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-rw-r--r--servers/rendering/renderer_rd/environment/gi.cpp14
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp21
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp13
-rw-r--r--servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/shader_rd.cpp3
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl2
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil.glsl6
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl10
-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl26
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl8
-rw-r--r--servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.cpp9
-rw-r--r--servers/rendering/renderer_rd/storage_rd/light_storage.h2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp18
-rw-r--r--servers/rendering/renderer_rd/storage_rd/particles_storage.cpp8
-rw-r--r--servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp2
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.cpp26
-rw-r--r--servers/rendering/renderer_rd/storage_rd/texture_storage.h4
24 files changed, 102 insertions, 102 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp
index a52716cd78..08133bf8d6 100644
--- a/servers/rendering/renderer_rd/environment/gi.cpp
+++ b/servers/rendering/renderer_rd/environment/gi.cpp
@@ -540,9 +540,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
occlusion_texture = RD::get_singleton()->texture_create_shared(tv, occlusion_data);
}
- for (uint32_t i = 0; i < cascades.size(); i++) {
- SDFGI::Cascade &cascade = cascades[i];
-
+ for (SDFGI::Cascade &cascade : cascades) {
/* 3D Textures */
cascade.sdf_tex = RD::get_singleton()->texture_create(tf_sdf, RD::TextureView());
@@ -743,9 +741,7 @@ void GI::SDFGI::create(RID p_env, const Vector3 &p_world_position, uint32_t p_re
}
//direct light
- for (uint32_t i = 0; i < cascades.size(); i++) {
- SDFGI::Cascade &cascade = cascades[i];
-
+ for (SDFGI::Cascade &cascade : cascades) {
Vector<RD::Uniform> uniforms;
{
RD::Uniform u;
@@ -1134,8 +1130,7 @@ void GI::SDFGI::free_data() {
}
GI::SDFGI::~SDFGI() {
- for (uint32_t i = 0; i < cascades.size(); i++) {
- const SDFGI::Cascade &c = cascades[i];
+ for (const SDFGI::Cascade &c : cascades) {
RD::get_singleton()->free(c.light_data);
RD::get_singleton()->free(c.light_aniso_0_tex);
RD::get_singleton()->free(c.light_aniso_1_tex);
@@ -1198,8 +1193,7 @@ void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) {
int32_t drag_margin = (cascade_size / SDFGI::PROBE_DIVISOR) / 2;
- for (uint32_t i = 0; i < cascades.size(); i++) {
- SDFGI::Cascade &cascade = cascades[i];
+ for (SDFGI::Cascade &cascade : cascades) {
cascade.dirty_regions = Vector3i();
Vector3 probe_half_size = Vector3(1, 1, 1) * cascade.cell_size * float(cascade_size / SDFGI::PROBE_DIVISOR) * 0.5;
diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
index 93c741fd34..ad63d3fd4b 100644
--- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp
@@ -1365,8 +1365,8 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
}
//cube shadows are rendered in their own way
- for (uint32_t i = 0; i < p_render_data->cube_shadows.size(); i++) {
- _render_shadow_pass(p_render_data->render_shadows[p_render_data->cube_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->cube_shadows[i]].pass, p_render_data->render_shadows[p_render_data->cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
+ for (const int &index : p_render_data->cube_shadows) {
+ _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
}
if (p_render_data->directional_shadows.size()) {
@@ -1480,7 +1480,7 @@ void RenderForwardClustered::_pre_opaque_render(RenderDataRD *p_render_data, boo
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
light_storage->update_light_buffers(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
- texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse());
+ texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform);
p_render_data->directional_light_count = directional_light_count;
@@ -2415,8 +2415,7 @@ void RenderForwardClustered::_render_shadow_process() {
void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) {
RD::get_singleton()->draw_command_begin_label("Shadow Render");
- for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
- SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ for (SceneState::ShadowPass &shadow_pass : scene_state.shadow_passes) {
RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, 0, true, false, shadow_pass.rp_uniform_set, false, Vector2(), shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -3376,9 +3375,7 @@ int RenderForwardClustered::sdfgi_get_pending_region_count(const Ref<RenderScene
Ref<RendererRD::GI::SDFGI> sdfgi = rb->get_custom_data(RB_SCOPE_SDFGI);
