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-rw-r--r--servers/rendering/rasterizer.h7
-rw-r--r--servers/rendering/rasterizer_rd/light_cluster_builder.h16
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp425
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_effects_rd.h158
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp210
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h39
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp123
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_scene_rd.h86
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp47
-rw-r--r--servers/rendering/rasterizer_rd/rasterizer_storage_rd.h13
-rw-r--r--servers/rendering/rasterizer_rd/shaders/SCsub6
-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur.glsl294
-rw-r--r--servers/rendering/rasterizer_rd/shaders/blur_inc.glsl35
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy.glsl234
-rw-r--r--servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl68
-rw-r--r--servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl72
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl805
-rw-r--r--servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl49
-rw-r--r--servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl13
-rw-r--r--servers/rendering/rasterizer_rd/shaders/sky.glsl14
-rw-r--r--servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl198
-rw-r--r--servers/rendering/rendering_device.h1
-rw-r--r--servers/rendering/rendering_server_raster.cpp23
-rw-r--r--servers/rendering/rendering_server_raster.h10
-rw-r--r--servers/rendering/rendering_server_scene.cpp238
-rw-r--r--servers/rendering/rendering_server_scene.h8
-rw-r--r--servers/rendering/rendering_server_viewport.cpp114
-rw-r--r--servers/rendering/rendering_server_viewport.h38
-rw-r--r--servers/rendering/rendering_server_wrap_mt.cpp22
-rw-r--r--servers/rendering/rendering_server_wrap_mt.h14
-rw-r--r--servers/rendering/shader_types.cpp10
31 files changed, 2424 insertions, 966 deletions
diff --git a/servers/rendering/rasterizer.h b/servers/rendering/rasterizer.h
index 6676b00723..cf0afe6097 100644
--- a/servers/rendering/rasterizer.h
+++ b/servers/rendering/rasterizer.h
@@ -106,6 +106,8 @@ public:
virtual void camera_effects_set_dof_blur(RID p_camera_effects, bool p_far_enable, float p_far_distance, float p_far_transition, bool p_near_enable, float p_near_distance, float p_near_transition, float p_amount) = 0;
virtual void camera_effects_set_custom_exposure(RID p_camera_effects, bool p_enable, float p_exposure) = 0;
+ virtual void shadow_filter_set(RS::ShadowFilter p_filter) = 0;
+
struct InstanceBase;
struct InstanceDependency {
@@ -229,7 +231,7 @@ public:
virtual RID light_instance_create(RID p_light) = 0;
virtual void light_instance_set_transform(RID p_light_instance, const Transform &p_transform) = 0;
- virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0) = 0;
+ virtual void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2()) = 0;
virtual void light_instance_mark_visible(RID p_light_instance) = 0;
virtual bool light_instances_can_render_shadow_cube() const {
return true;
@@ -266,6 +268,9 @@ public:
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve) = 0;
virtual bool screen_space_roughness_limiter_is_active() const = 0;
+ virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) = 0;
+ virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) = 0;
+
virtual bool free(RID p_rid) = 0;
virtual void update() = 0;
diff --git a/servers/rendering/rasterizer_rd/light_cluster_builder.h b/servers/rendering/rasterizer_rd/light_cluster_builder.h
index 3411ed07a0..50a68e03cb 100644
--- a/servers/rendering/rasterizer_rd/light_cluster_builder.h
+++ b/servers/rendering/rasterizer_rd/light_cluster_builder.h
@@ -170,17 +170,15 @@ public:
_add_item(aabb, ITEM_TYPE_OMNI_LIGHT, light_count);
} break;
case LIGHT_TYPE_SPOT: {
- Vector3 v(0, 0, -1);
- v.rotated(Vector3(0, 1, 0), Math::deg2rad(ld.spot_aperture)); //rotate in x-z
- v.normalize();
- v *= ld.radius;
- v.y = v.x;
+
+ float r = ld.radius;
+ real_t len = Math::tan(Math::deg2rad(ld.spot_aperture)) * r;
aabb.position = xform.origin;
- aabb.expand_to(xform.xform(v));
- aabb.expand_to(xform.xform(Vector3(-v.x, v.y, v.z)));
- aabb.expand_to(xform.xform(Vector3(-v.x, -v.y, v.z)));
- aabb.expand_to(xform.xform(Vector3(v.x, -v.y, v.z)));
+ aabb.expand_to(xform.xform(Vector3(len, len, -r)));
+ aabb.expand_to(xform.xform(Vector3(-len, len, -r)));
+ aabb.expand_to(xform.xform(Vector3(-len, -len, -r)));
+ aabb.expand_to(xform.xform(Vector3(len, -len, -r)));
_add_item(aabb, ITEM_TYPE_SPOT_LIGHT, light_count);
} break;
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
index 3b22cb4d9d..973b422b14 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.cpp
@@ -99,7 +99,7 @@ RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use
u.ids.push_back(p_texture);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
- RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, blur.shader.version_get_shader(blur.shader_version, 0), 0);
+ RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
@@ -204,135 +204,199 @@ RID RasterizerEffectsRD::_get_compute_uniform_set_from_image_pair(RID p_texture1
return uniform_set;
}
-void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y, bool p_force_luminance) {
+void RasterizerEffectsRD::copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance) {
+ zeromem(&copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
if (p_flip_y) {
- blur.push_constant.flags |= BLUR_FLAG_FLIP_Y;
+ copy_to_fb.push_constant.flip_y = true;
}
if (p_force_luminance) {
- blur.push_constant.flags |= BLUR_COPY_FORCE_LUMINANCE;
+ copy_to_fb.push_constant.force_luminance = true;
}
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_SIMPLY_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
+ RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy_to_fb.pipeline.get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ RD::get_singleton()->draw_list_set_push_constant(draw_list, &copy_to_fb.push_constant, sizeof(CopyToFbPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
-void RasterizerEffectsRD::region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region) {
+void RasterizerEffectsRD::copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, bool p_force_luminance, bool p_all_source, bool p_8_bit_dst) {
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
- if (p_region != Rect2()) {
- blur.push_constant.flags = BLUR_FLAG_USE_BLUR_SECTION;
- blur.push_constant.section[0] = p_region.position.x;
- blur.push_constant.section[1] = p_region.position.y;
- blur.push_constant.section[2] = p_region.size.width;
- blur.push_constant.section[3] = p_region.size.height;
+ if (p_force_luminance) {
+ copy.push_constant.flags |= COPY_FLAG_FORCE_LUMINANCE;
}
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_SIMPLY_COPY].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ if (p_all_source) {
+ copy.push_constant.flags |= COPY_FLAG_ALL_SOURCE;
+ }
+
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8_bit_dst ? COPY_MODE_SIMPLY_COPY_8BIT : COPY_MODE_SIMPLY_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region) {
+void RasterizerEffectsRD::copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far) {
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
+ }
- uint32_t base_flags = 0;
- if (p_region != Rect2()) {
- base_flags = BLUR_FLAG_USE_BLUR_SECTION;
- blur.push_constant.section[0] = p_region.position.x;
- blur.push_constant.section[1] = p_region.position.y;
- blur.push_constant.section[2] = p_region.size.width;
- blur.push_constant.section[3] = p_region.size.height;
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+ copy.push_constant.camera_z_far = p_z_far;
+ copy.push_constant.camera_z_near = p_z_near;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_LINEARIZE_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerEffectsRD::copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y) {
+
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ if (p_flip_y) {
+ copy.push_constant.flags |= COPY_FLAG_FLIP_Y;
}
- blur.push_constant.pixel_size[0] = p_pixel_size.x;
- blur.push_constant.pixel_size[1] = p_pixel_size.y;
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_rect.size.width;
+ copy.push_constant.section[3] = p_rect.size.height;
+ copy.push_constant.target[0] = p_rect.position.x;
+ copy.push_constant.target[1] = p_rect.position.y;
+
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_SIMPLY_COPY_DEPTH]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
+}
+
+void RasterizerEffectsRD::gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst) {
+
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+
+ uint32_t base_flags = 0;
+ copy.push_constant.section[0] = p_region.position.x;
+ copy.push_constant.section[1] = p_region.position.y;
+ copy.push_constant.section[2] = p_region.size.width;
+ copy.push_constant.section[3] = p_region.size.height;
+
+ int32_t x_groups = (p_region.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_region.size.height - 1) / 8 + 1;
//HORIZONTAL
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::DrawListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[p_8bit_dst ? COPY_MODE_GAUSSIAN_COPY_8BIT : COPY_MODE_GAUSSIAN_COPY]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 0);
- blur.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
//VERTICAL
- draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_GAUSSIAN_BLUR].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 0);
- blur.push_constant.flags = base_flags;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ copy.push_constant.flags = base_flags;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
+void RasterizerEffectsRD::gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength, bool p_first_pass, float p_luminance_cap, float p_exposure, float p_bloom, float p_hdr_bleed_treshold, float p_hdr_bleed_scale, RID p_auto_exposure, float p_auto_exposure_grey) {
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
- BlurMode blur_mode = p_first_pass && p_auto_exposure.is_valid() ? BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : BLUR_MODE_GAUSSIAN_GLOW;
+ CopyMode copy_mode = p_first_pass && p_auto_exposure.is_valid() ? COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE : COPY_MODE_GAUSSIAN_GLOW;
uint32_t base_flags = 0;
- blur.push_constant.pixel_size[0] = p_pixel_size.x;
- blur.push_constant.pixel_size[1] = p_pixel_size.y;
+ int32_t x_groups = (p_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_size.height - 1) / 8 + 1;
+
+ copy.push_constant.section[2] = p_size.x;
+ copy.push_constant.section[3] = p_size.y;
- blur.push_constant.glow_strength = p_strength;
- blur.push_constant.glow_bloom = p_bloom;
- blur.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
- blur.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
- blur.push_constant.glow_exposure = p_exposure;
- blur.push_constant.glow_white = 0; //actually unused
- blur.push_constant.glow_luminance_cap = p_luminance_cap;
+ copy.push_constant.glow_strength = p_strength;
+ copy.push_constant.glow_bloom = p_bloom;
+ copy.push_constant.glow_hdr_threshold = p_hdr_bleed_treshold;
+ copy.push_constant.glow_hdr_scale = p_hdr_bleed_scale;
+ copy.push_constant.glow_exposure = p_exposure;
+ copy.push_constant.glow_white = 0; //actually unused
+ copy.push_constant.glow_luminance_cap = p_luminance_cap;
- blur.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
+ copy.push_constant.glow_auto_exposure_grey = p_auto_exposure_grey; //unused also
//HORIZONTAL
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_framebuffer_half, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_framebuffer_half)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_back_texture), 3);
if (p_auto_exposure.is_valid() && p_first_pass) {
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_auto_exposure), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_auto_exposure), 1);
}
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- blur.push_constant.flags = base_flags | BLUR_FLAG_HORIZONTAL | (p_first_pass ? BLUR_FLAG_GLOW_FIRST_PASS : 0);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ copy.push_constant.flags = base_flags | COPY_FLAG_HORIZONTAL | (p_first_pass ? COPY_FLAG_GLOW_FIRST_PASS : 0);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
- blur_mode = BLUR_MODE_GAUSSIAN_GLOW;
+ copy_mode = COPY_MODE_GAUSSIAN_GLOW;
//VERTICAL
- draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[blur_mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_rd_texture_half), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[copy_mode]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_back_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_texture), 3);
- blur.push_constant.flags = base_flags;
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
+ copy.push_constant.flags = base_flags;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
}
void RasterizerEffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal, RenderingServer::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_roughness, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera) {
@@ -461,6 +525,53 @@ void RasterizerEffectsRD::screen_space_reflection(RID p_diffuse, RID p_normal, R
RD::get_singleton()->compute_list_end();
}
+void RasterizerEffectsRD::sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RenderingServer::SubSurfaceScatteringQuality p_quality) {
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+
+ int32_t x_groups = (p_screen_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_screen_size.height - 1) / 8 + 1;
+
+ Plane p = p_camera.xform4(Plane(1, 0, -1, 1));
+ p.normal /= p.d;
+ float unit_size = p.normal.x;
+
+ { //scale color and depth to half
+ sss.push_constant.camera_z_far = p_camera.get_z_far();
+ sss.push_constant.camera_z_near = p_camera.get_z_near();
+ sss.push_constant.orthogonal = p_camera.is_orthogonal();
+ sss.push_constant.unit_size = unit_size;
+ sss.push_constant.screen_size[0] = p_screen_size.x;
+ sss.push_constant.screen_size[1] = p_screen_size.y;
+ sss.push_constant.vertical = false;
+ sss.push_constant.scale = p_scale;
+ sss.push_constant.depth_scale = p_depth_scale;
+
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, sss.pipelines[p_quality - 1]);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse2), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
+
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_add_barrier(compute_list);
+
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_diffuse2), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_diffuse), 1);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_depth), 2);
+
+ sss.push_constant.vertical = true;
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &sss.push_constant, sizeof(SubSurfaceScatteringPushConstant));
+
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+
+ RD::get_singleton()->compute_list_end();
+ }
+}
+
void RasterizerEffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection) {
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>());
@@ -494,37 +605,49 @@ void RasterizerEffectsRD::merge_specular(RID p_dest_framebuffer, RID p_specular,
RD::get_singleton()->draw_list_end();
}
-void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_framebuffer, const Vector2 &p_pixel_size) {
+void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size) {
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
- blur.push_constant.pixel_size[0] = p_pixel_size.x;
- blur.push_constant.pixel_size[1] = p_pixel_size.y;
+ copy.push_constant.section[0] = 0;
+ copy.push_constant.section[1] = 0;
+ copy.push_constant.section[2] = p_size.width;
+ copy.push_constant.section[3] = p_size.height;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, blur.pipelines[BLUR_MODE_MIPMAP].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &blur.push_constant, sizeof(BlurPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ int32_t x_groups = (p_size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, copy.pipelines[COPY_MODE_MIPMAP]);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 3);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &copy.push_constant, sizeof(CopyPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
}
-void RasterizerEffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip) {
+void RasterizerEffectsRD::copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip) {
CopyToDPPushConstant push_constant;
+ push_constant.screen_size[0] = p_rect.size.x;
+ push_constant.screen_size[1] = p_rect.size.y;
+ push_constant.dest_offset[0] = p_rect.position.x;
+ push_constant.dest_offset[1] = p_rect.position.y;
push_constant.bias = p_bias;
push_constant.z_far = p_z_far;
push_constant.z_near = p_z_near;
push_constant.z_flip = p_dp_flip;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dest_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD, Vector<Color>(), 1.0, 0, p_rect);
- RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, copy.pipelines[COPY_MODE_CUBE_TO_DP].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dest_framebuffer)));
- RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_rd_texture), 0);
- RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
- RD::get_singleton()->draw_list_set_push_constant(draw_list, &push_constant, sizeof(CopyToDPPushConstant));
- RD::get_singleton()->draw_list_draw(draw_list, true);
- RD::get_singleton()->draw_list_end();
+ int32_t x_groups = (p_rect.size.width - 1) / 8 + 1;
+ int32_t y_groups = (p_rect.size.height - 1) / 8 + 1;
+
+ RD::ComputeListID compute_list = RD::get_singleton()->compute_list_begin();
+ RD::get_singleton()->compute_list_bind_compute_pipeline(compute_list, cube_to_dp.pipeline);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_compute_uniform_set_from_texture(p_source_rd_texture), 0);
+ RD::get_singleton()->compute_list_bind_uniform_set(compute_list, _get_uniform_set_from_image(p_dest_texture), 1);
+ RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(CopyToDPPushConstant));
+ RD::get_singleton()->compute_list_dispatch(compute_list, x_groups, y_groups, 1);
+ RD::get_singleton()->compute_list_end();
}
void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
@@ -553,7 +676,7 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
- RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_KEEP, RD::FINAL_ACTION_DISCARD);
+ RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
@@ -1063,33 +1186,38 @@ void RasterizerEffectsRD::render_sky(RD::DrawListID p_list, float p_time, RID p_
RasterizerEffectsRD::RasterizerEffectsRD() {
- {
- // Initialize blur
- Vector<String> blur_modes;
- blur_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
- blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n");
- blur_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_LOW\n#define DOF_NEAR_BLUR_MERGE\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_MEDIUM\n#define DOF_NEAR_BLUR_MERGE\n");
- blur_modes.push_back("\n#define MODE_DOF_NEAR_BLUR\n#define DOF_QUALITY_HIGH\n#define DOF_NEAR_BLUR_MERGE\n");
- blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_LOW\n");
- blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_MEDIUM\n");
- blur_modes.push_back("\n#define MODE_DOF_FAR_BLUR\n#define DOF_QUALITY_HIGH\n");
- blur_modes.push_back("\n#define MODE_SSAO_MERGE\n");
- blur_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
- blur_modes.push_back("\n#define MODE_MIPMAP\n");
-
- blur.shader.initialize(blur_modes);
- zeromem(&blur.push_constant, sizeof(BlurPushConstant));
- blur.shader_version = blur.shader.version_create();
-
- for (int i = 0; i < BLUR_MODE_MAX; i++) {
- blur.pipelines[i].setup(blur.shader.version_get_shader(blur.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ { // Initialize copy
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_BLUR\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n");
+ copy_modes.push_back("\n#define MODE_GAUSSIAN_GLOW\n#define GLOW_USE_AUTO_EXPOSURE\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY\n#define DST_IMAGE_8BIT\n");
+ copy_modes.push_back("\n#define MODE_SIMPLE_COPY_DEPTH\n");
+ copy_modes.push_back("\n#define MODE_MIPMAP\n");
+ copy_modes.push_back("\n#define MODE_LINEARIZE_DEPTH_COPY\n");
+
+ copy.shader.initialize(copy_modes);
+ zeromem(&copy.push_constant, sizeof(CopyPushConstant));
+ copy.shader_version = copy.shader.version_create();
+
+ for (int i = 0; i < COPY_MODE_MAX; i++) {
+ copy.pipelines[i] = RD::get_singleton()->compute_pipeline_create(copy.shader.version_get_shader(copy.shader_version, i));
}
}
+ {
+ Vector<String> copy_modes;
+ copy_modes.push_back("\n");
+
+ copy_to_fb.shader.initialize(copy_modes);
+
+ copy_to_fb.shader_version = copy_to_fb.shader.version_create();
+
+ //use additive
+
+ copy_to_fb.pipeline.setup(copy_to_fb.shader.version_get_shader(copy_to_fb.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
+ }
{
// Initialize roughness
@@ -1136,15 +1264,13 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
{
// Initialize copier
Vector<String> copy_modes;
- copy_modes.push_back("\n#define MODE_CUBE_TO_DP\n");
+ copy_modes.push_back("\n");
- copy.shader.initialize(copy_modes);
+ cube_to_dp.shader.initialize(copy_modes);
- copy.shader_version = copy.shader.version_create();
+ cube_to_dp.shader_version = cube_to_dp.shader.version_create();
- for (int i = 0; i < COPY_MODE_MAX; i++) {
- copy.pipelines[i].setup(copy.shader.version_get_shader(copy.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
- }
+ cube_to_dp.pipeline = RD::get_singleton()->compute_pipeline_create(cube_to_dp.shader.version_get_shader(cube_to_dp.shader_version, 0));
}
{
@@ -1356,6 +1482,21 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
ssr_scale.pipeline = RD::get_singleton()->compute_pipeline_create(ssr_scale.shader.version_get_shader(ssr_scale.shader_version, 0));
}
+ {
+ Vector<String> sss_modes;
+ sss_modes.push_back("\n#define USE_11_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_17_SAMPLES\n");
+ sss_modes.push_back("\n#define USE_25_SAMPLES\n");
+
+ sss.shader.initialize(sss_modes);
+
+ sss.shader_version = sss.shader.version_create();
+
+ for (int i = 0; i < sss_modes.size(); i++) {
+ sss.pipelines[i] = RD::get_singleton()->compute_pipeline_create(sss.shader.version_get_shader(sss.shader_version, i));
+ }
+ }
+
RD::SamplerState sampler;
sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
@@ -1400,16 +1541,22 @@ RasterizerEffectsRD::~RasterizerEffectsRD() {
RD::get_singleton()->free(default_mipmap_sampler);
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
RD::get_singleton()->free(filter.coefficient_buffer);
- blur.shader.version_free(blur.shader_version);
- roughness.shader.version_free(roughness.shader_version);
- tonemap.shader.version_free(tonemap.shader_version);
- luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+
copy.shader.version_free(copy.shader_version);
bokeh.shader.version_free(bokeh.shader_version);
- ssao.minify_shader.version_free(ssao.minify_shader_version);
- ssao.gather_shader.version_free(ssao.gather_shader_version);
- ssao.blur_shader.version_free(ssao.blur_shader_version);
- roughness_limiter.shader.version_free(roughness_limiter.shader_version);
+ cube_to_dp.shader.version_free(cube_to_dp.shader_version);
cubemap_downsampler.shader.version_free(cubemap_downsampler.shader_version);
filter.shader.version_free(filter.shader_version);
+ luminance_reduce.shader.version_free(luminance_reduce.shader_version);
+ roughness.shader.version_free(roughness.shader_version);
+ roughness_limiter.shader.version_free(roughness_limiter.shader_version);
+ specular_merge.shader.version_free(specular_merge.shader_version);
+ ssao.blur_shader.version_free(ssao.blur_shader_version);
+ ssao.gather_shader.version_free(ssao.gather_shader_version);
+ ssao.minify_shader.version_free(ssao.minify_shader_version);
+ ssr.shader.version_free(ssr.shader_version);
+ ssr_filter.shader.version_free(ssr_filter.shader_version);
+ ssr_scale.shader.version_free(ssr_scale.shader_version);
+ sss.shader.version_free(sss.shader_version);
+ tonemap.shader.version_free(tonemap.shader_version);
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
index 32eb8c8cda..64e16a58a6 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_effects_rd.h
@@ -33,9 +33,10 @@
#include "core/math/camera_matrix.h"
#include "servers/rendering/rasterizer_rd/render_pipeline_vertex_format_cache_rd.h"
-#include "servers/rendering/rasterizer_rd/shaders/blur.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/bokeh_dof.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/copy.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cubemap_downsampler.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cubemap_filter.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
@@ -48,76 +49,85 @@
#include "servers/rendering/rasterizer_rd/shaders/ssao.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_blur.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/ssao_minify.glsl.gen.h"
+#include "servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl.gen.h"
#include "servers/rendering/rasterizer_rd/shaders/tonemap.glsl.gen.h"
#include "servers/rendering_server.h"
class RasterizerEffectsRD {
- enum BlurMode {
- BLUR_MODE_GAUSSIAN_BLUR,
- BLUR_MODE_GAUSSIAN_GLOW,
- BLUR_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
- BLUR_MODE_DOF_NEAR_LOW,
- BLUR_MODE_DOF_NEAR_MEDIUM,
- BLUR_MODE_DOF_NEAR_HIGH,
- BLUR_MODE_DOF_NEAR_MERGE_LOW,
- BLUR_MODE_DOF_NEAR_MERGE_MEDIUM,
- BLUR_MODE_DOF_NEAR_MERGE_HIGH,
- BLUR_MODE_DOF_FAR_LOW,
- BLUR_MODE_DOF_FAR_MEDIUM,
- BLUR_MODE_DOF_FAR_HIGH,
- BLUR_MODE_SSAO_MERGE,
- BLUR_MODE_SIMPLY_COPY,
- BLUR_MODE_MIPMAP,
- BLUR_MODE_MAX,
+ enum CopyMode {
+ COPY_MODE_GAUSSIAN_COPY,
+ COPY_MODE_GAUSSIAN_COPY_8BIT,
+ COPY_MODE_GAUSSIAN_GLOW,
+ COPY_MODE_GAUSSIAN_GLOW_AUTO_EXPOSURE,
+ COPY_MODE_SIMPLY_COPY,
+ COPY_MODE_SIMPLY_COPY_8BIT,
+ COPY_MODE_SIMPLY_COPY_DEPTH,
+ COPY_MODE_MIPMAP,
+ COPY_MODE_LINEARIZE_DEPTH,
+ COPY_MODE_MAX,
};
enum {
- BLUR_FLAG_HORIZONTAL = (1 << 0),
- BLUR_FLAG_USE_BLUR_SECTION = (1 << 1),
- BLUR_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
- BLUR_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
- BLUR_FLAG_GLOW_FIRST_PASS = (1 << 4),
- BLUR_FLAG_FLIP_Y = (1 << 5),
- BLUR_COPY_FORCE_LUMINANCE = (1 << 6)
+ COPY_FLAG_HORIZONTAL = (1 << 0),
+ COPY_FLAG_USE_COPY_SECTION = (1 << 1),
+ COPY_FLAG_USE_ORTHOGONAL_PROJECTION = (1 << 2),
+ COPY_FLAG_DOF_NEAR_FIRST_TAP = (1 << 3),
+ COPY_FLAG_GLOW_FIRST_PASS = (1 << 4),
+ COPY_FLAG_FLIP_Y = (1 << 5),
+ COPY_FLAG_FORCE_LUMINANCE = (1 << 6),
+ COPY_FLAG_ALL_SOURCE = (1 << 7)
};
- struct BlurPushConstant {
- float section[4];
- float pixel_size[2];
+ struct CopyPushConstant {
+
+ int32_t section[4];
+ int32_t target[2];
uint32_t flags;
uint32_t pad;
- //glow
+ // Glow.
