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path: root/servers/rendering/rendering_server_scene.cpp
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Diffstat (limited to 'servers/rendering/rendering_server_scene.cpp')
-rw-r--r--servers/rendering/rendering_server_scene.cpp467
1 files changed, 389 insertions, 78 deletions
diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp
index 65823e11aa..2c3c2730d5 100644
--- a/servers/rendering/rendering_server_scene.cpp
+++ b/servers/rendering/rendering_server_scene.cpp
@@ -155,6 +155,20 @@ void *RenderingServerScene::_instance_pair(void *p_self, OctreeElementID, Instan
geom->reflection_dirty = true;
return E; //this element should make freeing faster
+ } else if (B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ InstanceDecalData::PairInfo pinfo;
+ pinfo.geometry = A;
+ pinfo.L = geom->decals.push_back(B);
+
+ List<InstanceDecalData::PairInfo>::Element *E = decal->geometries.push_back(pinfo);
+
+ geom->decal_dirty = true;
+
+ return E; //this element should make freeing faster
} else if (B->base_type == RS::INSTANCE_LIGHTMAP_CAPTURE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(B->base_data);
@@ -233,6 +247,17 @@ void RenderingServerScene::_instance_unpair(void *p_self, OctreeElementID, Insta
reflection_probe->geometries.erase(E);
geom->reflection_dirty = true;
+ } else if (B->base_type == RS::INSTANCE_DECAL && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
+
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(B->base_data);
+ InstanceGeometryData *geom = static_cast<InstanceGeometryData *>(A->base_data);
+
+ List<InstanceDecalData::PairInfo>::Element *E = reinterpret_cast<List<InstanceDecalData::PairInfo>::Element *>(udata);
+
+ geom->decals.erase(E->get().L);
+ decal->geometries.erase(E);
+
+ geom->decal_dirty = true;
} else if (B->base_type == RS::INSTANCE_LIGHTMAP_CAPTURE && ((1 << A->base_type) & RS::INSTANCE_GEOMETRY_MASK)) {
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(B->base_data);
@@ -387,6 +412,12 @@ void RenderingServerScene::instance_set_base(RID p_instance, RID p_base) {
reflection_probe_render_list.remove(&reflection_probe->update_list);
}
} break;
+ case RS::INSTANCE_DECAL: {
+
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(instance->base_data);
+ RSG::scene_render->free(decal->instance);
+
+ } break;
case RS::INSTANCE_LIGHTMAP_CAPTURE: {
InstanceLightmapCaptureData *lightmap_capture = static_cast<InstanceLightmapCaptureData *>(instance->base_data);
@@ -476,6 +507,14 @@ void RenderingServerScene::instance_set_base(RID p_instance, RID p_base) {
reflection_probe->instance = RSG::scene_render->reflection_probe_instance_create(p_base);
} break;
+ case RS::INSTANCE_DECAL: {
+
+ InstanceDecalData *decal = memnew(InstanceDecalData);
+ decal->owner = instance;
+ instance->base_data = decal;
+
+ decal->instance = RSG::scene_render->decal_instance_create(p_base);
+ } break;
case RS::INSTANCE_LIGHTMAP_CAPTURE: {
InstanceLightmapCaptureData *lightmap_capture = memnew(InstanceLightmapCaptureData);
@@ -691,6 +730,12 @@ void RenderingServerScene::instance_set_visible(RID p_instance, bool p_visible)
}
} break;
+ case RS::INSTANCE_DECAL: {
+ if (instance->octree_id && instance->scenario) {
+ instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_DECAL, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
+ }
+
+ } break;
case RS::INSTANCE_LIGHTMAP_CAPTURE: {
if (instance->octree_id && instance->scenario) {
instance->scenario->octree.set_pairable(instance->octree_id, p_visible, 1 << RS::INSTANCE_LIGHTMAP_CAPTURE, p_visible ? RS::INSTANCE_GEOMETRY_MASK : 0);
@@ -923,6 +968,67 @@ void RenderingServerScene::instance_geometry_set_draw_range(RID p_instance, floa
void RenderingServerScene::instance_geometry_set_as_instance_lod(RID p_instance, RID p_as_lod_of_instance) {
}
+void RenderingServerScene::instance_geometry_set_shader_parameter(RID p_instance, const StringName &p_parameter, const Variant &p_value) {
+
+ Instance *instance = instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.find(p_parameter);
+
+ if (!E) {
+ RasterizerScene::InstanceBase::InstanceShaderParameter isp;
+ isp.index = -1;
+ isp.info = PropertyInfo();
+ isp.value = p_value;
+ instance->instance_shader_parameters[p_parameter] = isp;
