAS_COLORS (1 << 7) +#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 8) + + uint instancing = draw_data.flags & FLAGS_INSTANCING_MASK; + +#ifdef USE_ATTRIBUTES + + if (instancing > 1) { + // trails - color *= instance_color; + uint stride = 2 + 1 + 1; //particles always uses this format + + uint trail_size = instancing; + + uint offset = trail_size * stride * gl_InstanceIndex; + + vec4 pcolor; + vec2 new_vertex; + { + uint boffset = offset + bone_attrib.x * stride; + new_vertex = (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.x; + pcolor = transforms.data[boffset + 2] * weight_attrib.x; } - if (draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA) { - if (draw_data.flags & FLAGS_INSTANCING_CUSTOM_DATA_8_BIT) { - uint bits = floatBitsToUint(texelFetch(instancing_buffer, offset)); - instance_custom = unpackUnorm4x8(bits); - } else { - instance_custom = vec4(texelFetch(instancing_buffer, offset + 0), texelFetch(instancing_buffer, offset + 1), texelFetch(instancing_buffer, offset + 2), texelFetch(instancing_buffer, offset + 3)); + if (weight_attrib.y > 0.001) { + uint boffset = offset + bone_attrib.y * stride; + new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.y; + pcolor += transforms.data[boffset + 2] * weight_attrib.y; + } + if (weight_attrib.z > 0.001) { + uint boffset = offset + bone_attrib.z * stride; + new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.z; + pcolor += transforms.data[boffset + 2] * weight_attrib.z; + } + if (weight_attrib.w > 0.001) { + uint boffset = offset + bone_attrib.w * stride; + new_vertex += (vec4(vertex, 0.0, 1.0) * mat4(transforms.data[boffset + 0], transforms.data[boffset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0))).xy * weight_attrib.w; + pcolor += transforms.data[boffset + 2] * weight_attrib.w; + } + + instance_custom = transforms.data[offset + 3]; + + vertex = new_vertex; + color *= pcolor; + + } else +#endif // USE_ATTRIBUTES + + if (instancing == 1) { + uint stride = 2; + { + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) { + stride += 1; + } + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) { + stride += 1; } } - } -#endif + uint offset = stride * gl_InstanceIndex; + + mat4 matrix = mat4(transforms.data[offset + 0], transforms.data[offset + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)); + offset += 2; + + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_COLORS)) { + color *= transforms.data[offset]; + offset += 1; + } + + if (bool(draw_data.flags & FLAGS_INSTANCING_HAS_CUSTOM_DATA)) { + instance_custom = transforms.data[offset]; + } + + matrix = transpose(matrix); + world_matrix = world_matrix * matrix; + } #if !defined(USE_ATTRIBUTES) && !defined(USE_PRIMITIVE) if (bool(draw_data.flags & FLAGS_USING_PARTICLES)) { @@ -239,7 +281,7 @@ vec2 screen_uv_to_sdf(vec2 p_uv) { float texture_sdf(vec2 p_sdf) { vec2 uv = p_sdf * canvas_data.sdf_to_tex.xy + canvas_data.sdf_to_tex.zw; float d = texture(sampler2D(sdf_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv).r; - d = d * SDF_MAX_LENGTH - 1.0; + d *= SDF_MAX_LENGTH; return d * canvas_data.tex_to_sdf; } diff --git a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl index 65a554e839..2bdfbabfcf 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_sdf.glsl @@ -7,7 +7,7 @@ layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in; layout(r8, set = 0, binding = 1) uniform restrict readonly image2D src_pixels; -layout(r16, set = 0, binding = 2) uniform restrict writeonly image2D dst_sdf; +layout(r16_snorm, set = 0, binding = 2) uniform restrict writeonly image2D