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-rw-r--r--servers/rendering/renderer_rd/cluster_builder_rd.h4
-rw-r--r--servers/rendering/renderer_rd/effects/ss_effects.cpp2
-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp6
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp16
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h1
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp12
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp109
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.h3
-rw-r--r--servers/rendering/renderer_rd/renderer_compositor_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/renderer_scene_render_rd.cpp31
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp4
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl1
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl18
-rw-r--r--servers/rendering/renderer_rd/shaders/skeleton.glsl64
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/material_storage.cpp14
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp41
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp12
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.h4
24 files changed, 289 insertions, 101 deletions
diff --git a/servers/rendering/renderer_rd/cluster_builder_rd.h b/servers/rendering/renderer_rd/cluster_builder_rd.h
index 17ca1986c6..ef17ceb98c 100644
--- a/servers/rendering/renderer_rd/cluster_builder_rd.h
+++ b/servers/rendering/renderer_rd/cluster_builder_rd.h
@@ -269,7 +269,7 @@ public:
//spot
radius *= shared->cone_overfit; // overfit icosphere
- real_t len = Math::tan(Math::deg2rad(p_spot_aperture)) * radius;
+ real_t len = Math::tan(Math::deg_to_rad(p_spot_aperture)) * radius;
//approximate, probably better to use a cone support function
float max_d = -1e20;
float min_d = 1e20;
@@ -293,7 +293,7 @@ public:
float dist = base_plane.distance_to(Vector3());
if (dist >= 0 && dist < radius) {
//inside, check angle
- float angle = Math::rad2deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z))));
+ float angle = Math::rad_to_deg(Math::acos((-xform.origin.normalized()).dot(-xform.basis.get_column(Vector3::AXIS_Z))));
e.touches_near = angle < p_spot_aperture * 1.05; //overfit aperture a little due to cone overfit
} else {
e.touches_near = false;
diff --git a/servers/rendering/renderer_rd/effects/ss_effects.cpp b/servers/rendering/renderer_rd/effects/ss_effects.cpp
index 0f896a8aa7..874409b885 100644
--- a/servers/rendering/renderer_rd/effects/ss_effects.cpp
+++ b/servers/rendering/renderer_rd/effects/ss_effects.cpp
@@ -1604,7 +1604,7 @@ void SSEffects::screen_space_reflection(SSRRenderBuffers &p_ssr_buffers, const R
ScreenSpaceReflectionFilterPushConstant push_constant;
push_constant.view_index = v;
push_constant.orthogonal = p_projections[v].is_orthogonal();
- push_constant.edge_tolerance = Math::sin(Math::deg2rad(15.0));
+ push_constant.edge_tolerance = Math::sin(Math::deg_to_rad(15.0));
push_constant.proj_info[0] = -2.0f / (p_screen_size.width * p_projections[v].matrix[0][0]);
push_constant.proj_info[1] = -2.0f / (p_screen_size.height * p_projections[v].matrix[1][1]);
push_constant.proj_info[2] = (1.0f - p_projections[v].matrix[0][2]) / p_projections[v].matrix[0][0];
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index eaef5ba39c..66e984174c 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -1924,7 +1924,7 @@ void GI::SDFGI::pre_process_gi(const Transform3D &p_transform, RenderDataRD *p_r
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
@@ -2362,7 +2362,7 @@ void GI::SDFGI::render_static_lights(RID p_render_buffers, uint32_t p_cascade_co
lights[idx].has_shadow = RSG::light_storage->light_has_shadow(li->light);
lights[idx].attenuation = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_ATTENUATION);
lights[idx].radius = RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_RANGE);
- lights[idx].cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ lights[idx].cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ANGLE)));
lights[idx].inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(li->light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
idx++;
@@ -2800,7 +2800,7 @@ void GI::VoxelGIInstance::update(bool p_update_light_instances, const Vector<RID
l.color[1] = color.g;
l.color[2] = color.b;
- l.cos_spot_angle = Math::cos(Math::deg2rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
+ l.cos_spot_angle = Math::cos(Math::deg_to_rad(RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ANGLE)));
l.inv_spot_attenuation = 1.0f / RSG::light_storage->light_get_param(light, RS::LIGHT_PARAM_SPOT_ATTENUATION);
Transform3D xform = p_scene_render->light_instance_get_base_transform(light_instance);
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 6433a39863..1d6b158d65 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -114,12 +114,16 @@ void SkyRD::SkyShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
+
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
+ while (el) {
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
+ }
+
print_line("\n**uniforms:\n" + gen_code.uniforms);
- // print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- // print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
scene_singleton->sky.sky_shader.shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
@@ -1228,7 +1232,7 @@ void SkyRD::setup(RID p_env, RID p_render_buffers, const PagedArray<RID> &p_ligh
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
} else {
angular_diameter = 0.0;
}
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 556db086b2..0911ee595f 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -150,6 +150,7 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
depth_draw = DepthDraw(depth_drawi);
depth_test = DepthTest(depth_testi);
cull_mode = Cull(cull_modei);
+ uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
#if 0
print_line("**compiling shader:");
@@ -158,11 +159,10 @@ void SceneShaderForwardClustered::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
- RBMap<String, String>::Element *el = gen_code.code.front();
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
- print_line("\n**code " + el->key() + ":\n" + el->value());
-
- el = el->next();
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@@ -396,7 +396,11 @@ void SceneShaderForwardClustered::ShaderData::get_shader_uniform_list(List<Prope
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ // Don't expose any of these.