int dirty_count = 0;
- for (uint32_t i = 0; i < sdfgi->cascades.size(); i++) {
- const RendererRD::GI::SDFGI::Cascade &c = sdfgi->cascades[i];
-
+ for (const RendererRD::GI::SDFGI::Cascade &c : sdfgi->cascades) {
if (c.dirty_regions == RendererRD::GI::SDFGI::Cascade::DIRTY_ALL) {
dirty_count++;
} else {
@@ -4007,11 +4004,11 @@ RenderForwardClustered::~RenderForwardClustered() {
RSG::light_storage->directional_shadow_atlas_set_size(0);
{
- for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
- RD::get_singleton()->free(scene_state.uniform_buffers[i]);
+ for (const RID &rid : scene_state.uniform_buffers) {
+ RD::get_singleton()->free(rid);
}
- for (uint32_t i = 0; i < scene_state.implementation_uniform_buffers.size(); i++) {
- RD::get_singleton()->free(scene_state.implementation_uniform_buffers[i]);
+ for (const RID &rid : scene_state.implementation_uniform_buffers) {
+ RD::get_singleton()->free(rid);
}
RD::get_singleton()->free(scene_state.lightmap_buffer);
RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index 816248567b..25204f1abf 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -579,8 +579,8 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
}
//cube shadows are rendered in their own way
- for (uint32_t i = 0; i < p_render_data->cube_shadows.size(); i++) {
- _render_shadow_pass(p_render_data->render_shadows[p_render_data->cube_shadows[i]].light, p_render_data->shadow_atlas, p_render_data->render_shadows[p_render_data->cube_shadows[i]].pass, p_render_data->render_shadows[p_render_data->cube_shadows[i]].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
+ for (const int &index : p_render_data->cube_shadows) {
+ _render_shadow_pass(p_render_data->render_shadows[index].light, p_render_data->shadow_atlas, p_render_data->render_shadows[index].pass, p_render_data->render_shadows[index].instances, camera_plane, lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, true, true, true, p_render_data->render_info);
}
if (p_render_data->directional_shadows.size()) {
@@ -632,7 +632,7 @@ void RenderForwardMobile::_pre_opaque_render(RenderDataRD *p_render_data) {
uint32_t directional_light_count = 0;
uint32_t positional_light_count = 0;
light_storage->update_light_buffers(p_render_data, *p_render_data->lights, p_render_data->scene_data->cam_transform, p_render_data->shadow_atlas, using_shadows, directional_light_count, positional_light_count, p_render_data->directional_light_soft_shadows);
- texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform.affine_inverse());
+ texture_storage->update_decal_buffer(*p_render_data->decals, p_render_data->scene_data->cam_transform);
p_render_data->directional_light_count = directional_light_count;
}
@@ -1340,8 +1340,7 @@ void RenderForwardMobile::_render_shadow_process() {
void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) {
RD::get_singleton()->draw_command_begin_label("Shadow Render");
- for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) {
- SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i];
+ for (SceneState::ShadowPass &shadow_pass : scene_state.shadow_passes) {
RenderListParameters render_list_parameters(render_list[RENDER_LIST_SECONDARY].elements.ptr() + shadow_pass.element_from, render_list[RENDER_LIST_SECONDARY].element_info.ptr() + shadow_pass.element_from, shadow_pass.element_count, shadow_pass.flip_cull, shadow_pass.pass_mode, shadow_pass.rp_uniform_set, 0, false, Vector2(), shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER);
_render_list_with_threads(&render_list_parameters, shadow_pass.framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD, shadow_pass.initial_depth_action, shadow_pass.final_depth_action, Vector<Color>(), 1.0, 0, shadow_pass.rect);
}
@@ -2810,8 +2809,8 @@ RenderForwardMobile::~RenderForwardMobile() {
}
{
- for (uint32_t i = 0; i < scene_state.uniform_buffers.size(); i++) {
- RD::get_singleton()->free(scene_state.uniform_buffers[i]);
+ for (const RID &rid : scene_state.uniform_buffers) {
+ RD::get_singleton()->free(rid);
}
RD::get_singleton()->free(scene_state.lightmap_buffer);
RD::get_singleton()->free(scene_state.lightmap_capture_buffer);
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
index 462b925134..638fe44266 100644
--- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
+++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp
@@ -455,7 +455,7 @@ void RendererCanvasRenderRD::_render_item(RD::DrawListID p_draw_list, RID p_rend
light_count++;
- if (light_count == MAX_LIGHTS_PER_ITEM) {
+ if (light_count == MAX_LIGHTS_PER_ITEM - 1) {
break;
}
}
diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp
index 2d5263a3e2..533a912a34 100644
--- a/servers/rendering/renderer_rd/shader_rd.cpp