dst_sdf; layout(rg16i, set = 0, binding = 3) uniform restrict readonly iimage2D src_process; layout(rg16i, set = 0, binding = 4) uniform restrict writeonly iimage2D dst_process; @@ -32,7 +32,7 @@ void main() { #ifdef MODE_LOAD bool solid = imageLoad(src_pixels, pos).r > 0.5; - imageStore(dst_process, pos, solid ? ivec4(pos, 0, 0) : ivec4(ivec2(32767), 0, 0)); + imageStore(dst_process, pos, solid ? ivec4(ivec2(-32767), 0, 0) : ivec4(ivec2(32767), 0, 0)); #endif #ifdef MODE_LOAD_SHRINK @@ -43,6 +43,8 @@ void main() { ivec2 rel = ivec2(32767); float d = 1e20; + int found = 0; + int solid_found = 0; for (int i = 0; i < s; i++) { for (int j = 0; j < s; j++) { ivec2 src_pos = base + ivec2(i, j); @@ -56,10 +58,17 @@ void main() { d = dist; rel = src_pos; } + solid_found++; } + found++; } } + if (solid_found == found) { + //mark solid only if all are solid + rel = ivec2(-32767); + } + imageStore(dst_process, pos, ivec4(rel, 0, 0)); #endif @@ -70,6 +79,12 @@ void main() { ivec2 rel = imageLoad(src_process, pos).xy; + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + if (center != rel) { //only process if it does not point to itself const int ofs_table_size = 8; @@ -92,6 +107,15 @@ void main() { continue; } ivec2 src_rel = imageLoad(src_process, src_pos).xy; + bool src_solid = src_rel.x < 0; + if (src_solid) { + src_rel = -src_rel - ivec2(1); + } + + if (src_solid != solid) { + src_rel = ivec2(src_pos << params.shift); //point to itself if of different type + } + float src_dist = length(vec2(src_rel - center)); if (src_dist < dist) { dist = src_dist; @@ -100,18 +124,31 @@ void main() { } } + if (solid) { + rel = -rel - ivec2(1); + } + imageStore(dst_process, pos, ivec4(rel, 0, 0)); #endif #ifdef MODE_STORE ivec2 rel = imageLoad(src_process, pos).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + float d = length(vec2(rel - pos)); - if (d > 0.01) { - d += 1.0; //make it signed + + if (solid) { + d = -d; } + d /= SDF_MAX_LENGTH; - d = clamp(d, 0.0, 1.0); + d = clamp(d, -1.0, 1.0); imageStore(dst_sdf, pos, vec4(d)); #endif @@ -122,13 +159,20 @@ void main() { ivec2 center = base + ivec2(params.shift); ivec2 rel = imageLoad(src_process, pos).xy; + + bool solid = rel.x < 0; + + if (solid) { + rel = -rel - ivec2(1); + } + float d = length(vec2(rel - center)); - if (d > 0.01) { - d += 1.0; //make it signed + if (solid) { + d = -d; } d /= SDF_MAX_LENGTH; - d = clamp(d, 0.0, 1.0); + d = clamp(d, -1.0, 1.0); imageStore(dst_sdf, pos, vec4(d)); #endif diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl index cf7678ea31..451f9b0089 100644 --- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl @@ -5,12 +5,10 @@ #define SDF_MAX_LENGTH 16384.0 -#define FLAGS_INSTANCING_STRIDE_MASK 0xF -#define FLAGS_INSTANCING_ENABLED (1 << 4) -#define FLAGS_INSTANCING_HAS_COLORS (1 << 5) -#define FLAGS_INSTANCING_COLOR_8BIT (1 << 6) -#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 7) -#define FLAGS_INSTANCING_CUSTOM_DATA_8_BIT (1 << 8) +//1 means enabled, 2+ means trails in use +#define FLAGS_INSTANCING_MASK 0x7F +#define FLAGS_INSTANCING_HAS_COLORS (1 << 7) +#define FLAGS_INSTANCING_HAS_CUSTOM_DATA (1 << 8) #define FLAGS_CLIP_RECT_UV (1 << 9) #define FLAGS_TRANSPOSE_RECT (1 << 10) diff --git a/servers/rendering/renderer_rd/shaders/particles.glsl b/servers/rendering/renderer_rd/shaders/particles.glsl index beaff10793..9f8410fd8a 100644 --- a/servers/rendering/renderer_rd/shaders/particles.glsl +++ b/servers/rendering/renderer_rd/shaders/particles.glsl @@ -19,6 +19,8 @@ layout(local_size_x = 64, local_size_y = 1, local_size_z = 