diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
12 files changed, 84 insertions, 76 deletions
diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 591018346a..8efd7b2dca 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -1689,7 +1689,7 @@ void RendererCanvasRenderRD::light_update_directional_shadow(RID p_rid, int p_sh to_light_xform[2] = from_pos; to_light_xform[1] = light_dir; - to_light_xform[0] = -light_dir.tangent(); + to_light_xform[0] = -light_dir.orthogonal(); to_light_xform.invert(); @@ -2488,8 +2488,8 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.renames["COLOR"] = "color"; actions.renames["NORMAL"] = "normal"; - actions.renames["NORMALMAP"] = "normal_map"; - actions.renames["NORMALMAP_DEPTH"] = "normal_depth"; + actions.renames["NORMAL_MAP"] = "normal_map"; + actions.renames["NORMAL_MAP_DEPTH"] = "normal_depth"; actions.renames["TEXTURE"] = "color_texture"; actions.renames["TEXTURE_PIXEL_SIZE"] = "draw_data.color_texture_pixel_size"; actions.renames["NORMAL_TEXTURE"] = "normal_texture"; @@ -2517,7 +2517,7 @@ RendererCanvasRenderRD::RendererCanvasRenderRD(RendererStorageRD *p_storage) { actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n"; actions.usage_defines["SCREEN_PIXEL_SIZE"] = "@SCREEN_UV"; actions.usage_defines["NORMAL"] = "#define NORMAL_USED\n"; - actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; + actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; actions.usage_defines["LIGHT"] = "#define LIGHT_SHADER_CODE_USED\n"; actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n"; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp index c6b2fa6dc0..e4f418bdb3 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.cpp @@ -112,7 +112,7 @@ void RendererSceneRenderForward::ShaderData::set_code(const String &p_code) { actions.usage_flag_pointers["TIME"] = &uses_time; actions.usage_flag_pointers["ROUGHNESS"] = &uses_roughness; actions.usage_flag_pointers["NORMAL"] = &uses_normal; - actions.usage_flag_pointers["NORMALMAP"] = &uses_normal; + actions.usage_flag_pointers["NORMAL_MAP"] = &uses_normal; actions.usage_flag_pointers["POINT_SIZE"] = &uses_point_size; actions.usage_flag_pointers["POINT_COORD"] = &uses_point_size; @@ -894,7 +894,7 @@ void RendererSceneRenderForward::_fill_instances(RenderList::Element **p_element } else { id.gi_offset = 0xFFFFFFFF; } - } else if (!e->instance->lightmap_sh.empty()) { + } else if (!e->instance->lightmap_sh.is_empty()) { if (lightmap_captures_used < scene_state.max_lightmap_captures) { const Color *src_capture = e->instance->lightmap_sh.ptr(); LightmapCaptureData &lcd = scene_state.lightmap_captures[lightmap_captures_used]; @@ -914,7 +914,7 @@ void RendererSceneRenderForward::_fill_instances(RenderList::Element **p_element id.flags |= INSTANCE_DATA_FLAG_USE_GI_BUFFERS; } - if (!low_end && !e->instance->gi_probe_instances.empty()) { + if (!low_end && !e->instance->gi_probe_instances.is_empty()) { uint32_t written = 0; for (int j = 0; j < e->instance->gi_probe_instances.size(); j++) { RID probe = e->instance->gi_probe_instances[j]; @@ -1521,7 +1521,7 @@ void RendererSceneRenderForward::_add_geometry_with_material(InstanceBase *p_ins e->geometry_index = p_geometry_index; e->material_index = e->material->index; e->uses_instancing = e->instance->base_type == RS::INSTANCE_MULTIMESH; - e->uses_lightmap = e->instance->lightmap != nullptr || !e->instance->lightmap_sh.empty(); + e->uses_lightmap = e->instance->lightmap != nullptr || !e->instance->lightmap_sh.is_empty(); e->uses_forward_gi = has_alpha && (e->instance->gi_probe_instances.size() || p_using_sdfgi); e->shader_index = e->shader_index; e->depth_layer = e->instance->depth_layer; @@ -1532,7 +1532,7 @@ void RendererSceneRenderForward::_add_geometry_with_material(InstanceBase *p_ins } } -void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, bool p_using_sdfgi) { +void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi) { scene_state.current_shader_index = 0; scene_state.current_material_index = 0; scene_state.used_sss = false; @@ -1540,6 +1540,10 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase scene_state.used_normal_texture = false; scene_state.used_depth_texture = false; + Plane near_plane(p_cam_transform.origin, -p_cam_transform.basis.get_axis(Vector3::AXIS_Z)); + near_plane.d += p_cam_projection.get_z_near(); + float z_max = p_cam_projection.get_z_far() - p_cam_projection.get_z_near(); + uint32_t geometry_index = 0; //fill list @@ -1547,6 +1551,9 @@ void RendererSceneRenderForward::_fill_render_list(const PagedArray<InstanceBase for (int i = 0; i < (int)p_instances.size(); i++) { InstanceBase *inst = p_instances[i]; + inst->depth = near_plane.distance_to(inst->transform.origin); + inst->depth_layer = CLAMP(int(inst->depth * 16 / z_max), 0, 15); + //add geometry for drawing switch (inst->base_type) { case RS::INSTANCE_MESH: { @@ -1782,7 +1789,7 @@ void RendererSceneRenderForward::_render_scene(RID p_render_buffer, const Transf _update_render_base_uniform_set(); //may have changed due to the above (light buffer enlarged, as an example) render_list.clear(); - _fill_render_list(p_instances, PASS_MODE_COLOR, using_sdfgi); + _fill_render_list(p_instances, PASS_MODE_COLOR, p_cam_projection, p_cam_transform, using_sdfgi); bool using_sss = !low_end && render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED; @@ -2046,7 +2053,7 @@ void RendererSceneRenderForward::_render_shadow(RID p_framebuffer, const PagedAr PassMode pass_mode = p_use_dp ? PASS_MODE_SHADOW_DP : PASS_MODE_SHADOW; - _fill_render_list(p_instances, pass_mode); + _fill_render_list(p_instances, pass_mode, p_projection, p_transform); RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>()); @@ -2079,7 +2086,7 @@ void RendererSceneRenderForward::_render_particle_collider_heightfield(RID p_fb, PassMode pass_mode = PASS_MODE_SHADOW; - _fill_render_list(p_instances, pass_mode); + _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform); RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>()); @@ -2112,7 +2119,7 @@ void RendererSceneRenderForward::_render_material(const Transform &p_cam_transfo render_list.clear(); PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; - _fill_render_list(p_instances, pass_mode); + _fill_render_list(p_instances, pass_mode, p_cam_projection, p_cam_transform); RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>()); @@ -2151,7 +2158,7 @@ void RendererSceneRenderForward::_render_uv2(const PagedArray<InstanceBase *> &p render_list.clear(); PassMode pass_mode = PASS_MODE_DEPTH_MATERIAL; - _fill_render_list(p_instances, pass_mode); + _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform()); RID rp_uniform_set = _setup_render_pass_uniform_set(RID(), RID(), RID(), RID(), PagedArray<RID>()); @@ -2209,7 +2216,7 @@ void RendererSceneRenderForward::_render_sdfgi(RID p_render_buffers, const Vecto render_list.clear(); PassMode pass_mode = PASS_MODE_SDF; - _fill_render_list(p_instances, pass_mode); + _fill_render_list(p_instances, pass_mode, CameraMatrix(), Transform()); render_list.sort_by_key(false); _fill_instances(render_list.elements, render_list.element_count, true); @@ -2860,8 +2867,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor actions.renames["FRAGCOORD"] = "gl_FragCoord"; actions.renames["FRONT_FACING"] = "gl_FrontFacing"; - actions.renames["NORMALMAP"] = "normalmap"; - actions.renames["NORMALMAP_DEPTH"] = "normaldepth"; + actions.renames["NORMAL_MAP"] = "normal_map"; + actions.renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; actions.renames["ALBEDO"] = "albedo"; actions.renames["ALPHA"] = "alpha"; actions.renames["METALLIC"] = "metallic"; @@ -2928,8 +2935,8 @@ RendererSceneRenderForward::RendererSceneRenderForward(RendererStorageRD *p_stor actions.usage_defines["CUSTOM1"] = "#define CUSTOM1\n"; actions.usage_defines["CUSTOM2"] = "#define CUSTOM2\n"; actions.usage_defines["CUSTOM3"] = "#define CUSTOM3\n"; - actions.usage_defines["NORMALMAP"] = "#define NORMALMAP_USED\n"; - actions.usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; + actions.usage_defines["NORMAL_MAP"] = "#define NORMAL_MAP_USED\n"; + actions.usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; actions.usage_defines["COLOR"] = "#define COLOR_USED\n"; actions.usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n"; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_forward.h b/servers/rendering/renderer_rd/renderer_scene_render_forward.h index 5d77c13b43..eca83893c3 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_forward.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_forward.h @@ -574,7 +574,7 @@ class RendererSceneRenderForward : public RendererSceneRenderRD { _FORCE_INLINE_ void _add_geometry(InstanceBase *p_instance, uint32_t p_surface, RID p_material, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false); _FORCE_INLINE_ void _add_geometry_with_material(InstanceBase *p_instance, uint32_t p_surface, MaterialData *p_material, RID p_material_rid, PassMode p_pass_mode, uint32_t p_geometry_index, bool p_using_sdfgi = false); - void _fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, bool p_using_sdfgi = false); + void _fill_render_list(const PagedArray<InstanceBase *> &p_instances, PassMode p_pass_mode, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, bool p_using_sdfgi = false); Map<Size2i, RID> sdfgi_framebuffer_size_cache; diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 02ec399f58..dd4762fec8 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -1153,7 +1153,7 @@ void RendererSceneRenderRD::_sdfgi_update_cascades(RID p_render_buffers) { RD::get_singleton()->buffer_update(rb->sdfgi->cascades_ubo, 0, sizeof(SDFGI::Cascade::UBO) * SDFGI::MAX_CASCADES, cascade_data, true); } -void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directional_light_instances, const RID *p_positional_light_instances, uint32_t p_positional_light_count) { +void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count) { RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers); ERR_FAIL_COND(rb == nullptr); if (rb->sdfgi == nullptr) { @@ -1179,12 +1179,12 @@ void RendererSceneRenderRD::sdfgi_update_probes(RID p_render_buffers, RID p_envi SDGIShader::Light lights[SDFGI::MAX_DYNAMIC_LIGHTS]; uint32_t idx = 0; - for (uint32_t j = 0; j < (uint32_t)p_directional_light_instances.size(); j++) { + for (uint32_t j = 0; j < (uint32_t)p_directional_lights.size(); j++) { if (idx == SDFGI::MAX_DYNAMIC_LIGHTS) { break; } - LightInstance *li = light_instance_owner.getornull(p_directional_light_instances[j]); + LightInstance *li = light_instance_owner.getornull(p_directional_lights[j]); ERR_CONTINUE(!li); if (storage->light_directional_is_sky_only(li->light)) { @@ -5208,7 +5208,6 @@ void RendererSceneRenderRD::_process_ssao(RID p_render_buffers, RID p_environmen RENDER_TIMESTAMP("Process