+++ b/servers/rendering/renderer_rd/shader_rd.cpp
@@ -165,8 +165,7 @@ void ShaderRD::_clear_version(Version *p_version) {
}
void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, const Version *p_version, const StageTemplate &p_template) {
- for (uint32_t i = 0; i < p_template.chunks.size(); i++) {
- const StageTemplate::Chunk &chunk = p_template.chunks[i];
+ for (const StageTemplate::Chunk &chunk : p_template.chunks) {
switch (chunk.type) {
case StageTemplate::Chunk::TYPE_VERSION_DEFINES: {
builder.append("\n"); //make sure defines begin at newline
diff --git a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
index 134aae5ce7..b1ff46dd3b 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ss_effects_downsample.glsl
@@ -56,7 +56,7 @@ vec4 screen_space_to_view_space_depth(vec4 p_depth) {
float depth_linearize_mul = params.z_near;
float depth_linearize_add = params.z_far;
- // Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
+ // Optimized version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
// Set your depth_linearize_mul and depth_linearize_add to:
// depth_linearize_mul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
index 2a87e273bc..ffaa6872c9 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao.glsl
@@ -221,7 +221,7 @@ void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout floa
// snap to pixel center (more correct obscurance math, avoids artifacts)
sample_offset = round(sample_offset);
- // calculate MIP based on the sample distance from the centre, similar to as described
+ // calculate MIP based on the sample distance from the center, similar to as described
// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
float mip_level = (p_quality_level < SSAO_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
@@ -259,7 +259,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
// get this pixel's viewspace depth
pix_z = valuesUL.y;
- // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ // get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0)
pix_left_z = valuesUL.x;
pix_top_z = valuesUL.z;
pix_right_z = valuesBR.z;
@@ -304,7 +304,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
float obscurance_sum = 0.0;
float weight_sum = 0.0;
- // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ // edge mask for between this and left/right/top/bottom neighbor pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
// Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
@@ -318,7 +318,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o
if (!p_adaptive_base && (p_quality_level >= SSAO_DETAIL_AO_ENABLE_AT_QUALITY_PRESET)) {
// disable in case of quality level 4 (reference)
if (p_quality_level != 4) {
- //approximate neighbouring pixels positions (actually just deltas or "positions - pix_center_pos" )
+ //approximate neighboring pixels positions (actually just deltas or "positions - pix_center_pos" )
vec3 normalized_viewspace_dir = vec3(pix_center_pos.xy / pix_center_pos.zz, 1.0);
vec3 pixel_left_delta = vec3(-pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_left_z - pix_center_pos.z);
vec3 pixel_right_delta = vec3(+pixel_size_at_center.x, 0.0, 0.0) + normalized_viewspace_dir * (pix_right_z - pix_center_pos.z);
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
index 04f98964e8..d234ab4417 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_importance_map.glsl
@@ -80,7 +80,7 @@ void main() {
#ifdef PROCESS_MAPA
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
@@ -98,7 +98,7 @@ void main() {
#ifdef PROCESS_MAPB
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
index f6a9a92fac..45cc62d361 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssao_interleave.glsl
@@ -60,8 +60,8 @@ void main() {
int mx = int(pix_pos.x % 2);
int my = int(pix_pos.y % 2);
int index_center = mx + my * 2; // center index
- int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
- int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighboring, vertical
int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
vec2 center_val = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0).xy;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
index 513791dfbf..de7b97953f 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil.glsl
@@ -234,7 +234,7 @@ void SSILTap(const int p_quality_level, inout vec3 r_color_sum, inout float r_ob
// snap to pixel center (more correct obscurance math, avoids artifacts)
sample_offset = round(sample_offset);
- // calculate MIP based on the sample distance from the centre, similar to as described
+ // calculate MIP based on the sample distance from the center, similar to as described
// in http://graphics.cs.williams.edu/papers/SAOHPG12/.