float glow_strength;
float glow_bloom;
float glow_hdr_threshold;
float glow_hdr_scale;
+
float glow_exposure;
float glow_white;
float glow_luminance_cap;
float glow_auto_exposure_grey;
- //dof
- float dof_begin;
- float dof_end;
- float dof_radius;
- float dof_pad;
-
- float dof_dir[2];
+ // DOF.
float camera_z_far;
float camera_z_near;
+ uint32_t pad2[2];
+ };
+
+ struct Copy {
+ CopyPushConstant push_constant;
+ CopyShaderRD shader;
+ RID shader_version;
+ RID pipelines[COPY_MODE_MAX];
- float ssao_color[4];
+ } copy;
+
+ struct CopyToFbPushConstant {
+
+ float section[4];
+ float pixel_size[2];
+ uint32_t flip_y;
+ uint32_t use_section;
+ uint32_t force_luminance;
+ uint32_t pad[3];
};
- struct Blur {
- BlurPushConstant push_constant;
- BlurShaderRD shader;
+ struct CopyToFb {
+ CopyToFbPushConstant push_constant;
+ CopyToFbShaderRD shader;
RID shader_version;
- RenderPipelineVertexFormatCacheRD pipelines[BLUR_MODE_MAX];
+ RenderPipelineVertexFormatCacheRD pipeline;
- } blur;
+ } copy_to_fb;
struct CubemapRoughnessPushConstant {
uint32_t face_id;
@@ -162,8 +172,11 @@ class RasterizerEffectsRD {
float auto_exposure_grey;
};
+ /* tonemap actually writes to a framebuffer, which is
+ * better to do using the raster pipeline rather than
+ * comptute, as that framebuffer might be in different formats
+ */
struct Tonemap {
-
TonemapPushConstant push_constant;
TonemapShaderRD shader;
RID shader_version;
@@ -194,23 +207,20 @@ class RasterizerEffectsRD {
} luminance_reduce;
struct CopyToDPPushConstant {
+ int32_t screen_size[2];
+ int32_t dest_offset[2];
float bias;
float z_far;
float z_near;
uint32_t z_flip;
};
- enum CopyMode {
- COPY_MODE_CUBE_TO_DP,
- COPY_MODE_MAX
- };
-
- struct Copy {
+ struct CoptToDP {
- CopyShaderRD shader;
+ CubeToDpShaderRD shader;
RID shader_version;
- RenderPipelineVertexFormatCacheRD pipelines[COPY_MODE_MAX];
- } copy;
+ RID pipeline;
+ } cube_to_dp;
struct BokehPushConstant {
uint32_t size[2];
@@ -390,6 +400,10 @@ class RasterizerEffectsRD {
SPECULAR_MERGE_MAX
};
+ /* Specular merge must be done using raster, rather than compute
+ * because it must continue the existing color buffer
+ */
+
struct SpecularMerge {
SpecularMergeShaderRD shader;
@@ -480,6 +494,29 @@ class RasterizerEffectsRD {
RID pipeline;
} ssr_scale;
+ struct SubSurfaceScatteringPushConstant {
+
+ int32_t screen_size[2];
+ float camera_z_far;
+ float camera_z_near;
+
+ uint32_t vertical;
+ uint32_t orthogonal;
+ float unit_size;
+ float scale;
+
+ float depth_scale;
+ uint32_t pad[3];
+ };
+
+ struct SubSurfaceScattering {
+
+ SubSurfaceScatteringPushConstant push_constant;
+ SubsurfaceScatteringShaderRD shader;
+ RID shader_version;
+ RID pipelines[3]; //3 quality levels
+ } sss;
+
RID default_sampler;
RID default_mipmap_sampler;
RID index_buffer;
@@ -512,16 +549,16 @@ class RasterizerEffectsRD {
RID _get_compute_uniform_set_from_image_pair(RID p_texture, RID p_texture2);
public:
- //TODO must re-do most of the shaders in compute
-
- void region_copy(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_region);
- void copy_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, bool p_flip_y = false, bool p_force_luminance = false);
- void gaussian_blur(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, const Rect2 &p_region);
- void gaussian_glow(RID p_source_rd_texture, RID p_framebuffer_half, RID p_rd_texture_half, RID p_dest_framebuffer, const Vector2 &p_pixel_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
+ void copy_to_fb_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false);
+ void copy_to_rect(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y = false, bool p_force_luminance = false, bool p_all_source = false, bool p_8_bit_dst = false);
+ void copy_depth_to_rect(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2i &p_rect, bool p_flip_y = false);
+ void copy_depth_to_rect_and_linearize(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, bool p_flip_y, float p_z_near, float p_z_far);
+ void gaussian_blur(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Rect2i &p_region, bool p_8bit_dst = false);
+ void gaussian_glow(RID p_source_rd_texture, RID p_texture, RID p_back_texture, const Size2i &p_size, float p_strength = 1.0, bool p_first_pass = false, float p_luminance_cap = 16.0, float p_exposure = 1.0, float p_bloom = 0.0, float p_hdr_bleed_treshold = 1.0, float p_hdr_bleed_scale = 1.0, RID p_auto_exposure = RID(), float p_auto_exposure_grey = 1.0);
void cubemap_roughness(RID p_source_rd_texture, RID p_dest_framebuffer, uint32_t p_face_id, uint32_t p_sample_count, float p_roughness, float p_size);
- void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
- void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_framebuffer, const Rect2 &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
+ void make_mipmap(RID p_source_rd_texture, RID p_dest_texture, const Size2i &p_size);
+ void copy_cubemap_to_dp(RID p_source_rd_texture, RID p_dest_texture, const Rect2i &p_rect, float p_z_near, float p_z_far, float p_bias, bool p_dp_flip);
void luminance_reduction(RID p_source_texture, const Size2i p_source_size, const Vector<RID> p_reduce, RID p_prev_luminance, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set = false);
void bokeh_dof(RID p_base_texture, RID p_depth_texture, const Size2i &p_base_texture_size, RID p_secondary_texture, RID p_bokeh_texture1, RID p_bokeh_texture2, bool p_dof_far, float p_dof_far_begin, float p_dof_far_size, bool p_dof_near, float p_dof_near_begin, float p_dof_near_size, float p_bokeh_size, RS::DOFBokehShape p_bokeh_shape, RS::DOFBlurQuality p_quality, bool p_use_jitter, float p_cam_znear, float p_cam_zfar, bool p_cam_orthogonal);
@@ -571,6 +608,7 @@ public:
void screen_space_reflection(RID p_diffuse, RID p_normal, RS::EnvironmentSSRRoughnessQuality p_roughness_quality, RID p_roughness, RID p_blur_radius, RID p_blur_radius2, RID p_metallic, const Color &p_metallic_mask, RID p_depth, RID p_scale_depth, RID p_scale_normal, RID p_output, RID p_output_blur, const Size2i &p_screen_size, int p_max_steps, float p_fade_in, float p_fade_out, float p_tolerance, const CameraMatrix &p_camera);
void merge_specular(RID p_dest_framebuffer, RID p_specular, RID p_base, RID p_reflection);
+ void sub_surface_scattering(RID p_diffuse, RID p_diffuse2, RID p_depth, const CameraMatrix &p_camera, const Size2i &p_screen_size, float p_scale, float p_depth_scale, RS::SubSurfaceScatteringQuality p_quality);
RasterizerEffectsRD();
~RasterizerEffectsRD();
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
index 6094fbb36f..ec05c9e964 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.cpp
@@ -109,6 +109,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
unshaded = false;
uses_vertex = false;
uses_sss = false;
+ uses_transmittance = false;
uses_screen_texture = false;
uses_depth_texture = false;
uses_normal_texture = false;
@@ -142,6 +143,7 @@ void RasterizerSceneHighEndRD::ShaderData::set_code(const String &p_code) {
actions.render_mode_flags["depth_prepass_alpha"] = &uses_depth_pre_pass;
actions.usage_flag_pointers["SSS_STRENGTH"] = &uses_sss;
+ actions.usage_flag_pointers["SSS_TRANSMITTANCE_DEPTH"] = &uses_transmittance;
actions.usage_flag_pointers["SCREEN_TEXTURE"] = &uses_screen_texture;
actions.usage_flag_pointers["DEPTH_TEXTURE"] = &uses_depth_texture;
@@ -944,7 +946,7 @@ void RasterizerSceneHighEndRD::_render_list(RenderingDevice::DrawListID p_draw_l
}
}
-void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers) {
+void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers, bool p_pancake_shadows) {
//CameraMatrix projection = p_cam_projection;
//projection.flip_y(); // Vulkan and modern APIs use Y-Down
@@ -960,6 +962,10 @@ void RasterizerSceneHighEndRD::_setup_environment(RID p_environment, const Camer
scene_state.ubo.z_far = p_zfar;
scene_state.ubo.z_near = p_znear;
+ scene_state.ubo.shadow_filter_mode = shadow_filter_get();
+
+ scene_state.ubo.pancake_shadows = p_pancake_shadows;
+ scene_state.ubo.shadow_blocker_count = 16;
scene_state.ubo.screen_pixel_size[0] = p_screen_pixel_size.x;
scene_state.ubo.screen_pixel_size[1] = p_screen_pixel_size.y;
@@ -1479,11 +1485,49 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.specular = storage->light_get_param(base, RS::LIGHT_PARAM_SPECULAR);
light_data.mask = storage->light_get_cull_mask(base);
+ float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+
+ light_data.size = 1.0 - Math::cos(Math::deg2rad(size)); //angle to cosine offset
+
Color shadow_col = storage->light_get_shadow_color(base).to_linear();
- light_data.shadow_color[0] = shadow_col.r;
- light_data.shadow_color[1] = shadow_col.g;
- light_data.shadow_color[2] = shadow_col.b;
+ if (get_debug_draw_mode() == RS::VIEWPORT_DEBUG_DRAW_PSSM_SPLITS) {
+ light_data.shadow_color1[0] = 1.0;
+ light_data.shadow_color1[1] = 0.0;
+ light_data.shadow_color1[2] = 0.0;
+ light_data.shadow_color1[3] = 1.0;
+ light_data.shadow_color2[0] = 0.0;
+ light_data.shadow_color2[1] = 1.0;
+ light_data.shadow_color2[2] = 0.0;
+ light_data.shadow_color2[3] = 1.0;
+ light_data.shadow_color3[0] = 0.0;
+ light_data.shadow_color3[1] = 0.0;
+ light_data.shadow_color3[2] = 1.0;
+ light_data.shadow_color3[3] = 1.0;
+ light_data.shadow_color4[0] = 1.0;
+ light_data.shadow_color4[1] = 1.0;
+ light_data.shadow_color4[2] = 0.0;
+ light_data.shadow_color4[3] = 1.0;
+
+ } else {
+
+ light_data.shadow_color1[0] = shadow_col.r;
+ light_data.shadow_color1[1] = shadow_col.g;
+ light_data.shadow_color1[2] = shadow_col.b;
+ light_data.shadow_color1[3] = 1.0;
+ light_data.shadow_color2[0] = shadow_col.r;
+ light_data.shadow_color2[1] = shadow_col.g;
+ light_data.shadow_color2[2] = shadow_col.b;
+ light_data.shadow_color2[3] = 1.0;
+ light_data.shadow_color3[0] = shadow_col.r;
+ light_data.shadow_color3[1] = shadow_col.g;
+ light_data.shadow_color3[2] = shadow_col.b;
+ light_data.shadow_color3[3] = 1.0;
+ light_data.shadow_color4[0] = shadow_col.r;
+ light_data.shadow_color4[1] = shadow_col.g;
+ light_data.shadow_color4[2] = shadow_col.b;
+ light_data.shadow_color4[3] = 1.0;
+ }
light_data.shadow_enabled = p_using_shadows && storage->light_has_shadow(base);
@@ -1507,12 +1551,49 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
CameraMatrix shadow_mtx = rectm * bias * matrix * modelview;
light_data.shadow_split_offsets[j] = split;
+ float bias_scale = light_instance_get_shadow_bias_scale(li, j);
+ light_data.shadow_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_scale;
+ light_data.shadow_normal_bias[j] = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * light_instance_get_directional_shadow_texel_size(li, j);
+ light_data.shadow_transmittance_bias[j] = storage->light_get_transmittance_bias(base) * bias_scale;
+ light_data.shadow_transmittance_z_scale[j] = light_instance_get_shadow_range(li, j);
+ light_data.shadow_range_begin[j] = light_instance_get_shadow_range_begin(li, j);
store_camera(shadow_mtx, light_data.shadow_matrices[j]);
+
+ Vector2 uv_scale = light_instance_get_shadow_uv_scale(li, j);
+ uv_scale *= atlas_rect.size; //adapt to atlas size
+ switch (j) {
+ case 0: {
+ light_data.uv_scale1[0] = uv_scale.x;
+ light_data.uv_scale1[1] = uv_scale.y;
+ } break;
+ case 1: {
+ light_data.uv_scale2[0] = uv_scale.x;
+ light_data.uv_scale2[1] = uv_scale.y;
+ } break;
+ case 2: {
+ light_data.uv_scale3[0] = uv_scale.x;
+ light_data.uv_scale3[1] = uv_scale.y;
+ } break;
+ case 3: {
+ light_data.uv_scale4[0] = uv_scale.x;
+ light_data.uv_scale4[1] = uv_scale.y;
+ } break;
+ }
}
float fade_start = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_FADE_START);
light_data.fade_from = -light_data.shadow_split_offsets[3] * MIN(fade_start, 0.999); //using 1.0 would break smoothstep
light_data.fade_to = -light_data.shadow_split_offsets[3];
+
+ float softshadow_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+ if (softshadow_angle > 0.0) {
+ // I know tan(0) is 0, but let's not risk it with numerical precision.