continue;
}
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
index fa9ebde1b2..d6b526fa4a 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.h
@@ -174,6 +174,7 @@ public:
bool uses_time = false;
bool writes_modelview_or_projection = false;
bool uses_world_coordinates = false;
+ bool uses_screen_texture_mipmaps = false;
Cull cull_mode = CULL_DISABLED;
uint64_t last_pass = 0;
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 01b54607bc..85c9e1db2a 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -158,11 +158,10 @@ void SceneShaderForwardMobile::ShaderData::set_code(const String &p_code) {
print_line(gen_code.defines[i]);
}
- RBMap<String, String>::Element * el = gen_code.code.front();
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
while (el) {
- print_line("\n**code " + el->key() + ":\n" + el->value());
-
- el = el->next();
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
}
print_line("\n**uniforms:\n" + gen_code.uniforms);
@@ -353,7 +352,10 @@ void SceneShaderForwardMobile::ShaderData::get_shader_uniform_list(List<Property
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
continue;
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index c1b08ee4c9..7102f1f0ff 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -494,7 +494,11 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
}
//bind pipeline
- {
+ if (rect->flags & CANVAS_RECT_LCD) {
+ RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD_LCD_BLEND].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
+ RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
+ RD::get_singleton()->draw_list_set_blend_constants(p_draw_list, rect->modulate);
+ } else {
RID pipeline = pipeline_variants->variants[light_mode][PIPELINE_VARIANT_QUAD].get_render_pipeline(RD::INVALID_ID, p_framebuffer_format);
RD::get_singleton()->draw_list_bind_render_pipeline(p_draw_list, pipeline);
}
@@ -556,6 +560,8 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
push_constant.msdf[1] = rect->outline; // Outline size.
push_constant.msdf[2] = 0.f; // Reserved.
push_constant.msdf[3] = 0.f; // Reserved.
+ } else if (rect->flags & CANVAS_RECT_LCD) {
+ push_constant.flags |= FLAGS_USE_LCD;
}
push_constant.modulation[0] = rect->modulate.r * base_color.r;
@@ -1361,6 +1367,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
Item *ci = p_item_list;
Rect2 back_buffer_rect;
bool backbuffer_copy = false;
+ bool backbuffer_gen_mipmaps = false;
Item *canvas_group_owner = nullptr;
@@ -1389,6 +1396,7 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
if (!material_screen_texture_found) {
backbuffer_copy = true;
back_buffer_rect = Rect2();
+ backbuffer_gen_mipmaps = md->shader_data->uses_screen_texture_mipmaps;
}
}
@@ -1474,9 +1482,10 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p
_render_items(p_to_render_target, item_count, canvas_transform_inverse, p_light_list);
item_count = 0;
- texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, true);
+ texture_storage->render_target_copy_to_back_buffer(p_to_render_target, back_buffer_rect, backbuffer_gen_mipmaps);
backbuffer_copy = false;
+ backbuffer_gen_mipmaps = false;
material_screen_texture_found = true; //after a backbuffer copy, screen texture makes no further copies
}
@@ -1591,7 +1600,7 @@ void RendererCanvasRenderRD::light_update_shadow(RID p_rid, int p_shadow_index,
real_t farp = p_far;
real_t aspect = 1.0;
- real_t ymax = nearp * Math::tan(Math::deg2rad(fov * 0.5));
+ real_t ymax = nearp * Math::tan(Math::deg_to_rad(fov * 0.5));
real_t ymin = -ymax;
real_t xmin = ymin * aspect;
real_t xmax = ymax * aspect;
@@ -1956,8 +1965,8 @@ void RendererCanvasRenderRD::occluder_polygon_set_shape(RID p_occluder, const Ve
} else {
//update existing
- RD::get_singleton()->buffer_update(oc->vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
- RD::get_singleton()->buffer_update(oc->index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
+ RD::get_singleton()->buffer_update(oc->sdf_vertex_buffer, 0, sizeof(real_t) * 2 * p_points.size(), p_points.ptr());
+ RD::get_singleton()->buffer_update(oc->sdf_index_buffer, 0, sdf_indices.size() * sizeof(int32_t), sdf_indices.ptr());
}
}
}
@@ -1980,6 +1989,7 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ubo_size = 0;
uniforms.clear();
uses_screen_texture = false;
+ uses_screen_texture_mipmaps = false;
uses_sdf = false;
uses_time = false;
@@ -1990,7 +2000,6 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
ShaderCompiler::GeneratedCode gen_code;
int blend_mode = BLEND_MODE_MIX;
- uses_screen_texture = false;
ShaderCompiler::IdentifierActions actions;
actions.entry_point_stages["vertex"] = ShaderCompiler::STAGE_VERTEX;
@@ -2015,6 +2024,8 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
Error err = canvas_singleton->shader.compiler.compile(RS::SHADER_CANVAS_ITEM, code, &actions, path, gen_code);
ERR_FAIL_COND_MSG(err != OK, "Shader compilation failed.");
+ uses_screen_texture_mipmaps = gen_code.uses_screen_texture_mipmaps;
+
if (version.is_null()) {
version = canvas_singleton->shader.canvas_shader.version_create();
}
@@ -2025,12 +2036,16 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
for (int i = 0; i < gen_code.defines.size(); i++) {
print_line(gen_code.defines[i]);
}
+
+ HashMap<String, String>::Iterator el = gen_code.code.begin();
+ while (el) {
+ print_line("\n**code " + el->key + ":\n" + el->value);