float mip_level = (p_quality_level < SSIL_DEPTH_MIPS_ENABLE_AT_QUALITY_PRESET) ? (0) : (sample_pow_2_len + p_mip_offset);
@@ -272,7 +272,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
// get this pixel's viewspace depth
pix_z = valuesUL.y;
- // get left right top bottom neighbouring pixels for edge detection (gets compiled out on quality_level == 0)
+ // get left right top bottom neighboring pixels for edge detection (gets compiled out on quality_level == 0)
pix_left_z = valuesUL.x;
pix_top_z = valuesUL.z;
pix_right_z = valuesBR.z;
@@ -318,7 +318,7 @@ void generate_SSIL(out vec3 r_color, out vec4 r_edges, out float r_obscurance, o
float obscurance_sum = 0.0;
float weight_sum = 0.0;
- // edge mask for between this and left/right/top/bottom neighbour pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
+ // edge mask for between this and left/right/top/bottom neighbor pixels - not used in quality level 0 so initialize to "no edge" (1 is no edge, 0 is edge)
vec4 edgesLRTB = vec4(1.0, 1.0, 1.0, 1.0);
// Move center pixel slightly towards camera to avoid imprecision artifacts due to using of 16bit depth buffer; a lot smaller offsets needed when using 32bit floats
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
index 47c56571f6..f48e6c4341 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_blur.glsl
@@ -124,14 +124,14 @@ void main() {
vec2 uv = (vec2(gl_GlobalInvocationID.xy) + vec2(0.5, 0.5)) * params.half_screen_pixel_size;
- vec4 centre = textureLod(source_ssil, uv, 0.0);
+ vec4 center = textureLod(source_ssil, uv, 0.0);
vec4 value = textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x * 3, -half_pixel.y)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x, -half_pixel.y * 3)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(-half_pixel.x, +half_pixel.y * 3)), 0.0) * 0.2;
value += textureLod(source_ssil, vec2(uv + vec2(+half_pixel.x * 3, +half_pixel.y)), 0.0) * 0.2;
- vec4 sampled = value + centre * 0.2;
+ vec4 sampled = value + center * 0.2;
#else
#ifdef MODE_SMART
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
index 6b6b02739d..193e3458ab 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_importance_map.glsl
@@ -82,7 +82,7 @@ void main() {
#ifdef PROCESS_MAPA
vec2 uv = (vec2(ssC) + 0.5) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
@@ -100,7 +100,7 @@ void main() {
#ifdef PROCESS_MAPB
vec2 uv = (vec2(ssC) + 0.5f) * params.half_screen_pixel_size * 2.0;
- float centre = textureLod(source_importance, uv, 0.0).x;
+ float center = textureLod(source_importance, uv, 0.0).x;
vec2 half_pixel = params.half_screen_pixel_size;
diff --git a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
index 9e86ac0cf0..ed85b8ee4c 100644
--- a/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
+++ b/servers/rendering/renderer_rd/shaders/effects/ssil_interleave.glsl
@@ -62,8 +62,8 @@ void main() {
int mx = int(pix_pos.x % 2);
int my = int(pix_pos.y % 2);
int index_center = mx + my * 2; // center index
- int index_horizontal = (1 - mx) + my * 2; // neighbouring, horizontal
- int index_vertical = mx + (1 - my) * 2; // neighbouring, vertical
+ int index_horizontal = (1 - mx) + my * 2; // neighboring, horizontal
+ int index_vertical = mx + (1 - my) * 2; // neighboring, vertical
int index_diagonal = (1 - mx) + (1 - my) * 2; // diagonal
vec4 color = texelFetch(source_texture, ivec3(pix_pos / uvec2(params.size_modifier), index_center), 0);
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
index 9f7449b8aa..06709f65d3 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_direct_light.glsl
@@ -24,7 +24,7 @@ struct ProcessVoxel {
uint albedo; // rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors.
uint light; // rgbe8985 encoded total saved light, extra 2 bits for neighbors.
uint light_aniso; // 55555 light anisotropy, extra 2 bits for neighbors.