+ // technically this will keep expanding until reaching the sun, but all we care
+ // is expand until we reach the radius of the near plane (there can't be more occluders than that)
+ light_data.softshadow_angle = Math::tan(Math::deg2rad(softshadow_angle));
+ } else {
+ light_data.softshadow_angle = 0;
+ }
}
// Copy to SkyDirectionalLightData
@@ -1575,20 +1656,16 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
light_data.direction[1] = direction.y;
light_data.direction[2] = direction.z;
+ float size = storage->light_get_param(base, RS::LIGHT_PARAM_SIZE);
+
+ light_data.size = size;
+
light_data.cone_attenuation_angle[0] = Math::make_half_float(storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ATTENUATION));
float spot_angle = storage->light_get_param(base, RS::LIGHT_PARAM_SPOT_ANGLE);
light_data.cone_attenuation_angle[1] = Math::make_half_float(Math::cos(Math::deg2rad(spot_angle)));
light_data.mask = storage->light_get_cull_mask(base);
- Color shadow_color = storage->light_get_shadow_color(base);
-
- bool has_shadow = p_using_shadows && storage->light_has_shadow(base);
- light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
- light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
- light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
- light_data.shadow_color_enabled[3] = has_shadow ? 255 : 0;
-
light_data.atlas_rect[0] = 0;
light_data.atlas_rect[1] = 0;
light_data.atlas_rect[2] = 0;
@@ -1597,20 +1674,55 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
if (p_using_shadows && p_shadow_atlas.is_valid() && shadow_atlas_owns_light_instance(p_shadow_atlas, li)) {
// fill in the shadow information
+ Color shadow_color = storage->light_get_shadow_color(base);
+
+ light_data.shadow_color_enabled[0] = MIN(uint32_t(shadow_color.r * 255), 255);
+ light_data.shadow_color_enabled[1] = MIN(uint32_t(shadow_color.g * 255), 255);
+ light_data.shadow_color_enabled[2] = MIN(uint32_t(shadow_color.b * 255), 255);
+ light_data.shadow_color_enabled[3] = 255;
+
+ if (type == RS::LIGHT_SPOT) {
+ light_data.shadow_bias = (storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0);
+ float shadow_texel_size = Math::tan(Math::deg2rad(spot_angle)) * radius * 2.0;
+ shadow_texel_size *= light_instance_get_shadow_texel_size(li, p_shadow_atlas);
+
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size;
+
+ } else { //omni
+ light_data.shadow_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_BIAS) * radius / 10.0;
+ float shadow_texel_size = light_instance_get_shadow_texel_size(li, p_shadow_atlas);
+ light_data.shadow_normal_bias = storage->light_get_param(base, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * shadow_texel_size * 2.0; // applied in -1 .. 1 space
+ }
+
+ light_data.transmittance_bias = storage->light_get_transmittance_bias(base);
+
Rect2 rect = light_instance_get_shadow_atlas_rect(li, p_shadow_atlas);
- if (type == RS::LIGHT_OMNI) {
+ light_data.atlas_rect[0] = rect.position.x;
+ light_data.atlas_rect[1] = rect.position.y;
+ light_data.atlas_rect[2] = rect.size.width;
+ light_data.atlas_rect[3] = rect.size.height;
- light_data.atlas_rect[0] = rect.position.x;
- light_data.atlas_rect[1] = rect.position.y;
- light_data.atlas_rect[2] = rect.size.width;
- light_data.atlas_rect[3] = rect.size.height * 0.5;
+ if (type == RS::LIGHT_OMNI) {
+ light_data.atlas_rect[3] *= 0.5; //one paraboloid on top of another
Transform proj = (p_camera_inverse_transform * light_transform).inverse();
store_transform(proj, light_data.shadow_matrix);
+
+ if (size > 0.0) {
+
+ light_data.soft_shadow_size = size;
+ } else {
+ light_data.soft_shadow_size = 0.0;
+ }
+
} else if (type == RS::LIGHT_SPOT) {
+ //used for clamping in this light type
+ light_data.atlas_rect[2] += light_data.atlas_rect[0];
+ light_data.atlas_rect[3] += light_data.atlas_rect[1];
+
Transform modelview = (p_camera_inverse_transform * light_transform).inverse();
CameraMatrix bias;
bias.set_light_bias();
@@ -1619,7 +1731,17 @@ void RasterizerSceneHighEndRD::_setup_lights(RID *p_light_cull_result, int p_lig
CameraMatrix shadow_mtx = rectm * bias * light_instance_get_shadow_camera(li, 0) * modelview;
store_camera(shadow_mtx, light_data.shadow_matrix);
+
+ if (size > 0.0) {
+ CameraMatrix cm = light_instance_get_shadow_camera(li, 0);
+ float half_np = cm.get_z_near() * Math::tan(Math::deg2rad(spot_angle));
+ light_data.soft_shadow_size = (size * 0.5 / radius) / (half_np / cm.get_z_near()) * rect.size.width;
+ } else {
+ light_data.soft_shadow_size = 0.0;
+ }
}
+ } else {
+ light_data.shadow_color_enabled[3] = 0;
}
light_instance_set_index(li, light_count);
@@ -1698,9 +1820,6 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
//scene_state.ubo.subsurface_scatter_width = subsurface_scatter_size;
- scene_state.ubo.shadow_z_offset = 0;
- scene_state.ubo.shadow_z_slope_scale = 0;
-
Vector2 vp_he = p_cam_projection.get_viewport_half_extents();
scene_state.ubo.viewport_size[0] = vp_he.x;
scene_state.ubo.viewport_size[1] = vp_he.y;
@@ -1795,6 +1914,14 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
render_list.clear();
_fill_render_list(p_cull_result, p_cull_count, PASS_MODE_COLOR, render_buffer == nullptr);
+ bool using_sss = render_buffer && scene_state.used_sss && sub_surface_scattering_get_quality() != RS::SUB_SURFACE_SCATTERING_QUALITY_DISABLED;
+
+ if (using_sss) {
+ using_separate_specular = true;
+ render_buffer->ensure_specular();
+ using_separate_specular = true;
+ opaque_specular_framebuffer = render_buffer->color_specular_fb;
+ }
RID radiance_uniform_set;
bool draw_sky = false;
@@ -1894,8 +2021,8 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
RENDER_TIMESTAMP("Render Opaque Pass");
- bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !scene_state.used_sss;
- bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr;
+ bool can_continue_color = !scene_state.used_screen_texture && !using_ssr && !using_sss;
+ bool can_continue_depth = !scene_state.used_depth_texture && !using_ssr && !using_sss;
{
@@ -1904,10 +2031,15 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
//regular forward for now
Vector<Color> c;
- c.push_back(clear_color.to_linear());
if (using_separate_specular) {
+ Color cc = clear_color.to_linear();
+ cc.a = 0; //subsurf scatter must be 0
+ c.push_back(cc);
c.push_back(Color(0, 0, 0, 0));
+ } else {
+ c.push_back(clear_color.to_linear());
}
+
RID framebuffer = using_separate_specular ? opaque_specular_framebuffer : opaque_framebuffer;
RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(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 ? (using_ssao ? RD::INITIAL_ACTION_KEEP : RD::INITIAL_ACTION_CONTINUE) : RD::INITIAL_ACTION_CLEAR, will_continue_depth ? RD::FINAL_ACTION_CONTINUE : RD::FINAL_ACTION_READ, c, 1.0, 0);
_render_list(draw_list, RD::get_singleton()->framebuffer_get_format(framebuffer), render_list.elements, render_list.element_count, false, using_separate_specular ? PASS_MODE_COLOR_SPECULAR : PASS_MODE_COLOR, render_buffer == nullptr, radiance_uniform_set, render_buffers_uniform_set);
@@ -1950,10 +2082,9 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
if (using_separate_specular) {
- if (scene_state.used_sss) {
+ if (using_sss) {
RENDER_TIMESTAMP("Sub Surface Scattering");
-
- //_process_sss()
+ _process_sss(p_render_buffer, p_cam_projection);
}
if (using_ssr) {
@@ -2051,7 +2182,7 @@ void RasterizerSceneHighEndRD::_render_scene(RID p_render_buffer, const Transfor
//disable all stuff
#endif
}
-void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip) {
+void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake) {
RENDER_TIMESTAMP("Setup Rendering Shadow");
@@ -2059,11 +2190,9 @@ void RasterizerSceneHighEndRD::_render_shadow(RID p_framebuffer, InstanceBase **
render_pass++;
- scene_state.ubo.shadow_z_offset = p_bias;
- scene_state.ubo.shadow_z_slope_scale = p_normal_bias;
scene_state.ubo.dual_paraboloid_side = p_use_dp_flip ? -1 : 1;
- _setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar);
+ _setup_environment(RID(), p_projection, p_transform, RID(), true, Vector2(1, 1), RID(), true, Color(), 0, p_zfar, false, p_use_pancake);
render_list.clear();
@@ -2094,8 +2223,6 @@ void RasterizerSceneHighEndRD::_render_material(const Transform &p_cam_transform
render_pass++;
- scene_state.ubo.shadow_z_offset = 0;
- scene_state.ubo.shadow_z_slope_scale = 0;
scene_state.ubo.dual_paraboloid_side = 0;
_setup_environment(RID(), p_cam_projection, p_cam_transform, RID(), true, Vector2(1, 1), RID(), false, Color(), 0, 0);
@@ -2192,7 +2319,7 @@ void RasterizerSceneHighEndRD::_update_render_base_uniform_set() {
{
RD::Uniform u;
u.binding = 5;
- u.type = RD::UNIFORM_TYPE_UNIFORM_BUFFER;
+ u.type = RD::UNIFORM_TYPE_STORAGE_BUFFER;
u.ids.push_back(scene_state.light_buffer);
uniforms.push_back(u);
}
@@ -2451,11 +2578,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
}
{ //lights
- scene_state.max_lights = MIN(65536, uniform_max_size) / sizeof(LightData);
+ scene_state.max_lights = MIN(1024 * 1024, uniform_max_size) / sizeof(LightData); //1mb of lights
uint32_t light_buffer_size = scene_state.max_lights * sizeof(LightData);
scene_state.lights = memnew_arr(LightData, scene_state.max_lights);
- scene_state.light_buffer = RD::get_singleton()->uniform_buffer_create(light_buffer_size);
- defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
+ scene_state.light_buffer = RD::get_singleton()->storage_buffer_create(light_buffer_size);
+ //defines += "\n#define MAX_LIGHT_DATA_STRUCTS " + itos(scene_state.max_lights) + "\n";
scene_state.max_directional_lights = 8;
uint32_t directional_light_buffer_size = scene_state.max_directional_lights * sizeof(DirectionalLightData);
@@ -2557,7 +2684,11 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.renames["ANISOTROPY"] = "anisotropy";
actions.renames["ANISOTROPY_FLOW"] = "anisotropy_flow";
actions.renames["SSS_STRENGTH"] = "sss_strength";
- actions.renames["TRANSMISSION"] = "transmission";
+ actions.renames["SSS_TRANSMITTANCE_COLOR"] = "transmittance_color";
+ actions.renames["SSS_TRANSMITTANCE_DEPTH"] = "transmittance_depth";
+ actions.renames["SSS_TRANSMITTANCE_CURVE"] = "transmittance_curve";
+ actions.renames["SSS_TRANSMITTANCE_BOOST"] = "transmittance_boost";
+ actions.renames["BACKLIGHT"] = "backlight";
actions.renames["AO"] = "ao";
actions.renames["AO_LIGHT_AFFECT"] = "ao_light_affect";
actions.renames["EMISSION"] = "emission";
@@ -2597,7 +2728,8 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.usage_defines["POSITION"] = "#define OVERRIDE_POSITION\n";
actions.usage_defines["SSS_STRENGTH"] = "#define ENABLE_SSS\n";
- actions.usage_defines["TRANSMISSION"] = "#define LIGHT_TRANSMISSION_USED\n";
+ actions.usage_defines["SSS_TRANSMITTANCE_DEPTH"] = "#define ENABLE_TRANSMITTANCE\n";
+ actions.usage_defines["BACKLIGHT"] = "#define LIGHT_BACKLIGHT_USED\n";
actions.usage_defines["SCREEN_TEXTURE"] = "#define SCREEN_TEXTURE_USED\n";
actions.usage_defines["SCREEN_UV"] = "#define SCREEN_UV_USED\n";
@@ -2620,6 +2752,8 @@ RasterizerSceneHighEndRD::RasterizerSceneHighEndRD(RasterizerStorageRD *p_storag
actions.render_mode_defines["diffuse_lambert_wrap"] = "#define DIFFUSE_LAMBERT_WRAP\n";
actions.render_mode_defines["diffuse_toon"] = "#define DIFFUSE_TOON\n";
+ actions.render_mode_defines["sss_mode_skin"] = "#define SSS_MODE_SKIN\n";
+
bool force_blinn = GLOBAL_GET("rendering/quality/shading/force_blinn_over_ggx");
if (!force_blinn) {
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
index e79bf2b378..b4f5d25afd 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_high_end_rd.h
@@ -138,6 +138,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
bool unshaded;
bool uses_vertex;
bool uses_sss;
+ bool uses_transmittance;
bool uses_screen_texture;
bool uses_depth_texture;
bool uses_normal_texture;
@@ -253,13 +254,19 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float position[3];
float inv_radius;
float direction[3];
+ float size;
uint16_t attenuation_energy[2]; //16 bits attenuation, then energy
uint8_t color_specular[4]; //rgb color, a specular (8 bit unorm)
uint16_t cone_attenuation_angle[2]; // attenuation and angle, (16bit float)
- uint32_t mask;
uint8_t shadow_color_enabled[4]; //shadow rgb color, a>0.5 enabled (8bit unorm)
float atlas_rect[4]; // in omni, used for atlas uv, in spot, used for projector uv
float shadow_matrix[16];
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size;
+ uint32_t mask;
+ uint32_t pad[3];
};
struct DirectionalLightData {
@@ -267,15 +274,30 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float direction[3];
float energy;
float color[3];
+ float size;
float specular;
- float shadow_color[3];
uint32_t mask;
+ float softshadow_angle;
+ uint32_t pad[1];
uint32_t blend_splits;
uint32_t shadow_enabled;
float fade_from;
float fade_to;
+ float shadow_bias[4];
+ float shadow_normal_bias[4];
+ float shadow_transmittance_bias[4];
+ float shadow_transmittance_z_scale[4];
+ float shadow_range_begin[4];
float shadow_split_offsets[4];
float shadow_matrices[4][16];
+ float shadow_color1[4];
+ float shadow_color2[4];
+ float shadow_color3[4];
+ float shadow_color4[4];
+ float uv_scale1[2];
+ float uv_scale2[2];
+ float uv_scale3[2];
+ float uv_scale4[2];
};
struct GIProbeData {
@@ -324,12 +346,15 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
float viewport_size[2];
float screen_pixel_size[2];
- float shadow_z_offset;
- float shadow_z_slope_scale;
-
float time;
float reflection_multiplier;
+ uint32_t pancake_shadows;
+ uint32_t shadow_filter_mode;
+
+ uint32_t shadow_blocker_count;
+ uint32_t shadow_pad[3];
+
float ambient_light_color_energy[4];
float ambient_color_sky_mix;
@@ -558,7 +583,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
PASS_MODE_DEPTH_MATERIAL,
};
- void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false);
+ void _setup_environment(RID p_environment, const CameraMatrix &p_cam_projection, const Transform &p_cam_transform, RID p_reflection_probe, bool p_no_fog, const Size2 &p_screen_pixel_size, RID p_shadow_atlas, bool p_flip_y, const Color &p_default_bg_color, float p_znear, float p_zfar, bool p_opaque_render_buffers = false, bool p_pancake_shadows = false);
void _setup_lights(RID *p_light_cull_result, int p_light_cull_count, const Transform &p_camera_inverse_transform, RID p_shadow_atlas, bool p_using_shadows);
void _setup_reflections(RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, const Transform &p_camera_inverse_transform, RID p_environment);
void _setup_gi_probes(RID *p_gi_probe_probe_cull_result, int p_gi_probe_probe_cull_count, const Transform &p_camera_transform);
@@ -572,7 +597,7 @@ class RasterizerSceneHighEndRD : public RasterizerSceneRD {
protected:
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_bg_color);
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip);
+ virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool p_use_dp_flip, bool p_use_pancake);
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
public:
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
index af86d145ad..2426eb7ebe 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.cpp
@@ -181,10 +181,9 @@ void RasterizerSceneRD::_update_reflection_mipmaps(ReflectionData &rd) {
for (int j = 0; j < rd.layers[i].mipmaps.size() - 1; j++) {
for (int k = 0; k < 6; k++) {
RID view = rd.layers[i].mipmaps[j].views[k];
- RID fb = rd.layers[i].mipmaps[j + 1].framebuffers[k];
- Vector2 size = rd.layers[i].mipmaps[j].size;
- size = Vector2(1.0 / size.x, 1.0 / size.y);
- storage->get_effects()->make_mipmap(view, fb, size);
+ RID texture = rd.layers[i].mipmaps[j + 1].views[k];
+ Size2i size = rd.layers[i].mipmaps[j + 1].size;
+ storage->get_effects()->make_mipmap(view, texture, size);
}
}
}
@@ -1599,7 +1598,6 @@ void RasterizerSceneRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
if (shadow_atlas->depth.is_valid()) {
RD::get_singleton()->free(shadow_atlas->depth);
shadow_atlas->depth = RID();
- shadow_atlas->fb = RID();
}
for (int i = 0; i < 4; i++) {
//clear subdivisions
@@ -1625,13 +1623,9 @@ void RasterizerSceneRD::shadow_atlas_set_size(RID p_atlas, int p_size) {
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
tf.width = shadow_atlas->size;
tf.height = shadow_atlas->size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
shadow_atlas->depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- Vector<RID> fb;
- fb.push_back(shadow_atlas->depth);
- shadow_atlas->fb = RD::get_singleton()->framebuffer_create(fb);
}
}
@@ -1901,7 +1895,6 @@ void RasterizerSceneRD::directional_shadow_atlas_set_size(int p_size) {
if (directional_shadow.depth.is_valid()) {
RD::get_singleton()->free(directional_shadow.depth);
directional_shadow.depth = RID();
- directional_shadow.fb = RID();
}
if (p_size > 0) {
@@ -1910,12 +1903,9 @@ void RasterizerSceneRD::directional_shadow_atlas_set_size(int p_size) {
tf.format = RD::DATA_FORMAT_R32_SFLOAT;
tf.width = p_size;
tf.height = p_size;
- tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_STORAGE_BIT;
directional_shadow.depth = RD::get_singleton()->texture_create(tf, RD::TextureView());
- Vector<RID> fb;
- fb.push_back(directional_shadow.depth);
- directional_shadow.fb = RD::get_singleton()->framebuffer_create(fb);
}
_base_uniforms_changed();
@@ -2032,7 +2022,7 @@ void RasterizerSceneRD::light_instance_set_transform(RID p_light_instance, const
light_instance->transform = p_transform;
}
-void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale) {
+void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale, float p_range_begin, const Vector2 &p_uv_scale) {
LightInstance *light_instance = light_instance_owner.getornull(p_light_instance);
ERR_FAIL_COND(!light_instance);
@@ -2048,6 +2038,9 @@ void RasterizerSceneRD::light_instance_set_shadow_transform(RID p_light_instance
light_instance->shadow_transform[p_pass].farplane = p_far;
light_instance->shadow_transform[p_pass].split = p_split;
light_instance->shadow_transform[p_pass].bias_scale = p_bias_scale;
+ light_instance->shadow_transform[p_pass].range_begin = p_range_begin;
+ light_instance->shadow_transform[p_pass].shadow_texel_size = p_shadow_texel_size;
+ light_instance->shadow_transform[p_pass].uv_scale = p_uv_scale;
}
void RasterizerSceneRD::light_instance_mark_visible(RID p_light_instance) {
@@ -3059,7 +3052,7 @@ void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
tf.width = rb->width;
tf.height = rb->height;
tf.type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tf.mipmaps = mipmaps_required;
rb->blur[0].texture = RD::get_singleton()->texture_create(tf, RD::TextureView());
@@ -3076,11 +3069,6 @@ void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
RenderBuffers::Blur::Mipmap mm;
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[0].texture, 0, i);
- {
- Vector<RID> fbs;
- fbs.push_back(mm.texture);
- mm.framebuffer = RD::get_singleton()->framebuffer_create(fbs);
- }
mm.width = base_width;
mm.height = base_height;
@@ -3090,11 +3078,6 @@ void RasterizerSceneRD::_allocate_blur_textures(RenderBuffers *rb) {
if (i > 0) {
mm.texture = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rb->blur[1].texture, 0, i - 1);
- {
- Vector<RID> fbs;
- fbs.push_back(mm.texture);
- mm.framebuffer = RD::get_singleton()->framebuffer_create(fbs);
- }
rb->blur[1].mipmaps.push_back(mm);
}
@@ -3203,6 +3186,26 @@ void RasterizerSceneRD::_free_render_buffer_data(RenderBuffers *rb) {
}
}
+void RasterizerSceneRD::_process_sss(RID p_render_buffers, const CameraMatrix &p_camera) {
+
+ RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
+ ERR_FAIL_COND(!rb);
+
+ bool can_use_effects = rb->width >= 8 && rb->height >= 8;
+
+ if (!can_use_effects) {
+ //just copy
+ return;
+ }
+
+ if (rb->blur[0].texture.is_null()) {
+ _allocate_blur_textures(rb);
+ _render_buffers_uniform_set_changed(p_render_buffers);
+ }
+
+ storage->get_effects()->sub_surface_scattering(rb->texture, rb->blur[0].mipmaps[0].texture, rb->depth_texture, p_camera, Size2i(rb->width, rb->height), sss_scale, sss_depth_scale, sss_quality);
+}
+
void RasterizerSceneRD::_process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_roughness_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
@@ -3401,9 +3404,9 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
if (env->auto_exposure && rb->luminance.current.is_valid()) {
luminance_texture = rb->luminance.current;
}
- storage->get_effects()->gaussian_glow(rb->texture, rb->blur[0].mipmaps[i + 1].framebuffer, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].framebuffer, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
+ storage->get_effects()->gaussian_glow(rb->texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength, true, env->glow_hdr_luminance_cap, env->exposure, env->glow_bloom, env->glow_hdr_bleed_threshold, env->glow_hdr_bleed_scale, luminance_texture, env->auto_exp_scale);
} else {
- storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i + 1].framebuffer, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].framebuffer, Vector2(1.0 / vp_w, 1.0 / vp_h), env->glow_strength);
+ storage->get_effects()->gaussian_glow(rb->blur[1].mipmaps[i - 1].texture, rb->blur[0].mipmaps[i + 1].texture, rb->blur[1].mipmaps[i].texture, Size2i(vp_w, vp_h), env->glow_strength);
}
}
}
@@ -3459,7 +3462,7 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
RID shadow_atlas_texture = shadow_atlas_get_texture(p_shadow_atlas);
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2), false, true);
+ effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
@@ -3468,7 +3471,7 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
RID shadow_atlas_texture = directional_shadow_get_texture();
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 2), false, true);
+ effects->copy_to_fb_rect(shadow_atlas_texture, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2i(Vector2(), rtsize / 2), false, true);
}
}
@@ -3476,24 +3479,24 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
if (rb->luminance.current.is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
+ effects->copy_to_fb_rect(rb->luminance.current, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize / 8), false, true);
}
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_SSAO && rb->ssao.ao[0].is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
RID ao_buf = rb->ssao.ao_full.is_valid() ? rb->ssao.ao_full : rb->ssao.ao[0];
- effects->copy_to_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+ effects->copy_to_fb_rect(ao_buf, storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_ROUGHNESS_LIMITER && _render_buffers_get_roughness_texture(p_render_buffers).is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(_render_buffers_get_roughness_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
+ effects->copy_to_fb_rect(_render_buffers_get_roughness_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, true);
}
if (debug_draw == RS::VIEWPORT_DEBUG_DRAW_NORMAL_BUFFER && _render_buffers_get_normal_texture(p_render_buffers).is_valid()) {
Size2 rtsize = storage->render_target_get_size(rb->render_target);
- effects->copy_to_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize));
+ effects->copy_to_fb_rect(_render_buffers_get_normal_texture(p_render_buffers), storage->render_target_get_rd_framebuffer(rb->render_target), Rect2(Vector2(), rtsize), false, false);
}
}
@@ -3547,6 +3550,23 @@ void RasterizerSceneRD::render_buffers_configure(RID p_render_buffers, RID p_ren
_render_buffers_uniform_set_changed(p_render_buffers);
}
+void RasterizerSceneRD::sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality) {
+ sss_quality = p_quality;
+}
+
+RS::SubSurfaceScatteringQuality RasterizerSceneRD::sub_surface_scattering_get_quality() const {
+ return sss_quality;
+}
+
+void RasterizerSceneRD::sub_surface_scattering_set_scale(float p_scale, float p_depth_scale) {
+ sss_scale = p_scale;
+ sss_depth_scale = p_depth_scale;