SSAO"); - //TODO clear when settings chenge to or from ultra if (rb->ssao.ao_final.is_valid() && ssao_using_half_size != ssao_half_size) { RD::get_singleton()->free(rb->ssao.depth); RD::get_singleton()->free(rb->ssao.ao_deinterleaved); @@ -6682,7 +6681,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e //update directional shadow if (p_use_directional_shadows) { - if (directional_shadow.shrink_stages.empty()) { + if (directional_shadow.shrink_stages.is_empty()) { if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) { //invalidate uniform set, we will need a new one RD::get_singleton()->free(rb->volumetric_fog->uniform_set); @@ -6717,7 +6716,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e bool force_shrink_shadows = false; - if (shadow_atlas->shrink_stages.empty()) { + if (shadow_atlas->shrink_stages.is_empty()) { if (rb->volumetric_fog->uniform_set.is_valid() && RD::get_singleton()->uniform_set_is_valid(rb->volumetric_fog->uniform_set)) { //invalidate uniform set, we will need a new one RD::get_singleton()->free(rb->volumetric_fog->uniform_set); @@ -8485,7 +8484,7 @@ RendererSceneRenderRD::RendererSceneRenderRD(RendererStorageRD *p_storage) { cluster.lights_instances = memnew_arr(RID, cluster.max_lights); cluster.lights_shadow_rect_cache = memnew_arr(Rect2i, cluster.max_lights); - cluster.max_directional_lights = 8; + cluster.max_directional_lights = MAX_DIRECTIONAL_LIGHTS; uint32_t directional_light_buffer_size = cluster.max_directional_lights * sizeof(Cluster::DirectionalLightData); cluster.directional_lights = memnew_arr(Cluster::DirectionalLightData, cluster.max_directional_lights); cluster.directional_light_buffer = RD::get_singleton()->uniform_buffer_create(directional_light_buffer_size); diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.h b/servers/rendering/renderer_rd/renderer_scene_render_rd.h index ded6d99e47..e4dc98571e 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.h +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.h @@ -1516,7 +1516,7 @@ public: virtual int sdfgi_get_pending_region_count(RID p_render_buffers) const; virtual AABB sdfgi_get_pending_region_bounds(RID p_render_buffers, int p_region) const; virtual uint32_t sdfgi_get_pending_region_cascade(RID p_render_buffers, int p_region) const; - virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const PagedArray<RID> &p_directional_light_instances, const RID *p_positional_light_instances, uint32_t p_positional_light_count); + virtual void sdfgi_update_probes(RID p_render_buffers, RID p_environment, const Vector<RID> &p_directional_lights, const RID *p_positional_light_instances, uint32_t p_positional_light_count); RID sdfgi_get_ubo() const { return gi.sdfgi_ubo; } /* SKY API */ diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.cpp b/servers/rendering/renderer_rd/renderer_storage_rd.cpp index 61b390b956..4e4c941431 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_storage_rd.cpp @@ -537,7 +537,7 @@ Ref<Image> RendererStorageRD::_validate_texture_format(const Ref<Image> &p_image RID RendererStorageRD::texture_2d_create(const Ref<Image> &p_image) { ERR_FAIL_COND_V(p_image.is_null(), RID()); - ERR_FAIL_COND_V(p_image->empty(), RID()); + ERR_FAIL_COND_V(p_image->is_empty(), RID()); TextureToRDFormat ret_format; Ref<Image> image = _validate_texture_format(p_image, ret_format); @@ -620,7 +620,7 @@ RID RendererStorageRD::texture_2d_layered_create(const Vector<Ref<Image>> &p_lay Image::Format valid_format = Image::FORMAT_MAX; for (int i = 0; i < p_layers.size(); i++) { - ERR_FAIL_COND_V(p_layers[i]->empty(), RID()); + ERR_FAIL_COND_V(p_layers[i]->is_empty(), RID()); if (i == 0) { valid_width = p_layers[i]->get_width(); @@ -855,7 +855,7 @@ RID RendererStorageRD::texture_proxy_create(RID p_base) { } void RendererStorageRD::_texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer, bool p_immediate) { - ERR_FAIL_COND(p_image.is_null() || p_image->empty()); + ERR_FAIL_COND(p_image.is_null() || p_image->is_empty()); Texture *tex = texture_owner.getornull(p_texture); ERR_FAIL_COND(!tex); @@ -1039,7 +1039,7 @@ Ref<Image> RendererStorageRD::texture_2d_get(RID p_texture) const { Ref<Image> image; image.instance(); image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); - ERR_FAIL_COND_V(image->empty(), Ref<Image>()); + ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); if (tex->format != tex->validated_format) { image->convert(tex->format); } @@ -1062,7 +1062,7 @@ Ref<Image> RendererStorageRD::texture_2d_layer_get(RID p_texture, int p_layer) c Ref<Image> image; image.instance(); image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); - ERR_FAIL_COND_V(image->empty(), Ref<Image>()); + ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); if (tex->format != tex->validated_format) { image->convert(tex->format); } @@ -1090,7 +1090,7 @@ Vector<Ref<Image>> RendererStorageRD::texture_3d_get(RID p_texture) const { Ref<Image> img; img.instance(); img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region); - ERR_FAIL_COND_V(img->empty(), Vector<Ref<Image>>()); + ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>()); if (tex->format != tex->validated_format) { img->convert(tex->format); } @@ -1234,7 +1234,7 @@ void RendererStorageRD::canvas_texture_set_channel(RID p_canvas_texture, RS::Can ct->diffuse = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_NORMAL: { - ct->normalmap = p_texture; + ct->normal_map = p_texture; } break; case RS::CANVAS_TEXTURE_CHANNEL_SPECULAR: { ct->specular = p_texture; @@ -1316,7 +1316,7 @@ bool RendererStorageRD::canvas_texture_get_uniform_set(RID p_texture, RS::Canvas u.uniform_type = RD::UNIFORM_TYPE_TEXTURE; u.binding = 1; - t = texture_owner.getornull(ct->normalmap); + t = texture_owner.getornull(ct->normal_map); if (!t) { u.ids.push_back(texture_rd_get_default(DEFAULT_RD_TEXTURE_NORMAL)); ct->use_normal_cache = false; diff --git a/servers/rendering/renderer_rd/renderer_storage_rd.h b/servers/rendering/renderer_rd/renderer_storage_rd.h index e4199ffd12..8cc33f0880 100644 --- a/servers/rendering/renderer_rd/renderer_storage_rd.h +++ b/servers/rendering/renderer_rd/renderer_storage_rd.h @@ -187,7 +187,7 @@ private: struct CanvasTexture { RID diffuse; - RID normalmap; + RID normal_map; RID specular; Color specular_color = Color(1, 1, 1, 1); float shininess = 1.0; @@ -1408,7 +1408,7 @@ public: if (r_surface_count == 0) { return nullptr; } - if (mesh->material_cache.empty()) { + if (mesh->material_cache.is_empty()) { mesh->material_cache.resize(mesh->surface_count); for (uint32_t i = 0; i < r_surface_count; i++) { mesh->material_cache.write[i] = mesh->surfaces[i]->material; diff --git a/servers/rendering/renderer_rd/shader_compiler_rd.cpp b/servers/rendering/renderer_rd/shader_compiler_rd.cpp index 2c1d2a84fd..e6b6bf26b3 100644 --- a/servers/rendering/renderer_rd/shader_compiler_rd.cpp +++ b/servers/rendering/renderer_rd/shader_compiler_rd.cpp @@ -920,7 +920,7 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge if (adnode->datatype == SL::TYPE_STRUCT) { declaration += _mkid(adnode->struct_name); } else { - declaration = _prestr(adnode->precision) + _typestr(adnode->datatype); + declaration += _prestr(adnode->precision) + _typestr(adnode->datatype); } for (int i = 0; i < adnode->declarations.size(); i++) { if (i > 0) { @@ -930,7 +930,11 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge } declaration += _mkid(adnode->declarations[i].name); declaration += "["; - declaration += itos(adnode->declarations[i].size); + if (adnode->size_expression != nullptr) { + declaration += _dump_node_code(adnode->size_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); + } else { + declaration += itos(adnode->declarations[i].size); + } declaration += "]"; int sz = adnode->declarations[i].initializer.size(); if (sz > 0) { @@ -986,12 +990,13 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge if (anode->call_expression != nullptr) { code += "."; code += _dump_node_code(anode->call_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning, false); - } - - if (anode->index_expression != nullptr) { + } else if (anode->index_expression != nullptr) { code += "["; code += _dump_node_code(anode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += "]"; + } else if (anode->assign_expression != nullptr) { + code += "="; + code += _dump_node_code(anode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false); } if (anode->name == time_name) { @@ -1229,8 +1234,10 @@ String ShaderCompilerRD::_dump_node_code(const SL::Node *p_node, int p_level, Ge code += "["; code += _dump_node_code(mnode->index_expression, p_level, r_gen_code, p_actions, p_default_actions, p_assigning); code += "]"; + } else if (mnode->assign_expression != nullptr) { + code += "="; + code += _dump_node_code(mnode->assign_expression, p_level, r_gen_code, p_actions, p_default_actions, true, false); } - } break; } @@ -1333,8 +1340,8 @@ ShaderCompilerRD::ShaderCompilerRD() { actions[RS::SHADER_SPATIAL].renames["FRAGCOORD"] = "gl_FragCoord"; actions[RS::SHADER_SPATIAL].renames["FRONT_FACING"] = "gl_FrontFacing"; - actions[RS::SHADER_SPATIAL].renames["NORMALMAP"] = "normalmap"; - actions[RS::SHADER_SPATIAL].renames["NORMALMAP_DEPTH"] = "normaldepth"; + actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP"] = "normal_map"; + actions[RS::SHADER_SPATIAL].renames["NORMAL_MAP_DEPTH"] = "normal_map_depth"; actions[RS::SHADER_SPATIAL].renames["ALBEDO"] = "albedo"; actions[RS::SHADER_SPATIAL].renames["ALPHA"] = "alpha"; actions[RS::SHADER_SPATIAL].renames["METALLIC"] = "metallic"; @@ -1380,8 +1387,8 @@ ShaderCompilerRD::ShaderCompilerRD() { actions[RS::SHADER_SPATIAL].usage_defines["AO_LIGHT_AFFECT"] = "#define ENABLE_AO\n"; actions[RS::SHADER_SPATIAL].usage_defines["UV"] = "#define ENABLE_UV_INTERP\n"; actions[RS::SHADER_SPATIAL].usage_defines["UV2"] = "#define ENABLE_UV2_INTERP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP"] = "#define ENABLE_NORMALMAP\n"; - actions[RS::SHADER_SPATIAL].usage_defines["NORMALMAP_DEPTH"] = "@NORMALMAP"; + actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP"] = "#define ENABLE_NORMAL_MAP\n"; + actions[RS::SHADER_SPATIAL].usage_defines["NORMAL_MAP_DEPTH"] = "@NORMAL_MAP"; actions[RS::SHADER_SPATIAL].usage_defines["COLOR"] = "#define ENABLE_COLOR_INTERP\n"; actions[RS::SHADER_SPATIAL].usage_defines["INSTANCE_CUSTOM"] = "#define ENABLE_INSTANCE_CUSTOM\n"; actions[RS::SHADER_SPATIAL].usage_defines["ALPHA_SCISSOR"] = "#define ALPHA_SCISSOR_USED\n"; diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 7808e7ed52..2a7cae3b4c 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -499,7 +499,7 @@ void main() { { float normal_depth = 1.0; -#if defined(NORMALMAP_USED) +#if defined(NORMAL_MAP_USED) vec3 normal_map = vec3(0.0, 0.0, 1.0); normal_used = true; #endif @@ -510,7 +510,7 @@ FRAGMENT_SHADER_CODE /* clang-format on */ -#if defined(NORMALMAP_USED) +#if defined(NORMAL_MAP_USED) normal = mix(vec3(0.0, 0.0, 1.0), normal_map * vec3(2.0, -2.0, 1.0) - vec3(1.0, -1.0, 0.0), normal_depth); #endif } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward.glsl b/servers/rendering/renderer_rd/shaders/scene_forward.glsl index a7fe86b029..05f7637478 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward.glsl @@ -16,7 +16,7 @@ layout(location = 0) in vec3 vertex_attrib; layout(location = 1) in vec3 normal_attrib; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 2) in vec4 tangent_attrib; #endif @@ -76,7 +76,7 @@ layout(location = 3) out vec2 uv_interp; layout(location = 4) out vec2 uv2_interp; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 5) out vec3 tangent_interp; layout(location = 6) out vec3 binormal_interp; #endif @@ -155,7 +155,7 @@ void main() { vec3 normal = normal_attrib * 2.0 - 1.0; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#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 binormal = normalize(cross(normal, tangent) * binormalf); @@ -179,7 +179,7 @@ void main() { vertex = (vec4(vertex, 1.0) * m).xyz; normal = (vec4(normal, 0.0) * m).xyz; -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) tangent = (vec4(tangent, 0.0) * m).xyz; binormal = (vec4(binormal, 0.0) * m).xyz; @@ -208,7 +208,7 @@ void main() { normal = world_normal_matrix * normal; -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) tangent = world_normal_matrix * tangent; binormal = world_normal_matrix * binormal; @@ -239,7 +239,7 @@ VERTEX_SHADER_CODE #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) binormal = modelview_normal * binormal; tangent = modelview_normal * tangent; @@ -251,7 +251,7 @@ VERTEX_SHADER_CODE vertex = (scene_data.inv_camera_matrix * vec4(vertex, 1.0)).xyz; normal = mat3(scene_data.inverse_normal_matrix) * normal; -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) binormal = mat3(scene_data.camera_inverse_binormal_matrix) * binormal; tangent = mat3(scene_data.camera_inverse_tangent_matrix) * tangent; @@ -263,7 +263,7 @@ VERTEX_SHADER_CODE normal_interp = normal; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) tangent_interp = tangent; binormal_interp = binormal; #endif @@ -340,7 +340,7 @@ layout(location = 3) in vec2 uv_interp; layout(location = 4) in vec2 uv2_interp; #endif -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) layout(location = 5) in vec3 tangent_interp; layout(location = 6) in vec3 binormal_interp; #endif @@ -1819,7 +1819,7 @@ void main() { float alpha = 1.0; -#if defined(TANGENT_USED) || defined(NORMALMAP_USED) || defined(LIGHT_ANISOTROPY_USED) +#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) vec3 binormal = normalize(binormal_interp); vec3 tangent = normalize(tangent_interp); #else @@ -1850,12 +1850,12 @@ void main() { vec4 color = color_interp; #endif -#if defined(NORMALMAP_USED) +#if defined(NORMAL_MAP_USED) - vec3 normalmap = vec3(0.5); + vec3 normal_map = vec3(0.5); #endif - float normaldepth = 1.0; + float normal_depth = 1.0; vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center @@ -1926,12 +1926,12 @@ FRAGMENT_SHADER_CODE #endif // !USE_SHADOW_TO_OPACITY -#ifdef NORMALMAP_USED +#ifdef NORMAL_MAP_USED - normalmap.xy = normalmap.xy * 2.0 - 1.0; - normalmap.z = sqrt(max(0.0, 1.0 - dot(normalmap.xy, normalmap.