- //total neighbours: 26
+ //total neighbors: 26
};
#ifdef MODE_PROCESS_STATIC
@@ -443,10 +443,10 @@ void main() {
imageStore(dst_aniso1, positioni, vec4(aniso1, 0.0, 0.0));
imageStore(dst_light, positioni, uvec4(light_total_rgbe));
- //also fill neighbours, so light interpolation during the indirect pass works
+ //also fill neighbors, so light interpolation during the indirect pass works
- //recover the neighbour list from the leftover bits
- uint neighbours = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
+ //recover the neighbor list from the leftover bits
+ uint neighbors = (voxel_albedo >> 21) | ((voxel_position >> 21) << 11) | ((process_voxels.data[voxel_index].light >> 30) << 22) | ((process_voxels.data[voxel_index].light_aniso >> 30) << 24);
const uint max_neighbours = 26;
const ivec3 neighbour_positions[max_neighbours] = ivec3[](
@@ -478,7 +478,7 @@ void main() {
ivec3(1, 1, 1));
for (uint i = 0; i < max_neighbours; i++) {
- if (bool(neighbours & (1 << i))) {
+ if (bool(neighbors & (1 << i))) {
ivec3 neighbour_pos = positioni + neighbour_positions[i];
imageStore(dst_light, neighbour_pos, uvec4(light_total_rgbe));
imageStore(dst_aniso0, neighbour_pos, aniso0);
diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
index bce98f4054..dd35ae3b73 100644
--- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_preprocess.glsl
@@ -102,10 +102,10 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
- 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
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors
+ //total neighbors: 26
};
layout(set = 0, binding = 11, std430) restrict buffer writeonly ProcessVoxels {
@@ -135,10 +135,10 @@ dispatch_data;
struct ProcessVoxel {
uint position; // xyz 7 bit packed, extra 11 bits for neighbors.
- uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbours
- 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
+ uint albedo; //rgb bits 0-15 albedo, bits 16-21 are normal bits (set if geometry exists toward that side), extra 11 bits for neighbors
+ uint light; //rgbe8985 encoded total saved light, extra 2 bits for neighbors
+ uint light_aniso; //55555 light anisotropy, extra 2 bits for neighbors
+ //total neighbors: 26
};
layout(set = 0, binding = 6, std430) restrict buffer readonly ProcessVoxels {
@@ -1016,14 +1016,14 @@ void main() {
store_positions[index].albedo = rgb >> 1; //store as it comes (555) to avoid precision loss (and move away the alpha bit)
store_positions[index].albedo |= (facing & 0x3F) << 15; // store facing in bits 15-21
- store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbours with remaining albedo
- store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbours with position
+ store_positions[index].albedo |= neighbour_bits << 21; //store lower 11 bits of neighbors with remaining albedo
+ store_positions[index].position |= (neighbour_bits >> 11) << 21; //store 11 bits more of neighbors with position
store_positions[index].light = imageLoad(src_light, pos).r;
store_positions[index].light_aniso = imageLoad(src_light_aniso, pos).r;
- //add neighbours
- store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbours with light
- store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbours with aniso
+ //add neighbors
+ store_positions[index].light |= (neighbour_bits >> 22) << 30; //store 2 bits more of neighbors with light
+ store_positions[index].light_aniso |= (neighbour_bits >> 24) << 30; //store 2 bits more of neighbors with aniso
}
groupMemoryBarrier();
diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
index 92bf208ef1..91c2000c1a 100644
--- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl
@@ -1353,8 +1353,8 @@ void fragment_shader(in SceneData scene_data) {
#endif // USE_MULTIVIEW
for (int i = 0; i < 4; i++) {
- const vec2 neighbours[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
- vec2 neighbour_coord = base_coord + neighbours[i] * scene_data.screen_pixel_size;
+ const vec2 neighbors[4] = vec2[](vec2(-1, 0), vec2(1, 0), vec2(0, -1), vec2(0, 1));
+ vec2 neighbour_coord = base_coord + neighbors[i] * scene_data.screen_pixel_size;