+}
+
+void RasterizerSceneRD::shadow_filter_set(RS::ShadowFilter p_filter) {
+ shadow_filter = p_filter;
+}
+
int RasterizerSceneRD::get_roughness_layers() const {
return roughness_layers;
}
@@ -3588,16 +3608,19 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
ERR_FAIL_COND(!light_instance);
Rect2i atlas_rect;
- RID atlas_fb;
+ RID atlas_texture;
bool using_dual_paraboloid = false;
bool using_dual_paraboloid_flip = false;
+ float znear = 0;
float zfar = 0;
RID render_fb;
RID render_texture;
float bias = 0;
float normal_bias = 0;
+ bool use_pancake = false;
+ bool use_linear_depth = false;
bool render_cubemap = false;
bool finalize_cubemap = false;
@@ -3612,6 +3635,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
light_instance->last_scene_shadow_pass = scene_pass;
}
+ use_pancake = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE) > 0;
light_projection = light_instance->shadow_transform[p_pass].camera;
light_transform = light_instance->shadow_transform[p_pass].transform;
@@ -3650,7 +3674,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
light_instance->shadow_transform[p_pass].atlas_rect.position /= directional_shadow.size;
light_instance->shadow_transform[p_pass].atlas_rect.size /= directional_shadow.size;
- float bias_mult = Math::lerp(1.0f, light_instance->shadow_transform[p_pass].bias_scale, storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE));
+ float bias_mult = light_instance->shadow_transform[p_pass].bias_scale;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS) * bias_mult;
normal_bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS) * bias_mult;
@@ -3658,7 +3682,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
render_fb = shadow_map->fb;
render_texture = shadow_map->depth;
- atlas_fb = directional_shadow.fb;
+ atlas_texture = directional_shadow.depth;
} else {
//set from shadow atlas
@@ -3685,7 +3709,7 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
atlas_rect.size.width = shadow_size;
atlas_rect.size.height = shadow_size;
- atlas_fb = shadow_atlas->fb;
+ atlas_texture = shadow_atlas->depth;
zfar = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_RANGE);
bias = storage->light_get_param(light_instance->light, RS::LIGHT_PARAM_SHADOW_BIAS);
@@ -3729,26 +3753,33 @@ void RasterizerSceneRD::render_shadow(RID p_light, RID p_shadow_atlas, int p_pas
ShadowMap *shadow_map = _get_shadow_map(atlas_rect.size);
render_fb = shadow_map->fb;
render_texture = shadow_map->depth;
+
+ znear = light_instance->shadow_transform[0].camera.get_z_near();
+ use_linear_depth = true;
}
}
if (render_cubemap) {
//rendering to cubemap
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false);
+ _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, 0, 0, false, false, use_pancake);
if (finalize_cubemap) {
//reblit
atlas_rect.size.height /= 2;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), bias, false);
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, false);
atlas_rect.position.y += atlas_rect.size.height;
- storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_fb, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), bias, true);
+ storage->get_effects()->copy_cubemap_to_dp(render_texture, atlas_texture, atlas_rect, light_projection.get_z_near(), light_projection.get_z_far(), 0.0, true);
}
} else {
//render shadow
- _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip);
+ _render_shadow(render_fb, p_cull_result, p_cull_count, light_projection, light_transform, zfar, bias, normal_bias, using_dual_paraboloid, using_dual_paraboloid_flip, use_pancake);
//copy to atlas
- storage->get_effects()->copy_to_rect(render_texture, atlas_fb, atlas_rect, true);
+ if (use_linear_depth) {
+ storage->get_effects()->copy_depth_to_rect_and_linearize(render_texture, atlas_texture, atlas_rect, true, znear, zfar);
+ } else {
+ storage->get_effects()->copy_depth_to_rect(render_texture, atlas_texture, atlas_rect, true);
+ }
//does not work from depth to color
//RD::get_singleton()->texture_copy(render_texture, atlas_texture, Vector3(0, 0, 0), Vector3(atlas_rect.position.x, atlas_rect.position.y, 0), Vector3(atlas_rect.size.x, atlas_rect.size.y, 1), 0, 0, 0, 0, true);
@@ -4101,6 +4132,10 @@ RasterizerSceneRD::RasterizerSceneRD(RasterizerStorageRD *p_storage) {
screen_space_roughness_limiter_curve = GLOBAL_GET("rendering/quality/filters/screen_space_roughness_limiter_curve");
glow_bicubic_upscale = int(GLOBAL_GET("rendering/quality/glow/upscale_mode")) > 0;
ssr_roughness_quality = RS::EnvironmentSSRRoughnessQuality(int(GLOBAL_GET("rendering/quality/screen_space_reflection/roughness_quality")));
+ sss_quality = RS::SubSurfaceScatteringQuality(int(GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_quality")));
+ sss_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_scale");
+ sss_depth_scale = GLOBAL_GET("rendering/quality/subsurface_scattering/subsurface_scattering_depth_scale");
+ shadow_filter = RS::ShadowFilter(int(GLOBAL_GET("rendering/quality/shadows/filter_mode")));
}
RasterizerSceneRD::~RasterizerSceneRD() {
diff --git a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
index 11a8555d22..21c3c08d16 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_scene_rd.h
@@ -79,7 +79,7 @@ protected:
virtual RenderBufferData *_create_render_buffer_data() = 0;
virtual void _render_scene(RID p_render_buffer, const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID *p_light_cull_result, int p_light_cull_count, RID *p_reflection_probe_cull_result, int p_reflection_probe_cull_count, RID *p_gi_probe_cull_result, int p_gi_probe_cull_count, RID p_environment, RID p_camera_effects, RID p_shadow_atlas, RID p_reflection_atlas, RID p_reflection_probe, int p_reflection_probe_pass, const Color &p_default_color) = 0;
- virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip) = 0;
+ virtual void _render_shadow(RID p_framebuffer, InstanceBase **p_cull_result, int p_cull_count, const CameraMatrix &p_projection, const Transform &p_transform, float p_zfar, float p_bias, float p_normal_bias, bool p_use_dp, bool use_dp_flip, bool p_use_pancake) = 0;
virtual void _render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region) = 0;
virtual void _debug_giprobe(RID p_gi_probe, RenderingDevice::DrawListID p_draw_list, RID p_framebuffer, const CameraMatrix &p_camera_with_transform, bool p_lighting, bool p_emission, float p_alpha);
@@ -93,6 +93,7 @@ protected:
void _process_ssao(RID p_render_buffers, RID p_environment, RID p_normal_buffer, const CameraMatrix &p_projection);
void _process_ssr(RID p_render_buffers, RID p_dest_framebuffer, RID p_normal_buffer, RID p_roughness_buffer, RID p_specular_buffer, RID p_metallic, const Color &p_metallic_mask, RID p_environment, const CameraMatrix &p_projection, bool p_use_additive);
+ void _process_sss(RID p_render_buffers, const CameraMatrix &p_camera);
void _setup_sky(RID p_environment, const Vector3 &p_position, const Size2i p_screen_size);
void _update_sky(RID p_environment, const CameraMatrix &p_projection, const Transform &p_transform);
@@ -526,11 +527,12 @@ private:
bool _shadow_atlas_find_shadow(ShadowAtlas *shadow_atlas, int *p_in_quadrants, int p_quadrant_count, int p_current_subdiv, uint64_t p_tick, int &r_quadrant, int &r_shadow);
+ RS::ShadowFilter shadow_filter = RS::SHADOW_FILTER_NONE;
+
/* DIRECTIONAL SHADOW */
struct DirectionalShadow {
RID depth;
- RID fb; //for copying
int light_count = 0;
int size = 0;
@@ -569,7 +571,10 @@ private:
float farplane;
float split;
float bias_scale;
+ float shadow_texel_size;
+ float range_begin;
Rect2 atlas_rect;
+ Vector2 uv_scale;
};
RS::LightType light_type = RS::LIGHT_DIRECTIONAL;
@@ -698,6 +703,9 @@ private:
RS::DOFBlurQuality dof_blur_quality = RS::DOF_BLUR_QUALITY_MEDIUM;
RS::DOFBokehShape dof_blur_bokeh_shape = RS::DOF_BOKEH_HEXAGON;
bool dof_blur_use_jitter = false;
+ RS::SubSurfaceScatteringQuality sss_quality = RS::SUB_SURFACE_SCATTERING_QUALITY_MEDIUM;
+ float sss_scale = 0.05;
+ float sss_depth_scale = 0.01;
mutable RID_Owner<CameraEffects> camera_effects_owner;
@@ -721,7 +729,6 @@ private:
struct Mipmap {
RID texture;
- RID framebuffer;
int width;
int height;
};
@@ -876,7 +883,7 @@ public:
RID light_instance_create(RID p_light);
void light_instance_set_transform(RID p_light_instance, const Transform &p_transform);
- void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_bias_scale = 1.0);
+ void light_instance_set_shadow_transform(RID p_light_instance, const CameraMatrix &p_projection, const Transform &p_transform, float p_far, float p_split, int p_pass, float p_shadow_texel_size, float p_bias_scale = 1.0, float p_range_begin = 0, const Vector2 &p_uv_scale = Vector2());
void light_instance_mark_visible(RID p_light_instance);
_FORCE_INLINE_ RID light_instance_get_base_light(RID p_light_instance) {
@@ -922,11 +929,55 @@ public:
return li->shadow_transform[p_index].camera;
}
- _FORCE_INLINE_ Transform light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
+ _FORCE_INLINE_ float light_instance_get_shadow_texel_size(RID p_light_instance, RID p_shadow_atlas) {
+
+#ifdef DEBUG_ENABLED
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ ERR_FAIL_COND_V(!li->shadow_atlases.has(p_shadow_atlas), 0);
+#endif
+ ShadowAtlas *shadow_atlas = shadow_atlas_owner.getornull(p_shadow_atlas);
+ ERR_FAIL_COND_V(!shadow_atlas, 0);
+#ifdef DEBUG_ENABLED
+ ERR_FAIL_COND_V(!shadow_atlas->shadow_owners.has(p_light_instance), 0);
+#endif
+ uint32_t key = shadow_atlas->shadow_owners[p_light_instance];
+
+ uint32_t quadrant = (key >> ShadowAtlas::QUADRANT_SHIFT) & 0x3;
+
+ uint32_t quadrant_size = shadow_atlas->size >> 1;
+
+ uint32_t shadow_size = (quadrant_size / shadow_atlas->quadrants[quadrant].subdivision);
+
+ return float(1.0) / shadow_size;
+ }
+
+ _FORCE_INLINE_ Transform
+ light_instance_get_shadow_transform(RID p_light_instance, int p_index) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
return li->shadow_transform[p_index].transform;
}
+ _FORCE_INLINE_ float light_instance_get_shadow_bias_scale(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].bias_scale;
+ }
+ _FORCE_INLINE_ float light_instance_get_shadow_range(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].farplane;
+ }
+ _FORCE_INLINE_ float light_instance_get_shadow_range_begin(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].range_begin;
+ }
+
+ _FORCE_INLINE_ Vector2 light_instance_get_shadow_uv_scale(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].uv_scale;
+ }
_FORCE_INLINE_ Rect2 light_instance_get_directional_shadow_atlas_rect(RID p_light_instance, int p_index) {
@@ -940,6 +991,12 @@ public:
return li->shadow_transform[p_index].split;
}
+ _FORCE_INLINE_ float light_instance_get_directional_shadow_texel_size(RID p_light_instance, int p_index) {
+
+ LightInstance *li = light_instance_owner.getornull(p_light_instance);
+ return li->shadow_transform[p_index].shadow_texel_size;
+ }
+
_FORCE_INLINE_ void light_instance_set_render_pass(RID p_light_instance, uint64_t p_pass) {
LightInstance *li = light_instance_owner.getornull(p_light_instance);
li->last_pass = p_pass;
@@ -1103,13 +1160,24 @@ public:
void render_material(const Transform &p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_ortogonal, InstanceBase **p_cull_result, int p_cull_count, RID p_framebuffer, const Rect2i &p_region);
- virtual void set_scene_pass(uint64_t p_pass) { scene_pass = p_pass; }
- _FORCE_INLINE_ uint64_t get_scene_pass() { return scene_pass; }
+ virtual void set_scene_pass(uint64_t p_pass) {
+ scene_pass = p_pass;
+ }
+ _FORCE_INLINE_ uint64_t get_scene_pass() {
+ return scene_pass;
+ }
virtual void screen_space_roughness_limiter_set_active(bool p_enable, float p_curve);
virtual bool screen_space_roughness_limiter_is_active() const;
virtual float screen_space_roughness_limiter_get_curve() const;
+ virtual void sub_surface_scattering_set_quality(RS::SubSurfaceScatteringQuality p_quality);
+ RS::SubSurfaceScatteringQuality sub_surface_scattering_get_quality() const;
+ virtual void sub_surface_scattering_set_scale(float p_scale, float p_depth_scale);
+
+ virtual void shadow_filter_set(RS::ShadowFilter p_filter);
+ _FORCE_INLINE_ RS::ShadowFilter shadow_filter_get() const { return shadow_filter; }
+
int get_roughness_layers() const;
bool is_using_radiance_cubemap_array() const;
@@ -1118,7 +1186,9 @@ public:
virtual void update();
virtual void set_debug_draw_mode(RS::ViewportDebugDraw p_debug_draw);
- _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const { return debug_draw; }
+ _FORCE_INLINE_ RS::ViewportDebugDraw get_debug_draw_mode() const {
+ return debug_draw;
+ }
virtual void set_time(double p_time, double p_step);
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
index 322e89ef9a..00dfdc612a 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.cpp
@@ -3104,15 +3104,17 @@ RID RasterizerStorageRD::light_create(RS::LightType p_type) {
light.param[RS::LIGHT_PARAM_INDIRECT_ENERGY] = 1.0;
light.param[RS::LIGHT_PARAM_SPECULAR] = 0.5;
light.param[RS::LIGHT_PARAM_RANGE] = 1.0;
+ light.param[RS::LIGHT_PARAM_SIZE] = 0.0;
light.param[RS::LIGHT_PARAM_SPOT_ANGLE] = 45;
- light.param[RS::LIGHT_PARAM_CONTACT_SHADOW_SIZE] = 45;
light.param[RS::LIGHT_PARAM_SHADOW_MAX_DISTANCE] = 0;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET] = 0.1;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET] = 0.3;
light.param[RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET] = 0.6;
light.param[RS::LIGHT_PARAM_SHADOW_FADE_START] = 0.8;
- light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 0.1;
- light.param[RS::LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE] = 0.1;
+ light.param[RS::LIGHT_PARAM_SHADOW_BIAS] = 0.02;
+ light.param[RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS] = 1.0;
+ light.param[RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE] = 20.0;
+ light.param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS] = 0.05;
return light_owner.make_rid(light);
}
@@ -3138,6 +3140,7 @@ void RasterizerStorageRD::light_set_param(RID p_light, RS::LightParam p_param, f
case RS::LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET:
case RS::LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET:
case RS::LIGHT_PARAM_SHADOW_NORMAL_BIAS:
+ case RS::LIGHT_PARAM_SHADOW_PANCAKE_SIZE:
case RS::LIGHT_PARAM_SHADOW_BIAS: {
light->version++;
@@ -3911,7 +3914,6 @@ void RasterizerStorageRD::_clear_render_target(RenderTarget *rt) {
if (rt->backbuffer.is_valid()) {
RD::get_singleton()->free(rt->backbuffer);
rt->backbuffer = RID();
- rt->backbuffer_fb = RID();
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
//just erase copies, since the rest are erased by dependency
RD::get_singleton()->free(rt->backbuffer_mipmaps[i].mipmap_copy);
@@ -4025,17 +4027,11 @@ void RasterizerStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
tf.width = rt->size.width;
tf.height = rt->size.height;
tf.type = RD::TEXTURE_TYPE_2D;
- tf.usage_bits = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
+ tf.usage_bits = RD::TEXTURE_USAGE_STORAGE_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_COPY_TO_BIT;
tf.mipmaps = mipmaps_required;
rt->backbuffer = RD::get_singleton()->texture_create(tf, RD::TextureView());
-
- {
- Vector<RID> backbuffer_att;
- RID backbuffer_fb_tex = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0);
- backbuffer_att.push_back(backbuffer_fb_tex);
- rt->backbuffer_fb = RD::get_singleton()->framebuffer_create(backbuffer_att);
- }
+ rt->backbuffer_mipmap0 = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, 0);
//create mipmaps
for (uint32_t i = 1; i < mipmaps_required; i++) {
@@ -4043,9 +4039,6 @@ void RasterizerStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
RenderTarget::BackbufferMipmap mm;
{
mm.mipmap = RD::get_singleton()->texture_create_shared_from_slice(RD::TextureView(), rt->backbuffer, 0, i);
- Vector<RID> mm_fb_at;
- mm_fb_at.push_back(mm.mipmap);
- mm.mipmap_fb = RD::get_singleton()->framebuffer_create(mm_fb_at);
}
{
@@ -4057,9 +4050,6 @@ void RasterizerStorageRD::_create_render_target_backbuffer(RenderTarget *rt) {
mmtf.mipmaps = 1;
mm.mipmap_copy = RD::get_singleton()->texture_create(mmtf, RD::TextureView());
- Vector<RID> mm_fb_at;
- mm_fb_at.push_back(mm.mipmap_copy);
- mm.mipmap_copy_fb = RD::get_singleton()->framebuffer_create(mm_fb_at);
}
rt->backbuffer_mipmaps.push_back(mm);
@@ -4135,7 +4125,12 @@ RID RasterizerStorageRD::render_target_get_rd_framebuffer(RID p_render_target) {
return rt->framebuffer;
}
+RID RasterizerStorageRD::render_target_get_rd_texture(RID p_render_target) {
+ RenderTarget *rt = render_target_owner.getornull(p_render_target);
+ ERR_FAIL_COND_V(!rt, RID());
+ return rt->color;
+}
void RasterizerStorageRD::render_target_request_clear(RID p_render_target, const Color &p_clear_color) {
RenderTarget *rt = render_target_owner.getornull(p_render_target);
ERR_FAIL_COND(!rt);
@@ -4185,27 +4180,25 @@ void RasterizerStorageRD::render_target_copy_to_back_buffer(RID p_render_target,
}
Rect2i region = p_region;
- Rect2 blur_region;
if (region == Rect2i()) {
region.size = rt->size;
- } else {
- blur_region = region;
- blur_region.position /= rt->size;
- blur_region.size /= rt->size;
}
//single texture copy for backbuffer
- RD::get_singleton()->texture_copy(rt->color, rt->backbuffer, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
+ RD::get_singleton()->texture_copy(rt->color, rt->backbuffer_mipmap0, Vector3(region.position.x, region.position.y, 0), Vector3(region.position.x, region.position.y, 0), Vector3(region.size.x, region.size.y, 1), 0, 0, 0, 0, true);
//effects.copy(rt->color, rt->backbuffer_fb, blur_region);
//then mipmap blur
RID prev_texture = rt->color; //use color, not backbuffer, as bb has mipmaps.
- Vector2 pixel_size = Vector2(1.0 / rt->size.width, 1.0 / rt->size.height);
for (int i = 0; i < rt->backbuffer_mipmaps.size(); i++) {
- pixel_size *= 2.0; //go halfway
+ region.position.x >>= 1;
+ region.position.y >>= 1;
+ region.size.x = MAX(1, region.size.x >> 1);
+ region.size.y = MAX(1, region.size.y >> 1);
+
const RenderTarget::BackbufferMipmap &mm = rt->backbuffer_mipmaps[i];
- effects.gaussian_blur(prev_texture, mm.mipmap_copy_fb, mm.mipmap_copy, mm.mipmap_fb, pixel_size, blur_region);
+ effects.gaussian_blur(prev_texture, mm.mipmap, mm.mipmap_copy, region, true);
prev_texture = mm.mipmap;
}
}
diff --git a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
index 49f77e49e1..29a45ca90e 100644
--- a/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
+++ b/servers/rendering/rasterizer_rd/rasterizer_storage_rd.h
@@ -463,13 +463,11 @@ private:
bool flags[RENDER_TARGET_FLAG_MAX];
RID backbuffer; //used for effects
- RID backbuffer_fb;
+ RID backbuffer_mipmap0;
struct BackbufferMipmap {
RID mipmap;
- RID mipmap_fb;
RID mipmap_copy;
- RID mipmap_copy_fb;
};
Vector<BackbufferMipmap> backbuffer_mipmaps;
@@ -926,6 +924,14 @@ public:
return light->negative;
}
+ _FORCE_INLINE_ float light_get_transmittance_bias(RID p_light) const {
+
+ const Light *light = light_owner.getornull(p_light);
+ ERR_FAIL_COND_V(!light, 0.0);
+
+ return light->param[RS::LIGHT_PARAM_TRANSMITTANCE_BIAS];
+ }
+
bool light_get_use_gi(RID p_light);
uint64_t light_get_version(RID p_light) const;
@@ -1097,6 +1103,7 @@ public:
Size2 render_target_get_size(RID p_render_target);
RID render_target_get_rd_framebuffer(RID p_render_target);
+ RID render_target_get_rd_texture(RID p_render_target);
RS::InstanceType get_base_type(RID p_rid) const;
diff --git a/servers/rendering/rasterizer_rd/shaders/SCsub b/servers/rendering/rasterizer_rd/shaders/SCsub
index ade0418bd2..a454d144aa 100644
--- a/servers/rendering/rasterizer_rd/shaders/SCsub
+++ b/servers/rendering/rasterizer_rd/shaders/SCsub
@@ -5,14 +5,15 @@ Import("env")
if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("canvas.glsl")
env.RD_GLSL("canvas_occlusion.glsl")
- env.RD_GLSL("blur.glsl")
+ env.RD_GLSL("copy.glsl")
+ env.RD_GLSL("copy_to_fb.glsl")
env.RD_GLSL("cubemap_roughness.glsl")
env.RD_GLSL("cubemap_downsampler.glsl")
env.RD_GLSL("cubemap_filter.glsl")
env.RD_GLSL("scene_high_end.glsl")
env.RD_GLSL("sky.glsl")
env.RD_GLSL("tonemap.glsl")
- env.RD_GLSL("copy.glsl")
+ env.RD_GLSL("cube_to_dp.glsl")
env.RD_GLSL("giprobe.glsl")
env.RD_GLSL("giprobe_debug.glsl")
env.RD_GLSL("giprobe_sdf.glsl")
@@ -25,4 +26,5 @@ if "RD_GLSL" in env["BUILDERS"]:
env.RD_GLSL("screen_space_reflection.glsl")
env.RD_GLSL("screen_space_reflection_filter.glsl")
env.RD_GLSL("screen_space_reflection_scale.glsl")
+ env.RD_GLSL("subsurface_scattering.glsl")
env.RD_GLSL("specular_merge.glsl")
diff --git a/servers/rendering/rasterizer_rd/shaders/blur.glsl b/servers/rendering/rasterizer_rd/shaders/blur.glsl
deleted file mode 100644
index 87c20ebaef..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/blur.glsl
+++ /dev/null
@@ -1,294 +0,0 @@
-/* clang-format off */
-[vertex]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "blur_inc.glsl"
-
-layout(location = 0) out vec2 uv_interp;
-/* clang-format on */
-
-void main() {
-
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
-
- if (bool(blur.flags & FLAG_USE_BLUR_SECTION)) {
- uv_interp = blur.section.xy + uv_interp * blur.section.zw;
- }
-
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-
- if (bool(blur.flags & FLAG_FLIP_Y)) {
- uv_interp.y = 1.0 - uv_interp.y;
- }
-}
-
-/* clang-format off */
-[fragment]
-
-#version 450
-
-VERSION_DEFINES
-
-#include "blur_inc.glsl"
-
-layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
-
-layout(set = 0, binding = 0) uniform sampler2D source_color;
-
-#ifdef MODE_SSAO_MERGE
-layout(set = 1, binding = 0) uniform sampler2D source_ssao;
-#endif
-
-#ifdef GLOW_USE_AUTO_EXPOSURE
-layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
-#endif
-
-layout(location = 0) out vec4 frag_color;
-
-//DOF
-#if defined(MODE_DOF_FAR_BLUR) || defined(MODE_DOF_NEAR_BLUR)
-
-layout(set = 1, binding = 0) uniform sampler2D dof_source_depth;
-
-#ifdef DOF_NEAR_BLUR_MERGE
-layout(set = 2, binding = 0) uniform sampler2D source_dof_original;
-#endif
-
-#ifdef DOF_QUALITY_LOW
-const int dof_kernel_size = 5;
-const int dof_kernel_from = 2;
-const float dof_kernel[5] = float[](0.153388, 0.221461, 0.250301, 0.221461, 0.153388);
-#endif
-
-#ifdef DOF_QUALITY_MEDIUM
-const int dof_kernel_size = 11;
-const int dof_kernel_from = 5;
-const float dof_kernel[11] = float[](0.055037, 0.072806, 0.090506, 0.105726, 0.116061, 0.119726, 0.116061, 0.105726, 0.090506, 0.072806, 0.055037);
-
-#endif
-
-#ifdef DOF_QUALITY_HIGH
-const int dof_kernel_size = 21;
-const int dof_kernel_from = 10;
-const float dof_kernel[21] = float[](0.028174, 0.032676, 0.037311, 0.041944, 0.046421, 0.050582, 0.054261, 0.057307, 0.059587, 0.060998, 0.061476, 0.060998, 0.059587, 0.057307, 0.054261, 0.050582, 0.046421, 0.041944, 0.037311, 0.032676, 0.028174);
-#endif
-
-#endif
-
-void main() {
-
-#ifdef MODE_MIPMAP
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(-0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, -0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(0.5, 0.5) * pix_size);
- color += texture(source_color, uv_interp + vec2(-0.5, 0.5) * pix_size);
- frag_color = color / 4.0;
-
-#endif
-
-#ifdef MODE_GAUSSIAN_BLUR
-
- //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
-
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.214607;
- color += texture(source_color, uv_interp + vec2(1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(3.0, 0.0) * pix_size) * 0.071303;
- color += texture(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size) * 0.189879;
- color += texture(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size) * 0.131514;
- color += texture(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size) * 0.071303;
- frag_color = color;
- } else {
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.38774;
