diff options
Diffstat (limited to 'servers/rendering/renderer_rd')
17 files changed, 67 insertions, 102 deletions
diff --git a/servers/rendering/renderer_rd/environment/gi.cpp b/servers/rendering/renderer_rd/environment/gi.cpp index 9b6be0b422..f4a27144d9 100644 --- a/servers/rendering/renderer_rd/environment/gi.cpp +++ b/servers/rendering/renderer_rd/environment/gi.cpp @@ -2335,7 +2335,7 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_ img.instantiate(); for (uint32_t i = 0; i < cascade_size; i++) { Vector<uint8_t> subarr = data.slice(128 * 128 * i, 128 * 128 * (i + 1)); - img->create(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr); + img->set_data(cascade_size, cascade_size, false, Image::FORMAT_L8, subarr); img->save_png("res://cascade_sdf_" + itos(cascade) + "_" + itos(i) + ".png"); } diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 4ff2a66975..6940276040 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -772,9 +772,7 @@ Ref<Image> SkyRD::Sky::bake_panorama(float p_energy, int p_roughness_layers, con Vector<uint8_t> data = RD::get_singleton()->texture_get_data(rad_tex, 0); RD::get_singleton()->free(rad_tex); - Ref<Image> img; - img.instantiate(); - img->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data); + Ref<Image> img = Image::create_from_data(p_size.width, p_size.height, false, Image::FORMAT_RGBAF, data); for (int i = 0; i < p_size.width; i++) { for (int j = 0; j < p_size.height; j++) { Color c = img->get_pixel(i, j); 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 84d2ad328c..59a8cdf30a 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp @@ -754,7 +754,7 @@ void RenderForwardClustered::_fill_instance_data(RenderListType p_render_list, i bool cant_repeat = instance_data.flags & INSTANCE_DATA_FLAG_MULTIMESH || inst->mesh_instance.is_valid(); - if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && repeats < RenderElementInfo::MAX_REPEATS) { + if (prev_surface != nullptr && !cant_repeat && prev_surface->sort.sort_key1 == surface->sort.sort_key1 && prev_surface->sort.sort_key2 == surface->sort.sort_key2 && inst->mirror == prev_surface->owner->mirror && repeats < RenderElementInfo::MAX_REPEATS) { //this element is the same as the previous one, count repeats to draw it using instancing repeats++; } else { @@ -940,12 +940,13 @@ void RenderForwardClustered::_fill_render_list(RenderListType p_render_list, con // LOD if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { - //lod - Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal); - Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal); + // Get the LOD support points on the mesh AABB. + Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); + Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); - float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min); - float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max); + // Get the distances to those points on the AABB from the camera origin. + float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min); + float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max); float distance = 0.0; @@ -1830,7 +1831,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co RID rp_uniform_set = _setup_render_pass_uniform_set(RENDER_LIST_OPAQUE, nullptr, RID()); bool finish_depth = using_ssao || using_sdfgi || using_voxelgi; - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, depth_pass_mode, 0, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, depth_framebuffer, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, RD::FINAL_ACTION_READ, needs_pre_resolve ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_CLEAR, finish_depth ? RD::FINAL_ACTION_READ : RD::FINAL_ACTION_CONTINUE, needs_pre_resolve ? Vector<Color>() : depth_pass_clear); RD::get_singleton()->draw_command_end_label(); @@ -1900,7 +1901,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co } } - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, color_framebuffer, keep_color ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CLEAR, will_continue_color ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, depth_pre_pass ? (continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0); if (will_continue_color && using_separate_specular) { // close the specular framebuffer, as it's no longer used @@ -2021,7 +2022,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co { uint32_t transparent_color_pass_flags = (color_pass_flags | COLOR_PASS_FLAG_TRANSPARENT) & ~(COLOR_PASS_FLAG_SEPARATE_SPECULAR); RID alpha_framebuffer = rb_data.is_valid() ? rb_data->get_color_pass_fb(transparent_color_pass_flags) : color_only_framebuffer; - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), false, PASS_MODE_COLOR, transparent_color_pass_flags, rb_data.is_null(), p_render_data->directional_light_soft_shadows, rp_uniform_set, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); _render_list_with_threads(&render_list_params, alpha_framebuffer, can_continue_color ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, can_continue_depth ? RD::INITIAL_ACTION_CONTINUE : RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ); } @@ -2307,7 +2308,6 @@ void RenderForwardClustered::_render_shadow_append(RID p_framebuffer, const Page scene_data.view_projection[0] = p_projection; scene_data.z_far = p_zfar; scene_data.z_near = 0.0; - scene_data.lod_camera_plane = p_camera_plane; scene_data.lod_distance_multiplier = p_lod_distance_multiplier; scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; scene_data.opaque_prepass_threshold = 0.1f; @@ -2378,7 +2378,7 @@ void RenderForwardClustered::_render_shadow_end(uint32_t p_barrier) { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - 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.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); + 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); } diff --git a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h index 55f1ef01af..670eb93e20 100644 --- a/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h +++ b/servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h @@ -206,7 +206,6 @@ class RenderForwardClustered : public RendererSceneRenderRD { RID render_pass_uniform_set; bool force_wireframe = false; Vector2 uv_offset; - Plane lod_plane; float lod_distance_multiplier = 0.0; float screen_mesh_lod_threshold = 0.0; RD::FramebufferFormatID framebuffer_format = 0; @@ -214,7 +213,7 @@ class RenderForwardClustered : public RendererSceneRenderRD { uint32_t barrier = RD::BARRIER_MASK_ALL; bool use_directional_soft_shadow = false; - RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { + RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, uint32_t p_color_pass_flags, bool p_no_gi, bool p_use_directional_soft_shadows, RID p_render_pass_uniform_set, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { elements = p_elements; element_info = p_element_info; element_count = p_element_count; @@ -226,7 +225,6 @@ class RenderForwardClustered : public RendererSceneRenderRD { render_pass_uniform_set = p_render_pass_uniform_set; force_wireframe = p_force_wireframe; uv_offset = p_uv_offset; - lod_plane = p_lod_plane; lod_distance_multiplier = p_lod_distance_multiplier; screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; element_offset = p_element_offset; 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 2b2090f8ed..2dfdb302dc 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp @@ -916,7 +916,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color } RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_OPAQUE].elements.ptr(), render_list[RENDER_LIST_OPAQUE].element_info.ptr(), render_list[RENDER_LIST_OPAQUE].