#ifdef USE_MULTIVIEW
float neighbour_ang = dot(normal, textureLod(sampler2DArray(normal_roughness_buffer, material_samplers[SAMPLER_LINEAR_CLAMP]), vec3(neighbour_coord, ViewIndex), 0.0).xyz * 2.0 - 1.0);
#else // USE_MULTIVIEW
@@ -1800,7 +1800,7 @@ void fragment_shader(in SceneData scene_data) {
shadow = float(shadow1 >> ((i - 4u) * 8u) & 0xFFu) / 255.0;
}
- shadow = shadow * directional_lights.data[i].shadow_opacity + 1.0 - directional_lights.data[i].shadow_opacity;
+ shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity);
#endif
blur_shadow(shadow);
@@ -2084,7 +2084,7 @@ void fragment_shader(in SceneData scene_data) {
float sRed = floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
float sGreen = floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
float sBlue = floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
- //store as 8985 to have 2 extra neighbour bits
+ //store as 8985 to have 2 extra neighbor bits
uint light_rgbe = ((uint(sRed) & 0x1FFu) >> 1) | ((uint(sGreen) & 0x1FFu) << 8) | (((uint(sBlue) & 0x1FFu) >> 1) << 17) | ((uint(exps) & 0x1Fu) << 25);
imageStore(emission_grid, grid_pos, uvec4(light_rgbe));
diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
index 5e64d4e651..2966a2ff65 100644
--- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
+++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl
@@ -1515,6 +1515,8 @@ void main() {
} else {
shadow = float(shadow1 >> ((i - 4) * 8) & 0xFF) / 255.0;
}
+
+ shadow = mix(1.0, shadow, directional_lights.data[i].shadow_opacity);
#endif
blur_shadow(shadow);
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
index 673fc25595..33e35a7a64 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.cpp
@@ -568,8 +568,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
r_directional_light_count = 0;
r_positional_light_count = 0;
- Plane camera_plane(-p_camera_transform.basis.get_column(Vector3::AXIS_Z).normalized(), p_camera_transform.origin);
-
omni_light_count = 0;
spot_light_count = 0;
@@ -720,7 +718,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
}
Transform3D light_transform = light_instance->transform;
- const real_t distance = camera_plane.distance_to(light_transform.origin);
+ const real_t distance = p_camera_transform.origin.distance_to(light_transform.origin);
if (light->distance_fade) {
const float fade_begin = light->distance_fade_begin;
@@ -745,7 +743,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
}
Transform3D light_transform = light_instance->transform;
- const real_t distance = camera_plane.distance_to(light_transform.origin);
+ const real_t distance = p_camera_transform.origin.distance_to(light_transform.origin);
if (light->distance_fade) {
const float fade_begin = light->distance_fade_begin;
@@ -787,6 +785,7 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
RS::LightType type = (i < omni_light_count) ? RS::LIGHT_OMNI : RS::LIGHT_SPOT;
LightInstance *light_instance = (i < omni_light_count) ? omni_light_sort[index].light_instance : spot_light_sort[index].light_instance;
Light *light = (i < omni_light_count) ? omni_light_sort[index].light : spot_light_sort[index].light;
+ real_t distance = (i < omni_light_count) ? omni_light_sort[index].depth : spot_light_sort[index].depth;
if (using_forward_ids) {
forward_id_storage->map_forward_id(type == RS::LIGHT_OMNI ? RendererRD::FORWARD_ID_TYPE_OMNI_LIGHT : RendererRD::FORWARD_ID_TYPE_SPOT_LIGHT, light_instance->forward_id, index);
@@ -803,7 +802,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
float fade_begin = 0.0;
float fade_shadow = 0.0;
float fade_length = 0.0;
- real_t distance = 0.0;
float fade = 1.0;
float shadow_opacity_fade = 1.0;
@@ -811,7 +809,6 @@ void LightStorage::update_light_buffers(RenderDataRD *p_render_data, const Paged
fade_begin = light->distance_fade_begin;
fade_shadow = light->distance_fade_shadow;
fade_length = light->distance_fade_length;
- distance = camera_plane.distance_to(light_transform.origin);
// Use `smoothstep()` to make opacity changes more gradual and less noticeable to the player.