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. + normal_map.xy = normal_map.xy * 2.0 - 1.0; + normal_map.z = sqrt(max(0.0, 1.0 - dot(normal_map.xy, normal_map.xy))); //always ignore Z, as it can be RG packed, Z may be pos/neg, etc. - normal = normalize(mix(normal, tangent * normalmap.x + binormal * normalmap.y + normal * normalmap.z, normaldepth)); + normal = normalize(mix(normal, tangent * normal_map.x + binormal * normal_map.y + normal * normal_map.z, normal_depth)); #endif diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl index fdc9941bba..17ed22f58a 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_inc.glsl @@ -5,7 +5,7 @@ #include "cluster_data_inc.glsl" -#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMALMAP_USED) +#if !defined(MODE_RENDER_DEPTH) || defined(MODE_RENDER_MATERIAL) || defined(MODE_RENDER_SDF) || defined(MODE_RENDER_NORMAL_ROUGHNESS) || defined(MODE_RENDER_GIPROBE) || defined(TANGENT_USED) || defined(NORMAL_MAP_USED) #ifndef NORMAL_USED #define NORMAL_USED #endif diff --git a/servers/rendering/renderer_rd/shaders/ssao.glsl b/servers/rendering/renderer_rd/shaders/ssao.glsl index f67965ab49..315ef8fa13 100644 --- a/servers/rendering/renderer_rd/shaders/ssao.glsl +++ b/servers/rendering/renderer_rd/shaders/ssao.glsl @@ -249,7 +249,6 @@ void SSAOTap(const int p_quality_level, inout float r_obscurance_sum, inout floa SSAO_tap_inner(p_quality_level, r_obscurance_sum, r_weight_sum, sampling_mirrored_uv, mip_level, p_pix_center_pos, p_pixel_normal, p_fallof_sq, p_weight_mod); } -// this function is designed to only work with half/half depth at the moment - there's a couple of hardcoded paths that expect pixel/texel size, so it will not work for full res void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, out float r_weight, const vec2 p_pos, int p_quality_level, bool p_adaptive_base) { vec2 pos_rounded = trunc(p_pos); uvec2 upos = uvec2(pos_rounded); @@ -257,8 +256,8 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o const int number_of_taps = (p_adaptive_base) ? (SSAO_ADAPTIVE_TAP_BASE_COUNT) : (num_taps[p_quality_level]); float pix_z, pix_left_z, pix_top_z, pix_right_z, pix_bottom_z; - vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass)); // g_ViewspaceDepthSource.GatherRed(g_PointMirrorSampler, pos_rounded * params.half_screen_pixel_size); - vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass)); // g_ViewspaceDepthSource.GatherRed(g_PointMirrorSampler, pos_rounded * params.half_screen_pixel_size, ivec2(1, 1)); + vec4 valuesUL = textureGather(source_depth_mipmaps, vec3(pos_rounded * params.half_screen_pixel_size, params.pass)); + vec4 valuesBR = textureGather(source_depth_mipmaps, vec3((pos_rounded + vec2(1.0)) * params.half_screen_pixel_size, params.pass)); // get this pixel's viewspace depth pix_z = valuesUL.y; @@ -276,8 +275,7 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o uvec2 full_res_coord = upos * 2 * params.size_multiplier + params.pass_coord_offset.xy; vec3 pixel_normal = load_normal(ivec2(full_res_coord)); - //const vec2 pixel_size_at_center = pix_center_pos.z * params.NDC_to_view_mul * params.half_screen_pixel_size; // optimized approximation of: - vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size * 0.5, pix_center_pos.z).xy - pix_center_pos.xy; + const vec2 pixel_size_at_center = NDC_to_view_space(normalized_screen_pos.xy + params.half_screen_pixel_size, pix_center_pos.z).xy - pix_center_pos.xy; float pixel_lookup_radius; float fallof_sq; @@ -440,9 +438,6 @@ void generate_SSAO_shadows_internal(out float r_shadow_term, out vec4 r_edges, o fade_out *= clamp(1.0 - edge_fadeout_factor, 0.0, 1.0); } - // same as a bove, but a lot more conservative version - // fade_out *= clamp( dot( edgesLRTB, vec4( 0.9, 0.9, 0.9, 0.9 ) ) - 2.6 , 0.0, 1.0); - // strength obscurance = params.intensity * obscurance; |