+ } else {
+ E->get().value = p_value;
+ if (E->get().index >= 0 && instance->instance_allocated_shader_parameters) {
+ //update directly
+ RSG::storage->global_variables_instance_update(p_instance, E->get().index, p_value);
+ }
+ }
+}
+
+Variant RenderingServerScene::instance_geometry_get_shader_parameter(RID p_instance, const StringName &p_parameter) const {
+
+ const Instance *instance = const_cast<RenderingServerScene *>(this)->instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!instance, Variant());
+
+ if (instance->instance_shader_parameters.has(p_parameter)) {
+ return instance->instance_shader_parameters[p_parameter].value;
+ }
+ return Variant();
+}
+
+Variant RenderingServerScene::instance_geometry_get_shader_parameter_default_value(RID p_instance, const StringName &p_parameter) const {
+
+ const Instance *instance = const_cast<RenderingServerScene *>(this)->instance_owner.getornull(p_instance);
+ ERR_FAIL_COND_V(!instance, Variant());
+
+ if (instance->instance_shader_parameters.has(p_parameter)) {
+ return instance->instance_shader_parameters[p_parameter].default_value;
+ }
+ return Variant();
+}
+
+void RenderingServerScene::instance_geometry_get_shader_parameter_list(RID p_instance, List<PropertyInfo> *p_parameters) const {
+ const Instance *instance = const_cast<RenderingServerScene *>(this)->instance_owner.getornull(p_instance);
+ ERR_FAIL_COND(!instance);
+
+ const_cast<RenderingServerScene *>(this)->update_dirty_instances();
+
+ Vector<StringName> names;
+ for (Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = instance->instance_shader_parameters.front(); E; E = E->next()) {
+ names.push_back(E->key());
+ }
+ names.sort_custom<StringName::AlphCompare>();
+ for (int i = 0; i < names.size(); i++) {
+ PropertyInfo pinfo = instance->instance_shader_parameters[names[i]].info;
+ p_parameters->push_back(pinfo);
+ }
+}
+
void RenderingServerScene::_update_instance(Instance *p_instance) {
p_instance->version++;
@@ -943,6 +1049,13 @@ void RenderingServerScene::_update_instance(Instance *p_instance) {
reflection_probe->reflection_dirty = true;
}
+ if (p_instance->base_type == RS::INSTANCE_DECAL) {
+
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(p_instance->base_data);
+
+ RSG::scene_render->decal_instance_set_transform(decal->instance, p_instance->transform);
+ }
+
if (p_instance->base_type == RS::INSTANCE_GI_PROBE) {
InstanceGIProbeData *gi_probe = static_cast<InstanceGIProbeData *>(p_instance->base_data);
@@ -1000,7 +1113,7 @@ void RenderingServerScene::_update_instance(Instance *p_instance) {
uint32_t pairable_mask = 0;
bool pairable = false;
- if (p_instance->base_type == RS::INSTANCE_LIGHT || p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == RS::INSTANCE_LIGHTMAP_CAPTURE) {
+ if (p_instance->base_type == RS::INSTANCE_LIGHT || p_instance->base_type == RS::INSTANCE_REFLECTION_PROBE || p_instance->base_type == RS::INSTANCE_DECAL || p_instance->base_type == RS::INSTANCE_LIGHTMAP_CAPTURE) {
pairable_mask = p_instance->visible ? RS::INSTANCE_GEOMETRY_MASK : 0;
pairable = true;
@@ -1080,6 +1193,11 @@ void RenderingServerScene::_update_instance_aabb(Instance *p_instance) {
new_aabb = RSG::storage->reflection_probe_get_aabb(p_instance->base);
} break;
+ case RenderingServer::INSTANCE_DECAL: {
+
+ new_aabb = RSG::storage->decal_get_aabb(p_instance->base);
+
+ } break;
case RenderingServer::INSTANCE_GI_PROBE: {
new_aabb = RSG::storage->gi_probe_get_bounds(p_instance->base);
@@ -1230,15 +1348,15 @@ _FORCE_INLINE_ static void _light_capture_sample_octree(const RasterizerStorage:
for (int i = 0; i < 2; i++) {
- Vector3 color_x00 = color[i][0].linear_interpolate(color[i][1], pos_fract[i].x);
- Vector3 color_xy0 = color[i][2].linear_interpolate(color[i][3], pos_fract[i].x);
- Vector3 blend_z0 = color_x00.linear_interpolate(color_xy0, pos_fract[i].y);
+ Vector3 color_x00 = color[i][0].lerp(color[i][1], pos_fract[i].x);
+ Vector3 color_xy0 = color[i][2].lerp(color[i][3], pos_fract[i].x);
+ Vector3 blend_z0 = color_x00.lerp(color_xy0, pos_fract[i].y);
- Vector3 color_x0z = color[i][4].linear_interpolate(color[i][5], pos_fract[i].x);
- Vector3 color_xyz = color[i][6].linear_interpolate(color[i][7], pos_fract[i].x);
- Vector3 blend_z1 = color_x0z.linear_interpolate(color_xyz, pos_fract[i].y);