+ ++el;
+ }
+
print_line("\n**uniforms:\n" + gen_code.uniforms);
- print_line("\n**vertex_globals:\n" + gen_code.vertex_global);
- print_line("\n**vertex_code:\n" + gen_code.vertex);
- print_line("\n**fragment_globals:\n" + gen_code.fragment_global);
- print_line("\n**fragment_code:\n" + gen_code.fragment);
- print_line("\n**light_code:\n" + gen_code.light);
+ print_line("\n**vertex_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX]);
+ print_line("\n**fragment_globals:\n" + gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT]);
#endif
canvas_singleton->shader.canvas_shader.version_set_code(version, gen_code.code, gen_code.uniforms, gen_code.stage_globals[ShaderCompiler::STAGE_VERTEX], gen_code.stage_globals[ShaderCompiler::STAGE_FRAGMENT], gen_code.defines);
ERR_FAIL_COND(!canvas_singleton->shader.canvas_shader.version_is_valid(version));
@@ -2104,6 +2119,18 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
RD::PipelineColorBlendState blend_state;
blend_state.attachments.push_back(attachment);
+ RD::PipelineColorBlendState::Attachment attachment_lcd;
+ attachment_lcd.enable_blend = true;
+ attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
+ attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
+ attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
+ attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
+ attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ RD::PipelineColorBlendState blend_state_lcd;
+ blend_state_lcd.attachments.push_back(attachment_lcd);
+
//update pipelines
for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
@@ -2119,10 +2146,12 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
RD::RENDER_PRIMITIVE_LINES,
RD::RENDER_PRIMITIVE_LINESTRIPS,
RD::RENDER_PRIMITIVE_POINTS,
+ RD::RENDER_PRIMITIVE_TRIANGLES,
};
ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
- { //non lit
+ {
+ //non lit
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
SHADER_VARIANT_PRIMITIVE,
@@ -2132,8 +2161,11 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES,
- SHADER_VARIANT_ATTRIBUTES_POINTS },
- { //lit
+ SHADER_VARIANT_ATTRIBUTES_POINTS,
+ SHADER_VARIANT_QUAD,
+ },
+ {
+ //lit
SHADER_VARIANT_QUAD_LIGHT,
SHADER_VARIANT_NINEPATCH_LIGHT,
SHADER_VARIANT_PRIMITIVE_LIGHT,
@@ -2143,11 +2175,17 @@ void RendererCanvasRenderRD::CanvasShaderData::set_code(const String &p_code) {
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
- SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
+ SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
+ SHADER_VARIANT_QUAD_LIGHT,
+ },
};
RID shader_variant = canvas_singleton->shader.canvas_shader.version_get_shader(version, shader_variants[i][j]);
- pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
+ pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
+ } else {
+ pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
}
}
@@ -2175,7 +2213,11 @@ void RendererCanvasRenderRD::CanvasShaderData::get_shader_uniform_list(List<Prop
HashMap<int, StringName> order;
for (const KeyValue<StringName, ShaderLanguage::ShaderNode::Uniform> &E : uniforms) {
- if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL) {
+ if (E.value.scope != ShaderLanguage::ShaderNode::Uniform::SCOPE_LOCAL ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ // Don't expose any of these.
continue;
}
if (E.value.texture_order >= 0) {
@@ -2350,6 +2392,18 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
blend_state.attachments.push_back(blend_attachment);
+ RD::PipelineColorBlendState::Attachment attachment_lcd;
+ attachment_lcd.enable_blend = true;
+ attachment_lcd.alpha_blend_op = RD::BLEND_OP_ADD;
+ attachment_lcd.color_blend_op = RD::BLEND_OP_ADD;
+ attachment_lcd.src_color_blend_factor = RD::BLEND_FACTOR_CONSTANT_COLOR;
+ attachment_lcd.dst_color_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_COLOR;
+ attachment_lcd.src_alpha_blend_factor = RD::BLEND_FACTOR_ONE;
+ attachment_lcd.dst_alpha_blend_factor = RD::BLEND_FACTOR_ONE_MINUS_SRC_ALPHA;
+
+ RD::PipelineColorBlendState blend_state_lcd;
+ blend_state_lcd.attachments.push_back(attachment_lcd);
+
for (int i = 0; i < PIPELINE_LIGHT_MODE_MAX; i++) {
for (int j = 0; j < PIPELINE_VARIANT_MAX; j++) {
RD::RenderPrimitive primitive[PIPELINE_VARIANT_MAX] = {
@@ -2363,10 +2417,12 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
RD::RENDER_PRIMITIVE_LINES,
RD::RENDER_PRIMITIVE_LINESTRIPS,
RD::RENDER_PRIMITIVE_POINTS,
+ RD::RENDER_PRIMITIVE_TRIANGLES,
};
ShaderVariant shader_variants[PIPELINE_LIGHT_MODE_MAX][PIPELINE_VARIANT_MAX] = {
- { //non lit
+ {
+ //non lit
SHADER_VARIANT_QUAD,
SHADER_VARIANT_NINEPATCH,
SHADER_VARIANT_PRIMITIVE,
@@ -2376,8 +2432,11 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES,
SHADER_VARIANT_ATTRIBUTES,
- SHADER_VARIANT_ATTRIBUTES_POINTS },
- { //lit
+ SHADER_VARIANT_ATTRIBUTES_POINTS,
+ SHADER_VARIANT_QUAD,
+ },
+ {
+ //lit
SHADER_VARIANT_QUAD_LIGHT,
SHADER_VARIANT_NINEPATCH_LIGHT,
SHADER_VARIANT_PRIMITIVE_LIGHT,
@@ -2387,11 +2446,17 @@ RendererCanvasRenderRD::RendererCanvasRenderRD() {
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
SHADER_VARIANT_ATTRIBUTES_LIGHT,
- SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT },
+ SHADER_VARIANT_ATTRIBUTES_POINTS_LIGHT,
+ SHADER_VARIANT_QUAD_LIGHT,
+ },
};
RID shader_variant = shader.canvas_shader.version_get_shader(shader.default_version, shader_variants[i][j]);
- shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ if (j == PIPELINE_VARIANT_QUAD_LCD_BLEND) {
+ shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state_lcd, RD::DYNAMIC_STATE_BLEND_CONSTANTS);
+ } else {
+ shader.pipeline_variants.variants[i][j].setup(shader_variant, primitive[j], RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), blend_state, 0);
+ }
}
}
}
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
index 5eb4cee4c6..54077a5b9a 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.h
@@ -85,6 +85,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
FLAGS_DEFAULT_SPECULAR_MAP_USED = (1 << 27),
FLAGS_USE_MSDF = (1 << 28),
+ FLAGS_USE_LCD = (1 << 29),
};
enum {
@@ -122,6 +123,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
PIPELINE_VARIANT_ATTRIBUTE_LINES,
PIPELINE_VARIANT_ATTRIBUTE_LINES_STRIP,
PIPELINE_VARIANT_ATTRIBUTE_POINTS,
+ PIPELINE_VARIANT_QUAD_LCD_BLEND,
PIPELINE_VARIANT_MAX
};
enum PipelineLightMode {
@@ -174,6 +176,7 @@ class RendererCanvasRenderRD : public RendererCanvasRender {
HashMap<StringName, HashMap<int, RID>> default_texture_params;
bool uses_screen_texture = false;
+ bool uses_screen_texture_mipmaps = false;
bool uses_sdf = false;
bool uses_time = false;
diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
index 967b725b9e..e7abcf5674 100644
--- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp
@@ -267,7 +267,7 @@ RendererCompositorRD::RendererCompositorRD() {
if (err != OK) {
ERR_PRINT("Can't create shader cache folder, no shader caching will happen: " + shader_cache_dir);
} else {
- shader_cache_dir = shader_cache_dir.plus_file("shader_cache");
+ shader_cache_dir = shader_cache_dir.path_join("shader_cache");
bool shader_cache_enabled = GLOBAL_GET("rendering/shader_compiler/shader_cache/enabled");
if (!Engine::get_singleton()->is_editor_hint() && !shader_cache_enabled) {
diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
index 23c7bf24ed..2d004baf48 100644
--- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp
@@ -2459,6 +2459,19 @@ void RendererSceneRenderRD::render_buffers_configure(RID p_render_buffers, RID p
p_internal_width = p_width;
}
+ if (p_use_taa) {
+ // Use negative mipmap LOD bias when TAA is enabled to compensate for loss of sharpness.
+ // This restores sharpness in still images to be roughly at the same level as without TAA,
+ // but moving scenes will still be blurrier.
+ p_texture_mipmap_bias -= 0.5;
+ }
+
+ if (p_screen_space_aa == RS::VIEWPORT_SCREEN_SPACE_AA_FXAA) {
+ // Use negative mipmap LOD bias when FXAA is enabled to compensate for loss of sharpness.
+ // If both TAA and FXAA are enabled, combine their negative LOD biases together.
+ p_texture_mipmap_bias -= 0.25;
+ }
+
material_storage->sampler_rd_configure_custom(p_texture_mipmap_bias);
update_uniform_sets();
@@ -2862,20 +2875,22 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
float size = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
- light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
+ light_data.size = 1.0 - Math::cos(Math::deg_to_rad(size)); //angle to cosine offset
if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
WARN_PRINT_ONCE("The DirectionalLight3D PSSM splits debug draw mode is not reimplemented yet.");
}
- light_data.shadow_opacity = p_using_shadows && light_storage->light_has_shadow(base) ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY) : 0.0;
+ light_data.shadow_opacity = (p_using_shadows && light_storage->light_has_shadow(base))
+ ? light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_OPACITY)
+ : 0.0;
float angular_diameter = light_storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
if (angular_diameter > 0.0) {
// I know tan(0) is 0, but let's not risk it with numerical precision.
// technically this will keep expanding until reaching the sun, but all we care
// is expand until we reach the radius of the near plane (there can't be more occluders than that)
- angular_diameter = Math::tan(Math::deg2rad(angular_diameter));
+ angular_diameter = Math::tan(Math::deg_to_rad(angular_diameter));
if (light_storage->light_has_shadow(base) && light_storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BLUR) > 0.0) {
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
@@ -3090,7 +3105,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.inv_spot_attenuation = 1.0f / light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION);
float spot_angle = light_storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
- light_data.cos_spot_angle = Math::cos(Math::deg2rad(spot_angle));
+ light_data.cos_spot_angle = Math::cos(Math::deg_to_rad(spot_angle));
light_data.mask = light_storage->light_get_cull_mask(base);
@@ -3122,7 +3137,11 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
light_data.projector_rect[3] = 0;
}
- const bool needs_shadow = shadow_atlas && shadow_atlas->shadow_owners.has(li->self);
+ const bool needs_shadow =
+ shadow_atlas &&
+ shadow_atlas->shadow_owners.has(li->self) &&
+ p_using_shadows &&
+ light_storage->light_has_shadow(base);
bool in_shadow_range = true;
if (needs_shadow && light_storage->light_is_distance_fade_enabled(li->light)) {
@@ -3187,7 +3206,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
// Only enable PCSS-like soft shadows if blurring is enabled.