1) in; #define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10 #define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11 +#define SDF_MAX_LENGTH 16384.0 + /* SET 0: GLOBAL DATA */ layout(set = 0, binding = 1) uniform sampler material_samplers[12]; @@ -54,6 +56,7 @@ struct Attractor { #define COLLIDER_TYPE_BOX 1 #define COLLIDER_TYPE_SDF 2 #define COLLIDER_TYPE_HEIGHT_FIELD 3 +#define COLLIDER_TYPE_2D_SDF 4 struct Collider { mat4 transform; @@ -452,128 +455,167 @@ void main() { #endif - for (uint i = 0; i < FRAME.collider_count; i++) { - vec3 normal; - float depth; - bool col = false; + if (FRAME.collider_count == 1 && FRAME.colliders[0].type == COLLIDER_TYPE_2D_SDF) { + //2D collision - vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz; - vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform); + vec2 pos = PARTICLE.xform[3].xy; + vec4 to_sdf_x = FRAME.colliders[0].transform[0]; + vec4 to_sdf_y = FRAME.colliders[0].transform[1]; + vec2 sdf_pos = vec2(dot(vec4(pos, 0, 1), to_sdf_x), dot(vec4(pos, 0, 1), to_sdf_y)); - switch (FRAME.colliders[i].type) { - case COLLIDER_TYPE_SPHERE: { - float d = length(rel_vec) - (particle_size + FRAME.colliders[i].extents.x); + vec4 sdf_to_screen = vec4(FRAME.colliders[0].extents, FRAME.colliders[0].scale); - if (d < 0.0) { - col = true; - depth = -d; - normal = normalize(rel_vec); - } + vec2 uv_pos = sdf_pos * sdf_to_screen.xy + sdf_to_screen.zw; - } break; - case COLLIDER_TYPE_BOX: { - vec3 abs_pos = abs(local_pos); - vec3 sgn_pos = sign(local_pos); + if (all(greaterThan(uv_pos, vec2(0.0))) && all(lessThan(uv_pos, vec2(1.0)))) { + vec2 pos2 = pos + vec2(0, particle_size); + vec2 sdf_pos2 = vec2(dot(vec4(pos2, 0, 1), to_sdf_x), dot(vec4(pos2, 0, 1), to_sdf_y)); + float sdf_particle_size = distance(sdf_pos, sdf_pos2); + + float d = texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos).r * SDF_MAX_LENGTH; + + d -= sdf_particle_size; + + if (d < 0.0) { + const float EPSILON = 0.001; + vec2 n = normalize(vec2( + texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(EPSILON, 0.0)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(EPSILON, 0.0)).r, + texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos + vec2(0.0, EPSILON)).r - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uv_pos - vec2(0.0, EPSILON)).r)); + + collided = true; + sdf_pos2 = sdf_pos + n * d; + pos2 = vec2(dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[2]), dot(vec4(sdf_pos2, 0, 1), FRAME.colliders[0].transform[3])); + + n = pos - pos2; + + collision_normal = normalize(vec3(n, 0.0)); + collision_depth = length(n); + } + } + + } else { + for (uint i = 0; i < FRAME.collider_count; i++) { + vec3 normal; + float depth; + bool col = false; - if (any(greaterThan(abs_pos, FRAME.colliders[i].extents))) { - //point outside box + vec3 rel_vec = PARTICLE.xform[3].xyz - FRAME.colliders[i].transform[3].xyz; + vec3 local_pos = rel_vec * mat3(FRAME.colliders[i].transform); - vec3 closest = min(abs_pos, FRAME.colliders[i].extents); - vec3 rel = abs_pos - closest; - depth = length(rel) - particle_size; - if (depth < 0.0) { + 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; - normal = mat3(FRAME.colliders[i].transform) * (normalize(rel) * sgn_pos); - depth = -depth; + depth = -d; + normal = normalize(rel_vec); } - } 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); + + } 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 { - normal = vec3(0, 0, 1); + //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); } - 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); + } - } 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; + } - 