+ Vector3 color_x0z = color[i][4].lerp(color[i][5], pos_fract[i].x);
+ Vector3 color_xyz = color[i][6].lerp(color[i][7], pos_fract[i].x);
+ Vector3 blend_z1 = color_x0z.lerp(color_xyz, pos_fract[i].y);
- color_interp[i] = blend_z0.linear_interpolate(blend_z1, pos_fract[i].z);
+ color_interp[i] = blend_z0.lerp(blend_z1, pos_fract[i].z);
float alpha_x00 = Math::lerp(alpha[i][0], alpha[i][1], pos_fract[i].x);
float alpha_xy0 = Math::lerp(alpha[i][2], alpha[i][3], pos_fract[i].x);
@@ -1251,7 +1369,7 @@ _FORCE_INLINE_ static void _light_capture_sample_octree(const RasterizerStorage:
alpha_interp[i] = Math::lerp(alpha_z0, alpha_z1, pos_fract[i].z);
}
- r_color = color_interp[0].linear_interpolate(color_interp[1], level_filter);
+ r_color = color_interp[0].lerp(color_interp[1], level_filter);
r_alpha = Math::lerp(alpha_interp[0], alpha_interp[1], level_filter);
//print_line("pos: " + p_posf + " level " + rtos(p_level) + " down to " + itos(target_level) + "." + rtos(level_filter) + " color " + r_color + " alpha " + rtos(r_alpha));
@@ -1334,7 +1452,7 @@ void RenderingServerScene::_update_instance_lightmap_captures(Instance *p_instan
}
}
-bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_shadow_atlas, Scenario *p_scenario) {
+bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_shadow_atlas, Scenario *p_scenario) {
InstanceLightData *light = static_cast<InstanceLightData *>(p_instance->base_data);
@@ -1347,16 +1465,18 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
case RS::LIGHT_DIRECTIONAL: {
- float max_distance = p_cam_projection.get_z_far();
- float shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
+ real_t max_distance = p_cam_projection.get_z_far();
+ real_t shadow_max = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE);
if (shadow_max > 0 && !p_cam_orthogonal) { //its impractical (and leads to unwanted behaviors) to set max distance in orthogonal camera
max_distance = MIN(shadow_max, max_distance);
}
max_distance = MAX(max_distance, p_cam_projection.get_z_near() + 0.001);
- float min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
+ real_t min_distance = MIN(p_cam_projection.get_z_near(), max_distance);
RS::LightDirectionalShadowDepthRangeMode depth_range_mode = RSG::storage->light_directional_get_shadow_depth_range_mode(p_instance->base);
+ real_t pancake_size = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE);
+
if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED) {
//optimize min/max
Vector<Plane> planes = p_cam_projection.get_projection_planes(p_cam_transform);
@@ -1365,8 +1485,8 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
//check distance max and min
bool found_items = false;
- float z_max = -1e20;
- float z_min = 1e20;
+ real_t z_max = -1e20;
+ real_t z_min = 1e20;
for (int i = 0; i < cull_count; i++) {
@@ -1379,7 +1499,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
animated_material_found = true;
}
- float max, min;
+ real_t max, min;
instance->transformed_aabb.project_range_in_plane(base, min, max);
if (max > z_max) {
@@ -1399,7 +1519,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
}
}
- float range = max_distance - min_distance;
+ real_t range = max_distance - min_distance;
int splits = 0;
switch (RSG::storage->light_directional_get_shadow_mode(p_instance->base)) {
@@ -1408,7 +1528,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
case RS::LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS: splits = 4; break;
}
- float distances[5];
+ real_t distances[5];
distances[0] = min_distance;
for (int i = 0; i < splits; i++) {
@@ -1417,11 +1537,13 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
distances[splits] = max_distance;
- float texture_size = RSG::scene_render->get_directional_light_shadow_size(light->instance);
+ real_t texture_size = RSG::scene_render->get_directional_light_shadow_size(light->instance);
bool overlap = RSG::storage->light_directional_get_blend_splits(p_instance->base);
- float first_radius = 0.0;
+ real_t first_radius = 0.0;
+
+ real_t min_distance_bias_scale = pancake_size > 0 ? distances[1] / 10.0 : 0;
for (int i = 0; i < splits; i++) {
@@ -1430,7 +1552,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
// setup a camera matrix for that range!