// Otherwise, performance would decrease with no visual difference.
Projection cm = li->shadow_transform[0].camera;
- float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
+ float half_np = cm.get_z_near() * Math::tan(Math::deg_to_rad(spot_angle));
light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
} else {
light_data.soft_shadow_size = 0.0;
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index c9b6d09d4c..0f2dea6fe9 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -380,7 +380,7 @@ static const uint32_t cache_file_version = 2;
bool ShaderRD::_load_from_cache(Version *p_version) {
String sha1 = _version_get_sha1(p_version);
- String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
+ String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
Ref<FileAccess> f = FileAccess::open(path, FileAccess::READ);
if (f.is_null()) {
@@ -443,7 +443,7 @@ bool ShaderRD::_load_from_cache(Version *p_version) {
void ShaderRD::_save_to_cache(Version *p_version) {
String sha1 = _version_get_sha1(p_version);
- String path = shader_cache_dir.plus_file(name).plus_file(base_sha256).plus_file(sha1) + ".cache";
+ String path = shader_cache_dir.path_join(name).path_join(base_sha256).path_join(sha1) + ".cache";
Ref<FileAccess> f = FileAccess::open(path, FileAccess::WRITE);
ERR_FAIL_COND(f.is_null());
diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl
index f8e9020f9f..459d798a80 100644
--- a/servers/rendering/renderer_rd/shaders/canvas.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas.glsl
@@ -509,7 +509,13 @@ void main() {
float a = clamp(d * px_size + 0.5, 0.0, 1.0);
color.a = a * color.a;
}
-
+ } else if (bool(draw_data.flags & FLAGS_USE_LCD)) {
+ vec4 lcd_sample = texture(sampler2D(color_texture, texture_sampler), uv);
+ if (lcd_sample.a == 1.0) {
+ color.rgb = lcd_sample.rgb * color.a;
+ } else {
+ color = vec4(0.0, 0.0, 0.0, 0.0);
+ }
} else {
#else
{
diff --git a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
index 2ea6965c09..1b627a3e81 100644
--- a/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/canvas_uniforms_inc.glsl
@@ -25,6 +25,7 @@
#define FLAGS_DEFAULT_SPECULAR_MAP_USED (1 << 27)
#define FLAGS_USE_MSDF (1 << 28)
+#define FLAGS_USE_LCD (1 << 29)
#define SAMPLER_NEAREST_CLAMP 0
#define SAMPLER_LINEAR_CLAMP 1
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
index 0438671dd2..0b43af7738 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl
@@ -30,7 +30,7 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
index a3b3938ee9..a06cacfabe 100644
--- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof_raster.glsl
@@ -52,7 +52,7 @@ layout(set = 2, binding = 0) uniform sampler2D original_weight;
#ifdef MODE_GEN_BLUR_SIZE
float get_depth_at_pos(vec2 uv) {
- float depth = textureLod(source_depth, uv, 0.0).x;
+ float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0;
if (params.orthogonal) {
depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0;
} else {
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
index e9515c7670..6b4e4a5a16 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl
@@ -15,11 +15,11 @@ layout(location = 0) in vec3 vertex_attrib;
//only for pure render depth when normal is not used
#ifdef NORMAL_USED
-layout(location = 1) in vec3 normal_attrib;
+layout(location = 1) in vec2 normal_attrib;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 2) in vec4 tangent_attrib;
+layout(location = 2) in vec2 tangent_attrib;
#endif
#if defined(COLOR_USED)
@@ -58,6 +58,13 @@ layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
#endif
+vec3 oct_to_vec3(vec2 e) {
+ vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return v;
+}
+
/* Varyings */
layout(location = 0) out vec3 vertex_interp;
@@ -231,12 +238,13 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in SceneData sc
vec3 vertex = vertex_attrib;
#ifdef NORMAL_USED
- vec3 normal = normal_attrib * 2.0 - 1.0;
+ vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
- float binormalf = tangent_attrib.a * 2.0 - 1.0;
+ vec2 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
+ vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
+ float binormalf = sign(signed_tangent_attrib.y);
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
index 6548793bee..0960533917 100644
--- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl
@@ -16,11 +16,11 @@ layout(location = 0) in vec3 vertex_attrib;
//only for pure render depth when normal is not used
#ifdef NORMAL_USED
-layout(location = 1) in vec3 normal_attrib;
+layout(location = 1) in vec2 normal_attrib;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
-layout(location = 2) in vec4 tangent_attrib;
+layout(location = 2) in vec2 tangent_attrib;
#endif
#if defined(COLOR_USED)
@@ -59,6 +59,13 @@ layout(location = 10) in uvec4 bone_attrib;
layout(location = 11) in vec4 weight_attrib;
#endif
+vec3 oct_to_vec3(vec2 e) {
+ vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return v;
+}
+
/* Varyings */
layout(location = 0) highp out vec3 vertex_interp;
@@ -229,12 +236,13 @@ void main() {
vec3 vertex = vertex_attrib;
#ifdef NORMAL_USED
- vec3 normal = normal_attrib * 2.0 - 1.0;
+ vec3 normal = oct_to_vec3(normal_attrib * 2.0 - 1.0);
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
- vec3 tangent = tangent_attrib.xyz * 2.0 - 1.0;
- float binormalf = tangent_attrib.a * 2.0 - 1.0;
+ vec3 signed_tangent_attrib = tangent_attrib * 2.0 - 1.0;
+ vec3 tangent = oct_to_vec3(vec2(signed_tangent_attrib.x, abs(signed_tangent_attrib.y) * 2.0 - 1.0));
+ float binormalf = sign(signed_tangent_attrib.y);
vec3 binormal = normalize(cross(normal, tangent) * binormalf);
#endif
diff --git a/servers/rendering/renderer_rd/shaders/skeleton.glsl b/servers/rendering/renderer_rd/shaders/skeleton.glsl
index a893a66c94..75bea9300b 100644
--- a/servers/rendering/renderer_rd/shaders/skeleton.glsl
+++ b/servers/rendering/renderer_rd/shaders/skeleton.glsl
@@ -54,14 +54,54 @@ layout(push_constant, std430) uniform Params {
}
params;
-vec4 decode_abgr_2_10_10_10(uint base) {
- uvec4 abgr_2_10_10_10 = (uvec4(base) >> uvec4(0, 10, 20, 30)) & uvec4(0x3FF, 0x3FF, 0x3FF, 0x3);
- return vec4(abgr_2_10_10_10) / vec4(1023.0, 1023.0, 1023.0, 3.0) * 2.0 - 1.0;
+vec2 uint_to_vec2(uint base) {
+ uvec2 decode = (uvec2(base) >> uvec2(0, 16)) & uvec2(0xFFFF, 0xFFFF);
+ return vec2(decode) / vec2(65535.0, 65535.0) * 2.0 - 1.0;
}
-uint encode_abgr_2_10_10_10(vec4 base) {
- uvec4 abgr_2_10_10_10 = uvec4(clamp(ivec4((base * 0.5 + 0.5) * vec4(1023.0, 1023.0, 1023.0, 3.0)), ivec4(0), ivec4(0x3FF, 0x3FF, 0x3FF, 0x3))) << uvec4(0, 10, 20, 30);
- return abgr_2_10_10_10.x | abgr_2_10_10_10.y | abgr_2_10_10_10.z | abgr_2_10_10_10.w;
+vec3 oct_to_vec3(vec2 oct) {
+ vec3 v = vec3(oct.xy, 1.0 - abs(oct.x) - abs(oct.y));
+ float t = max(-v.z, 0.0);
+ v.xy += t * -sign(v.xy);
+ return v;
+}
+
+vec3 decode_uint_oct_to_norm(uint base) {
+ return oct_to_vec3(uint_to_vec2(base));
+}
+
+vec4 decode_uint_oct_to_tang(uint base) {
+ vec2 oct_sign_encoded = uint_to_vec2(base);
+ // Binormal sign encoded in y component
+ vec2 oct = vec2(oct_sign_encoded.x, abs(oct_sign_encoded.y) * 2.0 - 1.0);
+ return vec4(oct_to_vec3(oct), sign(oct_sign_encoded.y));
+}
+
+vec2 signNotZero(vec2 v) {
+ return mix(vec2(-1.0), vec2(1.0), greaterThanEqual(v.xy, vec2(0.0)));
+}
+
+uint vec2_to_uint(vec2 base) {
+ uvec2 enc = uvec2(clamp(ivec2(base * vec2(65535, 65535)), ivec2(0), ivec2(0xFFFF, 0xFFFF))) << uvec2(0, 16);
+ return enc.x | enc.y;
+}
+
+vec2 vec3_to_oct(vec3 e) {
+ e /= abs(e.x) + abs(e.y) + abs(e.z);
+ vec2 oct = e.z >= 0.0f ? e.xy : (vec2(1.0f) - abs(e.yx)) * signNotZero(e.xy);
+ return oct * 0.5f + 0.5f;
+}
+
+uint encode_norm_to_uint_oct(vec3 base) {
+ return vec2_to_uint(vec3_to_oct(base));
+}
+
+uint encode_tang_to_uint_oct(vec4 base) {
+ vec2 oct = vec3_to_oct(base.xyz);
+ // Encode binormal sign in y component
+ oct.y = oct.y * 0.5f + 0.5f;
+ oct.y = base.w >= 0.0f ? oct.y : 1 - oct.y;
+ return vec2_to_uint(oct);
}
void main() {
@@ -131,12 +171,12 @@ void main() {
src_offset += 3;
if (params.has_normal) {
- normal = decode_abgr_2_10_10_10(src_vertices.data[src_offset]).rgb;
+ normal = decode_uint_oct_to_norm(src_vertices.data[src_offset]);
src_offset++;
}
if (params.has_tangent) {
- tangent = decode_abgr_2_10_10_10(src_vertices.data[src_offset]);
+ tangent = decode_uint_oct_to_tang(src_vertices.data[src_offset]);
}
if (params.has_blend_shape) {
@@ -155,12 +195,12 @@ void main() {
base_offset += 3;
if (params.has_normal) {
- blend_normal += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
+ blend_normal += decode_uint_oct_to_norm(src_blend_shapes.data[base_offset]) * w;