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)); + } - 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; - } 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; - if (any(greaterThan(abs(local_pos_bottom), FRAME.colliders[i].extents))) { - continue; - } + vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5; - const float DELTA = 1.0 / 8192.0; + float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r; - vec3 uvw_pos = vec3(local_pos_bottom / FRAME.colliders[i].extents) * 0.5 + 0.5; + if (y > uvw_pos.y) { + //inside heightfield - float y = 1.0 - texture(sampler2D(height_field_texture, material_samplers[SAMPLER_LINEAR_CLAMP]), uvw_pos.xz).r; + 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; - if (y > uvw_pos.y) { - //inside heightfield + normal = normalize(cross(pos1 - pos2, pos1 - pos3)); + float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y; - 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; + col = true; + depth = dot(normal, pos1) - dot(normal, local_pos_bottom); + } - normal = normalize(cross(pos1 - pos2, pos1 - pos3)); - float local_y = (vec3(local_pos / FRAME.colliders[i].extents) * 0.5 + 0.5).y; + } break; + } - col = true; - depth = dot(normal, pos1) - dot(normal, local_pos_bottom); + 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); } - - } 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); } } } diff --git a/servers/rendering/renderer_rd/shaders/particles_copy.glsl b/servers/rendering/renderer_rd/shaders/particles_copy.glsl index 7804d66d1c..4dceeea995 100644 --- a/servers/rendering/renderer_rd/shaders/particles_copy.glsl +++ b/servers/rendering/renderer_rd/shaders/particles_copy.glsl @@ -53,6 +53,11 @@ layout(push_constant, binding = 0, std430) uniform Params { vec3 align_up; uint align_mode; + + bool order_by_lifetime; + uint lifetime_split; + bool lifetime_reverse; + uint pad; } params; @@ -80,7 +85,6 @@ void main() { #ifdef MODE_FILL_INSTANCES uint particle = gl_GlobalInvocationID.x; - uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom if (particle >= params.total_particles) { return; //discard @@ -93,7 +97,41 @@ void main() { } else { particle = uint(sort_buffer.data[particle].y); //use index from sort buffer } -#endif +#else + if (params.order_by_lifetime) { + if (params.trail_size > 1) { + uint limit = (params.total_particles / params.trail_size) - params.lifetime_split; + + uint base_index = particle / params.trail_size; + uint base_offset = particle % params.trail_size; + + if (params.lifetime_reverse) { + base_index = (params.total_particles / params.trail_size) - base_index - 1; + } + + if (base_index < limit) { + base_index = params.lifetime_split + base_index; + } else { + base_index -= limit; + } + + particle = base_index * params.trail_size + base_offset; + + } else { + uint limit = params.total_particles - params.lifetime_split; + + if (params.lifetime_reverse) { + particle = params.total_particles - particle - 1; + } + + if (particle < limit) { + particle = params.lifetime_split + particle; + } else { + particle -= limit; + } + } + } +#endif // USE_SORT_BUFFER mat4 txform; @@ -163,11 +201,25 @@ void main() { txform = mat4(vec4(0.0), vec4(0.0), vec4(0.0), vec4(0.0)); //zero scale, becomes invisible } +#ifdef MODE_2D + + uint write_offset = gl_GlobalInvocationID.x * (2 + 1 + 1); //xform + color + custom + + instances.data[write_offset + 0] = txform[0]; + instances.data[write_offset + 1] = txform[1]; + instances.data[write_offset + 2] = particles.data[particle].color; + instances.data[write_offset + 