CameraMatrix camera_matrix;
- float aspect = p_cam_projection.get_aspect();
+ real_t aspect = p_cam_projection.get_aspect();
if (p_cam_orthogonal) {
@@ -1439,8 +1561,8 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
camera_matrix.set_orthogonal(vp_he.y * 2.0, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
} else {
- float fov = p_cam_projection.get_fov();
- camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
+ real_t fov = p_cam_projection.get_fov(); //this is actually yfov, because set aspect tries to keep it
+ camera_matrix.set_perspective(fov, aspect, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
}
//obtain the frustum endpoints
@@ -1458,26 +1580,27 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
Vector3 z_vec = transform.basis.get_axis(Vector3::AXIS_Z).normalized();
//z_vec points agsint the camera, like in default opengl
- float x_min = 0.f, x_max = 0.f;
- float y_min = 0.f, y_max = 0.f;
- float z_min = 0.f, z_max = 0.f;
+ real_t x_min = 0.f, x_max = 0.f;
+ real_t y_min = 0.f, y_max = 0.f;
+ real_t z_min = 0.f, z_max = 0.f;
// FIXME: z_max_cam is defined, computed, but not used below when setting up
// ortho_camera. Commented out for now to fix warnings but should be investigated.
- float x_min_cam = 0.f, x_max_cam = 0.f;
- float y_min_cam = 0.f, y_max_cam = 0.f;
- float z_min_cam = 0.f;
- //float z_max_cam = 0.f;
+ real_t x_min_cam = 0.f, x_max_cam = 0.f;
+ real_t y_min_cam = 0.f, y_max_cam = 0.f;
+ real_t z_min_cam = 0.f;
+ //real_t z_max_cam = 0.f;
- float bias_scale = 1.0;
+ real_t bias_scale = 1.0;
+ real_t aspect_bias_scale = 1.0;
//used for culling
for (int j = 0; j < 8; j++) {
- float d_x = x_vec.dot(endpoints[j]);
- float d_y = y_vec.dot(endpoints[j]);
- float d_z = z_vec.dot(endpoints[j]);
+ real_t d_x = x_vec.dot(endpoints[j]);
+ real_t d_y = y_vec.dot(endpoints[j]);
+ real_t d_z = z_vec.dot(endpoints[j]);
if (j == 0 || d_x < x_min)
x_min = d_x;
@@ -1495,11 +1618,13 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
z_max = d_z;
}
+ real_t radius = 0;
+ real_t soft_shadow_expand = 0;
+ Vector3 center;
+
{
//camera viewport stuff
- Vector3 center;
-
for (int j = 0; j < 8; j++) {
center += endpoints[j];
@@ -1508,11 +1633,9 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
//center=x_vec*(x_max-x_min)*0.5 + y_vec*(y_max-y_min)*0.5 + z_vec*(z_max-z_min)*0.5;
- float radius = 0;
-
for (int j = 0; j < 8; j++) {
- float d = center.distance_to(endpoints[j]);
+ real_t d = center.distance_to(endpoints[j]);
if (d > radius)
radius = d;
}
@@ -1525,18 +1648,35 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
bias_scale = radius / first_radius;
}
- x_max_cam = x_vec.dot(center) + radius;
- x_min_cam = x_vec.dot(center) - radius;
- y_max_cam = y_vec.dot(center) + radius;
- y_min_cam = y_vec.dot(center) - radius;
- //z_max_cam = z_vec.dot(center) + radius;
z_min_cam = z_vec.dot(center) - radius;
+ {
+
+ float soft_shadow_angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SIZE);
+
+ if (soft_shadow_angle > 0.0 && pancake_size > 0.0) {
+
+ float z_range = (z_vec.dot(center) + radius + pancake_size) - z_min_cam;
+ soft_shadow_expand = Math::tan(Math::deg2rad(soft_shadow_angle)) * z_range;
+
+ x_max += soft_shadow_expand;
+ y_max += soft_shadow_expand;
+
+ x_min -= soft_shadow_expand;
+ y_min -= soft_shadow_expand;
+ }
+ }
+
+ x_max_cam = x_vec.dot(center) + radius + soft_shadow_expand;
+ x_min_cam = x_vec.dot(center) - radius - soft_shadow_expand;
+ y_max_cam = y_vec.dot(center) + radius + soft_shadow_expand;
+ y_min_cam = y_vec.dot(center) - radius - soft_shadow_expand;
+
if (depth_range_mode == RS::LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE) {
//this trick here is what stabilizes the shadow (make potential jaggies to not move)
//at the cost of some wasted resolution. Still the quality increase is very well worth it
- float unit = radius * 2.0 / texture_size;
+ real_t unit = radius * 2.0 / texture_size;
x_max_cam = Math::stepify(x_max_cam, unit);
x_min_cam = Math::stepify(x_min_cam, unit);
@@ -1566,9 +1706,10 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
Plane near_plane(light_transform.origin, -light_transform.basis.get_axis(2));
+ real_t cull_max = 0;
for (int j = 0; j < cull_count; j++) {
- float min, max;
+ real_t min, max;
Instance *instance = instance_shadow_cull_result[j];
if (!instance->visible || !((1 << instance->base_type) & RS::INSTANCE_GEOMETRY_MASK) || !static_cast<InstanceGeometryData *>(instance->base_data)->can_cast_shadows) {
cull_count--;
@@ -1580,8 +1721,91 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
instance->transformed_aabb.project_range_in_plane(Plane(z_vec, 0), min, max);
instance->depth = near_plane.distance_to(instance->transform.origin);
instance->depth_layer = 0;
- if (max > z_max)
- z_max = max;
+ if (j == 0 || max > cull_max) {
+ cull_max = max;
+ }
+ }
+
+ if (cull_max > z_max) {
+ z_max = cull_max;
+ }
+
+ if (pancake_size > 0) {
+ z_max = z_vec.dot(center) + radius + pancake_size;
+ }
+
+ if (aspect != 1.0) {
+
+ // if the aspect is different, then the radius will become larger.