- color += texture(source_color, uv_interp + vec2(0.0, 1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, 2.0) * pix_size) * 0.06136;
- color += texture(source_color, uv_interp + vec2(0.0, -1.0) * pix_size) * 0.24477;
- color += texture(source_color, uv_interp + vec2(0.0, -2.0) * pix_size) * 0.06136;
- frag_color = color;
- }
-#endif
-
-#ifdef MODE_GAUSSIAN_GLOW
-
- //Glow uses larger sigma 1 for a more rounded blur effect
-
-#define GLOW_ADD(m_ofs, m_mult) \
- { \
- vec2 ofs = uv_interp + m_ofs * pix_size; \
- vec4 c = texture(source_color, ofs) * m_mult; \
- if (any(lessThan(ofs, vec2(0.0))) || any(greaterThan(ofs, vec2(1.0)))) { \
- c *= 0.0; \
- } \
- color += c; \
- }
-
- if (bool(blur.flags & FLAG_HORIZONTAL)) {
-
- vec2 pix_size = blur.pixel_size;
- pix_size *= 0.5; //reading from larger buffer, so use more samples
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.174938;
- GLOW_ADD(vec2(1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(3.0, 0.0), 0.106595);
- GLOW_ADD(vec2(-1.0, 0.0), 0.165569);
- GLOW_ADD(vec2(-2.0, 0.0), 0.140367);
- GLOW_ADD(vec2(-3.0, 0.0), 0.106595);
- color *= blur.glow_strength;
- frag_color = color;
- } else {
-
- vec2 pix_size = blur.pixel_size;
- vec4 color = texture(source_color, uv_interp + vec2(0.0, 0.0) * pix_size) * 0.288713;
- GLOW_ADD(vec2(0.0, 1.0), 0.233062);
- GLOW_ADD(vec2(0.0, 2.0), 0.122581);
- GLOW_ADD(vec2(0.0, -1.0), 0.233062);
- GLOW_ADD(vec2(0.0, -2.0), 0.122581);
- color *= blur.glow_strength;
- frag_color = color;
- }
-
-#undef GLOW_ADD
-
- if (bool(blur.flags & FLAG_GLOW_FIRST_PASS)) {
-#ifdef GLOW_USE_AUTO_EXPOSURE
-
- frag_color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / blur.glow_auto_exposure_grey;
-#endif
- frag_color *= blur.glow_exposure;
-
- float luminance = max(frag_color.r, max(frag_color.g, frag_color.b));
- float feedback = max(smoothstep(blur.glow_hdr_threshold, blur.glow_hdr_threshold + blur.glow_hdr_scale, luminance), blur.glow_bloom);
-
- frag_color = min(frag_color * feedback, vec4(blur.glow_luminance_cap));
- }
-
-#endif
-
-#ifdef MODE_DOF_FAR_BLUR
-
- vec4 color_accum = vec4(0.0);
-
- float depth = texture(dof_source_depth, uv_interp, 0.0).r;
- depth = depth * 2.0 - 1.0;
-
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
- depth = ((depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - depth * (blur.camera_z_far - blur.camera_z_near));
- }
-
- float amount = smoothstep(blur.dof_begin, blur.dof_end, depth);
- float k_accum = 0.0;
-
- for (int i = 0; i < dof_kernel_size; i++) {
-
- int int_ofs = i - dof_kernel_from;
- vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * amount * blur.dof_radius;
-
- float tap_k = dof_kernel[i];
-
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
- tap_depth = tap_depth * 2.0 - 1.0;
-
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
-
- tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
- }
-
- float tap_amount = mix(smoothstep(blur.dof_begin, blur.dof_end, tap_depth), 1.0, int_ofs == 0);
- tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
-
- vec4 tap_color = texture(source_color, tap_uv, 0.0) * tap_k;
-
- k_accum += tap_k * tap_amount;
- color_accum += tap_color * tap_amount;
- }
-
- if (k_accum > 0.0) {
- color_accum /= k_accum;
- }
-
- frag_color = color_accum; ///k_accum;
-
-#endif
-
-#ifdef MODE_DOF_NEAR_BLUR
-
- vec4 color_accum = vec4(0.0);
-
- float max_accum = 0.0;
-
- for (int i = 0; i < dof_kernel_size; i++) {
-
- int int_ofs = i - dof_kernel_from;
- vec2 tap_uv = uv_interp + blur.dof_dir * float(int_ofs) * blur.dof_radius;
- float ofs_influence = max(0.0, 1.0 - float(abs(int_ofs)) / float(dof_kernel_from));
-
- float tap_k = dof_kernel[i];
-
- vec4 tap_color = texture(source_color, tap_uv, 0.0);
-
- float tap_depth = texture(dof_source_depth, tap_uv, 0.0).r;
- tap_depth = tap_depth * 2.0 - 1.0;
- if (bool(blur.flags & FLAG_USE_ORTHOGONAL_PROJECTION)) {
-
- tap_depth = ((tap_depth + (blur.camera_z_far + blur.camera_z_near) / (blur.camera_z_far - blur.camera_z_near)) * (blur.camera_z_far - blur.camera_z_near)) / 2.0;
- } else {
- tap_depth = 2.0 * blur.camera_z_near * blur.camera_z_far / (blur.camera_z_far + blur.camera_z_near - tap_depth * (blur.camera_z_far - blur.camera_z_near));
- }
- float tap_amount = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
- tap_amount *= tap_amount * tap_amount; //prevent undesired glow effect
-
- if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
- tap_color.a = 1.0 - smoothstep(blur.dof_end, blur.dof_begin, tap_depth);
- }
-
- max_accum = max(max_accum, tap_amount * ofs_influence);
-
- color_accum += tap_color * tap_k;
- }
-
- color_accum.a = max(color_accum.a, sqrt(max_accum));
-
-#ifdef DOF_NEAR_BLUR_MERGE
- {
- vec4 original = texture(source_dof_original, uv_interp, 0.0);
- color_accum = mix(original, color_accum, color_accum.a);
- }
-#endif
-
- if (bool(blur.flags & FLAG_DOF_NEAR_FIRST_TAP)) {
- frag_color = color_accum;
- }
-#endif
-
-#ifdef MODE_SIMPLE_COPY
- vec4 color = texture(source_color, uv_interp, 0.0);
- if (bool(blur.flags & FLAG_COPY_FORCE_LUMINANCE)) {
- color.rgb = vec3(max(max(color.r, color.g), color.b));
- }
- frag_color = color;
-#endif
-
-#ifdef MODE_SSAO_MERGE
- vec4 color = texture(source_color, uv_interp, 0.0);
- float ssao = texture(source_ssao, uv_interp, 0.0).r;
- frag_color = vec4(mix(color.rgb, color.rgb * mix(blur.ssao_color.rgb, vec3(1.0), ssao), color.a), 1.0);
-
-#endif
-}
diff --git a/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl b/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
deleted file mode 100644
index 33ba9de7bb..0000000000
--- a/servers/rendering/rasterizer_rd/shaders/blur_inc.glsl
+++ /dev/null
@@ -1,35 +0,0 @@
-#define FLAG_HORIZONTAL (1 << 0)
-#define FLAG_USE_BLUR_SECTION (1 << 1)
-#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
-#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
-#define FLAG_GLOW_FIRST_PASS (1 << 4)
-#define FLAG_FLIP_Y (1 << 5)
-#define FLAG_COPY_FORCE_LUMINANCE (1 << 6)
-
-layout(push_constant, binding = 1, std430) uniform Blur {
- vec4 section;
- vec2 pixel_size;
- uint flags;
- uint pad;
- // Glow.
- float glow_strength;
- float glow_bloom;
- float glow_hdr_threshold;
- float glow_hdr_scale;
- float glow_exposure;
- float glow_white;
- float glow_luminance_cap;
- float glow_auto_exposure_grey;
- // DOF.
- float dof_begin;
- float dof_end;
- float dof_radius;
- float dof_pad;
-
- vec2 dof_dir;
- float camera_z_far;
- float camera_z_near;
-
- vec4 ssao_color;
-}
-blur;
diff --git a/servers/rendering/rasterizer_rd/shaders/copy.glsl b/servers/rendering/rasterizer_rd/shaders/copy.glsl
index cbb9b546a3..48c49ff7de 100644
--- a/servers/rendering/rasterizer_rd/shaders/copy.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/copy.glsl
@@ -1,86 +1,220 @@
/* clang-format off */
-[vertex]
+[compute]
#version 450
VERSION_DEFINES
-layout(location = 0) out vec2 uv_interp;
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
/* clang-format on */
-void main() {
+#define FLAG_HORIZONTAL (1 << 0)
+#define FLAG_USE_BLUR_SECTION (1 << 1)
+#define FLAG_USE_ORTHOGONAL_PROJECTION (1 << 2)
+#define FLAG_DOF_NEAR_FIRST_TAP (1 << 3)
+#define FLAG_GLOW_FIRST_PASS (1 << 4)
+#define FLAG_FLIP_Y (1 << 5)
+#define FLAG_FORCE_LUMINANCE (1 << 6)
+#define FLAG_COPY_ALL_SOURCE (1 << 7)
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec4 section;
+ ivec2 target;
+ uint flags;
+ uint pad;
+ // Glow.
+ float glow_strength;
+ float glow_bloom;
+ float glow_hdr_threshold;
+ float glow_hdr_scale;
+
+ float glow_exposure;
+ float glow_white;
+ float glow_luminance_cap;
+ float glow_auto_exposure_grey;
+ // DOF.
+ float camera_z_far;
+ float camera_z_near;
+ uvec2 pad2;
+}
+params;
- vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
- uv_interp = base_arr[gl_VertexIndex];
+layout(set = 0, binding = 0) uniform sampler2D source_color;
- gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
-}
+#ifdef GLOW_USE_AUTO_EXPOSURE
+layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
+#endif
-/* clang-format off */
-[fragment]
+#if defined(MODE_LINEARIZE_DEPTH_COPY) || defined(MODE_SIMPLE_COPY_DEPTH)
+layout(r32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#elif defined(DST_IMAGE_8BIT)
+layout(rgba8, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#else
+layout(rgba32f, set = 3, binding = 0) uniform restrict writeonly image2D dest_buffer;
+#endif
-#version 450
+void main() {
-VERSION_DEFINES
+ // Pixel being shaded
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThan(pos, params.section.zw))) { //too large, do nothing
+ return;
+ }
-layout(location = 0) in vec2 uv_interp;
-/* clang-format on */
+#ifdef MODE_MIPMAP
+
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ vec4 color = texelFetch(source_color, base_pos, 0);
+ color += texelFetch(source_color, base_pos + ivec2(0, 1), 0);
+ color += texelFetch(source_color, base_pos + ivec2(1, 0), 0);
+ color += texelFetch(source_color, base_pos + ivec2(1, 1), 0);
+ color /= 4.0;
-#ifdef MODE_CUBE_TO_DP
+ imageStore(dest_buffer, pos + params.target, color);
+#endif
-layout(set = 0, binding = 0) uniform samplerCube source_cube;
+#ifdef MODE_GAUSSIAN_BLUR
-layout(push_constant, binding = 0, std430) uniform Params {
- float bias;
- float z_far;
- float z_near;
- bool z_flip;
-}
-params;
+ //Simpler blur uses SIGMA2 for the gaussian kernel for a stronger effect
-layout(location = 0) out float depth_buffer;
+ if (bool(params.flags & FLAG_HORIZONTAL)) {
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.214607;
+ color += texelFetch(source_color, base_pos + ivec2(1, 0), 0) * 0.189879;
+ color += texelFetch(source_color, base_pos + ivec2(2, 0), 0) * 0.131514;
+ color += texelFetch(source_color, base_pos + ivec2(3, 0), 0) * 0.071303;
+ color += texelFetch(source_color, base_pos + ivec2(-1, 0), 0) * 0.189879;
+ color += texelFetch(source_color, base_pos + ivec2(-2, 0), 0) * 0.131514;
+ color += texelFetch(source_color, base_pos + ivec2(-3, 0), 0) * 0.071303;
+ imageStore(dest_buffer, pos + params.target, color);
+ } else {
+
+ ivec2 base_pos = (pos + params.section.xy);
+ vec4 color = texelFetch(source_color, base_pos + ivec2(0, 0), 0) * 0.38774;
+ color += texelFetch(source_color, base_pos + ivec2(0, 1), 0) * 0.24477;
+ color += texelFetch(source_color, base_pos + ivec2(0, 2), 0) * 0.06136;
+ color += texelFetch(source_color, base_pos + ivec2(0, -1), 0) * 0.24477;
+ color += texelFetch(source_color, base_pos + ivec2(0, -2), 0) * 0.06136;
+ imageStore(dest_buffer, pos + params.target, color);
+ }
#endif
-void main() {
+#ifdef MODE_GAUSSIAN_GLOW
-#ifdef MODE_CUBE_TO_DP
+ //Glow uses larger sigma 1 for a more rounded blur effect
- vec3 normal = vec3(uv_interp * 2.0 - 1.0, 0.0);
+#define GLOW_ADD(m_ofs, m_mult) \
+ { \
+ ivec2 ofs = base_pos + m_ofs; \
+ if (all(greaterThanEqual(ofs, section_begin)) && all(lessThan(ofs, section_end))) { \
+ color += texelFetch(source_color, ofs, 0) * m_mult; \
+ } \
+ }
+
+ vec4 color = vec4(0.0);
+
+ if (bool(params.flags & FLAG_HORIZONTAL)) {
+
+ ivec2 base_pos = (pos + params.section.xy) << 1;
+ ivec2 section_begin = params.section.xy << 1;
+ ivec2 section_end = section_begin + (params.section.zw << 1);
+
+ GLOW_ADD(ivec2(0, 0), 0.174938);
+ GLOW_ADD(ivec2(1, 0), 0.165569);
+ GLOW_ADD(ivec2(2, 0), 0.140367);
+ GLOW_ADD(ivec2(3, 0), 0.106595);
+ GLOW_ADD(ivec2(-1, 0), 0.165569);
+ GLOW_ADD(ivec2(-2, 0), 0.140367);
+ GLOW_ADD(ivec2(-3, 0), 0.106595);
+ color *= params.glow_strength;
+ } else {
- normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
- normal = normalize(normal);
+ ivec2 base_pos = pos + params.section.xy;
+ ivec2 section_begin = params.section.xy;
+ ivec2 section_end = section_begin + params.section.zw;
- normal.y = -normal.y; //needs to be flipped to match projection matrix
- if (!params.z_flip) {
- normal.z = -normal.z;
+ GLOW_ADD(ivec2(0, 0), 0.288713);
+ GLOW_ADD(ivec2(0, 1), 0.233062);
+ GLOW_ADD(ivec2(0, 2), 0.122581);
+ GLOW_ADD(ivec2(0, -1), 0.233062);
+ GLOW_ADD(ivec2(0, -2), 0.122581);
+ color *= params.glow_strength;
}
- float depth = texture(source_cube, normal).r;
+#undef GLOW_ADD
- // absolute values for direction cosines, bigger value equals closer to basis axis
- vec3 unorm = abs(normal);
+ if (bool(params.flags & FLAG_GLOW_FIRST_PASS)) {
+#ifdef GLOW_USE_AUTO_EXPOSURE
+
+ color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.glow_auto_exposure_grey;
+#endif
+ color *= params.glow_exposure;
+
+ float luminance = max(color.r, max(color.g, color.b));
+ float feedback = max(smoothstep(params.glow_hdr_threshold, params.glow_hdr_threshold + params.glow_hdr_scale, luminance), params.glow_bloom);
+
+ color = min(color * feedback, vec4(params.glow_luminance_cap));
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+
+#endif
+
+#ifdef MODE_SIMPLE_COPY
+
+ vec4 color;
+ if (bool(params.flags & FLAG_COPY_ALL_SOURCE)) {
+ vec2 uv = vec2(pos) / vec2(params.section.zw);
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ uv.y = 1.0 - uv.y;
+ }
+ color = textureLod(source_color, uv, 0.0);
+
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+ imageStore(dest_buffer, pos + params.target, color);
- if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
- // x code
- unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
- } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
- // y code
- unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
- } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
- // z code
- unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
} else {
- // oh-no we messed up code
- // has to be
- unorm = vec3(1.0, 0.0, 0.0);
+ color = texelFetch(source_color, pos + params.section.xy, 0);
+
+ if (bool(params.flags & FLAG_FORCE_LUMINANCE)) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
+ }
+
+ imageStore(dest_buffer, pos + params.target, color);
+ }
+
+#endif
+
+#ifdef MODE_SIMPLE_COPY_DEPTH
+
+ vec4 color = texelFetch(source_color, pos + params.section.xy, 0);
+
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
}
- float depth_fix = 1.0 / dot(normal, unorm);
+ imageStore(dest_buffer, pos + params.target, vec4(color.r));
+
+#endif
+
+#ifdef MODE_LINEARIZE_DEPTH_COPY
+
+ float depth = texelFetch(source_color, pos + params.section.xy, 0).r;
+ depth = depth * 2.0 - 1.0;
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ vec4 color = vec4(depth / params.camera_z_far);
- depth = 2.0 * depth - 1.0;
- float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
- depth_buffer = (linear_depth * depth_fix + params.bias) / params.z_far;
+ if (bool(params.flags & FLAG_FLIP_Y)) {
+ pos.y = params.section.w - pos.y - 1;
+ }
+ imageStore(dest_buffer, pos + params.target, color);
#endif
}
diff --git a/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
new file mode 100644
index 0000000000..1f499cf372
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/copy_to_fb.glsl
@@ -0,0 +1,68 @@
+/* clang-format off */
+[vertex]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(location = 0) out vec2 uv_interp;
+/* clang-format on */
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec4 section;
+ vec2 pixel_size;
+ bool flip_y;
+ bool use_section;
+ bool force_luminance;
+ uint pad[3];
+}
+params;
+
+void main() {
+
+ vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
+ uv_interp = base_arr[gl_VertexIndex];
+
+ if (params.use_section) {
+ uv_interp = params.section.xy + uv_interp * params.section.zw;
+ }
+
+ gl_Position = vec4(uv_interp * 2.0 - 1.0, 0.0, 1.0);
+
+ if (params.flip_y) {
+ uv_interp.y = 1.0 - uv_interp.y;
+ }
+}
+
+/* clang-format off */
+[fragment]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ vec4 section;
+ vec2 pixel_size;
+ bool flip_y;
+ bool use_section;
+ bool force_luminance;
+ uint pad[3];
+} params;
+
+
+layout(location = 0) in vec2 uv_interp;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform sampler2D source_color;
+
+layout(location = 0) out vec4 frag_color;
+
+void main() {
+
+ vec4 color = texture(source_color, uv_interp, 0.0);
+ if (params.force_luminance) {
+ color.rgb = vec3(max(max(color.r, color.g), color.b));
+ }
+ frag_color = color;
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
new file mode 100644
index 0000000000..02ebe1a53b
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/cube_to_dp.glsl
@@ -0,0 +1,72 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+/* clang-format on */
+
+layout(set = 0, binding = 0) uniform samplerCube source_cube;
+
+layout(push_constant, binding = 1, std430) uniform Params {
+ ivec2 screen_size;
+ ivec2 offset;
+ float bias;
+ float z_far;
+ float z_near;
+ bool z_flip;
+}
+params;
+
+layout(r32f, set = 1, binding = 0) uniform restrict writeonly image2D depth_buffer;
+
+void main() {
+
+ ivec2 pos = ivec2(gl_GlobalInvocationID.xy);
+ if (any(greaterThan(pos, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 pixel_size = 1.0 / vec2(params.screen_size);
+ vec2 uv = (vec2(pos) + 0.5) * pixel_size;
+
+ vec3 normal = vec3(uv * 2.0 - 1.0, 0.0);
+
+ normal.z = 0.5 - 0.5 * ((normal.x * normal.x) + (normal.y * normal.y));
+ normal = normalize(normal);
+
+ normal.y = -normal.y; //needs to be flipped to match projection matrix
+ if (!params.z_flip) {
+ normal.z = -normal.z;
+ }
+
+ float depth = texture(source_cube, normal).r;
+
+ // absolute values for direction cosines, bigger value equals closer to basis axis
+ vec3 unorm = abs(normal);
+
+ if ((unorm.x >= unorm.y) && (unorm.x >= unorm.z)) {
+ // x code
+ unorm = normal.x > 0.0 ? vec3(1.0, 0.0, 0.0) : vec3(-1.0, 0.0, 0.0);
+ } else if ((unorm.y > unorm.x) && (unorm.y >= unorm.z)) {
+ // y code
+ unorm = normal.y > 0.0 ? vec3(0.0, 1.0, 0.0) : vec3(0.0, -1.0, 0.0);
+ } else if ((unorm.z > unorm.x) && (unorm.z > unorm.y)) {
+ // z code
+ unorm = normal.z > 0.0 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 0.0, -1.0);
+ } else {
+ // oh-no we messed up code
+ // has to be
+ unorm = vec3(1.0, 0.0, 0.0);
+ }
+
+ float depth_fix = 1.0 / dot(normal, unorm);
+
+ depth = 2.0 * depth - 1.0;
+ float linear_depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near));
+ depth = (linear_depth * depth_fix) / params.z_far;
+
+ imageStore(depth_buffer, pos + params.offset, vec4(depth));
+}
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
index 07f4770b14..70ce8d61e4 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end.glsl
@@ -244,19 +244,13 @@ VERTEX_SHADER_CODE
//for dual paraboloid shadow mapping, this is the fastest but least correct way, as it curves straight edges
- vec3 vtx = vertex_interp + normalize(vertex_interp) * scene_data.z_offset;
+ vec3 vtx = vertex_interp;
float distance = length(vtx);
vtx = normalize(vtx);
vtx.xy /= 1.0 - vtx.z;
vtx.z = (distance / scene_data.z_far);
vtx.z = vtx.z * 2.0 - 1.0;
-
vertex_interp = vtx;
-#else
-
- float z_ofs = scene_data.z_offset;
- z_ofs += max(0.0, 1.0 - abs(normalize(normal_interp).z)) * scene_data.z_slope_scale;
- vertex_interp.z -= z_ofs;
#endif
@@ -267,6 +261,14 @@ VERTEX_SHADER_CODE
#else
gl_Position = projection_matrix * vec4(vertex_interp, 1.0);
#endif
+
+#ifdef MODE_RENDER_DEPTH
+ if (scene_data.pancake_shadows) {
+ if (gl_Position.z <= 0.00001) {
+ gl_Position.z = 0.00001;
+ }
+ }
+#endif
}
/* clang-format off */
@@ -315,6 +317,11 @@ layout(location = 8) in float dp_clip;
#define world_normal_matrix instances.data[instance_index].normal_transform
#define projection_matrix scene_data.projection_matrix
+#if defined(ENABLE_SSS) && defined(ENABLE_TRANSMITTANCE)
+//both required for transmittance to be enabled
+#define LIGHT_TRANSMITTANCE_USED
+#endif
+
#ifdef USE_MATERIAL_UNIFORMS
layout(set = 5, binding = 0, std140) uniform MaterialUniforms{
/* clang-format off */
@@ -434,9 +441,16 @@ vec3 F0(float metallic, float specular, vec3 albedo) {
return mix(vec3(dielectric), albedo, vec3(metallic));
}
-void light_compute(vec3 N, vec3 L, vec3 V, vec3 light_color, vec3 attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float attenuation, vec3 shadow_attenuation, vec3 diffuse_color, float roughness, float metallic, float specular, float specular_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
+ float transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -467,7 +481,7 @@ LIGHT_SHADER_CODE
/* clang-format on */
#else
- float NdotL = dot(N, L);
+ float NdotL = min(A + dot(N, L), 1.0);
float cNdotL = max(NdotL, 0.0); // clamped NdotL
float NdotV = dot(N, V);
float cNdotV = max(NdotV, 0.0);
@@ -477,11 +491,11 @@ LIGHT_SHADER_CODE
#endif
#if defined(SPECULAR_BLINN) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- float cNdotH = max(dot(N, H), 0.0);
+ float cNdotH = clamp(A + dot(N, H), 0.0, 1.0);
#endif
#if defined(DIFFUSE_BURLEY) || defined(SPECULAR_SCHLICK_GGX) || defined(LIGHT_CLEARCOAT_USED)
- float cLdotH = max(dot(L, H), 0.0);
+ float cLdotH = clamp(A + dot(L, H), 0.0, 1.0);
#endif
if (metallic < 1.0) {
@@ -538,16 +552,48 @@ LIGHT_SHADER_CODE
diffuse_brdf_NL = cNdotL * (1.0 / M_PI);
#endif
- diffuse_light += light_color * diffuse_color * diffuse_brdf_NL * attenuation;
+ diffuse_light += light_color * diffuse_color * shadow_attenuation * diffuse_brdf_NL * attenuation;
-#if defined(LIGHT_TRANSMISSION_USED)
- diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * transmission * attenuation;
+#if defined(LIGHT_BACKLIGHT_USED)
+ diffuse_light += light_color * diffuse_color * (vec3(1.0 / M_PI) - diffuse_brdf_NL) * backlight * attenuation;
#endif
#if defined(LIGHT_RIM_USED)
float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), diffuse_color, rim_tint) * light_color;
#endif
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+
+#ifdef SSS_MODE_SKIN
+
+ {
+ float scale = 8.25 / transmittance_depth;
+ float d = scale * abs(transmittance_z);
+ float dd = -d * d;
+ vec3 profile = vec3(0.233, 0.455, 0.649) * exp(dd / 0.0064) +
+ vec3(0.1, 0.336, 0.344) * exp(dd / 0.0484) +
+ vec3(0.118, 0.198, 0.0) * exp(dd / 0.187) +
+ vec3(0.113, 0.007, 0.007) * exp(dd / 0.567) +
+ vec3(0.358, 0.004, 0.0) * exp(dd / 1.99) +
+ vec3(0.078, 0.0, 0.0) * exp(dd / 7.41);
+
+ diffuse_light += profile * transmittance_color.a * diffuse_color * light_color * clamp(transmittance_boost - NdotL, 0.0, 1.0) * (1.0 / M_PI) * attenuation;
+ }
+#else
+
+ if (transmittance_depth > 0.0) {
+ float fade = clamp(abs(transmittance_z / transmittance_depth), 0.0, 1.0);
+
+ fade = pow(max(0.0, 1.0 - fade), transmittance_curve);
+ fade *= clamp(transmittance_boost - NdotL, 0.0, 1.0);
+
+ diffuse_light += diffuse_color * transmittance_color.rgb * light_color * (1.0 / M_PI) * transmittance_color.a * fade * attenuation;
+ }
+
+#endif //SSS_MODE_SKIN
+
+#endif //LIGHT_TRANSMITTANCE_USED
}
if (roughness > 0.0) { // FIXME: roughness == 0 should not disable specular light entirely
@@ -562,18 +608,18 @@ LIGHT_SHADER_CODE
blinn *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = blinn;
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_PHONG)
vec3 R = normalize(-reflect(L, N));
- float cRdotV = max(0.0, dot(R, V));
+ float cRdotV = clamp(A + dot(R, V), 0.0, 1.0);
float shininess = exp2(15.0 * (1.0 - roughness) + 1.0) * 0.25;
float phong = pow(cRdotV, shininess);
phong *= (shininess + 8.0) * (1.0 / (8.0 * M_PI));
float intensity = (phong) / max(4.0 * cNdotV * cNdotL, 0.75);
- specular_light += light_color * intensity * specular_blob_intensity * attenuation;
+ specular_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation;
#elif defined(SPECULAR_TOON)
@@ -582,7 +628,7 @@ LIGHT_SHADER_CODE
float mid = 1.0 - roughness;
mid *= mid;
float intensity = smoothstep(mid - roughness * 0.5, mid + roughness * 0.5, RdotV) * mid;
- diffuse_light += light_color * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
+ diffuse_light += light_color * shadow_attenuation * intensity * specular_blob_intensity * attenuation; // write to diffuse_light, as in toon shading you generally want no reflection
#elif defined(SPECULAR_DISABLED)
// none..