3] = particles.data[particle].custom; + +#else + + uint write_offset = gl_GlobalInvocationID.x * (3 + 1 + 1); //xform + color + custom + instances.data[write_offset + 0] = txform[0]; instances.data[write_offset + 1] = txform[1]; instances.data[write_offset + 2] = txform[2]; instances.data[write_offset + 3] = particles.data[particle].color; instances.data[write_offset + 4] = particles.data[particle].custom; +#endif //MODE_2D #endif } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 1d67a3f1df..e09b8f15be 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -662,7 +662,7 @@ void main() { #endif #ifdef ALPHA_ANTIALIASING_EDGE_USED -// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather +// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather #ifdef ALPHA_SCISSOR_USED alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); #endif diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index b38b8d803d..d488c99b6d 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -622,7 +622,7 @@ void main() { #endif #ifdef ALPHA_ANTIALIASING_EDGE_USED -// If alpha scissor is used, we must further the edge threshold, otherwise we wont get any edge feather +// If alpha scissor is used, we must further the edge threshold, otherwise we won't get any edge feather #ifdef ALPHA_SCISSOR_USED alpha_antialiasing_edge = clamp(alpha_scissor_threshold + alpha_antialiasing_edge, 0.0, 1.0); #endif diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl index 669ffc961d..b831005256 100644 --- a/servers/rendering/renderer_rd/shaders/skeleton.glsl +++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl @@ -74,6 +74,53 @@ void main() { #ifdef MODE_2D vec2 vertex = uintBitsToFloat(uvec2(src_vertices.data[src_offset + 0], src_vertices.data[src_offset + 1])); + + if (params.has_blend_shape) { + float blend_total = 0.0; + vec2 blend_vertex = vec2(0.0); + + for (uint i = 0; i < params.blend_shape_count; i++) { + float w = blend_shape_weights.data[i]; + if (abs(w) > 0.0001) { + uint base_offset = (params.vertex_count * i + index) * params.vertex_stride; + + blend_vertex += uintBitsToFloat(uvec2(src_blend_shapes.data[base_offset + 0], src_blend_shapes.data[base_offset + 1])) * w; + + base_offset += 2; + + blend_total += w; + } + } + + if (params.normalized_blend_shapes) { + vertex = (1.0 - blend_total) * vertex; + } + + vertex += blend_vertex; + } + + if (params.has_skeleton) { + uint skin_offset = params.skin_stride * index; + + uvec2 bones = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]); + uvec2 bones_01 = uvec2(bones.x & 0xFFFF, bones.x >> 16) * 3; //pre-add xform offset + uvec2 bones_23 = uvec2(bones.y & 0xFFFF, bones.y >> 16) * 3; + + skin_offset += params.skin_weight_offset; + + uvec2 weights = uvec2(src_bone_weights.data[skin_offset + 0], src_bone_weights.data[skin_offset + 1]); + + vec2 weights_01 = unpackUnorm2x16(weights.x); + vec2 weights_23 = unpackUnorm2x16(weights.y); + + mat4 m = mat4(bone_transforms.data[bones_01.x], bone_transforms.data[bones_01.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.x; + m += mat4(bone_transforms.data[bones_01.y], bone_transforms.data[bones_01.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_01.y; + m += mat4(bone_transforms.data[bones_23.x], bone_transforms.data[bones_23.x + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.x; + m += mat4(bone_transforms.data[bones_23.y], bone_transforms.data[bones_23.y + 1], vec4(0.0, 0.0, 1.0, 0.0), vec4(0.0, 0.0, 0.0, 1.0)) * weights_23.y; + + //reverse order because its transposed + vertex = (vec4(vertex, 0.0, 1.0) * m).xy; + } #else vec3 vertex; vec3 normal; |