+ // if this happens, then bias needs to be adjusted too, as depth will increase
+ // to do this, compare the depth of one that would have resulted from a square frustum
+
+ CameraMatrix camera_matrix_square;
+ if (p_cam_orthogonal) {
+
+ Vector2 vp_he = camera_matrix.get_viewport_half_extents();
+ if (p_cam_vaspect) {
+ camera_matrix_square.set_orthogonal(vp_he.x * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
+ } else {
+ camera_matrix_square.set_orthogonal(vp_he.y * 2.0, 1.0, distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
+ }
+ } else {
+ Vector2 vp_he = camera_matrix.get_viewport_half_extents();
+ if (p_cam_vaspect) {
+ camera_matrix_square.set_frustum(vp_he.x * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], true);
+ } else {
+ camera_matrix_square.set_frustum(vp_he.y * 2.0, 1.0, Vector2(), distances[(i == 0 || !overlap) ? i : i - 1], distances[i + 1], false);
+ }
+
+ if (i == 0) {
+ //print_line("prev he: " + vp_he + " new he: " + camera_matrix_square.get_viewport_half_extents());
+ }
+ }
+
+ Vector3 endpoints_square[8]; // frustum plane endpoints
+ res = camera_matrix_square.get_endpoints(p_cam_transform, endpoints_square);
+ ERR_CONTINUE(!res);
+ Vector3 center_square;
+ real_t z_max_square = 0;
+
+ for (int j = 0; j < 8; j++) {
+
+ center_square += endpoints_square[j];
+
+ real_t d_z = z_vec.dot(endpoints_square[j]);
+
+ if (j == 0 || d_z > z_max_square)
+ z_max_square = d_z;
+ }
+
+ if (cull_max > z_max_square) {
+ z_max_square = cull_max;
+ }
+
+ center_square /= 8.0;
+
+ real_t radius_square = 0;
+
+ for (int j = 0; j < 8; j++) {
+
+ real_t d = center_square.distance_to(endpoints_square[j]);
+ if (d > radius_square)
+ radius_square = d;
+ }
+
+ radius_square *= texture_size / (texture_size - 2.0); //add a texel by each side
+
+ if (pancake_size > 0) {
+ z_max_square = z_vec.dot(center_square) + radius_square + pancake_size;
+ }
+
+ real_t z_min_cam_square = z_vec.dot(center_square) - radius_square;
+
+ aspect_bias_scale = (z_max - z_min_cam) / (z_max_square - z_min_cam_square);
+
+ // this is not entirely perfect, because the cull-adjusted z-max may be different
+ // but at least it's warranted that it results in a greater bias, so no acne should be present either way.
+ // pancaking also helps with this.