if (distance > fade_begin) {
diff --git a/servers/rendering/renderer_rd/storage_rd/light_storage.h b/servers/rendering/renderer_rd/storage_rd/light_storage.h
index f7c8b8833b..d359219128 100644
--- a/servers/rendering/renderer_rd/storage_rd/light_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/light_storage.h
@@ -226,7 +226,7 @@ private:
Color ambient_color;
float ambient_color_energy = 1.0;
float max_distance = 0;
- Vector3 extents = Vector3(1, 1, 1);
+ Vector3 extents = Vector3(10, 10, 10);
Vector3 origin_offset;
bool interior = false;
bool box_projection = false;
diff --git a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
index 62da62403f..46a0d85ba8 100644
--- a/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/mesh_storage.cpp
@@ -842,15 +842,15 @@ void MeshStorage::mesh_instance_set_blend_shape_weight(RID p_mesh_instance, int
}
void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
- for (uint32_t i = 0; i < mi->surfaces.size(); i++) {
- if (mi->surfaces[i].versions) {
- for (uint32_t j = 0; j < mi->surfaces[i].version_count; j++) {
- RD::get_singleton()->free(mi->surfaces[i].versions[j].vertex_array);
+ for (const RendererRD::MeshStorage::MeshInstance::Surface surface : mi->surfaces) {
+ if (surface.versions) {
+ for (uint32_t j = 0; j < surface.version_count; j++) {
+ RD::get_singleton()->free(surface.versions[j].vertex_array);
}
- memfree(mi->surfaces[i].versions);
+ memfree(surface.versions);
}
- if (mi->surfaces[i].vertex_buffer.is_valid()) {
- RD::get_singleton()->free(mi->surfaces[i].vertex_buffer);
+ if (surface.vertex_buffer.is_valid()) {
+ RD::get_singleton()->free(surface.vertex_buffer);
}
}
mi->surfaces.clear();
@@ -866,8 +866,8 @@ void MeshStorage::_mesh_instance_clear(MeshInstance *mi) {
void MeshStorage::_mesh_instance_add_surface(MeshInstance *mi, Mesh *mesh, uint32_t p_surface) {
if (mesh->blend_shape_count > 0 && mi->blend_weights_buffer.is_null()) {
mi->blend_weights.resize(mesh->blend_shape_count);
- for (uint32_t i = 0; i < mi->blend_weights.size(); i++) {
- mi->blend_weights[i] = 0;
+ for (float &weight : mi->blend_weights) {
+ weight = 0;
}
mi->blend_weights_buffer = RD::get_singleton()->storage_buffer_create(sizeof(float) * mi->blend_weights.size(), mi->blend_weights.to_byte_array());
mi->weights_dirty = true;
diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
index e4149f6bbd..00fb8acca8 100644
--- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp
@@ -851,9 +851,9 @@ void ParticlesStorage::_particles_process(Particles *p_particles, double p_delta
collision_heightmap_texture = p_particles->sdf_collision_texture;
//replace in all other history frames where used because parameters are no longer valid if screen moves
- for (uint32_t i = 1; i < p_particles->frame_history.size(); i++) {
- if (p_particles->frame_history[i].collider_count > 0 && p_particles->frame_history[i].colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
- p_particles->frame_history[i].colliders[0] = frame_params.colliders[0];
+ for (ParticlesFrameParams &params : p_particles->frame_history) {
+ if (params.collider_count > 0 && params.colliders[0].type == ParticlesFrameParams::COLLISION_TYPE_2D_SDF) {
+ params.colliders[0] = frame_params.colliders[0];
}
}
}
@@ -1145,7 +1145,7 @@ void ParticlesStorage::particles_set_view_axis(RID p_particles, const Vector3 &p
return;
}
- if (particles->particle_buffer.is_null()) {
+ if (particles->particle_buffer.is_null() || particles->trail_bind_pose_uniform_set.is_null()) {
return; //particles have not processed yet
}
diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
index 31377a10a0..7771f75a65 100644
--- a/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.cpp
@@ -251,7 +251,7 @@ RID RenderSceneBuffersRD::create_texture(const StringName &p_context, const Stri
}
RID RenderSceneBuffersRD::create_texture_from_format(const StringName &p_context, const StringName &p_texture_name, const RD::TextureFormat &p_texture_format, RD::TextureView p_view, bool p_unique) {
- // TODO p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimisation.
+ // TODO p_unique, if p_unique is true, this is a texture that can be shared. This will be implemented later as an optimization.