base_offset++;
}
if (params.has_tangent) {
- blend_tangent += decode_abgr_2_10_10_10(src_blend_shapes.data[base_offset]).rgb * w;
+ blend_tangent += decode_uint_oct_to_tang(src_blend_shapes.data[base_offset]).rgb * w;
}
blend_total += w;
@@ -234,12 +274,12 @@ void main() {
dst_offset += 3;
if (params.has_normal) {
- dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(vec4(normal, 0.0));
+ dst_vertices.data[dst_offset] = encode_norm_to_uint_oct(normal);
dst_offset++;
}
if (params.has_tangent) {
- dst_vertices.data[dst_offset] = encode_abgr_2_10_10_10(tangent);
+ dst_vertices.data[dst_offset] = encode_tang_to_uint_oct(tangent);
}
#endif
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 882afdfa54..7b58cc08dd 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -352,7 +352,7 @@ AABB LightStorage::light_get_aabb(RID p_light) const {
switch (light->type) {
case RS::LIGHT_SPOT: {
float len = light->param[RS::LIGHT_PARAM_RANGE];
- float size = Math::tan(Math::deg2rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
+ float size = Math::tan(Math::deg_to_rad(light->param[RS::LIGHT_PARAM_SPOT_ANGLE])) * len;
return AABB(Vector3(-size, -size, -len), Vector3(size * 2, size * 2, len));
};
case RS::LIGHT_OMNI: {
diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
index 41dd1ccc40..fa8406e7a1 100644
--- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp
@@ -941,6 +941,12 @@ void MaterialStorage::MaterialData::update_uniform_buffer(const HashMap<StringNa
continue; //instance uniforms don't appear in the buffer
}
+ if (E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ continue;
+ }
+
if (E.value.scope == ShaderLanguage::ShaderNode::Uniform::SCOPE_GLOBAL) {
//this is a global variable, get the index to it
GlobalShaderUniforms::Variable *gv = material_storage->global_shader_uniforms.variables.getptr(E.key);
@@ -1052,6 +1058,12 @@ void MaterialStorage::MaterialData::update_textures(const HashMap<StringName, Va
Vector<RID> textures;
+ if (p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_SCREEN_TEXTURE ||
+ p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_NORMAL_ROUGHNESS_TEXTURE ||
+ p_texture_uniforms[i].hint == ShaderLanguage::ShaderNode::Uniform::HINT_DEPTH_TEXTURE) {
+ continue;
+ }
+
if (p_texture_uniforms[i].global) {
uses_global_textures = true;
@@ -1307,7 +1319,7 @@ bool MaterialStorage::MaterialData::update_parameters_uniform_set(const HashMap<
update_textures(p_parameters, p_default_texture_params, p_texture_uniforms, texture_cache.ptrw(), true);
}
- if (p_ubo_size == 0 && p_texture_uniforms.size() == 0) {
+ if (p_ubo_size == 0 && (p_texture_uniforms.size() == 0)) {
// This material does not require an uniform set, so don't create it.
return false;
}
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index dc3f35f942..49d7198ec2 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -327,8 +327,10 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
bool use_as_storage = (p_surface.skin_data.size() || mesh->blend_shape_count > 0);
- s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage);
- s->vertex_buffer_size = p_surface.vertex_data.size();
+ if (p_surface.vertex_data.size()) {
+ s->vertex_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.vertex_data.size(), p_surface.vertex_data, use_as_storage);
+ s->vertex_buffer_size = p_surface.vertex_data.size();
+ }
if (p_surface.attribute_data.size()) {
s->attribute_buffer = RD::get_singleton()->vertex_buffer_create(p_surface.attribute_data.size(), p_surface.attribute_data);
@@ -345,7 +347,7 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
}
if (p_surface.index_count) {
- bool is_index_16 = p_surface.vertex_count <= 65536;
+ bool is_index_16 = p_surface.vertex_count <= 65536 && p_surface.vertex_count > 0;
s->index_buffer = RD::get_singleton()->index_buffer_create(p_surface.index_count, is_index_16 ? RD::INDEX_BUFFER_FORMAT_UINT16 : RD::INDEX_BUFFER_FORMAT_UINT32, p_surface.index_data, false);
s->index_count = p_surface.index_count;
@@ -364,6 +366,8 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
}
}
+ ERR_FAIL_COND_MSG(!p_surface.index_count && !p_surface.vertex_count, "Meshes must contain a vertex array, an index array, or both");
+
s->aabb = p_surface.aabb;
s->bone_aabbs = p_surface.bone_aabbs; //only really useful for returning them.