@@ -613,7 +659,7 @@ LIGHT_SHADER_CODE
vec3 specular_brdf_NL = cNdotL * D * F * G;
- specular_light += specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ specular_light += specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
#endif
#if defined(LIGHT_CLEARCOAT_USED)
@@ -627,12 +673,12 @@ LIGHT_SHADER_CODE
float clearcoat_specular_brdf_NL = 0.25 * clearcoat * Gr * Fr * Dr * cNdotL;
- specular_light += clearcoat_specular_brdf_NL * light_color * specular_blob_intensity * attenuation;
+ specular_light += clearcoat_specular_brdf_NL * light_color * shadow_attenuation * specular_blob_intensity * attenuation;
#endif
}
#ifdef USE_SHADOW_TO_OPACITY
- alpha = min(alpha, clamp(1.0 - length(attenuation), 0.0, 1.0));
+ alpha = min(alpha, clamp(1.0 - length(shadow_attenuation * attenuation), 0.0, 1.0));
#endif
#endif //defined(USE_LIGHT_SHADER_CODE)
@@ -640,53 +686,119 @@ LIGHT_SHADER_CODE
#ifndef USE_NO_SHADOWS
+const vec2 shadow_poisson_disk[16] = vec2[](
+ vec2(-0.94201624, -0.39906216),
+ vec2(0.94558609, -0.76890725),
+ vec2(-0.094184101, -0.92938870),
+ vec2(0.34495938, 0.29387760),
+ vec2(-0.91588581, 0.45771432),
+ vec2(-0.81544232, -0.87912464),
+ vec2(-0.38277543, 0.27676845),
+ vec2(0.97484398, 0.75648379),
+ vec2(0.44323325, -0.97511554),
+ vec2(0.53742981, -0.47373420),
+ vec2(-0.26496911, -0.41893023),
+ vec2(0.79197514, 0.19090188),
+ vec2(-0.24188840, 0.99706507),
+ vec2(-0.81409955, 0.91437590),
+ vec2(0.19984126, 0.78641367),
+ vec2(0.14383161, -0.14100790));
+
float sample_shadow(texture2D shadow, vec2 shadow_pixel_size, vec4 coord) {
- //todo optimize
vec2 pos = coord.xy;
float depth = coord.z;
-#ifdef SHADOW_MODE_PCF_13
+ switch (scene_data.shadow_filter_mode) {
+ case SHADOW_MODE_NO_FILTER: {
+ return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ };
+ case SHADOW_MODE_PCF5: {
+ float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
+ return avg * (1.0 / 5.0);
+ };
+ case SHADOW_MODE_PCF13: {
+
+ float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
+ avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
+ return avg * (1.0 / 13.0);
+ };
+ }
- float avg = textureProj(shadow, vec4(pos, depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, -shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x * 2.0, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y * 2.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y * 2.0), depth, 1.0));
- return avg * (1.0 / 13.0);
-#endif
+ return 0;
+}
-#ifdef SHADOW_MODE_PCF_5
+float sample_directional_soft_shadow(texture2D shadow, vec3 pssm_coord, vec2 tex_scale) {
- float avg = textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(-shadow_pixel_size.x, 0.0), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, shadow_pixel_size.y), depth, 1.0));
- avg += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos + vec2(0.0, -shadow_pixel_size.y), depth, 1.0));
- return avg * (1.0 / 5.0);
+ //find blocker
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
-#endif
+ mat2 poisson_rotate;
-#if !defined(SHADOW_MODE_PCF_5) || !defined(SHADOW_MODE_PCF_13)
+ {
+ float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
+ float sr = sin(r);
+ float cr = cos(r);
+ poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
- return textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(pos, depth, 1.0));
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
+ float d = textureLod(sampler2D(shadow, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < pssm_coord.z) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
-#endif
+ if (blocker_count > 0.0) {
+
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (pssm_coord.z - blocker_average) / blocker_average;
+ tex_scale *= penumbra;
+
+ float s = 0.0;
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 suv = pssm_coord.xy + (poisson_rotate * shadow_poisson_disk[i]) * tex_scale;
+ s += textureProj(sampler2DShadow(shadow, shadow_sampler), vec4(suv, pssm_coord.z, 1.0));
+ }
+
+ return s / float(scene_data.shadow_blocker_count);
+
+ } else {
+ //no blockers found, so no shadow
+ return 1.0;
+ }
}
#endif //USE_NO_SHADOWS
void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -707,45 +819,203 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float normalized_distance = light_length * lights.data[idx].inv_radius;
vec2 attenuation_energy = unpackHalf2x16(lights.data[idx].attenuation_energy);
float omni_attenuation = pow(max(1.0 - normalized_distance, 0.0), attenuation_energy.x);
- vec3 light_attenuation = vec3(omni_attenuation);
+ float light_attenuation = omni_attenuation;
+ vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
color_specular.rgb *= attenuation_energy.y;
+ float size_A = 0.0;
+
+ if (lights.data[idx].size > 0.0) {
+
+ float t = lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth; //no transmittance by default
+#endif
#ifndef USE_NO_SHADOWS
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
if (shadow_color_enabled.w > 0.5) {
// there is a shadowmap
- vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
- float shadow_len = length(splane);
- splane = normalize(splane);
- vec4 clamp_rect = lights.data[idx].atlas_rect;
+ vec4 v = vec4(vertex, 1.0);
+
+ vec4 splane = (lights.data[idx].shadow_matrix * v);
+ float shadow_len = length(splane.xyz); //need to remember shadow len from here
+
+ {
+ vec3 nofs = normal_interp * lights.data[idx].shadow_normal_bias / lights.data[idx].inv_radius;
+ nofs *= (1.0 - max(0.0, dot(normalize(light_rel_vec), normalize(normal_interp))));
+ v.xyz += nofs;
+ splane = (lights.data[idx].shadow_matrix * v);
+ }
+
+ float shadow;
+
+ if (lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
- if (splane.z >= 0.0) {
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
- splane.z += 1.0;
+ mat2 poisson_rotate;
- clamp_rect.y += clamp_rect.w;
+ {
+ float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
+ float sr = sin(r);
+ float cr = cos(r);
+ poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ vec3 normal = normalize(splane.xyz);
+ vec3 v0 = abs(normal.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(0.0, 1.0, 0.0);
+ vec3 tangent = normalize(cross(v0, normal));
+ vec3 bitangent = normalize(cross(tangent, normal));
+ float z_norm = shadow_len * lights.data[idx].inv_radius;
+
+ tangent *= lights.data[idx].soft_shadow_size;
+ bitangent *= lights.data[idx].soft_shadow_size;
+
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
+ vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), pos.xy, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ tangent *= penumbra;
+ bitangent *= penumbra;
+
+ z_norm -= lights.data[idx].inv_radius * lights.data[idx].shadow_bias;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+
+ vec2 poisson = (poisson_rotate * shadow_poisson_disk[i]);
+ vec3 pos = splane.xyz + tangent * poisson.x + bitangent * poisson.y;
+
+ pos = normalize(pos);
+ vec4 uv_rect = lights.data[idx].atlas_rect;
+
+ if (pos.z >= 0.0) {
+
+ pos.z += 1.0;
+ uv_rect.y += uv_rect.w;
+ } else {
+ pos.z = 1.0 - pos.z;
+ }
+
+ pos.xy /= pos.z;
+
+ pos.xy = pos.xy * 0.5 + 0.5;
+ pos.xy = uv_rect.xy + pos.xy * uv_rect.zw;
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(pos.xy, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.shadow_blocker_count);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
} else {
- splane.z = 1.0 - splane.z;
+ splane.xyz = normalize(splane.xyz);
+ vec4 clamp_rect = lights.data[idx].atlas_rect;
+
+ if (splane.z >= 0.0) {
+
+ splane.z += 1.0;
+
+ clamp_rect.y += clamp_rect.w;
+
+ } else {
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = (shadow_len - lights.data[idx].shadow_bias) * lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+ shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
}
- splane.xy /= splane.z;
- splane.xy = splane.xy * 0.5 + 0.5;
- splane.z = shadow_len * lights.data[idx].inv_radius;
- splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
- splane.w = 1.0; //needed? i think it should be 1 already
- float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+
+ //redo shadowmapping, but shrink the model a bit to avoid arctifacts
+ splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+
+ shadow_len = length(splane);
+ splane = normalize(splane);
+
+ if (splane.z >= 0.0) {
+
+ splane.z += 1.0;
+
+ } else {
+
+ splane.z = 1.0 - splane.z;
+ }
+
+ splane.xy /= splane.z;
+ splane.xy = splane.xy * 0.5 + 0.5;
+ splane.z = shadow_len * lights.data[idx].inv_radius;
+ splane.xy = clamp_rect.xy + splane.xy * clamp_rect.zw;
+ splane.w = 1.0; //needed? i think it should be 1 already
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ transmittance_z = (splane.z - shadow_z) / lights.data[idx].inv_radius;
+ }
+#endif
- light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
}
#endif //USE_NO_SHADOWS
- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim * omni_attenuation, rim_tint,
@@ -764,8 +1034,14 @@ void light_process_omni(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
}
void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 albedo, float roughness, float metallic, float specular, float p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- vec3 transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ vec3 backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ vec4 transmittance_color,
+ float transmittance_depth,
+ float transmittance_curve,
+ float transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
float rim, float rim_tint,
@@ -792,31 +1068,135 @@ void light_process_spot(uint idx, vec3 vertex, vec3 eye_vec, vec3 normal, vec3 a
float scos = max(dot(-normalize(light_rel_vec), spot_dir), spot_att_angle.y);
float spot_rim = max(0.0001, (1.0 - scos) / (1.0 - spot_att_angle.y));
spot_attenuation *= 1.0 - pow(spot_rim, spot_att_angle.x);
- vec3 light_attenuation = vec3(spot_attenuation);
+ float light_attenuation = spot_attenuation;
+ vec3 shadow_attenuation = vec3(1.0);
vec4 color_specular = unpackUnorm4x8(lights.data[idx].color_specular);
color_specular.rgb *= attenuation_energy.y;
+ float size_A = 0.0;
+
+ if (lights.data[idx].size > 0.0) {
+
+ float t = lights.data[idx].size / max(0.001, light_length);
+ size_A = max(0.0, 1.0 - 1 / sqrt(1 + t * t));
+ }
/*
if (lights.data[idx].atlas_rect!=vec4(0.0)) {
//use projector texture
}
*/
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+#endif
+
#ifndef USE_NO_SHADOWS
vec4 shadow_color_enabled = unpackUnorm4x8(lights.data[idx].shadow_color_enabled);
if (shadow_color_enabled.w > 0.5) {
//there is a shadowmap
- vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+
+ v.xyz -= spot_dir * lights.data[idx].shadow_bias;
+
+ float z_norm = dot(spot_dir, -light_rel_vec) * lights.data[idx].inv_radius;
+
+ float depth_bias_scale = 1.0 / (max(0.0001, z_norm)); //the closer to the light origin, the more you have to offset to reach 1px in the map
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(spot_dir, -normalize(normal_interp)))) * lights.data[idx].shadow_normal_bias * depth_bias_scale;
+ normal_bias -= spot_dir * dot(spot_dir, normal_bias); //only XY, no Z
+ v.xyz += normal_bias;
+
+ //adjust with bias
+ z_norm = dot(spot_dir, v.xyz - lights.data[idx].position) * lights.data[idx].inv_radius;
+
+ float shadow;
+
+ vec4 splane = (lights.data[idx].shadow_matrix * v);
splane /= splane.w;
- float shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
- light_attenuation *= mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+ if (lights.data[idx].soft_shadow_size > 0.0) {
+ //soft shadow
+
+ //find blocker
+
+ float blocker_count = 0.0;
+ float blocker_average = 0.0;
+
+ mat2 poisson_rotate;
+
+ {
+ float r = dot(vec2(gl_FragCoord.xy), vec2(131.234, 583.123));
+ float sr = sin(r);
+ float cr = cos(r);
+ poisson_rotate = mat2(vec2(cr, -sr), vec2(sr, cr));
+ }
+
+ float uv_size = lights.data[idx].soft_shadow_size * z_norm;
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
+ suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
+ float d = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), suv, 0.0).r;
+ if (d < z_norm) {
+ blocker_average += d;
+ blocker_count += 1.0;
+ }
+ }
+
+ if (blocker_count > 0.0) {
+
+ //blockers found, do soft shadow
+ blocker_average /= blocker_count;
+ float penumbra = (z_norm - blocker_average) / blocker_average;
+ uv_size *= penumbra;
+
+ shadow = 0.0;
+ for (uint i = 0; i < scene_data.shadow_blocker_count; i++) {
+ vec2 suv = splane.xy + (poisson_rotate * shadow_poisson_disk[i]) * uv_size;
+ suv = clamp(suv, lights.data[idx].atlas_rect.xy, lights.data[idx].atlas_rect.zw);
+ shadow += textureProj(sampler2DShadow(shadow_atlas, shadow_sampler), vec4(suv, z_norm, 1.0));
+ }
+
+ shadow /= float(scene_data.shadow_blocker_count);
+
+ } else {
+ //no blockers found, so no shadow
+ shadow = 1.0;
+ }
+
+ } else {
+ //hard shadow
+ splane.z = z_norm;
+ shadow = sample_shadow(shadow_atlas, scene_data.shadow_atlas_pixel_size, splane);
+ }
+
+ shadow_attenuation = mix(shadow_color_enabled.rgb, vec3(1.0), shadow);
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+
+ vec4 splane = (lights.data[idx].shadow_matrix * vec4(vertex - normalize(normal_interp) * lights.data[idx].transmittance_bias, 1.0));
+ splane /= splane.w;
+
+ float shadow_z = textureLod(sampler2D(shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), splane.xy, 0.0).r;
+ //reconstruct depth
+ shadow_z / lights.data[idx].inv_radius;
+ //distance to light plane
+ float z = dot(spot_dir, -light_rel_vec);
+ transmittance_z = z - shadow_z;
+ }
+#endif //LIGHT_TRANSMITTANCE_USED
}
#endif //USE_NO_SHADOWS
- light_compute(normal, normalize(light_rel_vec), eye_vec, color_specular.rgb, light_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, normalize(light_rel_vec), eye_vec, size_A, color_specular.rgb, light_attenuation, shadow_attenuation, albedo, roughness, metallic, specular, color_specular.a * p_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim * spot_attenuation, rim_tint,
@@ -1185,7 +1565,11 @@ void main() {
vec3 vertex = vertex_interp;
vec3 view = -normalize(vertex_interp);
vec3 albedo = vec3(1.0);
- vec3 transmission = vec3(0.0);
+ vec3 backlight = vec3(0.0);
+ vec4 transmittance_color = vec4(0.0);
+ float transmittance_depth = 0.0;
+ float transmittance_curve = 1.0;
+ float transmittance_boost = 0.0;
float metallic = 0.0;
float specular = 0.5;
vec3 emission = vec3(0.0);
@@ -1254,6 +1638,14 @@ FRAGMENT_SHADER_CODE
/* clang-format on */
}
+#if defined(LIGHT_TRANSMITTANCE_USED)
+#ifdef SSS_MODE_SKIN
+ transmittance_color.a = sss_strength;
+#else
+ transmittance_color.a *= sss_strength;
+#endif
+#endif
+
#if !defined(USE_SHADOW_TO_OPACITY)
#if defined(ALPHA_SCISSOR_USED)
@@ -1462,58 +1854,250 @@ FRAGMENT_SHADER_CODE
continue; //not masked
}
- vec3 light_attenuation = vec3(1.0);
+ vec3 shadow_attenuation = vec3(1.0);
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ float transmittance_z = transmittance_depth;
+#endif
if (directional_lights.data[i].shadow_enabled) {
float depth_z = -vertex.z;
vec4 pssm_coord;
+ vec3 shadow_color = vec3(0.0);
+ vec3 light_dir = directional_lights.data[i].direction;
+
+#define BIAS_FUNC(m_var, m_idx) \
+ m_var.xyz += light_dir * directional_lights.data[i].shadow_bias[m_idx]; \
+ vec3 normal_bias = normalize(normal_interp) * (1.0 - max(0.0, dot(light_dir, -normalize(normal_interp)))) * directional_lights.data[i].shadow_normal_bias[m_idx]; \
+ normal_bias -= light_dir * dot(light_dir, normal_bias); \
+ m_var.xyz += normal_bias;
+
+ float shadow = 0.0;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix1 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 0)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix1 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.x;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale1 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color1.rgb;
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.x, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix1 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.x;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.x;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
+
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 1)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color2.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.y, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix2 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.y;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.y;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
+
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 2)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color3.rgb;
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.z, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix3 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.z;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.z;
+
+ transmittance_z = z - shadow_z;
+ }
+#endif
+
} else {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
- }
- pssm_coord /= pssm_coord.w;
+ vec4 v = vec4(vertex, 1.0);
+
+ BIAS_FUNC(v, 3)
+
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
+ shadow_color = directional_lights.data[i].shadow_color4.rgb;
+
+#ifdef LIGHT_TRANSMITTANCE_USED
+ {
+ vec4 trans_vertex = vec4(vertex - normalize(normal_interp) * directional_lights.data[i].shadow_transmittance_bias.w, 1.0);
+ vec4 trans_coord = directional_lights.data[i].shadow_matrix4 * trans_vertex;
+ trans_coord /= trans_coord.w;
+
+ float shadow_z = textureLod(sampler2D(directional_shadow_atlas, material_samplers[SAMPLER_LINEAR_CLAMP]), trans_coord.xy, 0.0).r;
+ shadow_z *= directional_lights.data[i].shadow_transmittance_z_scale.w;
+ float z = trans_coord.z * directional_lights.data[i].shadow_transmittance_z_scale.w;
- float shadow = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ transmittance_z = z - shadow_z;
+ }
+#endif
+ }
if (directional_lights.data[i].blend_splits) {
+ vec3 shadow_color_blend = vec3(0.0);
float pssm_blend;
+ float shadow2;
if (depth_z < directional_lights.data[i].shadow_split_offsets.x) {
- pssm_coord = (directional_lights.data[i].shadow_matrix2 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 1)
+ pssm_coord = (directional_lights.data[i].shadow_matrix2 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.y;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale2 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
pssm_blend = smoothstep(0.0, directional_lights.data[i].shadow_split_offsets.x, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color2.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.y) {
- pssm_coord = (directional_lights.data[i].shadow_matrix3 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 2)
+ pssm_coord = (directional_lights.data[i].shadow_matrix3 * v);
+ pssm_coord /= pssm_coord.w;
+