NTKey key(p_context, p_texture_name);
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
index 06fda8fa9e..e8d9f486bb 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp
@@ -2206,6 +2206,12 @@ void TextureStorage::decal_instance_set_transform(RID p_decal_instance, const Tr
di->transform = p_transform;
}
+void TextureStorage::decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) {
+ DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance);
+ ERR_FAIL_COND(!di);
+ di->sorting_offset = p_sorting_offset;
+}
+
/* DECAL DATA API */
void TextureStorage::free_decal_data() {
@@ -2233,7 +2239,7 @@ void TextureStorage::set_max_decals(const uint32_t p_max_decals) {
decal_buffer = RD::get_singleton()->storage_buffer_create(decal_buffer_size);
}
-void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform) {
+void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_xform) {
ForwardIDStorage *forward_id_storage = ForwardIDStorage::get_singleton();
Transform3D uv_xform;
@@ -2257,7 +2263,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
Transform3D xform = decal_instance->transform;
- real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
+ real_t distance = p_camera_xform.origin.distance_to(xform.origin);
if (decal->distance_fade) {
float fade_begin = decal->distance_fade_begin;
@@ -2272,7 +2278,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
decal_sort[decal_count].decal_instance = decal_instance;
decal_sort[decal_count].decal = decal;
- decal_sort[decal_count].depth = distance;
+ decal_sort[decal_count].depth = distance - decal_instance->sorting_offset;
decal_count++;
}
@@ -2292,11 +2298,10 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
decal_instance->cull_mask = decal->cull_mask;
- Transform3D xform = decal_instance->transform;
float fade = 1.0;
if (decal->distance_fade) {
- const real_t distance = -p_camera_inverse_xform.xform(xform.origin).z;
+ const real_t distance = decal_sort[i].depth + decal_instance->sorting_offset;
const float fade_begin = decal->distance_fade_begin;
const float fade_length = decal->distance_fade_length;
@@ -2312,11 +2317,16 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
Transform3D scale_xform;
scale_xform.basis.scale(decal_extents);
- Transform3D to_decal_xform = (p_camera_inverse_xform * xform * scale_xform * uv_xform).affine_inverse();
+
+ Transform3D xform = decal_instance->transform;
+
+ Transform3D camera_inverse_xform = p_camera_xform.affine_inverse();
+
+ Transform3D to_decal_xform = (camera_inverse_xform * xform * scale_xform * uv_xform).affine_inverse();
MaterialStorage::store_transform(to_decal_xform, dd.xform);
Vector3 normal = xform.basis.get_column(Vector3::AXIS_Y).normalized();
- normal = p_camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
+ normal = camera_inverse_xform.basis.xform(normal); //camera is normalized, so fine
dd.normal[0] = normal.x;
dd.normal[1] = normal.y;
@@ -2350,7 +2360,7 @@ void TextureStorage::update_decal_buffer(const PagedArray<RID> &p_decals, const
dd.normal_rect[2] = rect.size.x;
dd.normal_rect[3] = rect.size.y;
- Basis normal_xform = p_camera_inverse_xform.basis * xform.basis.orthonormalized();
+ Basis normal_xform = camera_inverse_xform.basis * xform.basis.orthonormalized();
MaterialStorage::store_basis_3x4(normal_xform, dd.normal_xform);
} else {
dd.normal_rect[0] = 0;
diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.h b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
index 1558342c3b..ea0df0b459 100644
--- a/servers/rendering/renderer_rd/storage_rd/texture_storage.h
+++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.h
@@ -258,6 +258,7 @@ private:
struct DecalInstance {
RID decal;
Transform3D transform;
+ float sorting_offset = 0.0;
uint32_t cull_mask = 0;
RendererRD::ForwardID forward_id = -1;
};
@@ -646,6 +647,7 @@ public:
virtual RID decal_instance_create(RID p_decal) override;
virtual void decal_instance_free(RID p_decal_instance) override;
virtual void decal_instance_set_transform(RID p_decal_instance, const Transform3D &p_transform) override;
+ virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) override;
_FORCE_INLINE_ RID decal_instance_get_base(RID p_decal_instance) const {
DecalInstance *di = decal_instance_owner.get_or_null(p_decal_instance);
@@ -677,7 +679,7 @@ public:
void free_decal_data();
void set_max_decals(const uint32_t p_max_decals);
RID get_decal_buffer() { return decal_buffer; }
- void update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_inverse_xform);
+ void update_decal_buffer(const PagedArray<RID> &p_decals, const Transform3D &p_camera_xform);
/* RENDER TARGET API */