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -983,7 +983,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color if (using_subpass_transparent) { RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR_TRANSPARENT, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -1022,7 +1022,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color // _setup_environment(p_render_data, p_render_data->reflection_probe.is_valid(), screen_size, !p_render_data->reflection_probe.is_valid(), p_default_bg_color, false); RD::FramebufferFormatID fb_format = RD::get_singleton()->framebuffer_get_format(framebuffer); - RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_camera_plane, p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); + RenderListParameters render_list_params(render_list[RENDER_LIST_ALPHA].elements.ptr(), render_list[RENDER_LIST_ALPHA].element_info.ptr(), render_list[RENDER_LIST_ALPHA].elements.size(), reverse_cull, PASS_MODE_COLOR, rp_uniform_set, spec_constant_base_flags, get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_WIREFRAME, Vector2(), p_render_data->scene_data->lod_distance_multiplier, p_render_data->scene_data->screen_mesh_lod_threshold, p_render_data->scene_data->view_count); render_list_params.framebuffer_format = fb_format; if ((uint32_t)render_list_params.element_count > render_list_thread_threshold && false) { // secondary command buffers need more testing at this time @@ -1266,7 +1266,6 @@ void RenderForwardMobile::_render_shadow_append(RID p_framebuffer, const PagedAr scene_data.view_projection[0] = p_projection; scene_data.z_near = 0.0; scene_data.z_far = p_zfar; - scene_data.lod_camera_plane = p_camera_plane; scene_data.lod_distance_multiplier = p_lod_distance_multiplier; scene_data.dual_paraboloid_side = p_use_dp_flip ? -1 : 1; scene_data.opaque_prepass_threshold = 0.1; @@ -1335,7 +1334,7 @@ void RenderForwardMobile::_render_shadow_end(uint32_t p_barrier) { for (uint32_t i = 0; i < scene_state.shadow_passes.size(); i++) { SceneState::ShadowPass &shadow_pass = scene_state.shadow_passes[i]; - 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.camera_plane, shadow_pass.lod_distance_multiplier, shadow_pass.screen_mesh_lod_threshold, 1, shadow_pass.element_from, RD::BARRIER_MASK_NO_BARRIER); + 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); } @@ -1808,12 +1807,13 @@ void RenderForwardMobile::_fill_render_list(RenderListType p_render_list, const // LOD if (p_render_data->scene_data->screen_mesh_lod_threshold > 0.0 && mesh_storage->mesh_surface_has_lod(surf->surface)) { - //lod - Vector3 lod_support_min = inst->transformed_aabb.get_support(-p_render_data->scene_data->lod_camera_plane.normal); - Vector3 lod_support_max = inst->transformed_aabb.get_support(p_render_data->scene_data->lod_camera_plane.normal); + // Get the LOD support points on the mesh AABB. + Vector3 lod_support_min = inst->transformed_aabb.get_support(p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); + Vector3 lod_support_max = inst->transformed_aabb.get_support(-p_render_data->scene_data->cam_transform.basis.get_column(Vector3::AXIS_Z)); - float distance_min = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_min); - float distance_max = p_render_data->scene_data->lod_camera_plane.distance_to(lod_support_max); + // Get the distances to those points on the AABB from the camera origin. + float distance_min = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_min); + float distance_max = (float)p_render_data->scene_data->cam_transform.origin.distance_to(lod_support_max); float distance = 0.0; diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h index 415bd79ad6..ce64d805b7 100644 --- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h +++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h @@ -163,7 +163,6 @@ private: RID render_pass_uniform_set; bool force_wireframe = false; Vector2 uv_offset; - Plane lod_plane; uint32_t spec_constant_base_flags = 0; float lod_distance_multiplier = 0.0; float screen_mesh_lod_threshold = 0.0; @@ -172,7 +171,7 @@ private: uint32_t barrier = RD::BARRIER_MASK_ALL; uint32_t subpass = 0; - RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), const Plane &p_lod_plane = Plane(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { + RenderListParameters(GeometryInstanceSurfaceDataCache **p_elements, RenderElementInfo *p_element_info, int p_element_count, bool p_reverse_cull, PassMode p_pass_mode, RID p_render_pass_uniform_set, uint32_t p_spec_constant_base_flags = 0, bool p_force_wireframe = false, const Vector2 &p_uv_offset = Vector2(), float p_lod_distance_multiplier = 0.0, float p_screen_mesh_lod_threshold = 0.0, uint32_t p_view_count = 1, uint32_t p_element_offset = 0, uint32_t p_barrier = RD::BARRIER_MASK_ALL) { elements = p_elements; element_info = p_element_info; element_count = p_element_count; @@ -183,7 +182,6 @@ private: render_pass_uniform_set = p_render_pass_uniform_set; force_wireframe = p_force_wireframe; uv_offset = p_uv_offset; - lod_plane = p_lod_plane; lod_distance_multiplier = p_lod_distance_multiplier; screen_mesh_lod_threshold = p_screen_mesh_lod_threshold; element_offset = p_element_offset; diff --git a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp index 9151c53823..7a2336970b 100644 --- a/servers/rendering/renderer_rd/pipeline_cache_rd.cpp +++ b/servers/rendering/renderer_rd/pipeline_cache_rd.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "pipeline_cache_rd.h" + #include "core/os/memory.h" RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD::FramebufferFormatID p_framebuffer_format_id, bool p_wireframe, uint32_t p_render_pass, uint32_t p_bool_specializations) { @@ -70,9 +71,7 @@ RID PipelineCacheRD::_generate_version(RD::VertexFormatID p_vertex_format_id, RD } void PipelineCacheRD::_clear() { -#ifndef _MSC_VER -#warning Clear should probably recompile all the variants already compiled instead to avoid stalls? needs discussion -#endif + // TODO: Clear should probably recompile all the variants already compiled instead to avoid stalls? Needs discussion. if (versions) { for (uint32_t i = 0; i < version_count; i++) { //shader may be gone, so this may not be valid diff --git a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp index 4c14ef7b9e..5728444312 100644 --- a/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_canvas_render_rd.cpp @@ -1075,10 +1075,7 @@ void RendererCanvasRenderRD::_render_items(RID p_to_render_target, int p_item_co clear_colors.push_back(texture_storage->render_target_get_clear_request_color(p_to_render_target)); texture_storage->render_target_disable_clear_request(p_to_render_target); } -#ifndef _MSC_VER -#warning TODO obtain from framebuffer format eventually when this is implemented -#endif - + // TODO: Obtain from framebuffer format eventually when this is implemented. fb_uniform_set = texture_storage->render_target_get_framebuffer_uniform_set(p_to_render_target); } @@ -1475,6 +1472,8 @@ void RendererCanvasRenderRD::canvas_render_items(RID p_to_render_target, Item *p } canvas_group_owner = nullptr; + // Backbuffer is dirty now and needs to be re-cleared if another CanvasGroup needs it. + backbuffer_cleared = false; } if (backbuffer_copy) { diff --git a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp index dd3f62e509..3289bfb0ea 100644 --- a/servers/rendering/renderer_rd/renderer_compositor_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_compositor_rd.cpp @@ -102,10 +102,8 @@ void RendererCompositorRD::begin_frame(double frame_step) { } void RendererCompositorRD::end_frame(bool p_swap_buffers) { -#ifndef _MSC_VER -#warning TODO: likely pass a bool to swap buffers to avoid display? -#endif - RD::get_singleton()->swap_buffers(); //probably should pass some bool to avoid display? + // TODO: Likely pass a bool to swap buffers to avoid display? + RD::get_singleton()->swap_buffers(); } void RendererCompositorRD::initialize() { diff --git a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp index 6157d7d840..75fe84f46b 100644 --- a/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp +++ b/servers/rendering/renderer_rd/renderer_scene_render_rd.cpp @@ -250,9 +250,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba panorama_color = ambient_color.lerp(panorama_color, ambient_color_sky_mix); } - Ref<Image> panorama; - panorama.instantiate(); - panorama->create(p_size.width, p_size.height, false, Image::FORMAT_RGBAF); + Ref<Image> panorama = Image::create_empty(p_size.width, p_size.height, false, Image::FORMAT_RGBAF); panorama->fill(panorama_color); return panorama; } @@ -1101,7 +1099,6 @@ void RendererSceneRenderRD::render_scene(const Ref<RenderSceneBuffers> &p_render // this should be the same for all cameras.. scene_data.lod_distance_multiplier = p_camera_data->main_projection.get_lod_multiplier(); - scene_data.lod_camera_plane = Plane(-p_camera_data->main_transform.basis.get_column(Vector3::AXIS_Z), p_camera_data->main_transform.get_origin()); if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_DISABLE_LOD) { scene_data.screen_mesh_lod_threshold = 0.0; @@ -1279,8 +1276,8 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Typed //RID sampled_light; - RenderGeometryInstance *gi = geometry_instance_create(p_base); - ERR_FAIL_NULL_V(gi, TypedArray<Image>()); + RenderGeometryInstance *gi_inst = geometry_instance_create(p_base); + ERR_FAIL_NULL_V(gi_inst, TypedArray<Image>()); uint32_t sc = RSG::mesh_storage->mesh_get_surface_count(p_base); Vector<RID> materials; @@ -1292,50 +1289,42 @@ TypedArray<Image> RendererSceneRenderRD::bake_render_uv2(RID p_base, const Typed } } - gi->set_surface_materials(materials); + gi_inst->set_surface_materials(materials); if (cull_argument.size() == 0) { cull_argument.push_back(nullptr); } - cull_argument[0] = gi; + cull_argument[0] = gi_inst; _render_uv2(cull_argument, fb, Rect2i(0, 0, p_image_size.width, p_image_size.height)); - geometry_instance_free(gi); + geometry_instance_free(gi_inst); TypedArray<Image> ret; { PackedByteArray data = RD::get_singleton()->texture_get_data(albedo_alpha_tex, 0); - Ref<Image> img; - img.instantiate(); - img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data); + Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data); RD::get_singleton()->free(albedo_alpha_tex); ret.push_back(img); } { PackedByteArray data = RD::get_singleton()->texture_get_data(normal_tex, 0); - Ref<Image> img; - img.instantiate(); - img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data); + Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data); RD::get_singleton()->free(normal_tex); ret.push_back(img); } { PackedByteArray data = RD::get_singleton()->texture_get_data(orm_tex, 0); - Ref<Image> img; - img.instantiate(); - img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data); + Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBA8, data); RD::get_singleton()->free(orm_tex); ret.push_back(img); } { PackedByteArray data = RD::get_singleton()->texture_get_data(emission_tex, 0); - Ref<Image> img; - img.instantiate(); - img->create(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data); + Ref<Image> img = Image::create_from_data(p_image_size.width, p_image_size.height, false, Image::FORMAT_RGBAH, data); RD::get_singleton()->free(emission_tex); ret.push_back(img); } diff --git a/servers/rendering/renderer_rd/shader_rd.cpp b/servers/rendering/renderer_rd/shader_rd.cpp index 0f2dea6fe9..5e9eadadd9 100644 --- a/servers/rendering/renderer_rd/shader_rd.cpp +++ b/servers/rendering/renderer_rd/shader_rd.cpp @@ -180,6 +180,7 @@ void ShaderRD::_build_variant_code(StringBuilder &builder, uint32_t p_variant, c #if defined(MACOS_ENABLED) || defined(IOS_ENABLED) builder.append("#define MOLTENVK_USED\n"); #endif + builder.append(String("#define RENDER_DRIVER_") + OS::get_singleton()->get_current_rendering_driver_name().to_upper() + "\n"); } break; case StageTemplate::Chunk::TYPE_MATERIAL_UNIFORMS: { builder.append(p_version->uniforms.get_data()); //uniforms (same for vertex and fragment) diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 45dc63aa17..4a18c7c052 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -598,13 +598,11 @@ void main() { normal = normalize((canvas_data.canvas_normal_transform * vec4(normal, 0.0)).xyz); } - vec3 base_color = color.rgb; + vec4 base_color = color; if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) { color = vec4(0.0); //invisible by default due to using light mask } - vec4 original_color = color; - #ifdef MODE_LIGHT_ONLY color = vec4(0.0); #elif !defined(MODE_UNSHADED) @@ -624,12 +622,14 @@ void main() { #ifdef LIGHT_CODE_USED vec4 shadow_modulate = vec4(1.0); - light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, true); + light_color = light_compute(light_vertex, vec3(direction, light_array.data[light_base].height), normal, light_color, light_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, true); #else if (normal_used) { vec3 light_vec = normalize(mix(vec3(direction, 0.0), vec3(0, 0, 