}
{
@@ -1592,11 +1816,19 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
ortho_camera.set_orthogonal(-half_x, half_x, -half_y, half_y, 0, (z_max - z_min_cam));
+ Vector2 uv_scale(1.0 / (x_max_cam - x_min_cam), 1.0 / (y_max_cam - y_min_cam));
+
Transform ortho_transform;
ortho_transform.basis = transform.basis;
ortho_transform.origin = x_vec * (x_min_cam + half_x) + y_vec * (y_min_cam + half_y) + z_vec * z_max;
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, 0, distances[i + 1], i, bias_scale);
+ {
+ Vector3 max_in_view = p_cam_transform.affine_inverse().xform(z_vec * cull_max);
+ Vector3 dir_in_view = p_cam_transform.xform_inv(z_vec).normalized();
+ cull_max = dir_in_view.dot(max_in_view);
+ }
+
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, ortho_camera, ortho_transform, z_max - z_min_cam, distances[i + 1], i, radius * 2.0 / texture_size, bias_scale * aspect_bias_scale * min_distance_bias_scale, z_max, uv_scale);
}
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
@@ -1614,16 +1846,17 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
//using this one ensures that raster deferred will have it
RENDER_TIMESTAMP("Culling Shadow Paraboloid" + itos(i));
- float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
- float z = i == 0 ? -1 : 1;
+ real_t z = i == 0 ? -1 : 1;
Vector<Plane> planes;
- planes.resize(5);
+ planes.resize(6);
planes.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
planes.write[1] = light_transform.xform(Plane(Vector3(1, 0, z).normalized(), radius));
planes.write[2] = light_transform.xform(Plane(Vector3(-1, 0, z).normalized(), radius));
planes.write[3] = light_transform.xform(Plane(Vector3(0, 1, z).normalized(), radius));
planes.write[4] = light_transform.xform(Plane(Vector3(0, -1, z).normalized(), radius));
+ planes.write[5] = light_transform.xform(Plane(Vector3(0, 0, -z), 0));
int cull_count = p_scenario->octree.cull_convex(planes, instance_shadow_cull_result, MAX_INSTANCE_CULL, RS::INSTANCE_GEOMETRY_MASK);
Plane near_plane(light_transform.origin, light_transform.basis.get_axis(2) * z);
@@ -1645,12 +1878,12 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
}
}
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i);
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, i, 0);
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
} else { //shadow cube
- float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
CameraMatrix cm;
cm.set_perspective(90, 1, 0.01, radius);
@@ -1699,12 +1932,12 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
}
}
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i);
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, xform, radius, 0, i, 0);
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, i, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
}
//restore the regular DP matrix
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0);
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, CameraMatrix(), light_transform, radius, 0, 0, 0);
}
} break;
@@ -1712,8 +1945,8 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
RENDER_TIMESTAMP("Culling Spot Light");
- float radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
- float angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
+ real_t radius = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_RANGE);
+ real_t angle = RSG::storage->light_get_param(p_instance->base, RS::LIGHT_PARAM_SPOT_ANGLE);
CameraMatrix cm;
cm.set_perspective(angle * 2.0, 1.0, 0.01, radius);
@@ -1738,7 +1971,7 @@ bool RenderingServerScene::_light_instance_update_shadow(Instance *p_instance, c
}
}
- RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0);
+ RSG::scene_render->light_instance_set_shadow_transform(light->instance, cm, light_transform, radius, 0, 0, 0);
RSG::scene_render->render_shadow(light->instance, p_shadow_atlas, 0, (RasterizerScene::InstanceBase **)instance_shadow_cull_result, cull_count);
} break;
@@ -1793,12 +2026,12 @@ void RenderingServerScene::render_camera(RID p_render_buffers, RID p_camera, RID
} break;
}
- _prepare_scene(camera->transform, camera_matrix, ortho, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ _prepare_scene(camera->transform, camera_matrix, ortho, camera->vaspect, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
_render_scene(p_render_buffers, camera->transform, camera_matrix, ortho, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
#endif
}
-void RenderingServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface> &p_interface, ARVRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
+void RenderingServerScene::render_camera(RID p_render_buffers, Ref<XRInterface> &p_interface, XRInterface::Eyes p_eye, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas) {
// render for AR/VR interface
Camera *camera = camera_owner.getornull(p_camera);
@@ -1810,16 +2043,14 @@ void RenderingServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface
// We also ignore our camera position, it will have been positioned with a slightly old tracking position.
// Instead we take our origin point and have our ar/vr interface add fresh tracking data! Whoohoo!
- Transform world_origin = ARVRServer::get_singleton()->get_world_origin();
+ Transform world_origin = XRServer::get_singleton()->get_world_origin();
Transform cam_transform = p_interface->get_transform_for_eye(p_eye, world_origin);
// For stereo render we only prepare for our left eye and then reuse the outcome for our right eye
- if (p_eye == ARVRInterface::EYE_LEFT) {
- ///@TODO possibly move responsibility for this into our ARVRServer or ARVRInterface?
-
+ if (p_eye == XRInterface::EYE_LEFT) {
// Center our transform, we assume basis is equal.
Transform mono_transform = cam_transform;
- Transform right_transform = p_interface->get_transform_for_eye(ARVRInterface::EYE_RIGHT, world_origin);
+ Transform right_transform = p_interface->get_transform_for_eye(XRInterface::EYE_RIGHT, world_origin);
mono_transform.origin += right_transform.origin;
mono_transform.origin *= 0.5;
@@ -1872,17 +2103,17 @@ void RenderingServerScene::render_camera(RID p_render_buffers, Ref<ARVRInterface
mono_transform *= apply_z_shift;
// now prepare our scene with our adjusted transform projection matrix
- _prepare_scene(mono_transform, combined_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
- } else if (p_eye == ARVRInterface::EYE_MONO) {
+ _prepare_scene(mono_transform, combined_matrix, false, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ } else if (p_eye == XRInterface::EYE_MONO) {
// For mono render, prepare as per usual
- _prepare_scene(cam_transform, camera_matrix, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
+ _prepare_scene(cam_transform, camera_matrix, false, false, camera->env, camera->effects, camera->visible_layers, p_scenario, p_shadow_atlas, RID());
}
// And render our scene...