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.z;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale3 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.x, directional_lights.data[i].shadow_split_offsets.y, depth_z);
+
+ shadow_color_blend = directional_lights.data[i].shadow_color3.rgb;
} else if (depth_z < directional_lights.data[i].shadow_split_offsets.z) {
- pssm_coord = (directional_lights.data[i].shadow_matrix4 * vec4(vertex, 1.0));
+ vec4 v = vec4(vertex, 1.0);
+ BIAS_FUNC(v, 3)
+ pssm_coord = (directional_lights.data[i].shadow_matrix4 * v);
+ pssm_coord /= pssm_coord.w;
+ if (directional_lights.data[i].softshadow_angle > 0) {
+ float range_pos = dot(directional_lights.data[i].direction, v.xyz);
+ float range_begin = directional_lights.data[i].shadow_range_begin.w;
+ float test_radius = (range_pos - range_begin) * directional_lights.data[i].softshadow_angle;
+ vec2 tex_scale = directional_lights.data[i].uv_scale4 * test_radius;
+ shadow2 = sample_directional_soft_shadow(directional_shadow_atlas, pssm_coord.xyz, tex_scale);
+ } else {
+ shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
+ }
+
pssm_blend = smoothstep(directional_lights.data[i].shadow_split_offsets.y, directional_lights.data[i].shadow_split_offsets.z, depth_z);
+ shadow_color_blend = directional_lights.data[i].shadow_color4.rgb;
} else {
pssm_blend = 0.0; //if no blend, same coord will be used (divide by z will result in same value, and already cached)
}
- pssm_coord /= pssm_coord.w;
+ pssm_blend = sqrt(pssm_blend);
- float shadow2 = sample_shadow(directional_shadow_atlas, scene_data.directional_shadow_pixel_size, pssm_coord);
shadow = mix(shadow, shadow2, pssm_blend);
+ shadow_color = mix(shadow_color, shadow_color_blend, pssm_blend);
}
shadow = mix(shadow, 1.0, smoothstep(directional_lights.data[i].fade_from, directional_lights.data[i].fade_to, vertex.z)); //done with negative values for performance
- light_attenuation = mix(directional_lights.data[i].shadow_color, vec3(1.0), shadow);
+ shadow_attenuation = mix(shadow_color, vec3(1.0), shadow);
+
+#undef BIAS_FUNC
}
- light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].color * directional_lights.data[i].energy, light_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+ light_compute(normal, directional_lights.data[i].direction, normalize(view), directional_lights.data[i].size, directional_lights.data[i].color * directional_lights.data[i].energy, 1.0, shadow_attenuation, albedo, roughness, metallic, specular, directional_lights.data[i].specular * specular_blob_intensity,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
+ transmittance_z,
#endif
#ifdef LIGHT_RIM_USED
rim, rim_tint,
@@ -1546,8 +2130,14 @@ FRAGMENT_SHADER_CODE
}
light_process_omni(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
rim,
@@ -1579,8 +2169,14 @@ FRAGMENT_SHADER_CODE
}
light_process_spot(light_index, vertex, view, normal, albedo, roughness, metallic, specular, specular_blob_intensity,
-#ifdef LIGHT_TRANSMISSION_USED
- transmission,
+#ifdef LIGHT_BACKLIGHT_USED
+ backlight,
+#endif
+#ifdef LIGHT_TRANSMITTANCE_USED
+ transmittance_color,
+ transmittance_depth,
+ transmittance_curve,
+ transmittance_boost,
#endif
#ifdef LIGHT_RIM_USED
rim,
@@ -1697,6 +2293,9 @@ FRAGMENT_SHADER_CODE
#else
+#ifdef SSS_MODE_SKIN
+ sss_strength = -sss_strength;
+#endif
diffuse_buffer = vec4(emission + diffuse_light + ambient_light, sss_strength);
specular_buffer = vec4(specular_light, metallic);
diff --git a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
index baef1e060f..59f326bc9b 100644
--- a/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/scene_high_end_inc.glsl
@@ -22,6 +22,10 @@ draw_call;
#define SAMPLER_NEAREST_WITH_MIPMAPS_ANISOTROPIC_REPEAT 10
#define SAMPLER_LINEAR_WITH_MIPMAPS_ANISOTROPIC_REPEAT 11
+#define SHADOW_MODE_NO_FILTER 0
+#define SHADOW_MODE_PCF5 1
+#define SHADOW_MODE_PCF13 2
+
layout(set = 0, binding = 1) uniform sampler material_samplers[12];
layout(set = 0, binding = 2) uniform sampler shadow_sampler;
@@ -37,13 +41,17 @@ layout(set = 0, binding = 3, std140) uniform SceneData {
vec2 viewport_size;
vec2 screen_pixel_size;
- //used for shadow mapping only
- float z_offset;
- float z_slope_scale;
-
float time;
float reflection_multiplier; // one normally, zero when rendering reflections
+ bool pancake_shadows;
+ uint shadow_filter_mode;
+
+ uint shadow_blocker_count;
+ uint shadow_pad0;
+ uint shadow_pad1;
+ uint shadow_pad2;
+
vec4 ambient_light_color_energy;
float ambient_color_sky_mix;
@@ -134,21 +142,27 @@ layout(set = 0, binding = 4, std430) buffer Instances {
}
instances;
-struct LightData { //this structure needs to be 128 bits
+struct LightData { //this structure needs to be as packed as possible
vec3 position;
float inv_radius;
vec3 direction;
+ float size;
uint attenuation_energy; //attenuation
uint color_specular; //rgb color, a specular (8 bit unorm)
uint cone_attenuation_angle; // attenuation and angle, (16bit float)
- uint mask;
uint shadow_color_enabled; //shadow rgb color, a>0.5 enabled (8bit unorm)
- vec4 atlas_rect; //used for shadow atlas uv on omni, and for projection atlas on spot
+ vec4 atlas_rect; // used for spot
mat4 shadow_matrix;
+ float shadow_bias;
+ float shadow_normal_bias;
+ float transmittance_bias;
+ float soft_shadow_size; // for spot, it's the size in uv coordinates of the light, for omni it's the span angle
+ uint mask;
+ uint pad[3];
};
-layout(set = 0, binding = 5, std140) uniform Lights {
- LightData data[MAX_LIGHT_DATA_STRUCTS];
+layout(set = 0, binding = 5, std430) buffer Lights {
+ LightData data[];
}
lights;
@@ -173,18 +187,33 @@ struct DirectionalLightData {
vec3 direction;
float energy;
vec3 color;
+ float size;
float specular;
- vec3 shadow_color;
uint mask;
+ float softshadow_angle;
+ uint pad1;
bool blend_splits;
bool shadow_enabled;
float fade_from;
float fade_to;
+ vec4 shadow_bias;
+ vec4 shadow_normal_bias;
+ vec4 shadow_transmittance_bias;
+ vec4 shadow_transmittance_z_scale;
+ vec4 shadow_range_begin;
vec4 shadow_split_offsets;
mat4 shadow_matrix1;
mat4 shadow_matrix2;
mat4 shadow_matrix3;
mat4 shadow_matrix4;
+ vec4 shadow_color1;
+ vec4 shadow_color2;
+ vec4 shadow_color3;
+ vec4 shadow_color4;
+ vec2 uv_scale1;
+ vec2 uv_scale2;
+ vec2 uv_scale3;
+ vec2 uv_scale4;
};
layout(set = 0, binding = 7, std140) uniform DirectionalLights {
diff --git a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
index 671e289ed0..1a5dd5ab55 100644
--- a/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/screen_space_reflection_filter.glsl
@@ -69,8 +69,6 @@ float gauss_weight(float p_val) {
return mix(gauss_table[idx], gauss_table[idx + 1], c);
}
-#define GAUSS_WEIGHT(m_val) gauss_table[clamp(int(m_val * float(GAUSS_TABLE_SIZE - 1)), 0, GAUSS_TABLE_SIZE - 1)]
-
#define M_PI 3.14159265359
vec3 reconstructCSPosition(vec2 S, float z) {
@@ -105,17 +103,14 @@ void do_filter(inout vec4 accum, inout float accum_radius, inout float divisor,
break;
}
- float contrib = 0.0;
if (d < radius) {
- contrib += gauss_weight(d / radius);
- }
- if (contrib > 0.0) {
- accum += imageLoad(source_ssr, tc) * contrib;
+ float w = gauss_weight(d / radius);
+ accum += imageLoad(source_ssr, tc) * w;
#ifndef VERTICAL_PASS
- accum_radius += r * contrib;
+ accum_radius += r * w;
#endif
- divisor += contrib;
+ divisor += w;
}
}
}
diff --git a/servers/rendering/rasterizer_rd/shaders/sky.glsl b/servers/rendering/rasterizer_rd/shaders/sky.glsl
index 3f433eb2ee..c6c863ec60 100644
--- a/servers/rendering/rasterizer_rd/shaders/sky.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/sky.glsl
@@ -141,15 +141,15 @@ void main() {
vec4 quarter_res_color = vec4(1.0);
#ifdef USE_CUBEMAP_PASS
- float using_cubemap = 1.0;
+ vec3 inverted_cube_normal = cube_normal;
+ inverted_cube_normal.z *= -1.0;
#ifdef USES_HALF_RES_COLOR
- half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
+ half_res_color = texture(samplerCube(half_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
#endif
#ifdef USES_QUARTER_RES_COLOR
- quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), cube_normal);
+ quarter_res_color = texture(samplerCube(quarter_res, material_samplers[SAMPLER_LINEAR_WITH_MIPMAPS_CLAMP]), inverted_cube_normal);
#endif
#else
- float using_cubemap = 0.0;
#ifdef USES_HALF_RES_COLOR
half_res_color = textureLod(sampler2D(half_res, material_samplers[SAMPLER_LINEAR_CLAMP]), uv, 0.0);
#endif
@@ -178,4 +178,10 @@ FRAGMENT_SHADER_CODE
frag_color.rgb = color * params.position_multiplier.w;
frag_color.a = alpha;
+
+ // Blending is disabled for Sky, so alpha doesn't blend
+ // alpha is used for subsurface scattering so make sure it doesn't get applied to Sky
+ if (!AT_CUBEMAP_PASS && !AT_HALF_RES_PASS && !AT_QUARTER_RES_PASS) {
+ frag_color.a = 0.0;
+ }
}
diff --git a/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
new file mode 100644
index 0000000000..41f8fde3ca
--- /dev/null
+++ b/servers/rendering/rasterizer_rd/shaders/subsurface_scattering.glsl
@@ -0,0 +1,198 @@
+/* clang-format off */
+[compute]
+
+#version 450
+
+VERSION_DEFINES
+
+
+
+layout(local_size_x = 8, local_size_y = 8, local_size_z = 1) in;
+
+/* clang-format on */
+
+#ifdef USE_25_SAMPLES
+const int kernel_size = 13;
+
+const vec2 kernel[kernel_size] = vec2[](
+ vec2(0.530605, 0.0),
+ vec2(0.0211412, 0.0208333),
+ vec2(0.0402784, 0.0833333),
+ vec2(0.0493588, 0.1875),
+ vec2(0.0410172, 0.333333),
+ vec2(0.0263642, 0.520833),
+ vec2(0.017924, 0.75),
+ vec2(0.0128496, 1.02083),
+ vec2(0.0094389, 1.33333),
+ vec2(0.00700976, 1.6875),
+ vec2(0.00500364, 2.08333),
+ vec2(0.00333804, 2.52083),
+ vec2(0.000973794, 3.0));
+
+const vec4 skin_kernel[kernel_size] = vec4[](
+ vec4(0.530605, 0.613514, 0.739601, 0),
+ vec4(0.0211412, 0.0459286, 0.0378196, 0.0208333),
+ vec4(0.0402784, 0.0657244, 0.04631, 0.0833333),
+ vec4(0.0493588, 0.0367726, 0.0219485, 0.1875),
+ vec4(0.0410172, 0.0199899, 0.0118481, 0.333333),
+ vec4(0.0263642, 0.0119715, 0.00684598, 0.520833),
+ vec4(0.017924, 0.00711691, 0.00347194, 0.75),
+ vec4(0.0128496, 0.00356329, 0.00132016, 1.02083),
+ vec4(0.0094389, 0.00139119, 0.000416598, 1.33333),
+ vec4(0.00700976, 0.00049366, 0.000151938, 1.6875),
+ vec4(0.00500364, 0.00020094, 5.28848e-005, 2.08333),
+ vec4(0.00333804, 7.85443e-005, 1.2945e-005, 2.52083),
+ vec4(0.000973794, 1.11862e-005, 9.43437e-007, 3));
+
+#endif //USE_25_SAMPLES
+
+#ifdef USE_17_SAMPLES
+const int kernel_size = 9;
+const vec2 kernel[kernel_size] = vec2[](
+ vec2(0.536343, 0.0),
+ vec2(0.0324462, 0.03125),
+ vec2(0.0582416, 0.125),
+ vec2(0.0571056, 0.28125),
+ vec2(0.0347317, 0.5),
+ vec2(0.0216301, 0.78125),
+ vec2(0.0144609, 1.125),
+ vec2(0.0100386, 1.53125),
+ vec2(0.00317394, 2.0));
+
+const vec4 skin_kernel[kernel_size] = vec4[](
+ vec4(0.536343, 0.624624, 0.748867, 0),
+ vec4(0.0324462, 0.0656718, 0.0532821, 0.03125),
+ vec4(0.0582416, 0.0659959, 0.0411329, 0.125),
+ vec4(0.0571056, 0.0287432, 0.0172844, 0.28125),
+ vec4(0.0347317, 0.0151085, 0.00871983, 0.5),
+ vec4(0.0216301, 0.00794618, 0.00376991, 0.78125),
+ vec4(0.0144609, 0.00317269, 0.00106399, 1.125),
+ vec4(0.0100386, 0.000914679, 0.000275702, 1.53125),
+ vec4(0.00317394, 0.000134823, 3.77269e-005, 2));
+#endif //USE_17_SAMPLES
+
+#ifdef USE_11_SAMPLES
+const int kernel_size = 6;
+const vec2 kernel[kernel_size] = vec2[](
+ vec2(0.560479, 0.0),
+ vec2(0.0771802, 0.08),
+ vec2(0.0821904, 0.32),
+ vec2(0.03639, 0.72),
+ vec2(0.0192831, 1.28),
+ vec2(0.00471691, 2.0));
+
+const vec4 skin_kernel[kernel_size] = vec4[](
+
+ vec4(0.560479, 0.669086, 0.784728, 0),
+ vec4(0.0771802, 0.113491, 0.0793803, 0.08),
+ vec4(0.0821904, 0.0358608, 0.0209261, 0.32),
+ vec4(0.03639, 0.0130999, 0.00643685, 0.72),
+ vec4(0.0192831, 0.00282018, 0.00084214, 1.28),
+ vec4(0.00471691, 0.000184771, 5.07565e-005, 2));
+
+#endif //USE_11_SAMPLES
+
+layout(push_constant, binding = 1, std430) uniform Params {
+
+ ivec2 screen_size;
+ float camera_z_far;
+ float camera_z_near;
+
+ bool vertical;
+ bool orthogonal;
+ float unit_size;
+ float scale;
+
+ float depth_scale;
+ uint pad[3];
+}
+params;
+
+layout(set = 0, binding = 0) uniform sampler2D source_image;
+layout(rgba16f, set = 1, binding = 0) uniform restrict writeonly image2D dest_image;
+layout(set = 2, binding = 0) uniform sampler2D source_depth;
+
+void do_filter(inout vec3 color_accum, inout vec3 divisor, vec2 uv, vec2 step, bool p_skin) {
+
+ // Accumulate the other samples:
+ for (int i = 1; i < kernel_size; i++) {
+ // Fetch color and depth for current sample:
+ vec2 offset = uv + kernel[i].y * step;
+ vec4 color = texture(source_image, offset);
+
+ if (abs(color.a) < 0.001) {
+ break; //mix no more
+ }
+
+ vec3 w;
+ if (p_skin) {
+ //skin
+ w = skin_kernel[i].rgb;
+ } else {
+ w = vec3(kernel[i].x);
+ }
+
+ color_accum += color.rgb * w;
+ divisor += w;
+ }
+}
+
+void main() {
+
+ // Pixel being shaded
+ ivec2 ssC = ivec2(gl_GlobalInvocationID.xy);
+
+ if (any(greaterThan(ssC, params.screen_size))) { //too large, do nothing
+ return;
+ }
+
+ vec2 uv = (vec2(ssC) + 0.5) / vec2(params.screen_size);
+
+ // Fetch color of current pixel:
+ vec4 base_color = texture(source_image, uv);
+ float strength = abs(base_color.a);
+
+ if (strength > 0.0) {
+
+ vec2 dir = params.vertical ? vec2(0.0, 1.0) : vec2(1.0, 0.0);
+
+ // Fetch linear depth of current pixel:
+ float depth = texture(source_depth, uv).r * 2.0 - 1.0;
+ float depth_scale;
+
+ if (params.orthogonal) {
+ depth = ((depth + (params.camera_z_far + params.camera_z_near) / (params.camera_z_far - params.camera_z_near)) * (params.camera_z_far - params.camera_z_near)) / 2.0;
+ depth_scale = params.unit_size; //remember depth is negative by default in OpenGL
+ } else {
+ depth = 2.0 * params.camera_z_near * params.camera_z_far / (params.camera_z_far + params.camera_z_near - depth * (params.camera_z_far - params.camera_z_near));
+ depth_scale = params.unit_size / depth; //remember depth is negative by default in OpenGL
+ }
+
+ float scale = mix(params.scale, depth_scale, params.depth_scale);
+
+ // Calculate the final step to fetch the surrounding pixels:
+ vec2 step = scale * dir;
+ step *= strength;
+ step /= 3.0;
+ // Accumulate the center sample:
+
+ vec3 divisor;
+ bool skin = bool(base_color.a < 0.0);
+
+ if (skin) {
+ //skin
+ divisor = skin_kernel[0].rgb;
+ } else {
+ divisor = vec3(kernel[0].x);
+ }
+
+ vec3 color = base_color.rgb * divisor;
+
+ do_filter(color, divisor, uv, step, skin);
+ do_filter(color, divisor, uv, -step, skin);
+
+ base_color.rgb = color / divisor;
+ }
+
+ imageStore(dest_image, ssC, base_color);
+}
diff --git a/servers/rendering/rendering_device.h b/servers/rendering/rendering_device.h
index a639ff3641..393bbc9f2f 100644
--- a/servers/rendering/rendering_device.h
+++ b/servers/rendering/rendering_device.h
@@ -908,6 +908,7 @@ public:
enum InitialAction {
INITIAL_ACTION_CLEAR, //start rendering and clear the framebuffer (supply params)
INITIAL_ACTION_KEEP, //start rendering, but keep attached color texture contents (depth will be cleared)
+ INITIAL_ACTION_DROP, //start rendering, ignore what is there, just write above it
INITIAL_ACTION_CONTINUE, //continue rendering (framebuffer must have been left in "continue" state as final action previously)
INITIAL_ACTION_MAX
};
diff --git a/servers/rendering/rendering_server_raster.cpp b/servers/rendering/rendering_server_raster.cpp
index 7cc06527e4..c6f3273339 100644
--- a/servers/rendering/rendering_server_raster.cpp
+++ b/servers/rendering/rendering_server_raster.cpp
@@ -135,16 +135,27 @@ void RenderingServerRaster::draw(bool p_swap_buffers, double frame_step) {
if (RSG::storage->get_captured_timestamps_count()) {
Vector<FrameProfileArea> new_profile;
- new_profile.resize(RSG::storage->get_captured_timestamps_count());
+ if (RSG::storage->capturing_timestamps) {
+ new_profile.resize(RSG::storage->get_captured_timestamps_count());
+ }
uint64_t base_cpu = RSG::storage->get_captured_timestamp_cpu_time(0);
uint64_t base_gpu = RSG::storage->get_captured_timestamp_gpu_time(0);
for (uint32_t i = 0; i < RSG::storage->get_captured_timestamps_count(); i++) {
- uint64_t time_cpu = RSG::storage->get_captured_timestamp_cpu_time(i) - base_cpu;
- uint64_t time_gpu = RSG::storage->get_captured_timestamp_gpu_time(i) - base_gpu;
- new_profile.write[i].gpu_msec = float(time_gpu / 1000) / 1000.0;
- new_profile.write[i].cpu_msec = float(time_cpu) / 1000.0;
- new_profile.write[i].name = RSG::storage->get_captured_timestamp_name(i);
+ uint64_t time_cpu = RSG::storage->get_captured_timestamp_cpu_time(i);
+ uint64_t time_gpu = RSG::storage->get_captured_timestamp_gpu_time(i);
+
+ String name = RSG::storage->get_captured_timestamp_name(i);
+
+ if (name.begins_with("vp_")) {
+ RSG::viewport->handle_timestamp(name, time_cpu, time_gpu);
+ }
+
+ if (RSG::storage->capturing_timestamps) {
+ new_profile.write[i].gpu_msec = float((time_gpu - base_gpu) / 1000) / 1000.0;
+ new_profile.write[i].cpu_msec = float(time_cpu - base_cpu) / 1000.0;
+ new_profile.write[i].name = RSG::storage->get_captured_timestamp_name(i);
+ }
}
frame_profile = new_profile;
diff --git a/servers/rendering/rendering_server_raster.h b/servers/rendering/rendering_server_raster.h
index 8480aa30fc..7ea7d0a4dc 100644
--- a/servers/rendering/rendering_server_raster.h
+++ b/servers/rendering/rendering_server_raster.h
@@ -456,7 +456,7 @@ public:
BIND0R(RID, viewport_create)
- BIND2(viewport_set_use_arvr, RID, bool)
+ BIND2(viewport_set_use_xr, RID, bool)
BIND3(viewport_set_size, RID, int, int)
BIND2(viewport_set_active, RID, bool)
@@ -493,6 +493,10 @@ public:
BIND2R(int, viewport_get_render_info, RID, ViewportRenderInfo)
BIND2(viewport_set_debug_draw, RID, ViewportDebugDraw)
+ BIND2(viewport_set_measure_render_time, RID, bool)
+ BIND1RC(float, viewport_get_measured_render_time_cpu, RID)
+ BIND1RC(float, viewport_get_measured_render_time_gpu, RID)
+
/* ENVIRONMENT API */
#undef BINDBASE
@@ -541,6 +545,8 @@ public:
BIND5(environment_set_fog_height, RID, bool, float, float, float)
BIND2(screen_space_roughness_limiter_set_active, bool, float)
+ BIND1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
+ BIND2(sub_surface_scattering_set_scale, float, float)
/* CAMERA EFFECTS */
@@ -552,6 +558,8 @@ public:
BIND8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
BIND3(camera_effects_set_custom_exposure, RID, bool, float)
+ BIND1(shadow_filter_set, ShadowFilter)
+
/* SCENARIO API */
#undef BINDBASE
diff --git a/servers/rendering/rendering_server_scene.cpp b/servers/rendering/rendering_server_scene.cpp
index 65823e11aa..d66708587a 100644
--- a/servers/rendering/rendering_server_scene.cpp
+++ b/servers/rendering/rendering_server_scene.cpp