1), light_array.data[light_base].height)); - light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used); + light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used); + } else { + light_color.rgb *= base_color.rgb; } #endif @@ -646,8 +646,6 @@ void main() { ); } - light_color.rgb *= original_color.rgb; - light_blend_compute(light_base, light_color, color.rgb); } @@ -685,7 +683,7 @@ void main() { vec3 light_position = vec3(light_array.data[light_base].position, light_array.data[light_base].height); light_color.rgb *= light_base_color.rgb; - light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, color, false); + light_color = light_compute(light_vertex, light_position, normal, light_color, light_base_color.a, specular_shininess, shadow_modulate, screen_uv, uv, base_color, false); #else light_color.rgb *= light_base_color.rgb * light_base_color.a; @@ -695,7 +693,9 @@ void main() { vec3 pos = light_vertex; vec3 light_vec = normalize(light_pos - pos); - light_color.rgb = light_normal_compute(light_vec, normal, base_color, light_color.rgb, specular_shininess, specular_shininess_used); + light_color.rgb = light_normal_compute(light_vec, normal, base_color.rgb, light_color.rgb, specular_shininess, specular_shininess_used); + } else { + light_color.rgb *= base_color.rgb; } #endif if (any(lessThan(tex_uv, vec2(0.0, 0.0))) || any(greaterThanEqual(tex_uv, vec2(1.0, 1.0)))) { @@ -743,8 +743,6 @@ void main() { ); } - light_color.rgb *= original_color.rgb; - light_blend_compute(light_base, light_color, color.rgb); } #endif diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl index eed9038502..28507e6c12 100644 --- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl @@ -381,7 +381,7 @@ void main() { float cell_depth_size = abs(view_pos.z - get_depth_at_pos(fog_cell_size.z, pos.z + 1)); //compute directional lights - if (total_density > 0.001) { + if (total_density > 0.00005) { for (uint i = 0; i < params.directional_light_count; i++) { if (directional_lights.data[i].volumetric_fog_energy > 0.001) { vec3 shadow_attenuation = vec3(1.0); diff --git a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp index 1fecac9045..f0b8d006cb 100644 --- a/servers/rendering/renderer_rd/storage_rd/material_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/material_storage.cpp @@ -903,7 +903,9 @@ _FORCE_INLINE_ static void _fill_std140_ubo_empty(ShaderLanguage::DataType type, case ShaderLanguage::TYPE_BVEC3: case ShaderLanguage::TYPE_IVEC3: case ShaderLanguage::TYPE_UVEC3: - case ShaderLanguage::TYPE_VEC3: + case ShaderLanguage::TYPE_VEC3: { + memset(data, 0, 12 * p_array_size); + } break; case ShaderLanguage::TYPE_BVEC4: case ShaderLanguage::TYPE_IVEC4: case ShaderLanguage::TYPE_UVEC4: diff --git a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp index 78f4c410c3..240f743387 100644 --- a/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/particles_storage.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "particles_storage.h" + #include "servers/rendering/renderer_rd/renderer_compositor_rd.h" #include "servers/rendering/rendering_server_globals.h" #include "texture_storage.h" @@ -1334,10 +1335,7 @@ void ParticlesStorage::update_particles() { } } -#ifndef _MSC_VER -#warning Should use display refresh rate for all this -#endif - + // TODO: Should use display refresh rate for all this. float screen_hz = 60; int fixed_fps = 0; diff --git a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h index c2dc7d5f4c..9c031acc1e 100644 --- a/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h +++ b/servers/rendering/renderer_rd/storage_rd/render_scene_data_rd.h @@ -61,7 +61,6 @@ public: float z_far = 0.0; float lod_distance_multiplier = 0.0; - Plane lod_camera_plane; float screen_mesh_lod_threshold = 0.0; uint32_t directional_light_count = 0; diff --git a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp index b3a7e05ff5..bc70c57b69 100644 --- a/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp +++ b/servers/rendering/renderer_rd/storage_rd/texture_storage.cpp @@ -29,6 +29,7 @@ /*************************************************************************/ #include "texture_storage.h" + #include "../effects/copy_effects.h" #include "../framebuffer_cache_rd.h" #include "material_storage.h" @@ -1123,9 +1124,7 @@ void TextureStorage::texture_proxy_update(RID p_texture, RID p_proxy_to) { void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) { //this could be better optimized to reuse an existing image , done this way //for now to get it working - Ref<Image> image; - image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 0, 1, 1)); texture_2d_initialize(p_texture, image); @@ -1134,9 +1133,7 @@ void TextureStorage::texture_2d_placeholder_initialize(RID p_texture) { void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RS::TextureLayeredType p_layered_type) { //this could be better optimized to reuse an existing image , done this way //for now to get it working - Ref<Image> image; - image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 0, 1, 1)); Vector<Ref<Image>> images; @@ -1155,9 +1152,7 @@ void TextureStorage::texture_2d_layered_placeholder_initialize(RID p_texture, RS void TextureStorage::texture_3d_placeholder_initialize(RID p_texture) { //this could be better optimized to reuse an existing image , done this way //for now to get it working - Ref<Image> image; - image.instantiate(); - image->create(4, 4, false, Image::FORMAT_RGBA8); + Ref<Image> image = Image::create_empty(4, 4, false, Image::FORMAT_RGBA8); image->fill(Color(1, 0, 1, 1)); Vector<Ref<Image>> images; @@ -1180,9 +1175,7 @@ Ref<Image> TextureStorage::texture_2d_get(RID p_texture) const { #endif Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, 0); ERR_FAIL_COND_V(data.size() == 0, Ref<Image>()); - Ref<Image> image; - image.instantiate(); - image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); + Ref<Image> image = Image::create_from_data(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); if (tex->format != tex->validated_format) { image->convert(tex->format); @@ -1203,9 +1196,7 @@ Ref<Image> TextureStorage::texture_2d_layer_get(RID p_texture, int p_layer) cons Vector<uint8_t> data = RD::get_singleton()->texture_get_data(tex->rd_texture, p_layer); ERR_FAIL_COND_V(data.size() == 0, Ref<Image>()); - Ref<Image> image; - image.instantiate(); - image->create(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); + Ref<Image> image = Image::create_from_data(tex->width, tex->height, tex->mipmaps > 1, tex->validated_format, data); ERR_FAIL_COND_V(image->is_empty(), Ref<Image>()); if (tex->format != tex->validated_format) { image->convert(tex->format); @@ -1231,9 +1222,7 @@ Vector<Ref<Image>> TextureStorage::texture_3d_get(RID p_texture) const { ERR_FAIL_COND_V(bs.offset + bs.buffer_size > (uint32_t)all_data.size(), Vector<Ref<Image>>()); Vector<uint8_t> sub_region = all_data.slice(bs.offset, bs.offset + bs.buffer_size); - Ref<Image> img; - img.instantiate(); - img->create(bs.size.width, bs.size.height, false, tex->validated_format, sub_region); + Ref<Image> img = Image::create_from_data(bs.size.width, bs.size.height, false, tex->validated_format, sub_region); ERR_FAIL_COND_V(img->is_empty(), Vector<Ref<Image>>()); if (tex->format != tex->validated_format) { img->convert(tex->format); @@ -1496,9 +1485,7 @@ Ref<Image> TextureStorage::_validate_texture_format(const Ref<Image> &p_image, T } break; case Image::FORMAT_RGBE9995: { r_format.format = RD::DATA_FORMAT_E5B9G9R9_UFLOAT_PACK32; -#ifndef _MSC_VER -#warning TODO need to make a function in Image to swap bits for this -#endif + // TODO: Need to make a function in Image to swap bits for this. r_format.swizzle_r = RD::TEXTURE_SWIZZLE_IDENTITY; r_format.swizzle_g = RD::TEXTURE_SWIZZLE_IDENTITY; r_format.swizzle_b = RD::TEXTURE_SWIZZLE_IDENTITY; @@ -2462,6 +2449,7 @@ void TextureStorage::_update_render_target(RenderTarget *rt) { RD::TEXTURE_SAMPLES_8, }; rd_color_multisample_format.samples = texture_samples[rt->msaa]; + rd_color_multisample_format.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT; RD::TextureView rd_view_multisample; rd_color_multisample_format.is_resolve_buffer = false; rt->color_multisample = RD::get_singleton()->texture_create(rd_color_multisample_format, rd_view_multisample); |