_render_scene(p_render_buffers, cam_transform, camera_matrix, false, camera->env, camera->effects, p_scenario, p_shadow_atlas, RID(), -1);
};
-void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
+void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, bool p_cam_vaspect, RID p_force_environment, RID p_force_camera_effects, uint32_t p_visible_layers, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, bool p_using_shadows) {
// Note, in stereo rendering:
// - p_cam_transform will be a transform in the middle of our two eyes
// - p_cam_projection is a wider frustrum that encompasses both eyes
@@ -1908,6 +2139,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
light_cull_count = 0;
reflection_probe_cull_count = 0;
+ decal_cull_count = 0;
gi_probe_cull_count = 0;
//light_samplers_culled=0;
@@ -1977,6 +2209,18 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
}
}
}
+ } else if (ins->base_type == RS::INSTANCE_DECAL && ins->visible) {
+
+ if (decal_cull_count < MAX_DECALS_CULLED) {
+
+ InstanceDecalData *decal = static_cast<InstanceDecalData *>(ins->base_data);
+
+ if (!decal->geometries.empty()) {
+ //do not add this decal if no geometry is affected by it..
+ decal_instance_cull_result[decal_cull_count] = decal->instance;
+ decal_cull_count++;
+ }
+ }
} else if (ins->base_type == RS::INSTANCE_GI_PROBE && ins->visible) {
@@ -2112,7 +2356,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
RENDER_TIMESTAMP(">Rendering Directional Light " + itos(i));
- _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
+ _light_instance_update_shadow(lights_with_shadow[i], p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
RENDER_TIMESTAMP("<Rendering Directional Light " + itos(i));
}
@@ -2214,7 +2458,7 @@ void RenderingServerScene::_prepare_scene(const Transform p_cam_transform, const
if (redraw) {
//must redraw!
RENDER_TIMESTAMP(">Rendering Light " + itos(i));
- light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_shadow_atlas, scenario);
+ light->shadow_dirty = _light_instance_update_shadow(ins, p_cam_transform, p_cam_projection, p_cam_orthogonal, p_cam_vaspect, p_shadow_atlas, scenario);
RENDER_TIMESTAMP("<Rendering Light " + itos(i));
}
}
@@ -2244,7 +2488,7 @@ void RenderingServerScene::_render_scene(RID p_render_buffers, const Transform p
/* PROCESS GEOMETRY AND DRAW SCENE */
RENDER_TIMESTAMP("Render Scene ");
- RSG::scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
+ RSG::scene_render->render_scene(p_render_buffers, p_cam_transform, p_cam_projection, p_cam_orthogonal, (RasterizerScene::InstanceBase **)instance_cull_result, instance_cull_count, light_instance_cull_result, light_cull_count + directional_light_count, reflection_probe_instance_cull_result, reflection_probe_cull_count, gi_probe_instance_cull_result, gi_probe_cull_count, decal_instance_cull_result, decal_cull_count, environment, camera_effects, p_shadow_atlas, p_reflection_probe.is_valid() ? RID() : scenario->reflection_atlas, p_reflection_probe, p_reflection_probe_pass);
}
void RenderingServerScene::render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas) {
@@ -2259,7 +2503,7 @@ void RenderingServerScene::render_empty_scene(RID p_render_buffers, RID p_scenar
else
environment = scenario->fallback_environment;
RENDER_TIMESTAMP("Render Empty Scene ");
- RSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, environment, RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
+ RSG::scene_render->render_scene(p_render_buffers, Transform(), CameraMatrix(), true, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, nullptr, 0, environment, RID(), p_shadow_atlas, scenario->reflection_atlas, RID(), 0);
#endif
}
@@ -2324,7 +2568,7 @@ bool RenderingServerScene::_render_reflection_probe_step(Instance *p_instance, i
}
RENDER_TIMESTAMP("Render Reflection Probe, Step " + itos(p_step));
- _prepare_scene(xform, cm, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
+ _prepare_scene(xform, cm, false, false, RID(), RID(), RSG::storage->reflection_probe_get_cull_mask(p_instance->base), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, use_shadows);
_render_scene(RID(), xform, cm, false, RID(), RID(), p_instance->scenario->self, shadow_atlas, reflection_probe->instance, p_step);
} else {
@@ -2579,6 +2823,35 @@ void RenderingServerScene::render_probes() {
}
}
+void RenderingServerScene::_update_instance_shader_parameters_from_material(Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &isparams, const Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> &existing_isparams, RID p_material) {
+
+ List<RasterizerStorage::InstanceShaderParam> plist;
+ RSG::storage->material_get_instance_shader_parameters(p_material, &plist);