@@ -377,7 +381,11 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
RD::Uniform u;
u.binding = 0;
u.uniform_type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
- u.append_id(s->vertex_buffer);
+ if (s->vertex_buffer.is_valid()) {
+ u.append_id(s->vertex_buffer);
+ } else {
+ u.append_id(default_rd_storage_buffer);
+ }
uniforms.push_back(u);
}
{
@@ -416,7 +424,10 @@ void MeshStorage::mesh_add_surface(RID p_mesh, const RS::SurfaceData &p_surface)
mesh->bone_aabbs.resize(p_surface.bone_aabbs.size());
}
for (int i = 0; i < p_surface.bone_aabbs.size(); i++) {
- mesh->bone_aabbs.write[i].merge_with(p_surface.bone_aabbs[i]);
+ const AABB &bone = p_surface.bone_aabbs[i];
+ if (!bone.has_no_volume()) {
+ mesh->bone_aabbs.write[i].merge_with(bone);
+ }
}
mesh->aabb.merge_with(p_surface.aabb);
}
@@ -467,6 +478,7 @@ void MeshStorage::mesh_surface_update_vertex_region(RID p_mesh, int p_surface, i
ERR_FAIL_COND(!mesh);
ERR_FAIL_UNSIGNED_INDEX((uint32_t)p_surface, mesh->surface_count);
ERR_FAIL_COND(p_data.size() == 0);
+ ERR_FAIL_COND(mesh->surfaces[p_surface]->vertex_buffer.is_null());
uint64_t data_size = p_data.size();
const uint8_t *r = p_data.ptr();
@@ -524,7 +536,9 @@ RS::SurfaceData MeshStorage::mesh_get_surface(RID p_mesh, int p_surface) const {
RS::SurfaceData sd;
sd.format = s.format;
- sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer);
+ if (s.vertex_buffer.is_valid()) {
+ sd.vertex_data = RD::get_singleton()->buffer_get_data(s.vertex_buffer);
+ }
if (s.attribute_buffer.is_valid()) {
sd.attribute_data = RD::get_singleton()->buffer_get_data(s.attribute_buffer);
}
@@ -702,7 +716,9 @@ void MeshStorage::mesh_clear(RID p_mesh) {
ERR_FAIL_COND(!mesh);
for (uint32_t i = 0; i < mesh->surface_count; i++) {
Mesh::Surface &s = *mesh->surfaces[i];
- RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions
+ if (s.vertex_buffer.is_valid()) {
+ RD::get_singleton()->free(s.vertex_buffer); //clears arrays as dependency automatically, including all versions
+ }
if (s.attribute_buffer.is_valid()) {
RD::get_singleton()->free(s.attribute_buffer);
}
@@ -848,7 +864,7 @@ void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint3
}
MeshInstance::Surface s;
- if (mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) {
+ if ((mesh->blend_shape_count > 0 || (mesh->surfaces[p_surface]->format & RS::ARRAY_FORMAT_BONES)) && mesh->surfaces[p_surface]->vertex_buffer_size > 0) {
//surface warrants transform
s.vertex_buffer = RD::get_singleton()->vertex_buffer_create(mesh->surfaces[p_surface]->vertex_buffer_size, Vector<uint8_t>(), true);
@@ -1057,10 +1073,9 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
} break;
case RS::ARRAY_NORMAL: {
vd.offset = stride;
+ vd.format = RD::DATA_FORMAT_R16G16_UNORM;
+ stride += sizeof(uint16_t) * 2;
- vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
-
- stride += sizeof(uint32_t);
if (mis) {
buffer = mis->vertex_buffer;
} else {
@@ -1069,9 +1084,9 @@ void MeshStorage::_mesh_surface_generate_version_for_input_mask(Mesh::Surface::V
} break;
case RS::ARRAY_TANGENT: {
vd.offset = stride;
+ vd.format = RD::DATA_FORMAT_R16G16_UNORM;
+ stride += sizeof(uint16_t) * 2;
- vd.format = RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
- stride += sizeof(uint32_t);
if (mis) {
buffer = mis->vertex_buffer;
} else {
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index ba644e7eb9..022b027644 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -134,7 +134,7 @@ void process() {
material_storage->material_initialize(particles_shader.default_material);
material_storage->material_set_shader(particles_shader.default_material, particles_shader.default_shader);
- ParticlesMaterialData *md = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
+ ParticleProcessMaterialData *md = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
particles_shader.default_shader_rd = particles_shader.shader.version_get_shader(md->shader_data->version, 0);
Vector<RD::Uniform> uniforms;
@@ -1072,9 +1072,9 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
RD::get_singleton()->buffer_update(p_particles->frame_params_buffer, 0, sizeof(ParticlesFrameParams) * p_particles->trail_params.size(), p_particles->trail_params.ptr());
- ParticlesMaterialData *m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(p_particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES));
+ ParticleProcessMaterialData *m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(p_particles->process_material, MaterialStorage::SHADER_TYPE_PARTICLES));
if (!m) {
- m = static_cast<ParticlesMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
+ m = static_cast<ParticleProcessMaterialData *>(material_storage->material_get_data(particles_shader.default_material, MaterialStorage::SHADER_TYPE_PARTICLES));
}
ERR_FAIL_COND(!m);
@@ -1696,16 +1696,16 @@ MaterialStorage::ShaderData *ParticlesStorage::_create_particles_shader_func() {
return shader_data;
}
-bool ParticlesStorage::ParticlesMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
+bool ParticlesStorage::ParticleProcessMaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, ParticlesStorage::get_singleton()->particles_shader.shader.version_get_shader(shader_data->version, 0), 3);
}
-ParticlesStorage::ParticlesMaterialData::~ParticlesMaterialData() {
+ParticlesStorage::ParticleProcessMaterialData::~ParticleProcessMaterialData() {
free_parameters_uniform_set(uniform_set);
}
MaterialStorage::MaterialData *ParticlesStorage::_create_particles_material_func(ParticlesShaderData *p_shader) {
- ParticlesMaterialData *material_data = memnew(ParticlesMaterialData);
+ ParticleProcessMaterialData *material_data = memnew(ParticleProcessMaterialData);
material_data->shader_data = p_shader;
//update will happen later anyway so do nothing.
return material_data;
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.h b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
index 97d100e2da..299fdc6ec8 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.h
@@ -354,14 +354,14 @@ private:
return ParticlesStorage::get_singleton()->_create_particles_shader_func();
}
- struct ParticlesMaterialData : public MaterialStorage::MaterialData {
+ struct ParticleProcessMaterialData : public MaterialStorage::MaterialData {
ParticlesShaderData *shader_data = nullptr;
RID uniform_set;
virtual void set_render_priority(int p_priority) {}
virtual void set_next_pass(RID p_pass) {}
virtual bool update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty);
- virtual ~ParticlesMaterialData();
+ virtual ~ParticleProcessMaterialData();
};
MaterialStorage::MaterialData *_create_particles_material_func(ParticlesShaderData *p_shader);