@@ -1334,7 +1334,7 @@ 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 +1347,18 @@ 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 +1367,8 @@ 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 +1381,7 @@ 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 +1401,7 @@ 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 +1410,7 @@ 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 +1419,13 @@ 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 +1434,7 @@ 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 +1443,8 @@ 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 +1462,27 @@ 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 +1500,13 @@ 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 +1515,9 @@ 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 +1530,35 @@ 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 +1588,10 @@ 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 +1603,91 @@ 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 +1698,19 @@ 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);
@@ -1614,9 +1728,9 @@ 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.write[0] = light_transform.xform(Plane(Vector3(0, 0, z), radius));
@@ -1645,12 +1759,12 @@ 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 +1813,12 @@ 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 +1826,8 @@ 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 +1852,7 @@ 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 +1907,12 @@ 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 +1924,14 @@ 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 +1984,17 @@ 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
@@ -2112,7 +2224,7 @@ 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 +2326,7 @@ 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));
}
}
@@ -2324,7 +2436,7 @@ 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 {
diff --git a/servers/rendering/rendering_server_scene.h b/servers/rendering/rendering_server_scene.h
index 41641b7c75..0970fed6c4 100644
--- a/servers/rendering/rendering_server_scene.h
+++ b/servers/rendering/rendering_server_scene.h
@@ -39,7 +39,7 @@
#include "core/os/thread.h"
#include "core/rid_owner.h"
#include "core/self_list.h"
-#include "servers/arvr/arvr_interface.h"
+#include "servers/xr/xr_interface.h"
class RenderingServerScene {
public:
@@ -418,15 +418,15 @@ public:
_FORCE_INLINE_ void _update_dirty_instance(Instance *p_instance);
_FORCE_INLINE_ void _update_instance_lightmap_captures(Instance *p_instance);
- _FORCE_INLINE_ bool _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);
+ _FORCE_INLINE_ bool _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);
bool _render_reflection_probe_step(Instance *p_instance, int p_step);
- void _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 = true);
+ void _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 = true);
void _render_scene(RID p_render_buffers, const Transform p_cam_transform, const CameraMatrix &p_cam_projection, bool p_cam_orthogonal, RID p_force_environment, RID p_force_camera_effects, RID p_scenario, RID p_shadow_atlas, RID p_reflection_probe, int p_reflection_probe_pass);
void render_empty_scene(RID p_render_buffers, RID p_scenario, RID p_shadow_atlas);
void render_camera(RID p_render_buffers, RID p_camera, RID p_scenario, Size2 p_viewport_size, RID p_shadow_atlas);
- void 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 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);
void update_dirty_instances();
void render_probes();
diff --git a/servers/rendering/rendering_server_viewport.cpp b/servers/rendering/rendering_server_viewport.cpp
index aa65101ddf..152e79f3e0 100644
--- a/servers/rendering/rendering_server_viewport.cpp
+++ b/servers/rendering/rendering_server_viewport.cpp
@@ -62,24 +62,30 @@ static Transform2D _canvas_get_transform(RenderingServerViewport::Viewport *p_vi
return xf;
}
-void RenderingServerViewport::_draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
+void RenderingServerViewport::_draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye) {
RENDER_TIMESTAMP(">Begin Rendering 3D Scene");
- Ref<ARVRInterface> arvr_interface;
- if (ARVRServer::get_singleton() != nullptr) {
- arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
+ Ref<XRInterface> xr_interface;
+ if (XRServer::get_singleton() != nullptr) {
+ xr_interface = XRServer::get_singleton()->get_primary_interface();
}
- if (p_viewport->use_arvr && arvr_interface.is_valid()) {
- RSG::scene->render_camera(p_viewport->render_buffers, arvr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
+ if (p_viewport->use_xr && xr_interface.is_valid()) {
+ RSG::scene->render_camera(p_viewport->render_buffers, xr_interface, p_eye, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
} else {
RSG::scene->render_camera(p_viewport->render_buffers, p_viewport->camera, p_viewport->scenario, p_viewport->size, p_viewport->shadow_atlas);
}
RENDER_TIMESTAMP("<End Rendering 3D Scene");
}
-void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye) {
+void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye) {
+
+ if (p_viewport->measure_render_time) {
+ String rt_id = "vp_begin_" + itos(p_viewport->self.get_id());
+ RSG::storage->capture_timestamp(rt_id);
+ timestamp_vp_map[rt_id] = p_viewport->self;
+ }
/* Camera should always be BEFORE any other 3D */
@@ -289,21 +295,27 @@ void RenderingServerViewport::_draw_viewport(Viewport *p_viewport, ARVRInterface
//was never cleared in the end, force clear it
RSG::storage->render_target_do_clear_request(p_viewport->render_target);
}
+
+ if (p_viewport->measure_render_time) {
+ String rt_id = "vp_end_" + itos(p_viewport->self.get_id());
+ RSG::storage->capture_timestamp(rt_id);
+ timestamp_vp_map[rt_id] = p_viewport->self;
+ }
}
void RenderingServerViewport::draw_viewports() {
-#if 0
- // get our arvr interface in case we need it
- Ref<ARVRInterface> arvr_interface;
+ timestamp_vp_map.clear();
- if (ARVRServer::get_singleton() != nullptr) {
- arvr_interface = ARVRServer::get_singleton()->get_primary_interface();
+ // get our xr interface in case we need it
+ Ref<XRInterface> xr_interface;
+
+ if (XRServer::get_singleton() != nullptr) {
+ xr_interface = XRServer::get_singleton()->get_primary_interface();
// process all our active interfaces
- ARVRServer::get_singleton()->_process();
+ XRServer::get_singleton()->_process();
}
-#endif
if (Engine::get_singleton()->is_editor_hint()) {
set_default_clear_color(GLOBAL_GET("rendering/environment/default_clear_color"));
@@ -367,38 +379,41 @@ void RenderingServerViewport::draw_viewports() {
RSG::storage->render_target_set_as_unused(vp->render_target);
#if 0
- if (vp->use_arvr && arvr_interface.is_valid()) {
+ // TODO fix up this code after we change our commit_for_eye to accept our new render targets
+
+ if (vp->use_xr && xr_interface.is_valid()) {
// override our size, make sure it matches our required size
- vp->size = arvr_interface->get_render_targetsize();
+ vp->size = xr_interface->get_render_targetsize();
RSG::storage->render_target_set_size(vp->render_target, vp->size.x, vp->size.y);
// render mono or left eye first
- ARVRInterface::Eyes leftOrMono = arvr_interface->is_stereo() ? ARVRInterface::EYE_LEFT : ARVRInterface::EYE_MONO;
+ XRInterface::Eyes leftOrMono = xr_interface->is_stereo() ? XRInterface::EYE_LEFT : XRInterface::EYE_MONO;
// check for an external texture destination for our left eye/mono
- RSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(leftOrMono));
+ // TODO investigate how we're going to make external textures work
+ RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(leftOrMono));
// set our render target as current
RSG::rasterizer->set_current_render_target(vp->render_target);
// and draw left eye/mono
_draw_viewport(vp, leftOrMono);
- arvr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
+ xr_interface->commit_for_eye(leftOrMono, vp->render_target, vp->viewport_to_screen_rect);
// render right eye
- if (leftOrMono == ARVRInterface::EYE_LEFT) {
+ if (leftOrMono == XRInterface::EYE_LEFT) {
// check for an external texture destination for our right eye
- RSG::storage->render_target_set_external_texture(vp->render_target, arvr_interface->get_external_texture_for_eye(ARVRInterface::EYE_RIGHT));
+ RSG::storage->render_target_set_external_texture(vp->render_target, xr_interface->get_external_texture_for_eye(XRInterface::EYE_RIGHT));
// commit for eye may have changed the render target
RSG::rasterizer->set_current_render_target(vp->render_target);
- _draw_viewport(vp, ARVRInterface::EYE_RIGHT);
- arvr_interface->commit_for_eye(ARVRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
+ _draw_viewport(vp, XRInterface::EYE_RIGHT);
+ xr_interface->commit_for_eye(XRInterface::EYE_RIGHT, vp->render_target, vp->viewport_to_screen_rect);
}
// and for our frame timing, mark when we've finished committing our eyes
- ARVRServer::get_singleton()->_mark_commit();
+ XRServer::get_singleton()->_mark_commit();
} else {
#endif
{
@@ -470,11 +485,11 @@ RID RenderingServerViewport::viewport_create() {
return rid;
}
-void RenderingServerViewport::viewport_set_use_arvr(RID p_viewport, bool p_use_arvr) {
+void RenderingServerViewport::viewport_set_use_xr(RID p_viewport, bool p_use_xr) {
Viewport *viewport = viewport_owner.getornull(p_viewport);
ERR_FAIL_COND(!viewport);
- viewport->use_arvr = p_use_arvr;
+ viewport->use_xr = p_use_xr;
}
void RenderingServerViewport::viewport_set_size(RID p_viewport, int p_width, int p_height) {
@@ -744,6 +759,30 @@ void RenderingServerViewport::viewport_set_debug_draw(RID p_viewport, RS::Viewpo
viewport->debug_draw = p_draw;
}
+void RenderingServerViewport::viewport_set_measure_render_time(RID p_viewport, bool p_enable) {
+
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND(!viewport);
+
+ viewport->measure_render_time = p_enable;
+}
+
+float RenderingServerViewport::viewport_get_measured_render_time_cpu(RID p_viewport) const {
+
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND_V(!viewport, 0);
+
+ return double(viewport->time_cpu_end - viewport->time_cpu_begin) / 1000.0;
+}
+
+float RenderingServerViewport::viewport_get_measured_render_time_gpu(RID p_viewport) const {
+
+ Viewport *viewport = viewport_owner.getornull(p_viewport);
+ ERR_FAIL_COND_V(!viewport, 0);
+
+ return double((viewport->time_gpu_end - viewport->time_gpu_begin) / 1000) / 1000.0;
+}
+
bool RenderingServerViewport::free(RID p_rid) {
if (viewport_owner.owns(p_rid)) {
@@ -772,6 +811,29 @@ bool RenderingServerViewport::free(RID p_rid) {
return false;
}
+void RenderingServerViewport::handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time) {
+
+ RID *vp = timestamp_vp_map.getptr(p_timestamp);
+ if (!vp) {
+ return;
+ }
+
+ Viewport *viewport = viewport_owner.getornull(*vp);
+ if (!viewport) {
+ return;
+ }
+
+ if (p_timestamp.begins_with("vp_begin")) {
+ viewport->time_cpu_begin = p_cpu_time;
+ viewport->time_gpu_begin = p_gpu_time;
+ }
+
+ if (p_timestamp.begins_with("vp_end")) {
+ viewport->time_cpu_end = p_cpu_time;
+ viewport->time_gpu_end = p_gpu_time;
+ }
+}
+
void RenderingServerViewport::set_default_clear_color(const Color &p_color) {
RSG::storage->set_default_clear_color(p_color);
}
diff --git a/servers/rendering/rendering_server_viewport.h b/servers/rendering/rendering_server_viewport.h
index f574c58d96..910d1ef5e9 100644
--- a/servers/rendering/rendering_server_viewport.h
+++ b/servers/rendering/rendering_server_viewport.h
@@ -34,8 +34,8 @@
#include "core/rid_owner.h"
#include "core/self_list.h"
#include "rasterizer.h"
-#include "servers/arvr/arvr_interface.h"
#include "servers/rendering_server.h"
+#include "servers/xr/xr_interface.h"
class RenderingServerViewport {
public:
@@ -47,7 +47,7 @@ public:
RID self;
RID parent;
- bool use_arvr; /* use arvr interface to override camera positioning and projection matrices and control output */
+ bool use_xr; /* use xr interface to override camera positioning and projection matrices and control output */
Size2i size;
RID camera;
@@ -67,8 +67,13 @@ public:
bool hide_scenario;
bool hide_canvas;
bool disable_environment;
- bool disable_3d_by_usage;
- bool keep_3d_linear;
+ bool measure_render_time;
+
+ uint64_t time_cpu_begin;
+ uint64_t time_cpu_end;
+
+ uint64_t time_gpu_begin;
+ uint64_t time_gpu_end;
RID shadow_atlas;
int shadow_atlas_size;
@@ -121,16 +126,25 @@ public:
disable_environment = false;
viewport_to_screen = DisplayServer::INVALID_WINDOW_ID;
shadow_atlas_size = 0;
- keep_3d_linear = false;
+ measure_render_time = false;
+
debug_draw = RS::VIEWPORT_DEBUG_DRAW_DISABLED;
msaa = RS::VIEWPORT_MSAA_DISABLED;
for (int i = 0; i < RS::VIEWPORT_RENDER_INFO_MAX; i++) {
render_info[i] = 0;
}
- use_arvr = false;
+ use_xr = false;
+
+ time_cpu_begin = 0;
+ time_cpu_end = 0;
+
+ time_gpu_begin = 0;
+ time_gpu_end = 0;
}
};
+ HashMap<String, RID> timestamp_vp_map;
+
uint64_t draw_viewports_pass = 0;
mutable RID_PtrOwner<Viewport> viewport_owner;
@@ -152,13 +166,13 @@ public:
Vector<Viewport *> active_viewports;
private:
- void _draw_3d(Viewport *p_viewport, ARVRInterface::Eyes p_eye);
- void _draw_viewport(Viewport *p_viewport, ARVRInterface::Eyes p_eye = ARVRInterface::EYE_MONO);
+ void _draw_3d(Viewport *p_viewport, XRInterface::Eyes p_eye);
+ void _draw_viewport(Viewport *p_viewport, XRInterface::Eyes p_eye = XRInterface::EYE_MONO);
public:
RID viewport_create();
- void viewport_set_use_arvr(RID p_viewport, bool p_use_arvr);
+ void viewport_set_use_xr(RID p_viewport, bool p_use_xr);
void viewport_set_size(RID p_viewport, int p_width, int p_height);
@@ -196,6 +210,12 @@ public:
virtual int viewport_get_render_info(RID p_viewport, RS::ViewportRenderInfo p_info);
virtual void viewport_set_debug_draw(RID p_viewport, RS::ViewportDebugDraw p_draw);
+ void viewport_set_measure_render_time(RID p_viewport, bool p_enable);
+ float viewport_get_measured_render_time_cpu(RID p_viewport) const;
+ float viewport_get_measured_render_time_gpu(RID p_viewport) const;
+
+ void handle_timestamp(String p_timestamp, uint64_t p_cpu_time, uint64_t p_gpu_time);
+
void set_default_clear_color(const Color &p_color);
void draw_viewports();
diff --git a/servers/rendering/rendering_server_wrap_mt.cpp b/servers/rendering/rendering_server_wrap_mt.cpp
index aa3bf583c7..4ca13dbef9 100644
--- a/servers/rendering/rendering_server_wrap_mt.cpp
+++ b/servers/rendering/rendering_server_wrap_mt.cpp
@@ -126,17 +126,6 @@ void RenderingServerWrapMT::init() {
void RenderingServerWrapMT::finish() {
- if (thread) {
-
- command_queue.push(this, &RenderingServerWrapMT::thread_exit);
- Thread::wait_to_finish(thread);
- memdelete(thread);
-
- thread = nullptr;
- } else {
- rendering_server->finish();
- }
-
sky_free_cached_ids();
shader_free_cached_ids();
material_free_cached_ids();
@@ -161,6 +150,17 @@ void RenderingServerWrapMT::finish() {
canvas_item_free_cached_ids();
canvas_light_occluder_free_cached_ids();
canvas_occluder_polygon_free_cached_ids();
+
+ if (thread) {
+
+ command_queue.push(this, &RenderingServerWrapMT::thread_exit);
+ Thread::wait_to_finish(thread);
+ memdelete(thread);
+
+ thread = nullptr;
+ } else {
+ rendering_server->finish();
+ }
}
void RenderingServerWrapMT::set_use_vsync_callback(bool p_enable) {
diff --git a/servers/rendering/rendering_server_wrap_mt.h b/servers/rendering/rendering_server_wrap_mt.h
index 13dad3ec18..834cf82d79 100644
--- a/servers/rendering/rendering_server_wrap_mt.h
+++ b/servers/rendering/rendering_server_wrap_mt.h
@@ -370,7 +370,7 @@ public:
FUNCRID(viewport)
- FUNC2(viewport_set_use_arvr, RID, bool)
+ FUNC2(viewport_set_use_xr, RID, bool)
FUNC3(viewport_set_size, RID, int, int)
@@ -411,6 +411,14 @@ public:
FUNC2(viewport_set_debug_draw, RID, ViewportDebugDraw)
+ FUNC2(viewport_set_measure_render_time, RID, bool)
+ virtual float viewport_get_measured_render_time_cpu(RID p_viewport) const {
+ return rendering_server->viewport_get_measured_render_time_cpu(p_viewport);
+ }
+ virtual float viewport_get_measured_render_time_gpu(RID p_viewport) const {
+ return rendering_server->viewport_get_measured_render_time_gpu(p_viewport);
+ }
+
FUNC1(directional_shadow_atlas_set_size, int)
/* SKY API */
@@ -456,6 +464,8 @@ public:
FUNC5(environment_set_fog_height, RID, bool, float, float, float)
FUNC2(screen_space_roughness_limiter_set_active, bool, float)
+ FUNC1(sub_surface_scattering_set_quality, SubSurfaceScatteringQuality)
+ FUNC2(sub_surface_scattering_set_scale, float, float)
FUNCRID(camera_effects)
@@ -465,6 +475,8 @@ public:
FUNC8(camera_effects_set_dof_blur, RID, bool, float, float, bool, float, float, float)
FUNC3(camera_effects_set_custom_exposure, RID, bool, float)
+ FUNC1(shadow_filter_set, ShadowFilter)
+
FUNCRID(scenario)
FUNC2(scenario_set_debug, RID, ScenarioDebugMode)
diff --git a/servers/rendering/shader_types.cpp b/servers/rendering/shader_types.cpp
index ba7b992e51..de69fea16f 100644
--- a/servers/rendering/shader_types.cpp
+++ b/servers/rendering/shader_types.cpp
@@ -108,7 +108,11 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["ANISOTROPY_FLOW"] = ShaderLanguage::TYPE_VEC2;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_STRENGTH"] = ShaderLanguage::TYPE_FLOAT;
- shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["TRANSMISSION"] = ShaderLanguage::TYPE_VEC3;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_COLOR"] = ShaderLanguage::TYPE_VEC4;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_DEPTH"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_CURVE"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["SSS_TRANSMITTANCE_BOOST"] = ShaderLanguage::TYPE_FLOAT;
+ shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["BACKLIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["AO_LIGHT_AFFECT"] = ShaderLanguage::TYPE_FLOAT;
shader_modes[RS::SHADER_SPATIAL].functions["fragment"].built_ins["EMISSION"] = ShaderLanguage::TYPE_VEC3;
@@ -145,7 +149,7 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["LIGHT_COLOR"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ATTENUATION"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ALBEDO"] = constt(ShaderLanguage::TYPE_VEC3);
- shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["TRANSMISSION"] = constt(ShaderLanguage::TYPE_VEC3);
+ shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["BACKLIGHT"] = constt(ShaderLanguage::TYPE_VEC3);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["ROUGHNESS"] = constt(ShaderLanguage::TYPE_FLOAT);
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["DIFFUSE_LIGHT"] = ShaderLanguage::TYPE_VEC3;
shader_modes[RS::SHADER_SPATIAL].functions["light"].built_ins["SPECULAR_LIGHT"] = ShaderLanguage::TYPE_VEC3;
@@ -168,6 +172,8 @@ ShaderTypes::ShaderTypes() {
shader_modes[RS::SHADER_SPATIAL].modes.push_back("depth_test_disabled");
+ shader_modes[RS::SHADER_SPATIAL].modes.push_back("sss_mode_skin");
+
shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_back");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_front");
shader_modes[RS::SHADER_SPATIAL].modes.push_back("cull_disabled");