+ for (List<RasterizerStorage::InstanceShaderParam>::Element *E = plist.front(); E; E = E->next()) {
+ StringName name = E->get().info.name;
+ if (isparams.has(name)) {
+ if (isparams[name].info.type != E->get().info.type) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different data types. Only the first one (in order) will display correctly.");
+ }
+ if (isparams[name].index != E->get().index) {
+ WARN_PRINT("More than one material in instance export the same instance shader uniform '" + E->get().info.name + "', but they do it with different indices. Only the first one (in order) will display correctly.");
+ }
+ continue; //first one found always has priority
+ }
+
+ RasterizerScene::InstanceBase::InstanceShaderParameter isp;
+ isp.index = E->get().index;
+ isp.info = E->get().info;
+ isp.default_value = E->get().default_value;
+ if (existing_isparams.has(name)) {
+ isp.value = existing_isparams[name].value;
+ } else {
+ isp.value = E->get().default_value;
+ }
+ isparams[name] = isp;
+ }
+}
+
void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
if (p_instance->update_aabb) {
@@ -2618,12 +2891,18 @@ void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
bool can_cast_shadows = true;
bool is_animated = false;
+ Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter> isparams;
if (p_instance->cast_shadows == RS::SHADOW_CASTING_SETTING_OFF) {
can_cast_shadows = false;
- } else if (p_instance->material_override.is_valid()) {
- can_cast_shadows = RSG::storage->material_casts_shadows(p_instance->material_override);
+ }
+
+ if (p_instance->material_override.is_valid()) {
+ if (!RSG::storage->material_casts_shadows(p_instance->material_override)) {
+ can_cast_shadows = false;
+ }
is_animated = RSG::storage->material_is_animated(p_instance->material_override);
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, p_instance->material_override);
} else {
if (p_instance->base_type == RS::INSTANCE_MESH) {
@@ -2648,6 +2927,8 @@ void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+
RSG::storage->material_update_dependency(mat, p_instance);
}
}
@@ -2680,6 +2961,8 @@ void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+
RSG::storage->material_update_dependency(mat, p_instance);
}
}
@@ -2694,13 +2977,19 @@ void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
RID mat = RSG::storage->immediate_get_material(p_instance->base);
- can_cast_shadows = !mat.is_valid() || RSG::storage->material_casts_shadows(mat);
+ if (!(!mat.is_valid() || RSG::storage->material_casts_shadows(mat))) {
+ can_cast_shadows = false;
+ }
if (mat.is_valid() && RSG::storage->material_is_animated(mat)) {
is_animated = true;
}
if (mat.is_valid()) {
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+ }
+
+ if (mat.is_valid()) {
RSG::storage->material_update_dependency(mat, p_instance);
}
@@ -2733,6 +3022,8 @@ void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
is_animated = true;
}
+ _update_instance_shader_parameters_from_material(isparams, p_instance->instance_shader_parameters, mat);
+
RSG::storage->material_update_dependency(mat, p_instance);
}
}
@@ -2755,6 +3046,22 @@ void RenderingServerScene::_update_dirty_instance(Instance *p_instance) {
}
geom->material_is_animated = is_animated;
+ p_instance->instance_shader_parameters = isparams;
+
+ if (p_instance->instance_allocated_shader_parameters != (p_instance->instance_shader_parameters.size() > 0)) {
+ p_instance->instance_allocated_shader_parameters = (p_instance->instance_shader_parameters.size() > 0);
+ if (p_instance->instance_allocated_shader_parameters) {
+ p_instance->instance_allocated_shader_parameters_offset = RSG::storage->global_variables_instance_allocate(p_instance->self);
+ for (Map<StringName, RasterizerScene::InstanceBase::InstanceShaderParameter>::Element *E = p_instance->instance_shader_parameters.front(); E; E = E->next()) {
+ if (E->get().value.get_type() != Variant::NIL) {
+ RSG::storage->global_variables_instance_update(p_instance->self, E->get().index, E->get().value);
+ }
+ }
+ } else {
+ RSG::storage->global_variables_instance_free(p_instance->self);
+ p_instance->instance_allocated_shader_parameters_offset = -1;
+ }
+ }
}
if (p_instance->skeleton.is_valid()) {
@@ -2816,6 +3123,10 @@ bool RenderingServerScene::free(RID p_rid) {
instance_geometry_set_material_override(p_rid, RID());
instance_attach_skeleton(p_rid, RID());
+ if (instance->instance_allocated_shader_parameters) {
+ //free the used shader parameters
+ RSG::storage->global_variables_instance_free(instance->self);
+ }
update_dirty_instances(); //in case something changed this
instance_owner.free(p_rid);